[{"skill_mod":{},"summary":"You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1","weakness":{},"name":"Dwarven Lore","trait":["Dwarf"],"id":"feat-1","text":" Dwarven Lore Source Core Rulebook pg. 36 --- You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore.","category":"feat","pfs":"Standard","feat":["Dwarven Lore"],"rarity":"common","slug":"feat-1"},{"skill_mod":{},"summary":"Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2","weakness":{},"name":"Dwarven Weapon Familiarity","trait":["Dwarf"],"id":"feat-2","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dwarven Weapon Familiarity Source Core Rulebook pg. 36 --- Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the battle axe, pick, and warhammer. You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons. Dwarven Weapon Familiarity leads to... Dwarven Weapon Cunning, Dwarven Weapon Expertise","category":"feat","pfs":"Standard","feat":["Dwarven Weapon Familiarity"],"rarity":"common","slug":"feat-2"},{"skill_mod":{},"summary":"Your innate connection to stone makes you adept at moving across uneven surfaces.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3","weakness":{},"name":"Rock Runner","trait":["Dwarf"],"id":"feat-3","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rock Runner Source Core Rulebook pg. 36 --- Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead. Rock Runner leads to... Boulder Roll","category":"feat","pfs":"Standard","feat":["Rock Runner"],"rarity":"common","slug":"feat-3"},{"remaster_name":["Stonemason's Eye"],"skill_mod":{},"summary":"You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4","weakness":{},"name":"Stonecunning","trait":["Dwarf"],"id":"feat-4","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stonecunning Source Core Rulebook pg. 36 --- You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone. If you aren't using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain the circumstance bonus, and it takes a –2 circumstance penalty.","category":"feat","pfs":"Standard","feat":["Stonecunning"],"rarity":"common","slug":"feat-4"},{"skill_mod":{},"summary":"You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5","weakness":{},"name":"Unburdened Iron","trait":["Dwarf"],"id":"feat-5","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unburdened Iron Source Core Rulebook pg. 36 --- You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear. In addition, any time you're taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.","category":"feat","pfs":"Standard","feat":["Unburdened Iron"],"rarity":"common","slug":"feat-5"},{"remaster_name":["Mountain Strategy"],"skill_mod":{},"summary":"You heart aches for vengeance against those who have wronged your people.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6","weakness":{},"name":"Vengeful Hatred","trait":["Dwarf"],"id":"feat-6","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vengeful Hatred Source Core Rulebook pg. 36 --- You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait. Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.","category":"feat","pfs":"Standard","feat":["Vengeful Hatred"],"rarity":"common","slug":"feat-6"},{"skill_mod":{},"summary":"Your dwarven build allows you to push foes around, just like a mighty boulder.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Rock Runner","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7","weakness":{},"name":"Boulder Roll","trait":["Dwarf"],"actions_number":4,"id":"feat-7","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Boulder Roll Two Actions Source Core Rulebook pg. 36 Prerequisites Rock Runner --- Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm's way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. If the foe can't move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Boulder Roll"],"rarity":"common","slug":"feat-7"},{"remaster_name":["Dwarven Weapon Familiarity"],"skill_mod":{},"summary":"You’ve learned cunning techniques to get the best effects out of your dwarven weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Dwarven Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8","weakness":{},"name":"Dwarven Weapon Cunning","trait":["Dwarf"],"id":"feat-8","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Dwarven Weapon Cunning Source Core Rulebook pg. 37 Prerequisites Dwarven Weapon Familiarity --- You've learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a battle axe, pick, warhammer, or a dwarf weapon, you apply the weapon's critical specialization effect. Dwarven Weapon Cunning leads to... Trick Driver Dedication","category":"feat","pfs":"Standard","feat":["Dwarven Weapon Cunning"],"rarity":"common","slug":"feat-8"},{"skill_mod":{},"summary":"Your hardiness lets you withstand more punishment than most before going down.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=9","weakness":{},"name":"Mountain's Stoutness","trait":["Dwarf"],"id":"feat-9","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Mountain's Stoutness Source Core Rulebook pg. 37 --- Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.","category":"feat","pfs":"Standard","feat":["Mountain's Stoutness"],"rarity":"common","slug":"feat-9"},{"skill_mod":{},"summary":"You have a deep reverence for and connection to stone.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=10","weakness":{},"name":"Stonewalker","trait":["Dwarf"],"id":"feat-10","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Stonewalker Source Core Rulebook pg. 37 --- You have a deep reverence for and connection to stone. You gain meld into stone as a 3rd-level divine innate spell that you can cast once per day. If you have the Stonecunning dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonecunning and legendary proficiency in Perception, when you're not Seeking and the GM rolls a secret check for you to notice unusual stonework, you keep the bonus from Stonecunning and don't take the –2 circumstance penalty. Stonewalker leads to... Stonegate","category":"feat","pfs":"Standard","feat":["Stonewalker"],"rarity":"common","slug":"feat-10"},{"skill_mod":{},"summary":"Your dwarven affinity blends with your training, granting you great skill with dwarven weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Dwarven Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=11","weakness":{},"name":"Dwarven Weapon Expertise","trait":["Dwarf"],"id":"feat-11","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Dwarven Weapon Expertise Source Core Rulebook pg. 37 Prerequisites Dwarven Weapon Familiarity --- Your dwarven affinity blends with your training, granting you great skill with dwarven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for battle axes, picks, warhammers, and all dwarven weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Dwarven Weapon Expertise"],"rarity":"common","slug":"feat-11"},{"skill_mod":{},"summary":"You have accumulated a vast array of lived knowledge over the years.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"at least 100 years old","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=12","weakness":{},"name":"Ancestral Longevity","trait":["Elf"],"id":"feat-12","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ancestral Longevity Source Core Rulebook pg. 40 Prerequisites at least 100 years old --- You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat. Ancestral Longevity leads to... Expert Longevity","category":"feat","pfs":"Standard","feat":["Ancestral Longevity"],"rarity":"common","slug":"feat-12"},{"skill_mod":{},"summary":"You’ve studied in traditional elven arts, learning about arcane magic and the world around you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=13","weakness":{},"name":"Elven Lore","trait":["Elf"],"id":"feat-13","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elven Lore Source Core Rulebook pg. 40 --- You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.","category":"feat","pfs":"Standard","feat":["Elven Lore"],"rarity":"common","slug":"feat-13"},{"skill_mod":{},"summary":"You favor bows and other elegant weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=14","weakness":{},"name":"Elven Weapon Familiarity","trait":["Elf"],"id":"feat-14","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elven Weapon Familiarity Source Core Rulebook pg. 40 --- You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. Elven Weapon Familiarity leads to... Elven Weapon Elegance, Elven Weapon Expertise","category":"feat","pfs":"Standard","feat":["Elven Weapon Familiarity"],"rarity":"common","slug":"feat-14"},{"skill_mod":{},"summary":"Watching your friends age and die fills you with moroseness that protects you against harmful emotions.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=15","weakness":{},"name":"Forlorn","trait":["Elf"],"id":"feat-15","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Forlorn Source Core Rulebook pg. 40 --- Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Forlorn"],"rarity":"common","slug":"feat-15"},{"skill_mod":{},"summary":"Your muscles are tightly honed.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=16","weakness":{},"name":"Nimble Elf","trait":["Elf"],"id":"feat-16","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nimble Elf Source Core Rulebook pg. 40 --- Your muscles are tightly honed. Your Speed increases by 5 feet.","category":"feat","pfs":"Standard","feat":["Nimble Elf"],"rarity":"common","slug":"feat-16"},{"skill_mod":{},"summary":"Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=17","weakness":{},"name":"Otherworldly Magic","trait":["Elf"],"id":"feat-17","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Otherworldly Magic Source Core Rulebook pg. 40 --- Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Otherworldly Magic"],"rarity":"common","slug":"feat-17"},{"skill_mod":{},"summary":"Your mystic control and meditations allow you to resist external influences upon your consciousness.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=18","weakness":{},"name":"Unwavering Mien","trait":["Elf"],"id":"feat-18","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unwavering Mien Source Core Rulebook pg. 40 --- Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.","category":"feat","pfs":"Standard","feat":["Unwavering Mien"],"rarity":"common","slug":"feat-18"},{"skill_mod":{},"summary":"You work at a pace born from longevity that enhances your thoroughness.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=19","weakness":{},"name":"Ageless Patience","trait":["Elf"],"id":"feat-19","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ageless Patience Source Core Rulebook pg. 40 --- You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.","category":"feat","pfs":"Standard","feat":["Ageless Patience"],"rarity":"common","slug":"feat-19"},{"remaster_name":["Elven Weapon Familiarity"],"skill_mod":{},"summary":"You are attuned to the weapons of your elven ancestors and are particularly deadly when using them.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Elven Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=20","weakness":{},"name":"Elven Weapon Elegance","trait":["Elf"],"id":"feat-20","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Elven Weapon Elegance Source Core Rulebook pg. 41 Prerequisites Elven Weapon Familiarity --- You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Elven Weapon Elegance"],"rarity":"common","slug":"feat-20"},{"skill_mod":{},"summary":"You move in a graceful dance, and even your steps are broad.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=21","weakness":{},"name":"Elf Step","trait":["Elf"],"actions_number":2,"id":"feat-21","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Elf Step Single Action Source Core Rulebook pg. 41 --- You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Elf Step"],"rarity":"common","slug":"feat-21"},{"skill_mod":{},"summary":"You’ve continued to refine the knowledge and skills you’ve gained through your life.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Ancestral Longevity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=22","weakness":{},"name":"Expert Longevity","trait":["Elf"],"id":"feat-22","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Expert Longevity Source Core Rulebook pg. 41 Prerequisites Ancestral Longevity --- You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires. When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity. Expert Longevity leads to... Universal Longevity","category":"feat","pfs":"Standard","feat":["Expert Longevity"],"rarity":"common","slug":"feat-22"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Elf"],"id":"feat-23","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Universal Longevity Single Action Source Core Rulebook pg. 41 Frequency once per day Prerequisites Expert Longevity --- You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Ancestral Longevity and Expert Longevity.","feat":["Universal Longevity"],"skill_mod":{},"summary":"You’ve perfected your ability to keep up with all the skills you’ve learned over your long life.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"level":13,"prerequisite":"Expert Longevity","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=23","name":"Universal Longevity","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-23"},{"skill_mod":{},"summary":"Your elven affinity blends with your class training, granting you great skill with elven weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Elven Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=24","weakness":{},"name":"Elven Weapon Expertise","trait":["Elf"],"id":"feat-24","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Elven Weapon Expertise Source Core Rulebook pg. 41 Prerequisites Elven Weapon Familiarity --- Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and all elf weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Elven Weapon Expertise"],"rarity":"common","slug":"feat-24"},{"skill_mod":{},"summary":"You build a rapport with an animal, which becomes magically bonded to you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=25","weakness":{},"name":"Animal Accomplice","trait":["Gnome"],"id":"feat-25","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Animal Accomplice Source Core Rulebook pg. 44 --- You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.","category":"feat","pfs":"Standard","feat":["Animal Accomplice"],"rarity":"common","slug":"feat-25"},{"skill_mod":{},"summary":"You recognize the chittering of ground creatures as its own peculiar language.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=26","weakness":{},"name":"Burrow Elocutionist","trait":["Gnome"],"id":"feat-26","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Burrow Elocutionist Source Core Rulebook pg. 44 --- You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability. Burrow Elocutionist leads to... Animal Elocutionist","category":"feat","pfs":"Standard","feat":["Burrow Elocutionist"],"rarity":"common","slug":"feat-26"},{"skill_mod":{},"summary":"Your enhanced fey connection affords you a warmer reception from creatures of the First World.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=27","weakness":{},"name":"Fey Fellowship","trait":["Gnome"],"id":"feat-27","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fey Fellowship Source Core Rulebook pg. 44 --- Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey. In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. Special If you have the Glad-Hand skill feat, you don’t take the penalty on your immediate Diplomacy check if the target is a fey.","category":"feat","pfs":"Standard","feat":["Fey Fellowship"],"rarity":"common","slug":"feat-27"},{"skill_mod":{},"summary":"Your connection to the First World grants you a primal innate spell, much like those of the fey.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=28","weakness":{},"name":"First World Magic","trait":["Gnome"],"id":"feat-28","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > First World Magic Source Core Rulebook pg. 44 --- Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["First World Magic"],"rarity":"common","slug":"feat-28"},{"skill_mod":{},"summary":"You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=29","weakness":{},"name":"Gnome Obsession","trait":["Gnome"],"id":"feat-29","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gnome Obsession Source Core Rulebook pg. 44 --- You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them. Gnome Obsession leads to... Eclectic Obsession","category":"feat","pfs":"Standard","feat":["Gnome Obsession"],"rarity":"common","slug":"feat-29"},{"skill_mod":{},"summary":"You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=30","weakness":{},"name":"Gnome Weapon Familiarity","trait":["Gnome"],"id":"feat-30","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gnome Weapon Familiarity Source Core Rulebook pg. 44 --- You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri. In addition, you gain access to kukris and all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons. Gnome Weapon Familiarity leads to... Gnome Weapon Expertise, Gnome Weapon Innovator","category":"feat","pfs":"Standard","feat":["Gnome Weapon Familiarity"],"rarity":"common","slug":"feat-30"},{"skill_mod":{},"summary":"Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=31","weakness":{},"name":"Illusion Sense","trait":["Gnome"],"id":"feat-31","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Illusion Sense Source Core Rulebook pg. 44 --- Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn't spend an action to Interact with the illusion. Illusion Sense leads to... Intuitive Illusions, Natural Illusionist","category":"feat","pfs":"Standard","feat":["Illusion Sense"],"rarity":"common","slug":"feat-31"},{"skill_mod":{},"summary":"You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Burrow Elocutionist","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=32","weakness":{},"name":"Animal Elocutionist","trait":["Gnome"],"id":"feat-32","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Animal Elocutionist Source Core Rulebook pg. 45 Prerequisites Burrow Elocutionist --- You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).","category":"feat","pfs":"Standard","feat":["Animal Elocutionist"],"rarity":"common","slug":"feat-32"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Gnome"],"id":"feat-33","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Energized Font Single Action Source Core Rulebook pg. 45 Frequency once per day Prerequisites focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells --- The magic within you provides increased energy you can use to focus. You regain 1 Focus Point, up to your usual maximum.","feat":["Energized Font"],"skill_mod":{},"summary":"The magic within you provides increased energy you can use to focus.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"level":5,"prerequisite":"focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=33","name":"Energized Font","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-33"},{"remaster_name":["Gnome Weapon Familiarity"],"skill_mod":{},"summary":"You produce outstanding results when wielding unusual weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Gnome Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=34","weakness":{},"name":"Gnome Weapon Innovator","trait":["Gnome"],"id":"feat-34","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Gnome Weapon Innovator Source Core Rulebook pg. 45 Prerequisites Gnome Weapon Familiarity --- You produce outstanding results when wielding unusual weapons. Whenever you critically hit using a glaive, kukri, or gnome weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Gnome Weapon Innovator"],"rarity":"common","slug":"feat-34"},{"skill_mod":{},"summary":"Over time your fey magic has grown stronger.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"at least one primal innate spell","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=35","weakness":{},"name":"First World Adept","trait":["Gnome"],"id":"feat-35","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > First World Adept Source Core Rulebook pg. 45 Prerequisites at least one primal innate spell --- Over time your fey magic has grown stronger. You gain faerie fire and invisibility as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day.","category":"feat","pfs":"Standard","feat":["First World Adept"],"rarity":"common","slug":"feat-35"},{"skill_mod":{},"summary":"Your connection to the First World has grown, and its positive energy flows into you rapidly.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=36","weakness":{},"name":"Vivacious Conduit","trait":["Gnome"],"id":"feat-36","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Vivacious Conduit Source Core Rulebook pg. 45 --- Your connection to the First World has grown, and its positive energy flows into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from Treat Wounds.","category":"feat","pfs":"Standard","feat":["Vivacious Conduit"],"rarity":"common","slug":"feat-36"},{"skill_mod":{},"summary":"Your gnome affinity blends with your class training, granting you great skill with gnome weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Gnome Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=37","weakness":{},"name":"Gnome Weapon Expertise","trait":["Gnome"],"id":"feat-37","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Gnome Weapon Expertise Source Core Rulebook pg. 45 Prerequisites Gnome Weapon Familiarity --- Your gnome affinity blends with your class training, granting you great skill with gnome weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, kukri, and all gnome weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Gnome Weapon Expertise"],"rarity":"common","slug":"feat-37"},{"skill_mod":{},"summary":"Fire fascinates you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=38","weakness":{},"name":"Burn It!","trait":["Goblin"],"id":"feat-38","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Burn It! Source Core Rulebook pg. 48 --- Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.","category":"feat","pfs":"Standard","feat":["Burn It!"],"rarity":"common","slug":"feat-38"},{"skill_mod":{},"summary":"You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=39","weakness":{},"name":"City Scavenger","trait":["Goblin"],"id":"feat-39","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > City Scavenger Source Core Rulebook pg. 48 --- You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement. When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check. Special If you have the irongut goblin heritage, increase the bonuses to +2.","category":"feat","pfs":"Standard","feat":["City Scavenger"],"rarity":"common","slug":"feat-39"},{"skill_mod":{},"summary":"You’ve picked up skills and tales from your goblin community.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=40","weakness":{},"name":"Goblin Lore","trait":["Goblin"],"id":"feat-40","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goblin Lore Source Core Rulebook pg. 48 --- You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.","category":"feat","pfs":"Standard","feat":["Goblin Lore"],"rarity":"common","slug":"feat-40"},{"skill_mod":{},"summary":"You take advantage of your ally’s movement to adjust your position.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"An ally ends a move action adjacent to you.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=41","weakness":{},"name":"Goblin Scuttle","trait":["Goblin"],"actions_number":1,"id":"feat-41","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goblin Scuttle Reaction Source Core Rulebook pg. 48 Trigger An ally ends a move action adjacent to you. --- You take advantage of your ally’s movement to adjust your position. You Step. Goblin Scuttle leads to... Skittering Scuttle","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Goblin Scuttle"],"rarity":"common","slug":"feat-41"},{"skill_mod":{},"summary":"You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=42","weakness":{},"name":"Goblin Song","trait":["Goblin"],"actions_number":2,"id":"feat-42","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goblin Song Single Action Source Core Rulebook pg. 48 --- You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour. Goblin Song leads to... Loud Singer","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Goblin Song"],"rarity":"common","slug":"feat-42"},{"skill_mod":{},"summary":"Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=43","weakness":{},"name":"Goblin Weapon Familiarity","trait":["Goblin"],"id":"feat-43","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goblin Weapon Familiarity Source Core Rulebook pg. 48 --- Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the dogslicer and horsechopper. In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons. Goblin Weapon Familiarity leads to... Goblin Weapon Expertise, Goblin Weapon Frenzy","category":"feat","pfs":"Standard","feat":["Goblin Weapon Familiarity"],"rarity":"common","slug":"feat-43"},{"skill_mod":{},"summary":"You can make useful tools out of even twisted or rusted scraps.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=44","weakness":{},"name":"Junk Tinker","trait":["Goblin"],"id":"feat-44","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Junk Tinker Source Core Rulebook pg. 48 --- You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made. You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes.","category":"feat","pfs":"Standard","feat":["Junk Tinker"],"rarity":"common","slug":"feat-44"},{"skill_mod":{},"summary":"You are especially good at riding traditional goblin mounts.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=45","weakness":{},"name":"Rough Rider","trait":["Goblin"],"id":"feat-45","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rough Rider Source Core Rulebook pg. 48 --- You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion's steed ally.","category":"feat","pfs":"Standard","feat":["Rough Rider"],"rarity":"common","slug":"feat-45"},{"skill_mod":{},"summary":"Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=46","weakness":{},"name":"Very Sneaky","trait":["Goblin"],"id":"feat-46","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Very Sneaky Source Core Rulebook pg. 49 --- Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn. Very Sneaky leads to... Very, Very Sneaky","category":"feat","pfs":"Standard","feat":["Very Sneaky"],"rarity":"common","slug":"feat-46"},{"remaster_name":["Goblin Weapon Familiarity"],"skill_mod":{},"summary":"You know how to wield your people’s vicious weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Goblin Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=47","weakness":{},"name":"Goblin Weapon Frenzy","trait":["Goblin"],"id":"feat-47","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Goblin Weapon Frenzy Source Core Rulebook pg. 49 Prerequisites Goblin Weapon Familiarity --- You know how to wield your people's vicious weapons. Whenever you score a critical hit using a goblin weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Goblin Weapon Frenzy"],"rarity":"common","slug":"feat-47"},{"skill_mod":{},"summary":"After years of crawling and climbing through caverns, you can climb easily anywhere you go.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=48","weakness":{},"name":"Cave Climber","trait":["Goblin"],"id":"feat-48","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cave Climber Source Core Rulebook pg. 49 --- After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Cave Climber"],"rarity":"common","slug":"feat-48"},{"skill_mod":{},"summary":"You can scuttle farther and faster when maneuvering alongside allies.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Goblin Scuttle","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=49","weakness":{},"name":"Skittering Scuttle","trait":["Goblin"],"id":"feat-49","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Skittering Scuttle Source Core Rulebook pg. 49 Prerequisites Goblin Scuttle --- You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping.","category":"feat","pfs":"Standard","feat":["Skittering Scuttle"],"rarity":"common","slug":"feat-49"},{"skill_mod":{},"summary":"Your goblin affinity blends with your class training, granting you great skill with goblin weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Goblin Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=50","weakness":{},"name":"Goblin Weapon Expertise","trait":["Goblin"],"id":"feat-50","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Goblin Weapon Expertise Source Core Rulebook pg. 49 Prerequisites Goblin Weapon Familiarity --- Your goblin affinity blends with your class training, granting you great skill with goblin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the dogslicer, horsechopper, and all goblin weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Goblin Weapon Expertise"],"rarity":"common","slug":"feat-50"},{"skill_mod":{},"summary":"Your ability to hide is so great, you can disappear straight from vision.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Very Sneaky","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=51","weakness":{},"name":"Very, Very Sneaky","trait":["Goblin"],"id":"feat-51","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Very, Very Sneaky Source Core Rulebook pg. 49 Prerequisites Very Sneaky --- You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.","category":"feat","pfs":"Standard","feat":["Very, Very Sneaky"],"rarity":"common","slug":"feat-51"},{"skill_mod":{},"summary":"You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=52","weakness":{},"name":"Distracting Shadows","trait":["Halfling"],"id":"feat-52","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Distracting Shadows Source Core Rulebook pg. 52 --- You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action. Distracting Shadows leads to... Ceaseless Shadows","category":"feat","pfs":"Standard","feat":["Distracting Shadows"],"rarity":"common","slug":"feat-52"},{"skill_mod":{},"summary":"You’ve dutifully learned important skills passed down through generations of halfling tradition.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=53","weakness":{},"name":"Halfling Lore","trait":["Halfling"],"id":"feat-53","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Halfling Lore Source Core Rulebook pg. 52 --- You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.","category":"feat","pfs":"Standard","feat":["Halfling Lore"],"rarity":"common","slug":"feat-53"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fortune","Halfling"],"id":"feat-54","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Halfling Luck Free Action Source Core Rulebook pg. 52 Frequency once per day Trigger You fail a skill check or saving throw. --- Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Halfling Luck leads to... Guiding Luck, Halfling Ingenuity, Incredible Luck (Halfling), Shared Luck (Halfling)","feat":["Halfling Luck"],"skill_mod":{},"summary":"Your happy-go-lucky nature makes it seem like misfortune avoids you.","primary_source":"Core Rulebook","trait_group":["Mechanics","Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You fail a skill check or saving throw.","resistance":{},"url":"/Feats.aspx?ID=54","name":"Halfling Luck","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-54"},{"skill_mod":{},"summary":"You favor traditional halfling weapons, so you’ve learned how to use them more effectively.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=55","weakness":{},"name":"Halfling Weapon Familiarity","trait":["Halfling"],"id":"feat-55","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Halfling Weapon Familiarity Source Core Rulebook pg. 52 --- You favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the frying pan, sling, halfling sling staff, and shortsword. You gain access to all uncommon halfling weapons. For the purpose of determining your proficiency, martial halfling weapons are simple weapons and advanced halfling weapons are martial weapons. Halfling Weapon Familiarity leads to... Halfling Weapon Expertise, Halfling Weapon Trickster","category":"feat","pfs":"Standard","feat":["Halfling Weapon Familiarity"],"rarity":"common","slug":"feat-55"},{"skill_mod":{},"summary":"Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=56","weakness":{},"name":"Sure Feet","trait":["Halfling"],"id":"feat-56","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sure Feet Source Core Rulebook pg. 52 --- Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You're not flat-footed when you attempt to Balance or Climb.","category":"feat","pfs":"Standard","feat":["Sure Feet"],"rarity":"common","slug":"feat-56"},{"skill_mod":{},"summary":"You have learned how to use your sling to fell enormous creatures.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=57","weakness":{},"name":"Titan Slinger","trait":["Halfling"],"id":"feat-57","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Titan Slinger Source Core Rulebook pg. 52 --- You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found here).","category":"feat","pfs":"Standard","feat":["Titan Slinger"],"rarity":"common","slug":"feat-57"},{"skill_mod":{},"summary":"You were forced into service as a laborer, but you’ve since escaped and have trained to ensure you’ll never be caught again.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=58","weakness":{},"name":"Unfettered Halfling","trait":["Halfling"],"id":"feat-58","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unfettered Halfling Source Core Rulebook pg. 52 --- You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you've since escaped and have trained to ensure you'll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you.","category":"feat","pfs":"Standard","feat":["Unfettered Halfling"],"rarity":"common","slug":"feat-58"},{"skill_mod":{},"summary":"Your communal lifestyle causes you to pay close attention to the people around you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=59","weakness":{},"name":"Watchful Halfling","trait":["Halfling"],"id":"feat-59","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Watchful Halfling Source Core Rulebook pg. 52 --- Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren't actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway. In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.","category":"feat","pfs":"Standard","feat":["Watchful Halfling"],"rarity":"common","slug":"feat-59"},{"skill_mod":{},"summary":"During your adventures, you’ve honed your ability to adapt to the culture of the predominant ancestry around you.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=60","weakness":{},"name":"Cultural Adaptability","trait":["Halfling"],"id":"feat-60","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Cultural Adaptability Source Core Rulebook pg. 53 --- During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.","category":"feat","pfs":"Standard","feat":["Cultural Adaptability"],"rarity":"common","slug":"feat-60"},{"remaster_name":["Halfling Weapon Familiarity"],"skill_mod":{},"summary":"You are particularly adept at fighting with your people’s favored weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Halfling Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=61","weakness":{},"name":"Halfling Weapon Trickster","trait":["Halfling"],"id":"feat-61","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Halfling Weapon Trickster Source Core Rulebook pg. 53 Prerequisites Halfling Weapon Familiarity --- You are particularly adept at fighting with your people's favored weapons. Whenever you critically succeed at an attack roll using a shortsword, a sling, or a halfling weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Halfling Weapon Trickster"],"rarity":"common","slug":"feat-61"},{"skill_mod":{},"summary":"Your luck guides you to look the right way and aim your blows unerringly.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Halfling Luck","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=62","weakness":{},"name":"Guiding Luck","trait":["Halfling"],"id":"feat-62","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Guiding Luck Source Core Rulebook pg. 53 Prerequisites Halfling Luck --- Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.","category":"feat","pfs":"Standard","feat":["Guiding Luck"],"rarity":"common","slug":"feat-62"},{"skill_mod":{},"summary":"You are easily able to ward off attempts to play on your fears and emotions.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=63","weakness":{},"name":"Irrepressible","trait":["Halfling"],"id":"feat-63","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Irrepressible Source Core Rulebook pg. 53 --- You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Irrepressible"],"rarity":"common","slug":"feat-63"},{"skill_mod":{},"summary":"You excel at going unnoticed, especially among a crowd.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Distracting Shadows","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=64","weakness":{},"name":"Ceaseless Shadows","trait":["Halfling"],"id":"feat-64","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ceaseless Shadows Source Core Rulebook pg. 53 Prerequisites Distracting Shadows --- You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from creatures, you gain cover and can Take Cover, and if you would have cover from creatures, you gain greater cover.","category":"feat","pfs":"Standard","feat":["Ceaseless Shadows"],"rarity":"common","slug":"feat-64"},{"skill_mod":{},"summary":"Your halfling affinity blends with your class training, granting you great skill with halfling weapons.","primary_source":"Core Rulebook","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Halfling Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=65","weakness":{},"name":"Halfling Weapon Expertise","trait":["Halfling"],"id":"feat-65","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Halfling Weapon Expertise Source Core Rulebook pg. 53 Prerequisites Halfling Weapon Familiarity --- Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Halfling Weapon Expertise"],"rarity":"common","slug":"feat-65"},{"skill_mod":{},"summary":"Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"spellcasting class feature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=66","weakness":{},"name":"Adapted Cantrip","trait":["Human"],"id":"feat-66","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adapted Cantrip Source Core Rulebook pg. 57 Prerequisites spellcasting class feature --- Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you're a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class's tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one. Adapted Cantrip leads to... Adaptive Adept","category":"feat","pfs":"Standard","feat":["Adapted Cantrip"],"rarity":"common","slug":"feat-66"},{"skill_mod":{},"summary":"The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=67","weakness":{},"name":"Cooperative Nature","trait":["Human"],"id":"feat-67","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cooperative Nature Source Core Rulebook pg. 57 --- The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid. Cooperative Nature leads to... Cooperative Soul","category":"feat","pfs":"Standard","feat":["Cooperative Nature"],"rarity":"common","slug":"feat-67"},{"skill_mod":{},"summary":"Your adaptability manifests in your mastery of a range of useful abilities.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=68","weakness":{},"name":"General Training","trait":["Human"],"id":"feat-68","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > General Training Source Core Rulebook pg. 57 --- Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Special You can select this feat multiple times, choosing a different feat each time.","category":"feat","pfs":"Standard","feat":["General Training"],"rarity":"common","slug":"feat-68"},{"skill_mod":{},"summary":"Your powerful ego makes it harder for others to order you around.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=69","weakness":{},"name":"Haughty Obstinacy","trait":["Human"],"id":"feat-69","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Haughty Obstinacy Source Core Rulebook pg. 57 --- Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).","category":"feat","pfs":"Standard","feat":["Haughty Obstinacy"],"rarity":"common","slug":"feat-69"},{"skill_mod":{},"summary":"You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=70","weakness":{},"name":"Natural Ambition","trait":["Human"],"id":"feat-70","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Natural Ambition Source Core Rulebook pg. 57 --- You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.","category":"feat","pfs":"Standard","feat":["Natural Ambition"],"rarity":"common","slug":"feat-70"},{"skill_mod":{},"summary":"Your ingenuity allows you to learn a wide variety of skills.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=71","weakness":{},"name":"Natural Skill","trait":["Human"],"id":"feat-71","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Natural Skill Source Core Rulebook pg. 57 --- Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.","category":"feat","pfs":"Standard","feat":["Natural Skill"],"rarity":"common","slug":"feat-71"},{"skill_mod":{},"summary":"You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=72","weakness":{},"name":"Unconventional Weaponry","trait":["Human"],"id":"feat-72","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unconventional Weaponry Source Core Rulebook pg. 57 --- You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. Unconventional Weaponry leads to... Unconventional Expertise","category":"feat","pfs":"Standard","feat":["Unconventional Weaponry"],"rarity":"common","slug":"feat-72"},{"skill_mod":{},"summary":"You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Adapted Cantrip; can cast 3rd-level spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=73","weakness":{},"name":"Adaptive Adept","trait":["Human"],"id":"feat-73","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Adaptive Adept Source Core Rulebook pg. 57 Prerequisites Adapted Cantrip; can cast 3rd-level spells --- You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.","category":"feat","pfs":"Standard","feat":["Adaptive Adept"],"rarity":"common","slug":"feat-73"},{"skill_mod":{},"summary":"You’ve learned how to handle situations when you’re out of your depth.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=74","weakness":{},"name":"Clever Improviser","trait":["Human"],"id":"feat-74","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Clever Improviser Source Core Rulebook pg. 57 --- You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. Clever Improviser leads to... Incredible Improvisation","category":"feat","pfs":"Standard","feat":["Clever Improviser"],"rarity":"common","slug":"feat-74"},{"skill_mod":{},"summary":"You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Cooperative Nature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=75","weakness":{},"name":"Cooperative Soul","trait":["Human"],"id":"feat-75","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cooperative Soul Source Core Rulebook pg. 57 Prerequisites Cooperative Nature --- You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success.","category":"feat","pfs":"Standard","feat":["Cooperative Soul"],"rarity":"common","slug":"feat-75"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Human"],"id":"feat-76","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Incredible Improvisation Free Action Source Core Rulebook pg. 57 Frequency once per day Prerequisites Clever Improviser Trigger You attempt a check using a skill you’re untrained in. --- A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.","feat":["Incredible Improvisation"],"skill_mod":{},"summary":"A stroke of brilliance gives you a major advantage with a skill despite your inexperience.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"level":9,"prerequisite":"Clever Improviser","source_category":["Rulebooks"],"trigger":"You attempt a check using a skill you’re untrained in.","resistance":{},"url":"/Feats.aspx?ID=76","name":"Incredible Improvisation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-76"},{"skill_mod":{},"summary":"You’ve learned to split your focus between multiple classes with ease.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=77","weakness":{},"name":"Multitalented","trait":["Human"],"id":"feat-77","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Multitalented Source Core Rulebook pg. 58 --- You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype. If you're a half-elf, you don't need to meet the feat's ability score prerequisites.","category":"feat","pfs":"Standard","feat":["Multitalented"],"rarity":"common","slug":"feat-77"},{"skill_mod":{},"summary":"You’ve continued to advance your powers using your unconventional weapon.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Unconventional Weaponry; trained in the weapon you chose for Unconventional Weaponry","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=78","weakness":{},"name":"Unconventional Expertise","trait":["Human"],"id":"feat-78","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Unconventional Expertise Source Core Rulebook pg. 58 Prerequisites Unconventional Weaponry; trained in the weapon you chose for Unconventional Weaponry --- You’ve continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry.","category":"feat","pfs":"Standard","feat":["Unconventional Expertise"],"rarity":"common","slug":"feat-78"},{"skill_mod":{},"summary":"Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=79","weakness":{},"name":"Elf Atavism","trait":["Half-Elf","Aiuvarin"],"id":"feat-79","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elf Atavism Source Core Rulebook pg. 58 --- Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors' heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can't select a heritage that depends on or improves an elven feature you don't have. For example, you couldn't gain the cavern elf's darkvision ability if you didn't have low-light vision. In these cases, at the GM's discretion, you might gain a different benefit. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Elf Atavism"],"rarity":"common","slug":"feat-79"},{"skill_mod":{},"summary":"Your own actions inspire your allies to great achievements.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=80","weakness":{},"name":"Inspire Imitation","trait":["Half-Elf","Aiuvarin"],"id":"feat-80","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Inspire Imitation Source Core Rulebook pg. 58 --- Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.","category":"feat","pfs":"Standard","feat":["Inspire Imitation"],"rarity":"common","slug":"feat-80"},{"skill_mod":{},"summary":"The elven magic in your blood manifests as a force you can use to become more appealing or alluring.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=81","weakness":{},"name":"Supernatural Charm","trait":["Half-Elf","Aiuvarin"],"id":"feat-81","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Supernatural Charm Source Core Rulebook pg. 58 --- The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level charm as an arcane innate spell once per day.","category":"feat","pfs":"Standard","feat":["Supernatural Charm"],"rarity":"common","slug":"feat-81"},{"skill_mod":{},"summary":"Your dual human and orc nature has given you a unique perspective.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=82","weakness":{},"name":"Monstrous Peacemaker","trait":["Half-Orc","Dromaar"],"id":"feat-82","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Monstrous Peacemaker Source Core Rulebook pg. 59 --- Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM's discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures.","category":"feat","pfs":"Standard","feat":["Monstrous Peacemaker"],"rarity":"common","slug":"feat-82"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Orc"],"id":"feat-83","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Ferocity Reaction Source Core Rulebook pg. 59 Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. --- Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Orc Ferocity leads to... Defy Death, Ferocious Beasts, Incredible Ferocity, Rampaging Ferocity, Undying Ferocity","feat":["Orc Ferocity"],"skill_mod":{},"summary":"Fierceness in battle runs through your blood, and you refuse to fall from your injuries.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You would be reduced to 0 Hit Points but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=83","name":"Orc Ferocity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-83"},{"skill_mod":{},"summary":"Your orc blood is strong enough to grant you the keen vision of your orc forebears.","primary_source":"Core Rulebook","trait_group":["Ancestry","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=84","weakness":{},"name":"Orc Sight","trait":["Half-Orc","Dromaar"],"id":"feat-84","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Sight Source Core Rulebook pg. 59 Prerequisites low-light vision --- Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Orc Sight"],"rarity":"common","slug":"feat-84"},{"skill_mod":{},"summary":"You defend yourself against magic by relying on techniques derived from orc cultural superstitions.","primary_source":"Core Rulebook","trait_group":["Mechanics","Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attempt a saving throw against a spell or magical effect, before rolling.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=85","weakness":{},"name":"Orc Superstition","trait":["Concentrate","Orc"],"actions_number":1,"id":"feat-85","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Superstition Reaction Source Core Rulebook pg. 59 Trigger You attempt a saving throw against a spell or magical effect, before rolling. --- You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect. Orc Superstition leads to... Pervasive Superstition","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Orc Superstition"],"rarity":"common","slug":"feat-85"},{"skill_mod":{},"summary":"In combat, you favor the brutal weapons that are traditional for your orc ancestors.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=86","weakness":{},"name":"Orc Weapon Familiarity","trait":["Orc"],"id":"feat-86","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Weapon Familiarity Source Core Rulebook pg. 59 --- In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons. Orc Weapon Familiarity leads to... Orc Weapon Carnage, Orc Weapon Expertise","category":"feat","pfs":"Standard","feat":["Orc Weapon Familiarity"],"rarity":"common","slug":"feat-86"},{"remaster_name":["Orc Weapon Familiarity"],"skill_mod":{},"summary":"You are brutally efficient with the weapons of your orc ancestors.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Orc Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=87","weakness":{},"name":"Orc Weapon Carnage","trait":["Orc"],"id":"feat-87","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Orc Weapon Carnage Source Core Rulebook pg. 59 Prerequisites Orc Weapon Familiarity --- You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a falchion, a greataxe, or an orc weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Orc Weapon Carnage"],"rarity":"common","slug":"feat-87"},{"skill_mod":{},"summary":"Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You bring a foe to 0 Hit Points.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=88","weakness":{},"name":"Victorious Vigor","trait":["Orc"],"actions_number":1,"id":"feat-88","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Victorious Vigor Reaction Source Core Rulebook pg. 59 Trigger You bring a foe to 0 Hit Points. --- Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Victorious Vigor"],"rarity":"common","slug":"feat-88"},{"skill_mod":{},"summary":"You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Orc Superstition","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=89","weakness":{},"name":"Pervasive Superstition","trait":["Orc"],"id":"feat-89","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Pervasive Superstition Source Core Rulebook pg. 59 Prerequisites Orc Superstition --- You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times. Pervasive Superstition leads to... Spell Devourer","category":"feat","pfs":"Standard","feat":["Pervasive Superstition"],"rarity":"common","slug":"feat-89"},{"skill_mod":{},"summary":"Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Orc Ferocity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=90","weakness":{},"name":"Incredible Ferocity","trait":["Orc"],"id":"feat-90","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Incredible Ferocity Source Core Rulebook pg. 59 Prerequisites Orc Ferocity --- Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.","category":"feat","pfs":"Standard","feat":["Incredible Ferocity"],"rarity":"common","slug":"feat-90"},{"skill_mod":{},"summary":"Your orc affinity blends with your class training, granting you great skill with orc weapons.","primary_source":"Core Rulebook","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Orc Weapon Familiarity","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=91","weakness":{},"name":"Orc Weapon Expertise","trait":["Orc"],"id":"feat-91","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Orc Weapon Expertise Source Core Rulebook pg. 59 Prerequisites Orc Weapon Familiarity --- Your orc affinity blends with your class training, granting you great skill with orc weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the falchion, the greataxe, and all orc weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Orc Weapon Expertise"],"rarity":"common","slug":"feat-91"},{"skill_mod":{},"summary":"You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=92","weakness":{},"name":"Alchemical Familiar","trait":["Alchemist"],"id":"feat-92","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alchemical Familiar Source Core Rulebook pg. 76 --- You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see Familiars for more information).","category":"feat","pfs":"Standard","feat":["Alchemical Familiar"],"rarity":"common","slug":"feat-92"},{"remaster_name":["Alchemical Assessment"],"skill_mod":{},"summary":"You can identify alchemical items quickly.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=93","weakness":{},"skill":["Crafting","Crafting"],"name":"Alchemical Savant","trait":["Alchemist"],"id":"feat-93","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alchemical Savant Source Core Rulebook pg. 76 Prerequisites Trained in Crafting --- You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Alchemical Savant"],"rarity":"common","slug":"feat-93"},{"skill_mod":{},"summary":"You’ve learned how to throw a longer distance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=94","weakness":{},"name":"Far Lobber","trait":["Alchemist"],"id":"feat-94","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Far Lobber Source Core Rulebook pg. 76 --- You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. Far Lobber leads to... Uncanny Bombs","category":"feat","pfs":"Standard","feat":["Far Lobber"],"rarity":"common","slug":"feat-94"},{"skill_mod":{},"summary":"You keep your bombs in easy-to-reach pouches from which you draw without thinking.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=95","weakness":{},"name":"Quick Bomber","trait":["Alchemist"],"actions_number":2,"id":"feat-95","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Bomber Single Action Source Core Rulebook pg. 76 --- You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Quick Bomber"],"rarity":"common","slug":"feat-95"},{"skill_mod":{},"summary":"Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=96","weakness":{},"archetype":["Assassin","Poisoner"],"name":"Poison Resistance","trait":["Alchemist","Druid"],"id":"feat-96","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Poison Resistance Source Core Rulebook pg. 77 Archetypes Assassin (Level 4), Poisoner (Level 4), Assassin (Level 4), Poisoner (Level 4) --- Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.","category":"feat","pfs":"Standard","feat":["Poison Resistance"],"rarity":"common","slug":"feat-96"},{"skill_mod":{},"summary":"While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=97","weakness":{},"name":"Revivifying Mutagen","trait":["Alchemist"],"id":"feat-97","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Revivifying Mutagen Source Core Rulebook pg. 77 --- While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.","category":"feat","pfs":"Standard","feat":["Revivifying Mutagen"],"rarity":"common","slug":"feat-97"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-98","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Smoke Bomb Free Action Source Core Rulebook pg. 77 Frequency once per round Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. --- You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.","feat":["Smoke Bomb"],"skill_mod":{},"summary":"You cause the bomb to create a cloud of thick smoke, in addition to its normal effects.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":2,"source_category":["Rulebooks"],"trigger":"You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=98","name":"Smoke Bomb","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-98"},{"skill_mod":{},"summary":"You have calculated all the angles to maximize a bomb’s splash.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=99","weakness":{},"archetype":["Demolitionist"],"name":"Calculated Splash","trait":["Alchemist"],"id":"feat-99","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Calculated Splash Source Core Rulebook pg. 77 Archetype Demolitionist (Level 6) --- You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. Calculated Splash leads to... Controlled Blast, Expanded Splash","category":"feat","pfs":"Standard","feat":["Calculated Splash"],"rarity":"common","slug":"feat-99"},{"remaster_name":["Efficient Alchemy"],"skill_mod":{},"summary":"Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=100","weakness":{},"name":"Efficient Alchemy (Alchemist)","trait":["Alchemist"],"id":"feat-100","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Efficient Alchemy (Alchemist) Source Core Rulebook pg. 77 --- Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention. When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy.","category":"feat","pfs":"Standard","feat":["Efficient Alchemy (Alchemist)"],"rarity":"common","slug":"feat-100"},{"skill_mod":{},"summary":"You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=101","weakness":{},"name":"Enduring Alchemy","trait":["Alchemist"],"id":"feat-101","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Enduring Alchemy Source Core Rulebook pg. 78 --- You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.","category":"feat","pfs":"Standard","feat":["Enduring Alchemy"],"rarity":"common","slug":"feat-101"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-102","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Combine Elixirs Free Action Source Core Rulebook pg. 78 Frequency once per round Trigger You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level. --- You’ve discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.","feat":["Combine Elixirs"],"skill_mod":{},"summary":"You’ve discovered how to mix two elixirs into a single hybrid concoction.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":6,"source_category":["Rulebooks"],"trigger":"You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=102","name":"Combine Elixirs","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-102"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-103","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Debilitating Bomb Free Action Source Core Rulebook pg. 78 Frequency once per round Trigger You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level. --- Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: dazzled, deafened, flat-footed, or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb). Debilitating Bomb leads to... Greater Debilitating Bomb","feat":["Debilitating Bomb"],"skill_mod":{},"summary":"Your bombs impose additional effects on your enemies.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":6,"source_category":["Rulebooks"],"trigger":"You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=103","name":"Debilitating Bomb","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-103"},{"skill_mod":{},"summary":"You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=104","weakness":{},"archetype":["Demolitionist"],"name":"Directional Bombs","trait":["Alchemist"],"id":"feat-104","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Directional Bombs Source Core Rulebook pg. 78 Archetypes Demolitionist (Level 8), Demolitionist (Level 8) --- You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone. Directional Bombs leads to... Controlled Blast, Controlled Blast","category":"feat","pfs":"Standard","feat":["Directional Bombs"],"rarity":"common","slug":"feat-104"},{"remaster_name":["Mutant Physique"],"skill_mod":{},"summary":"Your bestial mutagen brings out the beast lurking within you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=105","weakness":{},"name":"Feral Mutagen","trait":["Alchemist"],"id":"feat-105","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Feral Mutagen Source Core Rulebook pg. 79 --- Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you’re affected by a bestial mutagen, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the deadly d10 trait. Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step.","category":"feat","pfs":"Standard","feat":["Feral Mutagen"],"rarity":"common","slug":"feat-105"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-107","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sticky Bomb Free Action Source Core Rulebook pg. 79 Frequency once per round Trigger You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your advanced alchemy level. --- You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage. If the bomb already deals persistent damage, combine the two amounts.","feat":["Sticky Bomb"],"skill_mod":{},"summary":"You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":8,"source_category":["Rulebooks"],"trigger":"You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=107","name":"Sticky Bomb","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-107"},{"remaster_name":["Mutant Physique"],"skill_mod":{},"summary":"You can cause your body to twist and flow like the quicksilver within your mutagens.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=108","weakness":{},"name":"Elastic Mutagen","trait":["Alchemist"],"id":"feat-108","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Elastic Mutagen Source Core Rulebook pg. 79 --- You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.","category":"feat","pfs":"Standard","feat":["Elastic Mutagen"],"rarity":"common","slug":"feat-108"},{"skill_mod":{},"summary":"The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Calculated Splash","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=109","weakness":{},"archetype":["Demolitionist"],"name":"Expanded Splash","trait":["Alchemist"],"id":"feat-109","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Expanded Splash Source Core Rulebook pg. 79 Archetype Demolitionist (Level 12) Prerequisites Calculated Splash --- The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an alchemical bomb that has the splash trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target. Expanded Splash leads to... Controlled Blast, Controlled Blast, Mega Bomb","category":"feat","pfs":"Standard","feat":["Expanded Splash"],"rarity":"common","slug":"feat-109"},{"skill_mod":{},"summary":"You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Debilitating Bomb","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=110","weakness":{},"name":"Greater Debilitating Bomb","trait":["Alchemist"],"id":"feat-110","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Greater Debilitating Bomb Source Core Rulebook pg. 79 Prerequisites Debilitating Bomb --- You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds. Greater Debilitating Bomb leads to... True Debilitating Bomb","category":"feat","pfs":"Standard","feat":["Greater Debilitating Bomb"],"rarity":"common","slug":"feat-110"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-111","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Merciful Elixir Free Action Source Core Rulebook pg. 79 Frequency once per round Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level. --- You mix a special additive into your elixir that calms the drinker's body and mind. The elixir of life attempts to counteract one fear effect or one effect imposing the paralyzed condition on the drinker, using the item's level and a counteract modifier equal to your class DC – 10. Merciful Elixir leads to... Greater Merciful Elixir","feat":["Merciful Elixir"],"skill_mod":{},"summary":"You mix a special additive into your elixir that calms the drinker’s body and mind.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":10,"source_category":["Rulebooks"],"trigger":"You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=111","name":"Merciful Elixir","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-111"},{"skill_mod":{},"summary":"By concentrating your poisons’ toxic components, you make them harder for victims to resist.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"powerful alchemy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=112","weakness":{},"name":"Potent Poisoner","trait":["Alchemist"],"id":"feat-112","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Potent Poisoner Source Core Rulebook pg. 79 Prerequisites powerful alchemy --- By concentrating your poisons’ toxic components, you make them harder for victims to resist. When you craft an alchemical item with the poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC.","category":"feat","pfs":"Standard","feat":["Potent Poisoner"],"rarity":"common","slug":"feat-112"},{"skill_mod":{},"summary":"Integrating your own personal energy into the elixirs you create causes them to affect you for longer.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=113","weakness":{},"name":"Extend Elixir","trait":["Alchemist"],"id":"feat-113","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Extend Elixir Source Core Rulebook pg. 79 --- Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled. Extend Elixir leads to... Eternal Elixir, Persistent Mutagen","category":"feat","pfs":"Standard","feat":["Extend Elixir"],"rarity":"common","slug":"feat-113"},{"remaster_name":["Mutant Physique"],"skill_mod":{},"summary":"The fortifying additives you brew into your mutagens make your juggernaut form impervious.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=114","weakness":{},"name":"Invincible Mutagen","trait":["Alchemist"],"id":"feat-114","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Invincible Mutagen Source Core Rulebook pg. 79 --- The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you’re affected by a juggernaut mutagen, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0).","category":"feat","pfs":"Standard","feat":["Invincible Mutagen"],"rarity":"common","slug":"feat-114"},{"skill_mod":{},"summary":"You lob bombs unerringly, despite obstructions or distance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Far Lobber","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=115","weakness":{},"name":"Uncanny Bombs","trait":["Alchemist"],"id":"feat-115","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Uncanny Bombs Source Core Rulebook pg. 79 Prerequisites Far Lobber --- You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature.","category":"feat","pfs":"Standard","feat":["Uncanny Bombs"],"rarity":"common","slug":"feat-115"},{"remaster_name":["Mutant Innervation"],"skill_mod":{},"summary":"Your silvertongue mutagen transcends languages and plausibility.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=116","weakness":{},"name":"Glib Mutagen","trait":["Alchemist"],"id":"feat-116","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Glib Mutagen Source Core Rulebook pg. 80 --- Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages).","category":"feat","pfs":"Standard","feat":["Glib Mutagen"],"rarity":"common","slug":"feat-116"},{"skill_mod":{},"summary":"Your additives contain panaceas that can remedy a plethora of maladies.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Merciful Elixir","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=117","weakness":{},"name":"Greater Merciful Elixir","trait":["Alchemist"],"id":"feat-117","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Greater Merciful Elixir Source Core Rulebook pg. 80 Prerequisites Merciful Elixir --- Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the blinded, deafened, sickened, or slowed condition.","category":"feat","pfs":"Standard","feat":["Greater Merciful Elixir"],"rarity":"common","slug":"feat-117"},{"skill_mod":{},"summary":"Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Greater Debilitating Bomb","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=118","weakness":{},"name":"True Debilitating Bomb","trait":["Alchemist"],"id":"feat-118","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > True Debilitating Bomb Source Core Rulebook pg. 80 Prerequisites Greater Debilitating Bomb --- Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.","category":"feat","pfs":"Standard","feat":["True Debilitating Bomb"],"rarity":"common","slug":"feat-118"},{"skill_mod":{},"summary":"Your body readily accepts and retains minor changes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Extend Elixir","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=119","weakness":{},"name":"Eternal Elixir","trait":["Alchemist"],"id":"feat-119","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Eternal Elixir Source Core Rulebook pg. 80 Prerequisites Extend Elixir --- Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.","category":"feat","pfs":"Standard","feat":["Eternal Elixir"],"rarity":"common","slug":"feat-119"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-120","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Exploitive Bomb Free Action Source Core Rulebook pg. 80 Frequency once per round Trigger You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level. --- You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack.","feat":["Exploitive Bomb"],"skill_mod":{},"summary":"You mix a substance into the bomb to foil resistances.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":16,"source_category":["Rulebooks"],"trigger":"You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=120","name":"Exploitive Bomb","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-120"},{"remaster_name":["Mutant Innervation"],"skill_mod":{},"summary":"Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=121","weakness":{},"name":"Genius Mutagen","trait":["Alchemist"],"id":"feat-121","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Genius Mutagen Source Core Rulebook pg. 81 --- Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you’re affected by a cognitive mutagen, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you.","category":"feat","pfs":"Standard","feat":["Genius Mutagen"],"rarity":"common","slug":"feat-121"},{"skill_mod":{},"summary":"You’ve trained your physical form to remain stable within the a given altered state.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Extend Elixir","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=122","weakness":{},"name":"Persistent Mutagen","trait":["Alchemist"],"id":"feat-122","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Persistent Mutagen Source Core Rulebook pg. 81 Prerequisites Extend Elixir --- You've trained your physical form to remain stable within a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration.","category":"feat","pfs":"Standard","feat":["Persistent Mutagen"],"rarity":"common","slug":"feat-122"},{"skill_mod":{},"summary":"Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=123","weakness":{},"name":"Improbable Elixirs","trait":["Alchemist"],"id":"feat-123","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Improbable Elixirs Source Core Rulebook pg. 81 --- Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1); these potions must be of 9th level or lower. You gain formulas to create these potions as alchemical items with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist's tools (for Quick Alchemy) or an alchemist's lab (for the Craft activity) instead of any other required tool kits. Other than that, the formula does not change. Once you've chosen the potion formulas, they can't be changed.","category":"feat","pfs":"Standard","feat":["Improbable Elixirs"],"rarity":"common","slug":"feat-123"},{"remaster_name":["Mutant Innervation"],"skill_mod":{},"summary":"With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=124","weakness":{},"name":"Mindblank Mutagen","trait":["Alchemist"],"id":"feat-124","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Mindblank Mutagen Source Core Rulebook pg. 81 --- With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you’re affected by a serene mutagen, detection, revelation, and scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you.","category":"feat","pfs":"Standard","feat":["Mindblank Mutagen"],"rarity":"common","slug":"feat-124"},{"skill_mod":{},"summary":"Your alchemical mastery can resuscitate the recently slain.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=125","frequency":"once every 10 minutes","weakness":{},"name":"Miracle Worker","trait":["Alchemist"],"id":"feat-125","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Miracle Worker Source Core Rulebook pg. 81 Frequency once every 10 minutes --- Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.","category":"feat","pfs":"Standard","feat":["Miracle Worker"],"rarity":"common","slug":"feat-125"},{"skill_mod":{},"summary":"You have perfected the formulas for bombs that impede your enemies.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=126","weakness":{},"name":"Perfect Debilitation","trait":["Alchemist"],"id":"feat-126","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Debilitation Source Core Rulebook pg. 81 --- You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.","category":"feat","pfs":"Standard","feat":["Perfect Debilitation"],"rarity":"common","slug":"feat-126"},{"skill_mod":{},"summary":"Your research has paid off, culminating in the legendary philosopher’s stone.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=127","weakness":{},"name":"Craft Philosopher's Stone","trait":["Alchemist"],"id":"feat-127","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Craft Philosopher's Stone Source Core Rulebook pg. 81 --- Your research has paid off, culminating in the legendary philosopher’s stone. You learn the formula for the philosopher’s stone and can add it to your formula book.","category":"feat","pfs":"Standard","feat":["Craft Philosopher's Stone"],"rarity":"common","slug":"feat-127"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Additive","Alchemist"],"id":"feat-128","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Mega Bomb Single Action Source Core Rulebook pg. 81 Prerequisites Expanded Splash Requirements You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level. --- You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power. You use an Interact action to throw the mega bomb, rather than Strike, and you don’t make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isn’t an Interact action to throw it, the mega bomb denatures and loses all effects.","feat":["Mega Bomb"],"skill_mod":{},"summary":"You add an incredibly powerful additive to a held bomb to create a mega bomb.","primary_source":"Core Rulebook","trait_group":["Class-Specific","Class"],"level":20,"prerequisite":"Expanded Splash","source_category":["Rulebooks"],"requirement":"You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=128","name":"Mega Bomb","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-128"},{"skill_mod":{},"summary":"You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=129","weakness":{},"name":"Perfect Mutagen","trait":["Alchemist"],"id":"feat-129","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Perfect Mutagen Source Core Rulebook pg. 81 --- You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback.","category":"feat","pfs":"Standard","feat":["Perfect Mutagen"],"rarity":"common","slug":"feat-129"},{"skill_mod":{},"summary":"Your senses improve when you are raging.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=130","weakness":{},"name":"Acute Vision","trait":["Barbarian"],"id":"feat-130","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Acute Vision Source Core Rulebook pg. 88 --- When you are raging, your visual senses improve, granting you darkvision. Acute Vision leads to... Acute Scent","category":"feat","pfs":"Standard","feat":["Acute Vision"],"rarity":"common","slug":"feat-130"},{"skill_mod":{},"summary":"You push back your rage for a moment in order to think clearly.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=131","weakness":{},"name":"Moment of Clarity","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-131","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Moment of Clarity Single Action Source Core Rulebook pg. 88 --- You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don’t have the rage trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Moment of Clarity"],"rarity":"common","slug":"feat-131"},{"skill_mod":{},"summary":"Your fury fills your foes with fear.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=132","weakness":{},"name":"Raging Intimidation","trait":["Barbarian"],"id":"feat-132","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Raging Intimidation Source Core Rulebook pg. 88 --- Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.","category":"feat","pfs":"Standard","feat":["Raging Intimidation"],"rarity":"common","slug":"feat-132"},{"skill_mod":{},"summary":"Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=133","weakness":{},"name":"Raging Thrower","trait":["Barbarian"],"id":"feat-133","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Raging Thrower Source Core Rulebook pg. 88 --- Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.","category":"feat","pfs":"Standard","feat":["Raging Thrower"],"rarity":"common","slug":"feat-133"},{"skill_mod":{},"summary":"With a quick sprint, you dash up to your foe and swing.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=134","weakness":{},"name":"Sudden Charge","trait":["Barbarian","Fighter","Flourish","Open"],"actions_number":4,"id":"feat-134","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sudden Charge Two Actions Source Core Rulebook pg. 88 --- With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Sudden Charge"],"rarity":"common","slug":"feat-134"},{"skill_mod":{},"summary":"When you Rage, your sense of smell improves.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Acute Vision or darkvision","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=135","weakness":{},"name":"Acute Scent","trait":["Barbarian"],"id":"feat-135","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Acute Scent Source Core Rulebook pg. 88 Prerequisites Acute Vision or darkvision --- When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet. Acute Scent leads to... Instinctive Strike, Nocturnal Sense, Supernatural Senses","category":"feat","pfs":"Standard","feat":["Acute Scent"],"rarity":"common","slug":"feat-135"},{"skill_mod":{},"summary":"Desperate to finish the fight, you pour all your rage into one final blow.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=136","weakness":{},"name":"Furious Finish","trait":["Barbarian","Rage"],"actions_number":2,"id":"feat-136","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Furious Finish Single Action Source Core Rulebook pg. 89 --- Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Furious Finish"],"rarity":"common","slug":"feat-136"},{"skill_mod":{},"summary":"You keep pace with a retreating foe.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"A foe within reach attempts to move away from you.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=137","weakness":{},"name":"No Escape","trait":["Barbarian","Rage"],"actions_number":1,"id":"feat-137","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > No Escape Reaction Source Core Rulebook pg. 89 Trigger A foe within reach attempts to move away from you. --- You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["No Escape"],"rarity":"common","slug":"feat-137"},{"skill_mod":{},"summary":"You can enter a second rage, but afterward you need to catch your breath.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=138","weakness":{},"name":"Second Wind","trait":["Barbarian"],"id":"feat-138","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Second Wind Source Core Rulebook pg. 89 --- You can enter a second rage, but afterward you need to catch your breath. You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with quick rage), but when you end this second Rage, you’re fatigued until you rest for 10 minutes.","category":"feat","pfs":"Standard","feat":["Second Wind"],"rarity":"common","slug":"feat-138"},{"remaster_name":["Shake It Off"],"skill_mod":{},"summary":"You concentrate on your rage, overcoming fear and fighting back sickness.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=139","weakness":{},"name":"Shake it Off","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-139","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shake it Off Single Action Source Core Rulebook pg. 89 --- You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Shake it Off"],"rarity":"common","slug":"feat-139"},{"skill_mod":{},"summary":"Your rage is a frenzy of rapid movements.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=140","weakness":{},"name":"Fast Movement","trait":["Barbarian"],"id":"feat-140","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fast Movement Source Core Rulebook pg. 89 --- Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.","category":"feat","pfs":"Standard","feat":["Fast Movement"],"rarity":"common","slug":"feat-140"},{"skill_mod":{},"summary":"Physical obstacles can’t hold back your fury.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=141","weakness":{},"skill":["Athletics","Athletics"],"name":"Raging Athlete","trait":["Barbarian"],"id":"feat-141","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Raging Athlete Source Core Rulebook pg. 89 Prerequisites Expert in Athletics --- Physical obstacles can't hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.","category":"feat","pfs":"Standard","feat":["Raging Athlete"],"rarity":"common","slug":"feat-141"},{"skill_mod":{},"summary":"You make a wide, arcing swing.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=142","weakness":{},"name":"Swipe","trait":["Barbarian","Fighter","Flourish"],"actions_number":4,"id":"feat-142","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Swipe Two Actions Source Core Rulebook pg. 89 --- You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Swipe"],"rarity":"common","slug":"feat-142"},{"skill_mod":{},"summary":"You roar in pain, awakening the rage within you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You take damage and are capable of entering a rage.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=143","weakness":{},"name":"Wounded Rage","trait":["Barbarian"],"actions_number":1,"id":"feat-143","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Wounded Rage Reaction Source Core Rulebook pg. 90 Trigger You take damage and are capable of entering a rage. --- You roar in pain, awakening the rage within you. You Rage.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Wounded Rage"],"rarity":"common","slug":"feat-143"},{"skill_mod":{},"summary":"When you are raging and unarmored, your skin transforms into a thick hide.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","School"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"animal instinct","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=144","weakness":{},"school":"transmutation","name":"Animal Skin","trait":["Barbarian","Morph","Primal","Transmutation"],"id":"feat-144","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Animal Skin Source Core Rulebook pg. 90 Prerequisites animal instinct --- Your proficiency in unarmored defense increases to expert. When you are raging and unarmored, your skin transforms into a thick hide. You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer's clothing, mage armor , and bracers of armor .","category":"feat","pfs":"Standard","feat":["Animal Skin"],"rarity":"common","slug":"feat-144"},{"remaster_name":["Reactive Strike"],"primary_source_category":"Rulebooks","source":["Secrets of Magic","Core Rulebook","Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Champion","Magus","Swashbuckler"],"id":"feat-145","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Attack of Opportunity Reaction Source Secrets of Magic pg. 45, Core Rulebook pg. 90, Advanced Player's Guide pg. 91 Archetypes Marshal (Level 8), Marshal (Level 8), Golden Legionnaire (Level 8) Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. --- You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. Attack of Opportunity leads to... Disorienting Opening, Impassable Wall Stance","feat":["Attack of Opportunity"],"skill_mod":{},"summary":"You swat a foe that leaves an opening.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"trigger":"A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.","resistance":{},"url":"/Feats.aspx?ID=145","archetype":["Marshal","Golden Legionnaire"],"name":"Attack of Opportunity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-145"},{"skill_mod":{},"summary":"You push your foes around and leave bruises.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=146","weakness":{},"skill":["Athletics","Athletics"],"name":"Brutal Bully","trait":["Barbarian"],"id":"feat-146","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Brutal Bully Source Core Rulebook pg. 90 Prerequisites Expert in Athletics --- You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.","category":"feat","pfs":"Standard","feat":["Brutal Bully"],"rarity":"common","slug":"feat-146"},{"skill_mod":{},"summary":"You swing clear through one foe and into another.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=147","weakness":{},"name":"Cleave","trait":["Barbarian","Rage"],"actions_number":1,"id":"feat-147","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cleave Reaction Source Core Rulebook pg. 90 Trigger Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature. --- You swing clear through one foe and into another. Make a melee Strike against the second foe. Cleave leads to... Great Cleave","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Cleave"],"rarity":"common","slug":"feat-147"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Arcane","Barbarian","Concentrate","Evocation","Rage"],"id":"feat-148","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dragon's Rage Breath Two Actions Source Core Rulebook pg. 90 Prerequisites dragon instinct Requirements You haven’t used this ability since you last Raged. --- You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4. If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save. ## Table 3-4: Dragon Instincts Dragon Type Category Breath Weapon Black Chromatic Line of acid Blue Chromatic Line of electricity Green Chromatic Cone of poison Red Chromatic Cone of fire White Chromatic Cone of cold Brass Metallic Line of fire Bronze Metallic Line of electricity Copper Metallic Line of acid Gold Metallic Cone of fire Silver Metallic Cone of cold ","feat":["Dragon's Rage Breath"],"skill_mod":{},"summary":"You exhale powerful draconic energy.","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","Class","Mechanics","School","Class-Specific"],"level":6,"prerequisite":"dragon instinct","source_category":["Rulebooks"],"requirement":"You haven’t used this ability since you last Raged.","resistance":{},"url":"/Feats.aspx?ID=148","name":"Dragon's Rage Breath","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-148"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Barbarian","Polymorph","Primal","Rage","Transmutation"],"id":"feat-149","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Giant's Stature Single Action Source Core Rulebook pg. 91 Prerequisites giant instinct Requirements You are Medium or smaller. --- You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you. Giant's Stature leads to... Titan's Stature","feat":["Giant's Stature"],"skill_mod":{},"summary":"You grow to incredible size.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","Class-Specific","School"],"level":6,"prerequisite":"giant instinct","source_category":["Rulebooks"],"requirement":"You are Medium or smaller.","resistance":{},"url":"/Feats.aspx?ID=149","name":"Giant's Stature","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-149"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Barbarian","Divine","Necromancy","Rage"],"id":"feat-150","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spirits' Interference Single Action Source Core Rulebook pg. 91 Prerequisites spirit instinct --- You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.","feat":["Spirits' Interference"],"skill_mod":{},"summary":"You call forth protective spirits to ward off ranged attacks.","primary_source":"Core Rulebook","trait_group":["Class","Tradition","School","Class-Specific"],"level":6,"prerequisite":"spirit instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=150","name":"Spirits' Interference","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-150"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Barbarian","Concentrate","Polymorph","Primal","Rage","Transmutation"],"id":"feat-151","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Animal Rage Single Action Source Core Rulebook pg. 91 Prerequisites animal instinct --- You transform into your animal. You gain the effects of the 3rd-level animal form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue’s reach increases to 15 feet. Dismissing the transformation gains the rage trait.","feat":["Animal Rage"],"skill_mod":{},"summary":"You transform into your animal.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","Class-Specific","School"],"level":8,"prerequisite":"animal instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=151","name":"Animal Rage","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-151"},{"skill_mod":{},"summary":"You bully foes across the battlefield.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=152","weakness":{},"skill":["Athletics","Athletics"],"name":"Furious Bully","trait":["Barbarian"],"id":"feat-152","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Furious Bully Source Core Rulebook pg. 91 Prerequisites Master in Athletics --- You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions.","category":"feat","pfs":"Standard","feat":["Furious Bully"],"rarity":"common","slug":"feat-152"},{"skill_mod":{},"summary":"You pause to recover your raging vigor.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=153","weakness":{},"name":"Renewed Vigor","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-153","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Renewed Vigor Single Action Source Core Rulebook pg. 91 --- You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Renewed Vigor"],"rarity":"common","slug":"feat-153"},{"skill_mod":{},"summary":"You stoke an ally’s fury.","primary_source":"Core Rulebook","trait_group":["Sense","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You haven’t used this ability since you last Raged.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=154","weakness":{},"name":"Share Rage","trait":["Auditory","Barbarian","Rage","Visual"],"actions_number":2,"id":"feat-154","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Share Rage Single Action Source Core Rulebook pg. 91 Requirements You haven’t used this ability since you last Raged. --- You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions. Share Rage leads to... Contagious Rage","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Share Rage"],"rarity":"common","slug":"feat-154"},{"skill_mod":{},"summary":"You swing at a foe while mid-leap.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=155","weakness":{},"name":"Sudden Leap","trait":["Barbarian","Fighter"],"actions_number":4,"id":"feat-155","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sudden Leap Two Actions Source Core Rulebook pg. 149 --- You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed. Special If you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use Felling Strike instead of a normal Strike.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Sudden Leap"],"rarity":"common","slug":"feat-155"},{"skill_mod":{},"summary":"You thrash the grabbed foe around.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You have a foe grabbed.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=156","weakness":{},"name":"Thrash","trait":["Barbarian","Rage"],"actions_number":2,"id":"feat-156","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Thrash Single Action Source Core Rulebook pg. 91 Requirements You have a foe grabbed. --- You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your Rage damage. The foe must attempt a basic Fortitude save against your class DC. Thrash leads to... Collateral Thrash","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Thrash"],"rarity":"common","slug":"feat-156"},{"skill_mod":{},"summary":"You open yourself to attacks so you can respond in turn.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=157","weakness":{},"name":"Come and Get Me","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-157","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Come and Get Me Single Action Source Core Rulebook pg. 91 --- You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage. Come and Get Me leads to... Vengeful Strike","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Come and Get Me"],"rarity":"common","slug":"feat-157"},{"skill_mod":{},"summary":"You rush forward.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=158","weakness":{},"name":"Furious Sprint","trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-158","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Furious Sprint Two Actions Source Core Rulebook pg. 91 --- You rush forward. Stride up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Furious Sprint"],"rarity":"common","slug":"feat-158"},{"skill_mod":{},"summary":"Your fury carries your weapon through multiple foes.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Cleave","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=159","weakness":{},"name":"Great Cleave","trait":["Barbarian","Rage"],"id":"feat-159","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Great Cleave Source Core Rulebook pg. 91 Prerequisites Cleave --- Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.","category":"feat","pfs":"Standard","feat":["Great Cleave"],"rarity":"common","slug":"feat-159"},{"skill_mod":{},"summary":"The weight of your swing drives your enemy back.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=160","weakness":{},"name":"Knockback","trait":["Barbarian","Rage"],"actions_number":2,"id":"feat-160","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Knockback Single Action Source Core Rulebook pg. 91 Requirements Your last action was a successful Strike. --- The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful Shove. You can follow the foe as normal for a successful Shove. Knockback leads to... Awesome Blow","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Knockback"],"rarity":"common","slug":"feat-160"},{"skill_mod":{},"summary":"You unleash a terrifying howl.","primary_source":"Core Rulebook","trait_group":["Sense","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Intimidating Glare","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=161","weakness":{},"name":"Terrifying Howl","trait":["Auditory","Barbarian","Rage"],"actions_number":2,"id":"feat-161","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Terrifying Howl Single Action Source Core Rulebook pg. 91 Prerequisites Intimidating Glare --- You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each enemy within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Terrifying Howl"],"rarity":"common","slug":"feat-161"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Barbarian","Morph","Primal","Rage","Transmutation"],"id":"feat-162","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Dragon's Rage Wings Single Action Source Core Rulebook pg. 92 Prerequisites dragon instinct --- You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up. Dragon's Rage Wings leads to... Dragon Transformation","feat":["Dragon's Rage Wings"],"skill_mod":{},"summary":"You sprout dragon wings from your back.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","Class-Specific","School"],"level":12,"prerequisite":"dragon instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=162","name":"Dragon's Rage Wings","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-162"},{"skill_mod":{},"summary":"You grab your foe while it’s distracted by your attack.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=163","weakness":{},"name":"Furious Grab","trait":["Barbarian","Rage"],"actions_number":2,"id":"feat-163","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Furious Grab Single Action Source Core Rulebook pg. 92 Requirements Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon. --- You grab your foe while it’s distracted by your attack. The foe you hit becomes grabbed, as if you had succeeded at an Athletics check to Grapple the foe.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Furious Grab"],"rarity":"common","slug":"feat-163"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Flourish","Open","Rage"],"id":"feat-164","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Predator's Pounce Single Action Source Core Rulebook pg. 92 Prerequisites animal instinct Requirements You are unarmored or wearing light armor. --- You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.","feat":["Predator's Pounce"],"skill_mod":{},"summary":"You close the distance to your prey in a blur.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"level":12,"prerequisite":"animal instinct","source_category":["Rulebooks"],"requirement":"You are unarmored or wearing light armor.","resistance":{},"url":"/Feats.aspx?ID=164","name":"Predator's Pounce","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-164"},{"skill_mod":{},"summary":"You call forth an ephemeral apparition.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"spirit instinct","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=165","weakness":{},"name":"Spirit's Wrath","trait":["Attack","Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-165","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Spirit's Wrath Single Action Source Core Rulebook pg. 92 Prerequisites spirit instinct --- You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don’t apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. If your wisp’s Strike is a critical hit, the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spirit's Wrath"],"rarity":"common","slug":"feat-165"},{"skill_mod":{},"summary":"You grow to even greater size.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","School"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"giant instinct; Giant's Stature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=166","weakness":{},"school":"transmutation","name":"Titan's Stature","trait":["Barbarian","Polymorph","Transmutation"],"id":"feat-166","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Titan's Stature Source Core Rulebook pg. 92 Prerequisites giant instinct; Giant's Stature --- You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the clumsy 1 condition as long as you are Huge.","category":"feat","pfs":"Standard","feat":["Titan's Stature"],"rarity":"common","slug":"feat-166"},{"skill_mod":{},"summary":"Your attacks are so powerful, they can flatten your opponents.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Knockback","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=167","weakness":{},"name":"Awesome Blow","trait":["Barbarian","Concentrate","Rage"],"id":"feat-167","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Awesome Blow Source Core Rulebook pg. 93 Prerequisites Knockback --- Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC. Critical Success You gain the critical success effect of a Shove, then the critical success effect of a Trip against the target. Success You gain the success effect of a Shove, then the success effect of a Trip against the target. Failure You gain the normal effect of Knockback.","category":"feat","pfs":"Standard","feat":["Awesome Blow"],"rarity":"common","slug":"feat-167"},{"skill_mod":{},"summary":"You extend your body and prepare to attack foes outside your normal reach.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"giant instinct","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=168","weakness":{},"name":"Giant's Lunge","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-168","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Giant's Lunge Single Action Source Core Rulebook pg. 93 Prerequisites giant instinct --- You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. This doesn’t increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant’s Stature.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Giant's Lunge"],"rarity":"common","slug":"feat-168"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Rage"],"id":"feat-169","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Vengeful Strike Reaction Source Core Rulebook pg. 93 Prerequisites Come and Get Me Trigger A creature within your reach succeeds or critically succeeds at an attack against you. Requirements You’re under the effect of Come and Get Me. --- When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.","feat":["Vengeful Strike"],"skill_mod":{},"summary":"When struck by an enemy, you respond in turn.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"level":14,"prerequisite":"Come and Get Me","source_category":["Rulebooks"],"requirement":"You’re under the effect of Come and Get Me.","trigger":"A creature within your reach succeeds or critically succeeds at an attack against you.","resistance":{},"url":"/Feats.aspx?ID=169","name":"Vengeful Strike","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-169"},{"skill_mod":{},"summary":"You attack all nearby adversaries.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=170","weakness":{},"archetype":["Wylderheart"],"name":"Whirlwind Strike","trait":["Barbarian","Fighter","Flourish","Open"],"actions_number":6,"id":"feat-170","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Whirlwind Strike Three Actions Source Core Rulebook pg. 93 Archetype Wylderheart (Level 16) --- You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Whirlwind Strike"],"rarity":"common","slug":"feat-170"},{"skill_mod":{},"summary":"When you Thrash a grabbed foe, you smack that foe into another nearby.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Thrash","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=171","weakness":{},"name":"Collateral Thrash","trait":["Barbarian","Rage"],"id":"feat-171","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Collateral Thrash Source Core Rulebook pg. 93 Prerequisites Thrash --- When you Thrash a grabbed foe, you smack that foe into another nearby. Another foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex save against your class DC. Collateral Thrash leads to... Whirlwind Toss","category":"feat","pfs":"Standard","feat":["Collateral Thrash"],"rarity":"common","slug":"feat-171"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Barbarian","Concentrate","Polymorph","Primal","Rage","Transmutation"],"id":"feat-172","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Dragon Transformation Single Action Source Core Rulebook pg. 93 Prerequisites dragon instinct; Dragon's Rage Wings --- You transform into a ferocious Large dragon, gaining the effects of 6th-level dragon form except that you use your own AC and attack modifier, you apply your extra damage from Rage, and the Breath Weapon uses your class DC. The action to Dismiss the transformation gains the rage trait. At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, and you gain a +14 status bonus to your breath weapon damage.","feat":["Dragon Transformation"],"skill_mod":{},"summary":"You transform into a ferocious large dragon.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Tradition","Class-Specific","School"],"level":16,"prerequisite":"dragon instinct; Dragon's Rage Wings","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=172","name":"Dragon Transformation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-172"},{"remaster_name":["Desperate Wrath"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Rage"],"id":"feat-173","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Reckless Abandon Free Action Source Core Rulebook pg. 93 Trigger Your turn begins, and you are at half or fewer Hit Points. --- Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first.","feat":["Reckless Abandon"],"skill_mod":{},"summary":"Your blood boils when you take a beating, and you throw caution to the wind to finish the fight.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"level":16,"source_category":["Rulebooks"],"trigger":"Your turn begins, and you are at half or fewer Hit Points.","resistance":{},"url":"/Feats.aspx?ID=173","name":"Reckless Abandon","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-173"},{"skill_mod":{},"summary":"Your critical hits are particularly devastating.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=174","weakness":{},"name":"Brutal Critical","trait":["Barbarian"],"id":"feat-174","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Brutal Critical Source Core Rulebook pg. 93 --- Your critical hits are particularly devastating. On a critical hit with a melee Strike, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice.","category":"feat","pfs":"Standard","feat":["Brutal Critical"],"rarity":"common","slug":"feat-174"},{"skill_mod":{},"summary":"You burn out all of your rage to ensure that your attack lands and your mind remains free.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You fail or critically fail an attack roll or Will save.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=175","weakness":{},"name":"Perfect Clarity","trait":["Barbarian","Concentrate","Fortune","Rage"],"actions_number":1,"id":"feat-175","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Clarity Reaction Source Core Rulebook pg. 93 Trigger You fail or critically fail an attack roll or Will save. --- You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Perfect Clarity"],"rarity":"common","slug":"feat-175"},{"skill_mod":{},"summary":"You make a vicious attack that maims your enemy.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=176","weakness":{},"name":"Vicious Evisceration","trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-176","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Vicious Evisceration Two Actions Source Core Rulebook pg. 93 --- You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Vicious Evisceration"],"rarity":"common","slug":"feat-176"},{"skill_mod":{},"summary":"You can drive your allies into a frenzy, granting them incredible benefits.","primary_source":"Core Rulebook","trait_group":["Sense","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Share Rage","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=177","weakness":{},"name":"Contagious Rage","trait":["Auditory","Barbarian","Rage","Visual"],"id":"feat-177","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Contagious Rage Source Core Rulebook pg. 93 Prerequisites Share Rage --- You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share Rage, using it multiple times in a Rage. Allies affected by Share Rage who accept your anathema for the duration of the Rage gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization.","category":"feat","pfs":"Standard","feat":["Contagious Rage"],"rarity":"common","slug":"feat-177"},{"skill_mod":{},"summary":"You stomp the ground with such force that it creates a minor earthquake.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=178","frequency":"once per 10 minutes","weakness":{},"name":"Quaking Stomp","trait":["Barbarian","Manipulate","Rage"],"actions_number":2,"id":"feat-178","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Quaking Stomp Single Action Source Core Rulebook pg. 93 Frequency once per 10 minutes --- You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Quaking Stomp"],"rarity":"common","slug":"feat-178"},{"skill_mod":{},"summary":"Your studies make you informed on every subject.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"enigma muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=179","weakness":{},"name":"Bardic Lore","trait":["Bard"],"id":"feat-179","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bardic Lore Source Core Rulebook pg. 99 Prerequisites enigma muse --- Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.","category":"feat","pfs":"Standard","feat":["Bardic Lore"],"rarity":"common","slug":"feat-179"},{"skill_mod":{},"summary":"By adding a flourish, you make your compositions last longer.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=180","weakness":{},"name":"Lingering Composition","trait":["Bard"],"id":"feat-180","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lingering Composition Source Core Rulebook pg. 99 Prerequisites maestro muse --- By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Lingering Composition"],"rarity":"common","slug":"feat-180"},{"skill_mod":{},"summary":"You can extend your spells’ range.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=181","weakness":{},"name":"Reach Spell","trait":["Bard","Cleric","Concentrate","Druid","Metamagic","Oracle","Sorcerer","Witch","Wizard","Spellshape"],"actions_number":2,"id":"feat-181","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reach Spell Single Action Source Advanced Player's Guide pg. 79, Core Rulebook pg. 122 --- You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Reach Spell"],"rarity":"common","slug":"feat-181"},{"skill_mod":{},"summary":"You can rely on the grandeur of your performances rather than ordinary social skills.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=182","weakness":{},"name":"Versatile Performance","trait":["Bard"],"id":"feat-182","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Versatile Performance Source Core Rulebook pg. 100 Prerequisites polymath muse --- You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.","category":"feat","pfs":"Standard","feat":["Versatile Performance"],"rarity":"common","slug":"feat-182"},{"skill_mod":{},"summary":"Study broadens your range of simple spells.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archive","Core Rulebook","Advanced Player's Guide","Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=183","weakness":{},"name":"Cantrip Expansion","trait":["Bard","Cleric","Magus","Oracle","Psychic","Sorcerer","Witch","Wizard"],"id":"feat-183","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Cantrip Expansion Source Dark Archive pg. 24, Core Rulebook pg. 100, Advanced Player's Guide pg. 101, Secrets of Magic pg. 42 --- A greater understanding of your magic broadens your range of simple spells. Prepared Caster (Cleric, Wizard, etc.) : You can prepare two additional cantrips each day. Spontaneous Caster (Bard, Sorcerer, etc.) : Add two additional cantrips from your spell list to your repertoire.","category":"feat","pfs":"Standard","feat":["Cantrip Expansion"],"rarity":"common","slug":"feat-183"},{"skill_mod":{},"summary":"You keep a book of occult spells, similar to a wizard’s spellbook.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=184","weakness":{},"name":"Esoteric Polymath","trait":["Bard"],"id":"feat-184","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Esoteric Polymath Source Core Rulebook pg. 100 Prerequisites polymath muse --- You keep a book of occult spells, similar to a wizard's spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells and add them to your spellbook by paying the appropriate cost, similar to a wizard. During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations. Esoteric Polymath leads to... Eclectic Polymath, Impossible Polymath","category":"feat","pfs":"Standard","feat":["Esoteric Polymath"],"rarity":"common","slug":"feat-184"},{"remaster_name":["Uplifting Overture"],"skill_mod":{},"summary":"You learn to aid your allies’ skills with your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=185","weakness":{},"name":"Inspire Competence","trait":["Bard"],"id":"feat-185","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Inspire Competence Source Core Rulebook pg. 100 Prerequisites maestro muse --- You learn the inspire competence composition cantrip, which aids your allies’ skills.","category":"feat","pfs":"Standard","feat":["Inspire Competence"],"rarity":"common","slug":"feat-185"},{"skill_mod":{},"summary":"You magically unlock memories, making them easier to recall.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"enigma muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=186","weakness":{},"archetype":["Loremaster"],"name":"Loremaster's Etude","trait":["Bard","Fortune"],"id":"feat-186","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Loremaster's Etude Source Core Rulebook pg. 100 Archetype Loremaster (Level 4) Prerequisites enigma muse --- You magically unlock memories, making them easier to recall. You learn the loremaster’s etude composition spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Loremaster's Etude"],"rarity":"common","slug":"feat-186"},{"skill_mod":{},"summary":"Your muse doesn’t fall into a single label.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=187","weakness":{},"name":"Multifarious Muse","trait":["Bard"],"id":"feat-187","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Multifarious Muse Source Core Rulebook pg. 100 --- Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose. Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.","category":"feat","pfs":"Standard","feat":["Multifarious Muse"],"rarity":"common","slug":"feat-187"},{"remaster_name":["Rallying Anthem"],"skill_mod":{},"summary":"You learn to protect yourself and your allies with your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=188","weakness":{},"name":"Inspire Defense","trait":["Bard"],"id":"feat-188","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Inspire Defense Source Core Rulebook pg. 100 Prerequisites maestro muse --- You learn the inspire defense composition cantrip, which protects you and allies. Inspire Defense leads to... Defensive Coordination","category":"feat","pfs":"Standard","feat":["Inspire Defense"],"rarity":"common","slug":"feat-188"},{"skill_mod":{},"summary":"You subtly weave your spellcasting into your performance.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=189","weakness":{},"name":"Melodious Spell","trait":["Bard","Concentrate","Manipulate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-189","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Melodious Spell Single Action Source Core Rulebook pg. 101 --- You subtly weave your spellcasting into your performance. If the next action you take is to Cast a Spell, attempt a Performance check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are Casting a Spell, even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance. This hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Melodious Spell"],"rarity":"common","slug":"feat-189"},{"skill_mod":{},"summary":"You learn to speed up yourself and your allies with your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=190","weakness":{},"name":"Triple Time","trait":["Bard"],"id":"feat-190","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Triple Time Source Core Rulebook pg. 101 --- You learn the triple time composition cantrip, which speeds up you and your allies for a round.","category":"feat","pfs":"Standard","feat":["Triple Time"],"rarity":"common","slug":"feat-190"},{"skill_mod":{},"summary":"You’re always tweaking your available repertoire.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=191","weakness":{},"name":"Versatile Signature","trait":["Bard"],"id":"feat-191","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Versatile Signature Source Core Rulebook pg. 101 Prerequisites polymath muse --- While most bards are known for certain signature performances and spells, you’re always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that level from your repertoire.","category":"feat","pfs":"Standard","feat":["Versatile Signature"],"rarity":"common","slug":"feat-191"},{"skill_mod":{},"summary":"You learn to frighten your enemies with your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=192","weakness":{},"name":"Dirge of Doom","trait":["Bard"],"id":"feat-192","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dirge of Doom Source Core Rulebook pg. 101 --- You learn the dirge of doom composition cantrip, which frightens your enemies.","category":"feat","pfs":"Standard","feat":["Dirge of Doom"],"rarity":"common","slug":"feat-192"},{"skill_mod":{},"summary":"You can perform multiple compositions simultaneously.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=193","weakness":{},"name":"Harmonize","trait":["Bard","Concentrate","Manipulate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-193","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Harmonize Single Action Source Core Rulebook pg. 101 Prerequisites maestro muse --- You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect. Harmonize leads to... Symphony of the Muse","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Harmonize"],"rarity":"common","slug":"feat-193"},{"skill_mod":{},"summary":"You don’t lose spells easily.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archive","Core Rulebook","Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=194","weakness":{},"archetype":["Hellknight"],"name":"Steady Spellcasting","trait":["Bard","Cleric","Druid","Oracle","Psychic","Sorcerer","Witch","Wizard"],"id":"feat-194","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Steady Spellcasting Source Dark Archive pg. 26, Core Rulebook pg. 211, Advanced Player's Guide pg. 80 Archetype Hellknight (Level 8) --- Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted. Steady Spellcasting leads to... Ward Casting","category":"feat","pfs":"Standard","feat":["Steady Spellcasting"],"rarity":"common","slug":"feat-194"},{"skill_mod":{},"summary":"Your broad experiences translate to a range of skills.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"polymath muse; Master in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=195","weakness":{},"skill":["Occultism","Occultism"],"name":"Eclectic Skill","trait":["Bard"],"id":"feat-195","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Eclectic Skill Source Core Rulebook pg. 101 Prerequisites polymath muse; Master in Occultism --- Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained.","category":"feat","pfs":"Standard","feat":["Eclectic Skill"],"rarity":"common","slug":"feat-195"},{"remaster_name":["Fortissimo Composition"],"skill_mod":{},"summary":"Your performances inspire even greater deeds in your allies.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=196","weakness":{},"name":"Inspire Heroics","trait":["Bard"],"id":"feat-196","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Inspire Heroics Source Core Rulebook pg. 102 Prerequisites maestro muse --- Your performances inspire even greater deeds in your allies. You learn the inspire heroics metamagic focus spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Inspire Heroics"],"rarity":"common","slug":"feat-196"},{"skill_mod":{},"summary":"Your knowledge of the world expands beyond what you have read.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"[Bard] enigma muse","source_category":["Rulebooks"],"source":["Dark Archive","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=197","weakness":{},"archetype":["Oatia Skysage"],"name":"Know-It-All","trait":["Bard","Thaumaturge"],"id":"feat-197","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Know-It-All Source Dark Archive pg. 45, Core Rulebook pg. 102 Archetypes Oatia Skysage (Level 10), Oatia Skysage (Level 10) Prerequisites [Bard] enigma muse --- When you succeed at a Knowledge check, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM’s discretion you might gain even more additional information or context than normal.","category":"feat","pfs":"Standard","feat":["Know-It-All"],"rarity":"common","slug":"feat-197"},{"skill_mod":{},"summary":"You erect an imaginary barrier others believe to be real.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=198","weakness":{},"name":"House of Imaginary Walls","trait":["Bard"],"id":"feat-198","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > House of Imaginary Walls Source Core Rulebook pg. 102 --- You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip.","category":"feat","pfs":"Standard","feat":["House of Imaginary Walls"],"rarity":"common","slug":"feat-198"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Bard","Concentrate","Metamagic","Oracle","Sorcerer","Witch","Wizard","Spellshape"],"id":"feat-199","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Quickened Casting Free Action Source Advanced Player's Guide pg. 80, Core Rulebook pg. 102 Archetype Time Mage (Level 12) Frequency once per day --- If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest level spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action). Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from.","feat":["Quickened Casting"],"skill_mod":{},"summary":"You are able to quickly cast a spell.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=199","archetype":["Time Mage"],"name":"Quickened Casting","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-199"},{"skill_mod":{},"summary":"You can translate the emotion and power of a composition to other mediums.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=200","weakness":{},"name":"Unusual Composition","trait":["Bard","Concentrate","Manipulate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-200","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unusual Composition Single Action Source Core Rulebook pg. 102 Prerequisites polymath muse --- You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is auditory or visual.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Unusual Composition"],"rarity":"common","slug":"feat-200"},{"skill_mod":{},"summary":"Your flexible mind can quickly shift spells.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Esoteric Polymath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=201","weakness":{},"name":"Eclectic Polymath","trait":["Bard"],"id":"feat-201","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Eclectic Polymath Source Core Rulebook pg. 102 Prerequisites Esoteric Polymath --- Your flexible mind can quickly shift spells. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same level in your repertoire.","category":"feat","pfs":"Standard","feat":["Eclectic Polymath"],"rarity":"common","slug":"feat-201"},{"skill_mod":{},"summary":"Your connection to your muse has granted you unusual focus.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=202","weakness":{},"name":"Inspirational Focus","trait":["Bard"],"id":"feat-202","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Inspirational Focus Source Core Rulebook pg. 103 --- Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Inspirational Focus"],"rarity":"common","slug":"feat-202"},{"skill_mod":{},"summary":"You can quicken your allies with a fast-paced performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=203","weakness":{},"name":"Allegro","trait":["Bard"],"id":"feat-203","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Allegro Source Core Rulebook pg. 103 --- You can quicken your allies with a fast-paced performance. You learn the allegro composition cantrip.","category":"feat","pfs":"Standard","feat":["Allegro"],"rarity":"common","slug":"feat-203"},{"skill_mod":{},"summary":"You soothe your allies’ wounds with the power of your performance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=204","weakness":{},"name":"Soothing Ballad","trait":["Bard"],"id":"feat-204","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Soothing Ballad Source Core Rulebook pg. 103 --- You soothe your allies’ wounds with the power of your performance. You learn the soothing ballad composition spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Soothing Ballad"],"rarity":"common","slug":"feat-204"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Bard"],"id":"feat-205","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > True Hypercognition Single Action Source Core Rulebook pg. 103 Archetype Loremaster (Level 16) Prerequisites enigma muse --- Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.","feat":["True Hypercognition"],"skill_mod":{},"summary":"Your mind works at an incredible pace.","primary_source":"Core Rulebook","trait_group":["Class"],"level":14,"prerequisite":"enigma muse","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=205","archetype":["Loremaster"],"name":"True Hypercognition","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-205"},{"skill_mod":{},"summary":"You can maintain a spell with hardly a thought.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Secrets of Magic","Core Rulebook","Advanced Player's Guide"],"trigger":"Your turn begins.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=206","weakness":{},"name":"Effortless Concentration","trait":["Bard","Druid","Sorcerer","Summoner","Witch","Wizard"],"actions_number":0,"id":"feat-206","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Effortless Concentration Free Action Source Secrets of Magic pg. 72, Core Rulebook pg. 103, Advanced Player's Guide pg. 105 Trigger Your turn begins. --- You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Effortless Concentration"],"rarity":"common","slug":"feat-206"},{"skill_mod":{},"summary":"Your continued study of occult magic has increased your magical capacity.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"enigma muse; Legendary in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=207","weakness":{},"skill":["Occultism","Occultism"],"name":"Studious Capacity","trait":["Bard"],"id":"feat-207","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Studious Capacity Source Core Rulebook pg. 103 Prerequisites enigma muse; Legendary in Occultism --- Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you’ve run out of spell slots of the appropriate spell level, but you can’t use this ability to cast a spell of your highest spell level.","category":"feat","pfs":"Standard","feat":["Studious Capacity"],"rarity":"common","slug":"feat-207"},{"skill_mod":{},"summary":"Your repertoire is vast, containing far more spells than usual.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"enigma muse; Legendary in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=208","weakness":{},"skill":["Occultism","Occultism"],"name":"Deep Lore","trait":["Bard"],"id":"feat-208","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Deep Lore Source Core Rulebook pg. 103 Prerequisites enigma muse; Legendary in Occultism --- Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each level you can cast.","category":"feat","pfs":"Standard","feat":["Deep Lore"],"rarity":"common","slug":"feat-208"},{"skill_mod":{},"summary":"The world is a stage upon which you are always playing.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=209","weakness":{},"name":"Eternal Composition","trait":["Bard"],"id":"feat-209","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Eternal Composition Source Core Rulebook pg. 103 Prerequisites maestro muse --- The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.","category":"feat","pfs":"Standard","feat":["Eternal Composition"],"rarity":"common","slug":"feat-209"},{"skill_mod":{},"summary":"Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Trained in Arcana, Trained in Nature, or Trained in Religion; Esoteric Polymath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=210","weakness":{},"skill":["Arcana","Nature","Religion","Arcana","Nature","Religion"],"name":"Impossible Polymath","trait":["Bard"],"id":"feat-210","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Impossible Polymath Source Core Rulebook pg. 103 Prerequisites Trained in Arcana, Trained in Nature, or Trained in Religion; Esoteric Polymath --- Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand. As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book. Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can’t retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath.","category":"feat","pfs":"Standard","feat":["Impossible Polymath"],"rarity":"common","slug":"feat-210"},{"skill_mod":{},"summary":"Your songs overwhelm the target with unbearable emotion.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=211","weakness":{},"name":"Fatal Aria","trait":["Bard"],"id":"feat-211","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Fatal Aria Source Core Rulebook pg. 103 --- Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Fatal Aria"],"rarity":"common","slug":"feat-211"},{"skill_mod":{},"summary":"You develop another incredible creation.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"magnum opus","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=212","weakness":{},"name":"Perfect Encore","trait":["Bard"],"id":"feat-212","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Perfect Encore Source Core Rulebook pg. 103 Prerequisites magnum opus --- You develop another incredible creation. You gain an additional 10th-level spell slot.","category":"feat","pfs":"Standard","feat":["Perfect Encore"],"rarity":"common","slug":"feat-212"},{"skill_mod":{},"summary":"You are able to weave countless performances together into a solo symphony.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Harmonize","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=213","weakness":{},"name":"Symphony of the Muse","trait":["Bard"],"id":"feat-213","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Symphony of the Muse Source Core Rulebook pg. 103 Prerequisites Harmonize --- You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration.","category":"feat","pfs":"Standard","feat":["Symphony of the Muse"],"rarity":"common","slug":"feat-213"},{"skill_mod":{},"summary":"You embody an aspect of your deity.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=214","weakness":{},"name":"Deity's Domain","trait":["Champion"],"id":"feat-214","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deity's Domain Source Core Rulebook pg. 109 --- You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell. Deity's Domain leads to... Advanced Deity's Domain","category":"feat","pfs":"Standard","feat":["Deity's Domain"],"rarity":"common","slug":"feat-214"},{"remaster_name":["Nimble Reprisal"],"skill_mod":{},"summary":"You can use Retributive Strike with a ranged weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"paladin cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=215","weakness":{},"name":"Ranged Reprisal","trait":["Champion"],"id":"feat-215","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ranged Reprisal Source Core Rulebook pg. 109 Prerequisites paladin cause --- You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.","category":"feat","pfs":"Standard","feat":["Ranged Reprisal"],"rarity":"common","slug":"feat-215"},{"skill_mod":{},"summary":"With a burst of divine liberation, your spur your ally’s movement.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"liberator cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=216","weakness":{},"name":"Unimpeded Step","trait":["Champion"],"id":"feat-216","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unimpeded Step Source Core Rulebook pg. 109 Prerequisites liberator cause --- With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.","category":"feat","pfs":"Standard","feat":["Unimpeded Step"],"rarity":"common","slug":"feat-216"},{"skill_mod":{},"summary":"Guilt clouds the minds of those who ignore your Glimpse of Redemption.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"redeemer cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=217","weakness":{},"name":"Weight of Guilt","trait":["Champion"],"id":"feat-217","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Weight of Guilt Source Core Rulebook pg. 110 Prerequisites redeemer cause --- Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.","category":"feat","pfs":"Standard","feat":["Weight of Guilt"],"rarity":"common","slug":"feat-217"},{"skill_mod":{},"summary":"You call upon your deity’s grace.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You attempt a save against a spell, before you roll.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=218","weakness":{},"name":"Divine Grace","trait":["Champion"],"actions_number":1,"id":"feat-218","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Divine Grace Reaction Source Core Rulebook pg. 110 Trigger You attempt a save against a spell, before you roll. --- You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Divine Grace"],"rarity":"common","slug":"feat-218"},{"remaster_name":["Oath of The Slayer"],"skill_mod":{},"summary":"You’ve sworn to slay evil dragons.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=219","weakness":{},"name":"Dragonslayer Oath","trait":["Champion","Oath"],"id":"feat-219","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dragonslayer Oath Source Core Rulebook pg. 110 Prerequisites tenets of good --- You've sworn to slay wicked and nefarious dragons. You gain following edict: “You must slay dragons whose actions are in direct opposition to your deity's edicts when you encounter them as long as you have a reasonable chance of success.” Your Retributive Strike gains a +4 circumstance bonus to damage against a dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption's resistance against damage from a dragon is 7 + your level. If you use Liberating Step triggered by a dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don't consider dragons whose actions are in direct opposition to your deity's edicts to be legitimate authorities, even in nations they rule. Dragonslayer Oath leads to... Wyrmbane Aura","category":"feat","pfs":"Standard","feat":["Dragonslayer Oath"],"rarity":"common","slug":"feat-219"},{"remaster_name":["Oath of The Slayer"],"skill_mod":{},"summary":"You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=220","weakness":{},"name":"Fiendsbane Oath","trait":["Champion","Oath"],"id":"feat-220","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fiendsbane Oath Source Core Rulebook pg. 110 Prerequisites tenets of good --- You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. You gain the following edict: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a fiend that isn't unholy, you don’t have to banish or kill it.” Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a fiend is 7 + your level. If you use Liberating Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider fiends to be legitimate authorities, even in nations ruled by fiends. Fiendsbane Oath leads to... Anchoring Aura, Banishing Blow","category":"feat","pfs":"Standard","feat":["Fiendsbane Oath"],"rarity":"common","slug":"feat-220"},{"remaster_name":["Oath of The Slayer"],"skill_mod":{},"summary":"You’ve sworn an oath to put the undead to rest.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=221","weakness":{},"name":"Shining Oath","trait":["Champion","Oath"],"id":"feat-221","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shining Oath Source Core Rulebook pg. 110 Prerequisites tenets of good --- You’ve sworn an oath to put the undead to rest. You gain the following edict: “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find an undead that isn't unholy, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.” Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider undead to be legitimate authorities, even in nations ruled by undead. Shining Oath leads to... Aura of Life","category":"feat","pfs":"Standard","feat":["Shining Oath"],"rarity":"common","slug":"feat-221"},{"remaster_name":["Oath of The Avenger"],"skill_mod":{},"summary":"You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"paladin cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=222","weakness":{},"name":"Vengeful Oath","trait":["Champion","Oath"],"id":"feat-222","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Vengeful Oath Source Core Rulebook pg. 111 Prerequisites paladin cause --- You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. You gain the following edict: “You must hunt down and exterminate creatures that have committed heinous atrocities.” You can use lay on hands to damage a creature you witness harming an innocent or a ally as if it were undead; in this case, lay on hands deals spirit damage instead of vitality damage and gains the holy trait. This doesn’t prevent you from healing such a creature with lay on hands; you choose whether to heal or harm. Vengeful Oath leads to... Aura of Vengeance","category":"feat","pfs":"Standard","feat":["Vengeful Oath"],"rarity":"common","slug":"feat-222"},{"skill_mod":{},"summary":"You stand strong in the face of danger and inspire your allies to do the same.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=223","weakness":{},"name":"Aura of Courage","trait":["Champion"],"id":"feat-223","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aura of Courage Source Core Rulebook pg. 111 Prerequisites tenets of good --- You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.","category":"feat","pfs":"Standard","feat":["Aura of Courage"],"rarity":"common","slug":"feat-223"},{"skill_mod":{},"summary":"Your faith makes you resistant to disease.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=224","weakness":{},"name":"Divine Health","trait":["Champion"],"id":"feat-224","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Divine Health Source Core Rulebook pg. 111 Prerequisites tenets of good --- Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Divine Health"],"rarity":"common","slug":"feat-224"},{"skill_mod":{},"summary":"Your touch relieves fear and restores movement.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=225","weakness":{},"archetype":["Blessed One"],"name":"Mercy","trait":["Champion","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-225","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mercy Single Action Source Core Rulebook pg. 111 Archetypes Blessed One (Level 6), Blessed One (Level 6) --- Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands , you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands . Mercy leads to... Affliction Mercy, Blessed Spell, Elucidating Mercy, Greater Mercy, Invigorating Mercy, Ultimate Mercy","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mercy"],"rarity":"common","slug":"feat-225"},{"skill_mod":{},"summary":"You excoriate a foe for its wrath against goodly creatures.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"devotion spells; tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=227","weakness":{},"name":"Litany Against Wrath","trait":["Champion"],"id":"feat-227","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Litany Against Wrath Source Core Rulebook pg. 112 Prerequisites devotion spells; tenets of good --- You excoriate a foe for its wrath against goodly creatures. You can cast the litany against wrath devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Litany Against Wrath"],"rarity":"common","slug":"feat-227"},{"skill_mod":{},"summary":"You and your mount have grown closer, and your loyalty to each other is unbreakable.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"divine ally (steed)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=228","weakness":{},"name":"Loyal Warhorse","trait":["Champion"],"id":"feat-228","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Loyal Warhorse Source Core Rulebook pg. 112 Prerequisites divine ally (steed) --- You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a mature animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so. Loyal Warhorse leads to... Imposing Destrier","category":"feat","pfs":"Standard","feat":["Loyal Warhorse"],"rarity":"common","slug":"feat-228"},{"skill_mod":{},"summary":"You use your shield to protect your allies as well as yourself.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"[Champion] divine ally (shield); [Champion] tenets of good; [Fighter] Shield Block","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=229","weakness":{},"archetype":["Knight Vigilant","Bastion","Ulfen Guard","Golden Legionnaire"],"name":"Shield Warden","trait":["Champion","Fighter"],"id":"feat-229","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Shield Warden Source Core Rulebook pg. 112 Archetypes Bastion (Level 8), Knight Vigilant (Level 8), Bastion (Level 8), Ulfen Guard (Level 8), Golden Legionnaire (Level 8) Prerequisites [Champion] divine ally (shield); [Champion] tenets of good; [Fighter] Shield Block --- You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. Shield Warden leads to... Shield of Grace, Shield of Reckoning","category":"feat","pfs":"Standard","feat":["Shield Warden"],"rarity":"common","slug":"feat-229"},{"remaster_name":["Smite"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion"],"id":"feat-230","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Smite Evil Single Action Source Core Rulebook pg. 112 Prerequisites divine ally (blade); tenets of good --- Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 spirit damage if the target is unholy, increasing to 6 if you have master proficiency with this weapon. If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend.","feat":["Smite Evil"],"skill_mod":{},"summary":"Your blade ally becomes an even more powerful tool against evildoers.","primary_source":"Core Rulebook","trait_group":["Class"],"level":6,"prerequisite":"divine ally (blade); tenets of good","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=230","name":"Smite Evil","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-230"},{"skill_mod":{},"summary":"Through your conviction, you have glimpsed the deeper secrets of your deity’s domain.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Deity's Domain","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=231","weakness":{},"name":"Advanced Deity's Domain","trait":["Champion"],"id":"feat-231","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Advanced Deity's Domain Source Core Rulebook pg. 112 Prerequisites Deity's Domain --- Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Advanced Deity's Domain"],"rarity":"common","slug":"feat-231"},{"skill_mod":{},"summary":"Your faith enhances your ability to remove conditions.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=232","weakness":{},"archetype":["Blessed One"],"name":"Greater Mercy","trait":["Champion"],"id":"feat-232","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Greater Mercy Source Core Rulebook pg. 112 Archetypes Blessed One (Level 10), Blessed One (Level 10) Prerequisites Mercy --- Your faith enhances your ability to remove conditions. When you use Mercy, you can instead attempt to counteract the blinded, deafened, sickened, or slowed conditions.","category":"feat","pfs":"Standard","feat":["Greater Mercy"],"rarity":"common","slug":"feat-232"},{"skill_mod":{},"summary":"Your devotion to your mount manifests as a surge of positive energy.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"divine ally (steed); devotion spell (_lay on hands_)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=233","weakness":{},"name":"Heal Mount","trait":["Champion"],"id":"feat-233","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Heal Mount Source Core Rulebook pg. 113 Prerequisites divine ally (steed); devotion spell ( lay on hands ) --- Your devotion to your mount manifests as a surge of positive energy. When you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level.","category":"feat","pfs":"Standard","feat":["Heal Mount"],"rarity":"common","slug":"feat-233"},{"remaster_name":["Second Blessing"],"skill_mod":{},"summary":"Your inner grace attracts the attention of a second protective spirit.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"divine ally","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=235","weakness":{},"name":"Second Ally","trait":["Champion"],"id":"feat-235","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Second Ally Source Core Rulebook pg. 113 Prerequisites divine ally --- Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits.","category":"feat","pfs":"Standard","feat":["Second Ally"],"rarity":"common","slug":"feat-235"},{"remaster_name":["Sense Unholiness"],"skill_mod":{},"summary":"You sense evil as a queasy or foreboding feeling.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=236","weakness":{},"archetype":["Exorcist"],"name":"Sense Evil","trait":["Champion"],"id":"feat-236","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sense Evil Source Core Rulebook pg. 113 Archetype Exorcist (Level 14) Prerequisites tenets of good --- You sense evil as a queasy or foreboding feeling. You detect unholy creatures as a vague sense, similar to humans’ sense of smell. An unholy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its unholiness from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day.","category":"feat","pfs":"Standard","feat":["Sense Evil"],"rarity":"common","slug":"feat-236"},{"skill_mod":{},"summary":"Your devotion is strong enough to increase your focus to incredible heights.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"devotion spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=237","weakness":{},"name":"Devoted Focus","trait":["Champion"],"id":"feat-237","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Devoted Focus Source Core Rulebook pg. 113 Prerequisites devotion spells --- Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Devoted Focus"],"rarity":"common","slug":"feat-237"},{"skill_mod":{},"summary":"Under your care, your mount has realized its innate potential.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"divine ally (steed); Loyal Warhorse","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=238","weakness":{},"name":"Imposing Destrier","trait":["Champion"],"id":"feat-238","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Imposing Destrier Source Core Rulebook pg. 113 Prerequisites divine ally (steed); Loyal Warhorse --- Under your care, your mount has realized its innate potential. The mount you gained through the divine ally class feature is now a nimble or savage animal companion. During an encounter, even if you don't use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike. Imposing Destrier leads to... Auspicious Mount","category":"feat","pfs":"Standard","feat":["Imposing Destrier"],"rarity":"common","slug":"feat-238"},{"skill_mod":{},"summary":"You rail against the sin of sloth, turning a foe’s laziness against it.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"devotion spells; tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=239","weakness":{},"name":"Litany Against Sloth","trait":["Champion"],"id":"feat-239","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Litany Against Sloth Source Core Rulebook pg. 113 Prerequisites devotion spells; tenets of good --- You rail against the sin of sloth, turning a foe’s laziness against it. You can cast the litany against sloth devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Litany Against Sloth"],"rarity":"common","slug":"feat-239"},{"remaster_name":["Radiant Armament"],"skill_mod":{},"summary":"Your divine ally radiates power, enhancing your chosen weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"divine ally (blade)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=240","weakness":{},"name":"Radiant Blade Spirit","trait":["Champion"],"id":"feat-240","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Radiant Blade Spirit Source Core Rulebook pg. 113 Prerequisites divine ally (blade) --- Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming , holy if you are holy, and unholy if you are unholy.","category":"feat","pfs":"Standard","feat":["Radiant Blade Spirit"],"rarity":"common","slug":"feat-240"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Flourish"],"id":"feat-241","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shield of Reckoning Reaction Source Core Rulebook pg. 113 Prerequisites champion's reaction; Shield Warden Trigger A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction. --- When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally.","feat":["Shield of Reckoning"],"skill_mod":{},"summary":"When you shield your ally against an attack, you call upon your power to protect your ally further.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"champion's reaction; Shield Warden","source_category":["Rulebooks"],"trigger":"A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.","resistance":{},"url":"/Feats.aspx?ID=241","name":"Shield of Reckoning","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-241"},{"skill_mod":{},"summary":"The divine grace that flows through you grants reprieve from an affliction.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=242","weakness":{},"archetype":["Blessed One"],"name":"Affliction Mercy","trait":["Champion"],"id":"feat-242","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Affliction Mercy Source Core Rulebook pg. 113 Archetypes Blessed One (Level 14), Blessed One (Level 14) Prerequisites Mercy --- The divine grace that flows through you grants reprieve from an affliction. When you use Mercy, you can instead attempt to counteract a curse, disease, or poison.","category":"feat","pfs":"Standard","feat":["Affliction Mercy"],"rarity":"common","slug":"feat-242"},{"skill_mod":{},"summary":"You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=243","weakness":{},"name":"Aura of Faith","trait":["Champion"],"id":"feat-243","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Aura of Faith Source Core Rulebook pg. 113 Prerequisites tenets of good --- You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal and extra 1 spirit damage against unholy creatures. Also, each willing ally within 15 feet gains this benefit on their first Strike that hits an unholy creature each round.","category":"feat","pfs":"Standard","feat":["Aura of Faith"],"rarity":"common","slug":"feat-243"},{"skill_mod":{},"summary":"You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=244","weakness":{},"name":"Blade of Justice","trait":["Champion"],"actions_number":4,"id":"feat-244","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blade of Justice Two Actions Source Core Rulebook pg. 113 Prerequisites tenets of good --- You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is unholy. Whether or not the target is unholy, you can convert all the physical damage from the attack into spirit damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite).","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Blade of Justice"],"rarity":"common","slug":"feat-244"},{"skill_mod":{},"summary":"You can suffer so that others might live.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=245","weakness":{},"name":"Champion's Sacrifice","trait":["Champion"],"id":"feat-245","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Champion's Sacrifice Source Core Rulebook pg. 114 Prerequisites tenets of good --- You can suffer so that others might live. You can cast the champion’s sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Champion's Sacrifice"],"rarity":"common","slug":"feat-245"},{"skill_mod":{},"summary":"You use your shield to harry your enemies, preventing them from stepping away from or around you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"requirement":"You are wielding a shield.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=246","weakness":{},"name":"Divine Wall","trait":["Champion"],"id":"feat-246","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Divine Wall Source Core Rulebook pg. 114 Requirements You are wielding a shield. --- You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.","category":"feat","pfs":"Standard","feat":["Divine Wall"],"rarity":"common","slug":"feat-246"},{"skill_mod":{},"summary":"When you cast doubt upon your foes, the effect lasts longer than usual.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"redeemer cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=247","weakness":{},"name":"Lasting Doubt","trait":["Champion"],"id":"feat-247","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Lasting Doubt Source Core Rulebook pg. 114 Prerequisites redeemer cause --- When you cast doubt upon your foes, the effect lasts longer than usual. After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first.","category":"feat","pfs":"Standard","feat":["Lasting Doubt"],"rarity":"common","slug":"feat-247"},{"skill_mod":{},"summary":"Your allies can move farther when you release them from harm.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"liberator cause","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=248","weakness":{},"name":"Liberating Stride","trait":["Champion"],"id":"feat-248","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Liberating Stride Source Core Rulebook pg. 114 Prerequisites liberator cause --- Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit.","category":"feat","pfs":"Standard","feat":["Liberating Stride"],"rarity":"common","slug":"feat-248"},{"remaster_name":["Aura of Righteousness"],"skill_mod":{},"summary":"Your aura hampers fiends’ teleportation.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Fiendsbane Oath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=249","weakness":{},"name":"Anchoring Aura","trait":["Champion"],"id":"feat-249","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Anchoring Aura Source Core Rulebook pg. 114 Prerequisites Fiendsbane Oath --- Your aura hampers fiends’ teleportation. Your aura attempts to counteract teleportation spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells.","category":"feat","pfs":"Standard","feat":["Anchoring Aura"],"rarity":"common","slug":"feat-249"},{"skill_mod":{},"summary":"Your aura protects against necromantic effects.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Shining Oath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=250","weakness":{},"name":"Aura of Life","trait":["Champion"],"id":"feat-250","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Aura of Life Source Core Rulebook pg. 114 Prerequisites Shining Oath --- Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against necromancy effects.","category":"feat","pfs":"Standard","feat":["Aura of Life"],"rarity":"common","slug":"feat-250"},{"skill_mod":{},"summary":"Your righteous aura dampens evil’s might.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=251","weakness":{},"name":"Aura of Righteousness","trait":["Champion"],"id":"feat-251","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Aura of Righteousness Source Core Rulebook pg. 114 Prerequisites tenets of good --- Your righteous aura dampens evil’s might. You and all allies within 15 feet gain resistance 5 to unholy.","category":"feat","pfs":"Standard","feat":["Aura of Righteousness"],"rarity":"common","slug":"feat-251"},{"skill_mod":{},"summary":"When you call upon others to take retribution, you also guide their aim.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"exalt; Vengeful Oath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=252","weakness":{},"name":"Aura of Vengeance","trait":["Champion"],"id":"feat-252","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Aura of Vengeance Source Core Rulebook pg. 114 Prerequisites exalt; Vengeful Oath --- When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a –2 penalty, instead of a –5 penalty.","category":"feat","pfs":"Standard","feat":["Aura of Vengeance"],"rarity":"common","slug":"feat-252"},{"skill_mod":{},"summary":"You can use your champion's reaction more.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=253","weakness":{},"name":"Divine Reflexes","trait":["Champion"],"id":"feat-253","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Divine Reflexes Source Core Rulebook pg. 115 --- At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction.","category":"feat","pfs":"Standard","feat":["Divine Reflexes"],"rarity":"common","slug":"feat-253"},{"skill_mod":{},"summary":"You call upon righteousness to expose an evil foe’s weakness.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=254","weakness":{},"name":"Litany of Righteousness","trait":["Champion"],"id":"feat-254","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Litany of Righteousness Source Core Rulebook pg. 115 Prerequisites tenets of good --- You call upon righteousness to expose an evil foe’s weakness. You can cast the litany of righteousness devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Litany of Righteousness"],"rarity":"common","slug":"feat-254"},{"skill_mod":{},"summary":"Your aura protects against destructive energies and dragons’ breath.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Dragonslayer Oath","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=255","weakness":{},"name":"Wyrmbane Aura","trait":["Champion"],"id":"feat-255","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Wyrmbane Aura Source Core Rulebook pg. 115 Prerequisites Dragonslayer Oath --- Your aura protects against destructive energies and dragons’ breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to half your level.","category":"feat","pfs":"Standard","feat":["Wyrmbane Aura"],"rarity":"common","slug":"feat-255"},{"skill_mod":{},"summary":"Guided by your ongoing care, your steed has developed incredible intelligence and skill.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"divine ally (steed); Imposing Destrier","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=256","weakness":{},"name":"Auspicious Mount","trait":["Champion"],"id":"feat-256","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Auspicious Mount Source Core Rulebook pg. 115 Prerequisites divine ally (steed); Imposing Destrier --- Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. Auspice mounts gain the following benefits: Your companion is marked by your deity's religious symbol as a sacred creature of your deity. Its proficiency rank in Religion increases to expert, it can speak the language associated with your deity's servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1.","category":"feat","pfs":"Standard","feat":["Auspicious Mount"],"rarity":"common","slug":"feat-256"},{"skill_mod":{},"summary":"Divine energy fills your weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"divine ally (blade); tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=257","weakness":{},"name":"Instrument of Zeal","trait":["Champion"],"id":"feat-257","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Instrument of Zeal Source Core Rulebook pg. 115 Prerequisites divine ally (blade); tenets of good --- Divine energy fills your weapon. Whenever you critically hit a foe with Blade of Justice or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn.","category":"feat","pfs":"Standard","feat":["Instrument of Zeal"],"rarity":"common","slug":"feat-257"},{"skill_mod":{},"summary":"You protect an ally with both your shield and your body.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Shield Warden","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=258","weakness":{},"archetype":["Golden Legionnaire"],"name":"Shield of Grace","trait":["Champion"],"id":"feat-258","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Shield of Grace Source Core Rulebook pg. 115 Archetype Golden Legionnaire (Level 18) Prerequisites Shield Warden --- You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.","category":"feat","pfs":"Standard","feat":["Shield of Grace"],"rarity":"common","slug":"feat-258"},{"skill_mod":{},"summary":"You take on a celestial countenance, appearing like a type of celestial who serves your deity.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=259","weakness":{},"name":"Celestial Form","trait":["Champion"],"id":"feat-259","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Celestial Form Source Core Rulebook pg. 115 Prerequisites tenets of good --- You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you’ve become (archon, angel, or azata, for example).","category":"feat","pfs":"Standard","feat":["Celestial Form"],"rarity":"common","slug":"feat-259"},{"skill_mod":{},"summary":"Your mercy transcends the bounds of life and death.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=260","weakness":{},"archetype":["Blessed One"],"name":"Ultimate Mercy","trait":["Champion"],"id":"feat-260","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Ultimate Mercy Source Core Rulebook pg. 115 Archetype Blessed One (Level 20) Prerequisites Mercy --- Your mercy transcends the bounds of life and death. When you use Mercy, you can cast lay on hands on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes wounded 1. You can’t use Ultimate Mercy if the triggering effect was disintegrate or a death effect.","category":"feat","pfs":"Standard","feat":["Ultimate Mercy"],"rarity":"common","slug":"feat-260"},{"skill_mod":{},"summary":"Your steed gains incredible celestial powers granted by your deity.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"divine ally (steed); tenets of good","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=261","weakness":{},"name":"Celestial Mount","trait":["Champion"],"id":"feat-261","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Celestial Mount Source Core Rulebook pg. 115 Prerequisites divine ally (steed); tenets of good --- Your steed gains incredible celestial powers granted by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to unholy. Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the celestial trait and the trait appropriate to the type of servitor it has become (archon, angel, or azata, for example).","category":"feat","pfs":"Standard","feat":["Celestial Mount"],"rarity":"common","slug":"feat-261"},{"remaster_name":["Armament Paragon"],"skill_mod":{},"summary":"Your divine ally turns your chosen weapon into a paragon of its type.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=262","weakness":{},"name":"Radiant Blade Master","trait":["Champion"],"id":"feat-262","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Radiant Blade Master Source Core Rulebook pg. 115 --- Your divine ally turns your chosen weapon into a paragon of its type. When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: dancing , greater disrupting , and keen .","category":"feat","pfs":"Standard","feat":["Radiant Blade Master"],"rarity":"common","slug":"feat-262"},{"skill_mod":{},"summary":"Your shield is a vessel of divine protection.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"divine ally (shield)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=263","weakness":{},"name":"Shield Paragon","trait":["Champion"],"id":"feat-263","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Shield Paragon Source Core Rulebook pg. 115 Prerequisites divine ally (shield) --- Your shield is a vessel of divine protection. When you’re wielding your chosen shield, it is always raised, even without you using the Raise a Shield action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity’s realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired.","category":"feat","pfs":"Standard","feat":["Shield Paragon"],"rarity":"common","slug":"feat-263"},{"skill_mod":{},"summary":"Your deity’s weapon is especially powerful in your hands.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=264","weakness":{},"name":"Deadly Simplicity","trait":["Cleric"],"id":"feat-264","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deadly Simplicity Source Core Rulebook pg. 121 Prerequisites deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon --- Your deity’s weapon is especially powerful in your hands. When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step. If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.","category":"feat","pfs":"Standard","feat":["Deadly Simplicity"],"rarity":"common","slug":"feat-264"},{"skill_mod":{},"summary":"Your deity bestows a special spell related to their powers.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=265","weakness":{},"archetype":["Soul Warden","Vindicator"],"name":"Domain Initiate","trait":["Cleric"],"id":"feat-265","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Domain Initiate Source Core Rulebook pg. 121 Archetypes Soul Warden (Level 4), Vindicator (Level 1) --- Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells can be found here. Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here. Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. Domain Initiate leads to... Advanced Domain, Expanded Domain Initiate, Shield of Faith","category":"feat","pfs":"Standard","feat":["Domain Initiate"],"rarity":"common","slug":"feat-265"},{"skill_mod":{},"summary":"The mordant power of your negative energy grows.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"harmful font","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=266","weakness":{},"name":"Harming Hands","trait":["Cleric"],"id":"feat-266","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Harming Hands Source Core Rulebook pg. 121 Prerequisites harmful font --- The mordant power of your negative energy grows. When you cast harm , you roll d10s instead of d8s.","category":"feat","pfs":"Standard","feat":["Harming Hands"],"rarity":"common","slug":"feat-266"},{"skill_mod":{},"summary":"Your positive energy is even more vibrant and restorative.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"healing font","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=267","weakness":{},"name":"Healing Hands","trait":["Cleric"],"id":"feat-267","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Healing Hands Source Core Rulebook pg. 121 Prerequisites healing font --- Your positive energy is even more vibrant and restorative. When you cast heal , you roll d10s instead of d8s. Healing Hands leads to... Magic Hands","category":"feat","pfs":"Standard","feat":["Healing Hands"],"rarity":"common","slug":"feat-267"},{"remaster_name":["Divine Castigation"],"skill_mod":{},"summary":"You combine holy energy with positive energy to damage demons, devils, and their evil ilk.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"good alignment","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=268","weakness":{},"name":"Holy Castigation","trait":["Cleric"],"id":"feat-268","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Holy Castigation Source Core Rulebook pg. 121 Prerequisites good alignment --- You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast damage fiends as though they were undead. Holy Castigation leads to... Castigating Weapon","category":"feat","pfs":"Standard","feat":["Holy Castigation"],"rarity":"common","slug":"feat-268"},{"skill_mod":{},"summary":"You’re a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=271","weakness":{},"name":"Communal Healing","trait":["Cleric","Healing","Positive","Vitality"],"id":"feat-271","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Communal Healing Source Core Rulebook pg. 122 --- You’re a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell. Communal Healing leads to... Improved Communal Healing","category":"feat","pfs":"Standard","feat":["Communal Healing"],"rarity":"common","slug":"feat-271"},{"skill_mod":{},"summary":"Carefully etching a sacred image into a physical object, you steel yourself for battle.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=272","weakness":{},"name":"Emblazon Armament","trait":["Cleric","Exploration"],"id":"feat-272","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Emblazon Armament Source Core Rulebook pg. 122 --- Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents. Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.) Weapon The wielder gains a +1 status bonus to damage rolls. Emblazon Armament leads to... Emblazon Antimagic, Emblazon Divinity, Emblazon Energy","category":"feat","pfs":"Standard","feat":["Emblazon Armament"],"rarity":"common","slug":"feat-272"},{"skill_mod":{},"summary":"You draw the life force out of your enemies to heal your own wounds.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=273","weakness":{},"name":"Sap Life","trait":["Cleric","Healing"],"id":"feat-273","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sap Life Source Core Rulebook pg. 122 --- You draw the life force out of your enemies to heal your own wounds. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. If you aren’t a living creature, you gain no benefit from this feat.","category":"feat","pfs":"Standard","feat":["Sap Life"],"rarity":"common","slug":"feat-273"},{"remaster_name":["Panic the Dead"],"skill_mod":{},"summary":"Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=274","weakness":{},"name":"Turn Undead","trait":["Cleric"],"id":"feat-274","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Turn Undead Source Core Rulebook pg. 122 --- Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round.","category":"feat","pfs":"Standard","feat":["Turn Undead"],"rarity":"common","slug":"feat-274"},{"skill_mod":{},"summary":"As you explore your deity’s aspects, you move beyond restrictions on healing or harming.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"harmful font or healing font; deity that allows clerics to have both fonts","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=275","weakness":{},"name":"Versatile Font","trait":["Cleric"],"id":"feat-275","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Versatile Font Source Core Rulebook pg. 122 Prerequisites harmful font or healing font; deity that allows clerics to have both fonts --- As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font. Versatile Font leads to... Ebb and Flow","category":"feat","pfs":"Standard","feat":["Versatile Font"],"rarity":"common","slug":"feat-275"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Cleric","Divine","Necromancy"],"id":"feat-276","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Channel Smite Two Actions Source Core Rulebook pg. 122 Cost Expend a harm or heal spell. Prerequisites harmful font or healing font --- You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell’s damage to the Strike’s damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell).","feat":["Channel Smite"],"skill_mod":{},"summary":"You siphon the destructive energies of positive or negative energy through a melee attack and into your foe.","primary_source":"Core Rulebook","trait_group":["Class","Tradition","School"],"cost":"Expend a harm or heal spell.","level":4,"prerequisite":"harmful font or healing font","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=276","name":"Channel Smite","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-276"},{"skill_mod":{},"summary":"You grasp the animating force within an undead creature and bend it to your will.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"harmful font; evil alignment","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=277","weakness":{},"name":"Command Undead","trait":["Cleric","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-277","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Command Undead Single Action Source Core Rulebook pg. 123 Prerequisites harmful font; evil alignment --- You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm targeting one undead creature, you transform the effects of that harm spell. Instead of harm’s normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result. Critical Success The target is unaffected and is temporarily immune for 24 hours. Success The target is unaffected. Failure The undead creature becomes a minion under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion undead. Critical Failure As failure, but the duration is 1 hour. Command Undead leads to... Improved Command Undead Controlling Undead Controlled undead gain the minion trait. Minions can use 2 actions per turn and can’t use reactions. A minion acts on your turn in combat when you spend an action to issue it verbal commands (this action has the auditory and concentrate traits). If given no commands, undead minions use no actions except to defend themselves or to escape obvious harm. If left unattended for at least 1 minute, mindless undead minions don’t act, and intelligent ones act as they please. You can’t have more than four undead minions at a time.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Command Undead"],"rarity":"common","slug":"feat-277"},{"skill_mod":{},"summary":"You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=278","weakness":{},"name":"Directed Channel","trait":["Cleric"],"id":"feat-278","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Directed Channel Source Core Rulebook pg. 123 --- You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.","category":"feat","pfs":"Standard","feat":["Directed Channel"],"rarity":"common","slug":"feat-278"},{"skill_mod":{},"summary":"You can direct excess channeled energy outward to benefit an ally.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Communal Healing","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=279","weakness":{},"name":"Improved Communal Healing","trait":["Cleric"],"id":"feat-279","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Improved Communal Healing Source Core Rulebook pg. 123 Prerequisites Communal Healing --- You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your heal spell instead of yourself. You can also use Communal Healing when you target only yourself with a heal spell, though if you do, you must grant the additional healing to someone other than yourself.","category":"feat","pfs":"Standard","feat":["Improved Communal Healing"],"rarity":"common","slug":"feat-279"},{"skill_mod":{},"summary":"You pour negative energy into your undead subject to empower its attacks.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"harmful font; evil alignment","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=280","weakness":{},"name":"Necrotic Infusion","trait":["Cleric","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-280","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Necrotic Infusion Single Action Source Core Rulebook pg. 123 Prerequisites harmful font; evil alignment --- You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn. If the harm spell is at least 5th level, this damage increases to 2d6, and if the harm spell is at least 8th level, the damage increases to 3d6.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Necrotic Infusion"],"rarity":"common","slug":"feat-280"},{"skill_mod":{},"summary":"The sheer force of your faith can bring a foe crashing down.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"harmful font or healing font","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=281","weakness":{},"name":"Cast Down","trait":["Cleric","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-281","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cast Down Single Action Source Core Rulebook pg. 123 Prerequisites harmful font or healing font --- The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Cast Down"],"rarity":"common","slug":"feat-281"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"trait":["Cleric"],"id":"feat-282","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Divine Weapon Free Action Source Core Rulebook pg. 123 Frequency once per turn Trigger You finish Casting a Spell using one of your divine spell slots on your turn. --- You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.","feat":["Divine Weapon"],"skill_mod":{},"summary":"You siphon residual spell energy into a weapon you’re wielding.","primary_source":"Core Rulebook","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"trigger":"You finish Casting a Spell using one of your divine spell slots on your turn.","resistance":{},"url":"/Feats.aspx?ID=282","name":"Divine Weapon","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-282"},{"skill_mod":{},"summary":"As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=283","weakness":{},"name":"Selective Energy","trait":["Cleric"],"id":"feat-283","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Selective Energy Source Core Rulebook pg. 123 --- As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.","category":"feat","pfs":"Standard","feat":["Selective Energy"],"rarity":"common","slug":"feat-283"},{"skill_mod":{},"summary":"Your studies or prayers have unlocked deeper secrets of your deity’s domain.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Domain Initiate","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=285","weakness":{},"archetype":["Soul Warden","Vindicator","Campfire Chronicler"],"name":"Advanced Domain","trait":["Cleric"],"id":"feat-285","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Advanced Domain Source Core Rulebook pg. 123 Archetypes Soul Warden (Level 16), Vindicator (Level 8), Campfire Chronicler (Level 8) Prerequisites Domain Initiate --- Your studies or prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains. Increase the number of Focus Points in your focus pool by 1. Special You can select this feat multiple times. Each time, you must select a different advanced domain spell from a domain for which you have an initial domain spell. Advanced Domain leads to... Deity's Protection","category":"feat","pfs":"Standard","feat":["Advanced Domain"],"rarity":"common","slug":"feat-285"},{"remaster_name":["Sanctify Armament"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"school":"evocation","trait":["Cleric","Divine","Evocation"],"id":"feat-286","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Align Armament Single Action Source Core Rulebook pg. 124 Frequency once per round Prerequisites chaotic, evil, good, or lawful deity --- You bring a weapon into metaphysical concordance with your deity’s beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment component. When you use this action, you touch a weapon. For 1 round, that weapon deals an additional 1d6 damage of the chosen type to creatures of the opposed alignment. For example, if you chose good, the weapon would deal an extra 1d6 good damage to evil creatures. If you Align an Armament again, any previously aligned armament loses its additional damage. Special You can select this feat a second time, choosing your deity’s other alignment component. When you Align an Armament, you can choose either alignment component. Align Armament leads to... Extend Armament Alignment","feat":["Align Armament"],"skill_mod":{},"summary":"You bring a weapon into metaphysical concordance with your deity’s beliefs.","primary_source":"Core Rulebook","trait_group":["Class","Tradition","School"],"level":8,"prerequisite":"chaotic, evil, good, or lawful deity","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=286","name":"Align Armament","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-286"},{"remaster_name":["Restorative Channel"],"skill_mod":{},"summary":"You can remove conditions with divine grace.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"healing font","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=287","weakness":{},"name":"Channeled Succor","trait":["Cleric"],"id":"feat-287","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Channeled Succor Source Core Rulebook pg. 124 Prerequisites healing font --- You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse , remove disease , remove paralysis , or restoration . The spell is heightened to the same level as the heal spell you sacrificed.","category":"feat","pfs":"Standard","feat":["Channeled Succor"],"rarity":"common","slug":"feat-287"},{"skill_mod":{},"summary":"Your positive energy sets undead alight.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=288","weakness":{},"name":"Cremate Undead","trait":["Cleric"],"id":"feat-288","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Cremate Undead Source Core Rulebook pg. 124 --- Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level.","category":"feat","pfs":"Standard","feat":["Cremate Undead"],"rarity":"common","slug":"feat-288"},{"skill_mod":{},"summary":"With elemental forces, you make your emblazoned symbols more potent.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Emblazon Armament","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=289","weakness":{},"name":"Emblazon Energy","trait":["Cleric"],"id":"feat-289","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Emblazon Energy Source Core Rulebook pg. 124 Prerequisites Emblazon Armament --- With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options. Shield Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield’s circumstance bonus to saving throws against that damage type and can use Shield Block against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as fire). Weapon Choose acid, cold, electricity, fire, or sonic. The weapon deals an extra 1d4 damage of that type. Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire). ","category":"feat","pfs":"Standard","feat":["Emblazon Energy"],"rarity":"common","slug":"feat-289"},{"skill_mod":{},"summary":"The force of your deity’s castigation strengthens your body so you can strike down the wicked.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Holy Castigation","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=290","weakness":{},"name":"Castigating Weapon","trait":["Cleric"],"id":"feat-290","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Castigating Weapon Source Core Rulebook pg. 125 Prerequisites Holy Castigation --- The force of your deity’s castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune).","category":"feat","pfs":"Standard","feat":["Castigating Weapon"],"rarity":"common","slug":"feat-290"},{"skill_mod":{},"summary":"The restorative power of your healing invigorates the recipient.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"healing font; good alignment","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=291","weakness":{},"name":"Heroic Recovery","trait":["Cleric","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-291","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Heroic Recovery Single Action Source Core Rulebook pg. 125 Prerequisites healing font; good alignment --- The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Heroic Recovery"],"rarity":"common","slug":"feat-291"},{"skill_mod":{},"summary":"Undead creatures find it all but impossible to resist your commands.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"harmful font; Command Undead; evil alignment","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=292","weakness":{},"name":"Improved Command Undead","trait":["Cleric"],"id":"feat-292","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Improved Command Undead Source Core Rulebook pg. 125 Prerequisites harmful font; Command Undead; evil alignment --- Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn’t critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours.","category":"feat","pfs":"Standard","feat":["Improved Command Undead"],"rarity":"common","slug":"feat-292"},{"skill_mod":{},"summary":"Striking out against your enemies draws praise and protection from your deity.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"expert in your deity’s favored weapon","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=293","weakness":{},"name":"Replenishment of War","trait":["Cleric"],"id":"feat-293","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Replenishment of War Source Core Rulebook pg. 125 Prerequisites expert in your deity’s favored weapon --- Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn. Replenishment of War leads to... Shared Replenishment","category":"feat","pfs":"Standard","feat":["Replenishment of War"],"rarity":"common","slug":"feat-293"},{"skill_mod":{},"summary":"Your faith provides temporary protection in addition to healing.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"harmful font or healing font","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=294","weakness":{},"name":"Defensive Recovery","trait":["Cleric","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-294","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Defensive Recovery Single Action Source Core Rulebook pg. 125 Prerequisites harmful font or healing font --- Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Defensive Recovery"],"rarity":"common","slug":"feat-294"},{"skill_mod":{},"summary":"Your devotion to your deity’s domains grows greater, and so does the power granted to you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"one or more domain spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=295","weakness":{},"name":"Domain Focus","trait":["Cleric"],"id":"feat-295","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Domain Focus Source Core Rulebook pg. 125 Prerequisites one or more domain spells --- Your devotion to your deity’s domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Domain Focus leads to... Domain Wellspring","category":"feat","pfs":"Standard","feat":["Domain Focus"],"rarity":"common","slug":"feat-295"},{"skill_mod":{},"summary":"Your deity’s symbol protects against offensive magic.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Emblazon Armament","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=296","weakness":{},"name":"Emblazon Antimagic","trait":["Cleric"],"id":"feat-296","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Emblazon Antimagic Source Core Rulebook pg. 125 Prerequisites Emblazon Armament --- Your deity's symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options. Shield When the wielder has the shield raised, they gain the shield's circumstance bonus to saving throws against magic, and they can use Shield Block against damage from their enemies' spells. Weapon When the weapon's wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using half their level, rounded up, as the counteract level. If they attempt to do so, the emblazoned symbol immediately disappears. ","category":"feat","pfs":"Standard","feat":["Emblazon Antimagic"],"rarity":"common","slug":"feat-296"},{"skill_mod":{},"summary":"When your deity blesses your warlike acts, you can extend that favor to your allies.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Replenishment of War","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=297","weakness":{},"name":"Shared Replenishment","trait":["Cleric"],"id":"feat-297","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Replenishment Source Core Rulebook pg. 125 Prerequisites Replenishment of War --- When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.","category":"feat","pfs":"Standard","feat":["Shared Replenishment"],"rarity":"common","slug":"feat-297"},{"skill_mod":{},"summary":"When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Advanced Domain","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=298","weakness":{},"name":"Deity's Protection","trait":["Cleric"],"id":"feat-298","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Deity's Protection Source Core Rulebook pg. 125 Prerequisites Advanced Domain --- When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the level of the domain spell you cast.","category":"feat","pfs":"Standard","feat":["Deity's Protection"],"rarity":"common","slug":"feat-298"},{"remaster_name":["Lasting Armament"],"skill_mod":{},"summary":"The alignment you impose on a weapon lasts much longer.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Align Armament","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=299","weakness":{},"name":"Extend Armament Alignment","trait":["Cleric"],"id":"feat-299","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Extend Armament Alignment Source Core Rulebook pg. 125 Prerequisites Align Armament --- The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute.","category":"feat","pfs":"Standard","feat":["Extend Armament Alignment"],"rarity":"common","slug":"feat-299"},{"skill_mod":{},"summary":"Divine power is always at your fingertips, swiftly responding to your call.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"harmful font or healing font","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=300","weakness":{},"name":"Fast Channel","trait":["Cleric"],"id":"feat-300","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Fast Channel Source Core Rulebook pg. 125 Prerequisites harmful font or healing font --- Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version. You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font).","category":"feat","pfs":"Standard","feat":["Fast Channel"],"rarity":"common","slug":"feat-300"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Cleric"],"id":"feat-301","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Swift Banishment Reaction Source Core Rulebook pg. 126 Trigger You critically hit a creature that is not on its home plane. Requirements You have a banishment spell prepared. --- The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal. Swift Banishment leads to... Improved Swift Banishment","feat":["Swift Banishment"],"skill_mod":{},"summary":"The force of your blow sends your victim back to its home plane.","primary_source":"Core Rulebook","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"requirement":"You have a banishment spell prepared.","trigger":"You critically hit a creature that is not on its home plane.","resistance":{},"url":"/Feats.aspx?ID=301","name":"Swift Banishment","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-301"},{"skill_mod":{},"summary":"A life of evil has made you a nexus for your deity’s vile power.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"evil alignment","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=302","weakness":{},"archetype":["Mortal Herald"],"name":"Eternal Bane","trait":["Cleric"],"id":"feat-302","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Eternal Bane Source Core Rulebook pg. 126 Archetype Mortal Herald (Level 18) Prerequisites evil alignment --- A life of evil has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.","category":"feat","pfs":"Standard","feat":["Eternal Bane"],"rarity":"common","slug":"feat-302"},{"skill_mod":{},"summary":"Your good deeds have brought your deity’s grace to you for all of eternity.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"good alignment","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=303","weakness":{},"archetype":["Mortal Herald"],"name":"Eternal Blessing","trait":["Cleric"],"id":"feat-303","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Eternal Blessing Source Core Rulebook pg. 126 Archetype Mortal Herald (Level 18) Prerequisites good alignment --- Your good deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.","category":"feat","pfs":"Standard","feat":["Eternal Blessing"],"rarity":"common","slug":"feat-303"},{"skill_mod":{},"summary":"You can cause a creature you bring back from the brink of death to thrive and continue healing.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=304","weakness":{},"archetype":["Mortal Herald"],"name":"Resurrectionist","trait":["Cleric"],"id":"feat-304","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Resurrectionist Source Core Rulebook pg. 126 Archetype Mortal Herald (Level 18) --- You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious.","category":"feat","pfs":"Standard","feat":["Resurrectionist"],"rarity":"common","slug":"feat-304"},{"remaster_name":["Domain Focus"],"skill_mod":{},"summary":"The intensity of your focus grows from the investment you’ve placed in your domains.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Domain Focus","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=305","weakness":{},"name":"Domain Wellspring","trait":["Cleric"],"id":"feat-305","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Domain Wellspring Source Core Rulebook pg. 126 Prerequisites Domain Focus --- The intensity of your focus grows from the investment you’ve placed in your domains. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Domain Wellspring"],"rarity":"common","slug":"feat-305"},{"skill_mod":{},"summary":"When you pull forth positive or negative energy, you also create a smaller pocket of that energy.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=306","weakness":{},"name":"Echoing Channel","trait":["Cleric","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-306","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Echoing Channel Single Action Source Core Rulebook pg. 127 --- When you pull forth positive or negative energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn’t cost another spell slot.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Echoing Channel"],"rarity":"common","slug":"feat-306"},{"skill_mod":{},"summary":"You easily banish creatures with your weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Swift Banishment","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=307","weakness":{},"name":"Improved Swift Banishment","trait":["Cleric"],"id":"feat-307","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Improved Swift Banishment Source Core Rulebook pg. 127 Prerequisites Swift Banishment --- You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th level or higher remaining, even if you don’t have banishment prepared. You must sacrifice a prepared spell of 5th level or higher, and the banishment effect you create is heightened to the level of that spell. Your weapon serves as the special material component of banishment , causing the target to take the –2 penalty to its save against any banishment you cast using Swift Banishment.","category":"feat","pfs":"Standard","feat":["Improved Swift Banishment"],"rarity":"common","slug":"feat-307"},{"skill_mod":{},"summary":"Your extensive service has made you a lesser herald of your deity, which affords you certain privileges.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=308","weakness":{},"name":"Avatar's Audience","trait":["Cleric"],"id":"feat-308","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Avatar's Audience Source Core Rulebook pg. 127 --- Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don’t have to pay any cost and you automatically get a critical success. Third, once per day, you can cast plane shift as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you’re in your deity’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits.","category":"feat","pfs":"Standard","feat":["Avatar's Audience"],"rarity":"common","slug":"feat-308"},{"skill_mod":{},"summary":"You are a conduit for truly deific power.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"miraculous spell","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=309","weakness":{},"name":"Maker of Miracles","trait":["Cleric"],"id":"feat-309","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Maker of Miracles Source Core Rulebook pg. 127 Prerequisites miraculous spell --- You are a conduit for truly deific power. You gain an additional 10th-level spell slot.","category":"feat","pfs":"Standard","feat":["Maker of Miracles"],"rarity":"common","slug":"feat-309"},{"remaster_name":["Spellshape Channel"],"skill_mod":{},"summary":"Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=310","weakness":{},"name":"Metamagic Channel","trait":["Cleric","Concentrate"],"actions_number":0,"id":"feat-310","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Metamagic Channel Free Action Source Core Rulebook pg. 127 --- Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 metamagic action that you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Metamagic Channel"],"rarity":"common","slug":"feat-310"},{"skill_mod":{},"summary":"You gain the service of a young animal companion that travels with you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"[Druid] animal order","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=311","weakness":{},"name":"Animal Companion","trait":["Druid","Ranger"],"id":"feat-311","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Animal Companion Source Core Rulebook pg. 133 Prerequisites [Druid] animal order --- You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information. Ranger : When you Hunt Prey, your animal companion gains the action's benefits and your hunter's edge benefit if you have one. Animal Companion leads to... Apex Companion, Masterful Companion, Mature Animal Companion (Druid), Mature Animal Companion (Ranger), Side by Side (Druid), Stealthy Companion","category":"feat","pfs":"Standard","feat":["Animal Companion"],"rarity":"common","slug":"feat-311"},{"skill_mod":{},"summary":"You gain a leshy familiar, a tiny plant that embodies one of the many spirits of nature.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=312","weakness":{},"name":"Leshy Familiar","trait":["Druid"],"id":"feat-312","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Leshy Familiar Source Core Rulebook pg. 133 Prerequisites leaf order --- You gain a leshy familiar, a Tiny plant (or fungus for a fungus leshy) that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars, which are detailed here.","category":"feat","pfs":"Standard","feat":["Leshy Familiar"],"rarity":"common","slug":"feat-312"},{"skill_mod":{},"summary":"You are at home out in the elements, reveling in the power of nature unleashed.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"storm order","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=314","weakness":{},"name":"Storm Born","trait":["Druid"],"id":"feat-314","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Storm Born Source Core Rulebook pg. 134 Prerequisites storm order --- You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).","category":"feat","pfs":"Standard","feat":["Storm Born"],"rarity":"common","slug":"feat-314"},{"skill_mod":{},"summary":"You manipulate the energy of your spell, causing it to spread out and affect a wider area.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=315","weakness":{},"name":"Widen Spell","trait":["Druid","Manipulate","Metamagic","Oracle","Sorcerer","Witch","Wizard","Spellshape"],"actions_number":2,"id":"feat-315","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Widen Spell Single Action Source Advanced Player's Guide pg. 79, Core Rulebook pg. 134 --- You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Widen Spell"],"rarity":"common","slug":"feat-315"},{"remaster_name":["Untamed Form"],"skill_mod":{},"summary":"You are one with the wild, always changing and adapting to meet any challenge.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"wild order","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=316","weakness":{},"name":"Wild Shape","trait":["Druid"],"id":"feat-316","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wild Shape Source Core Rulebook pg. 134 Prerequisites wild order --- You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats. Wild Shape leads to... Bizarre Transformation, Elemental Shape, Ferocious Shape, Form Control, Insect Shape, Monstrosity Shape, Plant Shape, Reactive Transformation, Soaring Shape, Thousand Faces, True Shapeshifter","category":"feat","pfs":"Standard","feat":["Wild Shape"],"rarity":"common","slug":"feat-316"},{"skill_mod":{},"summary":"You call upon the creatures of nature to come to your aid.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=317","weakness":{},"name":"Call of the Wild","trait":["Druid"],"id":"feat-317","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Call of the Wild Source Core Rulebook pg. 134 --- You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you’ve prepared in one of your druid spell slots with a summon animal or summon plants and fungus spell of the same level. Call of the Wild leads to... Primal Summons","category":"feat","pfs":"Standard","feat":["Call of the Wild"],"rarity":"common","slug":"feat-317"},{"skill_mod":{},"summary":"You infuse your familiar with additional magical energy, increasing its abilities.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"a familiar","source_category":["Rulebooks"],"source":["Dark Archive","Core Rulebook","Advanced Player's Guide","Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=318","weakness":{},"archetype":["Familiar Master","Elementalist","Shadowcaster","Rivethun Emissary"],"name":"Enhanced Familiar","trait":["Druid","Magus","Sorcerer","Thaumaturge","Witch","Wizard"],"id":"feat-318","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Enhanced Familiar Source Dark Archive pg. 43, Core Rulebook pg. 134, Advanced Player's Guide pg. 102, Secrets of Magic pg. 42 Archetypes Familiar Master (Level 4), Elementalist (Level 6), Shadowcaster (Level 6), Elementalist (Level 6), Familiar Master (Level 4), Rivethun Emissary (Level 6) Prerequisites a familiar --- You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. Special (Wizard) If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four. (Witch) Add the bonus familiar abilities you gain for being a witch to this amount. Enhanced Familiar leads to... Incredible Familiar, Incredible Familiar (Familiar Master)","category":"feat","pfs":"Standard","feat":["Enhanced Familiar"],"rarity":"common","slug":"feat-318"},{"skill_mod":{},"summary":"You have learned the secrets of another druidic order.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=319","weakness":{},"name":"Order Explorer","trait":["Druid"],"id":"feat-319","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Order Explorer Source Core Rulebook pg. 134 --- You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose. Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own. Order Explorer leads to... Order Magic","category":"feat","pfs":"Standard","feat":["Order Explorer"],"rarity":"common","slug":"feat-319"},{"skill_mod":{},"summary":"With additional care and effort, you can take on an alternate form for a longer period of time.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Strength 14; Wild Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=321","weakness":{},"name":"Form Control","trait":["Druid","Manipulate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-321","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Form Control Single Action Source Core Rulebook pg. 135 Prerequisites Strength 14; Wild Shape --- With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape , wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell. Form Control leads to... Perfect Form Control","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Form Control"],"rarity":"common","slug":"feat-321"},{"skill_mod":{},"summary":"Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Animal Companion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=322","weakness":{},"archetype":["Rivethun Involutionist","Nidalese Horselord"],"name":"Mature Animal Companion (Druid)","trait":["Druid"],"id":"feat-322","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mature Animal Companion (Druid) Source Core Rulebook pg. 135 Archetypes Rivethun Involutionist (Level 6), Nidalese Horselord (Level 6) Prerequisites Animal Companion --- Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules for more information. Your animal companion is better trained than most. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike. Mature Animal Companion (Druid) leads to... Incredible Companion (Druid)","category":"feat","pfs":"Standard","feat":["Mature Animal Companion (Druid)"],"rarity":"common","slug":"feat-322"},{"skill_mod":{},"summary":"You have delved deeper into the teaching of a new order, gaining access to a coveted order spell.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Order Explorer","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=323","weakness":{},"name":"Order Magic","trait":["Druid"],"id":"feat-323","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Order Magic Source Core Rulebook pg. 135 Prerequisites Order Explorer --- You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order. Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.","category":"feat","pfs":"Standard","feat":["Order Magic"],"rarity":"common","slug":"feat-323"},{"remaster_name":["Anthropomorphic Shape"],"skill_mod":{},"summary":"Your form is as mutable as the weather, changing to meet your whim.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Wild Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=324","weakness":{},"name":"Thousand Faces","trait":["Druid"],"id":"feat-324","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Thousand Faces Source Core Rulebook pg. 135 Prerequisites Wild Shape --- Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in humanoid form to your wild shape list.","category":"feat","pfs":"Standard","feat":["Thousand Faces"],"rarity":"common","slug":"feat-324"},{"remaster_name":["Forest Passage"],"skill_mod":{},"summary":"You can always find a path, almost as if foliage parted before you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=325","weakness":{},"name":"Woodland Stride","trait":["Druid"],"id":"feat-325","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Woodland Stride Source Core Rulebook pg. 135 Prerequisites leaf order --- You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth. Even plants and fungi manipulated by magic don’t impede your progress.","category":"feat","pfs":"Standard","feat":["Woodland Stride"],"rarity":"common","slug":"feat-325"},{"remaster_name":["Plant Empathy"],"skill_mod":{},"summary":"You can communicate with plants on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=326","weakness":{},"name":"Green Empathy","trait":["Druid"],"id":"feat-326","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Green Empathy Source Core Rulebook pg. 136 Prerequisites leaf order --- You can communicate with plants and fungi on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants and fungi typically can't fulfill most requests you might ask of them unless you have access to other magic such as speak with plants . Because of your affiliation with the leaf order, plants and fungi have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant or fungus using Green Empathy. Green Empathy leads to... Green Tongue","category":"feat","pfs":"Standard","feat":["Green Empathy"],"rarity":"common","slug":"feat-326"},{"skill_mod":{},"summary":"Your understanding of life expands, allowing you to mimic a wider range of creatures.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Wild Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=327","weakness":{},"name":"Insect Shape","trait":["Druid"],"id":"feat-327","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Insect Shape Source Core Rulebook pg. 136 Prerequisites Wild Shape --- Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in insect form to your wild shape list. Whenever you use wild shape to polymorph into the non-flying insect form listed in pest form , the duration is 24 hours instead of 10 minutes.","category":"feat","pfs":"Standard","feat":["Insect Shape"],"rarity":"common","slug":"feat-327"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Druid"],"id":"feat-329","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Storm Retribution Reaction Source Core Rulebook pg. 136 Prerequisites storm order; tempest surge order spell Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack. Requirements You have at least 1 available Focus Point. --- You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.","feat":["Storm Retribution"],"skill_mod":{},"summary":"You lash out, directing a burst of storming fury toward a creature that has harmed you.","primary_source":"Core Rulebook","trait_group":["Class"],"level":6,"prerequisite":"storm order; _tempest surge_ order spell","source_category":["Rulebooks"],"requirement":"You have at least 1 available Focus Point.","trigger":"An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=329","name":"Storm Retribution","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-329"},{"skill_mod":{},"summary":"You have mastered the shape of ferocious dinosaurs.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Wild Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=330","weakness":{},"name":"Ferocious Shape","trait":["Druid"],"id":"feat-330","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ferocious Shape Source Core Rulebook pg. 136 Prerequisites Wild Shape --- You have mastered the shape of ferocious dinosaurs. Add the forms listed in dinosaur form to your wild shape list. Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.","category":"feat","pfs":"Standard","feat":["Ferocious Shape"],"rarity":"common","slug":"feat-330"},{"skill_mod":{},"summary":"You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=331","weakness":{},"name":"Fey Caller","trait":["Druid"],"id":"feat-331","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Fey Caller Source Core Rulebook pg. 136 --- You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise , illusory object , illusory scene , and veil to your spell list as primal spells.","category":"feat","pfs":"Standard","feat":["Fey Caller"],"rarity":"common","slug":"feat-331"},{"skill_mod":{},"summary":"Your animal companion continues to grow and develop.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mature Animal Companion (Druid)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=332","weakness":{},"archetype":["Rivethun Involutionist","Nidalese Horselord"],"name":"Incredible Companion (Druid)","trait":["Druid"],"id":"feat-332","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Companion (Druid) Source Core Rulebook pg. 137 Archetypes Rivethun Involutionist (Level 8), Nidalese Horselord (Level 10) Prerequisites Mature Animal Companion (Druid) --- Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. Incredible Companion (Druid) leads to... Specialized Companion (Druid)","category":"feat","pfs":"Standard","feat":["Incredible Companion (Druid)"],"rarity":"common","slug":"feat-332"},{"skill_mod":{},"summary":"Wings free you from the shackles of the ground below.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Wild Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=333","weakness":{},"name":"Soaring Shape","trait":["Druid"],"id":"feat-333","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Soaring Shape Source Core Rulebook pg. 137 Prerequisites Wild Shape --- Wings free you from the shackles of the ground below. Add the bat and bird forms in aerial form to your wild shape list. If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list. Whenever you use wild shape to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks. Soaring Shape leads to... Dragon Shape, Reactive Transformation","category":"feat","pfs":"Standard","feat":["Soaring Shape"],"rarity":"common","slug":"feat-333"},{"skill_mod":{},"summary":"You bid the winds to lift and carry you through the air.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"storm order","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=334","weakness":{},"name":"Wind Caller","trait":["Druid"],"id":"feat-334","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wind Caller Source Core Rulebook pg. 137 Prerequisites storm order --- You bid the winds to lift and carry you through the air. You gain the stormwind flight order spell. Increase the number of Focus Points in your focus pool by 1. Wind Caller leads to... Invoke Disaster","category":"feat","pfs":"Standard","feat":["Wind Caller"],"rarity":"common","slug":"feat-334"},{"skill_mod":{},"summary":"You understand the fundamental elements of nature such that you can imbue them into your body.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Wild Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=335","weakness":{},"name":"Elemental Shape","trait":["Druid"],"id":"feat-335","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Elemental Shape Source Core Rulebook pg. 137 Prerequisites Wild Shape --- You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in elemental form to your wild shape list. Whenever you’re polymorphed into another form using wild shape , you gain resistance 5 to fire. Elemental Shape leads to... Reactive Transformation","category":"feat","pfs":"Standard","feat":["Elemental Shape"],"rarity":"common","slug":"feat-335"},{"skill_mod":{},"summary":"You can take advantage of shapechanging magic to close wounds and patch injuries.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=336","weakness":{},"name":"Healing Transformation","trait":["Druid","Metamagic","Spellshape"],"actions_number":2,"id":"feat-336","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Healing Transformation Single Action Source Core Rulebook pg. 137 --- You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a healing effect.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Healing Transformation"],"rarity":"common","slug":"feat-336"},{"skill_mod":{},"summary":"You alter your spells to overcome resistances.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=337","weakness":{},"name":"Overwhelming Energy","trait":["Druid","Manipulate","Metamagic","Sorcerer","Wizard","Spellshape"],"actions_number":2,"id":"feat-337","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Overwhelming Energy Single Action Source Core Rulebook pg. 200 --- You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire . A creature’s immunities are unaffected.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Overwhelming Energy"],"rarity":"common","slug":"feat-337"},{"skill_mod":{},"summary":"You can take the form of a plant creature.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"leaf order or Wild Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=338","weakness":{},"name":"Plant Shape","trait":["Druid"],"id":"feat-338","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Plant Shape Source Core Rulebook pg. 138 Prerequisites leaf order or Wild Shape --- You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don't have wild shape , you can instead cast plant form once per day, heightened to the same level as your highest-level druid spell slot. Whenever you're polymorphed into another form using wild shape , you gain resistance 5 to poison. Plant Shape leads to... Reactive Transformation","category":"feat","pfs":"Standard","feat":["Plant Shape"],"rarity":"common","slug":"feat-338"},{"skill_mod":{},"summary":"You and your animal companion fight in tandem, distracting your foes and keeping them off balance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Animal Companion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=339","weakness":{},"archetype":["Beastmaster"],"name":"Side by Side (Druid)","trait":["Druid"],"id":"feat-339","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Side by Side (Druid) Source Core Rulebook pg. 138 Archetypes Beastmaster (Level 14), Beastmaster (Level 14) Prerequisites Animal Companion --- You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.","category":"feat","pfs":"Standard","feat":["Side by Side (Druid)"],"rarity":"common","slug":"feat-339"},{"skill_mod":{},"summary":"You can take on the form of some of the world’s most fearsome creatures.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Soaring Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=340","weakness":{},"name":"Dragon Shape","trait":["Druid"],"id":"feat-340","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Dragon Shape Source Core Rulebook pg. 138 Prerequisites Soaring Shape --- You can take on the form of some of the world’s most fearsome creatures. Add the forms listed in dragon form to your wild shape list. Whenever you’re polymorphed into another form using wild shape , you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison. Dragon Shape leads to... Reactive Transformation, True Shapeshifter","category":"feat","pfs":"Standard","feat":["Dragon Shape"],"rarity":"common","slug":"feat-340"},{"skill_mod":{},"summary":"You share a special kinship with all things green and living.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Green Empathy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=341","weakness":{},"name":"Green Tongue","trait":["Druid"],"id":"feat-341","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Green Tongue Source Core Rulebook pg. 138 Prerequisites Green Empathy --- You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of speak with plants . Most non-creature plants recognize you as a druid of the leaf order and are friendly to you.","category":"feat","pfs":"Standard","feat":["Green Tongue"],"rarity":"common","slug":"feat-341"},{"skill_mod":{},"summary":"Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=342","weakness":{},"name":"Primal Focus","trait":["Druid"],"id":"feat-342","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Primal Focus Source Core Rulebook pg. 138 --- Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Primal Focus leads to... Primal Wellspring","category":"feat","pfs":"Standard","feat":["Primal Focus"],"rarity":"common","slug":"feat-342"},{"skill_mod":{},"summary":"Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Call of the Wild","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=343","weakness":{},"name":"Primal Summons","trait":["Druid"],"id":"feat-343","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Primal Summons Source Core Rulebook pg. 138 Prerequisites Call of the Wild --- Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.","category":"feat","pfs":"Standard","feat":["Primal Summons"],"rarity":"common","slug":"feat-343"},{"skill_mod":{},"summary":"Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Incredible Companion (Druid)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=344","weakness":{},"archetype":["Nidalese Horselord"],"name":"Specialized Companion (Druid)","trait":["Druid"],"id":"feat-344","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Specialized Companion (Druid) Source Core Rulebook pg. 139 Archetype Nidalese Horselord (Level 16) Prerequisites Incredible Companion (Druid) --- Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice. Special You can select this feat up to three times. Each time, add a different specialization to your companion.","category":"feat","pfs":"Standard","feat":["Specialized Companion (Druid)"],"rarity":"common","slug":"feat-344"},{"skill_mod":{},"summary":"With primal magic sustaining you, you cease aging.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=345","weakness":{},"name":"Timeless Nature","trait":["Druid"],"id":"feat-345","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Timeless Nature Source Core Rulebook pg. 139 --- With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.","category":"feat","pfs":"Standard","feat":["Timeless Nature"],"rarity":"common","slug":"feat-345"},{"skill_mod":{},"summary":"You transform into a plant version of yourself.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=346","weakness":{},"name":"Verdant Metamorphosis","trait":["Druid"],"id":"feat-346","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Verdant Metamorphosis Source Core Rulebook pg. 139 Prerequisites leaf order --- You transform into a plant version of yourself. You gain the plant trait and lose any trait that’s inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape , except you can turn into any kind of non-creature plant and your AC is 30. If you rest for 10 minutes while transformed into a non-creature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.","category":"feat","pfs":"Standard","feat":["Verdant Metamorphosis"],"rarity":"common","slug":"feat-346"},{"skill_mod":{},"summary":"You can fill an area with devastating briars that impale and impede your foes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=348","weakness":{},"name":"Impaling Briars","trait":["Druid"],"id":"feat-348","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Impaling Briars Source Core Rulebook pg. 139 Prerequisites leaf order --- You can fill an area with devastating briars that impale and impede your foes. You gain the impaling briars order spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Impaling Briars"],"rarity":"common","slug":"feat-348"},{"skill_mod":{},"summary":"You can transform into a powerful magical creature.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Wild Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=349","weakness":{},"name":"Monstrosity Shape","trait":["Druid"],"id":"feat-349","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Monstrosity Shape Source Core Rulebook pg. 139 Prerequisites Wild Shape --- You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in monstrosity form to your wild shape list. If you have Soaring Shape, also add the phoenix form to your wild shape list. Monstrosity Shape leads to... Heart of the Kaiju","category":"feat","pfs":"Standard","feat":["Monstrosity Shape"],"rarity":"common","slug":"feat-349"},{"skill_mod":{},"summary":"You can invoke nature’s fury upon your foes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Wind Caller","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=350","weakness":{},"name":"Invoke Disaster","trait":["Druid"],"id":"feat-350","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Invoke Disaster Source Core Rulebook pg. 139 Prerequisites Wind Caller --- You can invoke nature’s fury upon your foes. You gain the storm lord order spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Invoke Disaster"],"rarity":"common","slug":"feat-350"},{"skill_mod":{},"summary":"Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Form Control; Strength 18","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=351","weakness":{},"name":"Perfect Form Control","trait":["Druid"],"id":"feat-351","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Form Control Source Core Rulebook pg. 139 Prerequisites Form Control; Strength 18 --- Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you Dismiss it.","category":"feat","pfs":"Standard","feat":["Perfect Form Control"],"rarity":"common","slug":"feat-351"},{"remaster_name":["Primal Focus"],"skill_mod":{},"summary":"Your reservoir of Focus Points is a deep wellspring.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Primal Focus","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=352","weakness":{},"name":"Primal Wellspring","trait":["Druid"],"id":"feat-352","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Primal Wellspring Source Core Rulebook pg. 139 Prerequisites Primal Focus --- Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Primal Wellspring"],"rarity":"common","slug":"feat-352"},{"skill_mod":{},"summary":"You have entwined yourself with the natural world, and its full power flows through you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=353","weakness":{},"name":"Hierophant's Power","trait":["Druid"],"id":"feat-353","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Hierophant's Power Source Core Rulebook pg. 139 --- You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot.","category":"feat","pfs":"Standard","feat":["Hierophant's Power"],"rarity":"common","slug":"feat-353"},{"remaster_name":["Ley Line Conduit"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Concentrate","Druid","Manipulate","Metamagic","Spellshape"],"id":"feat-354","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Leyline Conduit Single Action Source Core Rulebook pg. 139 Frequency once per minute --- You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the prepared spell as you cast it.","feat":["Leyline Conduit"],"skill_mod":{},"summary":"You can cast your spells effortlessly by tapping into the leylines of the world.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=354","name":"Leyline Conduit","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-354"},{"skill_mod":{},"summary":"You transcend the limitations of form.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Dragon Shape; Wild Shape","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=355","weakness":{},"name":"True Shapeshifter","trait":["Concentrate","Druid"],"actions_number":4,"id":"feat-355","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > True Shapeshifter Two Actions Source Core Rulebook pg. 139 Prerequisites Dragon Shape; Wild Shape --- You transcend the limitations of form. While under the effects of wild shape , you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations. Once per day, you can transform into a kaiju, with the effects of nature incarnate ; if you have Plant Shape, you can instead transform into a green man.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["True Shapeshifter"],"rarity":"common","slug":"feat-355"},{"skill_mod":{},"summary":"You lash out at your foe with both weapons.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=356","weakness":{},"name":"Double Slice","trait":["Fighter"],"actions_number":4,"id":"feat-356","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Double Slice Two Actions Source Core Rulebook pg. 144 Requirements You are wielding two melee weapons, each in a different hand. --- You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty. Double Slice leads to... Graceful Poise","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Double Slice"],"rarity":"common","slug":"feat-356"},{"skill_mod":{},"summary":"You make a controlled attack, fully accounting for your momentum.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=357","weakness":{},"name":"Exacting Strike","trait":["Fighter","Press"],"actions_number":2,"id":"feat-357","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Exacting Strike Single Action Source Core Rulebook pg. 144 --- You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect. Failure This attack does not count toward your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Exacting Strike"],"rarity":"common","slug":"feat-357"},{"remaster_name":["Point Blank Stance"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Open","Stance"],"id":"feat-358","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Point-Blank Shot Single Action Source Core Rulebook pg. 144 Archetypes Archer (Level 4), Archer (Level 4) Requirements You are wielding a ranged weapon. --- You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn't have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment.","feat":["Point-Blank Shot"],"skill_mod":{},"summary":"You take aim to pick off nearby enemies quickly.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon.","resistance":{},"url":"/Feats.aspx?ID=358","archetype":["Archer"],"name":"Point-Blank Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-358"},{"remaster_name":["Vicious Swing"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Flourish"],"id":"feat-359","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Power Attack Two Actions Source Core Rulebook pg. 144 Archetypes Mauler (Level 4), Mauler (Level 4), Battle Harbinger (Level 2) --- You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. Power Attack leads to... Furious Focus","feat":["Power Attack"],"skill_mod":{},"summary":"You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=359","archetype":["Mauler","Battle Harbinger"],"name":"Power Attack","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-359"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-360","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reactive Shield Reaction Source Core Rulebook pg. 145 Archetypes Viking (Level 4), Viking (Level 4) Trigger An enemy hits you with a melee Strike. Requirements You are wielding a shield. --- You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.","feat":["Reactive Shield"],"skill_mod":{},"summary":"You can snap your shield into place just as you would take a blow, avoiding the hit at the last second.","primary_source":"Core Rulebook","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding a shield.","trigger":"An enemy hits you with a melee Strike.","resistance":{},"url":"/Feats.aspx?ID=360","archetype":["Viking"],"name":"Reactive Shield","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-360"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-361","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Snagging Strike Single Action Source Core Rulebook pg. 145 Archetypes Wrestler (Level 4), Wrestler (Level 4) Requirements You have one hand free, and your target is within reach of that hand. --- You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.","feat":["Snagging Strike"],"skill_mod":{},"summary":"You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach.","primary_source":"Core Rulebook","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You have one hand free, and your target is within reach of that hand.","resistance":{},"url":"/Feats.aspx?ID=361","archetype":["Wrestler"],"name":"Snagging Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-361"},{"skill_mod":{},"summary":"You push back as you block the attack, knocking your foe away or off balance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=363","weakness":{},"name":"Aggressive Block","trait":["Fighter"],"actions_number":0,"id":"feat-363","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Aggressive Block Free Action Source Core Rulebook pg. 145 Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller. --- You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become flat-footed instead of being moved. Aggressive Block leads to... Flinging Shove, Powerful Shove","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Aggressive Block"],"rarity":"common","slug":"feat-363"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Press"],"id":"feat-364","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Assisting Shot Single Action Source Core Rulebook pg. 145 Archetypes Archer (Level 4), Sniping Duo (Level 4), Archer (Level 4), Sniping Duo (Level 4) Requirements You are wielding a ranged weapon. --- With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.","feat":["Assisting Shot"],"skill_mod":{},"summary":"With a quick shot, you interfere with a foe in combat.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon.","resistance":{},"url":"/Feats.aspx?ID=364","archetype":["Archer","Sniping Duo"],"name":"Assisting Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-364"},{"skill_mod":{},"summary":"Throwing your weight behind your attack, you hit you opponent hard enough to make it stumble back.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a two-handed melee weapon.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=365","weakness":{},"name":"Brutish Shove","trait":["Fighter","Press"],"actions_number":2,"id":"feat-365","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Brutish Shove Single Action Source Core Rulebook pg. 145 Requirements You are wielding a two-handed melee weapon. --- Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions. This Strike has the following failure effect. Failure The target becomes flat-footed until the end of your current turn. Brutish Shove leads to... Flinging Shove, Powerful Shove","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Brutish Shove"],"rarity":"common","slug":"feat-365"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Press"],"id":"feat-366","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Combat Grab Single Action Source Core Rulebook pg. 146 Archetypes Wrestler (Level 4), Zombie (Level 4), Wrestler (Level 4) Requirements You have one hand free, and your target is within reach of that hand. --- You swipe at your opponent and grab at them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.","feat":["Combat Grab"],"skill_mod":{},"summary":"You swipe at your opponent and grab at them.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You have one hand free, and your target is within reach of that hand.","resistance":{},"url":"/Feats.aspx?ID=366","archetype":["Wrestler","Zombie"],"name":"Combat Grab","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-366"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-367","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dueling Parry (Fighter) Single Action Source Core Rulebook pg. 146 Archetypes Duelist (Level 4), Duelist (Level 4) Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. --- You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. Dueling Parry (Fighter) leads to... Dueling Dance (Fighter), Dueling Riposte, Selfless Parry","feat":["Dueling Parry (Fighter)"],"skill_mod":{},"summary":"You can parry attacks against you with your one-handed weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"level":2,"source_category":["Rulebooks"],"requirement":"You are wielding only a single one-handed melee weapon and have your other hand or hands free.","resistance":{},"url":"/Feats.aspx?ID=367","archetype":["Duelist"],"name":"Dueling Parry (Fighter)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-367"},{"skill_mod":{},"summary":"Your blow not only wounds creatures but also shatters their confidence.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=368","weakness":{},"archetype":["Battle Harbinger","Blackjacket"],"name":"Intimidating Strike","trait":["Emotion","Fear","Fighter","Mental"],"actions_number":4,"id":"feat-368","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Intimidating Strike Two Actions Source Core Rulebook pg. 146 Archetypes Battle Harbinger (Level 4), Blackjacket (Level 4) --- Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Intimidating Strike"],"rarity":"common","slug":"feat-368"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-369","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lunge Single Action Source Core Rulebook pg. 146 Archetype Thlipit Contestant (Level 4) Requirements You are wielding a melee weapon. --- Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike. Lunge leads to... Lunging Stance","feat":["Lunge"],"skill_mod":{},"summary":"Extending your body to its limits, you attack an enemy that would normally be beyond your reach.","primary_source":"Core Rulebook","trait_group":["Class"],"level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon.","resistance":{},"url":"/Feats.aspx?ID=369","archetype":["Thlipit Contestant"],"name":"Lunge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-369"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Flourish"],"id":"feat-370","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Double Shot Two Actions Source Core Rulebook pg. 146 Archetypes Archer (Level 6), Archer (Level 6) Requirements You are wielding a ranged weapon with reload 0. --- You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them. Double Shot leads to... Triple Shot","feat":["Double Shot"],"skill_mod":{},"summary":"You shoot twice in blindingly fast succession.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon with reload 0.","resistance":{},"url":"/Feats.aspx?ID=370","archetype":["Archer"],"name":"Double Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-370"},{"skill_mod":{},"summary":"You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a one-handed melee weapon and have a free hand.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=371","weakness":{},"name":"Dual-Handed Assault","trait":["Fighter","Flourish"],"actions_number":2,"id":"feat-371","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dual-Handed Assault Single Action Source Core Rulebook pg. 146 Requirements You are wielding a one-handed melee weapon and have a free hand. --- You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn't normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear here). If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon's number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn't end any stance or fighter feat effect that requires you to have one hand free.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dual-Handed Assault"],"rarity":"common","slug":"feat-371"},{"remaster_name":["Slam Down"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Fighter","Flourish"],"id":"feat-372","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Knockdown Two Actions Source Core Rulebook pg. 146 Archetypes Mauler (Level 4), Thlipit Contestant (Level 6), Mauler (Level 4), Rivethun Invoker (Level 6) Prerequisites Trained in Athletics --- You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you're wielding a two-handed melee weapon, you can ignore Trip's requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. Knockdown leads to... Improved Knockdown","feat":["Knockdown"],"skill_mod":{},"summary":"You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":4,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=372","archetype":["Mauler","Thlipit Contestant","Rivethun Invoker"],"name":"Knockdown","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-372"},{"skill_mod":{},"summary":"You can push larger foes around with your attack.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Aggressive Block or Brutish Shove","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=373","weakness":{},"name":"Powerful Shove","trait":["Fighter"],"id":"feat-373","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Powerful Shove Source Core Rulebook pg. 146 Prerequisites Aggressive Block or Brutish Shove --- You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.","category":"feat","pfs":"Standard","feat":["Powerful Shove"],"rarity":"common","slug":"feat-373"},{"skill_mod":{},"summary":"You turn your foes’ flanking against them with a quick reverse.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You are flanked by at least two enemies.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=374","weakness":{},"name":"Quick Reversal","trait":["Fighter","Flourish","Press"],"actions_number":2,"id":"feat-374","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Reversal Single Action Source Core Rulebook pg. 146 Requirements You are flanked by at least two enemies. --- You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Quick Reversal"],"rarity":"common","slug":"feat-374"},{"skill_mod":{},"summary":"When your shield is up, your enemies’ blows can’t touch you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=375","weakness":{},"archetype":["Bastion","Viking"],"name":"Shielded Stride","trait":["Fighter"],"id":"feat-375","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shielded Stride Source Core Rulebook pg. 146 Archetypes Bastion (Level 6), Viking (Level 6), Bastion (Level 6), Viking (Level 6) --- When your shield is up, your enemies' blows can't touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","feat":["Shielded Stride"],"rarity":"common","slug":"feat-375"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Ranger","Swashbuckler"],"id":"feat-377","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Twin Parry Single Action Source Advanced Player's Guide pg. 90, Core Rulebook pg. 147 Archetypes Dual-Weapon Warrior (Level 6), Dual-Weapon Warrior (Level 6), Avenger (Level 6) Requirements You are wielding two melee weapons, one in each hand. --- You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement. Twin Parry leads to... Twinned Defense (Fighter), Twinned Defense (Swashbuckler)","feat":["Twin Parry"],"skill_mod":{},"summary":"You use your two weapons to parry attacks.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, one in each hand.","resistance":{},"url":"/Feats.aspx?ID=377","archetype":["Dual-Weapon Warrior","Avenger"],"name":"Twin Parry","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-377"},{"skill_mod":{},"summary":"You’ve studied the art of wielding an advanced weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=378","weakness":{},"name":"Advanced Weapon Training","trait":["Fighter"],"id":"feat-378","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Weapon Training Source Core Rulebook pg. 147 --- You’ve studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.","category":"feat","pfs":"Standard","feat":["Advanced Weapon Training"],"rarity":"common","slug":"feat-378"},{"skill_mod":{},"summary":"When an enemy’s movement is compromised, you deliver a more deadly blow.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=379","weakness":{},"name":"Advantageous Assault","trait":["Fighter","Press"],"actions_number":2,"id":"feat-379","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advantageous Assault Single Action Source Core Rulebook pg. 147 --- When an enemy's movement is compromised, you deliver a more deadly blow. Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. The Strike gains the following failure effect. Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. This damage has the same damage type as the weapon.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Advantageous Assault"],"rarity":"common","slug":"feat-379"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Fighter","Stance"],"id":"feat-380","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Disarming Stance Single Action Source Core Rulebook pg. 147 Archetypes Duelist (Level 8), Duelist (Level 8) Prerequisites Trained in Athletics Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. --- You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.","feat":["Disarming Stance"],"skill_mod":{},"summary":"You adopt a fencing stance that improves your control over your weapon.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"level":6,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"requirement":"You are wielding only a single one-handed melee weapon and have your other hand or hands free.","resistance":{},"url":"/Feats.aspx?ID=380","archetype":["Duelist"],"name":"Disarming Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-380"},{"skill_mod":{},"summary":"You’ve learned to maintain your balance even when swinging furiously.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Power Attack","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=381","weakness":{},"name":"Furious Focus","trait":["Fighter"],"id":"feat-381","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Furious Focus Source Core Rulebook pg. 148 Prerequisites Power Attack --- You’ve learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.","category":"feat","pfs":"Standard","feat":["Furious Focus"],"rarity":"common","slug":"feat-381"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-382","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Guardian's Deflection (Fighter) Reaction Source Core Rulebook pg. 148 Archetype Ulfen Guard (Level 8) Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free. --- You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.","feat":["Guardian's Deflection (Fighter)"],"skill_mod":{},"summary":"You use your weapon to deflect the attack against your ally.","primary_source":"Core Rulebook","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"requirement":"You are wielding a single one-handed melee weapon and have your other hand or hands free.","trigger":"An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.","resistance":{},"url":"/Feats.aspx?ID=382","archetype":["Ulfen Guard"],"name":"Guardian's Deflection (Fighter)","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-382"},{"skill_mod":{},"summary":"You can use your shield to fend off the worst of area effects and other damage.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=383","weakness":{},"archetype":["Bastion","Golden Legionnaire"],"name":"Reflexive Shield","trait":["Fighter"],"id":"feat-383","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Reflexive Shield Source Core Rulebook pg. 148 Archetypes Bastion (Level 8), Bastion (Level 8), Golden Legionnaire (Level 8) --- You can use your shield to fend off the worst of area effects and other damage. When you Raise your Shield, you gain your shield's circumstance bonus to Reflex saves. If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn't physical damage. Reflexive Shield leads to... Improved Reflexive Shield","category":"feat","pfs":"Standard","feat":["Reflexive Shield"],"rarity":"common","slug":"feat-383"},{"skill_mod":{},"summary":"You drive your piercing weapon into an imperceptible foe, revealing its location to your allies.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon that deals piercing damage.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=384","weakness":{},"name":"Revealing Stab","trait":["Fighter"],"actions_number":4,"id":"feat-384","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Revealing Stab Two Actions Source Core Rulebook pg. 148 Requirements You are wielding a melee weapon that deals piercing damage. --- You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with the required melee weapon. You don't have to attempt a flat check to hit a concealed creature, and you have to succeed at only a DC 5 flat check to target a hidden creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, other creatures don't need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become undetected to anyone who sees your weapon. If the target is invisible, the weapon remains visible while lodged in it. This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with 2 Interact actions.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Revealing Stab"],"rarity":"common","slug":"feat-384"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Press"],"id":"feat-385","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Shatter Defenses Single Action Source Core Rulebook pg. 149 Archetypes Blackjacket (Level 8), Hellknight (Level 8) Requirements A frightened creature is in your melee reach. --- Your offense exploits your enemy's fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to you when you damaged it with this Strike, it can't reduce its frightened value below 1 until the start of your next turn.","feat":["Shatter Defenses"],"skill_mod":{},"summary":"Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":6,"source_category":["Rulebooks"],"requirement":"A frightened creature is in your melee reach.","resistance":{},"url":"/Feats.aspx?ID=385","archetype":["Blackjacket","Hellknight"],"name":"Shatter Defenses","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-385"},{"skill_mod":{},"summary":"You can quickly fire multiple shots with greater control.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Double Shot","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=387","weakness":{},"archetype":["Archer"],"name":"Triple Shot","trait":["Fighter"],"id":"feat-387","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Triple Shot Source Core Rulebook pg. 149 Archetypes Archer (Level 8), Archer (Level 8) Prerequisites Double Shot --- You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them. Triple Shot leads to... Multishot Stance","category":"feat","pfs":"Standard","feat":["Triple Shot"],"rarity":"common","slug":"feat-387"},{"skill_mod":{},"summary":"Your battle instincts make you more aware of concealed and invisible opponents.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"master in Perception","source_category":["Rulebooks"],"source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=388","weakness":{},"archetype":["Horizon Walker","Exorcist","Eagle Knight","Hellbreaker"],"name":"Blind-Fight","trait":["Fighter","Investigator","Ranger","Rogue"],"id":"feat-388","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Blind-Fight Source Advanced Player's Guide pg. 63, Core Rulebook pg. 173 Archetypes Horizon Walker (Level 10), Exorcist (Level 10), Eagle Knight (Level 10), Hellbreaker (Level 10) Prerequisites master in Perception --- Your battle instincts make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not flat-footed to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.","category":"feat","pfs":"Standard","feat":["Blind-Fight"],"rarity":"common","slug":"feat-388"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-389","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Dueling Riposte Reaction Source Core Rulebook pg. 149 Archetypes Duelist (Level 10), Duelist (Level 10) Prerequisites Dueling Parry (Fighter) Trigger A creature within your reach critically fails a Strike against you. Requirements You are benefiting from Dueling Parry. --- You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature. Dueling Riposte leads to... Guiding Riposte, Improved Dueling Riposte, Reflecting Riposte","feat":["Dueling Riposte"],"skill_mod":{},"summary":"You riposte against your flailing enemy.","primary_source":"Core Rulebook","trait_group":["Class"],"level":8,"prerequisite":"Dueling Parry (Fighter)","source_category":["Rulebooks"],"requirement":"You are benefiting from Dueling Parry.","trigger":"A creature within your reach critically fails a Strike against you.","resistance":{},"url":"/Feats.aspx?ID=389","archetype":["Duelist"],"name":"Dueling Riposte","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-389"},{"skill_mod":{},"summary":"Your attack can ground an airborne foe.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=390","weakness":{},"archetype":["Hellbreaker"],"name":"Felling Strike","trait":["Fighter"],"actions_number":4,"id":"feat-390","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Felling Strike Two Actions Source Core Rulebook pg. 149 Archetype Hellbreaker (Level 10) --- Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can't Fly, Leap, levitate , or otherwise leave the ground until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Felling Strike"],"rarity":"common","slug":"feat-390"},{"skill_mod":{},"summary":"By spending a moment to focus, you can ensure your attack strikes true.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=391","weakness":{},"name":"Incredible Aim","trait":["Concentrate","Fighter"],"actions_number":4,"id":"feat-391","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Aim Two Actions Source Core Rulebook pg. 149 --- By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition. Incredible Aim leads to... Incredible Ricochet","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Incredible Aim"],"rarity":"common","slug":"feat-391"},{"skill_mod":{},"summary":"Your shots become nimble and deadly.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=392","weakness":{},"archetype":["Archer"],"name":"Mobile Shot Stance","trait":["Fighter","Stance"],"actions_number":2,"id":"feat-392","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mobile Shot Stance Single Action Source Core Rulebook pg. 149 Archetypes Archer (Level 10), Archer (Level 10) --- Your shots become nimble and deadly. While you're in this stance, your ranged Strikes don't trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have Attack of Opportunity, you can use it with a loaded ranged weapon you're wielding. The triggering creature must be within 5 feet of you for you to do so.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mobile Shot Stance"],"rarity":"common","slug":"feat-392"},{"skill_mod":{},"summary":"With punishing blows, you force your opponent into position.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You are wielding a two-handed melee weapon and your target is within your reach.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=393","weakness":{},"name":"Positioning Assault","trait":["Fighter","Flourish"],"actions_number":4,"id":"feat-393","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Positioning Assault Two Actions Source Core Rulebook pg. 149 Requirements You are wielding a two-handed melee weapon and your target is within your reach. --- With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the forced movement rules.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Positioning Assault"],"rarity":"common","slug":"feat-393"},{"skill_mod":{},"summary":"You can bring your shield into place with hardly a thought.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Shield Block","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=394","weakness":{},"archetype":["Bastion","Viking"],"name":"Quick Shield Block","trait":["Champion","Fighter"],"id":"feat-394","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Quick Shield Block Source Core Rulebook pg. 149 Archetypes Bastion (Level 10), Viking (Level 10), Bastion (Level 10), Viking (Level 10) Prerequisites Shield Block --- You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.","category":"feat","pfs":"Standard","feat":["Quick Shield Block"],"rarity":"common","slug":"feat-394"},{"skill_mod":{},"summary":"Your graceful moves with agile weapons are beyond compare.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=396","weakness":{},"name":"Agile Grace","trait":["Fighter"],"id":"feat-396","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Agile Grace Source Core Rulebook pg. 150 --- Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8).","category":"feat","pfs":"Standard","feat":["Agile Grace"],"rarity":"common","slug":"feat-396"},{"skill_mod":{},"summary":"Even when you don’t hit squarely, you can still score a glancing blow.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=397","weakness":{},"name":"Certain Strike","trait":["Fighter","Press"],"actions_number":2,"id":"feat-397","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Certain Strike Single Action Source Core Rulebook pg. 150 --- Even when you don’t hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect. Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.)","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Certain Strike"],"rarity":"common","slug":"feat-397"},{"remaster_name":["Tactical Reflexes"],"skill_mod":{},"summary":"You are particularly swift at punishing foes who leave you openings.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=398","weakness":{},"archetype":["Eagle Knight"],"name":"Combat Reflexes","trait":["Fighter"],"id":"feat-398","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Combat Reflexes Source Core Rulebook pg. 150 Archetype Eagle Knight (Level 12) --- You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Attack of Opportunity.","category":"feat","pfs":"Standard","feat":["Combat Reflexes"],"rarity":"common","slug":"feat-398"},{"skill_mod":{},"summary":"Aiming for a weak point, you impede your foe with a precise shot.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=399","weakness":{},"name":"Debilitating Shot","trait":["Fighter","Flourish"],"actions_number":4,"id":"feat-399","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Debilitating Shot Two Actions Source Core Rulebook pg. 150 --- Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Debilitating Shot"],"rarity":"common","slug":"feat-399"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Fighter","Press"],"id":"feat-400","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Disarming Twist Single Action Source Core Rulebook pg. 150 Archetypes Duelist (Level 12), Duelist (Level 12) Prerequisites Trained in Athletics Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. --- After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect. Failure The target is flat-footed until the end of your current turn.","feat":["Disarming Twist"],"skill_mod":{},"summary":"After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"requirement":"You are wielding only a single one-handed melee weapon and have your other hand or hands free.","resistance":{},"url":"/Feats.aspx?ID=400","archetype":["Duelist"],"name":"Disarming Twist","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-400"},{"skill_mod":{},"summary":"The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=401","weakness":{},"name":"Disruptive Stance","trait":["Fighter","Stance"],"actions_number":2,"id":"feat-401","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Disruptive Stance Single Action Source Core Rulebook pg. 150 --- The slightest distraction can provoke your wrath, and you're prepared to foil enemies' actions. As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it's a critical hit).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Disruptive Stance"],"rarity":"common","slug":"feat-401"},{"skill_mod":{},"summary":"Fear makes your foes weak and more vulnerable to your attacks.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=402","weakness":{},"archetype":["Hellknight"],"name":"Fearsome Brute","trait":["Fighter"],"id":"feat-402","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Fearsome Brute Source Core Rulebook pg. 151 Archetype Hellknight (Level 8) --- Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target's frightened value. If you have master proficiency in Intimidation, increase the bonus to triple the target's frightened value.","category":"feat","pfs":"Standard","feat":["Fearsome Brute"],"rarity":"common","slug":"feat-402"},{"remaster_name":["Crashing Slam"],"skill_mod":{},"summary":"You can dash your foe to the ground with a single blow.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Knockdown","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=403","weakness":{},"archetype":["Mauler","Thlipit Contestant","Rivethun Invoker"],"name":"Improved Knockdown","trait":["Fighter"],"id":"feat-403","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Improved Knockdown Source Core Rulebook pg. 151 Archetypes Mauler (Level 12), Thlipit Contestant (Level 12), Mauler (Level 12), Rivethun Invoker (Level 12) Prerequisites Knockdown --- You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, instead of rolling a check for your Trip attempt, you automatically apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon's damage die size instead of the regular die size for the damage from a critical Trip.","category":"feat","pfs":"Standard","feat":["Improved Knockdown"],"rarity":"common","slug":"feat-403"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-404","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Mirror Shield Reaction Source Core Rulebook pg. 151 Archetypes Bastion (Level 12), Knight Vigilant (Level 12), Bastion (Level 12) Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC. Requirements You have a shield raised. --- You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). Mirror Shield leads to... Reflecting Riposte","feat":["Mirror Shield"],"skill_mod":{},"summary":"You reflect the spell back against the triggering opponent.","primary_source":"Core Rulebook","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You have a shield raised.","trigger":"An opponent casting a spell that targets you critically fails a spell attack roll against your AC.","resistance":{},"url":"/Feats.aspx?ID=404","archetype":["Knight Vigilant","Bastion"],"name":"Mirror Shield","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-404"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Press"],"id":"feat-406","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Brutal Finish Single Action Source Core Rulebook pg. 151 Archetypes Mauler (Level 14), Mauler (Level 14) Requirements You are wielding a melee weapon in two hands. --- Your final blow can make an impact even if it rebounds off a foe’s defenses. Make a Strike with the required weapon. After the Strike, your turn ends. The Strike deals one extra weapon damage die, or two extra weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect. Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you’re at least 18th level.","feat":["Brutal Finish"],"skill_mod":{},"summary":"Your final blow can make an impact even if it rebounds off a foe’s defenses.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":12,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon in two hands.","resistance":{},"url":"/Feats.aspx?ID=406","archetype":["Mauler"],"name":"Brutal Finish","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-406"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Stance"],"id":"feat-407","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Dueling Dance (Fighter) Single Action Source Core Rulebook pg. 151 Archetypes Duelist (Level 14), Duelist (Level 14) Prerequisites Dueling Parry (Fighter) Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. --- Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.","feat":["Dueling Dance (Fighter)"],"skill_mod":{},"summary":"Using your free hand as pivot and balance, you both attack and defend with your weapon.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"level":12,"prerequisite":"Dueling Parry (Fighter)","source_category":["Rulebooks"],"requirement":"You are wielding only a single one-handed melee weapon and have your other hand or hands free.","resistance":{},"url":"/Feats.aspx?ID=407","archetype":["Duelist"],"name":"Dueling Dance (Fighter)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-407"},{"skill_mod":{},"summary":"Your opponets go even farther when push them around.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Aggressive Block or Brutish Shove","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=408","weakness":{},"name":"Flinging Shove","trait":["Fighter"],"id":"feat-408","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Flinging Shove Source Core Rulebook pg. 151 Prerequisites Aggressive Block or Brutish Shove --- Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is flat-footed or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.","category":"feat","pfs":"Standard","feat":["Flinging Shove"],"rarity":"common","slug":"feat-408"},{"skill_mod":{},"summary":"Your weapon whirls and darts, striking foes whenever the opportunity presents itself.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Dueling Riposte","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=409","weakness":{},"archetype":["Duelist"],"name":"Improved Dueling Riposte","trait":["Fighter"],"id":"feat-409","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Improved Dueling Riposte Source Core Rulebook pg. 151 Archetypes Duelist (Level 14), Duelist (Level 14) Prerequisites Dueling Riposte --- Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from Dueling Parry.","category":"feat","pfs":"Standard","feat":["Improved Dueling Riposte"],"rarity":"common","slug":"feat-409"},{"skill_mod":{},"summary":"After your first shot singles out your opponent's position, you direct another that ricochets around obstacles and strikes unerringly.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Incredible Aim","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=410","weakness":{},"name":"Incredible Ricochet","trait":["Concentrate","Fighter","Press"],"actions_number":2,"id":"feat-410","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Incredible Ricochet Single Action Source Core Rulebook pg. 151 Prerequisites Incredible Aim --- After your first shot singles out your opponent's position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike against a creature you previously attacked this turn. You ignore the target's concealed condition and all cover.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Incredible Ricochet"],"rarity":"common","slug":"feat-410"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Stance"],"id":"feat-411","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Lunging Stance Single Action Source Core Rulebook pg. 151 Prerequisites attack of opportunity; Lunge Requirements You are wielding a melee weapon. --- Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Attack of Opportunity against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.","feat":["Lunging Stance"],"skill_mod":{},"summary":"Your body coiled to strike, you can lash out at distant enemies.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"level":12,"prerequisite":"attack of opportunity; Lunge","source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon.","resistance":{},"url":"/Feats.aspx?ID=411","name":"Lunging Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-411"},{"skill_mod":{},"summary":"Once you’ve had a moment to set your stance, you always have your shield ready without a thought.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"requirement":"You are wielding a shield.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=412","weakness":{},"name":"Paragon's Guard","trait":["Fighter","Stance"],"actions_number":2,"id":"feat-412","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Paragon's Guard Single Action Source Core Rulebook pg. 151 Requirements You are wielding a shield. --- Once you've had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you'd used the Raise a Shield action, as long as you meet that action's requirements.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Paragon's Guard"],"rarity":"common","slug":"feat-412"},{"remaster_name":["Dashing Strike"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Press"],"id":"feat-413","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Spring Attack Single Action Source Core Rulebook pg. 152 Requirements You are adjacent to an enemy. --- Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["Spring Attack"],"skill_mod":{},"summary":"Springing away from one foe, you Strike at another.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":12,"source_category":["Rulebooks"],"requirement":"You are adjacent to an enemy.","resistance":{},"url":"/Feats.aspx?ID=413","name":"Spring Attack","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-413"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-414","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Desperate Finisher Reaction Source Core Rulebook pg. 152 Trigger You complete the last action on your turn, and your turn has not ended yet. Requirements You meet the requirements to use an action with the press trait. --- You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn.","feat":["Desperate Finisher"],"skill_mod":{},"summary":"You throw everything into one last press.","primary_source":"Core Rulebook","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"requirement":"You meet the requirements to use an action with the press trait.","trigger":"You complete the last action on your turn, and your turn has not ended yet.","resistance":{},"url":"/Feats.aspx?ID=414","name":"Desperate Finisher","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-414"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Concentrate","Fighter"],"id":"feat-415","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Determination Single Action Source Core Rulebook pg. 152 Archetype Eagle Knight (Level 16) Frequency once per day --- Your training allows you to shrug off your foes' spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your counteract level is equal to half your level, rounded up, and you attempt a Will save as your counteract check). This doesn't remove any Hit Point damage normally dealt by the spell or condition, and it doesn't prevent the spell or debilitating effect from affecting other allies or the environment around you. It can't remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can't remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can't remove its effect on you.","feat":["Determination"],"skill_mod":{},"summary":"Your training allows you to shrug off your foes’ spells and conditions when the need is dire.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=415","archetype":["Eagle Knight"],"name":"Determination","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-415"},{"skill_mod":{},"summary":"Using your weapon as a lever, you force your opponent to end up right where you want them.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"requirement":"You are wielding only a single one-handed melee weapon and have your other hand or hands free.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=416","weakness":{},"name":"Guiding Finish","trait":["Fighter","Press"],"actions_number":2,"id":"feat-416","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Guiding Finish Single Action Source Core Rulebook pg. 152 Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. --- Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules. Your Strike gains the following failure effect. Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Guiding Finish"],"rarity":"common","slug":"feat-416"},{"skill_mod":{},"summary":"By shifting your weight and angling your weapon, you guide your opponent to a more favorable position.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Dueling Riposte","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=417","weakness":{},"archetype":["Duelist"],"name":"Guiding Riposte","trait":["Fighter"],"id":"feat-417","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Guiding Riposte Source Core Rulebook pg. 153 Archetypes Duelist (Level 16), Duelist (Level 16) Prerequisites Dueling Riposte --- By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules.","category":"feat","pfs":"Standard","feat":["Guiding Riposte"],"rarity":"common","slug":"feat-417"},{"skill_mod":{},"summary":"Your weapons are a blur, blocking and biting at your foes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Twin Riposte","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=418","weakness":{},"archetype":["Dual-Weapon Warrior","Avenger"],"name":"Improved Twin Riposte (Fighter)","trait":["Fighter"],"id":"feat-418","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Improved Twin Riposte (Fighter) Source Core Rulebook pg. 153 Archetypes Dual-Weapon Warrior (Level 16), Dual-Weapon Warrior (Level 16), Avenger (Level 16) Prerequisites Twin Riposte --- Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.","category":"feat","pfs":"Standard","feat":["Improved Twin Riposte (Fighter)"],"rarity":"common","slug":"feat-418"},{"remaster_name":["Opening Stance (Fighter)"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-419","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Stance Savant (Fighter) Free Action Source Core Rulebook pg. 153 Trigger You roll initiative. --- When there's imminent danger, you drop into a stance with a mere thought. Use an action that has the stance trait.","feat":["Stance Savant (Fighter)"],"skill_mod":{},"summary":"When there’s imminent danger, you drop into a stance with a mere thought.","primary_source":"Core Rulebook","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"trigger":"You roll initiative.","resistance":{},"url":"/Feats.aspx?ID=419","name":"Stance Savant (Fighter)","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-419"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Flourish","Press"],"id":"feat-420","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Two-Weapon Flurry Single Action Source Core Rulebook pg. 153 Archetypes Dual-Weapon Warrior (Level 16), Dual-Weapon Warrior (Level 16) Requirements You are wielding two weapons, each in a different hand. --- You lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.","feat":["Two-Weapon Flurry"],"skill_mod":{},"summary":"You lash out with both your weapons in a sudden frenzy.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":14,"source_category":["Rulebooks"],"requirement":"You are wielding two weapons, each in a different hand.","resistance":{},"url":"/Feats.aspx?ID=420","archetype":["Dual-Weapon Warrior"],"name":"Two-Weapon Flurry","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-420"},{"skill_mod":{},"summary":"With the right positioning, your off-hand weapon can strike like a scorpion’s stinger.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Double Slice","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=422","weakness":{},"name":"Graceful Poise","trait":["Fighter","Stance"],"actions_number":2,"id":"feat-422","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Graceful Poise Single Action Source Core Rulebook pg. 153 Prerequisites Double Slice --- With the right positioning, your off-hand weapon can strike like a scorpion's stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Graceful Poise"],"rarity":"common","slug":"feat-422"},{"skill_mod":{},"summary":"Your shield can help save nearby allies.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Reflexive Shield","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=423","weakness":{},"archetype":["Bastion","Golden Legionnaire"],"name":"Improved Reflexive Shield","trait":["Fighter"],"id":"feat-423","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Improved Reflexive Shield Source Core Rulebook pg. 153 Archetypes Bastion (Level 18), Golden Legionnaire (Level 18) Prerequisites Reflexive Shield --- Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.","category":"feat","pfs":"Standard","feat":["Improved Reflexive Shield"],"rarity":"common","slug":"feat-423"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Stance"],"id":"feat-424","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Multishot Stance Single Action Source Core Rulebook pg. 153 Archetypes Archer (Level 18), Archer (Level 18) Prerequisites Triple Shot Requirements You are wielding a ranged weapon with reload 0. --- You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1, or –2 if you add the extra action to make three Strikes. If you move from your position, this stance ends.","feat":["Multishot Stance"],"skill_mod":{},"summary":"You lock yourself in a stable position so you can fire swiftly and accurately.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"level":16,"prerequisite":"Triple Shot","source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon with reload 0.","resistance":{},"url":"/Feats.aspx?ID=424","archetype":["Archer"],"name":"Multishot Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-424"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Stance"],"id":"feat-425","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Twinned Defense (Fighter) Single Action Source Core Rulebook pg. 153 Archetypes Dual-Weapon Warrior (Level 18), Dual-Weapon Warrior (Level 18) Prerequisites Twin Parry Requirements You are wielding two melee weapons, one in each hand. --- You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.","feat":["Twinned Defense (Fighter)"],"skill_mod":{},"summary":"You’re always ready to use your off-hand weapon to interfere with attacks against you.","primary_source":"Core Rulebook","trait_group":["Class","Class-Specific"],"level":16,"prerequisite":"Twin Parry","source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, one in each hand.","resistance":{},"url":"/Feats.aspx?ID=425","archetype":["Dual-Weapon Warrior"],"name":"Twinned Defense (Fighter)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-425"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Flourish","Open","Ranger"],"id":"feat-426","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Impossible Volley Three Actions Source Core Rulebook pg. 153 Archetypes Eldritch Archer (Level 20), Archer (Level 20), Eldritch Archer (Level 20) Requirements You are wielding a ranged weapon with the volley trait and reload 0. --- You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.","feat":["Impossible Volley"],"skill_mod":{},"summary":"You fire a volley at all foes in an area.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"level":18,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon with the volley trait and reload 0.","resistance":{},"url":"/Feats.aspx?ID=426","archetype":["Eldritch Archer","Archer"],"name":"Impossible Volley","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-426"},{"skill_mod":{},"summary":"The wounds you inflict are grievous.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=427","weakness":{},"name":"Savage Critical","trait":["Fighter"],"id":"feat-427","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Savage Critical Source Core Rulebook pg. 153 --- The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure.","category":"feat","pfs":"Standard","feat":["Savage Critical"],"rarity":"common","slug":"feat-427"},{"skill_mod":{},"summary":"With a sixth sense for the flow of combat, you can quickly react to any situation as required.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=428","weakness":{},"name":"Boundless Reprisals","trait":["Fighter"],"id":"feat-428","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Boundless Reprisals Source Core Rulebook pg. 153 --- With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy's turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature.","category":"feat","pfs":"Standard","feat":["Boundless Reprisals"],"rarity":"common","slug":"feat-428"},{"skill_mod":{},"summary":"Your skill with weapons lets you attack swiftly at all times.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=429","weakness":{},"name":"Weapon Supremacy","trait":["Fighter"],"id":"feat-429","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Weapon Supremacy Source Core Rulebook pg. 153 --- Your skill with weapons lets you attack swiftly at all times. You’re permanently quickened. You can use your extra action only to Strike.","category":"feat","pfs":"Standard","feat":["Weapon Supremacy"],"rarity":"common","slug":"feat-429"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk","Stance"],"id":"feat-430","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crane Stance Single Action Source Core Rulebook pg. 158 Archetypes Martial Artist (Level 4), Wild Mimic (Level 4), Martial Artist (Level 4) Requirements You are unarmored. --- You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically. Crane Stance leads to... Crane Flutter","feat":["Crane Stance"],"skill_mod":{},"summary":"You enter the stance of a crane, holding your arms in an imitation of a crane’s wings.","primary_source":"Core Rulebook","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=430","archetype":["Martial Artist","Wild Mimic"],"name":"Crane Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-430"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk","Stance"],"id":"feat-431","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dragon Stance Single Action Source Core Rulebook pg. 158 Archetypes Martial Artist (Level 4), Martial Artist (Level 4) Requirements You are unarmored. --- You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits. While in Dragon Stance, you can ignore the first square of difficult terrain while Striding. Dragon Stance leads to... Dragon Roar","feat":["Dragon Stance"],"skill_mod":{},"summary":"You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail.","primary_source":"Core Rulebook","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=431","archetype":["Martial Artist"],"name":"Dragon Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-431"},{"remaster_name":["Qi Spells"],"skill_mod":{},"summary":"You can use ki to move with extraordinary speed and make yourself harder to hit.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=432","weakness":{},"archetype":["Bullet Dancer"],"name":"Ki Rush","trait":["Monk"],"id":"feat-432","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ki Rush Source Core Rulebook pg. 158 Archetypes Bullet Dancer (Level 4), Bullet Dancer (Level 4) --- You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the ki rush ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the Key Terms section on the monk class page, and the full rules for focus spells appear here.","category":"feat","pfs":"Standard","feat":["Ki Rush"],"rarity":"common","slug":"feat-432"},{"remaster_name":["Qi Spells"],"skill_mod":{},"summary":"Your study of the flow of mystical energy allows you to harness it into your physical strikes.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=433","weakness":{},"name":"Ki Strike","trait":["Monk"],"id":"feat-433","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ki Strike Source Core Rulebook pg. 158 --- Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the Key Terms section on the monk class page, and the full rules for focus spells appear here. Ki Strike leads to... Elemental Fist, Ki Cutting Sight, Sacred Ki","category":"feat","pfs":"Standard","feat":["Ki Strike"],"rarity":"common","slug":"feat-433"},{"skill_mod":{},"summary":"You have trained with the traditional weaponry of your monastery or school.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=434","weakness":{},"name":"Monastic Weaponry","trait":["Monk"],"id":"feat-434","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Monastic Weaponry Source Core Rulebook pg. 158 --- You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. Monastic Weaponry leads to... Ancestral Weaponry, Peafowl Stance, Shooting Stars Stance, Whirling Blade Stance","category":"feat","pfs":"Standard","feat":["Monastic Weaponry"],"rarity":"common","slug":"feat-434"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk","Stance"],"id":"feat-435","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mountain Stance Single Action Source Core Rulebook pg. 159 Archetypes Martial Artist (Level 4), Martial Artist (Level 4) Requirements You are unarmored and touching the ground. --- You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits. While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer's clothing, mage armor , and bracers of armor . Mountain Stance leads to... Mountain Stronghold","feat":["Mountain Stance"],"skill_mod":{},"summary":"You enter the stance of an implacable mountain allowing you to strike with the weight of an avalanche.","primary_source":"Core Rulebook","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored and touching the ground.","resistance":{},"url":"/Feats.aspx?ID=435","archetype":["Martial Artist"],"name":"Mountain Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-435"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk","Stance"],"id":"feat-436","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tiger Stance Single Action Source Core Rulebook pg. 159 Archetypes Martial Artist (Level 4), Wild Mimic (Level 4), Martial Artist (Level 4) Requirements You are unarmored. --- You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage. As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet. Tiger Stance leads to... Tiger Slash","feat":["Tiger Stance"],"skill_mod":{},"summary":"You enter the stance of a tiger and can make tiger claw attacks.","primary_source":"Core Rulebook","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=436","archetype":["Martial Artist","Wild Mimic"],"name":"Tiger Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-436"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk","Stance"],"id":"feat-437","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wolf Stance Single Action Source Core Rulebook pg. 159 Archetypes Martial Artist (Level 4), Wild Mimic (Level 4), Martial Artist (Level 4) Requirements You are unarmored. --- You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait. Wolf Stance leads to... Wolf Drag","feat":["Wolf Stance"],"skill_mod":{},"summary":"You enter the stance of a wolf, low to the ground with your hands held like fanged teeth.","primary_source":"Core Rulebook","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=437","archetype":["Martial Artist","Wild Mimic"],"name":"Wolf Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-437"},{"skill_mod":{},"summary":"You know how to make the most of your attacks when fighting hand-to-hand.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=438","weakness":{},"archetype":["Martial Artist"],"name":"Brawling Focus","trait":["Monk"],"id":"feat-438","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Brawling Focus Source Core Rulebook pg. 160 Archetype Martial Artist (Level 4) --- You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Brawling Focus"],"rarity":"common","slug":"feat-438"},{"skill_mod":{},"summary":"Like a powerful constrictor, you crush targets in your unyielding grasp.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=439","weakness":{},"archetype":["Wrestler","Zombie"],"name":"Crushing Grab","trait":["Monk"],"id":"feat-439","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Crushing Grab Source Core Rulebook pg. 160 Archetypes Wrestler (Level 4), Zombie (Level 4), Wrestler (Level 4) --- Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.","category":"feat","pfs":"Standard","feat":["Crushing Grab"],"rarity":"common","slug":"feat-439"},{"skill_mod":{},"summary":"You are as light as a leaf whirling in the breeze.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=440","weakness":{},"name":"Dancing Leaf","trait":["Monk"],"id":"feat-440","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dancing Leaf Source Core Rulebook pg. 160 --- You are as light as a leaf whirling in the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall.","category":"feat","pfs":"Standard","feat":["Dancing Leaf"],"rarity":"common","slug":"feat-440"},{"skill_mod":{},"summary":"You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Ki Strike","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=441","weakness":{},"name":"Elemental Fist","trait":["Monk"],"id":"feat-441","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Elemental Fist Source Core Rulebook pg. 160 Prerequisites Ki Strike --- You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast ki strike , in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining the earth trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the water trait).","category":"feat","pfs":"Standard","feat":["Elemental Fist"],"rarity":"common","slug":"feat-441"},{"remaster_name":["Stunning Blows"],"skill_mod":{},"summary":"The focused power of your flurry threatens to overwhelm your opponent.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Flurry of Blows","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=442","weakness":{},"name":"Stunning Fist","trait":["Monk"],"id":"feat-442","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Stunning Fist Source Core Rulebook pg. 160 Prerequisites Flurry of Blows --- The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect. Stunning Fist leads to... Triangle Shot","category":"feat","pfs":"Standard","feat":["Stunning Fist"],"rarity":"common","slug":"feat-442"},{"remaster_name":["Deflect Projectile"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-443","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Deflect Arrow Reaction Source Core Rulebook pg. 160 Trigger You are the target of a physical ranged attack. Requirements You’re aware of the attack, are not flat-footed against it, and have a hand free. --- You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). Deflect Arrow leads to... Arrow Snatching , Return Fire","feat":["Deflect Arrow"],"skill_mod":{},"summary":"Your reflexes allow you to deflect ranged attacks.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":4,"source_category":["Rulebooks"],"requirement":"You’re aware of the attack, are not flat-footed against it, and have a hand free.","trigger":"You are the target of a physical ranged attack.","resistance":{},"url":"/Feats.aspx?ID=443","name":"Deflect Arrow","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-443"},{"skill_mod":{},"summary":"You flurry is a combination of maneuvers.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=444","weakness":{},"skill":["Athletics","Athletics"],"name":"Flurry of Maneuvers","trait":["Monk"],"id":"feat-444","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Flurry of Maneuvers Source Core Rulebook pg. 160 Prerequisites Expert in Athletics --- You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips.","category":"feat","pfs":"Standard","feat":["Flurry of Maneuvers"],"rarity":"common","slug":"feat-444"},{"skill_mod":{},"summary":"You launch yourself at a foe.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=445","weakness":{},"name":"Flying Kick","trait":["Monk"],"actions_number":4,"id":"feat-445","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Flying Kick Two Actions Source Core Rulebook pg. 160 --- You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Flying Kick"],"rarity":"common","slug":"feat-445"},{"skill_mod":{},"summary":"Your guard is up, even while moving.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=446","weakness":{},"archetype":["Ghoul"],"name":"Guarded Movement","trait":["Monk"],"id":"feat-446","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Guarded Movement Source Core Rulebook pg. 160 Archetype Ghoul (Level 6) --- Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement.","category":"feat","pfs":"Standard","feat":["Guarded Movement"],"rarity":"common","slug":"feat-446"},{"skill_mod":{},"summary":"You strike out when your foe tries to flee.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"A creature within your reach uses a move action or leaves a square during a move action it’s using.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=447","weakness":{},"name":"Stand Still","trait":["Monk"],"actions_number":1,"id":"feat-447","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Stand Still Reaction Source Core Rulebook pg. 160 Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using. --- You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Stand Still"],"rarity":"common","slug":"feat-447"},{"remaster_name":["Harmonize Self"],"skill_mod":{},"summary":"You can restore your health by tapping into your ki.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=448","weakness":{},"name":"Wholeness of Body","trait":["Monk"],"id":"feat-448","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Wholeness of Body Source Core Rulebook pg. 160 Prerequisites ki spells --- You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1. Wholeness of Body leads to... Endurance of the Rooted Tree","category":"feat","pfs":"Standard","feat":["Wholeness of Body"],"rarity":"common","slug":"feat-448"},{"remaster_name":["Advanced Qi Spells"],"skill_mod":{},"summary":"You can teleport yourself a short distance.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"incredible movement; ki spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=449","weakness":{},"name":"Abundant Step","trait":["Monk"],"id":"feat-449","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Abundant Step Source Core Rulebook pg. 160 Prerequisites incredible movement; ki spells --- You can teleport yourself a short distance. You gain the abundant step ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Abundant Step"],"rarity":"common","slug":"feat-449"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-450","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Crane Flutter Reaction Source Core Rulebook pg. 161 Archetypes Martial Artist (Level 8), Wild Mimic (Level 8), Martial Artist (Level 8) Prerequisites Crane Stance Trigger You are targeted with a melee attack by an attacker you can see. Requirements You are in Crane Stance --- You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach.","feat":["Crane Flutter"],"skill_mod":{},"summary":"You interpose your arm between yourself and your opponent.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Crane Stance","source_category":["Rulebooks"],"requirement":"You are in Crane Stance","trigger":"You are targeted with a melee attack by an attacker you can see.","resistance":{},"url":"/Feats.aspx?ID=450","archetype":["Martial Artist","Wild Mimic"],"name":"Crane Flutter","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-450"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Auditory","Emotion","Fear","Mental","Monk"],"id":"feat-451","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dragon Roar Single Action Source Core Rulebook pg. 161 Archetypes Martial Artist (Level 8), Martial Artist (Level 8) Prerequisites Dragon Stance Requirements You are in Dragon Stance. --- You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage. After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute.","feat":["Dragon Roar"],"skill_mod":{},"summary":"You bellow, instilling fear in your enemies.","primary_source":"Core Rulebook","trait_group":["Sense","Mechanics","Class","Weapon"],"level":6,"prerequisite":"Dragon Stance","source_category":["Rulebooks"],"requirement":"You are in Dragon Stance.","resistance":{},"url":"/Feats.aspx?ID=451","archetype":["Martial Artist"],"name":"Dragon Roar","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-451"},{"remaster_name":["Advanced Qi Spells"],"skill_mod":{},"summary":"You can unleash an impactful cone of force by channeling your ki.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=452","weakness":{},"name":"Ki Blast","trait":["Monk"],"id":"feat-452","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ki Blast Source Core Rulebook pg. 161 Prerequisites ki spells --- You can unleash an impactful cone of force by channeling your ki. You gain the ki blast ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Ki Blast"],"rarity":"common","slug":"feat-452"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-453","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mountain Stronghold Single Action Source Core Rulebook pg. 161 Archetypes Martial Artist (Level 8), Martial Artist (Level 8) Prerequisites Mountain Stance Requirements You are in Mountain Stance. --- You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn. Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1. Mountain Stronghold leads to... Mountain Quake","feat":["Mountain Stronghold"],"skill_mod":{},"summary":"You focus on your connection to the earth and call upon the mountain to block attacks against you.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Mountain Stance","source_category":["Rulebooks"],"requirement":"You are in Mountain Stance.","resistance":{},"url":"/Feats.aspx?ID=453","archetype":["Martial Artist"],"name":"Mountain Stronghold","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-453"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-454","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Tiger Slash Two Actions Source Core Rulebook pg. 161 Archetypes Martial Artist (Level 8), Wild Mimic (Level 8), Martial Artist (Level 8) Prerequisites Tiger Stance Requirements You are in Tiger Stance. --- You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.","feat":["Tiger Slash"],"skill_mod":{},"summary":"You make a fierce swipe with both hands.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Tiger Stance","source_category":["Rulebooks"],"requirement":"You are in Tiger Stance.","resistance":{},"url":"/Feats.aspx?ID=454","archetype":["Martial Artist","Wild Mimic"],"name":"Tiger Slash","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-454"},{"skill_mod":{},"summary":"You can Stride across liquid and surfaces that don’t support your weight.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=455","weakness":{},"archetype":["Elementalist"],"name":"Water Step","trait":["Monk"],"id":"feat-455","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Water Step There is a more recent version of this, click here to view. Source Core Rulebook pg. 162, Player Core 2 pg. 123 Archetype Elementalist (Level 8) --- You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.","category":"feat","pfs":"Standard","feat":["Water Step"],"rarity":"common","slug":"feat-455"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-456","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Whirling Throw Single Action Source Core Rulebook pg. 162 Archetypes Wrestler (Level 8), Wrestler (Level 8) Requirements You have a creature grabbed or restrained. --- You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that. Critical Success You throw the creature the desired distance and it lands prone. Success You throw the creature the desired distance. Failure You don’t throw the creature. Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.","feat":["Whirling Throw"],"skill_mod":{},"summary":"You propel your grabbed or restrained foe a great distance.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":6,"source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained.","resistance":{},"url":"/Feats.aspx?ID=456","archetype":["Wrestler"],"name":"Whirling Throw","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-456"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-457","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Wolf Drag Two Actions Source Core Rulebook pg. 162 Archetypes Martial Artist (Level 8), Wild Mimic (Level 8), Martial Artist (Level 8) Prerequisites Wolf Stance Requirements You are in Wolf Stance. --- You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.","feat":["Wolf Drag"],"skill_mod":{},"summary":"You rip your enemy off their feet.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Wolf Stance","source_category":["Rulebooks"],"requirement":"You are in Wolf Stance.","resistance":{},"url":"/Feats.aspx?ID=457","archetype":["Martial Artist","Wild Mimic"],"name":"Wolf Drag","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-457"},{"remaster_name":["Projectile Snatching"],"skill_mod":{},"summary":"You pluck missiles from the air and hurl them back at their source.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Deflect Arrow","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=458","weakness":{},"name":"Arrow Snatching","trait":["Monk"],"id":"feat-458","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Arrow Snatching Source Core Rulebook pg. 162 Prerequisites Deflect Arrow --- You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack.","category":"feat","pfs":"Standard","feat":["Arrow Snatching"],"rarity":"common","slug":"feat-458"},{"skill_mod":{},"summary":"You enter the stance of impenetrable iron, refusing to yield to any blow.","primary_source":"Core Rulebook","trait_group":["Class","Weapon","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You are unarmored.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=459","weakness":{},"name":"Ironblood Stance","trait":["Monk","Stance"],"actions_number":2,"id":"feat-459","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ironblood Stance Single Action Source Core Rulebook pg. 163 Requirements You are unarmored. --- You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits. While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level. Ironblood Stance leads to... Ironblood Surge","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ironblood Stance"],"rarity":"common","slug":"feat-459"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Monk"],"id":"feat-460","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mixed Maneuver Two Actions Source Core Rulebook pg. 163 Prerequisites Master in Athletics --- You combine two different maneuvers together into a single flowing whole. Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks.","feat":["Mixed Maneuver"],"skill_mod":{},"summary":"You combine two different maneuvers together into a single flowing whole.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":8,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=460","name":"Mixed Maneuver","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-460"},{"skill_mod":{},"summary":"You extend your arms like gnarled branches to interfere with your foes’ movements.","primary_source":"Core Rulebook","trait_group":["Class","Weapon","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You are unarmored.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=461","weakness":{},"name":"Tangled Forest Stance","trait":["Monk","Stance"],"actions_number":2,"id":"feat-461","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Tangled Forest Stance Single Action Source Core Rulebook pg. 163 Requirements You are unarmored. --- You extend your arms like gnarled branches to interfere with your foes’ movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move. Tangled Forest Stance leads to... Tangled Forest Rake","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Tangled Forest Stance"],"rarity":"common","slug":"feat-461"},{"skill_mod":{},"summary":"You defy gravity, traversing vertical planes as easily as the ground.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=462","weakness":{},"archetype":["Ghoul"],"name":"Wall Run","trait":["Monk"],"actions_number":2,"id":"feat-462","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wall Run Single Action Source Core Rulebook pg. 163 Archetype Ghoul (Level 10) --- You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Wall Run"],"rarity":"common","slug":"feat-462"},{"skill_mod":{},"summary":"You learn a mystical stance that lets you attack from a distance.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=463","weakness":{},"name":"Wild Winds Initiate","trait":["Monk"],"id":"feat-463","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wild Winds Initiate Source Core Rulebook pg. 163 Prerequisites ki spells --- You learn a mystical stance that lets you attack from a distance. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance. Wild Winds Initiate leads to... Electric Counter, Wild Winds Gust","category":"feat","pfs":"Standard","feat":["Wild Winds Initiate"],"rarity":"common","slug":"feat-463"},{"skill_mod":{},"summary":"You focus your strength into a blow powerful enough to push an enemy away from you.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class","Weapon"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=464","weakness":{},"name":"Knockback Strike","trait":["Concentrate","Monk"],"actions_number":4,"id":"feat-464","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Knockback Strike Two Actions Source Core Rulebook pg. 163 --- You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Knockback Strike"],"rarity":"common","slug":"feat-464"},{"skill_mod":{},"summary":"You pinch crucial points of your target’s nervous system, impeding its ability to function.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class","Weapon"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=465","weakness":{},"name":"Sleeper Hold","trait":["Incapacitation","Monk"],"actions_number":2,"id":"feat-465","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sleeper Hold Single Action Source Core Rulebook pg. 163 Requirements You have a creature grabbed or restrained. --- You pinch crucial points of your target’s nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects. Critical Success The target falls unconscious for 1 minute, though it remains standing and doesn’t drop what it holds. Success The target is clumsy 1 until the end of its next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Sleeper Hold"],"rarity":"common","slug":"feat-465"},{"skill_mod":{},"summary":"You gather the wind beneath you, allowing you to soar as you jump.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=466","weakness":{},"name":"Wind Jump","trait":["Monk"],"id":"feat-466","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Wind Jump Source Core Rulebook pg. 163 Prerequisites ki spells --- You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Wind Jump"],"rarity":"common","slug":"feat-466"},{"skill_mod":{},"summary":"Any journey consists of more than simply reaching your destination.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=467","frequency":"once per round","weakness":{},"name":"Winding Flow","trait":["Monk"],"actions_number":2,"id":"feat-467","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Winding Flow Single Action Source Core Rulebook pg. 163 Frequency once per round --- Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Winding Flow"],"rarity":"common","slug":"feat-467"},{"skill_mod":{},"summary":"You have fortified your body and mind against eldritch effects.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=468","weakness":{},"name":"Diamond Soul","trait":["Monk"],"id":"feat-468","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Diamond Soul Source Core Rulebook pg. 163 --- You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic.","category":"feat","pfs":"Standard","feat":["Diamond Soul"],"rarity":"common","slug":"feat-468"},{"remaster_name":["Disrupt Qi"],"skill_mod":{},"summary":"Your strike can block a creature's inner life force.","primary_source":"Core Rulebook","trait_group":["Class","Weapon","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=469","weakness":{},"name":"Disrupt Ki","trait":["Monk","Negative","Void"],"actions_number":4,"id":"feat-469","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Disrupt Ki Two Actions Source Core Rulebook pg. 163 --- Make an unarmed Strike. If it deals damage to a living creature, you block that creature’s inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, this deals 3d6 persistent negative damage instead.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Disrupt Ki"],"rarity":"common","slug":"feat-469"},{"skill_mod":{},"summary":"Your shoves cause the target to go farther.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=470","weakness":{},"skill":["Athletics","Athletics"],"name":"Improved Knockback","trait":["Monk"],"id":"feat-470","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Improved Knockback Source Core Rulebook pg. 163 Prerequisites Master in Athletics --- When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, or 8 plus your Strength modifier if you have legendary proficiency in Athletics.","category":"feat","pfs":"Standard","feat":["Improved Knockback"],"rarity":"common","slug":"feat-470"},{"skill_mod":{},"summary":"Your meditation is so effective that you can achieve a deep focus.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=471","weakness":{},"name":"Meditative Focus","trait":["Monk"],"id":"feat-471","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Meditative Focus Source Core Rulebook pg. 164 Prerequisites ki spells --- Your meditation is so effective that you can achieve a deep focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Meditative Focus leads to... Meditative Wellspring","category":"feat","pfs":"Standard","feat":["Meditative Focus"],"rarity":"common","slug":"feat-471"},{"remaster_name":["Reflexive Stance"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-472","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Stance Savant (Monk) Free Action Source Core Rulebook pg. 164 Trigger You roll initiative. --- You enter a stance without a thought. Use an action that has the stance trait. Stance Savant (Monk) leads to... Master of Many Styles","feat":["Stance Savant (Monk)"],"skill_mod":{},"summary":"You enter a stance without a thought.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":12,"source_category":["Rulebooks"],"trigger":"You roll initiative.","resistance":{},"url":"/Feats.aspx?ID=472","name":"Stance Savant (Monk)","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-472"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-473","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Ironblood Surge Single Action Source Core Rulebook pg. 164 Prerequisites Ironblood Stance Requirements You are in Ironblood Stance. --- You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration.","feat":["Ironblood Surge"],"skill_mod":{},"summary":"You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":14,"prerequisite":"Ironblood Stance","source_category":["Rulebooks"],"requirement":"You are in Ironblood Stance.","resistance":{},"url":"/Feats.aspx?ID=473","name":"Ironblood Surge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-473"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-474","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Mountain Quake Single Action Source Core Rulebook pg. 164 Archetypes Martial Artist (Level 16), Martial Artist (Level 16) Prerequisites Mountain Stronghold Requirements You are in Mountain Stance. --- You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a basic Fortitude save against your class DC. On a failure, they also fall prone. After you use this action, you can't use it again for 1d4 rounds. Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.","feat":["Mountain Quake"],"skill_mod":{},"summary":"You stomp, shaking the earth beneath you and causing quakes.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":14,"prerequisite":"Mountain Stronghold","source_category":["Rulebooks"],"requirement":"You are in Mountain Stance.","resistance":{},"url":"/Feats.aspx?ID=474","archetype":["Martial Artist"],"name":"Mountain Quake","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-474"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-475","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Tangled Forest Rake Single Action Source Core Rulebook pg. 164 Prerequisites Tangled Forest Stance Requirements You are in Tangled Forest Stance. --- You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the forced movement rules.","feat":["Tangled Forest Rake"],"skill_mod":{},"summary":"You reposition foes with raking attacks.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":14,"prerequisite":"Tangled Forest Stance","source_category":["Rulebooks"],"requirement":"You are in Tangled Forest Stance.","resistance":{},"url":"/Feats.aspx?ID=475","name":"Tangled Forest Rake","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-475"},{"remaster_name":["Peerless Form"],"skill_mod":{},"summary":"You cease aging.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=476","weakness":{},"name":"Timeless Body","trait":["Monk"],"id":"feat-476","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Timeless Body Source Core Rulebook pg. 164 --- You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level.","category":"feat","pfs":"Standard","feat":["Timeless Body"],"rarity":"common","slug":"feat-476"},{"skill_mod":{},"summary":"You have transcended the barriers between words and meaning.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=477","weakness":{},"name":"Tongue of Sun and Moon","trait":["Monk"],"id":"feat-477","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Tongue of Sun and Moon Source Core Rulebook pg. 165 --- You have transcended the barriers between words and meaning. You can speak and understand all spoken languages.","category":"feat","pfs":"Standard","feat":["Tongue of Sun and Moon"],"rarity":"common","slug":"feat-477"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Air","Concentrate","Evocation","Manipulate","Monk"],"id":"feat-478","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Wild Winds Gust Two Actions Source Core Rulebook pg. 165 Prerequisites Wild Winds Initiate Requirements You are in Wild Winds Stance. --- You store up energy and release it in an enormous gust of rushing wind. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks.","feat":["Wild Winds Gust"],"element":["Air"],"skill_mod":{},"summary":"You store up energy and release it in an enormous gust of rushing wind.","primary_source":"Core Rulebook","trait_group":["Elemental","Planar","Monster","Mechanics","School","Class","Weapon"],"level":14,"prerequisite":"Wild Winds Initiate","source_category":["Rulebooks"],"requirement":"You are in Wild Winds Stance.","resistance":{},"url":"/Feats.aspx?ID=478","name":"Wild Winds Gust","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-478"},{"skill_mod":{},"summary":"You exude an aura of resolve.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=479","weakness":{},"name":"Enlightened Presence","trait":["Aura","Emotion","Mental","Monk"],"id":"feat-479","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Enlightened Presence Source Core Rulebook pg. 165 --- You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against mental effects.","category":"feat","pfs":"Standard","feat":["Enlightened Presence"],"rarity":"common","slug":"feat-479"},{"primary_source_category":"Rulebooks","source":["Core Rulebook","Player Core"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-480","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Master of Many Styles Free Action There is a more recent version of this, click here to view. Source Core Rulebook pg. 165, Player Core pg. 150 Prerequisites Stance Savant (Monk) Trigger Your turn begins --- You move between stances in an unceasing dance. You use an action with the stance trait. Master of Many Styles leads to... Ki Center","feat":["Master of Many Styles"],"skill_mod":{},"summary":"You move between stances in an unceasing dance.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"level":16,"prerequisite":"Stance Savant (Monk)","source_category":["Rulebooks"],"trigger":"Your turn begins","resistance":{},"url":"/Feats.aspx?ID=480","name":"Master of Many Styles","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-480"},{"remaster_name":["Grandmaster Qi Spells"],"skill_mod":{},"summary":"Your strikes can kill foes.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=481","weakness":{},"name":"Quivering Palm","trait":["Monk"],"id":"feat-481","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Quivering Palm Source Core Rulebook pg. 165 Prerequisites ki spells --- Your strikes can kill foes. You gain the quivering palm ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Quivering Palm"],"rarity":"common","slug":"feat-481"},{"skill_mod":{},"summary":"The force of your considered blow shatters objects and defenses alike.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=482","weakness":{},"name":"Shattering Strike (Monk)","trait":["Monk"],"actions_number":4,"id":"feat-482","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Shattering Strike (Monk) Two Actions Source Core Rulebook pg. 165 --- The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Shattering Strike (Monk)"],"rarity":"common","slug":"feat-482"},{"skill_mod":{},"summary":"Your body hardens as you combine your attacks, making your finishing blows more damaging.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=483","weakness":{},"name":"Diamond Fists","trait":["Monk"],"id":"feat-483","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Diamond Fists Source Core Rulebook pg. 165 --- Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful trait. Any that already had this trait instead increase their weapon damage dice by one step.","category":"feat","pfs":"Standard","feat":["Diamond Fists"],"rarity":"common","slug":"feat-483"},{"skill_mod":{},"summary":"You transmute your body into an ethereal form.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=484","weakness":{},"name":"Empty Body","trait":["Monk"],"id":"feat-484","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Empty Body Source Core Rulebook pg. 165 Prerequisites ki spells --- You transmute your body into an ethereal form. You gain the empty body ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Empty Body"],"rarity":"common","slug":"feat-484"},{"skill_mod":{},"summary":"When you clear your mind, your focus comes flowing back in a powerful rush.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Meditative Focus","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=485","weakness":{},"name":"Meditative Wellspring","trait":["Monk"],"id":"feat-485","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Meditative Wellspring Source Core Rulebook pg. 165 Prerequisites Meditative Focus --- When you clear your mind, your focus comes flowing back in a powerful rush. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Meditative Wellspring"],"rarity":"common","slug":"feat-485"},{"skill_mod":{},"summary":"You flow like water, avoiding all restraints.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your turn ends and you have a status penalty to your Speed or are immobilized or slowed.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=486","weakness":{},"name":"Swift River","trait":["Monk"],"actions_number":0,"id":"feat-486","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Swift River Free Action Source Core Rulebook pg. 165 Trigger Your turn ends and you have a status penalty to your Speed or are immobilized or slowed. --- You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Swift River"],"rarity":"common","slug":"feat-486"},{"skill_mod":{},"summary":"You move as fast and as high as the wind itself.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=487","weakness":{},"name":"Enduring Quickness","trait":["Monk"],"id":"feat-487","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Enduring Quickness Source Core Rulebook pg. 165 --- You move as fast and as high as the wind itself. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump.","category":"feat","pfs":"Standard","feat":["Enduring Quickness"],"rarity":"common","slug":"feat-487"},{"skill_mod":{},"summary":"You have combined two stances into a single stance all your own.","primary_source":"Core Rulebook","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"at least two stances","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=488","weakness":{},"archetype":["Sister of the Golden Erinys"],"name":"Fuse Stance","trait":["Monk"],"id":"feat-488","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Fuse Stance Source Core Rulebook pg. 165 Archetype Sister of the Golden Erinys (Level 18) Prerequisites at least two stances --- You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions. You can't fuse stances with fundamentally incompatible requirements or restrictions (such as Mountain Stance and Crane Stance, which both require using only one type of Strike).","category":"feat","pfs":"Standard","feat":["Fuse Stance"],"rarity":"common","slug":"feat-488"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fortune","Monk"],"id":"feat-489","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Impossible Technique Reaction Source Core Rulebook pg. 165 Trigger An enemy’s attack hits you or you fail a saving throw against an enemy’s ability. Requirements You are not armored or fatigued. --- You execute a maneuver that defies possibility. If the triggering effect was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result.","feat":["Impossible Technique"],"skill_mod":{},"summary":"You execute a maneuver that defies possibility.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class","Weapon"],"level":20,"source_category":["Rulebooks"],"requirement":"You are not armored or fatigued.","trigger":"An enemy’s attack hits you or you fail a saving throw against an enemy’s ability.","resistance":{},"url":"/Feats.aspx?ID=489","name":"Impossible Technique","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-489"},{"skill_mod":{},"summary":"You have a deep understanding of the crossbow.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=491","weakness":{},"archetype":["Archer"],"name":"Crossbow Ace","trait":["Ranger"],"id":"feat-491","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crossbow Ace Source Core Rulebook pg. 171 Archetype Archer (Level 4) --- You have a deep understanding of the crossbow. When you're wielding a crossbow and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next Strike with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your next turn or these benefits are lost.","category":"feat","pfs":"Standard","feat":["Crossbow Ace"],"rarity":"common","slug":"feat-491"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Flourish","Ranger"],"id":"feat-492","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hunted Shot Single Action Source Core Rulebook pg. 171 Frequency once per round Requirements You are wielding a ranged weapon with reload 0. --- You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.","feat":["Hunted Shot"],"skill_mod":{},"summary":"You take two quick shots against the one you hunt.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon with reload 0.","resistance":{},"url":"/Feats.aspx?ID=492","name":"Hunted Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-492"},{"skill_mod":{},"summary":"You swiftly assess your prey and apply what you know.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=493","weakness":{},"archetype":["Bounty Hunter"],"name":"Monster Hunter","trait":["Ranger"],"id":"feat-493","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Monster Hunter Source Core Rulebook pg. 171 Archetype Bounty Hunter (Level 4) --- You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature. Monster Hunter leads to... Master Monster Hunter, Monster Warden","category":"feat","pfs":"Standard","feat":["Monster Hunter"],"rarity":"common","slug":"feat-493"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Flourish","Ranger"],"id":"feat-494","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Twin Takedown Single Action Source Core Rulebook pg. 171 Archetype Avenger (Level 4) Frequency once per round Requirements You are wielding two melee weapons, each in a different hand. --- You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.","feat":["Twin Takedown"],"skill_mod":{},"summary":"You swiftly attack your hunted prey with both weapons.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand.","resistance":{},"url":"/Feats.aspx?ID=494","archetype":["Avenger"],"name":"Twin Takedown","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-494"},{"skill_mod":{},"summary":"You have studied a specific terrain to overcome its challenges.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=495","weakness":{},"archetype":["Steel Falcon","Nidalese Horselord"],"name":"Favored Terrain","trait":["Ranger"],"id":"feat-495","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Favored Terrain Source Core Rulebook pg. 171 Archetypes Steel Falcon (Level 6), Nidalese Horselord (Level 4) --- You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical diffcult terrain. If you have the wild stride class feature, you gain a second benefit while in your favored terrain, depending on your choice. Aquatic You gain a swim Speed equal to your Speed. If you already had a swim Speed, you gain a +10-foot status bonus to your swim Speed. Arctic You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to Balance. Desert You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance. Forest, Mountain, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you gain a +10-foot status bonus to your climb Speed. Plains You gain a +10-foot status bonus to your land Speed. Sky You gain a +10-foot status bonus to your fly Speed, if you have one. Swamp You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to Swim. Favored Terrain leads to... Terrain Master","category":"feat","pfs":"Standard","feat":["Favored Terrain"],"rarity":"common","slug":"feat-495"},{"skill_mod":{},"summary":"When you focus on aiming, your attack becomes particularly accurate.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=496","weakness":{},"archetype":["Game Hunter"],"name":"Hunter's Aim","trait":["Concentrate","Ranger"],"actions_number":4,"id":"feat-496","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Hunter's Aim Two Actions Source Core Rulebook pg. 172 Archetype Game Hunter (Level 6) --- When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition. Hunter's Aim leads to... Targeting Shot","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Hunter's Aim"],"rarity":"common","slug":"feat-496"},{"skill_mod":{},"summary":"You understand how to defend yourself and others against your prey.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Monster Hunter","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=497","weakness":{},"name":"Monster Warden","trait":["Ranger"],"id":"feat-497","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Monster Warden Source Core Rulebook pg. 172 Prerequisites Monster Hunter --- You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, you and your allies also each gain a +1 circumstance bonus to your next saving throw against that particular creature and to your AC against that creature’s next attack against you.","category":"feat","pfs":"Standard","feat":["Monster Warden"],"rarity":"common","slug":"feat-497"},{"skill_mod":{},"summary":"You draw your weapon and attack with the same motion.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook","Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=498","weakness":{},"archetype":["Vigilante","Butterfly Blade","Alkenstar Agent","Dual-Weapon Warrior","Red Mantis Assassin","Eagle Knight","Rose Warden"],"name":"Quick Draw","trait":["Gunslinger","Ranger","Rogue"],"actions_number":2,"id":"feat-498","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Quick Draw Single Action Source Core Rulebook pg. 172, Guns & Gears pg. 112 Archetypes Vigilante (Level 4), Butterfly Blade (Level 4), Alkenstar Agent (Level 4), Dual-Weapon Warrior (Level 4), Vigilante (Level 4), Red Mantis Assassin (Level 4), Eagle Knight (Level 4), Rose Warden (Level 4) --- You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon. Quick Draw leads to... Subtle Shank","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Quick Draw"],"rarity":"common","slug":"feat-498"},{"remaster_name":["Animal Empathy (Druid)"],"skill_mod":{},"summary":"You have a connection to the creatures of the natural world.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=499","weakness":{},"archetype":["Beastmaster","Mammoth Lord"],"name":"Wild Empathy","trait":["Ranger"],"id":"feat-499","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wild Empathy Source Core Rulebook pg. 172 Archetypes Beastmaster (Level 4), Mammoth Lord (Level 4) --- You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.","category":"feat","pfs":"Standard","feat":["Wild Empathy"],"rarity":"common","slug":"feat-499"},{"skill_mod":{},"summary":"You can urge your companion to do its utmost.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"an animal companion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=500","weakness":{},"archetype":["Beastmaster","Mammoth Lord","Undead Master"],"name":"Companion's Cry","trait":["Ranger"],"id":"feat-500","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Companion's Cry Source Core Rulebook pg. 172 Archetypes Beastmaster (Level 6), Mammoth Lord (Level 6), Undead Master (Level 6), Beastmaster (Level 6) Prerequisites an animal companion --- You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.","category":"feat","pfs":"Standard","feat":["Companion's Cry"],"rarity":"common","slug":"feat-500"},{"skill_mod":{},"summary":"Make a melee Strike against your prey.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=501","weakness":{},"name":"Disrupt Prey","trait":["Ranger"],"actions_number":1,"id":"feat-501","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Disrupt Prey Reaction Source Core Rulebook pg. 172 Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using. --- Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Disrupt Prey"],"rarity":"common","slug":"feat-501"},{"skill_mod":{},"summary":"Your experience in the field has taught you how to focus your aim at a distance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=502","weakness":{},"name":"Far Shot","trait":["Ranger"],"id":"feat-502","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Far Shot Source Core Rulebook pg. 172 --- Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments. Far Shot leads to... Legendary Shot","category":"feat","pfs":"Standard","feat":["Far Shot"],"rarity":"common","slug":"feat-502"},{"remaster_name":["Favored Prey"],"skill_mod":{},"summary":"You have studied a specific type of wild creature and can hunt it more easily.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=503","weakness":{},"name":"Favored Enemy","trait":["Ranger"],"id":"feat-503","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Favored Enemy Source Core Rulebook pg. 172 --- You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy. You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy.","category":"feat","pfs":"Standard","feat":["Favored Enemy"],"rarity":"common","slug":"feat-503"},{"skill_mod":{},"summary":"You can reload your weapon on the move.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook","Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=504","weakness":{},"archetype":["Archer","Drow Shootist","Game Hunter","Alkenstar Agent","Eldritch Archer"],"name":"Running Reload","trait":["Gunslinger","Ranger"],"actions_number":2,"id":"feat-504","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Running Reload Single Action Source Core Rulebook pg. 172, Guns & Gears pg. 112 Archetypes Archer (Level 6), Drow Shootist (Level 8), Game Hunter (Level 8), Alkenstar Agent (Level 6), Archer (Level 6), Eldritch Archer (Level 8) --- You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Running Reload"],"rarity":"common","slug":"feat-504"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Ranger","Rogue"],"id":"feat-505","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Scout's Warning Free Action Source Core Rulebook pg. 186 Archetype Knight Reclaimant (Level 8) Trigger You are about to roll a Perception or Survival check for initiative. --- You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.","feat":["Scout's Warning"],"skill_mod":{},"summary":"You visually or audibly warn your allies of danger.","primary_source":"Core Rulebook","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"trigger":"You are about to roll a Perception or Survival check for initiative.","resistance":{},"url":"/Feats.aspx?ID=505","archetype":["Knight Reclaimant"],"name":"Scout's Warning","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-505"},{"skill_mod":{},"summary":"You specialize in creating quick traps to obstruct your enemies on the battlefield.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Crafting; Snare Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=506","weakness":{},"skill":["Crafting","Crafting"],"name":"Snare Specialist","trait":["Ranger"],"id":"feat-506","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Snare Specialist Source Core Rulebook pg. 172 Prerequisites Expert in Crafting; Snare Crafting --- You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in Crafting is expert, you gain the formulas for three common or uncommon snares. If your rank is master, you gain 6. If your rank is legendary, you gain 9. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting. Snares prepared in this way don't cost you any resources to Craft. Snare Specialist leads to... Lightning Snares, Powerful Snares, Quick Snares, Trapsmith Dedication, Trapsmith Dedication, Ubiquitous Snares","category":"feat","pfs":"Standard","feat":["Snare Specialist"],"rarity":"common","slug":"feat-506"},{"skill_mod":{},"summary":"Your animal companion grows up, gaining additional capabilities.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Animal Companion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=508","weakness":{},"archetype":["Wylderheart"],"name":"Mature Animal Companion (Ranger)","trait":["Ranger"],"id":"feat-508","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mature Animal Companion (Ranger) Source Core Rulebook pg. 173 Archetype Wylderheart (Level 6) Prerequisites Animal Companion --- Your animal companion grows up, becoming a mature animal companion and gaining additional capabilities. If you have the Hunt Prey action, your animal companion assaults the prey even without your orders. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike your prey. Mature Animal Companion (Ranger) leads to... Incredible Companion (Ranger)","category":"feat","pfs":"Standard","feat":["Mature Animal Companion (Ranger)"],"rarity":"common","slug":"feat-508"},{"skill_mod":{},"summary":"You can rig a snare in only moments.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Crafting; Snare Specialist","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=509","weakness":{},"archetype":["Snarecrafter"],"skill":["Crafting","Crafting"],"name":"Quick Snares","trait":["Ranger"],"id":"feat-509","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Quick Snares Source Core Rulebook pg. 173 Archetype Snarecrafter (Level 8) Prerequisites Expert in Crafting; Snare Specialist --- You can rig a snare in only moments. You can Craft snares that normally take 1 minute to Craft with 3 Interact actions, even if you haven’t prepared them. Quick Snares leads to... Lightning Snares","category":"feat","pfs":"Standard","feat":["Quick Snares"],"rarity":"common","slug":"feat-509"},{"skill_mod":{},"summary":"Your feet and weapon move in tandem.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=510","weakness":{},"archetype":["Drow Shootist","Crossbow Infiltrator"],"name":"Skirmish Strike","trait":["Flourish","Ranger","Rogue"],"actions_number":2,"id":"feat-510","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Skirmish Strike Single Action Source Core Rulebook pg. 173 Archetypes Drow Shootist (Level 10), Crossbow Infiltrator (Level 10) --- Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Skirmish Strike"],"rarity":"common","slug":"feat-510"},{"skill_mod":{},"summary":"You’ve learned to react with ranged weapons when a creature is in close quarters.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=511","weakness":{},"archetype":["Bullet Dancer","Alkenstar Agent"],"name":"Snap Shot","trait":["Ranger"],"id":"feat-511","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Snap Shot Source Core Rulebook pg. 173 Archetypes Bullet Dancer (Level 8), Alkenstar Agent (Level 10), Bullet Dancer (Level 8) --- You’ve learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.","category":"feat","pfs":"Standard","feat":["Snap Shot"],"rarity":"common","slug":"feat-511"},{"skill_mod":{},"summary":"Your keen eyes catch signs of passage even when you’re moving.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Survival; Experienced Tracker","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=512","weakness":{},"skill":["Survival","Survival"],"name":"Swift Tracker","trait":["Ranger"],"id":"feat-512","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Swift Tracker Source Core Rulebook pg. 173 Prerequisites Expert in Survival; Experienced Tracker --- Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking. If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action.","category":"feat","pfs":"Standard","feat":["Swift Tracker"],"rarity":"common","slug":"feat-512"},{"skill_mod":{},"summary":"You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"weapon specialization","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=514","weakness":{},"name":"Deadly Aim","trait":["Open","Ranger"],"actions_number":2,"id":"feat-514","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Deadly Aim Single Action Source Core Rulebook pg. 174 Prerequisites weapon specialization --- You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Deadly Aim"],"rarity":"common","slug":"feat-514"},{"skill_mod":{},"summary":"You have an intuitive ability to sense hazards.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=515","weakness":{},"archetype":["Eagle Knight"],"name":"Hazard Finder","trait":["Ranger"],"id":"feat-515","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Hazard Finder Source Core Rulebook pg. 174 Archetype Eagle Knight (Level 10) --- You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren’t Searching.","category":"feat","pfs":"Standard","feat":["Hazard Finder"],"rarity":"common","slug":"feat-515"},{"skill_mod":{},"summary":"Your snares are particularly dif cult for enemies to avoid.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Master in Crafting; Snare Specialist","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=516","weakness":{},"archetype":["Snarecrafter"],"skill":["Crafting","Crafting"],"name":"Powerful Snares","trait":["Ranger"],"id":"feat-516","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Powerful Snares Source Core Rulebook pg. 174 Archetype Snarecrafter (Level 10) Prerequisites Master in Crafting; Snare Specialist --- Your snares are particularly difficult for enemies to avoid. When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher.","category":"feat","pfs":"Standard","feat":["Powerful Snares"],"rarity":"common","slug":"feat-516"},{"skill_mod":{},"summary":"You adapt to your surroundings in any natural terrain.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Master in Survival; Favored Terrain","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=517","weakness":{},"archetype":["Horizon Walker","Steel Falcon"],"skill":["Survival","Survival"],"name":"Terrain Master","trait":["Ranger"],"id":"feat-517","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Terrain Master Source Core Rulebook pg. 174 Archetypes Horizon Walker (Level 10), Steel Falcon (Level 10) Prerequisites Master in Survival; Favored Terrain --- You adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat.","category":"feat","pfs":"Standard","feat":["Terrain Master"],"rarity":"common","slug":"feat-517"},{"skill_mod":{},"summary":"By pointing out vulnerabilities, you grant an ally benefits from your hunting abilities.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=518","weakness":{},"name":"Warden's Boon","trait":["Ranger"],"actions_number":2,"id":"feat-518","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Warden's Boon Single Action Source Core Rulebook pg. 174 --- By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey and your hunter’s edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait. Warden's Boon leads to... Shared Prey","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Warden's Boon"],"rarity":"common","slug":"feat-518"},{"skill_mod":{},"summary":"You alter your appearance to blend in to the wilderness.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=519","weakness":{},"archetype":["Knight Reclaimant","Scout","Verduran Shadow"],"skill":["Stealth","Stealth"],"name":"Camouflage","trait":["Ranger"],"id":"feat-519","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Camouflage Source Core Rulebook pg. 174 Archetypes Scout (Level 12), Knight Reclaimant (Level 12), Scout (Level 12), Verduran Shadow (Level 12) Prerequisites Master in Stealth --- You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed. Camouflage leads to... Shadow Hunter, Stealthy Companion","category":"feat","pfs":"Standard","feat":["Camouflage"],"rarity":"common","slug":"feat-519"},{"skill_mod":{},"summary":"Your animal companion continues to grow and develop.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Mature Animal Companion (Ranger)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=520","weakness":{},"archetype":["Wylderheart"],"name":"Incredible Companion (Ranger)","trait":["Ranger"],"id":"feat-520","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Incredible Companion (Ranger) Source Core Rulebook pg. 175 Archetype Wylderheart (Level 10) Prerequisites Mature Animal Companion (Ranger) --- Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. Incredible Companion (Ranger) leads to... Specialized Companion (Ranger)","category":"feat","pfs":"Standard","feat":["Incredible Companion (Ranger)"],"rarity":"common","slug":"feat-520"},{"skill_mod":{},"summary":"You have a nearly encyclopedic knowledge of all creatures of the world.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Master in Nature; Monster Hunter","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=521","weakness":{},"skill":["Nature","Nature"],"name":"Master Monster Hunter","trait":["Ranger"],"id":"feat-521","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Master Monster Hunter Source Core Rulebook pg. 175 Prerequisites Master in Nature; Monster Hunter --- You have a nearly encyclopedic knowledge of all creatures of the world. You can use Nature to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success. Master Monster Hunter leads to... Legendary Monster Hunter","category":"feat","pfs":"Standard","feat":["Master Monster Hunter"],"rarity":"common","slug":"feat-521"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Open","Ranger"],"id":"feat-522","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Penetrating Shot Two Actions Source Core Rulebook pg. 175 Archetype Nidalese Horselord (Level 12) Requirements You are wielding a ranged weapon. --- You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single ranged Strike with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty.","feat":["Penetrating Shot"],"skill_mod":{},"summary":"You shoot clear through an intervening creature to hit your prey.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon.","resistance":{},"url":"/Feats.aspx?ID=522","archetype":["Nidalese Horselord"],"name":"Penetrating Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-522"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Ranger"],"id":"feat-523","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Twin Riposte Reaction Source Core Rulebook pg. 175 Archetypes Dual-Weapon Warrior (Level 12), Dual-Weapon Warrior (Level 12), Avenger (Level 12) Trigger A creature within your reach critically fails a Strike against you. Requirements You are benefiting from Twin Parry. --- A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent. Twin Riposte leads to... Improved Twin Riposte (Fighter), Improved Twin Riposte (Ranger), Reflecting Riposte","feat":["Twin Riposte"],"skill_mod":{},"summary":"A clever parry with one weapon leaves your opponent open to an attack with the other weapon.","primary_source":"Core Rulebook","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You are benefiting from Twin Parry .","trigger":"A creature within your reach critically fails a Strike against you.","resistance":{},"url":"/Feats.aspx?ID=523","archetype":["Dual-Weapon Warrior","Avenger"],"name":"Twin Riposte","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-523"},{"skill_mod":{},"summary":"You can guide your allies to move quietly through the wilderness.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=524","weakness":{},"archetype":["Horizon Walker"],"skill":["Stealth","Stealth"],"name":"Warden's Step","trait":["Ranger"],"id":"feat-524","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Warden's Step Source Core Rulebook pg. 175 Archetype Horizon Walker (Level 12) Prerequisites Master in Stealth --- You can guide your allies to move quietly through the wilderness. When you Avoid Notice during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part.","category":"feat","pfs":"Standard","feat":["Warden's Step"],"rarity":"common","slug":"feat-524"},{"skill_mod":{},"summary":"The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=525","weakness":{},"name":"Distracting Shot","trait":["Ranger"],"id":"feat-525","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Distracting Shot Source Core Rulebook pg. 175 --- The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it’s flat-footed until the start of your next turn. Distracting Shot leads to... Greater Distracting Shot","category":"feat","pfs":"Standard","feat":["Distracting Shot"],"rarity":"common","slug":"feat-525"},{"skill_mod":{},"summary":"You can focus on two foes at once, hunting both of them down.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=526","weakness":{},"archetype":["Bounty Hunter","Game Hunter"],"name":"Double Prey","trait":["Ranger"],"id":"feat-526","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Double Prey Source Core Rulebook pg. 175 Archetypes Bounty Hunter (Level 14), Game Hunter (Level 14), Bounty Hunter (Level 14) --- You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey. Double Prey leads to... Shared Prey","category":"feat","pfs":"Standard","feat":["Double Prey"],"rarity":"common","slug":"feat-526"},{"skill_mod":{},"summary":"You can rig a trap with incredible speed.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Master in Crafting; Quick Snares; Snare Specialist","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=527","weakness":{},"archetype":["Snarecrafter"],"skill":["Crafting","Crafting"],"name":"Lightning Snares","trait":["Ranger"],"id":"feat-527","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Lightning Snares Source Core Rulebook pg. 175 Archetype Snarecrafter (Level 14) Prerequisites Master in Crafting; Quick Snares; Snare Specialist --- You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead.","category":"feat","pfs":"Standard","feat":["Lightning Snares"],"rarity":"common","slug":"feat-527"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Press","Ranger"],"id":"feat-528","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Second Sting Single Action Source Core Rulebook pg. 175 Archetype Avenger (Level 14) Requirements You are wielding two melee weapons, each in a different hand. --- You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect. Failure You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.)","feat":["Second Sting"],"skill_mod":{},"summary":"You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":12,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand.","resistance":{},"url":"/Feats.aspx?ID=528","archetype":["Avenger"],"name":"Second Sting","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-528"},{"skill_mod":{},"summary":"You and your animal companion fight in tandem, distracting your foes and keeping them of balance.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"an animal companion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=529","weakness":{},"name":"Side by Side (Ranger)","trait":["Ranger"],"id":"feat-529","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Side by Side (Ranger) Source Core Rulebook pg. 175 Prerequisites an animal companion --- You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.","category":"feat","pfs":"Standard","feat":["Side by Side (Ranger)"],"rarity":"common","slug":"feat-529"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Investigator","Ranger","Rogue"],"id":"feat-530","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sense the Unseen Reaction Source Advanced Player's Guide pg. 64, Core Rulebook pg. 175 PFS Note GMs should let a character with the Sense the Unseen investigator feat know when the trigger for the ability has been met so they can use the feat if they so choose. Archetypes Shadowdancer (Level 16), Exorcist (Level 16), Steel Falcon (Level 16), Nidalese Horselord (Level 16) Trigger You fail a check to Seek. --- When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.","feat":["Sense the Unseen"],"skill_mod":{},"summary":"When you look for foes, you can catch even the slightest cues.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"trigger":"You fail a check to Seek.","resistance":{},"url":"/Feats.aspx?ID=530","archetype":["Shadowdancer","Exorcist","Steel Falcon","Nidalese Horselord"],"name":"Sense the Unseen","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-530"},{"skill_mod":{},"summary":"Hunting as a duo, you and your ally both single out your prey.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Double Prey; Warden's Boon","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=531","weakness":{},"name":"Shared Prey","trait":["Ranger"],"id":"feat-531","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Shared Prey Source Core Rulebook pg. 175 Prerequisites Double Prey; Warden's Boon --- Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again. Shared Prey leads to... Triple Threat","category":"feat","pfs":"Standard","feat":["Shared Prey"],"rarity":"common","slug":"feat-531"},{"skill_mod":{},"summary":"You’ve trained your animal companion to blend in to its surroundings.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Animal Companion; Camouflage","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=532","weakness":{},"name":"Stealthy Companion","trait":["Ranger"],"id":"feat-532","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Stealthy Companion Source Core Rulebook pg. 176 Prerequisites Animal Companion; Camouflage --- You’ve trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master).","category":"feat","pfs":"Standard","feat":["Stealthy Companion"],"rarity":"common","slug":"feat-532"},{"skill_mod":{},"summary":"You carefully track your prey’s position and defenses.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Hunter's Aim","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=533","weakness":{},"name":"Targeting Shot","trait":["Concentrate","Press","Ranger"],"actions_number":2,"id":"feat-533","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Targeting Shot Single Action Source Core Rulebook pg. 176 Prerequisites Hunter's Aim --- You carefully track your prey’s position and defenses, allowing you to follow up around obstacles that block your shot. Make a ranged weapon Strike against your hunted prey. You ignore the target’s concealed condition and all cover.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Targeting Shot"],"rarity":"common","slug":"feat-533"},{"skill_mod":{},"summary":"You can convey your prey’s location to your allies, no matter how well hidden it is.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=534","weakness":{},"name":"Warden's Guidance","trait":["Ranger"],"id":"feat-534","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Warden's Guidance Source Core Rulebook pg. 176 --- You can convey your prey’s location to your allies, no matter how well hidden it is. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or use gestures for your allies to get this benefit.","category":"feat","pfs":"Standard","feat":["Warden's Guidance"],"rarity":"common","slug":"feat-534"},{"skill_mod":{},"summary":"Even a single missile can throw of your enemy’s balance, and more powerful attacks leave it flustered for longer.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Distracting Shot","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=535","weakness":{},"name":"Greater Distracting Shot","trait":["Ranger"],"id":"feat-535","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Greater Distracting Shot Source Core Rulebook pg. 176 Prerequisites Distracting Shot --- Even a single missile can throw off your enemy’s balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it’s flat-footed until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it’s flat-footed until the end of your next turn instead.","category":"feat","pfs":"Standard","feat":["Greater Distracting Shot"],"rarity":"common","slug":"feat-535"},{"skill_mod":{},"summary":"You are able to riposte an additional time per turn.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Twin Riposte","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=536","weakness":{},"name":"Improved Twin Riposte (Ranger)","trait":["Ranger"],"id":"feat-536","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Improved Twin Riposte (Ranger) Source Core Rulebook pg. 176 Prerequisites Twin Riposte --- At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte against your hunted prey. You can use this extra reaction even if you are not benefiting from Twin Parry.","category":"feat","pfs":"Standard","feat":["Improved Twin Riposte (Ranger)"],"rarity":"common","slug":"feat-536"},{"skill_mod":{},"summary":"Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Legendary in Nature; Master Monster Hunter","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=537","weakness":{},"skill":["Nature","Nature"],"name":"Legendary Monster Hunter","trait":["Ranger"],"id":"feat-537","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Legendary Monster Hunter Source Core Rulebook pg. 176 Prerequisites Legendary in Nature; Master Monster Hunter --- Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit.","category":"feat","pfs":"Standard","feat":["Legendary Monster Hunter"],"rarity":"common","slug":"feat-537"},{"skill_mod":{},"summary":"Your animal companion has become cunning enough to become specialized.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Incredible Companion (Ranger)","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=538","weakness":{},"archetype":["Wylderheart"],"name":"Specialized Companion (Ranger)","trait":["Ranger"],"id":"feat-538","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Specialized Companion (Ranger) Source Core Rulebook pg. 176 Archetype Wylderheart (Level 16) Prerequisites Incredible Companion (Ranger) --- Your animal companion has become cunning enough to become specialized. Your animal companion gains one specialization of your choice.","category":"feat","pfs":"Standard","feat":["Specialized Companion (Ranger)"],"rarity":"common","slug":"feat-538"},{"skill_mod":{},"summary":"You can prepare a seemingly impossible number of snares in advance, and you’re ready to spring them on unsuspecting foes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Snare Specialist","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=539","weakness":{},"name":"Ubiquitous Snares","trait":["Ranger"],"id":"feat-539","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Ubiquitous Snares Source Core Rulebook pg. 177 Prerequisites Snare Specialist --- You can prepare a seemingly impossible number of snares in advance, and you’re ready to spring them on unsuspecting foes. Double the number of prepared snares from Snare Specialist. Ubiquitous Snares leads to... Impossible Snares","category":"feat","pfs":"Standard","feat":["Ubiquitous Snares"],"rarity":"common","slug":"feat-539"},{"skill_mod":{},"summary":"You forgo precision to attack at an impossible speed.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=540","weakness":{},"name":"Impossible Flurry","trait":["Flourish","Open","Ranger"],"actions_number":6,"id":"feat-540","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Impossible Flurry Three Actions Source Core Rulebook pg. 177 Requirements You are wielding two melee weapons, each in a different hand. --- You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. All of these Strikes take the maximum multiple attack penalty, as if you had already made two or more attacks this turn. Impossible Flurry leads to... Accurate Flurry","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Impossible Flurry"],"rarity":"common","slug":"feat-540"},{"skill_mod":{},"summary":"You’ve learned every possible edge to use against your foes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"hunter's edge, masterful hunter","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=542","weakness":{},"name":"Manifold Edge","trait":["Ranger"],"id":"feat-542","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Manifold Edge Source Core Rulebook pg. 177 Prerequisites hunter's edge, masterful hunter --- You've learned every possible edge to use against your foes. When you use Hunt Prey, you can gain a different hunter's edge benefit instead of the one you selected at 1st level. If you do, you don't gain the additional benefit from masterful hunter.","category":"feat","pfs":"Standard","feat":["Manifold Edge"],"rarity":"common","slug":"feat-542"},{"skill_mod":{},"summary":"Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"masterful hunter; Animal Companion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=543","weakness":{},"name":"Masterful Companion","trait":["Ranger"],"id":"feat-543","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Masterful Companion Source Core Rulebook pg. 177 Prerequisites masterful hunter; Animal Companion --- Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter’s edge, rather than just your original hunter’s edge benefit.","category":"feat","pfs":"Standard","feat":["Masterful Companion"],"rarity":"common","slug":"feat-543"},{"skill_mod":{},"summary":"After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"requirement":"You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn.","source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=544","weakness":{},"name":"Perfect Shot","trait":["Flourish","Ranger"],"actions_number":6,"id":"feat-544","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Shot Three Actions Source Core Rulebook pg. 177 Requirements You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn. --- After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Perfect Shot"],"rarity":"common","slug":"feat-544"},{"skill_mod":{},"summary":"You blend in to your surroundings so well that others have trouble telling you apart from the terrain.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Camouflage","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=545","weakness":{},"name":"Shadow Hunter","trait":["Ranger"],"id":"feat-545","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Shadow Hunter Source Core Rulebook pg. 177 Prerequisites Camouflage --- You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always concealed from all foes if you choose to be, except for your hunted prey.","category":"feat","pfs":"Standard","feat":["Shadow Hunter"],"rarity":"common","slug":"feat-545"},{"skill_mod":{},"summary":"You focus on your hunted prey, perceiving angles, air resistance, and every variable that would af ect your ranged attack.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"masterful hunter; legendary in Perception; Far Shot","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=546","weakness":{},"name":"Legendary Shot","trait":["Ranger"],"id":"feat-546","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Legendary Shot Source Core Rulebook pg. 177 Prerequisites masterful hunter; legendary in Perception; Far Shot --- You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey.","category":"feat","pfs":"Standard","feat":["Legendary Shot"],"rarity":"common","slug":"feat-546"},{"skill_mod":{},"summary":"Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Legendary in Survival","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=547","weakness":{},"skill":["Survival","Survival"],"name":"To the Ends of the Earth","trait":["Ranger"],"id":"feat-547","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > To the Ends of the Earth Source Core Rulebook pg. 177 Prerequisites Legendary in Survival --- Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feet, you can follow that creature’s movements, allowing you to know the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey’s location across teleportation or planar travel. This feat gains the detection, divination, and primal traits if you’re legendary in Nature.","category":"feat","pfs":"Standard","feat":["To the Ends of the Earth"],"rarity":"common","slug":"feat-547"},{"skill_mod":{},"summary":"You can divide your attention three ways when hunting.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Shared Prey","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=548","weakness":{},"name":"Triple Threat","trait":["Ranger"],"id":"feat-548","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Triple Threat Source Core Rulebook pg. 177 Prerequisites Shared Prey --- You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies.","category":"feat","pfs":"Standard","feat":["Triple Threat"],"rarity":"common","slug":"feat-548"},{"skill_mod":{},"summary":"You are so skilled at navigating the wild, your movement is completely unaffected by terrain.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"wild stride","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=549","weakness":{},"name":"Ultimate Skirmisher","trait":["Ranger"],"id":"feat-549","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ultimate Skirmisher Source Core Rulebook pg. 177 Prerequisites wild stride --- You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to.","category":"feat","pfs":"Standard","feat":["Ultimate Skirmisher"],"rarity":"common","slug":"feat-549"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue","Swashbuckler"],"id":"feat-550","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nimble Dodge Reaction Source Advanced Player's Guide pg. 88, Core Rulebook pg. 183 Trigger A creature targets you with an attack and you can see the attacker. Requirements You are not encumbered. --- You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Nimble Dodge leads to... Nimble Roll","feat":["Nimble Dodge"],"skill_mod":{},"summary":"You deftly dodge out of the way.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are not encumbered.","trigger":"A creature targets you with an attack and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=550","name":"Nimble Dodge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-550"},{"skill_mod":{},"summary":"You have an intuitive sense that alerts you to the dangers and presence of traps.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=551","weakness":{},"archetype":["Archaeologist"],"name":"Trap Finder","trait":["Investigator","Rogue"],"id":"feat-551","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Trap Finder Source Advanced Player's Guide pg. 60, Core Rulebook pg. 183 Archetypes Archaeologist (Level 4), Archaeologist (Level 4) --- You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.","category":"feat","pfs":"Standard","feat":["Trap Finder"],"rarity":"common","slug":"feat-551"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue"],"id":"feat-552","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Twin Feint Two Actions Source Core Rulebook pg. 183 Archetype Red Mantis Assassin (Level 2) Requirements You are wielding two melee weapons, each in a different hand. --- You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally. Twin Feint leads to... Twin Distraction","feat":["Twin Feint"],"skill_mod":{},"summary":"You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle.","primary_source":"Core Rulebook","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand.","resistance":{},"url":"/Feats.aspx?ID=552","archetype":["Red Mantis Assassin"],"name":"Twin Feint","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-552"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Emotion","Fear","Mental","Rogue","Swashbuckler"],"id":"feat-553","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > You're Next Reaction Source Advanced Player's Guide pg. 88, Core Rulebook pg. 183 Archetype Pirate (Level 4) Prerequisites Trained in Intimidation Trigger You reduce an enemy to 0 Hit Points. --- After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.","feat":["You're Next"],"skill_mod":{},"summary":"After downing a foe, you menacingly remind another foe that you’re coming after them next.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"level":1,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"trigger":"You reduce an enemy to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=553","archetype":["Pirate"],"name":"You're Next","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-553"},{"skill_mod":{},"summary":"The brutality of your critical hits shakes your foes’ confidence.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"ruffian racket","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=554","weakness":{},"name":"Brutal Beating","trait":["Rogue"],"id":"feat-554","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Brutal Beating Source Core Rulebook pg. 183 Prerequisites ruffian racket --- The brutality of your critical hits shakes your foes’ confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1.","category":"feat","pfs":"Standard","feat":["Brutal Beating"],"rarity":"common","slug":"feat-554"},{"skill_mod":{},"summary":"Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"scoundrel racket","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=555","weakness":{},"name":"Distracting Feint","trait":["Rogue"],"id":"feat-555","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Distracting Feint Source Core Rulebook pg. 183 Prerequisites scoundrel racket --- Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.","category":"feat","pfs":"Standard","feat":["Distracting Feint"],"rarity":"common","slug":"feat-555"},{"skill_mod":{},"summary":"You’ve dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=556","weakness":{},"name":"Minor Magic","trait":["Rogue"],"id":"feat-556","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Minor Magic Source Core Rulebook pg. 184 --- You’ve dabbled in minor magical abilities. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition. You gain the Cast a Spell activity, your key spellcasting ability is Charisma, and you’re trained in spell attack rolls and DCs for the tradition you chose.","category":"feat","pfs":"Standard","feat":["Minor Magic"],"rarity":"common","slug":"feat-556"},{"skill_mod":{},"summary":"You move in a way that denies your enemies the opportunity to retaliate.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=557","weakness":{},"name":"Mobility","trait":["Rogue"],"id":"feat-557","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mobility Source Core Rulebook pg. 184 --- You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","feat":["Mobility"],"rarity":"common","slug":"feat-557"},{"skill_mod":{},"summary":"Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"thief racket","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=559","weakness":{},"name":"Unbalancing Blow","trait":["Rogue"],"id":"feat-559","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Unbalancing Blow Source Core Rulebook pg. 184 Prerequisites thief racket --- Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Unbalancing Blow"],"rarity":"common","slug":"feat-559"},{"skill_mod":{},"summary":"With careful observation during battle, you identify an enemy’s strengths and weaknesses.","primary_source":"Core Rulebook","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=560","weakness":{},"name":"Battle Assessment","trait":["Rogue","Secret"],"actions_number":2,"id":"feat-560","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Battle Assessment Single Action Source Core Rulebook pg. 184 --- With careful observation during battle, you identify an enemy’s strengths and weaknesses. The GM rolls a secret Perception check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day. Critical Success The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. If the event of a tie, the GM should pick one at random. Success The GM chooses one piece of information from the above list to tell you about the enemy. Critical Failure The GM gives you false information (the GM makes up the information).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Battle Assessment"],"rarity":"common","slug":"feat-560"},{"skill_mod":{},"summary":"You capitalize on your enemies’ fear to slip past their defenses.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=561","weakness":{},"archetype":["Butterfly Blade"],"name":"Dread Striker","trait":["Rogue"],"id":"feat-561","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dread Striker Source Core Rulebook pg. 184 Archetype Butterfly Blade (Level 6) --- You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks.","category":"feat","pfs":"Standard","feat":["Dread Striker"],"rarity":"common","slug":"feat-561"},{"skill_mod":{},"summary":"You can sneak spells past your foes’ defenses as easily as any blade.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=562","weakness":{},"name":"Magical Trickster","trait":["Rogue"],"id":"feat-562","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Magical Trickster Source Core Rulebook pg. 185 --- Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.","category":"feat","pfs":"Standard","feat":["Magical Trickster"],"rarity":"common","slug":"feat-562"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Manipulate","Rogue"],"id":"feat-563","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Poison Weapon Single Action Source Core Rulebook pg. 185 Archetypes Assassin (Level 6), Poisoner (Level 6), Drow Shootist (Level 8), Assassin (Level 6), Poisoner (Level 6), Red Mantis Assassin (Level 6) Requirements You are wielding a piercing or slashing weapon. --- You apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. Poison Weapon leads to... Improved Poison Weapon","feat":["Poison Weapon"],"skill_mod":{},"summary":"You apply poison to a weapon.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a piercing or slashing weapon.","resistance":{},"url":"/Feats.aspx?ID=563","archetype":["Assassin","Poisoner","Drow Shootist","Red Mantis Assassin"],"name":"Poison Weapon","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-563"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue"],"id":"feat-564","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Reactive Pursuit Reaction Source Core Rulebook pg. 185 Archetypes Ghoul (Level 6), Alkenstar Agent (Level 6), Knight Reclaimant (Level 8), Rose Warden (Level 6) Trigger An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action. --- You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.","feat":["Reactive Pursuit"],"skill_mod":{},"summary":"You keep pace with a retreating foe.","primary_source":"Core Rulebook","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"trigger":"An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action.","resistance":{},"url":"/Feats.aspx?ID=564","archetype":["Knight Reclaimant","Ghoul","Alkenstar Agent","Rose Warden"],"name":"Reactive Pursuit","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-564"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Incapacitation","Rogue"],"id":"feat-565","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sabotage Single Action Source Core Rulebook pg. 185 Archetype Twilight Talon (Level 6) Requirements You have a free hand. --- You subtly damage others’ equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Break Threshold. Critical Success You deal damage equal to four times your Thievery proficiency bonus. Success You deal damage equal to double your Thievery proficiency bonus. Critical Failure Temporarily immune to your Sabotage for 1 day.","feat":["Sabotage"],"skill_mod":{},"summary":"You subtly damage others’ equipment.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You have a free hand.","resistance":{},"url":"/Feats.aspx?ID=565","archetype":["Twilight Talon"],"name":"Sabotage","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-565"},{"skill_mod":{},"summary":"You and your allies harry an opponent in concert.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=567","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Gang Up","trait":["Rogue"],"id":"feat-567","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Gang Up Source Core Rulebook pg. 186 Archetype Red Mantis Assassin (Level 8) --- You and your allies harry an opponent in concert. Any enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for it to be flat-footed to them.","category":"feat","pfs":"Standard","feat":["Gang Up"],"rarity":"common","slug":"feat-567"},{"skill_mod":{},"summary":"You aren’t bothered by tricky footing.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=568","weakness":{},"archetype":["Rose Warden"],"name":"Light Step","trait":["Rogue"],"id":"feat-568","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Light Step Source Core Rulebook pg. 186 Archetype Rose Warden (Level 8) --- You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.","category":"feat","pfs":"Standard","feat":["Light Step"],"rarity":"common","slug":"feat-568"},{"remaster_name":["Twist The Knife"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue"],"id":"feat-570","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Twist the Knife Single Action Source Core Rulebook pg. 186 Requirements Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target. --- After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.","feat":["Twist the Knife"],"skill_mod":{},"summary":"After stabbing your opponent in a weak spot, you tear the wound open.","primary_source":"Core Rulebook","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"requirement":"Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target.","resistance":{},"url":"/Feats.aspx?ID=570","name":"Twist the Knife","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-570"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue"],"id":"feat-572","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Delay Trap Reaction Source Core Rulebook pg. 186 Archetypes Archaeologist (Level 10), Archaeologist (Level 10) Trigger A trap within your reach is triggered. --- You can jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a Device on the trap; the DC to do so is increased by 5, and the effects are as follows. Critical Success You prevent the trap from being triggered, or you delay the activation until the start or end of your next turn (your choice). Success You prevent the trap from being triggered, or you delay the activation until the end of your next turn (whichever is worse for you; GM’s choice). Failure No effect. Critical Failure You’re flat-footed until the start of your next turn.","feat":["Delay Trap"],"skill_mod":{},"summary":"You can jam the workings of a trap to delay its effects.","primary_source":"Core Rulebook","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"trigger":"A trap within your reach is triggered.","resistance":{},"url":"/Feats.aspx?ID=572","archetype":["Archaeologist"],"name":"Delay Trap","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-572"},{"skill_mod":{},"summary":"You deliver poisons in ways that maximize their harmful effects.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Poison Weapon","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=573","weakness":{},"archetype":["Assassin","Poisoner"],"name":"Improved Poison Weapon","trait":["Rogue"],"id":"feat-573","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Improved Poison Weapon Source Core Rulebook pg. 187 Archetypes Assassin (Level 10), Poisoner (Level 10), Assassin (Level 10), Poisoner (Level 10) Prerequisites Poison Weapon --- You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll. Improved Poison Weapon leads to... Deadly Poison Weapon","category":"feat","pfs":"Standard","feat":["Improved Poison Weapon"],"rarity":"common","slug":"feat-573"},{"skill_mod":{},"summary":"You throw yourself into a roll to escape imminent danger.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Nimble Dodge","source_category":["Rulebooks"],"source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=574","weakness":{},"name":"Nimble Roll","trait":["Rogue","Swashbuckler"],"id":"feat-574","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Nimble Roll Source Advanced Player's Guide pg. 91, Core Rulebook pg. 187 Prerequisites Nimble Dodge --- You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","feat":["Nimble Roll"],"rarity":"common","slug":"feat-574"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue"],"id":"feat-575","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Opportune Backstab Reaction Source Core Rulebook pg. 187 Archetype Red Mantis Assassin (Level 10) Trigger A creature within your melee reach is hit by a melee attack from one of your allies. --- When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.","feat":["Opportune Backstab"],"skill_mod":{},"summary":"When your enemy is hit by your ally, you capitalize upon the distraction.","primary_source":"Core Rulebook","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"trigger":"A creature within your melee reach is hit by a melee attack from one of your allies.","resistance":{},"url":"/Feats.aspx?ID=575","archetype":["Red Mantis Assassin"],"name":"Opportune Backstab","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-575"},{"skill_mod":{},"summary":"You deftly step out of the way of an attack, letting the blow continue to the creature next to you.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"The attack roll for a Strike targeting you fails or critically fails.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=576","weakness":{},"name":"Sidestep","trait":["Rogue"],"actions_number":1,"id":"feat-576","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sidestep Reaction Source Core Rulebook pg. 187 Trigger The attack roll for a Strike targeting you fails or critically fails. --- You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Sidestep"],"rarity":"common","slug":"feat-576"},{"skill_mod":{},"summary":"Your attacks deal more damage, even against creatures that aren’t flat-footed.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"sneak attack","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=577","weakness":{},"name":"Sly Striker","trait":["Rogue"],"id":"feat-577","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sly Striker Source Core Rulebook pg. 187 Prerequisites sneak attack --- Your attacks deal more damage, even against creatures that aren’t flat-footed. When you succeed or critically succeed at a Strike against a creature that isn’t flat-footed, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures, you deal 2d6 precision damage to creatures that aren’t flat-footed. Sly Striker leads to... Impossible Striker","category":"feat","pfs":"Standard","feat":["Sly Striker"],"rarity":"common","slug":"feat-577"},{"skill_mod":{},"summary":"You carefully aim and gracefully deliver your debilitations.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"thief racket; Debilitating Strike","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=578","weakness":{},"name":"Precise Debilitations","trait":["Rogue"],"id":"feat-578","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Precise Debilitations Source Core Rulebook pg. 187 Prerequisites thief racket; Debilitating Strike --- You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation The target takes an additional 2d6 precision damage from your attacks. Debilitation The target becomes flat-footed. ","category":"feat","pfs":"Standard","feat":["Precise Debilitations"],"rarity":"common","slug":"feat-578"},{"remaster_name":["Sneak Adept"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["Rogue"],"id":"feat-579","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sneak Savant Source Core Rulebook pg. 187 Archetypes Knight Reclaimant (Level 12), Verduran Shadow (Level 12) Prerequisites Master in Stealth --- It is almost impossible to spot you without taking effort to look. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail.","feat":["Sneak Savant"],"skill_mod":{},"summary":"It is almost impossible to spot you without taking effort to look.","primary_source":"Core Rulebook","trait_group":["Class"],"level":10,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=579","archetype":["Knight Reclaimant","Verduran Shadow"],"name":"Sneak Savant","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-579"},{"skill_mod":{},"summary":"You learn new debilitations that grant you tactical advantages against your foes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"scoundrel racket; Debilitating Strike","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=580","weakness":{},"name":"Tactical Debilitations","trait":["Rogue"],"id":"feat-580","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tactical Debilitations Source Core Rulebook pg. 187 Prerequisites scoundrel racket; Debilitating Strike --- You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation The target can’t use reactions. Debilitation The target can’t flank or contribute to allies’ flanking. ","category":"feat","pfs":"Standard","feat":["Tactical Debilitations"],"rarity":"common","slug":"feat-580"},{"skill_mod":{},"summary":"The debilitations you dish out seriously impair your foes.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"ruffian racket; Debilitating Strike","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=581","weakness":{},"name":"Vicious Debilitations","trait":["Rogue"],"id":"feat-581","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Vicious Debilitations Source Core Rulebook pg. 187 Prerequisites ruffian racket; Debilitating Strike --- The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. Debilitation The target becomes clumsy 1. ","category":"feat","pfs":"Standard","feat":["Vicious Debilitations"],"rarity":"common","slug":"feat-581"},{"remaster_name":["Critical Debilitation"],"skill_mod":{},"summary":"Your debilitations are especially effective on your most powerful attacks.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Debilitating Strike","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=582","weakness":{},"name":"Critical Debilitations","trait":["Incapacitation","Rogue"],"id":"feat-582","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Critical Debilitations Source Core Rulebook pg. 187 Prerequisites Debilitating Strike --- Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from. Debilitation The target attempts a Fortitude save against your class DC with the following effects. Critical Success The target is unaffected. Success The target is slowed 1 until the end of your next turn. Failure The target is slowed 2 until the end of your next turn. Critical Failure The target is paralyzed until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Critical Debilitations"],"rarity":"common","slug":"feat-582"},{"skill_mod":{},"summary":"You launch yourself through the air at a foe.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=583","weakness":{},"name":"Fantastic Leap","trait":["Rogue"],"actions_number":4,"id":"feat-583","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Fantastic Leap Two Actions Source Core Rulebook pg. 188 --- You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump. At the end of your jump, you can make a melee Strike. After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Fantastic Leap"],"rarity":"common","slug":"feat-583"},{"skill_mod":{},"summary":"Your ranged attacks can shoot an unprepared foe right out of the air.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=584","weakness":{},"name":"Felling Shot","trait":["Rogue"],"actions_number":4,"id":"feat-584","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Felling Shot Two Actions Source Core Rulebook pg. 188 --- Your ranged attacks can shoot an unprepared foe right out of the air. Make a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects. Success The target is unaffected. Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall. Critical Failure As failure, and the target can't fly, jump, levitate, or otherwise leave the ground until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Felling Shot"],"rarity":"common","slug":"feat-584"},{"skill_mod":{},"summary":"You reflexively foil an enemy’s response.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"An adjacent enemy begins to use a reaction.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=585","weakness":{},"name":"Reactive Interference","trait":["Rogue"],"actions_number":1,"id":"feat-585","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reactive Interference Reaction Source Core Rulebook pg. 188 Trigger An adjacent enemy begins to use a reaction. --- Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Reactive Interference"],"rarity":"common","slug":"feat-585"},{"skill_mod":{},"summary":"Leaping out from hiding, you assail your target when they least expect it.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=586","weakness":{},"archetype":["Shadowdancer","Rose Warden"],"name":"Spring from the Shadows","trait":["Flourish","Rogue"],"actions_number":2,"id":"feat-586","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Spring from the Shadows Single Action Source Core Rulebook pg. 188 Archetypes Shadowdancer (Level 14), Rose Warden (Level 14) --- Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spring from the Shadows"],"rarity":"common","slug":"feat-586"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Rogue"],"id":"feat-587","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Defensive Roll Free Action Source Core Rulebook pg. 188 Frequency once per 10 minutes Trigger A physical attack would reduce you to 0 Hit Points. --- Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.","feat":["Defensive Roll"],"skill_mod":{},"summary":"Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious.","primary_source":"Core Rulebook","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"trigger":"A physical attack would reduce you to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=587","name":"Defensive Roll","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-587"},{"skill_mod":{},"summary":"You distract your opponent with a few choice words or a rude gesture.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=588","weakness":{},"archetype":["Alkenstar Agent"],"name":"Instant Opening","trait":["Concentrate","Rogue"],"actions_number":2,"id":"feat-588","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Instant Opening Single Action Source Core Rulebook pg. 188 Archetype Alkenstar Agent (Level 18) --- You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Instant Opening"],"rarity":"common","slug":"feat-588"},{"remaster_name":["Leave An Opening"],"skill_mod":{},"summary":"When you hit hard enough, you leave an opening so your ally can jump in on the action.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=589","weakness":{},"name":"Leave an Opening","trait":["Rogue"],"id":"feat-589","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Leave an Opening Source Core Rulebook pg. 188 --- When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a flat-footed opponent with a melee attack and deal damage, the target triggers an Attack of Opportunity reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.","category":"feat","pfs":"Standard","feat":["Leave an Opening"],"rarity":"common","slug":"feat-589"},{"skill_mod":{},"summary":"Your deceptions confound even the most powerful mortal divinations.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Legendary in Deception","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=591","weakness":{},"archetype":["Twilight Talon"],"skill":["Deception","Deception"],"name":"Blank Slate","trait":["Rogue"],"id":"feat-591","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Blank Slate Source Core Rulebook pg. 188 Archetype Twilight Talon (Level 18) Prerequisites Legendary in Deception --- Your deceptions confound even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 10 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, true seeing wouldn't reveal you, locate or scrying wouldn't find you, and so on.","category":"feat","pfs":"Standard","feat":["Blank Slate"],"rarity":"common","slug":"feat-591"},{"skill_mod":{},"summary":"Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Legendary in Acrobatics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=592","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Cloud Step","trait":["Rogue"],"id":"feat-592","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Cloud Step Source Core Rulebook pg. 188 Prerequisites Legendary in Acrobatics --- Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location.","category":"feat","pfs":"Standard","feat":["Cloud Step"],"rarity":"common","slug":"feat-592"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue"],"id":"feat-593","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Cognitive Loophole Reaction Source Core Rulebook pg. 188 Archetype Shadowdancer (Level 18) Trigger Your turn ends. Requirements You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw. --- You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. Special You can use this reaction even if the mental effect is preventing you from using reactions.","feat":["Cognitive Loophole"],"skill_mod":{},"summary":"You can find a loophole in a mental effect to temporarily overcome it.","primary_source":"Core Rulebook","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"requirement":"You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.","trigger":"Your turn ends.","resistance":{},"url":"/Feats.aspx?ID=593","archetype":["Shadowdancer"],"name":"Cognitive Loophole","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-593"},{"skill_mod":{},"summary":"Your sneak attack slices through the threads binding magic to a target.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=594","weakness":{},"name":"Dispelling Slice","trait":["Rogue"],"actions_number":4,"id":"feat-594","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Dispelling Slice Two Actions Source Core Rulebook pg. 189 --- Your sneak attack slices through the threads binding magic to a target. Make a Strike against a flat-footed creature. If your Strike deals sneak attack damage, you attempt to counteract a single spell active on the target (your choice). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Dispelling Slice"],"rarity":"common","slug":"feat-594"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Rogue"],"id":"feat-595","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Perfect Distraction Single Action Source Core Rulebook pg. 189 Prerequisites Legendary in Deception --- You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead , though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again. Perfect Distraction leads to... Reactive Distraction","feat":["Perfect Distraction"],"skill_mod":{},"summary":"You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind.","primary_source":"Core Rulebook","trait_group":["Class"],"level":16,"prerequisite":"Legendary in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=595","name":"Perfect Distraction","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-595"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"trait":["Magical","Move","Rogue"],"id":"feat-596","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Implausible Infiltration Two Actions Source Core Rulebook pg. 189 Prerequisites Legendary in Acrobatics; Quick Squeeze Requirements You are adjacent to a floor or vertical wall. --- You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them, possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling.","feat":["Implausible Infiltration"],"skill_mod":{},"summary":"You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":18,"prerequisite":"Legendary in Acrobatics; Quick Squeeze","source_category":["Rulebooks"],"requirement":"You are adjacent to a floor or vertical wall.","resistance":{},"url":"/Feats.aspx?ID=596","name":"Implausible Infiltration","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-596"},{"skill_mod":{},"summary":"You have learned to exploit your enemies’ lowered defenses.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=597","weakness":{},"name":"Powerful Sneak","trait":["Rogue"],"id":"feat-597","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Powerful Sneak Source Core Rulebook pg. 189 --- You have learned to exploit your enemies’ lowered defenses. When you succeed or critically succeed at a Strike using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your Strike, rather than precision damage.","category":"feat","pfs":"Standard","feat":["Powerful Sneak"],"rarity":"common","slug":"feat-597"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Investigator","Rogue"],"id":"feat-598","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Trickster's Ace Reaction Source Advanced Player's Guide pg. 65, Core Rulebook pg. 189 Trigger You specify the trigger when you make your daily preparations (see Requirements below). Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. --- Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations.","feat":["Trickster's Ace"],"skill_mod":{},"summary":"You have a contingency in your back pocket for desperate situations.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"level":18,"source_category":["Rulebooks"],"requirement":"When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.","trigger":"You specify the trigger when you make your daily preparations (see Requirements below).","resistance":{},"url":"/Feats.aspx?ID=598","name":"Trickster's Ace","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-598"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Stealth","Stealth"],"trait":["Rogue"],"id":"feat-599","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Hidden Paragon Reaction Source Core Rulebook pg. 189 Frequency once per hour Prerequisites Legendary in Stealth Trigger You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes. --- When you put your mind to slipping out of sight, you disappear completely. You become invisible for 1 minute, even if you use a hostile action. Not even glitterdust , see invisibility , or similar effects can reveal you, though creatures can still use the Seek action to locate you as normal.","feat":["Hidden Paragon"],"skill_mod":{},"summary":"When you put your mind to slipping out of sight, you disappear completely.","primary_source":"Core Rulebook","trait_group":["Class"],"level":20,"prerequisite":"Legendary in Stealth","source_category":["Rulebooks"],"trigger":"You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes.","resistance":{},"url":"/Feats.aspx?ID=599","name":"Hidden Paragon","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-599"},{"skill_mod":{},"summary":"Your attacks are swift and deadly beyond explanation.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Sly Striker","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=600","weakness":{},"name":"Impossible Striker","trait":["Rogue"],"id":"feat-600","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Impossible Striker Source Core Rulebook pg. 189 Prerequisites Sly Striker --- Your attacks are swift and deadly beyond explanation. Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn’t flat-footed.","category":"feat","pfs":"Standard","feat":["Impossible Striker"],"rarity":"common","slug":"feat-600"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Concentrate","Manipulate","Rogue"],"id":"feat-601","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Reactive Distraction Reaction Source Core Rulebook pg. 189 Prerequisites Legendary in Deception; Perfect Distraction Trigger You would be hit by an attack or targeted by an effect, or you are within an effect’s area. Requirements You have Perfect Distraction ready to use. --- You reactively switch with your decoy to foil your foe. You use Perfection Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn’t move you out of the area, both you and the decoy are targeted by the effect.","feat":["Reactive Distraction"],"skill_mod":{},"summary":"You reactively switch with your decoy to foil your foe.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":20,"prerequisite":"Legendary in Deception; Perfect Distraction","source_category":["Rulebooks"],"requirement":"You have Perfect Distraction ready to use.","trigger":"You would be hit by an attack or targeted by an effect, or you are within an effect’s area.","resistance":{},"url":"/Feats.aspx?ID=601","name":"Reactive Distraction","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-601"},{"skill_mod":{},"summary":"Your legacy grants you great destructive power.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=603","weakness":{},"name":"Dangerous Sorcery","trait":["Sorcerer"],"id":"feat-603","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dangerous Sorcery Source Core Rulebook pg. 198 --- Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.","category":"feat","pfs":"Standard","feat":["Dangerous Sorcery"],"rarity":"common","slug":"feat-603"},{"skill_mod":{},"summary":"An animal serves you and assists your spellcasting.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive","Core Rulebook","Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=604","weakness":{},"archetype":["Elementalist","Shadowcaster","Soul Warden"],"name":"Familiar","trait":["Magus","Sorcerer","Thaumaturge","Wizard"],"id":"feat-604","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Familiar Source Dark Archive pg. 42, Core Rulebook pg. 198, Secrets of Magic pg. 42 Archetypes Elementalist (Level 4), Shadowcaster (Level 4), Soul Warden (Level 4), Elementalist (Level 4) --- You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar. Familiar leads to... Elemental Familiar, Elemental Familiar","category":"feat","pfs":"Standard","feat":["Familiar"],"rarity":"common","slug":"feat-604"},{"skill_mod":{},"summary":"Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits.","primary_source":"Core Rulebook","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"bloodline that grants arcane spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=609","weakness":{},"name":"Arcane Evolution","trait":["Arcane","Sorcerer"],"id":"feat-609","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Arcane Evolution Source Core Rulebook pg. 199 Prerequisites bloodline that grants arcane spells --- Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook. During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day. Arcane Evolution leads to... Greater Mental Evolution, Greater Physical Evolution","category":"feat","pfs":"Standard","feat":["Arcane Evolution"],"rarity":"common","slug":"feat-609"},{"remaster_name":["Bespell Strikes"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"trait":["Oracle","Sorcerer","Wizard"],"id":"feat-610","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Bespell Weapon Free Action Source Advanced Player's Guide pg. 79, Core Rulebook pg. 199 Archetypes Bloodrager (Level 8), Battle Harbinger (Level 6) Frequency once per turn Requirements Your most recent action was to cast a non-cantrip spell. --- You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast. Abjuration force damage Conjuration or Transmutation the same type as the weapon Divination, Enchantment, or Illusion mental damage Evocation a type the spell dealt, or force damage if the spell didn't deal damage Necromancy negative damage ","feat":["Bespell Weapon"],"skill_mod":{},"summary":"You siphon the residual energy from the last spell you cast into one weapon you’re wielding.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"Your most recent action was to cast a non-cantrip spell.","resistance":{},"url":"/Feats.aspx?ID=610","archetype":["Bloodrager","Battle Harbinger"],"name":"Bespell Weapon","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-610"},{"skill_mod":{},"summary":"The divine might provided by your bloodline flows through you.","primary_source":"Core Rulebook","trait_group":["Tradition","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"bloodline that grants divine spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=611","weakness":{},"name":"Divine Evolution","trait":["Divine","Sorcerer"],"id":"feat-611","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Divine Evolution Source Core Rulebook pg. 199 Prerequisites bloodline that grants divine spells --- The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire. Divine Evolution leads to... Greater Spiritual Evolution, Greater Vital Evolution","category":"feat","pfs":"Standard","feat":["Divine Evolution"],"rarity":"common","slug":"feat-611"},{"skill_mod":{},"summary":"Glimpses of the obscure secrets of the universe loan you power.","primary_source":"Core Rulebook","trait_group":["Tradition","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"bloodline that grants occult spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=612","weakness":{},"name":"Occult Evolution","trait":["Occult","Sorcerer"],"id":"feat-612","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Occult Evolution Source Core Rulebook pg. 199 Prerequisites bloodline that grants occult spells --- Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later). Occult Evolution leads to... Greater Mental Evolution, Greater Spiritual Evolution","category":"feat","pfs":"Standard","feat":["Occult Evolution"],"rarity":"common","slug":"feat-612"},{"skill_mod":{},"summary":"You can call upon the creatures of the wild for aid.","primary_source":"Core Rulebook","trait_group":["Tradition","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"bloodline that grants primal spells","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=613","weakness":{},"name":"Primal Evolution","trait":["Primal","Sorcerer"],"id":"feat-613","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Primal Evolution Source Core Rulebook pg. 199 Prerequisites bloodline that grants primal spells --- You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon animal or summon plants or fungus . You can cast either of these spells using that spell slot, even if it they aren’t in your spell repertoire. Primal Evolution leads to... Greater Physical Evolution, Greater Vital Evolution","category":"feat","pfs":"Standard","feat":["Primal Evolution"],"rarity":"common","slug":"feat-613"},{"skill_mod":{},"summary":"You have studied your bloodline to learn the secrets of its magic.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"bloodline spell","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=614","weakness":{},"name":"Advanced Bloodline","trait":["Sorcerer"],"id":"feat-614","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Bloodline Source Core Rulebook pg. 200 Prerequisites bloodline spell --- You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Advanced Bloodline"],"rarity":"common","slug":"feat-614"},{"skill_mod":{},"summary":"Your magical blood makes you more resistant to magic.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=616","weakness":{},"name":"Bloodline Resistance","trait":["Sorcerer"],"id":"feat-616","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bloodline Resistance Source Core Rulebook pg. 200 --- Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.","category":"feat","pfs":"Standard","feat":["Bloodline Resistance"],"rarity":"common","slug":"feat-616"},{"skill_mod":{},"summary":"Odd interactions in your bloodline provide you with unexpected spells.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=617","weakness":{},"name":"Crossblooded Evolution","trait":["Sorcerer"],"id":"feat-617","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Crossblooded Evolution Source Core Rulebook pg. 200 --- Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline’s tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat. Crossblooded Evolution leads to... Greater Crossblooded Evolution","category":"feat","pfs":"Standard","feat":["Crossblooded Evolution"],"rarity":"common","slug":"feat-617"},{"skill_mod":{},"summary":"Further communion with the legacy of your bloodline has uncovered greater secrets.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"bloodline spell","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=618","weakness":{},"name":"Greater Bloodline","trait":["Sorcerer"],"id":"feat-618","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Greater Bloodline Source Core Rulebook pg. 200 Prerequisites bloodline spell --- Further communion with the legacy of your bloodline has uncovered greater secrets. You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Greater Bloodline"],"rarity":"common","slug":"feat-618"},{"skill_mod":{},"summary":"Your bloodline cause you to recover focus faster.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"bloodline spell","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=621","weakness":{},"name":"Bloodline Focus","trait":["Sorcerer"],"id":"feat-621","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Bloodline Focus Source Core Rulebook pg. 201 Prerequisites bloodline spell --- Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Bloodline Focus leads to... Bloodline Wellspring","category":"feat","pfs":"Standard","feat":["Bloodline Focus"],"rarity":"common","slug":"feat-621"},{"skill_mod":{},"summary":"You have a literal sixth sense for magic.","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Secrets of Magic","Core Rulebook","Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=622","weakness":{},"archetype":["Lich"],"school":"divination","name":"Magic Sense","trait":["Detection","Divination","Magus","Oracle","Sorcerer","Wizard"],"id":"feat-622","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Magic Sense Source Secrets of Magic pg. 48, Core Rulebook pg. 211, Advanced Player's Guide pg. 80 Archetype Lich (Level 14) --- You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).","category":"feat","pfs":"Standard","feat":["Magic Sense"],"rarity":"common","slug":"feat-622"},{"skill_mod":{},"summary":"You weave dispelling energy into a spell, sending both effects at a foe.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"_dispel magic_ in your spell repertoire","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=623","weakness":{},"name":"Interweave Dispel","trait":["Metamagic","Sorcerer","Spellshape"],"actions_number":2,"id":"feat-623","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Interweave Dispel Single Action Source Core Rulebook pg. 201 Prerequisites dispel magic in your spell repertoire --- You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast dispel magic on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Interweave Dispel"],"rarity":"common","slug":"feat-623"},{"skill_mod":{},"summary":"You cause a spell to fire back at its caster.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Counterspell","source_category":["Rulebooks"],"source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=624","weakness":{},"name":"Reflect Spell","trait":["Sorcerer","Witch","Wizard"],"id":"feat-624","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Reflect Spell Source Advanced Player's Guide pg. 104, Core Rulebook pg. 201 Prerequisites Counterspell --- When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.","category":"feat","pfs":"Standard","feat":["Reflect Spell"],"rarity":"common","slug":"feat-624"},{"skill_mod":{},"summary":"Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Arcane Evolution or Occult Evolution","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=626","weakness":{},"name":"Greater Mental Evolution","trait":["Sorcerer"],"id":"feat-626","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Greater Mental Evolution Source Core Rulebook pg. 201 Prerequisites Arcane Evolution or Occult Evolution --- Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast.","category":"feat","pfs":"Standard","feat":["Greater Mental Evolution"],"rarity":"common","slug":"feat-626"},{"skill_mod":{},"summary":"Vital power surges through you like a font of energy.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Divine Evolution or Primal Evolution","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=627","weakness":{},"name":"Greater Vital Evolution","trait":["Sorcerer"],"id":"feat-627","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Greater Vital Evolution Source Core Rulebook pg. 201 Prerequisites Divine Evolution or Primal Evolution --- Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.","category":"feat","pfs":"Standard","feat":["Greater Vital Evolution"],"rarity":"common","slug":"feat-627"},{"skill_mod":{},"summary":"Your blood’s power replenishes your focus.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Bloodline Focus","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=628","weakness":{},"name":"Bloodline Wellspring","trait":["Sorcerer"],"id":"feat-628","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Bloodline Wellspring Source Core Rulebook pg. 201 Prerequisites Bloodline Focus --- Your blood’s power replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Bloodline Wellspring"],"rarity":"common","slug":"feat-628"},{"skill_mod":{},"summary":"Your bloodline is extraordinarily complex.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Crossblooded Evolution","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=629","weakness":{},"name":"Greater Crossblooded Evolution","trait":["Sorcerer"],"id":"feat-629","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Greater Crossblooded Evolution Source Core Rulebook pg. 201 Prerequisites Crossblooded Evolution --- Your bloodline is extraordinarily complex. You can have up to three spells from other traditions in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don’t need to be from the same tradition.","category":"feat","pfs":"Standard","feat":["Greater Crossblooded Evolution"],"rarity":"common","slug":"feat-629"},{"skill_mod":{},"summary":"Your inborn magical nature lets you redirect ambient energies to fuel your spells.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=630","frequency":"once per minute","weakness":{},"name":"Bloodline Conduit","trait":["Metamagic","Sorcerer","Spellshape"],"actions_number":2,"id":"feat-630","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Bloodline Conduit Single Action Source Core Rulebook pg. 201 Frequency once per minute --- Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the spell’s slot when you cast it.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bloodline Conduit"],"rarity":"common","slug":"feat-630"},{"skill_mod":{},"summary":"You command the ultimate powers of your bloodline and tradition.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"bloodline paragon","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=631","weakness":{},"name":"Bloodline Perfection","trait":["Sorcerer"],"id":"feat-631","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Bloodline Perfection Source Core Rulebook pg. 201 Prerequisites bloodline paragon --- You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-level spell slot.","category":"feat","pfs":"Standard","feat":["Bloodline Perfection"],"rarity":"common","slug":"feat-631"},{"remaster_name":["Spellshape Mastery"],"skill_mod":{},"summary":"Altering your spells doesn’t take any longer than casting them normally.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=632","weakness":{},"name":"Metamagic Mastery","trait":["Sorcerer","Wizard"],"id":"feat-632","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Metamagic Mastery Source Core Rulebook pg. 201 --- Altering your spells doesn’t take any longer than casting them normally. You can use metamagic single actions as free actions.","category":"feat","pfs":"Standard","feat":["Metamagic Mastery"],"rarity":"common","slug":"feat-632"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide","Core Rulebook","Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Arcane","Sorcerer","Witch","Wizard"],"id":"feat-633","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Counterspell Reaction Source Advanced Player's Guide pg. 100, Core Rulebook pg. 209, Core Rulebook pg. 198 Trigger A creature Casts a Spell that you have prepared. Requirements [Sorcerer] You have an unexpended spell slot you could use to cast the triggering spell. --- When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it. Witch, Wizard] You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to [counteract the triggering spell. [Sorcerer] You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. Special [Sorcerer] This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). Counterspell leads to... Clever Counterspell, Consume Spell, Reflect Spell, School Counterspell, School Spell Redirection","feat":["Counterspell"],"skill_mod":{},"summary":"When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it.","primary_source":"Advanced Player's Guide","trait_group":["School","Tradition","Monster","Class"],"level":1,"source_category":["Rulebooks"],"requirement":"[Sorcerer] You have an unexpended spell slot you could use to cast the triggering spell.","trigger":"A creature Casts a Spell that you have prepared.","resistance":{},"url":"/Feats.aspx?ID=633","name":"Counterspell","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-633"},{"skill_mod":{},"summary":"You can use clever workarounds to replicate the arcane essence of certain materials.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=634","weakness":{},"name":"Eschew Materials","trait":["Wizard"],"id":"feat-634","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eschew Materials Source Core Rulebook pg. 209 --- You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a material component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry.","category":"feat","pfs":"Standard","feat":["Eschew Materials"],"rarity":"common","slug":"feat-634"},{"skill_mod":{},"summary":"You can magically hurl your weapon at your foe.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"universalist wizard","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=636","weakness":{},"name":"Hand of the Apprentice","trait":["Wizard"],"id":"feat-636","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hand of the Apprentice Source Core Rulebook pg. 209 Prerequisites universalist wizard --- You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. See here for more information about focus spells. Hand of the Apprentice leads to... Universal Versatility","category":"feat","pfs":"Standard","feat":["Hand of the Apprentice"],"rarity":"common","slug":"feat-636"},{"skill_mod":{},"summary":"Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are casting a spell.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=640","weakness":{},"name":"Conceal Spell","trait":["Concentrate","Manipulate","Metamagic","Witch","Wizard","Spellshape"],"actions_number":2,"id":"feat-640","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Conceal Spell Single Action Source Advanced Player's Guide pg. 101, Core Rulebook pg. 210 --- Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. Conceal Spell leads to... Silent Spell","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Conceal Spell"],"rarity":"common","slug":"feat-640"},{"skill_mod":{},"summary":"You have linked your bonded item to the well of energy that powers your school spells.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"arcane bond; arcane school","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=643","frequency":"once per day","weakness":{},"name":"Linked Focus","trait":["Wizard"],"id":"feat-643","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Linked Focus Source Core Rulebook pg. 210 Frequency once per day Prerequisites arcane bond; arcane school --- You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point.","category":"feat","pfs":"Standard","feat":["Linked Focus"],"rarity":"common","slug":"feat-643"},{"skill_mod":{},"summary":"You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Conceal Spell","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=644","weakness":{},"name":"Silent Spell","trait":["Concentrate","Metamagic","Wizard","Spellshape"],"actions_number":2,"id":"feat-644","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Silent Spell Single Action Source Core Rulebook pg. 210 Prerequisites Conceal Spell --- You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don’t need to attempt a Deception check because the spell has no verbal components.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Silent Spell"],"rarity":"common","slug":"feat-644"},{"remaster_name":["Irresistible Magic"],"skill_mod":{},"summary":"You’ve studied ways of overcoming the innate magical resistance that certain powerful creatures have.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=645","weakness":{},"name":"Spell Penetration","trait":["Wizard"],"id":"feat-645","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spell Penetration Source Core Rulebook pg. 210 --- You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.","category":"feat","pfs":"Standard","feat":["Spell Penetration"],"rarity":"common","slug":"feat-645"},{"skill_mod":{},"summary":"You gain access to a powerful new school spell depending on your arcane school.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"arcane school","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=647","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Advanced School Spell","trait":["Wizard"],"id":"feat-647","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Advanced School Spell Source Core Rulebook pg. 211 Archetype Red Mantis Assassin (Level 10) Prerequisites arcane school --- You gain access to a powerful new school spell depending on your arcane school. If you’re an abjurer, you gain energy absorption ; if you’re a conjurer, you gain dimensional steps ; if you’re a diviner, you gain vigilant eye ; if you’re an enchanter, you gain dread aura ; if you’re an evoker, you gain elemental tempest ; if you’re an illusionist, you gain invisibility cloak ; if you’re a necromancer, you gain life siphon ; and if you’re a transmuter, you gain shifting form . Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Advanced School Spell"],"rarity":"common","slug":"feat-647"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"trait":["Manipulate","Metamagic","Wizard","Spellshape"],"id":"feat-648","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bond Conservation Single Action Source Core Rulebook pg. 211 Prerequisites arcane bond Requirements The last action you used was Drain Bonded Item. --- By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item.","feat":["Bond Conservation"],"skill_mod":{},"summary":"By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"level":8,"prerequisite":"arcane bond","source_category":["Rulebooks"],"requirement":"The last action you used was Drain Bonded Item.","resistance":{},"url":"/Feats.aspx?ID=648","name":"Bond Conservation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-648"},{"skill_mod":{},"summary":"You can access the fundamental abilities of any school of magic.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"universalist wizard; Hand of the Apprentice","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=649","weakness":{},"name":"Universal Versatility","trait":["Wizard"],"id":"feat-649","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Universal Versatility Source Core Rulebook pg. 211 Prerequisites universalist wizard; Hand of the Apprentice --- You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards. You can use that school spell until your next daily preparations. When you Refocus, you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Universal Versatility"],"rarity":"common","slug":"feat-649"},{"remaster_name":["Scroll Adept"],"skill_mod":{},"summary":"During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=652","weakness":{},"skill":["Crafting","Crafting"],"name":"Scroll Savant","trait":["Wizard"],"id":"feat-652","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Scroll Savant Source Core Rulebook pg. 212 Prerequisites Expert in Crafting --- During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls, with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value. If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.","category":"feat","pfs":"Standard","feat":["Scroll Savant"],"rarity":"common","slug":"feat-652"},{"skill_mod":{},"summary":"You creatively apply your prepared spells to counterspell a much wider variety of your opponents’ magic.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Counterspell; Quick Recognition","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=653","weakness":{},"name":"Clever Counterspell","trait":["Wizard"],"id":"feat-653","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Clever Counterspell Source Core Rulebook pg. 212 Prerequisites Counterspell; Quick Recognition --- You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM’s discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using remove fear to counter a fear spell). Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate.","category":"feat","pfs":"Standard","feat":["Clever Counterspell"],"rarity":"common","slug":"feat-653"},{"skill_mod":{},"summary":"Your connection to your bonded item increases your focus pool.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"arcane bond","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=655","weakness":{},"name":"Bonded Focus","trait":["Wizard"],"id":"feat-655","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Bonded Focus Source Core Rulebook pg. 211 Prerequisites arcane bond --- Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you Refocused and your bonded item is in your possession, you recover 2 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Bonded Focus"],"rarity":"common","slug":"feat-655"},{"skill_mod":{},"summary":"When you draw upon your bonded item, you can leave a bit of energy within it for later use.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"arcane bond","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=657","weakness":{},"name":"Superior Bond","trait":["Wizard"],"id":"feat-657","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Superior Bond Source Core Rulebook pg. 213 Prerequisites arcane bond --- When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level wizard spell slot.","category":"feat","pfs":"Standard","feat":["Superior Bond"],"rarity":"common","slug":"feat-657"},{"skill_mod":{},"summary":"You’ve learned to alter choices you make when casting spells on yourself.","primary_source":"Core Rulebook","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=659","weakness":{},"name":"Spell Tinker","trait":["Concentrate","Wizard"],"actions_number":4,"id":"feat-659","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Spell Tinker Two Actions Source Core Rulebook pg. 213 --- You’ve learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy , spell immunity , or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy ). However, your tinkering weakens the spell’s integrity, reducing its remaining duration by half. You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Spell Tinker"],"rarity":"common","slug":"feat-659"},{"skill_mod":{},"summary":"You’ve found a way to prepare a spell slot that exists in your mind as many different possibilities at once.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=660","weakness":{},"name":"Infinite Possibilities","trait":["Wizard"],"id":"feat-660","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Infinite Possibilities Source Core Rulebook pg. 213 --- You’ve found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don’t have any particular spell prepared in that slot until you cast it.","category":"feat","pfs":"Standard","feat":["Infinite Possibilities"],"rarity":"common","slug":"feat-660"},{"skill_mod":{},"summary":"You’ve discovered how to reuse some of your spell slots over and over.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=661","weakness":{},"name":"Reprepare Spell","trait":["Wizard"],"id":"feat-661","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Reprepare Spell Source Core Rulebook pg. 213 --- You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day. If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. Once you’ve reprepared a spell in that slot even once, you can use your arcane thesis to substitute only spells without durations into that spell slot. Reprepare Spell leads to... Reclaim Spell","category":"feat","pfs":"Standard","feat":["Reprepare Spell"],"rarity":"common","slug":"feat-661"},{"skill_mod":{},"summary":"You have mastered the greatest secrets of arcane magic.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"archwizard's spellcraft","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=662","weakness":{},"name":"Archwizard's Might","trait":["Wizard"],"id":"feat-662","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Archwizard's Might Source Core Rulebook pg. 213 Prerequisites archwizard's spellcraft --- You have mastered the greatest secrets of arcane magic. You gain an additional 10th-level spell slot.","category":"feat","pfs":"Standard","feat":["Archwizard's Might"],"rarity":"common","slug":"feat-662"},{"skill_mod":{},"summary":"You can merge spells, producing multiple effects with a single casting.","primary_source":"Core Rulebook","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=664","weakness":{},"name":"Spell Combination","trait":["Wizard"],"id":"feat-664","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Spell Combination Source Core Rulebook pg. 213 --- You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot’s level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target. When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells.","category":"feat","pfs":"Standard","feat":["Spell Combination"],"rarity":"common","slug":"feat-664"},{"skill_mod":{},"summary":"Become a multiclass alchemist.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=665","weakness":{},"archetype":["Alchemist"],"name":"Alchemist Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-665","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Alchemist Dedication Source Core Rulebook pg. 220 Archetype Alchemist Prerequisites Intelligence 14 --- You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own. Special You cannot select another dedication feat until you have gained two other feats from the alchemist archetype. Alchemist Dedication leads to... Basic Concoction, Expert Alchemy, Quick Alchemy","category":"feat","pfs":"Standard","feat":["Alchemist Dedication"],"rarity":"common","slug":"feat-665"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level alchemist feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alchemist Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=666","weakness":{},"archetype":["Alchemist"],"name":"Basic Concoction","trait":["Archetype"],"id":"feat-666","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Concoction Source Core Rulebook pg. 220 Archetype Alchemist Prerequisites Alchemist Dedication --- You gain a 1st- or 2nd-level alchemist feat. Basic Concoction leads to... Advanced Concoction","category":"feat","pfs":"Standard","feat":["Basic Concoction"],"rarity":"common","slug":"feat-666"},{"skill_mod":{},"summary":"You gain the Quick Alchemy action.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alchemist Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=667","weakness":{},"archetype":["Alchemist"],"name":"Quick Alchemy","trait":["Archetype"],"id":"feat-667","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Alchemy Source Core Rulebook pg. 220 Archetype Alchemist Prerequisites Alchemist Dedication --- You gain the Quick Alchemy action. ","category":"feat","pfs":"Standard","feat":["Quick Alchemy"],"rarity":"common","slug":"feat-667"},{"skill_mod":{},"summary":"You gain one alchemist feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Concoction","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=668","weakness":{},"archetype":["Alchemist"],"name":"Advanced Concoction","trait":["Archetype"],"id":"feat-668","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Concoction Source Core Rulebook pg. 220 Archetype Alchemist Prerequisites Basic Concoction --- You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another alchemist feat.","category":"feat","pfs":"Standard","feat":["Advanced Concoction"],"rarity":"common","slug":"feat-668"},{"skill_mod":{},"summary":"Your advanced alchemy level increases to 3.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Alchemist Dedication; Expert in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=669","weakness":{},"archetype":["Alchemist"],"skill":["Crafting","Crafting"],"name":"Expert Alchemy","trait":["Archetype"],"id":"feat-669","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expert Alchemy Source Core Rulebook pg. 220 Archetype Alchemist Prerequisites Alchemist Dedication; Expert in Crafting --- Your advanced alchemy level increases to 3. At 10th level, it increases to 5. Expert Alchemy leads to... Master Alchemy","category":"feat","pfs":"Standard","feat":["Expert Alchemy"],"rarity":"common","slug":"feat-669"},{"skill_mod":{},"summary":"Your advanced alchemy level increases to 7.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Expert Alchemy; Master in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=670","weakness":{},"archetype":["Alchemist"],"skill":["Crafting","Crafting"],"name":"Master Alchemy","trait":["Archetype"],"id":"feat-670","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Master Alchemy Source Core Rulebook pg. 220 Archetype Alchemist Prerequisites Expert Alchemy; Master in Crafting --- Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1.","category":"feat","pfs":"Standard","feat":["Master Alchemy"],"rarity":"common","slug":"feat-670"},{"skill_mod":{},"summary":"Become a multiclass barbarian.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength 14; Constitution 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=671","weakness":{},"archetype":["Barbarian"],"name":"Barbarian Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-671","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Barbarian Dedication Source Core Rulebook pg. 221 Archetype Barbarian Prerequisites Strength 14; Constitution 14 --- You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC. You can use the Rage action. Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don’t gain any of the other abilities it grants. Special You cannot select another dedication feat until you have gained two other feats from the barbarian archetype. Barbarian Dedication leads to... Barbarian Resiliency, Basic Fury, Instinct Ability, Juggernaut's Fortitude","category":"feat","pfs":"Standard","feat":["Barbarian Dedication"],"rarity":"common","slug":"feat-671"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each barbarian archetype class feat you have.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Barbarian Dedication; class granting no more Hit Points per level than 10 + your Constitution modifier","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=672","weakness":{},"archetype":["Barbarian"],"name":"Barbarian Resiliency","trait":["Archetype"],"id":"feat-672","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Barbarian Resiliency Source Core Rulebook pg. 221 Archetype Barbarian Prerequisites Barbarian Dedication; class granting no more Hit Points per level than 10 + your Constitution modifier --- You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Barbarian Resiliency"],"rarity":"common","slug":"feat-672"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level barbarian feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Barbarian Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=673","weakness":{},"archetype":["Barbarian"],"name":"Basic Fury","trait":["Archetype"],"id":"feat-673","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Fury Source Core Rulebook pg. 221 Archetype Barbarian Prerequisites Barbarian Dedication --- You gain a 1st- or 2nd-level barbarian feat. Basic Fury leads to... Advanced Fury","category":"feat","pfs":"Standard","feat":["Basic Fury"],"rarity":"common","slug":"feat-673"},{"skill_mod":{},"summary":"You gain one barbarian feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Fury","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=674","weakness":{},"archetype":["Barbarian"],"name":"Advanced Fury","trait":["Archetype"],"id":"feat-674","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Fury Source Core Rulebook pg. 221 Archetype Barbarian Prerequisites Basic Fury --- You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another barbarian feat.","category":"feat","pfs":"Standard","feat":["Advanced Fury"],"rarity":"common","slug":"feat-674"},{"skill_mod":{},"summary":"You gain the instinct ability for the instinct you chose for Barbarian Dedication.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Barbarian Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=675","weakness":{},"archetype":["Barbarian"],"name":"Instinct Ability","trait":["Archetype"],"id":"feat-675","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Instinct Ability Source Core Rulebook pg. 221 Archetype Barbarian Prerequisites Barbarian Dedication --- You gain the instinct ability for the instinct you chose for Barbarian Dedication.","category":"feat","pfs":"Standard","feat":["Instinct Ability"],"rarity":"common","slug":"feat-675"},{"skill_mod":{},"summary":"Your proficiency rank in Fortitude saves increases to master.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Barbarian Dedication; expert in Fortitude Saves","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=676","weakness":{},"archetype":["Barbarian"],"name":"Juggernaut's Fortitude","trait":["Archetype"],"id":"feat-676","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Juggernaut's Fortitude Source Core Rulebook pg. 221 Archetype Barbarian Prerequisites Barbarian Dedication; expert in Fortitude Saves --- Your proficiency rank in Fortitude saves increases to master.","category":"feat","pfs":"Standard","feat":["Juggernaut's Fortitude"],"rarity":"common","slug":"feat-676"},{"skill_mod":{},"summary":"Become a multiclass bard.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=677","weakness":{},"archetype":["Bard"],"name":"Bard Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-677","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bard Dedication Source Core Rulebook pg. 222 Archetype Bard Prerequisites Charisma 14 --- You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants. Special You cannot select another dedication feat until you have gained two other feats from the bard archetype. Bard Dedication leads to... Basic Bard Spellcasting, Basic Muse's Whispers, Counter Perform, Inspirational Performance","category":"feat","pfs":"Standard","feat":["Bard Dedication"],"rarity":"common","slug":"feat-677"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits for bard spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Bard Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=678","weakness":{},"archetype":["Bard"],"name":"Basic Bard Spellcasting","trait":["Archetype"],"id":"feat-678","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Bard Spellcasting Source Core Rulebook pg. 222 Archetype Bard Prerequisites Bard Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level. Basic Bard Spellcasting leads to... Expert Bard Spellcasting, Occult Breadth","category":"feat","pfs":"Standard","feat":["Basic Bard Spellcasting"],"rarity":"common","slug":"feat-678"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level bard feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Bard Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=679","weakness":{},"archetype":["Bard"],"name":"Basic Muse's Whispers","trait":["Archetype"],"id":"feat-679","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Muse's Whispers Source Core Rulebook pg. 222 Archetype Bard Prerequisites Bard Dedication --- You gain a 1st- or 2nd-level bard feat. Basic Muse's Whispers leads to... Advanced Muse's Whispers","category":"feat","pfs":"Standard","feat":["Basic Muse's Whispers"],"rarity":"common","slug":"feat-679"},{"skill_mod":{},"summary":"You gain one bard feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Muse's Whispers","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=680","weakness":{},"archetype":["Bard"],"name":"Advanced Muse's Whispers","trait":["Archetype"],"id":"feat-680","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Muse's Whispers Source Core Rulebook pg. 222 Archetype Bard Prerequisites Basic Muse's Whispers --- You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another bard feat.","category":"feat","pfs":"Standard","feat":["Advanced Muse's Whispers"],"rarity":"common","slug":"feat-680"},{"skill_mod":{},"summary":"You gain the counter performance composition spell.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Bard Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=681","weakness":{},"archetype":["Bard"],"name":"Counter Perform","trait":["Archetype"],"id":"feat-681","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Counter Perform Source Core Rulebook pg. 222 Archetype Bard Prerequisites Bard Dedication --- You gain the counter performance composition spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse.","category":"feat","pfs":"Standard","feat":["Counter Perform"],"rarity":"common","slug":"feat-681"},{"remaster_name":["Anthemic Performance"],"skill_mod":{},"summary":"You gain the inspire courage composition cantrip.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Bard Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=682","weakness":{},"archetype":["Bard"],"name":"Inspirational Performance","trait":["Archetype"],"id":"feat-682","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Inspirational Performance Source Core Rulebook pg. 222 Archetype Bard Prerequisites Bard Dedication --- You gain the inspire courage composition cantrip.","category":"feat","pfs":"Standard","feat":["Inspirational Performance"],"rarity":"common","slug":"feat-682"},{"skill_mod":{},"summary":"Your repertoire expands, and you can cast more occult spells each day.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Bard Spellcasting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=683","weakness":{},"archetype":["Bard"],"name":"Occult Breadth","trait":["Archetype"],"id":"feat-683","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Occult Breadth Source Core Rulebook pg. 222 Archetype Bard Prerequisites Basic Bard Spellcasting --- Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest bard spell slots.","category":"feat","pfs":"Standard","feat":["Occult Breadth"],"rarity":"common","slug":"feat-683"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits for bard spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Bard Spellcasting; Master in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=684","weakness":{},"archetype":["Bard"],"skill":["Occultism","Occultism"],"name":"Expert Bard Spellcasting","trait":["Archetype"],"id":"feat-684","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Bard Spellcasting Source Core Rulebook pg. 222 Archetype Bard Prerequisites Basic Bard Spellcasting; Master in Occultism --- You gain the expert spellcasting benefits. Expert Bard Spellcasting leads to... Master Bard Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Bard Spellcasting"],"rarity":"common","slug":"feat-684"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits for bard spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Bard Spellcasting; Legendary in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=685","weakness":{},"archetype":["Bard"],"skill":["Occultism","Occultism"],"name":"Master Bard Spellcasting","trait":["Archetype"],"id":"feat-685","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Bard Spellcasting Source Core Rulebook pg. 222 Archetype Bard Prerequisites Expert Bard Spellcasting; Legendary in Occultism --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Bard Spellcasting"],"rarity":"common","slug":"feat-685"},{"skill_mod":{},"summary":"You become a multiclass champion.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength 14; Charisma 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=686","weakness":{},"archetype":["Champion"],"name":"Champion Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-686","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Champion Dedication Source Core Rulebook pg. 223 Archetype Champion Prerequisites Strength 14; Charisma 14 --- Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. You are bound by your deity’s anathema and must follow the champion’s code and alignment requirements for your cause. You don’t gain any other abilities from your choice of deity or cause. Special You cannot select another dedication feat until you have gained two other feats from the champion archetype. Champion Dedication leads to... Basic Devotion, Champion Resiliency, Champion's Reaction, Diverse Armor Expert, Divine Ally, Healing Touch","category":"feat","pfs":"Standard","feat":["Champion Dedication"],"rarity":"common","slug":"feat-686"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level champion feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Champion Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=687","weakness":{},"archetype":["Champion"],"name":"Basic Devotion","trait":["Archetype"],"id":"feat-687","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Devotion Source Core Rulebook pg. 223 Archetype Champion Prerequisites Champion Dedication --- You gain a 1st- or 2nd-level champion feat. Basic Devotion leads to... Advanced Devotion","category":"feat","pfs":"Standard","feat":["Basic Devotion"],"rarity":"common","slug":"feat-687"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each champion archetype class feat you have.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Champion Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=688","weakness":{},"archetype":["Champion"],"name":"Champion Resiliency","trait":["Archetype"],"id":"feat-688","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Champion Resiliency Source Core Rulebook pg. 223 Archetype Champion Prerequisites Champion Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier --- You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Champion Resiliency"],"rarity":"common","slug":"feat-688"},{"remaster_name":["Devout Magic"],"skill_mod":{},"summary":"You gain the appropriate devotion spell for your cause.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Champion Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=689","weakness":{},"archetype":["Champion"],"name":"Healing Touch","trait":["Archetype"],"id":"feat-689","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Healing Touch Source Core Rulebook pg. 223 Archetype Champion Prerequisites Champion Dedication --- You gain the appropriate devotion spell for your cause ( lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity.","category":"feat","pfs":"Standard","feat":["Healing Touch"],"rarity":"common","slug":"feat-689"},{"skill_mod":{},"summary":"You gain one champion feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Devotion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=690","weakness":{},"archetype":["Champion"],"name":"Advanced Devotion","trait":["Archetype"],"id":"feat-690","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Devotion Source Core Rulebook pg. 223 Archetype Champion Prerequisites Basic Devotion --- You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another champion feat.","category":"feat","pfs":"Standard","feat":["Advanced Devotion"],"rarity":"common","slug":"feat-690"},{"skill_mod":{},"summary":"You can use the champion’s reaction associated with your cause.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Champion Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=691","weakness":{},"archetype":["Champion"],"name":"Champion's Reaction","trait":["Archetype"],"id":"feat-691","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Champion's Reaction Source Core Rulebook pg. 223 Archetype Champion Prerequisites Champion Dedication --- You can use the champion’s reaction associated with your cause.","category":"feat","pfs":"Standard","feat":["Champion's Reaction"],"rarity":"common","slug":"feat-691"},{"remaster_name":["Devout Blessing"],"skill_mod":{},"summary":"You gain a divine ally of your choice.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Champion Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=692","weakness":{},"archetype":["Champion"],"name":"Divine Ally","trait":["Archetype"],"id":"feat-692","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Divine Ally Source Core Rulebook pg. 223 Archetype Champion Prerequisites Champion Dedication --- You gain a divine ally of your choice.","category":"feat","pfs":"Standard","feat":["Divine Ally"],"rarity":"common","slug":"feat-692"},{"skill_mod":{},"summary":"Your proficiency ranks for armor increase to expert.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Champion Dedication; expert in unarmored defense or one or more types of armor","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=693","weakness":{},"archetype":["Champion"],"name":"Diverse Armor Expert","trait":["Archetype"],"id":"feat-693","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Diverse Armor Expert Source Core Rulebook pg. 223 Archetype Champion Prerequisites Champion Dedication; expert in unarmored defense or one or more types of armor --- Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert.","category":"feat","pfs":"Standard","feat":["Diverse Armor Expert"],"rarity":"common","slug":"feat-693"},{"skill_mod":{},"summary":"You become a multiclass cleric.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Wisdom 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=694","weakness":{},"archetype":["Cleric"],"name":"Cleric Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-694","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Cleric Dedication Source Core Rulebook pg. 224 Archetype Cleric Prerequisites Wisdom 14 --- You cast spells like a cleric. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list in this book or any other divine cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity. Special You cannot select another dedication feat until you have gained two other feats from the cleric archetype. Cleric Dedication leads to... Basic Cleric Spellcasting, Basic Dogma","category":"feat","pfs":"Standard","feat":["Cleric Dedication"],"rarity":"common","slug":"feat-694"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits of cleric spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cleric Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=695","weakness":{},"archetype":["Cleric"],"name":"Basic Cleric Spellcasting","trait":["Archetype"],"id":"feat-695","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Cleric Spellcasting Source Core Rulebook pg. 224 Archetype Cleric Prerequisites Cleric Dedication --- You gain the basic spellcasting benefits. You can prepare your deity’s spells in your spell slots of the appropriate level from the cleric archetype. Basic Cleric Spellcasting leads to... Divine Breadth, Expert Cleric Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Cleric Spellcasting"],"rarity":"common","slug":"feat-695"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level cleric feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cleric Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=696","weakness":{},"archetype":["Cleric"],"name":"Basic Dogma","trait":["Archetype"],"id":"feat-696","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Dogma Source Core Rulebook pg. 224 Archetype Cleric Prerequisites Cleric Dedication --- You gain a 1st- or 2nd-level cleric feat. Basic Dogma leads to... Advanced Dogma","category":"feat","pfs":"Standard","feat":["Basic Dogma"],"rarity":"common","slug":"feat-696"},{"skill_mod":{},"summary":"You gain one cleric feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Dogma","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=697","weakness":{},"archetype":["Cleric"],"name":"Advanced Dogma","trait":["Archetype"],"id":"feat-697","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Dogma Source Core Rulebook pg. 224 Archetype Cleric Prerequisites Basic Dogma --- You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another cleric feat.","category":"feat","pfs":"Standard","feat":["Advanced Dogma"],"rarity":"common","slug":"feat-697"},{"skill_mod":{},"summary":"You can cast more divine spells each day.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Cleric Spellcasting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=698","weakness":{},"archetype":["Cleric"],"name":"Divine Breadth","trait":["Archetype"],"id":"feat-698","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Divine Breadth Source Core Rulebook pg. 224 Archetype Cleric Prerequisites Basic Cleric Spellcasting --- You can cast more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest cleric spell slots.","category":"feat","pfs":"Standard","feat":["Divine Breadth"],"rarity":"common","slug":"feat-698"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits for cleric spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Cleric Spellcasting; Master in Religion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=699","weakness":{},"archetype":["Cleric"],"skill":["Religion","Religion"],"name":"Expert Cleric Spellcasting","trait":["Archetype"],"id":"feat-699","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Cleric Spellcasting Source Core Rulebook pg. 224 Archetype Cleric Prerequisites Basic Cleric Spellcasting; Master in Religion --- You gain the expert spellcasting benefits. Expert Cleric Spellcasting leads to... Master Cleric Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Cleric Spellcasting"],"rarity":"common","slug":"feat-699"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits for cleric spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Cleric Spellcasting; Legendary in Religion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=700","weakness":{},"archetype":["Cleric"],"skill":["Religion","Religion"],"name":"Master Cleric Spellcasting","trait":["Archetype"],"id":"feat-700","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Cleric Spellcasting Source Core Rulebook pg. 224 Archetype Cleric Prerequisites Expert Cleric Spellcasting; Legendary in Religion --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Cleric Spellcasting"],"rarity":"common","slug":"feat-700"},{"skill_mod":{},"summary":"You become a multiclass druid.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Wisdom 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=701","weakness":{},"archetype":["Druid"],"name":"Druid Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-701","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Druid Dedication Source Core Rulebook pg. 225 Archetype Druid Prerequisites Wisdom 14 --- You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list in this book or any other primal cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells. You learn the Druidic language, and you are bound by the druid's anathema. Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order's feats. You become trained in Nature and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order. Special You cannot select another dedication feat until you have gained two other feats from the druid archetype. Druid Dedication leads to... Basic Druid Spellcasting, Basic Wilding, Cunning Trickster Mask, Emancipator's Mask, Grand Medic's Mask, Order Spell, Protective Spirit Mask, Sky Master Mask, Stalking Feline Mask, Storyteller's Mask, Thick Hide Mask, Tireless Guide's Mask, Vigilant Mask","category":"feat","pfs":"Standard","feat":["Druid Dedication"],"rarity":"common","slug":"feat-701"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits for druid spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Druid Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=702","weakness":{},"archetype":["Druid"],"name":"Basic Druid Spellcasting","trait":["Archetype"],"id":"feat-702","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Druid Spellcasting Source Core Rulebook pg. 225 Archetype Druid Prerequisites Druid Dedication --- You gain the basic spellcasting benefits. Basic Druid Spellcasting leads to... Expert Druid Spellcasting, Primal Breadth","category":"feat","pfs":"Standard","feat":["Basic Druid Spellcasting"],"rarity":"common","slug":"feat-702"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level druid feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Druid Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=703","weakness":{},"archetype":["Druid"],"name":"Basic Wilding","trait":["Archetype"],"id":"feat-703","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Wilding Source Core Rulebook pg. 225 Archetype Druid Prerequisites Druid Dedication --- You gain a 1st- or 2nd-level druid feat. Basic Wilding leads to... Advanced Wilding","category":"feat","pfs":"Standard","feat":["Basic Wilding"],"rarity":"common","slug":"feat-703"},{"skill_mod":{},"summary":"You gain the initial order spell from your order.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Druid Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=704","weakness":{},"archetype":["Druid"],"name":"Order Spell","trait":["Archetype"],"id":"feat-704","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Order Spell Source Core Rulebook pg. 225 Archetype Druid Prerequisites Druid Dedication --- You gain the initial order spell from your order. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one with nature.","category":"feat","pfs":"Standard","feat":["Order Spell"],"rarity":"common","slug":"feat-704"},{"skill_mod":{},"summary":"You gain one druid feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Wilding","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=705","weakness":{},"archetype":["Druid"],"name":"Advanced Wilding","trait":["Archetype"],"id":"feat-705","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Wilding Source Core Rulebook pg. 225 Archetype Druid Prerequisites Basic Wilding --- You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another druid feat.","category":"feat","pfs":"Standard","feat":["Advanced Wilding"],"rarity":"common","slug":"feat-705"},{"skill_mod":{},"summary":"You can cast more primal spells per day.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Druid Spellcasting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=706","weakness":{},"archetype":["Druid"],"name":"Primal Breadth","trait":["Archetype"],"id":"feat-706","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Primal Breadth Source Core Rulebook pg. 225 Archetype Druid Prerequisites Basic Druid Spellcasting --- Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest druid spell slots.","category":"feat","pfs":"Standard","feat":["Primal Breadth"],"rarity":"common","slug":"feat-706"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits for druid spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Druid Spellcasting; Master in Nature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=707","weakness":{},"archetype":["Druid"],"skill":["Nature","Nature"],"name":"Expert Druid Spellcasting","trait":["Archetype"],"id":"feat-707","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Druid Spellcasting Source Core Rulebook pg. 225 Archetype Druid Prerequisites Basic Druid Spellcasting; Master in Nature --- You gain the expert spellcasting benefits. Expert Druid Spellcasting leads to... Master Druid Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Druid Spellcasting"],"rarity":"common","slug":"feat-707"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits for druid spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Druid Spellcasting; Legendary in Nature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=708","weakness":{},"archetype":["Druid"],"skill":["Nature","Nature"],"name":"Master Druid Spellcasting","trait":["Archetype"],"id":"feat-708","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Druid Spellcasting Source Core Rulebook pg. 225 Archetype Druid Prerequisites Expert Druid Spellcasting; Legendary in Nature --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Druid Spellcasting"],"rarity":"common","slug":"feat-708"},{"skill_mod":{},"summary":"You become trained in simple weapons and martial weapons.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength 14; Dexterity 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=709","weakness":{},"archetype":["Fighter"],"name":"Fighter Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-709","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fighter Dedication Source Core Rulebook pg. 226 Archetype Fighter Prerequisites Strength 14; Dexterity 14 --- You become trained in simple weapons and martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. Special You cannot select another dedication feat until you have gained two other feats from the fighter archetype. Fighter Dedication leads to... Basic Maneuver, Diverse Weapon Expert, Fighter Resiliency, Opportunist","category":"feat","pfs":"Standard","feat":["Fighter Dedication"],"rarity":"common","slug":"feat-709"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level fighter feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Fighter Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=710","weakness":{},"archetype":["Fighter"],"name":"Basic Maneuver","trait":["Archetype"],"id":"feat-710","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Maneuver Source Core Rulebook pg. 226 Archetype Fighter Prerequisites Fighter Dedication --- You gain a 1st- or 2nd-level fighter feat. Basic Maneuver leads to... Advanced Maneuver","category":"feat","pfs":"Standard","feat":["Basic Maneuver"],"rarity":"common","slug":"feat-710"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each fighter archetype class feat you have.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Fighter Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=711","weakness":{},"archetype":["Fighter"],"name":"Fighter Resiliency","trait":["Archetype"],"id":"feat-711","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fighter Resiliency Source Core Rulebook pg. 226 Archetype Fighter Prerequisites Fighter Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier --- You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Fighter Resiliency"],"rarity":"common","slug":"feat-711"},{"remaster_name":["Reactive Striker"],"skill_mod":{},"summary":"You gain the Attack of Opportunity reaction.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Fighter Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=712","weakness":{},"archetype":["Fighter","Eagle Knight","Blackjacket","Ulfen Guard"],"name":"Opportunist","trait":["Archetype"],"id":"feat-712","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Opportunist Source Core Rulebook pg. 226 Archetypes Fighter, Eagle Knight (Level 8), Blackjacket (Level 6), Ulfen Guard (Level 4) Prerequisites Fighter Dedication --- You gain the Attack of Opportunity reaction. ","category":"feat","pfs":"Standard","feat":["Opportunist"],"rarity":"common","slug":"feat-712"},{"skill_mod":{},"summary":"You gain a fighter feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Maneuver","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=713","weakness":{},"archetype":["Fighter"],"name":"Advanced Maneuver","trait":["Archetype"],"id":"feat-713","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Maneuver Source Core Rulebook pg. 226 Archetype Fighter Prerequisites Basic Maneuver --- You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another fighter feat.","category":"feat","pfs":"Standard","feat":["Advanced Maneuver"],"rarity":"common","slug":"feat-713"},{"skill_mod":{},"summary":"Your proficiency ranks for simple weapons and martial weapons increase to expert.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Fighter Dedication; expert in any kind of weapon or unarmed attack","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=714","weakness":{},"archetype":["Fighter"],"name":"Diverse Weapon Expert","trait":["Archetype"],"id":"feat-714","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Diverse Weapon Expert Source Core Rulebook pg. 226 Archetype Fighter Prerequisites Fighter Dedication; expert in any kind of weapon or unarmed attack --- Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.","category":"feat","pfs":"Standard","feat":["Diverse Weapon Expert"],"rarity":"common","slug":"feat-714"},{"skill_mod":{},"summary":"You become a multiclass monk.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength 14; Dexterity 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=715","weakness":{},"archetype":["Monk"],"name":"Monk Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-715","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Monk Dedication Source Core Rulebook pg. 227 Archetype Monk Prerequisites Strength 14; Dexterity 14 --- You become trained in unarmed attacks and gain the powerful fist class feature. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC. Special You can’t select another dedication feat until you have gained two other feats from the monk archetype. Monk Dedication leads to... Basic Kata, Monk Moves, Monk Resiliency, Monk's Flurry, Perfection's Path","category":"feat","pfs":"Standard","feat":["Monk Dedication"],"rarity":"common","slug":"feat-715"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level monk feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Monk Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=716","weakness":{},"archetype":["Monk"],"name":"Basic Kata","trait":["Archetype"],"id":"feat-716","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Kata Source Core Rulebook pg. 227 Archetype Monk Prerequisites Monk Dedication --- You gain a 1st- or 2nd-level monk feat. Basic Kata leads to... Advanced Kata","category":"feat","pfs":"Standard","feat":["Basic Kata"],"rarity":"common","slug":"feat-716"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each monk archetype class feat you have.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Monk Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=717","weakness":{},"archetype":["Monk"],"name":"Monk Resiliency","trait":["Archetype"],"id":"feat-717","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Monk Resiliency Source Core Rulebook pg. 227 Archetype Monk Prerequisites Monk Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier --- You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Monk Resiliency"],"rarity":"common","slug":"feat-717"},{"skill_mod":{},"summary":"You gain one monk feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Kata","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=718","weakness":{},"archetype":["Monk"],"name":"Advanced Kata","trait":["Archetype"],"id":"feat-718","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Kata Source Core Rulebook pg. 227 Archetype Monk Prerequisites Basic Kata --- You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another monk feat.","category":"feat","pfs":"Standard","feat":["Advanced Kata"],"rarity":"common","slug":"feat-718"},{"skill_mod":{},"summary":"You gain a +10-foot status bonus to your Speed when you’re not wearing armor.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Monk Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=719","weakness":{},"archetype":["Monk"],"name":"Monk Moves","trait":["Archetype"],"id":"feat-719","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Monk Moves Source Core Rulebook pg. 227 Archetype Monk Prerequisites Monk Dedication --- You gain a +10-foot status bonus to your Speed when you’re not wearing armor.","category":"feat","pfs":"Standard","feat":["Monk Moves"],"rarity":"common","slug":"feat-719"},{"skill_mod":{},"summary":"You gain the Flurry of Blows action.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Monk Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=720","weakness":{},"archetype":["Monk"],"name":"Monk's Flurry","trait":["Archetype"],"id":"feat-720","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Monk's Flurry Source Core Rulebook pg. 227 Archetype Monk Prerequisites Monk Dedication --- You gain the Flurry of Blows action. ","category":"feat","pfs":"Standard","feat":["Monk's Flurry"],"rarity":"common","slug":"feat-720"},{"skill_mod":{},"summary":"Increase the proiciency rank for one saving throw to master.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Monk Dedication; expert in at least one saving throw","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=721","weakness":{},"archetype":["Monk"],"name":"Perfection's Path","trait":["Archetype"],"id":"feat-721","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Perfection's Path Source Core Rulebook pg. 227 Archetype Monk Prerequisites Monk Dedication; expert in at least one saving throw --- Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master.","category":"feat","pfs":"Standard","feat":["Perfection's Path"],"rarity":"common","slug":"feat-721"},{"skill_mod":{},"summary":"You become a multiclass ranger.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Dexterity 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=722","weakness":{},"archetype":["Ranger"],"name":"Ranger Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-722","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ranger Dedication Source Core Rulebook pg. 228 Archetype Ranger Prerequisites Dexterity 14 --- You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the Hunt Prey action. Special You cannot select another dedication feat until you have gained two other feats from the ranger archetype. Ranger Dedication leads to... Basic Hunter's Trick, Master Spotter (Ranger), Ranger Resiliency","category":"feat","pfs":"Standard","feat":["Ranger Dedication"],"rarity":"common","slug":"feat-722"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level ranger feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Ranger Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=723","weakness":{},"archetype":["Ranger"],"name":"Basic Hunter's Trick","trait":["Archetype"],"id":"feat-723","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Hunter's Trick Source Core Rulebook pg. 228 Archetype Ranger Prerequisites Ranger Dedication --- You gain a 1st- or 2nd-level ranger feat. Basic Hunter's Trick leads to... Advanced Hunter's Trick","category":"feat","pfs":"Standard","feat":["Basic Hunter's Trick"],"rarity":"common","slug":"feat-723"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each ranger archetype class feat you have.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=724","weakness":{},"archetype":["Ranger"],"name":"Ranger Resiliency","trait":["Archetype"],"id":"feat-724","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ranger Resiliency Source Core Rulebook pg. 228 Archetype Ranger Prerequisites Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier --- You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Ranger Resiliency"],"rarity":"common","slug":"feat-724"},{"skill_mod":{},"summary":"You gain one ranger feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Hunter's Trick","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=725","weakness":{},"archetype":["Ranger"],"name":"Advanced Hunter's Trick","trait":["Archetype"],"id":"feat-725","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Hunter's Trick Source Core Rulebook pg. 228 Archetype Ranger Prerequisites Basic Hunter's Trick --- You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another ranger feat.","category":"feat","pfs":"Standard","feat":["Advanced Hunter's Trick"],"rarity":"common","slug":"feat-725"},{"skill_mod":{},"summary":"Your proficiency rank in Perception increases to master.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Ranger Dedication; expert in Perception","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=726","weakness":{},"archetype":["Ranger"],"name":"Master Spotter (Ranger)","trait":["Archetype"],"id":"feat-726","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Master Spotter (Ranger) Source Core Rulebook pg. 228 Archetype Ranger Prerequisites Ranger Dedication; expert in Perception --- Your proficiency rank in Perception increases to master.","category":"feat","pfs":"Standard","feat":["Master Spotter (Ranger)"],"rarity":"common","slug":"feat-726"},{"skill_mod":{},"summary":"You become a multiclass rogue.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Dexterity 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=727","weakness":{},"archetype":["Rogue"],"name":"Rogue Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-727","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rogue Dedication Source Core Rulebook pg. 229 Archetype Rogue Prerequisites Dexterity 14 --- You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC. Special You cannot gain another dedication feat until you have gained two other feats from the rogue archetype. Rogue Dedication leads to... Basic Trickery, Evasiveness (Rogue), Skill Mastery (Rogue), Sneak Attacker, Uncanny Dodge","category":"feat","pfs":"Standard","feat":["Rogue Dedication"],"rarity":"common","slug":"feat-727"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level rogue feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Rogue Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=728","weakness":{},"archetype":["Rogue"],"name":"Basic Trickery","trait":["Archetype"],"id":"feat-728","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Trickery Source Core Rulebook pg. 229 Archetype Rogue Prerequisites Rogue Dedication --- You gain a 1st- or 2nd-level rogue feat. Basic Trickery leads to... Advanced Trickery","category":"feat","pfs":"Standard","feat":["Basic Trickery"],"rarity":"common","slug":"feat-728"},{"skill_mod":{},"summary":"You gain the sneak attack class feature.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Rogue Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=729","weakness":{},"archetype":["Rogue","Assassin","Verduran Shadow","Lion Blade"],"name":"Sneak Attacker","trait":["Archetype"],"id":"feat-729","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sneak Attacker Source Core Rulebook pg. 229 Archetypes Rogue, Assassin (Level 6), Verduran Shadow (Level 6), Lion Blade (Level 4) Prerequisites Rogue Dedication --- You gain the sneak attack class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.","category":"feat","pfs":"Standard","feat":["Sneak Attacker"],"rarity":"common","slug":"feat-729"},{"skill_mod":{},"summary":"You gain one rogue feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Trickery","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=730","weakness":{},"archetype":["Rogue"],"name":"Advanced Trickery","trait":["Archetype"],"id":"feat-730","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Trickery Source Core Rulebook pg. 229 Archetype Rogue Prerequisites Basic Trickery --- You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another rogue feat.","category":"feat","pfs":"Standard","feat":["Advanced Trickery"],"rarity":"common","slug":"feat-730"},{"skill_mod":{},"summary":"Increase your proficiency rank in one of your skills from expert to master.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Rogue Dedication; trained in at least one skill and expert in at least one skill","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=731","weakness":{},"archetype":["Rogue"],"name":"Skill Mastery (Rogue)","trait":["Archetype"],"id":"feat-731","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Skill Mastery (Rogue) Source Core Rulebook pg. 229 Archetype Rogue Prerequisites Rogue Dedication; trained in at least one skill and expert in at least one skill --- Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. Special You can select this feat up to five times.","category":"feat","pfs":"Standard","feat":["Skill Mastery (Rogue)"],"rarity":"common","slug":"feat-731"},{"skill_mod":{},"summary":"You gain the deny advantage class feature.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Rogue Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=732","weakness":{},"archetype":["Rogue","Shadowdancer"],"name":"Uncanny Dodge","trait":["Archetype"],"id":"feat-732","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Uncanny Dodge Source Core Rulebook pg. 229 Archetypes Rogue, Shadowdancer (Level 10) Prerequisites Rogue Dedication --- You gain the deny advantage class feature.","category":"feat","pfs":"Standard","feat":["Uncanny Dodge"],"rarity":"common","slug":"feat-732"},{"skill_mod":{},"summary":"You gain the deny advantage class feature.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Rogue Dedication; expert in Reflex saves","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=733","weakness":{},"archetype":["Rogue"],"name":"Evasiveness (Rogue)","trait":["Archetype"],"id":"feat-733","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Evasiveness (Rogue) Source Core Rulebook pg. 229 Archetype Rogue Prerequisites Rogue Dedication; expert in Reflex saves --- Your proficiency rank for Reflex saves increases to master.","category":"feat","pfs":"Standard","feat":["Evasiveness (Rogue)"],"rarity":"common","slug":"feat-733"},{"skill_mod":{},"summary":"You become a multiclass sorcerer.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=734","weakness":{},"archetype":["Sorcerer"],"name":"Sorcerer Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-734","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sorcerer Dedication Source Core Rulebook pg. 230 Archetype Sorcerer Prerequisites Charisma 14 --- Choose a bloodline. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline. Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. Sorcerer Dedication leads to... Basic Blood Potency, Basic Bloodline Spell, Basic Sorcerer Spellcasting","category":"feat","pfs":"Standard","feat":["Sorcerer Dedication"],"rarity":"common","slug":"feat-734"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits for sorcerer spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sorcerer Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=735","weakness":{},"archetype":["Sorcerer"],"name":"Basic Sorcerer Spellcasting","trait":["Archetype"],"id":"feat-735","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Sorcerer Spellcasting Source Core Rulebook pg. 230 Archetype Sorcerer Prerequisites Sorcerer Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered. Basic Sorcerer Spellcasting leads to... Bloodline Breadth, Expert Sorcerer Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Sorcerer Spellcasting"],"rarity":"common","slug":"feat-735"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level sorcerer feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sorcerer Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=736","weakness":{},"archetype":["Sorcerer"],"name":"Basic Blood Potency","trait":["Archetype"],"id":"feat-736","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Blood Potency Source Core Rulebook pg. 230 Archetype Sorcerer Prerequisites Sorcerer Dedication --- You gain a 1st- or 2nd-level sorcerer feat. Basic Blood Potency leads to... Advanced Blood Potency","category":"feat","pfs":"Standard","feat":["Basic Blood Potency"],"rarity":"common","slug":"feat-736"},{"skill_mod":{},"summary":"You gain your bloodline's initial bloodline spell.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sorcerer Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=737","weakness":{},"archetype":["Sorcerer"],"name":"Basic Bloodline Spell","trait":["Archetype"],"id":"feat-737","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Bloodline Spell Source Core Rulebook pg. 230 Archetype Sorcerer Prerequisites Sorcerer Dedication --- You gain your bloodline’s initial bloodline spell. If you don’t already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort.","category":"feat","pfs":"Standard","feat":["Basic Bloodline Spell"],"rarity":"common","slug":"feat-737"},{"skill_mod":{},"summary":"You gain one sorcerer feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Blood Potency","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=738","weakness":{},"archetype":["Sorcerer"],"name":"Advanced Blood Potency","trait":["Archetype"],"id":"feat-738","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Blood Potency Source Core Rulebook pg. 230 Archetype Sorcerer Prerequisites Basic Blood Potency --- You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level. Special You can select this feat more than once. Each time you do, you gain another sorcerer feat.","category":"feat","pfs":"Standard","feat":["Advanced Blood Potency"],"rarity":"common","slug":"feat-738"},{"skill_mod":{},"summary":"Your repertoire expands, and you can cast more spells of your bloodline’s tradition each day.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Sorcerer Spellcasting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=739","weakness":{},"archetype":["Sorcerer"],"name":"Bloodline Breadth","trait":["Archetype"],"id":"feat-739","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bloodline Breadth Source Core Rulebook pg. 230 Archetype Sorcerer Prerequisites Basic Sorcerer Spellcasting --- Your repertoire expands, and you can cast more spells of your bloodline's tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest sorcerer spell slots.","category":"feat","pfs":"Standard","feat":["Bloodline Breadth"],"rarity":"common","slug":"feat-739"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits for sorcerer spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=740","weakness":{},"archetype":["Sorcerer"],"skill":["Arcana","Arcana","Nature","Occultism","Religion","Arcana"],"name":"Expert Sorcerer Spellcasting","trait":["Archetype"],"id":"feat-740","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Sorcerer Spellcasting Source Core Rulebook pg. 230 Archetype Sorcerer Prerequisites Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline --- You gain the expert spellcasting benefits. Expert Sorcerer Spellcasting leads to... Master Sorcerer Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Sorcerer Spellcasting"],"rarity":"common","slug":"feat-740"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits for sorcerer spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=741","weakness":{},"archetype":["Sorcerer"],"skill":["Arcana","Arcana","Nature","Occultism","Religion","Arcana"],"name":"Master Sorcerer Spellcasting","trait":["Archetype"],"id":"feat-741","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Sorcerer Spellcasting Source Core Rulebook pg. 230 Archetype Sorcerer Prerequisites Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Sorcerer Spellcasting"],"rarity":"common","slug":"feat-741"},{"skill_mod":{},"summary":"You become a multiclass wizard","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=742","weakness":{},"archetype":["Wizard"],"name":"Wizard Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-742","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wizard Dedication Source Core Rulebook pg. 231 Archetype Wizard Prerequisites Intelligence 14 --- You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select one arcane school of magic; you don't gain any abilities from your choice of school. Special You can’t select another dedication feat until you have gained two other feats from the wizard archetype. Wizard Dedication leads to... Arcane School Spell, Basic Arcana, Basic Wizard Spellcasting, Cunning Trickster Mask, Emancipator's Mask, Grand Medic's Mask, Protective Spirit Mask, Sky Master Mask, Stalking Feline Mask, Storyteller's Mask, Thick Hide Mask, Tireless Guide's Mask, Vigilant Mask","category":"feat","pfs":"Standard","feat":["Wizard Dedication"],"rarity":"common","slug":"feat-742"},{"skill_mod":{},"summary":"Select one arcane school of magic.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Wizard Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=743","weakness":{},"archetype":["Wizard"],"name":"Arcane School Spell","trait":["Archetype"],"id":"feat-743","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Arcane School Spell Source Core Rulebook pg. 231 Archetype Wizard Prerequisites Wizard Dedication --- You gain your school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying.","category":"feat","pfs":"Standard","feat":["Arcane School Spell"],"rarity":"common","slug":"feat-743"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level wizard feat of your choice.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Wizard Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=744","weakness":{},"archetype":["Wizard","Spellshot"],"name":"Basic Arcana","trait":["Archetype"],"id":"feat-744","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Arcana Source Core Rulebook pg. 231 Archetypes Wizard, Spellshot (Level 4), Spellshot (Level 4) Prerequisites Wizard Dedication --- You gain a 1st- or 2nd-level wizard feat of your choice. Basic Arcana leads to... Advanced Arcana","category":"feat","pfs":"Standard","feat":["Basic Arcana"],"rarity":"common","slug":"feat-744"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits for wizard spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Wizard Dedication","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=745","weakness":{},"archetype":["Wizard","Spellshot"],"name":"Basic Wizard Spellcasting","trait":["Archetype"],"id":"feat-745","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Wizard Spellcasting Source Core Rulebook pg. 231 Archetypes Wizard, Spellshot (Level 4), Spellshot (Level 4) Prerequisites Wizard Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. Basic Wizard Spellcasting leads to... Arcane Breadth, Expert Wizard Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Wizard Spellcasting"],"rarity":"common","slug":"feat-745"},{"skill_mod":{},"summary":"You gain one wizard feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Arcana","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=746","weakness":{},"archetype":["Wizard","Spellshot"],"name":"Advanced Arcana","trait":["Archetype"],"id":"feat-746","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Arcana Source Core Rulebook pg. 231 Archetypes Wizard, Spellshot (Level 6), Spellshot (Level 6) Prerequisites Basic Arcana --- You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another wizard feat.","category":"feat","pfs":"Standard","feat":["Advanced Arcana"],"rarity":"common","slug":"feat-746"},{"skill_mod":{},"summary":"You can cast more arcane spells each day.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Wizard Spellcasting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=747","weakness":{},"archetype":["Wizard","Spellshot"],"name":"Arcane Breadth","trait":["Archetype"],"id":"feat-747","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Arcane Breadth Source Core Rulebook pg. 231 Archetypes Wizard, Spellshot (Level 8), Spellshot (Level 8) Prerequisites Basic Wizard Spellcasting --- You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest wizard spell slots.","category":"feat","pfs":"Standard","feat":["Arcane Breadth"],"rarity":"common","slug":"feat-747"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits for wizard spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Wizard Spellcasting; Master in Arcana","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=748","weakness":{},"archetype":["Wizard","Spellshot"],"skill":["Arcana","Arcana"],"name":"Expert Wizard Spellcasting","trait":["Archetype"],"id":"feat-748","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Wizard Spellcasting Source Core Rulebook pg. 231 Archetypes Wizard, Spellshot (Level 12), Spellshot (Level 12) Prerequisites Basic Wizard Spellcasting; Master in Arcana --- You gain the expert spellcasting benefits. Expert Wizard Spellcasting leads to... Master Wizard Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Wizard Spellcasting"],"rarity":"common","slug":"feat-748"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits for wizard spellcasting.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Wizard Spellcasting; Legendary in Arcana","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=749","weakness":{},"archetype":["Wizard"],"skill":["Arcana","Arcana"],"name":"Master Wizard Spellcasting","trait":["Archetype"],"id":"feat-749","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Wizard Spellcasting Source Core Rulebook pg. 231 Archetype Wizard Prerequisites Expert Wizard Spellcasting; Legendary in Arcana --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Wizard Spellcasting"],"rarity":"common","slug":"feat-749"},{"skill_mod":{},"summary":"Become trained in another Lore subcategory.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Lore","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=750","weakness":{},"skill":["Lore","Lore"],"name":"Additional Lore","trait":["General","Skill"],"id":"feat-750","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Additional Lore Source Core Rulebook pg. 258 Prerequisites Trained in Lore --- Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.","category":"feat","pfs":"Standard","feat":["Additional Lore"],"rarity":"common","slug":"feat-750"},{"skill_mod":{},"summary":"Gain access to ancestry feats from another ancestry.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=751","weakness":{},"name":"Adopted Ancestry","trait":["General"],"id":"feat-751","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adopted Ancestry Source Core Rulebook pg. 258 --- You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.","category":"feat","pfs":"Standard","feat":["Adopted Ancestry"],"rarity":"common","slug":"feat-751"},{"skill_mod":{},"summary":"Craft alchemical items.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=752","weakness":{},"skill":["Crafting","Crafting"],"name":"Alchemical Crafting","trait":["General","Skill"],"id":"feat-752","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alchemical Crafting Source Core Rulebook pg. 258 Prerequisites Trained in Crafting --- You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. Alchemical Crafting leads to... Assassin Dedication","category":"feat","pfs":"Standard","feat":["Alchemical Crafting"],"rarity":"common","slug":"feat-752"},{"skill_mod":{},"summary":"Gain a 1st-level ancestry feat.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=753","weakness":{},"name":"Ancestral Paragon","trait":["General"],"id":"feat-753","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Ancestral Paragon Source Core Rulebook pg. 258 --- Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.","category":"feat","pfs":"Standard","feat":["Ancestral Paragon"],"rarity":"common","slug":"feat-753"},{"skill_mod":{},"summary":"Cast detect magic at will as an arcane innate spell.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Arcana","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=754","weakness":{},"skill":["Arcana","Arcana"],"name":"Arcane Sense","trait":["General","Skill"],"id":"feat-754","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Arcane Sense Source Core Rulebook pg. 258 Prerequisites Trained in Arcana --- Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level. Arcane Sense leads to... Eye of the Arclords","category":"feat","pfs":"Standard","feat":["Arcane Sense"],"rarity":"common","slug":"feat-754"},{"skill_mod":{},"summary":"Become trained in a type of armor.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=755","weakness":{},"name":"Armor Proficiency","trait":["General"],"id":"feat-755","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Armor Proficiency Source Core Rulebook pg. 258 --- You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. Special You can select this feat more than once. Each time, you become trained in the next type of armor above.","category":"feat","pfs":"Standard","feat":["Armor Proficiency"],"rarity":"common","slug":"feat-755"},{"skill_mod":{},"summary":"Receive a fixed result on a skill check.","primary_source":"Core Rulebook","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"trained in at least one skill","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=756","weakness":{},"name":"Assurance","trait":["Fortune","General","Skill"],"id":"feat-756","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Assurance Source Core Rulebook pg. 258 Prerequisites trained in at least one skill --- Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill. Assurance leads to... Automatic Knowledge","category":"feat","pfs":"Standard","feat":["Assurance"],"rarity":"common","slug":"feat-756"},{"skill_mod":{},"summary":"Recall Knowledge as a free action once per round.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"expert in a skill with the Recall Knowledge action; Assurance in that skill","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=757","weakness":{},"name":"Automatic Knowledge","trait":["General","Skill"],"id":"feat-757","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Automatic Knowledge Source Core Rulebook pg. 258 Prerequisites expert in a skill with the Recall Knowledge action; Assurance in that skill --- You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check. Special You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.","category":"feat","pfs":"Standard","feat":["Automatic Knowledge"],"rarity":"common","slug":"feat-757"},{"skill_mod":{},"summary":"Earn Income by searching for deals.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=758","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Bargain Hunter","trait":["General","Skill"],"id":"feat-758","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bargain Hunter Source Core Rulebook pg. 258 Prerequisites Trained in Diplomacy --- You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.","category":"feat","pfs":"Standard","feat":["Bargain Hunter"],"rarity":"common","slug":"feat-758"},{"skill_mod":{},"summary":"Demoralizes foes when you roll for initiative.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Intimidation","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=759","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Battle Cry","trait":["General","Skill"],"id":"feat-759","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Battle Cry Source Core Rulebook pg. 258 Prerequisites Master in Intimidation --- When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.","category":"feat","pfs":"Standard","feat":["Battle Cry"],"rarity":"common","slug":"feat-759"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["General","Healing","Manipulate","Skill"],"id":"feat-760","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Battle Medicine Single Action Source Core Rulebook pg. 258 Prerequisites Trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free --- You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. Battle Medicine leads to... Godless Healing, Medic Dedication, Paragon Battle Medicine","feat":["Battle Medicine"],"skill_mod":{},"summary":"Heal yourself or an ally in battle.","primary_source":"Core Rulebook","trait_group":["Feat","Mechanics"],"level":1,"prerequisite":"Trained in Medicine","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free","resistance":{},"url":"/Feats.aspx?ID=760","name":"Battle Medicine","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-760"},{"skill_mod":{},"summary":"Your magic becomes more difficult to identify.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=761","weakness":{},"skill":["Occultism","Occultism"],"name":"Bizarre Magic","trait":["General","Skill"],"id":"feat-761","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Bizarre Magic Source Core Rulebook pg. 258 Prerequisites Master in Occultism --- You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.","category":"feat","pfs":"Standard","feat":["Bizarre Magic"],"rarity":"common","slug":"feat-761"},{"skill_mod":{},"summary":"An animal becomes permanently helpful to you.","primary_source":"Core Rulebook","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Nature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=762","weakness":{},"skill":["Nature","Nature"],"name":"Bonded Animal","trait":["Downtime","General","Skill"],"id":"feat-762","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bonded Animal Source Core Rulebook pg. 259 Prerequisites Expert in Nature --- You forge strong connections with animals. You can spend 7 days of downtime regularly interacting with a normal animal (not a companion or other special animal) that is friendly or helpful to you. After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal. The animal is permanently helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal. Bonding with a new animal ends any previous bond you had. You can't have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar).","category":"feat","pfs":"Standard","feat":["Bonded Animal"],"rarity":"common","slug":"feat-762"},{"skill_mod":{},"summary":"Hold your breath longer and gain benefits against inhaled threats.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=763","weakness":{},"name":"Breath Control","trait":["General"],"id":"feat-763","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Breath Control Source Core Rulebook pg. 259 --- You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Breath Control"],"rarity":"common","slug":"feat-763"},{"skill_mod":{},"summary":"Become an expert in a saving throw or Perception.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=764","weakness":{},"name":"Canny Acumen","trait":["General"],"id":"feat-764","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Canny Acumen Source Core Rulebook pg. 259 --- Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.","category":"feat","pfs":"Standard","feat":["Canny Acumen"],"rarity":"common","slug":"feat-764"},{"skill_mod":{},"summary":"Treat falls as shorter than they are.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=765","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Cat Fall","trait":["General","Skill"],"id":"feat-765","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cat Fall Source Core Rulebook pg. 259 Prerequisites Trained in Acrobatics --- Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Cat Fall leads to... Leshy Glide, Rolling Landing","category":"feat","pfs":"Standard","feat":["Cat Fall"],"rarity":"common","slug":"feat-765"},{"skill_mod":{},"summary":"Improve a target's attitude with your lies.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=766","weakness":{},"skill":["Deception","Deception"],"name":"Charming Liar","trait":["General","Skill"],"id":"feat-766","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Charming Liar Source Core Rulebook pg. 259 Prerequisites Trained in Deception --- Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.","category":"feat","pfs":"Standard","feat":["Charming Liar"],"rarity":"common","slug":"feat-766"},{"skill_mod":{},"summary":"Jump impossible distances.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=767","weakness":{},"skill":["Athletics","Athletics"],"name":"Cloud Jump","trait":["General","Skill"],"id":"feat-767","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Cloud Jump Source Core Rulebook pg. 260 Prerequisites Legendary in Athletics --- You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don't triple the distance. You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap.","category":"feat","pfs":"Standard","feat":["Cloud Jump"],"rarity":"common","slug":"feat-767"},{"skill_mod":{},"summary":"Fight more effectively as you Climb.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=768","weakness":{},"skill":["Athletics","Athletics"],"name":"Combat Climber","trait":["General","Skill"],"id":"feat-768","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Combat Climber Source Core Rulebook pg. 260 Prerequisites Trained in Athletics --- Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.","category":"feat","pfs":"Standard","feat":["Combat Climber"],"rarity":"common","slug":"feat-768"},{"skill_mod":{},"summary":"Reduce the bonuses against your repeated lies.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Deception","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=769","weakness":{},"skill":["Deception","Deception"],"name":"Confabulator","trait":["General","Skill"],"id":"feat-769","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Confabulator Source Core Rulebook pg. 260 Prerequisites Expert in Deception --- Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.","category":"feat","pfs":"Standard","feat":["Confabulator"],"rarity":"common","slug":"feat-769"},{"remaster_name":["Leverage Connections"],"skill_mod":{},"summary":"Leverage your connections for favors and meetings.","primary_source":"Core Rulebook","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Society; Courtly Graces","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=770","weakness":{},"skill":["Society","Society"],"name":"Connections","trait":["General","Skill","Uncommon"],"id":"feat-770","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Connections Source Core Rulebook pg. 260 Prerequisites Expert in Society; Courtly Graces --- You have social connections you can leverage to trade favors or meet important people. When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice. The GM decides the DC based on the difficulty of the favor and the figure’s prominence. Connections leads to... Quick Contacts","category":"feat","pfs":"Limited","feat":["Connections"],"rarity":"uncommon","slug":"feat-770"},{"skill_mod":{},"summary":"Treat Wounds on a patient more often.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=771","weakness":{},"skill":["Medicine","Medicine"],"name":"Continual Recovery","trait":["General","Skill"],"id":"feat-771","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Continual Recovery Source Core Rulebook pg. 260 Prerequisites Expert in Medicine --- You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.","category":"feat","pfs":"Standard","feat":["Continual Recovery"],"rarity":"common","slug":"feat-771"},{"skill_mod":{},"summary":"Use Society to get along in noble society.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=772","weakness":{},"skill":["Society","Society"],"name":"Courtly Graces","trait":["General","Skill"],"id":"feat-772","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Courtly Graces Source Core Rulebook pg. 260 Prerequisites Trained in Society --- You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary. Courtly Graces leads to... Connections","category":"feat","pfs":"Standard","feat":["Courtly Graces"],"rarity":"common","slug":"feat-772"},{"skill_mod":{},"summary":"Ignore most requirements for crafting items.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=773","weakness":{},"skill":["Crafting","Crafting"],"name":"Craft Anything","trait":["General","Skill"],"id":"feat-773","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Craft Anything Source Core Rulebook pg. 260 Prerequisites Legendary in Crafting --- You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item’s cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher’s stone that have exclusive means of access and Crafting. The GM decides whether you can ignore a requirement.","category":"feat","pfs":"Standard","feat":["Craft Anything"],"rarity":"common","slug":"feat-773"},{"skill_mod":{},"summary":"Die at dying 5, rather than dying 4.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=774","weakness":{},"name":"Diehard","trait":["General"],"id":"feat-774","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Diehard Source Core Rulebook pg. 260 --- It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4. Diehard leads to... Numb to Death","category":"feat","pfs":"Standard","feat":["Diehard"],"rarity":"common","slug":"feat-774"},{"skill_mod":{},"summary":"Find guidance in the writings of your faith.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Religion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=775","weakness":{},"skill":["Religion","Religion"],"name":"Divine Guidance","trait":["General","Skill"],"id":"feat-775","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Divine Guidance Source Core Rulebook pg. 260 Prerequisites Legendary in Religion --- You’re so immersed in divine scripture that you find meaning and guidance in your texts in any situation. Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum. For example, the GM might provide you with a cryptic poem or hint that can guide you to the next step of solving your problem.","category":"feat","pfs":"Standard","feat":["Divine Guidance"],"rarity":"common","slug":"feat-775"},{"skill_mod":{},"summary":"Learn true and erroneous knowledge on failed check.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"trained in a skill with the Recall Knowledge action","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=776","weakness":{},"name":"Dubious Knowledge","trait":["General","Skill"],"id":"feat-776","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dubious Knowledge Source Core Rulebook pg. 260 Prerequisites trained in a skill with the Recall Knowledge action --- You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.","category":"feat","pfs":"Standard","feat":["Dubious Knowledge"],"rarity":"common","slug":"feat-776"},{"skill_mod":{},"summary":"Search areas in half the time.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"master in Perception","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=777","weakness":{},"name":"Expeditious Search","trait":["General"],"id":"feat-777","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Expeditious Search Source Core Rulebook pg. 260 Prerequisites master in Perception --- You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly.","category":"feat","pfs":"Standard","feat":["Expeditious Search"],"rarity":"common","slug":"feat-777"},{"skill_mod":{},"summary":"Prevent critical failures when Earning Income.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Lore","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=778","weakness":{},"skill":["Lore","Lore"],"name":"Experienced Professional","trait":["General","Skill"],"id":"feat-778","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Experienced Professional Source Core Rulebook pg. 261 Prerequisites Trained in Lore --- You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.","category":"feat","pfs":"Standard","feat":["Experienced Professional"],"rarity":"common","slug":"feat-778"},{"skill_mod":{},"summary":"Conceal items from observers more effectively.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Stealth","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=779","weakness":{},"skill":["Stealth","Stealth"],"name":"Experienced Smuggler","trait":["General","Skill"],"id":"feat-779","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Experienced Smuggler Source Core Rulebook pg. 261 PFS Note Allows you to always Earn Income with the Underworld Lore with tasks of your level -1 (instead of the normal level -2). Prerequisites Trained in Stealth --- You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.","category":"feat","pfs":"Standard","feat":["Experienced Smuggler"],"rarity":"common","slug":"feat-779"},{"skill_mod":{},"summary":"Track at your full Speed at a –5 penalty.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=780","weakness":{},"skill":["Survival","Survival"],"name":"Experienced Tracker","trait":["General","Skill"],"id":"feat-780","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Experienced Tracker Source Core Rulebook pg. 261 Prerequisites Trained in Survival --- Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. Experienced Tracker leads to... Swift Tracker","category":"feat","pfs":"Standard","feat":["Experienced Tracker"],"rarity":"common","slug":"feat-780"},{"skill_mod":{},"summary":"Perform to fascinate observers.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Performance","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=781","weakness":{},"skill":["Performance","Performance"],"name":"Fascinating Performance","trait":["General","Skill"],"id":"feat-781","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fascinating Performance Source Core Rulebook pg. 261 Prerequisites Trained in Performance --- When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time. Fascinating Performance leads to... Focused Fascination","category":"feat","pfs":"Standard","feat":["Fascinating Performance"],"rarity":"common","slug":"feat-781"},{"skill_mod":{},"summary":"Regain more HP from rest, recover faster from disease and poisons.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Constitution 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=782","weakness":{},"name":"Fast Recovery","trait":["General"],"id":"feat-782","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fast Recovery Source Core Rulebook pg. 261 Prerequisites Constitution 14 --- Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.","category":"feat","pfs":"Standard","feat":["Fast Recovery"],"rarity":"common","slug":"feat-782"},{"skill_mod":{},"summary":"Step into difficult terrain.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Dexterity 14","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=783","weakness":{},"name":"Feather Step","trait":["General"],"id":"feat-783","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Feather Step Source Core Rulebook pg. 261 Prerequisites Dexterity 14 --- You step carefully and quickly. You can Step into difficult terrain.","category":"feat","pfs":"Standard","feat":["Feather Step"],"rarity":"common","slug":"feat-783"},{"skill_mod":{},"summary":"Increase your Speed by 5 feet.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=784","weakness":{},"name":"Fleet","trait":["General"],"id":"feat-784","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fleet Source Core Rulebook pg. 261 --- You move more quickly on foot. Your Speed increases by 5 feet. Fleet leads to... Skitter","category":"feat","pfs":"Standard","feat":["Fleet"],"rarity":"common","slug":"feat-784"},{"skill_mod":{},"summary":"Take precautions against special senses.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=785","weakness":{},"skill":["Stealth","Stealth"],"name":"Foil Senses","trait":["General","Skill"],"id":"feat-785","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Foil Senses Source Core Rulebook pg. 261 Prerequisites Master in Stealth --- You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar).","category":"feat","pfs":"Standard","feat":["Foil Senses"],"rarity":"common","slug":"feat-785"},{"skill_mod":{},"summary":"Forage for supplies to provide for multiple creatures.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=786","weakness":{},"skill":["Survival","Survival"],"name":"Forager","trait":["General","Skill"],"id":"feat-786","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Forager Source Core Rulebook pg. 261 Prerequisites Trained in Survival --- While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.","category":"feat","pfs":"Standard","feat":["Forager"],"rarity":"common","slug":"feat-786"},{"skill_mod":{},"summary":"Make an Impression on a target you've just met.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Diplomacy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=787","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Glad-Hand","trait":["General","Skill"],"id":"feat-787","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Glad-Hand Source Core Rulebook pg. 261 Prerequisites Expert in Diplomacy --- First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.","category":"feat","pfs":"Standard","feat":["Glad-Hand"],"rarity":"common","slug":"feat-787"},{"skill_mod":{},"summary":"Coerce multiple targets simultaneously.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=788","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Group Coercion","trait":["General","Skill"],"id":"feat-788","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Group Coercion Source Core Rulebook pg. 262 Prerequisites Trained in Intimidation --- When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.","category":"feat","pfs":"Standard","feat":["Group Coercion"],"rarity":"common","slug":"feat-788"},{"skill_mod":{},"summary":"Make an Impression on multiple targets at once.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=789","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Group Impression","trait":["General","Skill"],"id":"feat-789","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Group Impression Source Core Rulebook pg. 262 Prerequisites Trained in Diplomacy --- When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.","category":"feat","pfs":"Standard","feat":["Group Impression"],"rarity":"common","slug":"feat-789"},{"skill_mod":{},"summary":"Increase your Bulk limits by 2.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=790","weakness":{},"skill":["Athletics","Athletics"],"name":"Hefty Hauler","trait":["General","Skill"],"id":"feat-790","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hefty Hauler Source Core Rulebook pg. 262 Prerequisites Trained in Athletics --- You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.","category":"feat","pfs":"Standard","feat":["Hefty Hauler"],"rarity":"common","slug":"feat-790"},{"skill_mod":{},"summary":"Gather Information rapidly.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=791","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Hobnobber","trait":["General","Skill"],"id":"feat-791","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hobnobber Source Core Rulebook pg. 262 Prerequisites Trained in Diplomacy --- You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate. Hobnobber leads to... Entourage","category":"feat","pfs":"Standard","feat":["Hobnobber"],"rarity":"common","slug":"feat-791"},{"skill_mod":{},"summary":"Craft items more efficiently.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Crafting; Specialty Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=792","weakness":{},"skill":["Crafting","Crafting"],"name":"Impeccable Crafting","trait":["General","Skill"],"id":"feat-792","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Impeccable Crafting Source Core Rulebook pg. 262 Prerequisites Master in Crafting; Specialty Crafting --- You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Impeccable Crafting"],"rarity":"common","slug":"feat-792"},{"skill_mod":{},"summary":"Make an Impression with Performance.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Performance","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=793","weakness":{},"skill":["Performance","Performance"],"name":"Impressive Performance","trait":["General","Skill"],"id":"feat-793","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Impressive Performance Source Core Rulebook pg. 262 Prerequisites Trained in Performance --- Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. Impressive Performance leads to... Gladiator Dedication","category":"feat","pfs":"Standard","feat":["Impressive Performance"],"rarity":"common","slug":"feat-793"},{"skill_mod":{},"summary":"+2 to initiative rolls.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=794","weakness":{},"name":"Incredible Initiative","trait":["General"],"id":"feat-794","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Incredible Initiative Source Core Rulebook pg. 262 --- You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.","category":"feat","pfs":"Standard","feat":["Incredible Initiative"],"rarity":"common","slug":"feat-794"},{"skill_mod":{},"summary":"Invest up to 12 magic items.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":11,"prerequisite":"Charisma 16","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=795","weakness":{},"name":"Incredible Investiture","trait":["General"],"id":"feat-795","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Standard\" > Incredible Investiture Source Core Rulebook pg. 262 Prerequisites Charisma 16 --- You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12.","category":"feat","pfs":"Standard","feat":["Incredible Investiture"],"rarity":"common","slug":"feat-795"},{"skill_mod":{},"summary":"Demoralize a creature without speaking.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=796","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Intimidating Glare","trait":["General","Skill"],"id":"feat-796","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Intimidating Glare Source Core Rulebook pg. 262 Prerequisites Trained in Intimidation --- You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Intimidating Glare leads to... Terrifying Howl","category":"feat","pfs":"Standard","feat":["Intimidating Glare"],"rarity":"common","slug":"feat-796"},{"skill_mod":{},"summary":"Gain a bonus to physically Demoralize a target.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength 16; Expert in Intimidation","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=797","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Intimidating Prowess","trait":["General","Skill"],"id":"feat-797","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Intimidating Prowess Source Core Rulebook pg. 262 Prerequisites Strength 16; Expert in Intimidation --- In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.","category":"feat","pfs":"Standard","feat":["Intimidating Prowess"],"rarity":"common","slug":"feat-797"},{"skill_mod":{},"summary":"Use Crafting to create item formulas.","primary_source":"Core Rulebook","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=798","weakness":{},"skill":["Crafting","Crafting"],"name":"Inventor","trait":["Downtime","General","Skill"],"id":"feat-798","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Inventor Source Core Rulebook pg. 262 Prerequisites Master in Crafting --- You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.","category":"feat","pfs":"Standard","feat":["Inventor"],"rarity":"common","slug":"feat-798"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"trait":["General","Skill"],"id":"feat-799","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Kip Up Free Action Source Core Rulebook pg. 262 Prerequisites Master in Acrobatics --- You stand up. This movement doesn’t trigger reactions.","feat":["Kip Up"],"skill_mod":{},"summary":"Stand up for free without triggering reactions.","primary_source":"Core Rulebook","trait_group":["Feat"],"level":7,"prerequisite":"Master in Acrobatics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=799","name":"Kip Up","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-799"},{"skill_mod":{},"summary":"Coerce a target into helping you longer.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Intimidation","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=800","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Lasting Coercion","trait":["General","Skill"],"id":"feat-800","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lasting Coercion Source Core Rulebook pg. 262 Prerequisites Expert in Intimidation --- When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month.","category":"feat","pfs":"Standard","feat":["Lasting Coercion"],"rarity":"common","slug":"feat-800"},{"skill_mod":{},"summary":"Quickly Decipher Writing using Society.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Society","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=801","weakness":{},"skill":["Society","Society"],"name":"Legendary Codebreaker","trait":["General","Skill"],"id":"feat-801","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Codebreaker Source Core Rulebook pg. 262 Prerequisites Legendary in Society --- Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.","category":"feat","pfs":"Standard","feat":["Legendary Codebreaker"],"rarity":"common","slug":"feat-801"},{"skill_mod":{},"summary":"Create pidgin languages to communicate with anyone.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Society; Multilingual","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=802","weakness":{},"skill":["Society","Society"],"name":"Legendary Linguist","trait":["General","Skill"],"id":"feat-802","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Linguist Source Core Rulebook pg. 263 Prerequisites Legendary in Society; Multilingual --- You’re so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don’t know —by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).","category":"feat","pfs":"Standard","feat":["Legendary Linguist"],"rarity":"common","slug":"feat-802"},{"skill_mod":{},"summary":"Remove disease or the blinded, deafened, doomed, or drained condition.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Medicine","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=803","weakness":{},"skill":["Medicine","Medicine"],"name":"Legendary Medic","trait":["General","Skill"],"id":"feat-803","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Medic Source Core Rulebook pg. 263 Prerequisites Legendary in Medicine --- You’ve discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.","category":"feat","pfs":"Standard","feat":["Legendary Medic"],"rarity":"common","slug":"feat-803"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["General","Skill"],"id":"feat-804","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Negotiation Three Actions Source Core Rulebook pg. 263 Prerequisites Legendary in Diplomacy --- You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances—it’s generally at least a very hard DC of the creature’s level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence.","feat":["Legendary Negotiation"],"skill_mod":{},"summary":"Quickly parley with foes.","primary_source":"Core Rulebook","trait_group":["Feat"],"level":15,"prerequisite":"Legendary in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=804","name":"Legendary Negotiation","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-804"},{"skill_mod":{},"summary":"Gain renown for your Performance Virtuosic Performer.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Performance; Virtuosic Performer","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=805","weakness":{},"skill":["Performance","Performance"],"name":"Legendary Performer","trait":["General","Skill"],"id":"feat-805","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Performer Source Core Rulebook pg. 263 Prerequisites Legendary in Performance; Virtuosic Performer --- Your fame has spread throughout the lands. NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM.","category":"feat","pfs":"Standard","feat":["Legendary Performer"],"rarity":"common","slug":"feat-805"},{"skill_mod":{},"summary":"Gain renown for your Lore.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Lore","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=806","weakness":{},"skill":["Lore","Lore"],"name":"Legendary Professional","trait":["General","Skill"],"id":"feat-806","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Professional Source Core Rulebook pg. 263 Prerequisites Legendary in Lore --- Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer, except you gain higher-level jobs when you Earn Income with Lore.","category":"feat","pfs":"Standard","feat":["Legendary Professional"],"rarity":"common","slug":"feat-806"},{"skill_mod":{},"summary":"Hide and Sneak without cover or being concealed.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Stealth; Swift Sneak","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=807","weakness":{},"skill":["Stealth","Stealth"],"name":"Legendary Sneak","trait":["General","Skill"],"id":"feat-807","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Sneak Source Core Rulebook pg. 263 Prerequisites Legendary in Stealth; Swift Sneak --- You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to.","category":"feat","pfs":"Standard","feat":["Legendary Sneak"],"rarity":"common","slug":"feat-807"},{"skill_mod":{},"summary":"Survive extreme conditions.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Survival","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=808","weakness":{},"skill":["Survival","Survival"],"name":"Legendary Survivalist","trait":["General","Skill"],"id":"feat-808","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Survivalist Source Core Rulebook pg. 263 Prerequisites Legendary in Survival --- You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.","category":"feat","pfs":"Standard","feat":["Legendary Survivalist"],"rarity":"common","slug":"feat-808"},{"skill_mod":{},"summary":"Steal what would normally be impossible to steal.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Thievery; Pickpocket","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=809","weakness":{},"skill":["Thievery","Thievery"],"name":"Legendary Thief","trait":["General","Skill"],"id":"feat-809","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Thief Source Core Rulebook pg. 263 Prerequisites Legendary in Thievery; Pickpocket --- Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. You take a –5 penalty to your Thievery check. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it’s gone after you steal it. Legendary Thief leads to... Steal Spell","category":"feat","pfs":"Standard","feat":["Legendary Thief"],"rarity":"common","slug":"feat-809"},{"skill_mod":{},"summary":"Remain hidden after you Create a Diversion.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=810","weakness":{},"skill":["Deception","Deception"],"name":"Lengthy Diversion","trait":["General","Skill"],"id":"feat-810","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lengthy Diversion Source Core Rulebook pg. 263 Prerequisites Trained in Deception --- When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).","category":"feat","pfs":"Standard","feat":["Lengthy Diversion"],"rarity":"common","slug":"feat-810"},{"skill_mod":{},"summary":"Use Deception to detect lies.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=811","weakness":{},"skill":["Deception","Deception"],"name":"Lie to Me","trait":["General","Skill"],"id":"feat-811","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lie to Me Source Core Rulebook pg. 263 Prerequisites Trained in Deception --- You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.","category":"feat","pfs":"Standard","feat":["Lie to Me"],"rarity":"common","slug":"feat-811"},{"skill_mod":{},"summary":"Craft magic items.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=812","weakness":{},"skill":["Crafting","Crafting"],"name":"Magical Crafting","trait":["General","Skill"],"id":"feat-812","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Magical Crafting Source Core Rulebook pg. 263 Prerequisites Expert in Crafting --- You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.","category":"feat","pfs":"Standard","feat":["Magical Crafting"],"rarity":"common","slug":"feat-812"},{"skill_mod":{},"summary":"Learn spells quickly and at a reduced cost.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=813","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Magical Shorthand","trait":["General","Skill"],"id":"feat-813","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Magical Shorthand Source Core Rulebook pg. 264 Prerequisites Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion --- Learning spells comes easily to you. If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.","category":"feat","pfs":"Standard","feat":["Magical Shorthand"],"rarity":"common","slug":"feat-813"},{"skill_mod":{},"summary":"Learn two new languages.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=814","weakness":{},"skill":["Society","Society"],"name":"Multilingual","trait":["General","Skill"],"id":"feat-814","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Multilingual Source Core Rulebook pg. 264 Prerequisites Trained in Society --- You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. Special You can select this feat multiple times. Each time, you learn additional languages. Multilingual leads to... Legendary Linguist","category":"feat","pfs":"Standard","feat":["Multilingual"],"rarity":"common","slug":"feat-814"},{"skill_mod":{},"summary":"Use Nature to Treat Wounds.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=815","weakness":{},"skill":["Nature","Nature"],"name":"Natural Medicine","trait":["General","Skill"],"id":"feat-815","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Natural Medicine Source Core Rulebook pg. 264 Prerequisites Trained in Nature --- You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination. Natural Medicine leads to... Herbalist Dedication","category":"feat","pfs":"Standard","feat":["Natural Medicine"],"rarity":"common","slug":"feat-815"},{"skill_mod":{},"summary":"Crawl at a faster rate.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Acrobatics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=816","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Nimble Crawl","trait":["General","Skill"],"id":"feat-816","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Nimble Crawl Source Core Rulebook pg. 264 Prerequisites Expert in Acrobatics --- You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone.","category":"feat","pfs":"Standard","feat":["Nimble Crawl"],"rarity":"common","slug":"feat-816"},{"skill_mod":{},"summary":"+2 to Occultism checks to Identify Magic with certain traits.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=817","weakness":{},"skill":["Occultism","Occultism"],"name":"Oddity Identification","trait":["General","Skill"],"id":"feat-817","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Oddity Identification Source Core Rulebook pg. 264 Prerequisites Trained in Occultism --- You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.","category":"feat","pfs":"Standard","feat":["Oddity Identification"],"rarity":"common","slug":"feat-817"},{"skill_mod":{},"summary":"Steal or Palm an Object more effectively.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Thievery","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=818","weakness":{},"skill":["Thievery","Thievery"],"name":"Pickpocket","trait":["General","Skill"],"id":"feat-818","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pickpocket Source Core Rulebook pg. 264 Prerequisites Trained in Thievery --- You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty. Pickpocket leads to... Larcenous Hand, Legendary Thief, Plant Evidence","category":"feat","pfs":"Standard","feat":["Pickpocket"],"rarity":"common","slug":"feat-818"},{"skill_mod":{},"summary":"Use Survival to Subsist on different planes.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Survival","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=819","weakness":{},"skill":["Survival","Survival"],"name":"Planar Survival","trait":["General","Skill"],"id":"feat-819","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Planar Survival Source Core Rulebook pg. 264 Prerequisites Master in Survival --- You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you. A success on your check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion.","category":"feat","pfs":"Standard","feat":["Planar Survival"],"rarity":"common","slug":"feat-819"},{"skill_mod":{},"summary":"Jump farther and higher.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=820","weakness":{},"skill":["Athletics","Athletics"],"name":"Powerful Leap","trait":["General","Skill"],"id":"feat-820","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Powerful Leap Source Core Rulebook pg. 264 Prerequisites Expert in Athletics --- When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.","category":"feat","pfs":"Standard","feat":["Powerful Leap"],"rarity":"common","slug":"feat-820"},{"skill_mod":{},"summary":"Climb swiftly.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=821","weakness":{},"skill":["Athletics","Athletics"],"name":"Quick Climb","trait":["General","Skill"],"id":"feat-821","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Climb Source Core Rulebook pg. 264 Prerequisites Master in Athletics --- When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.","category":"feat","pfs":"Standard","feat":["Quick Climb"],"rarity":"common","slug":"feat-821"},{"skill_mod":{},"summary":"Coerce a creature quickly.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=822","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Quick Coercion","trait":["General","Skill"],"id":"feat-822","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Coercion Source Core Rulebook pg. 264 Prerequisites Trained in Intimidation --- You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.","category":"feat","pfs":"Standard","feat":["Quick Coercion"],"rarity":"common","slug":"feat-822"},{"skill_mod":{},"summary":"Set up a disguise in only half the time.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Deception","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=823","weakness":{},"skill":["Deception","Deception"],"name":"Quick Disguise","trait":["General","Skill"],"id":"feat-823","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Quick Disguise Source Core Rulebook pg. 264 Prerequisites Expert in Deception --- You can set up a disguise in half the usual time (generally 5 minutes). If you’re a master, it takes one-tenth the usual time (usually 1 minute). If you’re legendary, you can create a full disguise and Impersonate as a 3-action activity.","category":"feat","pfs":"Standard","feat":["Quick Disguise"],"rarity":"common","slug":"feat-823"},{"skill_mod":{},"summary":"Identify Magic in 1 minute or less.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"trained in Arcana, Nature, Occultism, or Religion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=824","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Quick Identification","trait":["General","Skill"],"id":"feat-824","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Identification Source Core Rulebook pg. 264 Prerequisites trained in Arcana, Nature, Occultism, or Religion --- You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.","category":"feat","pfs":"Standard","feat":["Quick Identification"],"rarity":"common","slug":"feat-824"},{"skill_mod":{},"summary":"High Jump or Long Jump as a single action.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=825","weakness":{},"skill":["Athletics","Athletics"],"name":"Quick Jump","trait":["General","Skill"],"id":"feat-825","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Jump Source Core Rulebook pg. 264 Prerequisites Trained in Athletics --- You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).","category":"feat","pfs":"Standard","feat":["Quick Jump"],"rarity":"common","slug":"feat-825"},{"skill_mod":{},"summary":"Identify spells as a free action.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Arcana, Master in Nature, Master in Occultism, or Master in Religion; Recognize Spell","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=826","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Quick Recognition","trait":["General","Skill"],"id":"feat-826","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Recognition Source Core Rulebook pg. 265 Prerequisites Master in Arcana, Master in Nature, Master in Occultism, or Master in Religion; Recognize Spell --- You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action. Quick Recognition leads to... Clever Counterspell","category":"feat","pfs":"Standard","feat":["Quick Recognition"],"rarity":"common","slug":"feat-826"},{"skill_mod":{},"summary":"Repair items quickly.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=827","weakness":{},"skill":["Crafting","Crafting"],"name":"Quick Repair","trait":["General","Skill"],"id":"feat-827","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Repair Source Core Rulebook pg. 265 Prerequisites Trained in Crafting --- You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.","category":"feat","pfs":"Standard","feat":["Quick Repair"],"rarity":"common","slug":"feat-827"},{"skill_mod":{},"summary":"Move swiftly as you Squeeze.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=828","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Quick Squeeze","trait":["General","Skill"],"id":"feat-828","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Squeeze Source Core Rulebook pg. 265 Prerequisites Trained in Acrobatics --- You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed. Quick Squeeze leads to... Implausible Infiltration","category":"feat","pfs":"Standard","feat":["Quick Squeeze"],"rarity":"common","slug":"feat-828"},{"skill_mod":{},"summary":"Swim quickly.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=829","weakness":{},"skill":["Athletics","Athletics"],"name":"Quick Swim","trait":["General","Skill"],"id":"feat-829","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Swim Source Core Rulebook pg. 265 Prerequisites Master in Athletics --- You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.","category":"feat","pfs":"Standard","feat":["Quick Swim"],"rarity":"common","slug":"feat-829"},{"skill_mod":{},"summary":"Pick a Lock with 1 action.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Thievery","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=830","weakness":{},"skill":["Thievery","Thievery"],"name":"Quick Unlock","trait":["General","Skill"],"id":"feat-830","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Unlock Source Core Rulebook pg. 265 Prerequisites Master in Thievery --- You can Pick a Lock using 1 action instead of 2.","category":"feat","pfs":"Standard","feat":["Quick Unlock"],"rarity":"common","slug":"feat-830"},{"skill_mod":{},"summary":"Roll a single Stealth check when sneaking with allies.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=831","weakness":{},"skill":["Stealth","Stealth"],"name":"Quiet Allies","trait":["General","Skill"],"id":"feat-831","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Quiet Allies Source Core Rulebook pg. 265 Prerequisites Expert in Stealth --- You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.","category":"feat","pfs":"Standard","feat":["Quiet Allies"],"rarity":"common","slug":"feat-831"},{"skill_mod":{},"summary":"Pull yourself onto ledges quickly.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=832","weakness":{},"skill":["Athletics","Athletics"],"name":"Rapid Mantel","trait":["General","Skill"],"id":"feat-832","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rapid Mantel Source Core Rulebook pg. 265 Prerequisites Expert in Athletics --- You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.","category":"feat","pfs":"Standard","feat":["Rapid Mantel"],"rarity":"common","slug":"feat-832"},{"skill_mod":{},"summary":"Read the lips of people you can see.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=833","weakness":{},"skill":["Society","Society"],"name":"Read Lips","trait":["General","Skill"],"id":"feat-833","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Read Lips Source Core Rulebook pg. 265 Prerequisites Trained in Society --- You can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know.","category":"feat","pfs":"Standard","feat":["Read Lips"],"rarity":"common","slug":"feat-833"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"trait":["General","Secret","Skill"],"id":"feat-834","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Recognize Spell Reaction Source Core Rulebook pg. 265 Prerequisites Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. --- If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Recognize Spell leads to... Quick Recognition","feat":["Recognize Spell"],"skill_mod":{},"summary":" Identify a spell as a reaction as it's being cast.","primary_source":"Core Rulebook","trait_group":["Feat","Mechanics"],"level":1,"prerequisite":"Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion","source_category":["Rulebooks"],"trigger":"A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.","resistance":{},"url":"/Feats.aspx?ID=834","name":"Recognize Spell","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-834"},{"skill_mod":{},"summary":"Automatically succeed at commanding your mount to move.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=835","weakness":{},"name":"Ride","trait":["General"],"id":"feat-835","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ride Source Core Rulebook pg. 266 --- When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Ride leads to... Mammoth Lord Dedication","category":"feat","pfs":"Standard","feat":["Ride"],"rarity":"common","slug":"feat-835"},{"skill_mod":{},"summary":"Greater benefits from Treat Disease and Treat Poison.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=836","weakness":{},"skill":["Medicine","Medicine"],"name":"Robust Recovery","trait":["General","Skill"],"id":"feat-836","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Robust Recovery Source Core Rulebook pg. 266 Prerequisites Expert in Medicine --- You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.","category":"feat","pfs":"Standard","feat":["Robust Recovery"],"rarity":"common","slug":"feat-836"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Emotion","Fear","General","Incapacitation","Skill"],"id":"feat-837","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Scare to Death Single Action Source Core Rulebook pg. 266 Prerequisites Legendary in Intimidation --- You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can't hear you or doesn't understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute. Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait. Success The target becomes frightened 2. Failure The target becomes frightened 1. Critical Failure The target is unaffected.","feat":["Scare to Death"],"skill_mod":{},"summary":"Scare a target so much, they might die.","primary_source":"Core Rulebook","trait_group":["Mechanics","Feat"],"level":15,"prerequisite":"Legendary in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=837","name":"Scare to Death","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-837"},{"skill_mod":{},"summary":"Make Requests of others with lesser consequences.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Diplomacy","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=838","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Shameless Request","trait":["General","Skill"],"id":"feat-838","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Shameless Request Source Core Rulebook pg. 266 Prerequisites Master in Diplomacy --- You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.","category":"feat","pfs":"Standard","feat":["Shameless Request"],"rarity":"common","slug":"feat-838"},{"skill_mod":{},"summary":"Ward off a blow with your shield.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"trigger":"While you have your shield raised, you would take damage from a physical attack.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=839","weakness":{},"name":"Shield Block","trait":["General"],"actions_number":1,"id":"feat-839","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shield Block Reaction Source Core Rulebook pg. 266 Trigger While you have your shield raised, you would take damage from a physical attack. --- You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Shield Block leads to... Aegis of Arnisant, Bastion Dedication, Fortify Shield, Lastwall Sentry Dedication, Quick Shield Block, Shield Warden, Tunnel Wall","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Shield Block"],"rarity":"common","slug":"feat-839"},{"skill_mod":{},"summary":"Learn sign languages.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=840","weakness":{},"skill":["Society","Society"],"name":"Sign Language","trait":["General","Skill"],"id":"feat-840","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sign Language Source Core Rulebook pg. 266 Prerequisites Trained in Society --- You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.","category":"feat","pfs":"Standard","feat":["Sign Language"],"rarity":"common","slug":"feat-840"},{"skill_mod":{},"summary":"Become trained in a skill.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Intelligence 12","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=841","weakness":{},"name":"Skill Training","trait":["General","Skill"],"id":"feat-841","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Skill Training Source Core Rulebook pg. 266 Prerequisites Intelligence 12 --- You become trained in the skill of your choice. Special You can select this feat multiple times, choosing a new skill to become trained in each time.","category":"feat","pfs":"Standard","feat":["Skill Training"],"rarity":"common","slug":"feat-841"},{"skill_mod":{},"summary":"Evade attempts to uncover your true nature.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Deception","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=842","weakness":{},"skill":["Deception","Deception"],"name":"Slippery Secrets","trait":["General","Skill"],"id":"feat-842","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Slippery Secrets Source Core Rulebook pg. 266 Prerequisites Master in Deception --- You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.","category":"feat","pfs":"Standard","feat":["Slippery Secrets"],"rarity":"common","slug":"feat-842"},{"skill_mod":{},"summary":"Craft snares.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=843","weakness":{},"skill":["Crafting","Crafting"],"name":"Snare Crafting","trait":["General","Skill"],"id":"feat-843","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Snare Crafting Source Core Rulebook pg. 266 Prerequisites Trained in Crafting --- You can use the Craft activity to create snares. When you select this feat, you add the formulas for four common snares to your formula book. Snare Crafting leads to... Big Game Trapper, Snare Commando, Snare Genius, Snare Genius, Snare Hopping, Snare Specialist, Snarecrafter Dedication, Vicious Snares, Vicious Snares","category":"feat","pfs":"Standard","feat":["Snare Crafting"],"rarity":"common","slug":"feat-843"},{"skill_mod":{},"summary":"Gain bonuses to Craft certain items.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=844","weakness":{},"skill":["Crafting","Crafting"],"name":"Specialty Crafting","trait":["General","Skill"],"id":"feat-844","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Specialty Crafting Source Core Rulebook pg. 266 Prerequisites Trained in Crafting --- Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. ## Specialty Crafting Specialty Applicable Items Alchemy Alchemical items such as elixirs Artistry Fine art, including jewelry Blacksmithing Durable metal goods, including metal armor Bookmaking Books and paper Glassmaking Glass, including glassware and windows Leatherworking Leather goods, including leather armor Pottery Ceramic goods Shipbuilding Ships and boats Stonemasonry Stone goods and structures Tailoring Clothing Weaving Textiles, baskets, and rugs Woodworking Wooden goods and structures You must have the Alchemical Crafting skill feat to Craft alchemical items. Specialty Crafting leads to... Impeccable Crafting","category":"feat","pfs":"Standard","feat":["Specialty Crafting"],"rarity":"common","slug":"feat-844"},{"skill_mod":{},"summary":"Maintain your balance in adverse conditions.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=845","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Steady Balance","trait":["General","Skill"],"id":"feat-845","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Steady Balance Source Core Rulebook pg. 267 Prerequisites Trained in Acrobatics --- You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.","category":"feat","pfs":"Standard","feat":["Steady Balance"],"rarity":"common","slug":"feat-845"},{"skill_mod":{},"summary":"Use Society to Gather Information and Recall Knowledge.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=846","weakness":{},"skill":["Society","Society"],"name":"Streetwise","trait":["General","Skill"],"id":"feat-846","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Streetwise Source Core Rulebook pg. 267 Prerequisites Trained in Society --- You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally. Streetwise leads to... Criminal Connections, Underground Network","category":"feat","pfs":"Standard","feat":["Streetwise"],"rarity":"common","slug":"feat-846"},{"skill_mod":{},"summary":"More accurately recognize the tenets of your faith or philosophy.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Religion","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=847","weakness":{},"skill":["Religion","Religion"],"name":"Student of the Canon","trait":["General","Skill"],"id":"feat-847","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Student of the Canon Source Core Rulebook pg. 267 Prerequisites Trained in Religion --- You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Student of the Canon"],"rarity":"common","slug":"feat-847"},{"skill_mod":{},"summary":"Your thefts are harder to notice.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Thievery","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=848","weakness":{},"skill":["Thievery","Thievery"],"name":"Subtle Theft","trait":["General","Skill"],"id":"feat-848","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Subtle Theft Source Core Rulebook pg. 267 Prerequisites Trained in Thievery --- When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.","category":"feat","pfs":"Standard","feat":["Subtle Theft"],"rarity":"common","slug":"feat-848"},{"skill_mod":{},"summary":"Identify nearby creatures through signs and clues.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=849","weakness":{},"skill":["Survival","Survival"],"name":"Survey Wildlife","trait":["General","Skill"],"id":"feat-849","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Survey Wildlife Source Core Rulebook pg. 267 Prerequisites Trained in Survival --- You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.","category":"feat","pfs":"Standard","feat":["Survey Wildlife"],"rarity":"common","slug":"feat-849"},{"skill_mod":{},"summary":"Move your full Speed while you Sneak.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=850","weakness":{},"skill":["Stealth","Stealth"],"name":"Swift Sneak","trait":["General","Skill"],"id":"feat-850","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Swift Sneak Source Core Rulebook pg. 267 Prerequisites Master in Stealth --- You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Swift Sneak leads to... Legendary Sneak","category":"feat","pfs":"Standard","feat":["Swift Sneak"],"rarity":"common","slug":"feat-850"},{"skill_mod":{},"summary":"+1 to Survival checks in certain terrain.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=851","weakness":{},"skill":["Survival","Survival"],"name":"Terrain Expertise","trait":["General","Skill"],"id":"feat-851","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Terrain Expertise Source Core Rulebook pg. 267 Prerequisites Trained in Survival --- Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. Special You can select this feat more than once, choosing a different type of terrain each time.","category":"feat","pfs":"Standard","feat":["Terrain Expertise"],"rarity":"common","slug":"feat-851"},{"skill_mod":{},"summary":"Sneak in certain terrain without attempting a check.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Stealth","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=852","weakness":{},"skill":["Stealth","Stealth"],"name":"Terrain Stalker","trait":["General","Skill"],"id":"feat-852","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Terrain Stalker Source Core Rulebook pg. 267 Prerequisites Trained in Stealth --- Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard. Special You can select this feat multiple times. Each time, choose a different type of terrain.","category":"feat","pfs":"Standard","feat":["Terrain Stalker"],"rarity":"common","slug":"feat-852"},{"skill_mod":{},"summary":"Cause foes you Demoralize to flee.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Intimidation","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=853","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Terrified Retreat","trait":["General","Skill"],"id":"feat-853","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Terrified Retreat Source Core Rulebook pg. 268 Prerequisites Master in Intimidation --- When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.","category":"feat","pfs":"Standard","feat":["Terrified Retreat"],"rarity":"common","slug":"feat-853"},{"skill_mod":{},"summary":"Disarm, Grapple, Shove, or Trip larger creatures.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=854","weakness":{},"skill":["Athletics","Athletics"],"name":"Titan Wrestler","trait":["General","Skill"],"id":"feat-854","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Titan Wrestler Source Core Rulebook pg. 268 Prerequisites Trained in Athletics --- You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics. Titan Wrestler leads to... The Harder They Fall (Ranger)","category":"feat","pfs":"Standard","feat":["Titan Wrestler"],"rarity":"common","slug":"feat-854"},{"skill_mod":{},"summary":"Increase your maximum HP and reduce the DCs of recovery checks.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=855","weakness":{},"name":"Toughness","trait":["General"],"id":"feat-855","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Toughness Source Core Rulebook pg. 268 --- You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.","category":"feat","pfs":"Standard","feat":["Toughness"],"rarity":"common","slug":"feat-855"},{"skill_mod":{},"summary":"Teach an animal a trick.","primary_source":"Core Rulebook","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=856","weakness":{},"skill":["Nature","Nature"],"name":"Train Animal","trait":["Downtime","General","Manipulate","Skill"],"id":"feat-856","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Train Animal Source Core Rulebook pg. 268 Prerequisites Trained in Nature --- You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion. Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. Failure The animal doesn’t learn the trick.","category":"feat","pfs":"Standard","feat":["Train Animal"],"rarity":"common","slug":"feat-856"},{"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"trait":["General","Manipulate","Skill"],"id":"feat-857","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Trick Magic Item Single Action Source Core Rulebook pg. 268 Prerequisites Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion --- You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.","feat":["Trick Magic Item"],"skill_mod":{},"summary":"Activate a magic item you normally can't activate.","primary_source":"Core Rulebook","trait_group":["Feat","Mechanics"],"level":1,"prerequisite":"Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=857","name":"Trick Magic Item","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-857"},{"skill_mod":{},"summary":"Fight more effectively underwater.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=858","weakness":{},"skill":["Athletics","Athletics"],"name":"Underwater Marauder","trait":["General","Skill"],"id":"feat-858","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Underwater Marauder Source Core Rulebook pg. 268 Prerequisites Trained in Athletics --- You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.","category":"feat","pfs":"Standard","feat":["Underwater Marauder"],"rarity":"common","slug":"feat-858"},{"skill_mod":{},"summary":"Use Arcana for checks for all magical traditions.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Arcana","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=859","weakness":{},"skill":["Arcana","Arcana"],"name":"Unified Theory","trait":["General","Skill"],"id":"feat-859","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Unified Theory Source Core Rulebook pg. 268 Prerequisites Legendary in Arcana --- You've started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.","category":"feat","pfs":"Standard","feat":["Unified Theory"],"rarity":"common","slug":"feat-859"},{"skill_mod":{},"summary":"Recall Knowledge about your Lore more effectively.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Lore","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=860","weakness":{},"skill":["Lore","Lore"],"name":"Unmistakable Lore","trait":["General","Skill"],"id":"feat-860","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Unmistakable Lore Source Core Rulebook pg. 268 Prerequisites Expert in Lore --- You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.","category":"feat","pfs":"Standard","feat":["Unmistakable Lore"],"rarity":"common","slug":"feat-860"},{"skill_mod":{},"summary":"Become more adept at using untrained skills.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=861","weakness":{},"name":"Untrained Improvisation","trait":["General"],"id":"feat-861","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Untrained Improvisation Source Core Rulebook pg. 268 --- You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.","category":"feat","pfs":"Standard","feat":["Untrained Improvisation"],"rarity":"common","slug":"feat-861"},{"skill_mod":{},"summary":"+1 with a certain type of performance.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Performance","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=862","weakness":{},"skill":["Performance","Performance"],"name":"Virtuosic Performer","trait":["General","Skill"],"id":"feat-862","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Virtuosic Performer Source Core Rulebook pg. 268 Prerequisites Trained in Performance --- You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides. ## Virtuosic Performer Specialty Examples Acting Drama, pantomime, puppetry Comedy Buffoonery, joke telling, limericks Dance Ballet, huara, jig, macru Keyboards Harpsichord, organ, piano Oratory Epic, ode, poetry, storytelling Percussion Chimes, drum, gong, xylophone Singing Ballad, chant, melody, rhyming Strings Fiddle, harp, lute, viol Winds Bagpipe, flute, recorder, trumpet Virtuosic Performer leads to... Legendary Performer","category":"feat","pfs":"Standard","feat":["Virtuosic Performer"],"rarity":"common","slug":"feat-862"},{"skill_mod":{},"summary":"Jump off walls.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=863","weakness":{},"skill":["Athletics","Athletics"],"name":"Wall Jump","trait":["General","Skill"],"id":"feat-863","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Wall Jump Source Core Rulebook pg. 269 Prerequisites Master in Athletics --- You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn. Wall Jump leads to... Ricocheting Leap","category":"feat","pfs":"Standard","feat":["Wall Jump"],"rarity":"common","slug":"feat-863"},{"skill_mod":{},"summary":"Treat several patients at once.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=864","weakness":{},"skill":["Medicine","Medicine"],"name":"Ward Medic","trait":["General","Skill"],"id":"feat-864","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ward Medic Source Core Rulebook pg. 269 Prerequisites Expert in Medicine --- You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.","category":"feat","pfs":"Standard","feat":["Ward Medic"],"rarity":"common","slug":"feat-864"},{"skill_mod":{},"summary":"+2 to AC or saves against devices or traps you trigger while disarming.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Thievery","source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=865","weakness":{},"skill":["Thievery","Thievery"],"name":"Wary Disarmament","trait":["General","Skill"],"id":"feat-865","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wary Disarmament Source Core Rulebook pg. 269 Prerequisites Expert in Thievery --- If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.","category":"feat","pfs":"Standard","feat":["Wary Disarmament"],"rarity":"common","slug":"feat-865"},{"skill_mod":{},"summary":"Become trained in a weapon type.","primary_source":"Core Rulebook","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=866","weakness":{},"name":"Weapon Proficiency","trait":["General"],"id":"feat-866","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Weapon Proficiency Source Core Rulebook pg. 269 --- You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. Special You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.","category":"feat","pfs":"Standard","feat":["Weapon Proficiency"],"rarity":"common","slug":"feat-866"},{"primary_source_category":"Adventures","source":["The Fall of Plaguestone"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Fall of Plaguestone","trait":["Move","Ranger","Uncommon"],"id":"feat-867","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Relentless Stalker Reaction May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 57 Trigger An adjacent creature you are hunting attempts to move away from you using an action that has the move trait. --- Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect. Noala's Training Source The Fall of Plaguestone pg. 56 By aiding an NPC from The Fall of Plaguestone, the PCs can learn some special woodland survival techniques. Related Feats : Wilderness Spotter","feat":["Relentless Stalker"],"skill_mod":{},"summary":"Stay adjacent to your prey when they attempt to move away.","primary_source":"The Fall of Plaguestone","trait_group":["Mechanics","Class","Rarity"],"level":2,"source_category":["Adventures"],"trigger":"An adjacent creature you are hunting attempts to move away from you using an action that has the move trait.","resistance":{},"url":"/Feats.aspx?ID=867","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Relentless Stalker","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-867"},{"primary_source_category":"Adventures","source":["The Fall of Plaguestone"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Fall of Plaguestone","skill":["Survival","Survival"],"trait":["General","Skill","Uncommon"],"id":"feat-868","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Wilderness Spotter May contain spoilers from The Fall of Plaguestone Source The Fall of Plaguestone pg. 57 Prerequisites Expert in Survival --- Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You can use Survival in place of Perception to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren’t tracking or otherwise using Survival before the encounter. You can also use Survival instead of Perception to notice traps in natural locations in the chosen terrain; if you find a snare in this way, you can also use Survival instead of Thievery to Disable the Device. Special You can select this feat more than once. Each time you select it, the feat applies to a new type of terrain. Noala's Training Source The Fall of Plaguestone pg. 56 By aiding an NPC from The Fall of Plaguestone, the PCs can learn some special woodland survival techniques. Related Feats : Relentless Stalker","feat":["Wilderness Spotter"],"skill_mod":{},"summary":"Use Survival for your Initiative when in a specific terrain.","primary_source":"The Fall of Plaguestone","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Expert in Survival","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=868","source_group":["The Fall of Plaguestone"],"spoilers":"The Fall of Plaguestone","name":"Wilderness Spotter","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-868"},{"skill_mod":{},"summary":"With limited access to divine healing magic, Rahadoumi often become adept at using ordinary medicine for when dangerous situations arise.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Battle Medicine; can't have a patron deity","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=869","weakness":{},"archetype":["Pure Legion Enforcer"],"skill":["Medicine","Medicine"],"name":"Godless Healing","trait":["General","Skill"],"id":"feat-869","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Godless Healing Source World Guide pg. 56 Archetype Pure Legion Enforcer (Level 2) Prerequisites Battle Medicine; can't have a patron deity --- You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day. Godless Healing leads to... Mortal Healing","category":"feat","pfs":"Standard","feat":["Godless Healing"],"rarity":"common","slug":"feat-869"},{"access":" You are a member of the Arclords of Nex.","primary_source_category":"Lost Omens","source":["World Guide","Wake the Dead #2"],"type":"Feat","speed":{},"frequency":"once per day;","weakness":{},"skill":["Arcana","Arcana"],"trait":["General","Skill","Uncommon"],"id":"feat-870","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Eye of the Arclords Single Action Source World Guide pg. 81, Wake the Dead #2 pg. 28 Frequency once per day; Prerequisites Expert in Arcana; Arcane Sense Access You are a member of the Arclords of Nex. --- You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the concentrate trait. It can remain open for 2 minutes if you’re a master in Arcana, or 5 minutes if you’re legendary. While the eye is open, you gain the following benefits: you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell; you gain darkvision; you gain a +2 status bonus to Perception checks to Seek undetected and hidden creatures and to your Perception DC against Hide and Sneak. After your third eye closes, you are dazzled for an amount of time equal to how long you had it open.","feat":["Eye of the Arclords"],"skill_mod":{},"summary":"The Arclords of Nex have achieved a unique mastery of magic.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Expert in Arcana; Arcane Sense","source_category":["Lost Omens","Comics"],"resistance":{},"url":"/Feats.aspx?ID=870","name":"Eye of the Arclords","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-870"},{"skill_mod":{},"summary":"You're a field agent of the globe-trotting Pathfinder Society.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"access":"You are from Absalom.","primary_source_category":"Lost Omens","level":2,"prerequisite":"member of the Pathfinder Society","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=871","weakness":{},"archetype":["Pathfinder Agent"],"name":"Pathfinder Agent Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-871","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pathfinder Agent Dedication Source World Guide pg. 23 Archetype Pathfinder Agent Prerequisites member of the Pathfinder Society Access You are from Absalom. --- Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in Pathfinder Lore, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to wayfinders . Special You cannot select another dedication feat until you have gained two other feats from the Pathfinder Agent archetype. Pathfinder Agent Dedication leads to... Archaeologist's Warning, Careful Explorer, Craft Facsimile, Dead Reckoning, Deft Cooperation, Discerning Strike, Diverse Recognition, Educated Assessment, Eidetic Memorization, Environmental Explorer, Everyone Duck!, Forced Entry, Observant Explorer, Recognize Threat, Remember Your Training, Snap Out of It! (Pathfinder Agent), Spiritual Explorer, Swap Investment, Thorough Reports, Venture-Gossip Dedication, Watch and Learn, Wayfinder Resonance Infiltrator, Wayfinder Resonance Tinkerer, Westyr's Wayfinder Repository","category":"feat","pfs":"Standard","feat":["Pathfinder Agent Dedication"],"rarity":"uncommon","slug":"feat-871"},{"skill_mod":{},"summary":"You gain a sixth sense for traps, noticing them even when you're not trying to.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=872","weakness":{},"archetype":["Pathfinder Agent"],"name":"Careful Explorer","trait":["Archetype"],"id":"feat-872","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Careful Explorer Source World Guide pg. 23 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication --- You’ve explored enough dusty tombs and hidden vaults to gain a sixth sense about traps, and you sometimes notice them even when you’re not trying to. Even if you aren’t Searching in exploration mode, you get a check to find traps that normally require you to Search for them. You still need to meet any other requirements to find the trap.","category":"feat","pfs":"Standard","feat":["Careful Explorer"],"rarity":"common","slug":"feat-872"},{"skill_mod":{},"summary":"You gain a bonus to your own checks when Aiding an ally.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=873","weakness":{},"archetype":["Pathfinder Agent"],"name":"Deft Cooperation","trait":["Archetype"],"id":"feat-873","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Deft Cooperation Source World Guide pg. 23 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication --- When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully Aid an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully Aid a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to Climb the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check.","category":"feat","pfs":"Standard","feat":["Deft Cooperation"],"rarity":"common","slug":"feat-873"},{"skill_mod":{},"summary":"Recalling Knowledge adds creatures to your list, granting you bonuses to Recall in future encounters.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=874","weakness":{},"archetype":["Pathfinder Agent"],"name":"Thorough Reports","trait":["Archetype","Skill"],"id":"feat-874","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Thorough Reports Source World Guide pg. 23 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication --- Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with Recall Knowledge. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success. Thorough Reports leads to... Discerning Strike","category":"feat","pfs":"Standard","feat":["Thorough Reports"],"rarity":"common","slug":"feat-874"},{"skill_mod":{},"summary":"Access a new cantrip by using your Wayfinder.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=875","weakness":{},"archetype":["Pathfinder Agent"],"name":"Wayfinder Resonance Tinkerer","trait":["Archetype"],"id":"feat-875","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Wayfinder Resonance Tinkerer Source World Guide pg. 23 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication --- You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. As normal, this cantrip is heightened to a spell level equal to half your level rounded up. Additionally, you can Activate your wayfinder with a Single Action (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour. Wayfinder Resonance Tinkerer leads to... Wayfinder Resonance Infiltrator, Westyr's Wayfinder Repository","category":"feat","pfs":"Standard","feat":["Wayfinder Resonance Tinkerer"],"rarity":"common","slug":"feat-875"},{"skill_mod":{},"summary":"Increase your dedication and training to the Aldori dueling sword.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"access":"You are from the Broken Lands region.","primary_source_category":"Lost Omens","level":2,"prerequisite":"trained in Aldori dueling swords","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=876","weakness":{},"archetype":["Aldori Duelist"],"name":"Aldori Duelist Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-876","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Aldori Duelist Dedication Source World Guide pg. 35 Archetype Aldori Duelist Prerequisites trained in Aldori dueling swords Access You are from the Broken Lands region. --- Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of Acrobatics or Athletics and in Dueling Lore; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with Aldori dueling swords. You gain access to Aldori dueling swords. Special You cannot select another dedication feat until you have gained two other feats from the Aldori Duelist archetype. Aldori Duelist Dedication leads to... Aldori Parry, Duelist's Edge, Saving Slash, Unnerving Prowess","category":"feat","pfs":"Standard","feat":["Aldori Duelist Dedication"],"rarity":"uncommon","slug":"feat-876"},{"primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-877","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aldori Parry Single Action Source World Guide pg. 35 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication Requirements You are wielding only an Aldori dueling sword and have your other hand or hands free. --- You can parry attacks against you with your Aldori dueling sword. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirement. Aldori Parry leads to... Aldori Riposte","feat":["Aldori Parry"],"skill_mod":{},"summary":"Increase your AC while wielding an Aldori dueling sword.","primary_source":"World Guide","trait_group":["Feat"],"level":4,"prerequisite":"Aldori Duelist Dedication","source_category":["Lost Omens"],"requirement":"You are wielding only an Aldori dueling sword and have your other hand or hands free.","resistance":{},"url":"/Feats.aspx?ID=877","archetype":["Aldori Duelist"],"name":"Aldori Parry","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-877"},{"primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-878","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Duelist's Edge Free Action Source World Guide pg. 35 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication Trigger You roll initiative, and you can observe at least one opponent. --- You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately Interact to draw your Aldori dueling sword.","feat":["Duelist's Edge"],"skill_mod":{},"summary":"Increase your initiative with the dueling sword.","primary_source":"World Guide","trait_group":["Feat"],"level":4,"prerequisite":"Aldori Duelist Dedication","source_category":["Lost Omens"],"trigger":"You roll initiative, and you can observe at least one opponent.","resistance":{},"url":"/Feats.aspx?ID=878","archetype":["Aldori Duelist"],"name":"Duelist's Edge","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-878"},{"primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-879","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Aldori Riposte Reaction Source World Guide pg. 35 Archetype Aldori Duelist Prerequisites Aldori Parry Trigger An opponent within your reach critically fails a Strike against you. Requirements You are benefiting from Aldori Parry. --- You riposte with your Aldori dueling sword when your enemy leaves an opening. Make a melee Strike or use a Disarm action against the triggering opponent using your Aldori dueling sword.","feat":["Aldori Riposte"],"skill_mod":{},"summary":"Learn to strike back at your opponent when they fail to attack you.","primary_source":"World Guide","trait_group":["Feat"],"level":6,"prerequisite":"Aldori Parry","source_category":["Lost Omens"],"requirement":"You are benefiting from Aldori Parry.","trigger":"An opponent within your reach critically fails a Strike against you.","resistance":{},"url":"/Feats.aspx?ID=879","archetype":["Aldori Duelist"],"name":"Aldori Riposte","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-879"},{"primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-880","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Unnerving Prowess Free Action Source World Guide pg. 35 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication Trigger You critically succeed at a Strike or Disarm with your Aldori dueling sword. --- Your incredible skill with your blade unnerves your foes. You attempt to Demoralize the target of your Strike or Disarm. This Demoralize attempt does not have the auditory trait, nor do you take a penalty to the check if the target doesn’t understand your language.","feat":["Unnerving Prowess"],"skill_mod":{},"summary":"Make a free Demoralize check when you critically succeed with your dueling sword.","primary_source":"World Guide","trait_group":["Feat"],"level":6,"prerequisite":"Aldori Duelist Dedication","source_category":["Lost Omens"],"trigger":"You critically succeed at a Strike or Disarm with your Aldori dueling sword.","resistance":{},"url":"/Feats.aspx?ID=880","archetype":["Aldori Duelist"],"name":"Unnerving Prowess","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-880"},{"primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-881","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Saving Slash Reaction Source World Guide pg. 35 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication Trigger An opponent critically hits you with a melee attack. --- You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit.","feat":["Saving Slash"],"skill_mod":{},"summary":"Make a check to reduce a critical hit against you to a normal hit.","primary_source":"World Guide","trait_group":["Feat"],"level":10,"prerequisite":"Aldori Duelist Dedication","source_category":["Lost Omens"],"trigger":"An opponent critically hits you with a melee attack.","resistance":{},"url":"/Feats.aspx?ID=881","archetype":["Aldori Duelist"],"name":"Saving Slash","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-881"},{"skill_mod":{},"summary":"Swear yourself as a sentry for the Knights of Lastwall.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"access":"You are from the Eye of Dread region.","primary_source_category":"Lost Omens","level":2,"prerequisite":"member of the Knights of Lastwall; Shield Block","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=882","weakness":{},"archetype":["Lastwall Sentry"],"name":"Lastwall Sentry Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-882","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lastwall Sentry Dedication Source World Guide pg. 47 Archetype Lastwall Sentry Prerequisites member of the Knights of Lastwall; Shield Block Access You are from the Eye of Dread region. --- You’ve sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in Athletics and in Undead Lore; if you were already trained, you become an expert instead. Finally, you gain the Reactive Shield fighter feat. Special You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype. Lastwall Sentry Dedication leads to... Always Ready, Bless Shield, Eye of Ozem, Familiar Foe, Final Rest, Flashing Shield, Grave Sense, Grave Sight, Lastwall Warden, Necromantic Bulwark, Necromantic Resistance, No Stranger to Death, Nonlethal Takedown, Practiced Opposition, Repulse the Wicken, Rescuer's Press, Resolute Defender, Sacred Armaments, Thwart Evil, Uncanny Vitae, Withstand Death","category":"feat","pfs":"Standard","feat":["Lastwall Sentry Dedication"],"rarity":"uncommon","slug":"feat-882"},{"skill_mod":{},"summary":"Learn how to better spot danger at a distance.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Lastwall Sentry Dedication; expert in Perception","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=883","weakness":{},"archetype":["Lastwall Sentry"],"name":"Eye of Ozem","trait":["Archetype"],"id":"feat-883","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Eye of Ozem Source World Guide pg. 47 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication; expert in Perception --- You’ve learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using Perception, and when you’re Scouting, you grant your allies a +2 circumstance bonus instead of +1.","category":"feat","pfs":"Standard","feat":["Eye of Ozem"],"rarity":"common","slug":"feat-883"},{"skill_mod":{},"summary":"Gain resistance to necromancy effects and damage.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=884","weakness":{},"archetype":["Lastwall Sentry"],"name":"Necromantic Resistance","trait":["Archetype"],"id":"feat-884","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Necromantic Resistance Source World Guide pg. 47 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- As part of your training, you’ve inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to negative damage equal to half your level. Necromantic Resistance leads to... Necromantic Tenacity, Withstand Death","category":"feat","pfs":"Standard","feat":["Necromantic Resistance"],"rarity":"common","slug":"feat-884"},{"skill_mod":{},"summary":"Learn how to sense undead in the area.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=885","weakness":{},"archetype":["Lastwall Sentry"],"name":"Grave Sense","trait":["Archetype"],"id":"feat-885","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Grave Sense Source World Guide pg. 47 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- Your time spent hunting the undead allows you to sense them. You sense undead as a vague sense similar to a human’s sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can’t pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a Deception check against your Perception DC to hide its presence from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Grave Sense for 1 day. Grave Sense leads to... Grave Sight","category":"feat","pfs":"Standard","feat":["Grave Sense"],"rarity":"common","slug":"feat-885"},{"skill_mod":{},"summary":"Reduce the power that necromantic effects hold over you.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Necromantic Resistance","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=886","weakness":{},"archetype":["Lastwall Sentry"],"name":"Necromantic Tenacity","trait":["Archetype"],"id":"feat-886","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Necromantic Tenacity Source World Guide pg. 47 Archetype Lastwall Sentry Prerequisites Necromantic Resistance --- Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Necromantic Tenacity"],"rarity":"common","slug":"feat-886"},{"skill_mod":{},"summary":"Use your shield to protect your allies.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=887","weakness":{},"archetype":["Lastwall Sentry"],"name":"Lastwall Warden","trait":["Archetype"],"id":"feat-887","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Lastwall Warden Source World Guide pg. 47 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a Shield Block. If an undead makes an attack against an ally within 10 feet, you can Step to become adjacent to your ally and then use Shield Block as part of the same reaction. Lastwall Warden leads to... Cenotaph Stance","category":"feat","pfs":"Standard","feat":["Lastwall Warden"],"rarity":"common","slug":"feat-887"},{"access":"You are from the Golden Road region.","primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-888","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Living Monolith Dedication Source World Guide pg. 59 PFS Note The Prerequisites entry for Living Monolith Dedication is “Osiriani language, trained in Crafting” rather than “Ancient Osiriani and Sphinx languages, trained in Crafting.” Archetype Living Monolith Prerequisites Ancient Osiriani and Sphinx languages; Trained in Crafting Access You are from the Golden Road region. --- You’ve begun to inscribe a magical stone called a ka stone that you will some day tie to your soul. You gain knowledge of Ancient Osirion and a connection to your nascent ka stone . If you fail a recovery check while dying, your dying condition does not increase; if you critically fail, your dying condition increases by only 1. You become trained in Ancient Osirion Lore, or expert if you were already trained. Special You cannot select another dedication feat until you have gained two other feats from the living monolith archetype. Living Monolith Dedication leads to... Ka Stone Ritual","feat":["Living Monolith Dedication"],"skill_mod":{},"summary":"Begin to process to become a living monolith.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Ancient Osiriani and Sphinx languages; Trained in Crafting","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=888","archetype":["Living Monolith"],"name":"Living Monolith Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-888"},{"skill_mod":{},"summary":"You enchant your ka stone and can use it to wield magic.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Living Monolith Dedication; a sphinx or living monolith with this feat performs a ritual with you","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=889","weakness":{},"archetype":["Living Monolith"],"name":"Ka Stone Ritual","trait":["Archetype","Rare"],"id":"feat-889","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ka Stone Ritual Source World Guide pg. 59 PFS Note The Prerequisites entry for Ka Stone Ritual is “Living Monolith Dedication” rather than “Living Monolith Dedication, a sphinx or living monolith with this feat performs a ritual with you”. Characters with the Living Monolith Dedication feat have access to Ka Stone Ritual Archetype Living Monolith Prerequisites Living Monolith Dedication; a sphinx or living monolith with this feat performs a ritual with you --- You inscribe your true name on your ka stone , as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can’t be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible. The ka stone grants you a +1 item bonus to saves against death effects and negative effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. Activate Two Actions (envision), or a different activation if otherwise specified; Frequency a number of times each day equal to the number of class feats you have from the Living Monolith archetype; Effect You cast enlarge on yourself or use one of the other activated abilities granted by a later Living Monolith feat. Ka Stone Ritual leads to... Attunement to Stone, Fortified Flesh, Judgment of the Monolith, Stone Blood, Stone Communion","category":"feat","pfs":"Standard","feat":["Ka Stone Ritual"],"rarity":"rare","slug":"feat-889"},{"skill_mod":{},"summary":"Your blood clots quickly.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Ka Stone Ritual","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=890","weakness":{},"archetype":["Living Monolith"],"name":"Stone Blood","trait":["Archetype"],"id":"feat-890","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Stone Blood Source World Guide pg. 59 Archetype Living Monolith Prerequisites Ka Stone Ritual --- You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop persistent bleed damage you have from 15 to 10, and you can use a single action that has the concentrate trait to gain an early flat check without physically binding the wounds. You recover naturally from the drained condition twice as quickly as normal.","category":"feat","pfs":"Standard","feat":["Stone Blood"],"rarity":"common","slug":"feat-890"},{"skill_mod":{},"summary":"Your flesh is resistent to physical damage.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Ka Stone Ritual","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=891","weakness":{},"archetype":["Living Monolith"],"name":"Fortified Flesh","trait":["Archetype"],"id":"feat-891","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Fortified Flesh Source World Guide pg. 59 Archetype Living Monolith Prerequisites Ka Stone Ritual --- Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the Living Monolith archetype.","category":"feat","pfs":"Standard","feat":["Fortified Flesh"],"rarity":"common","slug":"feat-891"},{"skill_mod":{},"summary":"You can feel vibrations through the ground.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Ka Stone Ritual","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=892","weakness":{},"archetype":["Living Monolith"],"name":"Attunement to Stone","trait":["Archetype"],"id":"feat-892","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Attunement to Stone Source World Guide pg. 59 Archetype Living Monolith Prerequisites Ka Stone Ritual --- You become attuned to the stone around you. When in contact with a stone surface, you gain tremorsense (imprecise) 5 feet along that surface, and you can activate your ka stone to cast meld into stone .","category":"feat","pfs":"Standard","feat":["Attunement to Stone"],"rarity":"common","slug":"feat-892"},{"skill_mod":{},"summary":"You can use your ka stone to compel the truth.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Ka Stone Ritual","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=893","weakness":{},"archetype":["Living Monolith"],"name":"Judgment of the Monolith","trait":["Archetype"],"id":"feat-893","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Judgment of the Monolith Source World Guide pg. 59 Archetype Living Monolith Prerequisites Ka Stone Ritual --- You can use the oaths bound in your ka stone to compel the truth from the living and the dead. You can activate your ka stone to target a single living creature, causing that creature to experience the effects of being in a zone of truth . You can also activate it with a 10-minute activation (envision) to cast talking corpse .","category":"feat","pfs":"Standard","feat":["Judgment of the Monolith"],"rarity":"common","slug":"feat-893"},{"skill_mod":{},"summary":"You can speak Terran and speak with stones.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Ka Stone Ritual","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=894","weakness":{},"archetype":["Living Monolith"],"name":"Stone Communion","trait":["Archetype"],"id":"feat-894","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Stone Communion Source World Guide pg. 59 Archetype Living Monolith Prerequisites Ka Stone Ritual --- You gain a unique communion with the earth and stones. You learn the Terran language and you can Activate your ka stone with a 10-minute activation (envision) to cast stone tell .","category":"feat","pfs":"Standard","feat":["Stone Communion"],"rarity":"common","slug":"feat-894"},{"skill_mod":{},"summary":"Dedicate yourself to the assassins of Achaekek.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"access":"You are from Mediogalti Island.","primary_source_category":"Lost Omens","level":2,"prerequisite":"trained in sawtooth sabers; worshipper of Achaekek; lawful evil alignment; member of the Red Mantis assassins","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=895","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Red Mantis Assassin Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-895","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Restricted\" > Red Mantis Assassin Dedication Source World Guide pg. 71 Archetype Red Mantis Assassin Prerequisites trained in sawtooth sabers; worshipper of Achaekek; lawful evil alignment; member of the Red Mantis assassins Access You are from Mediogalti Island. --- You have learned how to stalk your foes and slay them with a sawtooth sabre. You become trained in Stealth and Assassin Lore; if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with sawtooth sabers. Special You cannot select another dedication feat until you have gained two other feats from the Red Mantis assassin archetype. Red Mantis Assassin Dedication leads to... Basic Red Mantis Magic, Crimson Shroud, Prayer Attack","category":"feat","pfs":"Restricted","feat":["Red Mantis Assassin Dedication"],"rarity":"uncommon","slug":"feat-895"},{"skill_mod":{},"summary":"You have learned limited divine magic from your Red Mantis training.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Trained in Religion; Red Mantis Assassin Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=896","weakness":{},"archetype":["Red Mantis Assassin"],"skill":["Religion","Religion"],"name":"Basic Red Mantis Magic","trait":["Archetype"],"id":"feat-896","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Basic Red Mantis Magic Source World Guide pg. 71 Archetype Red Mantis Assassin Prerequisites Trained in Religion; Red Mantis Assassin Dedication --- You have learned limited divine magic from your Red Mantis training. You gain the Cast a Spell activity. You’re a prepared spellcaster, able to prepare two cantrips and one 1st-level spell each day. You prepare these spells from a Red Mantis assassin spellbook, similar to a wizard’s, containing three cantrips and two 1st-level spells. All the spells in your Red Mantis assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: clairaudience , clairvoyance , darkness , dimension door , modify memory , obscuring mist , paralyze , see invisibility , true strike . Regardless of their usual magical tradition, your Red Mantis assassin spells are divine spells, as are any Red Mantis focus spells you gain. You can prepare two cantrips and one 1st-level spell each day from those found in your Red Mantis assassin spellbook. You’re trained in spell attack rolls and spell DCs for casting divine spells. Your key spellcasting ability for these spells is Charisma. Basic Red Mantis Magic leads to... Achaekek's Grip, Advanced Red Mantis Magic, Mantis Form","category":"feat","pfs":"Restricted","feat":["Basic Red Mantis Magic"],"rarity":"common","slug":"feat-896"},{"skill_mod":{},"summary":"Your Red Mantis magical training has improved.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Basic Red Mantis Magic","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=897","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Advanced Red Mantis Magic","trait":["Archetype"],"id":"feat-897","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Advanced Red Mantis Magic Source World Guide pg. 71 Archetype Red Mantis Assassin Prerequisites Basic Red Mantis Magic --- Your Red Mantis magical training has improved. Add two 2nd-level spells to your Red Mantis assassin spellbook. You gain a 2nd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. At 8th level, add two 3rd-level spells to your Red Mantis assassin spellbook. You gain a 3rd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. At 10th level, add two 4th-level spells to your Red Mantis assassin spellbook. You gain a 4th-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. Advanced Red Mantis Magic leads to... Vernai Training","category":"feat","pfs":"Restricted","feat":["Advanced Red Mantis Magic"],"rarity":"common","slug":"feat-897"},{"primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"frequency":"A number of times per day equal to your number of class feats from the Red Mantis assassin archetype","weakness":{},"school":"necromancy","trait":["Archetype","Healing","Magical","Necromancy"],"id":"feat-898","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Crimson Shroud Single Action Source World Guide pg. 71 Archetype Red Mantis Assassin Frequency A number of times per day equal to your number of class feats from the Red Mantis assassin archetype Prerequisites Red Mantis Assassin Dedication --- You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level. You can Interact with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud. Crimson Shroud leads to... Fading","feat":["Crimson Shroud"],"skill_mod":{},"summary":"You can surround yourself with bloody mist.","primary_source":"World Guide","trait_group":["Feat","Mechanics","School"],"level":6,"prerequisite":"Red Mantis Assassin Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=898","archetype":["Red Mantis Assassin"],"name":"Crimson Shroud","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-898"},{"skill_mod":{},"summary":"You can transform yourself into a mantis battle form.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Basic Red Mantis Magic","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=899","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Mantis Form","trait":["Archetype"],"id":"feat-899","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Mantis Form Source World Guide pg. 71 Archetype Red Mantis Assassin Prerequisites Basic Red Mantis Magic --- You gain the mantis form focus spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying to Achaekek or researching your assigned kill.","category":"feat","pfs":"Restricted","feat":["Mantis Form"],"rarity":"common","slug":"feat-899"},{"skill_mod":{},"summary":"You have joined one of the Houses of Perfection.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"access":"You are from Jalmeray.","primary_source_category":"Lost Omens","level":2,"prerequisite":"powerful fist or expert in unarmed attacks; member of a House of Perfection","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=900","weakness":{},"archetype":["Student of Perfection"],"name":"Student of Perfection Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-900","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Student of Perfection Dedication Source World Guide pg. 83 Archetype Student of Perfection Prerequisites powerful fist or expert in unarmed attacks; member of a House of Perfection Access You are from Jalmeray. --- You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of Acrobatics or Athletics and Warfare Lore; if you were already trained, you become an expert instead. You gain the Ki Strike monk class feat, which grants you the ki strike ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. Your ki spells from Student of Perfection are occult spells. Special You can’t select another dedication feat until you have gained two other feats from the student of perfection archetype. Student of Perfection Dedication leads to... Jalmeri Heavenseeker Dedication, Perfect Ki Adept, Perfect Ki Exemplar, Perfect Ki Expert, Perfect Resistance, Perfect Strike, Perfect Weaponry","category":"feat","pfs":"Standard","feat":["Student of Perfection Dedication"],"rarity":"uncommon","slug":"feat-900"},{"skill_mod":{},"summary":"You call upon insight from your training to recover accuracy.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Student of Perfection Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=901","weakness":{},"archetype":["Student of Perfection"],"name":"Perfect Strike","trait":["Archetype"],"id":"feat-901","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Perfect Strike Source World Guide pg. 83 Archetype Student of Perfection Prerequisites Student of Perfection Dedication --- You gain the perfect strike ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Perfect Strike"],"rarity":"common","slug":"feat-901"},{"skill_mod":{},"summary":"You gain the appropriate ki spell for your School of Perfection.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Student of Perfection Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=902","weakness":{},"archetype":["Student of Perfection"],"name":"Perfect Ki Adept","trait":["Archetype"],"id":"feat-902","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Perfect Ki Adept Source World Guide pg. 83 Archetype Student of Perfection Prerequisites Student of Perfection Dedication --- You gain the appropriate ki spell for your School of Perfection: unblinking flame revelation for Unblinking Flame, unbreaking wave advance for Unbreaking Waves, unfolding wind rush for Unfolding Wind, or untwisting iron buffer for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Perfect Ki Adept"],"rarity":"common","slug":"feat-902"},{"skill_mod":{},"summary":"You have taken up a nameless mask and sworn the oath of the magic warriors.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"access":"You are from the Mwangi Expanse.","primary_source_category":"Lost Omens","level":2,"prerequisite":"ability to cast focus spells","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=903","weakness":{},"archetype":["Magic Warrior"],"name":"Magic Warrior Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-903","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Magic Warrior Dedication Source World Guide pg. 95 Archetype Magic Warrior Prerequisites ability to cast focus spells Access You are from the Mwangi Expanse. --- You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of Arcana or Nature and in Magic Warrior Lore; if you were already trained in the skill, you become an expert instead. You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the animal form spell. You gain a +1 circumstance bonus to saves against divination effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. Close allies who knew of your decision to take the mask before your dedication don't break this taboo unless they tell someone else. To regain your abilities, you must discard your mask and obtain a new one of a different animal, then retrain Magic Warrior Dedication into a new Magic Warrior Dedication with your new mask. Your focus spells from the magic warrior archetype are the same tradition as your other spells (choose one if you have spells from multiple traditions). Special You cannot select another dedication feat until you have gained two other feats from the magic warrior archetype. Magic Warrior Dedication leads to... Magic Warrior Aspect, Magic Warrior Transformation, Nameless Anonymity","category":"feat","pfs":"Standard","feat":["Magic Warrior Dedication"],"rarity":"uncommon","slug":"feat-903"},{"skill_mod":{},"summary":"You can alter your form to gain an aspect of the animal your mask represents.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Magic Warrior Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=904","weakness":{},"archetype":["Magic Warrior"],"name":"Magic Warrior Aspect","trait":["Archetype"],"id":"feat-904","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Magic Warrior Aspect Source World Guide pg. 95 Archetype Magic Warrior Prerequisites Magic Warrior Dedication --- You can alter your form to gain an aspect of the animal your mask represents. You gain the magic warrior aspect focus spell.","category":"feat","pfs":"Standard","feat":["Magic Warrior Aspect"],"rarity":"common","slug":"feat-904"},{"skill_mod":{},"summary":"You can transform fully into the animal your mask represents.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Magic Warrior Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=905","weakness":{},"archetype":["Magic Warrior"],"name":"Magic Warrior Transformation","trait":["Archetype"],"id":"feat-905","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Magic Warrior Transformation Source World Guide pg. 95 Archetype Magic Warrior Prerequisites Magic Warrior Dedication --- You can transform fully into the animal your mask represents. You gain the magic warrior transformation focus spell.","category":"feat","pfs":"Standard","feat":["Magic Warrior Transformation"],"rarity":"common","slug":"feat-905"},{"skill_mod":{},"summary":"Your mask protects you further from divination.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Magic Warrior Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=906","weakness":{},"archetype":["Magic Warrior"],"name":"Nameless Anonymity","trait":["Archetype"],"id":"feat-906","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Nameless Anonymity Source World Guide pg. 95 Archetype Magic Warrior Prerequisites Magic Warrior Dedication --- Your mask protects you further from divination. Once per day, you can cast nondetection on yourself, heightened to the highest level of spell you can cast; the spell ends immediately if your mask is removed for even a moment. The spell is of the same tradition as your focus spells.","category":"feat","pfs":"Standard","feat":["Nameless Anonymity"],"rarity":"common","slug":"feat-906"},{"remaster_name":["Hellknight Dedication"],"access":"You are from Old Cheliax.","primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Dedication","Uncommon"],"id":"feat-907","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Hellknight Armiger Dedication Source World Guide pg. 107 Archetype Hellknight Armiger Prerequisites member of a Hellknight Order; trained in heavy armor as well as your order's favored weapon Access You are from Old Cheliax. --- Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead. Special You can’t select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype. Hellknight Armiger Dedication leads to... Advanced Order Training, Ardent Armiger, Armiger's Mobility, Diabolic Certitude, Hellknight Dedication, Hellknight Order Cross-Training, Hellknight Signifer Dedication, Mortification, Order Training","feat":["Hellknight Armiger Dedication"],"skill_mod":{},"summary":"You have taken the first step to being a full Hellknight.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"member of a Hellknight Order; trained in heavy armor as well as your order's favored weapon","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=907","archetype":["Hellknight Armiger"],"name":"Hellknight Armiger Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-907"},{"skill_mod":{},"summary":"You have been trained to resist the manipulations of fiends.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Hellknight Armiger Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=908","weakness":{},"archetype":["Hellknight Armiger"],"name":"Ardent Armiger","trait":["Archetype"],"id":"feat-908","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ardent Armiger Source World Guide pg. 107 Archetype Hellknight Armiger Prerequisites Hellknight Armiger Dedication --- You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against mental effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, Making an Impression on you, or Making a Request of you. If a mental effect would compel you to act in a way that violates your Hellknight order’s tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order’s tenets multiple times.","category":"feat","pfs":"Standard","feat":["Ardent Armiger"],"rarity":"common","slug":"feat-908"},{"primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Skill"],"id":"feat-909","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Diabolic Certitude Free Action Source World Guide pg. 107 Archetype Hellknight Armiger Prerequisites Hellknight Armiger Dedication Trigger Your turn begins and you can observe a devil. --- Your Hellknight training drilled details of Hell’s denizens deep into your mind. Make an attempt to Recall Knowledge about a devil you’re observing. If you roll a critical failure on this check, you get a failure instead.","feat":["Diabolic Certitude"],"skill_mod":{},"summary":"Your Hellknight training drilled details of Hell’s denizens deep into your mind.","primary_source":"World Guide","trait_group":["Feat"],"level":4,"prerequisite":"Hellknight Armiger Dedication","source_category":["Lost Omens"],"trigger":"Your turn begins and you can observe a devil.","resistance":{},"url":"/Feats.aspx?ID=909","archetype":["Hellknight Armiger"],"name":"Diabolic Certitude","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-909"},{"skill_mod":{},"summary":"Your reckonings have prepared your body for physical punishment.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Hellknight Armiger Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=910","weakness":{},"archetype":["Hellknight Armiger"],"name":"Mortification","trait":["Archetype"],"id":"feat-910","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mortification Source World Guide pg. 107 Archetype Hellknight Armiger Prerequisites Hellknight Armiger Dedication --- Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes.","category":"feat","pfs":"Standard","feat":["Mortification"],"rarity":"common","slug":"feat-910"},{"remaster_name":["Hellknight Mobility"],"skill_mod":{},"summary":"You’ve learned how best to move in heavy armor.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"expert in heavy armor; Hellknight Armiger Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=911","weakness":{},"archetype":["Hellknight Armiger"],"name":"Armiger's Mobility","trait":["Archetype"],"id":"feat-911","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Armiger's Mobility Source World Guide pg. 107 Archetype Hellknight Armiger Prerequisites expert in heavy armor; Hellknight Armiger Dedication --- You’ve learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet.","category":"feat","pfs":"Standard","feat":["Armiger's Mobility"],"rarity":"common","slug":"feat-911"},{"access":"You are from the Saga Lands.","primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Arcana"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-912","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Runescarred Dedication Source World Guide pg. 119 Archetype Runescarred Prerequisites Trained in Arcana Access You are from the Saga Lands. --- Whether through blood (if you’re Varisian, Shoanti, or New Thassilonian) or by exposure to rune magic, you have become runescarred, with visible, glowing runes on your body in the form of tattoos or scars. You might have possessed these marks before gaining the archetype, but you only truly became runescarred when you chose to study and tap into the runes’ power. You become an expert in Arcana and you also become trained in Thassilon Lore, or an expert in Thassilon Lore if you were already trained in it. Choose one cantrip from the arcane list. One of the runes on your body corresponds to the chosen cantrip, and you can cast the chosen cantrip as an innate arcane spell. Special You cannot select another dedication feat until you have gained two other feats from the runescarred archetype. Runescarred Dedication leads to... Living Rune, Spell Runes, Warding Rune","feat":["Runescarred Dedication"],"skill_mod":{},"summary":"Overwhelming magic has branded your body with powerful runes.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Arcana","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=912","archetype":["Runescarred"],"name":"Runescarred Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-912"},{"skill_mod":{},"summary":"The magical runes on your body grant you several magical abilities.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Runescarred Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=913","weakness":{},"archetype":["Runescarred"],"name":"Spell Runes","trait":["Archetype"],"id":"feat-913","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spell Runes Source World Guide pg. 119 Archetype Runescarred Prerequisites Runescarred Dedication --- The magical runes on your body grant you several magical abilities. Choose a 1st-level arcane spell. You gain a spell rune on your body corresponding to the chosen spell, which you can cast once per day as an innate spell. At 6th level, you gain a spell rune corresponding to a 2nd-level arcane spell, and at 8th level, you gain a spell rune corresponding to a 3rd-level arcane spell. Spell Runes leads to... Greater Spell Runes","category":"feat","pfs":"Standard","feat":["Spell Runes"],"rarity":"common","slug":"feat-913"},{"skill_mod":{},"summary":"You’ve bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Runescarred Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=914","weakness":{},"archetype":["Runescarred"],"name":"Living Rune","trait":["Archetype"],"id":"feat-914","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Living Rune Source World Guide pg. 119 Archetype Runescarred Prerequisites Runescarred Dedication --- You’ve bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh. Your body can hold a single property rune; you can’t etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune’s effects in addition to any effects of that armor.","category":"feat","pfs":"Standard","feat":["Living Rune"],"rarity":"common","slug":"feat-914"},{"skill_mod":{},"summary":"Your runes provide a warding effect that protects you against a specific school of magic.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Runescarred Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=915","weakness":{},"archetype":["Runescarred"],"name":"Warding Rune","trait":["Archetype"],"id":"feat-915","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Warding Rune Source World Guide pg. 119 Archetype Runescarred Prerequisites Runescarred Dedication --- Your runes provide a warding effect that protects you against a specific school of magic. Choose a school of magic other than divination. You gain a rune on your body corresponding to that school, and you gain a +2 circumstance bonus to all saving throws against effects of that school.","category":"feat","pfs":"Standard","feat":["Warding Rune"],"rarity":"common","slug":"feat-915"},{"skill_mod":{},"summary":"You gain more powerful spell runes.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Spell Runes","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=916","weakness":{},"archetype":["Runescarred"],"name":"Greater Spell Runes","trait":["Archetype"],"id":"feat-916","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Greater Spell Runes Source World Guide pg. 119 Archetype Runescarred Prerequisites Spell Runes --- You gain more powerful spell runes. You gain a spell rune corresponding to a 4th-level arcane spell. At 12th level, you gain a spell rune corresponding to a 5th-level arcane spell, and at 14th level, you gain a spell rune corresponding to a 6th-level arcane spell.","category":"feat","pfs":"Standard","feat":["Greater Spell Runes"],"rarity":"common","slug":"feat-916"},{"access":"You are from Taldor.","primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-917","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lion Blade Dedication Source World Guide pg. 131 Archetype Lion Blade Prerequisites member of the Lion Blades; Trained in Performance Access You are from Taldor. --- Your lion blade spy training helps you conceal yourself and your identity. You become trained in your choice of Deception or Stealth and in Espionage Lore; if you were already trained, you become an expert instead. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size. Special You cannot select another dedication feat until you have gained two other feats from the Lion Blade archetype. Lion Blade Dedication leads to... Expeditious Advance, Flicker, Lost in the Crowd, Spy's Countermeasures","feat":["Lion Blade Dedication"],"skill_mod":{},"summary":"You are a Lion Blade, an elite spy in the service of Taldor.","primary_source":"World Guide","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"member of the Lion Blades; Trained in Performance","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=917","archetype":["Lion Blade"],"name":"Lion Blade Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-917"},{"skill_mod":{},"summary":"You’ve learned how to move as one with crowds and hide among them.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=918","weakness":{},"archetype":["Lion Blade"],"name":"Lost in the Crowd","trait":["Archetype"],"id":"feat-918","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lost in the Crowd Source World Guide pg. 131 Archetype Lion Blade Prerequisites Lion Blade Dedication --- You’ve learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus on your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your Stealth checks when in a crowd of at least 100 creatures. Lost in the Crowd leads to... Crowd Mastery","category":"feat","pfs":"Standard","feat":["Lost in the Crowd"],"rarity":"common","slug":"feat-918"},{"skill_mod":{},"summary":"You use the crowd to your advantage, diverting your foes’ attention to potential hidden dangers in the crowd.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Lost in the Crowd","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=919","weakness":{},"archetype":["Lion Blade"],"name":"Crowd Mastery","trait":["Archetype"],"id":"feat-919","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Crowd Mastery Source World Guide pg. 131 Archetype Lion Blade Prerequisites Lost in the Crowd --- You use the crowd to your advantage, diverting your foes’ attention to potential hidden dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet.","category":"feat","pfs":"Standard","feat":["Crowd Mastery"],"rarity":"common","slug":"feat-919"},{"skill_mod":{},"summary":"You advance and retreat quickly.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"requirement":"You are unarmored or wearing light armor.","source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=920","weakness":{},"archetype":["Lion Blade"],"name":"Expeditious Advance","trait":["Archetype"],"id":"feat-920","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expeditious Advance Source World Guide pg. 131 Archetype Lion Blade Prerequisites Lion Blade Dedication Requirements You are unarmored or wearing light armor. --- You advance and retreat quickly. You gain a +10-foot status bonus to your speed.","category":"feat","pfs":"Standard","feat":["Expeditious Advance"],"rarity":"common","slug":"feat-920"},{"skill_mod":{},"summary":"You’ve learned how to analyze and fake your responses to the most common magic used against spies.","primary_source":"World Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"source":["World Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=921","weakness":{},"archetype":["Lion Blade"],"name":"Spy's Countermeasures","trait":["Archetype"],"id":"feat-921","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Spy's Countermeasures Source World Guide pg. 131 Archetype Lion Blade Prerequisites Lion Blade Dedication --- You’ve learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a divination or mental effect, you can Identify Magic to identify the spell as a free action triggered when you succeed, even if you didn’t notice the spell being cast. If you successfully identify a divination effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell’s caster to think the spell succeeded, with a result of your choice. If you successfully identify a mental effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link.","category":"feat","pfs":"Standard","feat":["Spy's Countermeasures"],"rarity":"common","slug":"feat-921"},{"remaster_name":["Flickering Twirl"],"primary_source_category":"Lost Omens","source":["World Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-922","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Flicker Single Action Source World Guide pg. 131 Archetype Lion Blade Prerequisites Lion Blade Dedication --- You use your movements and disguises to make yourself a flickering blur. You gain concealment until your next turn. As usual for concealment involving an obvious visual manifestation, you can’t use this concealment to Hide.","feat":["Flicker"],"skill_mod":{},"summary":"You use your movements and disguises to make yourself a flickering blur.","primary_source":"World Guide","trait_group":["Feat"],"level":12,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=922","archetype":["Lion Blade"],"name":"Flicker","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-922"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["General","Uncommon"],"id":"feat-923","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Different Worlds May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 73 Prerequisites ability to select ancestry feats from multiple ancestries --- Your separate experiences in different societies have evolved into entirely separate lives. Create a second identity for yourself with a different name, history, and background. This identity must correspond to one of the ancestries whose ancestry feats you can select. You gain the trained proficiency rank in the Lore skill from the second background you chose (but you don’t gain any of the background’s other benefits), and you gain a +4 circumstance bonus to Deception checks when making a statement that would be true of your second identity or when disguising yourself as your second identity. Lacunafex Lore Source Pathfinder #147: Tomorrow Must Burn pg. 72 If the PCs earn Mialari Docur's trust and prove their worth by defeating the Scarlet Triad, she rewards them by granting them access to several feats and spells she and her students have developed over the years. Related Feats : Reveal Machinations, Secret Speech, Silver's Refrain, Tweak Appearances","feat":["Different Worlds"],"skill_mod":{},"summary":"Create a second identity for yourself with a different name, history, and background.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":1,"prerequisite":"ability to select ancestry feats from multiple ancestries","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=923","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Different Worlds","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-923"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","skill":["Deception","Deception"],"trait":["General","Rare","Skill"],"id":"feat-924","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Limited\" > Reveal Machinations Single Action May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 73 Prerequisites Legendary in Deception --- You reveal that you played a minor but recurring role in another humanoid’s life—or at least convince them that’s the case. Attempt a Deception check against the target’s Will DC. On a success, the revelation makes them frightened 2, and on a critical success they are frightened 3. In addition, you gain information about the subject as though you had attempted to Recall Knowledge about them using an appropriate skill and received the same result on your roll. You can’t use this ability against the same humanoid again until 1 day has passed and you’ve also successfully disguised yourself as a different person. Special At the GM’s discretion, this feat can be used against non-humanoids if they have regular contact with humanoids or you are able to disguise yourself as a member of the target’s ancestry or type of creature. Lacunafex Lore Source Pathfinder #147: Tomorrow Must Burn pg. 72 If the PCs earn Mialari Docur's trust and prove their worth by defeating the Scarlet Triad, she rewards them by granting them access to several feats and spells she and her students have developed over the years. Related Feats : Different Worlds, Secret Speech, Silver's Refrain, Tweak Appearances","feat":["Reveal Machinations"],"skill_mod":{},"summary":"You convince a creature that you played a minor but recurring role in its life.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":15,"prerequisite":"Legendary in Deception","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=924","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Reveal Machinations","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"feat-924"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","skill":["Deception","Deception"],"trait":["General","Skill","Uncommon"],"id":"feat-925","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Secret Speech May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 73 Prerequisites Trained in Deception --- Choose a secret society (such as the Lacunafex or the Bellflower Network). You’ve learned that society’s secret cant or jargon, enabling you to share hidden messages when signing or speaking with others who’ve also learned it. If an observer succeeds at a Perception check against your Deception DC when you do this, they realize you are passing a message but fail to discern its content, unless they subsequently succeed at a Society check against your Deception DC. On a critical success, they learn not only the message, but also who you’re passing the message to. Special You can take this feat multiple times. You learn the secret speech of a different society each time. Lacunafex Lore Source Pathfinder #147: Tomorrow Must Burn pg. 72 If the PCs earn Mialari Docur's trust and prove their worth by defeating the Scarlet Triad, she rewards them by granting them access to several feats and spells she and her students have developed over the years. Related Feats : Different Worlds, Reveal Machinations, Silver's Refrain, Tweak Appearances","feat":["Secret Speech"],"skill_mod":{},"summary":"Learn the secret language of a society.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":1,"prerequisite":"Trained in Deception","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=925","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Secret Speech","category":"feat","rarity":"uncommon","slug":"feat-925"},{"skill_mod":{},"summary":"Learn the silver's refrain composition cantrip.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Class","Rarity"],"primary_source_category":"Adventure Paths","level":12,"source_category":["Adventure Paths"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=926","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","spoilers":"Age of Ashes","name":"Silver's Refrain","trait":["Bard","Rare"],"id":"feat-926","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Silver's Refrain May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 73 --- You learn the silver’s refrain composition cantrip, which aids you when fighting devils. Lacunafex Lore Source Pathfinder #147: Tomorrow Must Burn pg. 72 If the PCs earn Mialari Docur's trust and prove their worth by defeating the Scarlet Triad, she rewards them by granting them access to several feats and spells she and her students have developed over the years. Related Feats : Different Worlds, Reveal Machinations, Secret Speech, Tweak Appearances","category":"feat","pfs":"Limited","feat":["Silver's Refrain"],"rarity":"rare","slug":"feat-926"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","skill":["Crafting","Crafting"],"trait":["General","Skill","Uncommon"],"id":"feat-927","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Tweak Appearances May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 73 Prerequisites Expert in Crafting --- You spend 1 minute making quick adjustments to someone’s clothing and appearance, causing their words to carry more weight with an audience of your choice. While speaking to that audience, the target gains a +1 item bonus to Diplomacy and Performance checks. If you have master proficiency in Crafting, the bonus increases to +2; if you have legendary proficiency in Crafting, the bonus increases to +3. This bonus lasts until this ability is used on the target again, the situation they were prepared for ends, or they next change their outfit. Lacunafex Lore Source Pathfinder #147: Tomorrow Must Burn pg. 72 If the PCs earn Mialari Docur's trust and prove their worth by defeating the Scarlet Triad, she rewards them by granting them access to several feats and spells she and her students have developed over the years. Related Feats : Different Worlds, Reveal Machinations, Secret Speech, Silver's Refrain","feat":["Tweak Appearances"],"skill_mod":{},"summary":"You can alter a creature's clothing to improve their social impact.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Expert in Crafting","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=927","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Tweak Appearances","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-927"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","skill":["Stealth","Survival","Stealth","Survival"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-928","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Bellflower Dedication May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 75 Archetype Bellflower Tiller Prerequisites Charisma 14; Expert in Stealth; Expert in Survival; member of the Bellflower Network --- You dedicate yourself to freeing slaves and escorting them to freedom. You gain a +5-foot status bonus to your Speed. Choose up to six other people to be your “crop.” Members of your crop can use your Speed for overland travel if it’s higher than their own. Members more than 60 feet from you lose all benefits (from this or other Bellflower tiller feats) of being part of your crop, but they regain those benefits immediately when they return. You can add or remove someone from your crop by spending 10 minutes in conversation with them. Special You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype. Bellflower Dedication leads to... Cut the Bonds, Garden Path, Practiced Guidance, Scarecrow, Tiller's Aid, Tiller's Drive","feat":["Bellflower Dedication"],"skill_mod":{},"summary":"You dedicate yourself to freeing slaves and escorting them to freedom.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Charisma 14; Expert in Stealth; Expert in Survival; member of the Bellflower Network","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=928","archetype":["Bellflower Tiller"],"source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Bellflower Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-928"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype","Uncommon"],"id":"feat-929","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Scarecrow May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 75 Archetype Bellflower Tiller Prerequisites Bellflower Dedication --- You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop grabbed, that member can attempt to Escape using a reaction.","feat":["Scarecrow"],"skill_mod":{},"summary":"You fight fiercely to protect your crop.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Bellflower Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=929","archetype":["Bellflower Tiller"],"source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Scarecrow","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-929"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype","Uncommon"],"id":"feat-930","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Garden Path May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 75 Archetype Bellflower Tiller Prerequisites Bellflower Dedication --- You can guide your crop to move without notice. When you and any of your crop are Avoiding Notice, you can choose one member of your crop to temporarily gain the benefits of the Quiet Allies skill feat until the group is no longer Avoiding Notice. The group rolls two checks instead of one, using the higher die roll. This is a fortune effect.","feat":["Garden Path"],"skill_mod":{},"summary":"You can guide your crop to move without notice.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Bellflower Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=930","archetype":["Bellflower Tiller"],"source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Garden Path","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-930"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype","Uncommon"],"id":"feat-931","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Practiced Guidance May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 75 Archetype Bellflower Tiller Prerequisites Bellflower Dedication --- Making one’s way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to Aid a member of your crop, you get a critical success instead.","feat":["Practiced Guidance"],"skill_mod":{},"summary":"You can better Aid your crop.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Bellflower Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=931","archetype":["Bellflower Tiller"],"source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Practiced Guidance","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-931"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype","Uncommon"],"id":"feat-932","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Tiller's Drive May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 75 Archetype Bellflower Tiller Prerequisites Bellflower Dedication --- Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed.","feat":["Tiller's Drive"],"skill_mod":{},"summary":"Increase your Speed and that of your crop.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":10,"prerequisite":"Bellflower Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=932","archetype":["Bellflower Tiller"],"source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Tiller's Drive","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-932"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype","Uncommon"],"id":"feat-933","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Tiller's Aid May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 75 Archetype Bellflower Tiller Prerequisites Bellflower Dedication --- You can use the Aid reaction to help a member of your crop even if you haven’t prepared to do so.","feat":["Tiller's Aid"],"skill_mod":{},"summary":"You can quickly Aid your crop.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Rarity"],"level":10,"prerequisite":"Bellflower Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=933","archetype":["Bellflower Tiller"],"source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Tiller's Aid","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-933"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype","Attack","Uncommon"],"id":"feat-934","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Cut the Bonds Single Action May contain spoilers from Age of Ashes Source Pathfinder #147: Tomorrow Must Burn pg. 75 Archetype Bellflower Tiller Prerequisites Bellflower Dedication; expert in a melee weapon --- Select a magical effect that has made an adjacent member of your crop clumsy, grabbed, paralyzed, restrained, or slowed. Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can’t attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed.","feat":["Cut the Bonds"],"skill_mod":{},"summary":"You can counteract a magical effect that impedes movement.","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Feat","Mechanics","Rarity"],"level":12,"prerequisite":"Bellflower Dedication; expert in a melee weapon","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=934","archetype":["Bellflower Tiller"],"source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Cut the Bonds","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-934"},{"skill_mod":{},"summary":"You enter the stance of an enraged phoenix.","primary_source":"PFS Quest #2: Unforgiving Fire","trait_group":["Class","Weapon","Rarity","Class-Specific"],"primary_source_category":"Society","level":1,"source_category":["Society","Lost Omens"],"requirement":"You are unarmored.","source":["PFS Quest #2: Unforgiving Fire","PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=936","weakness":{},"name":"Rain of Embers Stance","trait":["Monk","Rare","Stance"],"actions_number":2,"id":"feat-936","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Rain of Embers Stance Single Action There is a more recent version of this, click here to view. Source PFS Quest #2: Unforgiving Fire pg. 20, PFS Guide pg. 118 Requirements You are unarmored. --- You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that flicker with dancing flames. The only Strikes you can make are fire talon Strikes. These deal 1d4 fire damage; are in the brawling group; and have the agile, finesse, fire, nonlethal, and unarmed traits. While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1).","category":"feat","pfs":"Limited","actions":"Single Action","feat":["Rain of Embers Stance"],"rarity":"rare","slug":"feat-936"},{"skill_mod":{},"summary":"You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity"],"access":"Varisian ethnicity or New Thassilon nationality\r\n","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=938","weakness":{},"name":"Arcane Tattoos","trait":["Human","Uncommon"],"id":"feat-938","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Arcane Tattoos Source Character Guide pg. 11 Access Varisian ethnicity or New Thassilon nationality --- You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: abjuration ( shield ), conjuration ( tanglefoot ), enchantment ( daze ), evocation ( electric arc ), illusion ( ghost sound ), necromancy ( chill touch ), or transmutation ( sigil ). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. Arcane Tattoos leads to... Ornate Tattoo","category":"feat","pfs":"Standard","feat":["Arcane Tattoos"],"rarity":"uncommon","slug":"feat-938"},{"access":"Keleshite nationality","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Fortune","Human","Uncommon"],"id":"feat-939","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Courteous Comeback Free Action Source Character Guide pg. 11 Access Keleshite nationality Trigger You critically fail a Diplomacy check. Requirements You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. --- You grew up in the proud Padishah Empire, where even insults have a certain poetic wit. Reroll the triggering Diplomacy check, using the second result.","feat":["Courteous Comeback"],"skill_mod":{},"summary":"You grew up in the proud Padishah Empire, where even insults have a certain poetic wit.","primary_source":"Character Guide","trait_group":["Mechanics","Ancestry","Half-Elf","Half-Orc","Rarity"],"level":1,"source_category":["Lost Omens"],"requirement":"You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month.","trigger":"You critically fail a Diplomacy check.","resistance":{},"url":"/Feats.aspx?ID=939","name":"Courteous Comeback","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-939"},{"skill_mod":{},"summary":"You know more about the habits of devils than is entirely safe.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity"],"access":"Chelaxian nationality","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=940","weakness":{},"name":"Devil's Advocate","trait":["Human","Uncommon"],"id":"feat-940","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Devil's Advocate Source Character Guide pg. 11 Access Chelaxian nationality --- You know more about the habits of devils than is entirely safe. You gain a +2 circumstance bonus to Perception checks against devils and saving throws against their abilities. In addition, whenever you meet a devil in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. Special If you have the Glad-Hand skill feat, you don’t take the penalty to your immediate Diplomacy check if the target is a devil.","category":"feat","pfs":"Standard","feat":["Devil's Advocate"],"rarity":"uncommon","slug":"feat-940"},{"skill_mod":{},"summary":"Many Tian-Dan claim to have dragon blood in their veins, and in your case, this is true—you can spit energy, and you might have an especially visible sign of your draconic heritage.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Tian-Dan ethnicity","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=941","weakness":{},"name":"Dragon Spit","trait":["Human"],"id":"feat-941","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dragon Spit Source Character Guide pg. 12 Prerequisites Tian-Dan ethnicity --- Many Tian-Dan claim to have dragon blood in their veins, and in your case, this is true—you can spit energy, and you might have an especially visible sign of your draconic heritage. Choose one of the following cantrips: acid splash , electric arc , produce flame , or ray of frost . You can cast this spell as an innate arcane spell at will, and when you cast it, the spell’s energy emerges from your mouth. Dragon Spit leads to... Dragon Prince","category":"feat","pfs":"Standard","feat":["Dragon Spit"],"rarity":"common","slug":"feat-941"},{"skill_mod":{},"summary":"Gloom holds few terrors for you, and the pall of darkness over Nidal has made you comfortable in dim light.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Nidalese ethnicity","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=942","weakness":{},"name":"Gloomseer","trait":["Human"],"id":"feat-942","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gloomseer Source Character Guide pg. 12 Prerequisites Nidalese ethnicity --- Gloom holds few terrors for you, and the pall of darkness over Nidal has made you comfortable in dim light. You gain low-light vision. Gloomseer leads to... Darkseer","category":"feat","pfs":"Standard","feat":["Gloomseer"],"rarity":"common","slug":"feat-942"},{"access":"Taldan nationality","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Human","Uncommon"],"id":"feat-943","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Keep Up Appearances Reaction Source Character Guide pg. 12 Access Taldan nationality Trigger You are affected by an emotion effect. --- Taldan pride means you never show weakness. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.","feat":["Keep Up Appearances"],"skill_mod":{},"summary":"Taldan pride means you never show weakness.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity"],"level":1,"source_category":["Lost Omens"],"trigger":"You are affected by an emotion effect.","resistance":{},"url":"/Feats.aspx?ID=943","name":"Keep Up Appearances","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-943"},{"access":"Vudrani ethnicity","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fortune","Human","Uncommon"],"id":"feat-944","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Know Oneself Reaction Source Character Guide pg. 12 Frequency once per day Access Vudrani ethnicity Trigger You roll a critical failure on a saving throw against an emotion effect. --- You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge. You fail the save against the emotion effect instead of critically failing.","feat":["Know Oneself"],"skill_mod":{},"summary":"You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge.","primary_source":"Character Guide","trait_group":["Mechanics","Ancestry","Half-Elf","Half-Orc","Rarity"],"level":1,"source_category":["Lost Omens"],"trigger":"You roll a critical failure on a saving throw against an emotion effect.","resistance":{},"url":"/Feats.aspx?ID=944","name":"Know Oneself","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-944"},{"skill_mod":{},"summary":"You grew up among the Shoanti tribes, with the spirits watching over you, and they offer you guidance.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity"],"access":"Shoanti ethnicity","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=945","weakness":{},"name":"Quah Bond","trait":["Human","Uncommon"],"id":"feat-945","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quah Bond Source Character Guide pg. 12 Access Shoanti ethnicity --- You grew up among the Shoanti tribes, with the spirits watching over you, and they offer you guidance. You gain the trained proficiency rank in the skill listed for your quah (or another skill of your choice, if you’re already trained in that skill). You gain the Assurance skill feat in that skill, as the spirits’ help guides your actions. Lyrune-Quah Religion Shadde-Quah Athletics Shriikirri-Quah Nature Shundar-Quah Diplomacy Sklar-Quah Intimidation Skoan-Quah Medicine Tamiir-Quah Acrobatics ","category":"feat","pfs":"Standard","feat":["Quah Bond"],"rarity":"uncommon","slug":"feat-945"},{"access":"Lirgeni nationality","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"3 times per day","weakness":{},"trait":["Concentrate","Human","Uncommon"],"id":"feat-946","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Saoc Astrology Single Action Source Character Guide pg. 12 Frequency 3 times per day Access Lirgeni nationality Requirements You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day. --- The ancient Saoc Brethren were the masters of astrology, and while your knowledge may be but a pale shadow of their wisdom, it still comes in handy. You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check. Saoc Astrology leads to... Heir of the Saoc","feat":["Saoc Astrology"],"skill_mod":{},"summary":"The ancient Saoc Brethren were the masters of astrology, and while your knowledge may be but a pale shadow of their wisdom, it still comes in handy.","primary_source":"Character Guide","trait_group":["Mechanics","Ancestry","Half-Elf","Half-Orc","Rarity"],"level":1,"source_category":["Lost Omens"],"requirement":"You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.","resistance":{},"url":"/Feats.aspx?ID=946","name":"Saoc Astrology","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-946"},{"skill_mod":{},"summary":"You know the truth behind old stories that tell of sending a fetish of bone and sinew to seek vengeance.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity"],"access":"Erutaki ethnicity","primary_source_category":"Lost Omens","level":1,"prerequisite":"You have a spellcasting class feature with the divine or primal tradition","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=947","weakness":{},"name":"Tupilaq Carver","trait":["Human","Uncommon"],"id":"feat-947","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tupilaq Carver Source Character Guide pg. 13 Prerequisites You have a spellcasting class feature with the divine or primal tradition Access Erutaki ethnicity --- You know the truth behind old stories that tell of sending a fetish of bone and sinew to seek vengeance. These old magics allow you to conjure constructs with ease. Add the summon construct spell to your spell list. The constructs you summon have a distinct ivory scrimshaw appearance, and if you include a drop of blood, lock of hair, or other portion of a creature’s body as part of the spell’s material component, the summoned construct gains a +4 status bonus to Perception checks to sense or locate that creature.","category":"feat","pfs":"Standard","feat":["Tupilaq Carver"],"rarity":"uncommon","slug":"feat-947"},{"skill_mod":{},"summary":"You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity"],"access":"Ulfen ethnicity","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=948","weakness":{},"name":"Viking Shieldbearer","trait":["Human","Uncommon"],"id":"feat-948","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Viking Shieldbearer Source Character Guide pg. 13 Access Ulfen ethnicity --- You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.","category":"feat","pfs":"Standard","feat":["Viking Shieldbearer"],"rarity":"uncommon","slug":"feat-948"},{"skill_mod":{},"summary":"You and your family have fought long and hard against witches, particularly the winter witches of Irrisen, and you’ve learned to be wary of their curses and the otherworldly powers their patrons grant.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity"],"access":"Kellid ethnicity","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=949","weakness":{},"name":"Witch Warden","trait":["Human","Uncommon"],"id":"feat-949","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Witch Warden Source Character Guide pg. 13 Access Kellid ethnicity --- You and your family have fought long and hard against witches, particularly the winter witches of Irrisen, and you've learned to be wary of their curses and the otherworldly powers their patrons grant. You gain a +1 circumstance bonus to saving throws against curses, and to saving throws against spells cast by a witch or hag. If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Witch Warden"],"rarity":"uncommon","slug":"feat-949"},{"skill_mod":{},"summary":"Zon-Kuthon smiles upon you—even if you curse his name—granting you pitch-black eyes that allow you to see in shadows and darkness.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Gloomseer","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=950","weakness":{},"name":"Darkseer","trait":["Human"],"id":"feat-950","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Darkseer Source Character Guide pg. 13 Prerequisites Gloomseer --- Zon-Kuthon smiles upon you—even if you curse his name—granting you pitch-black eyes that allow you to see in shadows and darkness. You gain darkvision.","category":"feat","pfs":"Standard","feat":["Darkseer"],"rarity":"common","slug":"feat-950"},{"skill_mod":{},"summary":"You expand your tattoos to encompass greater magic.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Arcane Tattoos","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=951","weakness":{},"name":"Ornate Tattoo","trait":["Human"],"id":"feat-951","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ornate Tattoo Source Character Guide pg. 13 Prerequisites Arcane Tattoos --- You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell. Ornate Tattoo leads to... Virtue-Forged Tattoos","category":"feat","pfs":"Standard","feat":["Ornate Tattoo"],"rarity":"common","slug":"feat-951"},{"skill_mod":{},"summary":"You have been blessed by the sea, granting you the ability to swim like a fish.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Bonuwat ethnicity","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=952","weakness":{},"name":"Wavetouched Paragon","trait":["Human"],"id":"feat-952","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Wavetouched Paragon Source Character Guide pg. 13 Prerequisites Bonuwat ethnicity --- You have been blessed by the sea, granting you the ability to swim like a fish. You gain a 15-foot swim Speed. Special If you have the Bonuwat Wavetouched background, you can take this feat at 1st level instead of 5th.","category":"feat","pfs":"Standard","feat":["Wavetouched Paragon"],"rarity":"common","slug":"feat-952"},{"skill_mod":{},"summary":"The blood of the Dragon Kings runs strong in your veins.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Dragon Spit","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=953","weakness":{},"name":"Dragon Prince","trait":["Human"],"id":"feat-953","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dragon Prince Source Character Guide pg. 14 Prerequisites Dragon Spit --- The blood of the Dragon Kings runs strong in your veins. Your draconic heritage is clearly visible, with hair that is almost entirely crimson, azure, or the like, and that shines like a dragon’s scales. You can cast the dragon breath sorcerer bloodline spell as an innate arcane spell once per day, but you can use only the dragon breath that is associated with your heritage and that matches the energy type of your Dragon Spit feat. At 12th level and every 3 levels thereafter, the spell is heightened by an additional spell level.","category":"feat","pfs":"Standard","feat":["Dragon Prince"],"rarity":"common","slug":"feat-953"},{"skill_mod":{},"summary":"In the past, you would have been a proud initiate of the Saoc Brethren.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Saoc Astrology","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=954","weakness":{},"name":"Heir of the Saoc","trait":["Human"],"id":"feat-954","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Heir of the Saoc Source Character Guide pg. 14 Prerequisites Saoc Astrology --- In the past, you would have been a proud initiate of the Saoc Brethren. Today, you carry on their legacy. When you use Saoc Astrology, roll 1d4 instead; on a 1, you take a –1 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3).","category":"feat","pfs":"Standard","feat":["Heir of the Saoc"],"rarity":"common","slug":"feat-954"},{"skill_mod":{},"summary":"Your ancestors hailed from the flying cities of the Shory, and a few simple tricks have come down through the ages to you.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Garundi ethnicity, Mauxi ethnicity, or Tian-Yae ethnicity","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=955","weakness":{},"name":"Shory Aeromancer","trait":["Human"],"id":"feat-955","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Shory Aeromancer Source Character Guide pg. 14 Prerequisites Garundi ethnicity, Mauxi ethnicity, or Tian-Yae ethnicity --- Your ancestors hailed from the flying cities of the Shory, and a few simple tricks have come down through the ages to you. You can cast 4th-level fly on yourself as an innate arcane spell once per day. Shory Aeromancer leads to... Shory Aerialist","category":"feat","pfs":"Standard","feat":["Shory Aeromancer"],"rarity":"common","slug":"feat-955"},{"skill_mod":{},"summary":"Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Ornate Tattoo","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=956","weakness":{},"name":"Virtue-Forged Tattoos","trait":["Human"],"id":"feat-956","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Virtue-Forged Tattoos Source Character Guide pg. 14 Prerequisites Ornate Tattoo --- Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate arcane spell.","category":"feat","pfs":"Standard","feat":["Virtue-Forged Tattoos"],"rarity":"common","slug":"feat-956"},{"skill_mod":{},"summary":"You can trace your direct descent from one of the Queens of Irrisen and thus from Baba Yaga herself.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Jadwiga ethnicity; Wintertouched Human heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=957","weakness":{},"name":"Irriseni Ice-Witch","trait":["Human"],"id":"feat-957","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Irriseni Ice-Witch Source Character Guide pg. 14 Prerequisites Jadwiga ethnicity; Wintertouched Human heritage --- You can trace your direct descent from one of the Queens of Irrisen and thus from Baba Yaga herself. Your resistance to cold increases to 5 + half your level, and you can cast 5th-level wall of ice as an innate arcane spell once per day.","category":"feat","pfs":"Standard","feat":["Irriseni Ice-Witch"],"rarity":"common","slug":"feat-957"},{"skill_mod":{},"summary":"Thousands of years ago, your ancestors made a pact with Zon-Kuthon.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Nidalese ethnicity","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=958","weakness":{},"name":"Shadow Pact","trait":["Human"],"id":"feat-958","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Shadow Pact Source Character Guide pg. 14 Prerequisites Nidalese ethnicity --- Thousands of years ago, your ancestors made a pact with Zon-Kuthon. He has not forgotten, even if you might wish he had. You can take 1 damage to mix blood and shadows to cast 5th-level creation as an innate divine spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows.","category":"feat","pfs":"Standard","feat":["Shadow Pact"],"rarity":"common","slug":"feat-958"},{"skill_mod":{},"summary":"Unique in Golarion’s history, the Shory people developed fighting styles dedicated to combat in the air.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Garundi ethnicity, Mauxi ethnicity, or Tian-Yae ethnicity; Shory Aeromancer or ability to cast _fly_","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=959","weakness":{},"name":"Shory Aerialist","trait":["Human"],"id":"feat-959","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Shory Aerialist Source Character Guide pg. 15 Prerequisites Garundi ethnicity, Mauxi ethnicity, or Tian-Yae ethnicity; Shory Aeromancer or ability to cast fly --- Unique in Golarion’s history, the Shory people developed fighting styles dedicated to combat in the air. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and a +5-foot status bonus to your fly Speed whenever you are flying via magic.","category":"feat","pfs":"Standard","feat":["Shory Aerialist"],"rarity":"common","slug":"feat-959"},{"skill_mod":{},"summary":"Your elven lineage is subtle enough that you look barely different from other humans, and you’ve learned to use that to your advantage.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=960","weakness":{},"name":"Round Ears","trait":["Half-Elf","Aiuvarin"],"id":"feat-960","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Round Ears Source Character Guide pg. 15 --- Your elven lineage is subtle enough that you look barely different from other humans, and you’ve learned to use that to your advantage. You gain the trained proficiency rank in Deception (or another skill of your choice, if you were already trained in Deception). You gain a +4 circumstance bonus to Impersonate checks to pretend you aren’t a half-elf. Observers are never granted circumstance bonuses to Perception checks due to you Impersonating a full-blooded human, and you never take circumstance penalties due to you Impersonating a full-blooded human. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Round Ears"],"rarity":"common","slug":"feat-960"},{"skill_mod":{},"summary":"You’re extremely extroverted, and you often spend your time carousing or otherwise socializing.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=961","weakness":{},"name":"Sociable","trait":["Half-Elf","Aiuvarin"],"id":"feat-961","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sociable Source Character Guide pg. 15 --- You’re extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.","category":"feat","pfs":"Standard","feat":["Sociable"],"rarity":"common","slug":"feat-961"},{"skill_mod":{},"summary":"Many consider half-orcs little more than dumb brutes.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Orc"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=962","weakness":{},"name":"Overlooked Mastermind","trait":["Half-Orc","Dromaar"],"id":"feat-962","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Overlooked Mastermind Source Character Guide pg. 15 --- Many consider half-orcs little more than dumb brutes. This is offensive to you, but it can occasionally be useful. You are trained in Deception (or another skill of your choice if you were already trained in Deception), and you gain a +2 circumstance bonus to Deception checks to Lie when specifically claiming ignorance and to Deception DCs against Sense Motive checks to uncover such lies.","category":"feat","pfs":"Standard","feat":["Overlooked Mastermind"],"rarity":"common","slug":"feat-962"},{"skill_mod":{},"summary":"Most half-orcs have visible tusks, but yours are particularly large and sharp, capable of gouging deep wounds.","primary_source":"Character Guide","trait_group":["Ancestry","Half-Orc"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens","Rulebooks"],"source":["Character Guide","Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=963","weakness":{},"name":"Tusks","trait":["Half-Orc","Dromaar"],"id":"feat-963","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tusks There is a more recent version of this, click here to view. Source Character Guide pg. 15, Player Core pg. 72 --- Most half-orcs have visible tusks, but yours are particularly large and sharp, capable of gouging deep wounds. You gain a jaws unarmed attack that deals 1d6 piercing damage. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Tusks"],"rarity":"common","slug":"feat-963"},{"access":"mountain dwarf ethnicity","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Dwarf","Uncommon"],"id":"feat-964","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Avenge in Glory Reaction Source Character Guide pg. 20 Frequency once per day Access mountain dwarf ethnicity Trigger An ally within 30 feet gains the dying condition. --- You honor your ally’s life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls.","feat":["Avenge in Glory"],"skill_mod":{},"summary":"You honor your ally’s life, gaining temporary Hit Points equal to your level for 1 minute.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"level":1,"source_category":["Lost Omens"],"trigger":"An ally within 30 feet gains the dying condition.","resistance":{},"url":"/Feats.aspx?ID=964","name":"Avenge in Glory","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-964"},{"skill_mod":{},"summary":"By moving your clan dagger with rapid precision, you can protect yourself more effectively.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"trained in clan daggers","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=965","weakness":{},"name":"Clan's Edge","trait":["Dwarf"],"actions_number":4,"id":"feat-965","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Clan's Edge Two Actions Source Character Guide pg. 20 Prerequisites trained in clan daggers --- By moving your clan dagger with rapid precision, you can protect yourself more effectively. Make two clan dagger Strikes against different targets. Your multiple attack penalty applies normally to these Strikes. You then use an Interact action to gain the +1 circumstance bonus to your AC from your clan dagger’s parrying trait. Clan's Edge leads to... Protective Sheath","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Clan's Edge"],"rarity":"common","slug":"feat-965"},{"skill_mod":{},"summary":"Your unusual rest cycle allows you to recover faster.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":"underground dwarf ethnicity","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=966","weakness":{},"name":"Forge-Day's Rest","trait":["Dwarf","Uncommon"],"id":"feat-966","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Forge-Day's Rest Source Character Guide pg. 20 Access underground dwarf ethnicity --- Your unusual rest cycle allows you to recover faster. As long as you rest for 12 hours, you gain the effects of the Fast Recovery general feat and you can go 20 hours without resting before becoming fatigued.","category":"feat","pfs":"Standard","feat":["Forge-Day's Rest"],"rarity":"uncommon","slug":"feat-966"},{"skill_mod":{},"summary":"Your interactions with other cultures on the surface have not only taught you about many other ancestries, but have also helped you realize the value of your own.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":"any surface dwarf ethnicity","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=967","weakness":{},"name":"Surface Culture","trait":["Dwarf","Uncommon"],"id":"feat-967","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Surface Culture Source Character Guide pg. 20 Access any surface dwarf ethnicity --- Your interactions with other cultures on the surface have not only taught you about many other ancestries, but have also helped you realize the value of your own. You gain the trained proficiency rank in the Society skill (or another skill of your choice if you were already trained in Society), and you gain the Additional Lore skill feat for the Lore corresponding to your culture (for instance, Ouat Lore or Pahmet Lore).","category":"feat","pfs":"Standard","feat":["Surface Culture"],"rarity":"uncommon","slug":"feat-967"},{"skill_mod":{},"summary":"Your clan dagger can protect your allies as easily as yourself.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=968","weakness":{},"name":"Clan Protector","trait":["Dwarf"],"id":"feat-968","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Clan Protector Source Character Guide pg. 20 --- Your clan dagger can protect your allies as easily as yourself. When you use an Interact action to gain a circumstance bonus to AC from your clan dagger’s parry trait, you can grant the circumstance bonus to an adjacent ally instead of gaining it yourself. You can use multiple Interact actions to protect multiple allies, or to protect yourself and an ally. The ally benefits from the bonus to AC only when they are adjacent to you.","category":"feat","pfs":"Standard","feat":["Clan Protector"],"rarity":"common","slug":"feat-968"},{"skill_mod":{},"summary":"When you lash out with your clan dagger, you keep its sheath close at hand.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Clan's Edge","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=969","weakness":{},"name":"Protective Sheath","trait":["Dwarf"],"id":"feat-969","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Protective Sheath Source Character Guide pg. 21 Prerequisites Clan's Edge --- When you lash out with your clan dagger, you keep its sheath close at hand. When you use Clan’s Edge, if the hand you’re not holding the dagger with is empty, you can use your clan dagger’s sheath to block attacks as well. The circumstance bonus to your AC from parrying increases to a +2 against any target you hit with a Strike this turn.","category":"feat","pfs":"Standard","feat":["Protective Sheath"],"rarity":"common","slug":"feat-969"},{"skill_mod":{},"summary":"When you critically hit an undead creature, or an undead creature critically fails a saving throw against one of your abilities, you drive your divine wrath home in your enemy’s heart.","primary_source":"Character Guide","trait_group":["Tradition","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Death Warden Dwarf heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=970","weakness":{},"name":"Tomb-Watcher's Glare","trait":["Divine","Dwarf"],"id":"feat-970","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tomb-Watcher's Glare Source Character Guide pg. 21 Prerequisites Death Warden Dwarf heritage --- When you critically hit an undead creature, or an undead creature critically fails a saving throw against one of your abilities, you drive your divine wrath home in your enemy’s heart. The undead is enfeebled 1 for 1 round.","category":"feat","pfs":"Standard","feat":["Tomb-Watcher's Glare"],"rarity":"common","slug":"feat-970"},{"skill_mod":{},"summary":"You can sharpen weapons, polish armor, and apply special techniques to temporarily gain better effects from your armaments.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Master in Crafting","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=971","weakness":{},"skill":["Crafting","Crafting"],"name":"Battleforger","trait":["Dwarf"],"id":"feat-971","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Battleforger Source Character Guide pg. 21 Prerequisites Master in Crafting --- You can sharpen weapons, polish armor, and apply special techniques to temporarily gain better effects from your armaments. By spending 1 hour working on a weapon or armor, you can grant it the effects of a +1 potency rune until your next daily preparations, gaining a +1 item bonus to attack rolls for a weapon or increasing armor’s item bonus to AC by 1. This has no effect if the weapon or armor already had a potency rune.","category":"feat","pfs":"Standard","feat":["Battleforger"],"rarity":"common","slug":"feat-971"},{"skill_mod":{},"summary":"Energy runs through your blood more powerfully.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Elemental Heart Dwarf heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=972","weakness":{},"name":"Energy Blessed","trait":["Dwarf"],"id":"feat-972","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Energy Blessed Source Character Guide pg. 21 Prerequisites Elemental Heart Dwarf heritage --- Energy runs through your blood more powerfully. When you use Energy Emanation, you can create an emanation of 5 feet, 10 feet, or 15 feet. The damage increases to 6d6 plus an additional 1d6 for every level you have above 9th, instead of 1d6 plus an additional 1d6 for every 2 levels above 1st.","category":"feat","pfs":"Standard","feat":["Energy Blessed"],"rarity":"common","slug":"feat-972"},{"skill_mod":{},"summary":"The songs of ancient heroes echo through your mind and quicken your pulse, especially in dire straits.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=973","weakness":{},"name":"Heroes' Call","trait":["Dwarf"],"id":"feat-973","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Heroes' Call Source Character Guide pg. 21 --- The songs of ancient heroes echo through your mind and quicken your pulse, especially in dire straits. You gain heroism as a 3rd-level innate occult spell that you can cast once per day. If you Cast the Spell when you have half or fewer Hit Points, you also gain temporary Hit Points equal to twice your level.","category":"feat","pfs":"Standard","feat":["Heroes' Call"],"rarity":"common","slug":"feat-973"},{"skill_mod":{},"summary":"Your ancestors’ defiance of magic and your people’s strictly egalitarian mindset mean that certain forms of magic have little effect on you.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"access":"Vahird ethnicity","primary_source_category":"Lost Omens","level":9,"prerequisite":"Ancient-Blooded Dwarf heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=974","weakness":{},"name":"Kneel for No God","trait":["Dwarf"],"id":"feat-974","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Kneel for No God Source Character Guide pg. 21 Prerequisites Ancient-Blooded Dwarf heritage Access Vahird ethnicity --- Your ancestors’ defiance of magic and your people’s strictly egalitarian mindset mean that certain forms of magic have little effect on you. When you use your Call on Ancient Blood reaction against a divine spell and roll a critical failure on the saving throw against that spell, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Kneel for No God"],"rarity":"common","slug":"feat-974"},{"skill_mod":{},"summary":"You are so attuned to the land that you can call forth a bolt of energy from your surroundings.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=975","weakness":{},"name":"Elemental Wrath","trait":["Elf"],"id":"feat-975","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elemental Wrath Source Character Guide pg. 26 --- You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Elemental Wrath"],"rarity":"common","slug":"feat-975"},{"skill_mod":{},"summary":"While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=976","weakness":{},"name":"Elven Verve","trait":["Elf"],"id":"feat-976","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elven Verve Source Character Guide pg. 26 --- While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the immobilized, paralyzed, or slowed conditions. When you would be immobilized, paralyzed, or slowed for at least 2 rounds, reduce that duration by 1 round.","category":"feat","pfs":"Standard","feat":["Elven Verve"],"rarity":"common","slug":"feat-976"},{"skill_mod":{},"summary":"You have an uncanny knack of communicating with other elves without speaking, though this habit that is often uncomfortable to observers.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Mualijae ethnicity, Ilverani ethnicity, or Vourinoi ethnicity","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=977","weakness":{},"name":"Share Thoughts","trait":["Elf"],"id":"feat-977","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Share Thoughts Source Character Guide pg. 26 Prerequisites Mualijae ethnicity, Ilverani ethnicity, or Vourinoi ethnicity --- You have an uncanny knack of communicating with other elves without speaking, though this habit that is often uncomfortable to observers. You can cast mindlink as an innate occult spell once per day, but you can target only other elves or half-elves. Share Thoughts leads to... Sense Thoughts","category":"feat","pfs":"Standard","feat":["Share Thoughts"],"rarity":"common","slug":"feat-977"},{"skill_mod":{},"summary":"You have learned to access the old magic of wild places.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"access":"Mualijae ethnicity","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=978","weakness":{},"name":"Wildborn Magic","trait":["Elf","Uncommon"],"id":"feat-978","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wildborn Magic Source Character Guide pg. 26 Access Mualijae ethnicity --- You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Wildborn Magic leads to... Wildborn Adept","category":"feat","pfs":"Standard","feat":["Wildborn Magic"],"rarity":"uncommon","slug":"feat-978"},{"skill_mod":{},"summary":"You have a innate familiarity with forested areas.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=979","weakness":{},"name":"Woodcraft","trait":["Elf"],"id":"feat-979","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Woodcraft Source Character Guide pg. 26 --- You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Woodcraft"],"rarity":"common","slug":"feat-979"},{"skill_mod":{},"summary":"You loathe the alghollthus and their mind magic, and you’ve been trained to be willing to die rather than give into mental manipulation.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"access":"Spiresworn elf","primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=980","weakness":{},"name":"Defiance Unto Death","trait":["Elf","Uncommon"],"id":"feat-980","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Defiance Unto Death Source Character Guide pg. 26 Access Spiresworn elf --- You loathe the alghollthus and their mind magic, and you’ve been trained to be willing to die rather than give into mental manipulation. If you would start your turn confused, controlled, or fleeing due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become paralyzed until your next turn, rather than act against your will.","category":"feat","pfs":"Standard","feat":["Defiance Unto Death"],"rarity":"uncommon","slug":"feat-980"},{"skill_mod":{},"summary":"Your senses let you react rapidly.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=981","weakness":{},"name":"Elven Instincts","trait":["Elf"],"id":"feat-981","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Elven Instincts Source Character Guide pg. 27 --- Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.","category":"feat","pfs":"Standard","feat":["Elven Instincts"],"rarity":"common","slug":"feat-981"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["Elf"],"id":"feat-982","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Forest Stealth Single Action Source Character Guide pg. 27 Prerequisites Expert in Stealth Requirements You are in a forest or jungle environment near an environmental feature that would allow you to Take Cover. --- You are skilled at quickly hiding behind bits of underbrush or foliage. You Take Cover and then use that cover to Hide.","feat":["Forest Stealth"],"skill_mod":{},"summary":"You are skilled at quickly hiding behind bits of underbrush or foliage.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"level":5,"prerequisite":"Expert in Stealth","source_category":["Lost Omens"],"requirement":"You are in a forest or jungle environment near an environmental feature that would allow you to Take Cover.","resistance":{},"url":"/Feats.aspx?ID=982","name":"Forest Stealth","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-982"},{"skill_mod":{},"summary":"The whispers of the jungle grant you more diverse access to simple primal magic.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Wildborn Magic","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=983","weakness":{},"name":"Wildborn Adept","trait":["Elf"],"id":"feat-983","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Wildborn Adept Source Character Guide pg. 27 Prerequisites Wildborn Magic --- The whispers of the jungle grant you more diverse access to simple primal magic. You can cast dancing lights , disrupt undead , and tanglefoot as innate primal spells at will. If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic.","category":"feat","pfs":"Standard","feat":["Wildborn Adept"],"rarity":"common","slug":"feat-983"},{"skill_mod":{},"summary":"Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast augury as an innate divine spell.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=984","weakness":{},"name":"Brightness Seeker","trait":["Elf"],"id":"feat-984","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Brightness Seeker Source Character Guide pg. 27 --- Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast augury as an innate divine spell. Unless the result of the augury was “nothing,” you gain the following reaction for the next 30 minutes:\n","category":"feat","pfs":"Standard","feat":["Brightness Seeker"],"rarity":"common","slug":"feat-984"},{"skill_mod":{},"summary":"You have an even stranger knack for knowing what other people are thinking.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Share Thoughts","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=985","weakness":{},"name":"Sense Thoughts","trait":["Elf","Uncommon"],"id":"feat-985","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Sense Thoughts Source Character Guide pg. 27 Prerequisites Share Thoughts --- You have an even stranger knack for knowing what other people are thinking. You can cast mind reading as an innate occult spell once per day.","category":"feat","pfs":"Standard","feat":["Sense Thoughts"],"rarity":"uncommon","slug":"feat-985"},{"skill_mod":{},"summary":"While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Arctic Elf, Cavern Elf, Desert Elf, Woodland Elf, or any other elf heritage based on adapting to an environment","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=986","weakness":{},"name":"Wandering Heart","trait":["Elf"],"id":"feat-986","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Wandering Heart Source Character Guide pg. 27 Prerequisites Arctic Elf, Cavern Elf, Desert Elf, Woodland Elf, or any other elf heritage based on adapting to an environment --- While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves. After spending a week in an environment associated with an elf heritage (such as snow for arctic elf, or a forest or jungle for woodland elf) your heritage automatically changes to become that heritage. This never causes you to change to an elf heritage that isn’t related to an environment, such as ancient elf, seer elf, or whisper elf.","category":"feat","pfs":"Standard","feat":["Wandering Heart"],"rarity":"common","slug":"feat-986"},{"skill_mod":{},"summary":"Your extensive travels, curiosity, and love of learning help you to learn languages quickly.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=987","weakness":{},"name":"Gnome Polyglot","trait":["Gnome"],"id":"feat-987","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gnome Polyglot Source Character Guide pg. 31 --- Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the Multilingual feat, you learn three new languages instead of two.","category":"feat","pfs":"Standard","feat":["Gnome Polyglot"],"rarity":"common","slug":"feat-987"},{"skill_mod":{},"summary":"Others’ attempts to scare you often grant you insights about your would-be bullies that you can then exploit.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Umbral Gnome heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=988","weakness":{},"name":"Grim Insight","trait":["Gnome"],"id":"feat-988","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Grim Insight Source Character Guide pg. 32 Prerequisites Umbral Gnome heritage --- Others’ attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a fear effect, you get a critical success instead, and the source of the fear effect is flat-footed to you until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Grim Insight"],"rarity":"common","slug":"feat-988"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"trait":["Gnome"],"id":"feat-989","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Inventive Offensive Three Actions Source Character Guide pg. 32 Prerequisites Trained in Crafting --- You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: deadly d6, disarm, nonlethal, shove, trip, versatile B, versatile P, or versatile S. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time. If you have expert proficiency in Crafting, you can use this feat as a 2-action activity. If you have legendary proficiency in Crafting, you can apply two weapon traits from the list when using this feat.","feat":["Inventive Offensive"],"skill_mod":{},"summary":"You can jury-rig your weapons to perform in unexpected ways.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"level":1,"prerequisite":"Trained in Crafting","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=989","name":"Inventive Offensive","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-989"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Gnome"],"id":"feat-990","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Life-Giving Magic Reaction Source Character Guide pg. 32 Frequency once per minute Trigger You cast an innate spell from a gnome heritage or ancestry feat. --- The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.","feat":["Life-Giving Magic"],"skill_mod":{},"summary":"The upwelling of innate magic refreshes your body.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"level":1,"source_category":["Lost Omens"],"trigger":"You cast an innate spell from a gnome heritage or ancestry feat.","resistance":{},"url":"/Feats.aspx?ID=990","name":"Life-Giving Magic","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-990"},{"skill_mod":{},"summary":"Entertainment comes naturally to you.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=991","weakness":{},"name":"Natural Performer","trait":["Gnome"],"id":"feat-991","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Natural Performer Source Character Guide pg. 32 --- Entertainment comes naturally to you. You become trained in Performance and gain one 1st-level Performance skill feat.","category":"feat","pfs":"Standard","feat":["Natural Performer"],"rarity":"common","slug":"feat-991"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Gnome"],"id":"feat-992","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Theoretical Acumen Free Action Source Character Guide pg. 32 Frequency once per day Trigger You succeed at a skill check to Recall Knowledge to identify a creature. --- You study a creature’s form and behavior to hypothesize likely means of overcoming its strengths. Once before the end of your next turn, you can use the skill modifier from the triggering check in place of your saving throw modifier against one of the creature’s abilities, in place of your Perception modifier to Seek the creature, in place of your Deception modifier to Feint against the creature, or in place of your Intimidation modifier to Demoralize the creature. Alternatively, against one of the creature’s attacks, you can use your DC for the skill used in the triggering check in place of your AC.","feat":["Theoretical Acumen"],"skill_mod":{},"summary":"You study a creature’s form and behavior to hypothesize likely means of overcoming its strengths.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"level":1,"source_category":["Lost Omens"],"trigger":"You succeed at a skill check to Recall Knowledge to identify a creature.","resistance":{},"url":"/Feats.aspx?ID=992","name":"Theoretical Acumen","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-992"},{"skill_mod":{},"summary":"Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"You would take damage from an attack, spell, or other effect.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=993","weakness":{},"name":"Unexpected Shift","trait":["Gnome"],"actions_number":1,"id":"feat-993","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unexpected Shift Reaction Source Character Guide pg. 32 Trigger You would take damage from an attack, spell, or other effect. --- Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round. Unexpected Shift leads to... Fortuitous Shift","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Unexpected Shift"],"rarity":"common","slug":"feat-993"},{"skill_mod":{},"summary":"Whereas most gnomes’ coloration is static or changes slowly, you can cause your hair, eye, and skin color to scintillate in brief and disorienting bursts.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Chameleon Gnome heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=994","frequency":"once every 10 minutes","weakness":{},"name":"Vibrant Display","trait":["Gnome"],"id":"feat-994","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vibrant Display Source Character Guide pg. 33 Frequency once every 10 minutes Prerequisites Chameleon Gnome heritage --- Whereas most gnomes’ coloration is static or changes slowly, you can cause your hair, eye, and skin color to scintillate in brief and disorienting bursts. Once every 10 minutes, when you use the Feint action, you can compare your Deception check result to the Perception DCs of all adjacent creatures rather than just one creature within melee reach. It’s possible to get a different degree of success for each target. These changes are imprecise and usually short-lived, so while they allow you to periodically change your appearance in unpredictable ways, they are of little use in providing camouflage or aiding a disguise.","category":"feat","pfs":"Standard","feat":["Vibrant Display"],"rarity":"common","slug":"feat-994"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Gnome"],"id":"feat-995","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Eclectic Obsession Single Action Source Character Guide pg. 33 Frequency once per day Prerequisites Gnome Obsession --- Your desire for stimulation has led you from one pursuit to another and granted you a smattering of expertise with myriad crafts and professions. You reflect on snippets you’ve learned to temporarily become trained in one Lore skill of your choice. This proficiency lasts for 10 minutes or until you critically fail a check with that skill. Since this training is temporary, you can’t use it as a prerequisite for a permanent character option like a feat or a skill increase.","feat":["Eclectic Obsession"],"skill_mod":{},"summary":"Your desire for stimulation has led you from one pursuit to another and granted you a smattering of expertise with myriad crafts and professions.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"level":5,"prerequisite":"Gnome Obsession","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=995","name":"Eclectic Obsession","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-995"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Gnome"],"id":"feat-996","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Intuitive Illusions Free Action Source Character Guide pg. 33 Frequency once per day Prerequisites Illusion Sense Trigger Your turn begins. --- Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. You immediately gain the effects of a Sustain a Spell action to extend the duration of one of your active illusion spells.","feat":["Intuitive Illusions"],"skill_mod":{},"summary":"Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"level":5,"prerequisite":"Illusion Sense","source_category":["Lost Omens"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=996","name":"Intuitive Illusions","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-996"},{"skill_mod":{},"summary":"By drawing upon the First World’s magic, you can siphon a portion of that malleable world to create a convincing illusion.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Illusion Sense","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=997","weakness":{},"name":"Natural Illusionist","trait":["Gnome"],"id":"feat-997","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Natural Illusionist Source Character Guide pg. 33 Prerequisites Illusion Sense --- By drawing upon the First World’s magic, you can siphon a portion of that malleable world to create a convincing illusion. Once per day, you can cast illusory disguise , item facade , or ventriloquism . At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.","category":"feat","pfs":"Standard","feat":["Natural Illusionist"],"rarity":"common","slug":"feat-997"},{"skill_mod":{},"summary":"You have grown more comfortable with your penchant for supernatural disappearance.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Unexpected Shift","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=998","weakness":{},"name":"Fortuitous Shift","trait":["Gnome"],"id":"feat-998","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fortuitous Shift Source Character Guide pg. 33 Prerequisites Unexpected Shift --- You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to 11, and you are no longer dazzled if you succeed.","category":"feat","pfs":"Standard","feat":["Fortuitous Shift"],"rarity":"common","slug":"feat-998"},{"skill_mod":{},"summary":"You have a particular elasticity that makes it easy for you to bounce and squish.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Unbreakable Goblin heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=999","weakness":{},"name":"Bouncy Goblin","trait":["Goblin"],"id":"feat-999","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bouncy Goblin Source Character Guide pg. 37 Prerequisites Unbreakable Goblin heritage --- You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in Acrobatics (or another skill of your choice, if you were already trained in Acrobatics). You also gain a +2 circumstance bonus to Acrobatics checks to Tumble Through a foe’s space. Bouncy Goblin leads to... Roll with It (Goblin)","category":"feat","pfs":"Standard","feat":["Bouncy Goblin"],"rarity":"common","slug":"feat-999"},{"skill_mod":{},"summary":"You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Irongut Goblin heritage or Razortooth Goblin heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1000","weakness":{},"name":"Fang Sharpener","trait":["Goblin"],"id":"feat-1000","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fang Sharpener Source Character Guide pg. 37 Prerequisites Irongut Goblin heritage or Razortooth Goblin heritage --- You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you’re an irongut goblin, you gain a jaws unarmed attack that deals 1d4 piercing damage, and if you’re a razortooth goblin, your jaws unarmed attack deals 1d8 piercing damage and loses the finesse trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 persistent bleed damage per weapon damage die. Fang Sharpener leads to... Ankle Bite, Hungry Goblin","category":"feat","pfs":"Standard","feat":["Fang Sharpener"],"rarity":"common","slug":"feat-1000"},{"skill_mod":{},"summary":"Your tail is much stronger than most, and you can lash out with it with the strength of a whip.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Tailed Goblin heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1001","weakness":{},"name":"Hard Tail","trait":["Goblin"],"id":"feat-1001","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hard Tail Source Character Guide pg. 37 Prerequisites Tailed Goblin heritage --- Your tail is much stronger than most, and you can lash out with it with the strength of a whip. You gain a tail unarmed attack that deals 1d6 bludgeoning damage. Hard Tail leads to... Tail Spin","category":"feat","pfs":"Standard","feat":["Hard Tail"],"rarity":"common","slug":"feat-1001"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Goblin"],"id":"feat-1002","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ankle Bite Reaction Source Character Guide pg. 38 Prerequisites Fang Sharpener or Razortooth Goblin heritage Trigger A foe gives you the grabbed or restrained condition using a part of its body. --- Whenever someone grabs onto you, you instinctively bite down hard. Sometimes that makes them let go, and sometimes it just makes them angrier, but either way, it’s both satisfying and tasty. Make a jaws Strike against the triggering foe. On a critical hit, you are no longer grabbed. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.","feat":["Ankle Bite"],"skill_mod":{},"summary":"Whenever someone grabs onto you, you instinctively bite down hard.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"level":5,"prerequisite":"Fang Sharpener or Razortooth Goblin heritage","source_category":["Lost Omens"],"trigger":"A foe gives you the grabbed or restrained condition using a part of its body.","resistance":{},"url":"/Feats.aspx?ID=1002","name":"Ankle Bite","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1002"},{"skill_mod":{},"summary":"You bear the favor and blessings of Lamashtu, the Mother of Monsters.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"worshipper of Lamashtu","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1003","weakness":{},"name":"Chosen of Lamashtu","trait":["Goblin"],"id":"feat-1003","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Restricted\" > Chosen of Lamashtu Source Character Guide pg. 38 Prerequisites worshipper of Lamashtu --- You bear the favor and blessings of Lamashtu, the Mother of Monsters. She has bestowed a mutation upon you, granting you the benefits of another heritage. Choose one goblin heritage that you do not already have; you gain that heritage and its benefits.","category":"feat","pfs":"Restricted","feat":["Chosen of Lamashtu"],"rarity":"common","slug":"feat-1003"},{"skill_mod":{},"summary":"You excel at using your tail as a weapon to upend your foes.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Tailed Goblin heritage; Hard Tail","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1004","weakness":{},"name":"Tail Spin","trait":["Goblin"],"actions_number":4,"id":"feat-1004","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tail Spin Two Actions Source Character Guide pg. 38 Prerequisites Tailed Goblin heritage; Hard Tail --- You excel at using your tail as a weapon to upend your foes. Attempt a single Athletics check to Trip up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Tail Spin"],"rarity":"common","slug":"feat-1004"},{"skill_mod":{},"summary":"You’ve spent enough time on fire that you know how to use it to your advantage.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Charhide Goblin heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1005","weakness":{},"name":"Torch Goblin","trait":["Goblin"],"actions_number":2,"id":"feat-1005","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Torch Goblin Single Action Source Character Guide pg. 38 Prerequisites Charhide Goblin heritage --- You’ve spent enough time on fire that you know how to use it to your advantage. You can light yourself thoroughly on fire with a held torch, a bottle of alchemist’s fire, or a similar incendiary, dealing yourself 1d6 persistent fire damage. As long as you are suffering persistent fire damage, all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes 1d6 fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the persistent fire damage each round, as normal. Torch Goblin leads to... Scalding Spit","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Torch Goblin"],"rarity":"common","slug":"feat-1005"},{"skill_mod":{},"summary":"Your time in forest or jungle canopies has taught you how to scramble across branches with sure feet.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Tailed Goblin heritage or Treedweller Goblin heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1006","weakness":{},"name":"Tree Climber (Goblin)","trait":["Goblin"],"id":"feat-1006","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tree Climber (Goblin) Source Character Guide pg. 38 Prerequisites Tailed Goblin heritage or Treedweller Goblin heritage --- Your time in forest or jungle canopies has taught you how to scramble across branches with sure feet. You gain a climb Speed of 10 feet. If you also have the Cave Climber ancestry feat, your total climb Speed increases to your land Speed when climbing trees.","category":"feat","pfs":"Standard","feat":["Tree Climber (Goblin)"],"rarity":"common","slug":"feat-1006"},{"skill_mod":{},"summary":"You are no rime hag or Jadwiga, but the magic of the north has still left a mark on you.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Snow Goblin heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1007","weakness":{},"name":"Freeze It!","trait":["Goblin"],"actions_number":2,"id":"feat-1007","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Freeze It! Single Action Source Character Guide pg. 39 Prerequisites Snow Goblin heritage --- You are no rime hag or Jadwiga, but the magic of the north has still left a mark on you. Frigid ice runs through your veins, and you can expel frost from your body to freeze your foes. Attempt an Athletics check against the Fortitude DC of an adjacent foe. If you have master proficiency in Athletics, you can affect up to two adjacent foes, rolling one Athletics check against each foe. Critical Success The target becomes clumsy 2 for 1 round. Success The target becomes clumsy 1 for 1 round. Critical Failure The target is temporarily immune for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Freeze It!"],"rarity":"common","slug":"feat-1007"},{"skill_mod":{},"summary":"You’ll eat anything and anyone.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Fang Sharpener","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1008","weakness":{},"name":"Hungry Goblin","trait":["Goblin"],"id":"feat-1008","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Hungry Goblin Source Character Guide pg. 39 Prerequisites Fang Sharpener --- You’ll eat anything and anyone. Whenever you inflict persistent bleed damage with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute.","category":"feat","pfs":"Standard","feat":["Hungry Goblin"],"rarity":"common","slug":"feat-1008"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Goblin"],"id":"feat-1009","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Roll with It (Goblin) Reaction Source Character Guide pg. 39 Prerequisites Unbreakable Goblin heritage; Bouncy Goblin Trigger A foe hits you with a melee weapon or unarmed attack. --- When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall prone and are stunned 1. Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don’t take double damage from the critical hit.","feat":["Roll with It (Goblin)"],"skill_mod":{},"summary":"When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"level":9,"prerequisite":"Unbreakable Goblin heritage; Bouncy Goblin","source_category":["Lost Omens"],"trigger":"A foe hits you with a melee weapon or unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=1009","name":"Roll with It (Goblin)","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1009"},{"skill_mod":{},"summary":"Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Torch Goblin","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1010","weakness":{},"name":"Scalding Spit","trait":["Goblin"],"id":"feat-1010","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Scalding Spit Source Character Guide pg. 39 Prerequisites Torch Goblin --- Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood. As long as you are taking persistent fire damage, you gain a boiling spit ranged unarmed attack with a range of 30 feet that deals 1d6 fire damage.","category":"feat","pfs":"Standard","feat":["Scalding Spit"],"rarity":"common","slug":"feat-1010"},{"skill_mod":{},"summary":"As hard as most unbreakable goblins are to break, you are that much harder to break.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Unbreakable Goblin heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1011","weakness":{},"name":"Unbreakable-er Goblin","trait":["Goblin"],"id":"feat-1011","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Unbreakable-er Goblin Source Character Guide pg. 39 Prerequisites Unbreakable Goblin heritage --- As hard as most unbreakable goblins are to break, you are that much harder to break. You gain 20 Hit Points from your ancestry instead of 10. When you fall, you take no falling damage. If you have the Bouncy Goblin feat, after falling or jumping from a height of at least 20 feet, you can bounce back into the air, up to half the distance you fell (and half as far forward if you jumped). These bounces continue until you bounce less than 20 feet.","category":"feat","pfs":"Standard","feat":["Unbreakable-er Goblin"],"rarity":"common","slug":"feat-1011"},{"skill_mod":{},"summary":"You’ve fiddled with knots, locks, and blacksmith’s puzzles since you were a child to give your hands something to do.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":"Mihrini ethnicity","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1012","weakness":{},"name":"Adroit Manipulation","trait":["Halfling","Uncommon"],"id":"feat-1012","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adroit Manipulation Source Character Guide pg. 44 Access Mihrini ethnicity --- You’ve fiddled with knots, locks, and blacksmith’s puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in Thievery (or another skill of your choice, if you’re already trained in Thievery). If you roll a success on a Thievery check to Pick a Lock, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Adroit Manipulation"],"rarity":"uncommon","slug":"feat-1012"},{"skill_mod":{},"summary":"Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1013","weakness":{},"name":"Innocuous","trait":["Halfling"],"id":"feat-1013","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Innocuous Source Character Guide pg. 44 --- Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in Deception (or another skill of your choice, if you’re already trained in Deception). If you fail a Deception check to Create a Diversion, humanoid creatures aren’t aware that you were trying to trick them unless you get a critical failure on your roll.","category":"feat","pfs":"Standard","feat":["Innocuous"],"rarity":"common","slug":"feat-1013"},{"skill_mod":{},"summary":"You are accustomed to working alongside others, relying on each other to get by.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":"Jaric ethnicity","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1014","weakness":{},"name":"Intuitive Cooperation","trait":["Halfling","Uncommon"],"id":"feat-1014","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Intuitive Cooperation Source Character Guide pg. 44 Access Jaric ethnicity --- You are accustomed to working alongside others, relying on each other to get by. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you.","category":"feat","pfs":"Standard","feat":["Intuitive Cooperation"],"rarity":"uncommon","slug":"feat-1014"},{"skill_mod":{},"summary":"Your family instilled the values of care and patience into you from a young age.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":"Uhlam ethnicity","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1015","weakness":{},"name":"Unassuming Dedication","trait":["Halfling","Uncommon"],"id":"feat-1015","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unassuming Dedication Source Character Guide pg. 44 Access Uhlam ethnicity --- Your family instilled the values of care and patience into you from a young age. You gain a +1 circumstance bonus to checks to perform a downtime activity.","category":"feat","pfs":"Standard","feat":["Unassuming Dedication"],"rarity":"uncommon","slug":"feat-1015"},{"skill_mod":{},"summary":"You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":"Chelaxian nationality","primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1016","weakness":{},"name":"Easily Dismissed","trait":["Halfling","Uncommon"],"id":"feat-1016","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Easily Dismissed Source Character Guide pg. 44 Access Chelaxian nationality --- You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked. When you are in a crowd or well trafficked urban area, you can attempt to Hide and Sneak, even when observed. On a success, you aren’t hidden or undetected, but other creatures simply don’t take particular notice of you, even though they can see you. You can’t use this ability on observers who have already seen you perform obtrusive or notable actions. If you perform any action other than to Hide or Sneak or otherwise take particularly salient actions (GM’s discretion), observers notice you right away. Easily Dismissed leads to... Fade Away","category":"feat","pfs":"Standard","feat":["Easily Dismissed"],"rarity":"uncommon","slug":"feat-1016"},{"skill_mod":{},"summary":"While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Halfling Luck","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1017","weakness":{},"name":"Halfling Ingenuity","trait":["Halfling"],"id":"feat-1017","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Halfling Ingenuity Source Character Guide pg. 44 Prerequisites Halfling Luck --- While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren’t trained in that skill. If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check.","category":"feat","pfs":"Standard","feat":["Halfling Ingenuity"],"rarity":"common","slug":"feat-1017"},{"skill_mod":{},"summary":"You are evidence that it’s lucky to travel with a halfling.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Halfling Luck","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1018","weakness":{},"name":"Shared Luck (Halfling)","trait":["Halfling"],"id":"feat-1018","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Shared Luck (Halfling) Source Character Guide pg. 45 Prerequisites Halfling Luck --- You are evidence that it’s lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it’s worse than their first roll. If you have Guiding Luck, you can’t use Guiding Luck’s effect that applies to attack rolls and Perception checks to use Shared Luck to benefit an ally.","category":"feat","pfs":"Standard","feat":["Shared Luck (Halfling)"],"rarity":"common","slug":"feat-1018"},{"skill_mod":{},"summary":"Whether you are climbing a ship’s rigging, a jungle tree, or a clock tower, you have an uncanny knack for finding footholds and handholds where larger creatures can’t.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1019","weakness":{},"name":"Cunning Climber","trait":["Halfling"],"id":"feat-1019","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cunning Climber Source Character Guide pg. 45 --- Whether you are climbing a ship's rigging, a jungle tree, or a clock tower, you have an uncanny knack for finding footholds and handholds where larger creatures can't. You gain a climb Speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Cunning Climber"],"rarity":"common","slug":"feat-1019"},{"skill_mod":{},"summary":"Your ability to blend into the background allows you to fade away entirely or appear innocuous even to magical effects.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Easily Dismissed","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1020","weakness":{},"name":"Fade Away","trait":["Halfling"],"id":"feat-1020","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fade Away Source Character Guide pg. 45 Prerequisites Easily Dismissed --- Your ability to blend into the background allows you to fade away entirely or appear innocuous even to magical effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility , and you must be the primary target of misdirection . You can cast each spell once per day.","category":"feat","pfs":"Standard","feat":["Fade Away"],"rarity":"common","slug":"feat-1020"},{"skill_mod":{},"summary":"When you aid a friend with a task, you find many ways to help and avoid interfering.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1021","weakness":{},"name":"Helpful Halfling","trait":["Halfling"],"id":"feat-1021","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Helpful Halfling Source Character Guide pg. 45 --- When you aid a friend with a task, you find many ways to help and avoid interfering. On a critical success to Aid, you grant your ally a +3 circumstance bonus if you have expert proficiency in the skill (rather than +2), and you grant your ally a +4 circumstance bonus if you have master proficiency (rather than +3). If you roll a critical failure on a check to Aid, you don’t give your ally a –1 circumstance penalty to their check.","category":"feat","pfs":"Standard","feat":["Helpful Halfling"],"rarity":"common","slug":"feat-1021"},{"skill_mod":{},"summary":"You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1022","weakness":{},"name":"Cobble Dancer","trait":["Halfling"],"id":"feat-1022","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Cobble Dancer Source Character Guide pg. 45 --- You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments. While in an outdoor urban environment, you can Step into difficult terrain and enemies in difficult terrain are flat-footed to you.","category":"feat","pfs":"Standard","feat":["Cobble Dancer"],"rarity":"common","slug":"feat-1022"},{"skill_mod":{},"summary":"Even other halflings consider you to be particularly lucky.","primary_source":"Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Halfling Luck","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1023","weakness":{},"name":"Incredible Luck (Halfling)","trait":["Halfling"],"id":"feat-1023","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Incredible Luck (Halfling) Source Character Guide pg. 45 Prerequisites Halfling Luck --- Even other halflings consider you to be particularly lucky. You can use Halfling Luck once per hour, rather than once per day. If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck), and if you have Shared Luck, you can still use Halfling Luck on an ally instead of yourself only once per day.","category":"feat","pfs":"Standard","feat":["Incredible Luck (Halfling)"],"rarity":"common","slug":"feat-1023"},{"skill_mod":{},"summary":"You learn formulas more easily.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1024","weakness":{},"name":"Alchemical Scholar","trait":["Hobgoblin"],"id":"feat-1024","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alchemical Scholar Source Character Guide pg. 50 --- You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need Alchemical Crafting to Craft alchemical items. Special You can take this feat only at 1st level, and you can’t retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Alchemical Scholar"],"rarity":"common","slug":"feat-1024"},{"skill_mod":{},"summary":"You’ve studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1025","weakness":{},"name":"Hobgoblin Lore","trait":["Hobgoblin"],"id":"feat-1025","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hobgoblin Lore Source Character Guide pg. 50 --- You’ve studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You become trained in Athletics and Crafting. For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in Hobgoblin Lore.","category":"feat","pfs":"Standard","feat":["Hobgoblin Lore"],"rarity":"common","slug":"feat-1025"},{"skill_mod":{},"summary":"You are trained with composite longbows, composite shortbows, glaives, longbows, longswords, and shortbows.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1026","weakness":{},"name":"Hobgoblin Weapon Familiarity","trait":["Hobgoblin"],"id":"feat-1026","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hobgoblin Weapon Familiarity Source Character Guide pg. 50 --- You are trained with composite longbows, composite shortbows, glaives, longbows, longswords, and shortbows. In addition, you gain access to all uncommon hobgoblin weapons. For the purpose of determining your proficiency, martial hobgoblin weapons are simple weapons and advanced hobgoblin weapons are martial weapons. Hobgoblin Weapon Familiarity leads to... Hobgoblin Weapon Discipline, Hobgoblin Weapon Expertise","category":"feat","pfs":"Standard","feat":["Hobgoblin Weapon Familiarity"],"rarity":"common","slug":"feat-1026"},{"remaster_name":["Leech-Clip"],"skill_mod":{},"summary":"You are trained to capture deserters, or “leeches”.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1027","weakness":{},"name":"Leech-Clipper","trait":["Hobgoblin"],"id":"feat-1027","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Leech-Clipper Source Character Guide pg. 50 --- You are trained to capture deserters, or “leeches.” If you critically hit a foe with a weapon from the flail weapon group, you can wrap the weapon around the target’s legs and then drop it, causing the foe to take a –10-foot circumstance penalty to their Speeds until they or their allies disentangle the weapon, which takes a total of 2 Interact actions.","category":"feat","pfs":"Standard","feat":["Leech-Clipper"],"rarity":"common","slug":"feat-1027"},{"skill_mod":{},"summary":"You’re skilled at beating a foe when their morale is already breaking.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1028","weakness":{},"name":"Remorseless Lash","trait":["Hobgoblin"],"id":"feat-1028","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Remorseless Lash Source Character Guide pg. 50 --- You’re skilled at beating a foe when their morale is already breaking. When you succeed at a melee weapon Strike against a frightened foe, that foe can’t reduce their frightened condition below 1 until the beginning of your next turn.","category":"feat","pfs":"Standard","feat":["Remorseless Lash"],"rarity":"common","slug":"feat-1028"},{"skill_mod":{},"summary":"Your physique is robust and can withstand blood loss startlingly well.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1029","weakness":{},"name":"Vigorous Health","trait":["Hobgoblin"],"id":"feat-1029","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vigorous Health Source Character Guide pg. 50 --- Your physique is robust and can withstand blood loss startlingly well. Whenever you would gain the drained condition, you can attempt a DC 17 flat check. On a success, you don’t gain the drained condition.","category":"feat","pfs":"Standard","feat":["Vigorous Health"],"rarity":"common","slug":"feat-1029"},{"skill_mod":{},"summary":"When you terrorize your enemies, you also cause them painful mental distress.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1030","weakness":{},"name":"Agonizing Rebuke","trait":["Hobgoblin"],"id":"feat-1030","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Agonizing Rebuke Source Character Guide pg. 50 --- When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4.","category":"feat","pfs":"Standard","feat":["Agonizing Rebuke"],"rarity":"common","slug":"feat-1030"},{"skill_mod":{},"summary":"You know how to get the most out of your allies.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1031","weakness":{},"name":"Expert Drill Sergeant","trait":["Hobgoblin"],"id":"feat-1031","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Expert Drill Sergeant Source Character Guide pg. 51 --- You know how to get the most out of your allies. While exploring, when you are leading and allies are Following the Expert, you grant a +3 circumstance bonus instead of +2 if you’re an expert in the applicable skill, and a +4 circumstance bonus if you’re a master.","category":"feat","pfs":"Standard","feat":["Expert Drill Sergeant"],"rarity":"common","slug":"feat-1031"},{"skill_mod":{},"summary":"You know how to fight in formation with your brethren.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"trained in all martial weapons","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1032","weakness":{},"name":"Formation Training","trait":["Hobgoblin"],"id":"feat-1032","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Formation Training Source Character Guide pg. 51 Prerequisites trained in all martial weapons --- You know how to fight in formation with your brethren. When you are adjacent to at least two hobgoblin allies, you gain a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 on Reflex saves against area effects. Formation Training leads to... Formation Master","category":"feat","pfs":"Standard","feat":["Formation Training"],"rarity":"common","slug":"feat-1032"},{"skill_mod":{},"summary":"You know how to efficiently utilize the weapons soldiers use in close quarters.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Hobgoblin Weapon Familiarity","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1033","weakness":{},"name":"Hobgoblin Weapon Discipline","trait":["Hobgoblin"],"id":"feat-1033","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Hobgoblin Weapon Discipline Source Character Guide pg. 51 Prerequisites Hobgoblin Weapon Familiarity --- You know how to efficiently utilize the weapons soldiers use in close quarters. Whenever you score a critical hit using a weapon of the polearm, spear, or sword group, you apply the weapon’s critical specialization effect.","category":"feat","pfs":"Standard","feat":["Hobgoblin Weapon Discipline"],"rarity":"common","slug":"feat-1033"},{"skill_mod":{},"summary":"With a shout of triumph, you grant inspiration to an ally fight on.","primary_source":"Character Guide","trait_group":["Sense","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"An ally within 30 feet brings a foe to 0 Hit Points.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1034","weakness":{},"name":"Pride in Arms","trait":["Auditory","Hobgoblin"],"actions_number":1,"id":"feat-1034","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Pride in Arms Reaction Source Character Guide pg. 51 Trigger An ally within 30 feet brings a foe to 0 Hit Points. --- With a shout of triumph, you grant inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier until the end of their next turn.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Pride in Arms"],"rarity":"common","slug":"feat-1034"},{"skill_mod":{},"summary":"You can assemble a formation even with members of ancestries that lack the hobgoblins’ military discipline, and you can extend these benefits to your hobgoblin allies.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Formation Training","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1035","weakness":{},"name":"Formation Master","trait":["Hobgoblin"],"id":"feat-1035","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Formation Master Source Character Guide pg. 51 Prerequisites Formation Training --- You can assemble a formation even with members of ancestries that lack the hobgoblins’ military discipline, and you can extend these benefits to your hobgoblin allies. When you are adjacent to at least two humanoid allies, you gain the benefits of Formation Training, even if they aren’t hobgoblin allies. Hobgoblin allies adjacent to you and at least one other hobgoblin ally also gain the bonuses from your Formation Training feat.","category":"feat","pfs":"Standard","feat":["Formation Master"],"rarity":"common","slug":"feat-1035"},{"skill_mod":{},"summary":"You increase your training in battlefield weapons.","primary_source":"Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Hobgoblin Weapon Familiarity","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1036","weakness":{},"name":"Hobgoblin Weapon Expertise","trait":["Hobgoblin"],"id":"feat-1036","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Hobgoblin Weapon Expertise Source Character Guide pg. 51 Prerequisites Hobgoblin Weapon Familiarity --- You increase your training in battlefield weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from Hobgoblin Weapon Familiarity.","category":"feat","pfs":"Standard","feat":["Hobgoblin Weapon Expertise"],"rarity":"common","slug":"feat-1036"},{"skill_mod":{},"summary":"You can extend a tangle of vines or tendrils to support your arms and extend your reach.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1037","weakness":{},"name":"Grasping Reach","trait":["Leshy"],"id":"feat-1037","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Grasping Reach Source Character Guide pg. 54 --- You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.","category":"feat","pfs":"Standard","feat":["Grasping Reach"],"rarity":"common","slug":"feat-1037"},{"skill_mod":{},"summary":"Your size and demeanor make it easy for you to convince others that you mean no harm.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1038","weakness":{},"name":"Harmlessly Cute","trait":["Leshy"],"id":"feat-1038","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Harmlessly Cute Source Character Guide pg. 54 --- Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the Shameless Request skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll Deception for initiative.","category":"feat","pfs":"Standard","feat":["Harmlessly Cute"],"rarity":"common","slug":"feat-1038"},{"skill_mod":{},"summary":"You deeply understand your people’s cultural traditions and innate strengths.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1039","weakness":{},"name":"Leshy Lore","trait":["Leshy"],"id":"feat-1039","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Leshy Lore Source Character Guide pg. 54 --- You deeply understand your people’s cultural traditions and innate strengths. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Leshy Lore.","category":"feat","pfs":"Standard","feat":["Leshy Lore"],"rarity":"common","slug":"feat-1039"},{"skill_mod":{},"summary":"You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"trigger":"You attempt a saving throw against a spell or magical effect, but haven’t rolled yet.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1040","weakness":{},"name":"Leshy Superstition","trait":["Leshy"],"actions_number":1,"id":"feat-1040","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Leshy Superstition Reaction Source Character Guide pg. 54 Trigger You attempt a saving throw against a spell or magical effect, but haven’t rolled yet. --- You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect. Leshy Superstition leads to... Lucky Keepsake","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Leshy Superstition"],"rarity":"common","slug":"feat-1040"},{"skill_mod":{},"summary":"Your body produces a nearly endless supply of hard seedpods.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1041","weakness":{},"name":"Seedpod","trait":["Leshy"],"id":"feat-1041","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Seedpod Source Character Guide pg. 54 --- Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 10 feet that deals 1d4 bludgeoning damage; these Strikes have the manipulate trait. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target's Speed for 1 round. Seedpods do not add critical specialization effects. Seedpod leads to... Thorned Seedpod","category":"feat","pfs":"Standard","feat":["Seedpod"],"rarity":"common","slug":"feat-1041"},{"skill_mod":{},"summary":"It’s difficult to notice your passage through wild areas.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1042","weakness":{},"name":"Shadow of the Wilds","trait":["Leshy"],"id":"feat-1042","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shadow of the Wilds Source Character Guide pg. 54 --- It’s difficult to notice your passage through wild areas. As long as you’re not in an urban environment, you’re always considered to be Covering Tracks, even if you chose a different activity in exploration mode.","category":"feat","pfs":"Standard","feat":["Shadow of the Wilds"],"rarity":"common","slug":"feat-1042"},{"skill_mod":{},"summary":"Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1043","weakness":{},"name":"Undaunted","trait":["Leshy"],"id":"feat-1043","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Undaunted Source Character Guide pg. 54 --- Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way. You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Undaunted"],"rarity":"common","slug":"feat-1043"},{"skill_mod":{},"summary":"Using your own leaves, you can control your descent.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Leaf Leshy heritage or Cat Fall","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1044","weakness":{},"name":"Leshy Glide","trait":["Leshy"],"actions_number":2,"id":"feat-1044","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Leshy Glide Single Action Source Character Guide pg. 55 Prerequisites Leaf Leshy heritage or Cat Fall --- Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Leshy Glide"],"rarity":"common","slug":"feat-1044"},{"skill_mod":{},"summary":"You can temporarily revert to a less conspicuous form without diminishing your senses.","primary_source":"Character Guide","trait_group":["Monster","Ancestry","Mechanics","Tradition","School"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1045","weakness":{},"school":"transmutation","name":"Ritual Reversion","trait":["Leshy","Polymorph","Primal","Transmutation"],"actions_number":4,"id":"feat-1045","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ritual Reversion Two Actions Source Character Guide pg. 55 --- You can temporarily revert to a less conspicuous form without diminishing your senses. You take the form of an ordinary specimen of the type of plant or fungus that most closely resembles you, reverting to your body’s appearance just before your spirit joined with it. This otherwise has the effects of tree shape , except that your size remains Small.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Ritual Reversion"],"rarity":"common","slug":"feat-1045"},{"skill_mod":{},"summary":"You have a connection with creatures that share your physiology.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1046","weakness":{},"name":"Speak with Kindred","trait":["Leshy"],"id":"feat-1046","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Speak with Kindred Source Character Guide pg. 55 --- You have a connection with creatures that share your physiology. You can ask questions of, receive answers from, and use the Diplomacy skill with plants or fungi that match your leshy heritage. Generally, fungus leshies can speak to mushrooms and fungi; gourd leshies can speak to gourds, melons, and similar fruiting plants; leaf leshies can speak with deciduous trees; and vine leshies can speak with vines and climbing plants. The GM determines which plants or fungi count for this ability.","category":"feat","pfs":"Standard","feat":["Speak with Kindred"],"rarity":"common","slug":"feat-1046"},{"skill_mod":{},"summary":"You wield primal magic.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1047","weakness":{},"name":"Bark and Tendril","trait":["Leshy"],"id":"feat-1047","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Bark and Tendril Source Character Guide pg. 55 --- You wield primal magic. You can cast barkskin and entangle as 2nd-level primal innate spells once per day each.","category":"feat","pfs":"Standard","feat":["Bark and Tendril"],"rarity":"common","slug":"feat-1047"},{"skill_mod":{},"summary":"You have a keepsake that grants you luck.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Leshy Superstition","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1048","weakness":{},"name":"Lucky Keepsake","trait":["Leshy"],"id":"feat-1048","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Lucky Keepsake Source Character Guide pg. 55 Prerequisites Leshy Superstition --- You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and magical effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week.","category":"feat","pfs":"Standard","feat":["Lucky Keepsake"],"rarity":"common","slug":"feat-1048"},{"remaster_name":["Solar Rejuvenation"],"skill_mod":{},"summary":"If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1049","weakness":{},"name":"Solar Rejuvenation (Leshy)","trait":["Leshy"],"id":"feat-1049","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Solar Rejuvenation (Leshy) Source Character Guide pg. 55 --- If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds. Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter.","category":"feat","pfs":"Standard","feat":["Solar Rejuvenation (Leshy)"],"rarity":"common","slug":"feat-1049"},{"skill_mod":{},"summary":"You listened carefully to the tales passed down among your community.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1050","weakness":{},"name":"Lizardfolk Lore","trait":["Lizardfolk"],"id":"feat-1050","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lizardfolk Lore Source Character Guide pg. 58 --- You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in Nature and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Iruxi Lore.","category":"feat","pfs":"Standard","feat":["Lizardfolk Lore"],"rarity":"common","slug":"feat-1050"},{"skill_mod":{},"summary":"You are adept at moving through marshy terrain.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"You have a swim speed","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1051","weakness":{},"name":"Marsh Runner","trait":["Lizardfolk"],"id":"feat-1051","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Marsh Runner Source Character Guide pg. 58 Prerequisites You have a swim speed --- You are adept at moving through marshy terrain. When you use the Step action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven marshy ground, you aren’t flat-footed, and if you roll a success on the Acrobatics check, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Marsh Runner"],"rarity":"common","slug":"feat-1051"},{"skill_mod":{},"summary":"You were hatched from an unfertilized egg during hard times for your people, and you are a biological copy of your mother.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1052","weakness":{},"name":"Parthenogenic Hatchling","trait":["Lizardfolk"],"id":"feat-1052","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Parthenogenic Hatchling Source Character Guide pg. 58 --- You were hatched from an unfertilized egg during hard times for your people, and you are a biological copy of your mother. You gain a +1 circumstance bonus to saving throws against diseases. Each of your successful saving throws against a disease reduces its stage by 2, or by 1 for a virulent disease. Each critical success against an ongoing disease reduces its stage by 3, or by 2 for a virulent disease. You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day. Special You can take this feat only at 1st level.","category":"feat","pfs":"Standard","feat":["Parthenogenic Hatchling"],"rarity":"common","slug":"feat-1052"},{"remaster_name":["Iruxi Armaments"],"skill_mod":{},"summary":"Your have honed your claws to be deadly.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1053","weakness":{},"name":"Razor Claws","trait":["Lizardfolk"],"id":"feat-1053","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Razor Claws Source Character Guide pg. 58 --- Your have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait.","category":"feat","pfs":"Standard","feat":["Razor Claws"],"rarity":"common","slug":"feat-1053"},{"skill_mod":{},"summary":"You hear the sounds of reptiles as language.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1054","weakness":{},"name":"Reptile Speaker","trait":["Lizardfolk"],"id":"feat-1054","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reptile Speaker Source Character Guide pg. 58 --- You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles).","category":"feat","pfs":"Standard","feat":["Reptile Speaker"],"rarity":"common","slug":"feat-1054"},{"remaster_name":["Iruxi Armaments"],"skill_mod":{},"summary":"Your teeth are formidable weapons.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1055","weakness":{},"name":"Sharp Fangs","trait":["Lizardfolk"],"id":"feat-1055","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sharp Fangs Source Character Guide pg. 58 --- Your teeth are formidable weapons. You gain a fangs unarmed attack that deals 1d8 piercing damage. Sharp Fangs leads to... Envenom Fangs","category":"feat","pfs":"Standard","feat":["Sharp Fangs"],"rarity":"common","slug":"feat-1055"},{"remaster_name":["Iruxi Armaments"],"skill_mod":{},"summary":"By birth or through training, your tail is strong enough to make for a powerful melee weapon.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1056","weakness":{},"name":"Tail Whip","trait":["Lizardfolk"],"id":"feat-1056","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tail Whip Source Character Guide pg. 58 --- By birth or through training, your tail is strong enough to make for a powerful melee weapon. You gain a tail unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. Tail Whip leads to... Shed Tail","category":"feat","pfs":"Standard","feat":["Tail Whip"],"rarity":"common","slug":"feat-1056"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"a number of times per day equal to your level","weakness":{},"trait":["Lizardfolk"],"id":"feat-1057","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Envenom Fangs Single Action Source Character Guide pg. 59 Frequency a number of times per day equal to your level Prerequisites Sharp Fangs --- You envenom your fangs. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 poison damage. On a critical failure, the poison is wasted as normal.","feat":["Envenom Fangs"],"skill_mod":{},"summary":"You envenom your fangs.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Sharp Fangs","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1057","name":"Envenom Fangs","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1057"},{"skill_mod":{},"summary":"You stick to walls with a preternatural grip.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Cliffscale Lizardfolk heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1058","weakness":{},"name":"Gecko's Grip","trait":["Lizardfolk"],"id":"feat-1058","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Gecko's Grip Source Character Guide pg. 59 Prerequisites Cliffscale Lizardfolk heritage --- You stick to walls with a preternatural grip. You gain a climb Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Gecko's Grip"],"rarity":"common","slug":"feat-1058"},{"skill_mod":{},"summary":"You make the most of your iruxi unarmed attacks.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1059","weakness":{},"name":"Iruxi Unarmed Cunning","trait":["Lizardfolk"],"id":"feat-1059","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Iruxi Unarmed Cunning Source Character Guide pg. 59 --- You make the most of your iruxi unarmed attacks. Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack’s critical specialization effect.","category":"feat","pfs":"Standard","feat":["Iruxi Unarmed Cunning"],"rarity":"common","slug":"feat-1059"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Lizardfolk"],"id":"feat-1060","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Shed Tail Reaction Source Character Guide pg. 59 Prerequisites Tail Whip Trigger You become grabbed. Requirements You have a fully grown tail. --- You can shed your tail to escape. You cease being grabbed, then Stride without triggering any reactions from the creature that grabbed you. It takes 1 week for your tail to fully grow back. Until it does, you can’t use your tail unarmed attack, and you take a –2 circumstance penalty on checks to Balance.","feat":["Shed Tail"],"skill_mod":{},"summary":"You can shed your tail to escape.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Tail Whip","source_category":["Lost Omens"],"requirement":"You have a fully grown tail.","trigger":"You become grabbed .","resistance":{},"url":"/Feats.aspx?ID=1060","name":"Shed Tail","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1060"},{"skill_mod":{},"summary":"You swim faster than most iruxi.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Wetlander Lizardfolk heritage","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1061","weakness":{},"name":"Swift Swimmer","trait":["Lizardfolk"],"id":"feat-1061","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Swift Swimmer Source Character Guide pg. 59 Prerequisites Wetlander Lizardfolk heritage --- You swim faster than most iruxi. Your swim Speed increases to 25 feet.","category":"feat","pfs":"Standard","feat":["Swift Swimmer"],"rarity":"common","slug":"feat-1061"},{"skill_mod":{},"summary":"You can take advantage of the terrain to bypass foes’ defenses.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1062","weakness":{},"name":"Terrain Advantage","trait":["Lizardfolk"],"id":"feat-1062","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Terrain Advantage Source Character Guide pg. 59 --- You can take advantage of the terrain to bypass foes’ defenses. Non-lizardfolk creatures in difficult terrain are flat-footed to you. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also flat-footed to you.","category":"feat","pfs":"Standard","feat":["Terrain Advantage"],"rarity":"common","slug":"feat-1062"},{"skill_mod":{},"summary":"You have a specific disguise that you keep at the ready, worn underneath your outer garment.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"access":"members of the Firebrands gain access to them once they reach the rank of second mark","primary_source_category":"Lost Omens","level":2,"prerequisite":"Expert in Deception","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1064","weakness":{},"skill":["Deception","Deception"],"name":"Backup Disguise","trait":["General","Skill","Uncommon"],"id":"feat-1064","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Backup Disguise Source Character Guide pg. 71 Prerequisites Expert in Deception Access members of the Firebrands gain access to them once they reach the rank of second mark --- You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to Impersonate as a 3-action activity. If you have master proficiency in Deception, it is instead a 2-action activity, and if you have legendary proficiency, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to Impersonate, but you can have only one backup disguise at a time. Having a backup disguise doesn’t allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it’s possible that a thorough search might reveal some elements of the disguise (see Conceal an Object in the Stealth skill). Firebrand Options Source Character Guide pg. 71 The Firebrands use a variety of unorthodox equipment and techniques to achieve their goals, whether those goals include drawing attention, or subterfuge and subtlety. The following Firebrand options are uncommon, and members of the Firebrands gain access to them once they reach the rank of second mark. The Entourage feat is rare even for members of the Firebrands, as it requires a certain degree of fame and in-world activity to acquire, and potentially requires the player or GM to keep track of additional background NPCs. Typically, only third mark and fourth mark Firebrands have the notoriety and social influence required to maintain an entourage. While Firebrands seek to build an entourage more than most adventurers, it’s not unreasonable for any famous character to gain access to it if the players are interested in playing with the Entourage feat. Related Feats : Entourage, Sow Rumor","category":"feat","pfs":"Standard","feat":["Backup Disguise"],"rarity":"uncommon","slug":"feat-1064"},{"skill_mod":{},"summary":"You spread rumors, which may or may not be true, about a specific subject.","primary_source":"Character Guide","trait_group":["Feat","Mechanics","Rarity"],"access":"members of the Firebrands gain access to them once they reach the\r\nrank of second mark","primary_source_category":"Lost Omens","level":2,"prerequisite":"Expert in Deception","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1065","weakness":{},"skill":["Deception","Deception"],"name":"Sow Rumor","trait":["General","Secret","Skill","Uncommon"],"id":"feat-1065","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sow Rumor Source Character Guide pg. 71 Prerequisites Expert in Deception Access members of the Firebrands gain access to them once they reach the rank of second mark --- You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to Gather Information (typically 2 hours), at the end of which the GM rolls a secret Deception check to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread the rumor, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. The DC similarly increases or decreases depending on how plausible your rumor is. Critical Success Your rumor spreads like wildfire. Anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month. Success You successfully spread the rumor. Anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week. Failure Your rumor dies off, never becoming popular enough for other people to learn it via Gather Information. Critical Failure You are unable to spread a rumor and take a –4 circumstance penalty to Deception checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject. Firebrand Options Source Character Guide pg. 71 The Firebrands use a variety of unorthodox equipment and techniques to achieve their goals, whether those goals include drawing attention, or subterfuge and subtlety. The following Firebrand options are uncommon, and members of the Firebrands gain access to them once they reach the rank of second mark. The Entourage feat is rare even for members of the Firebrands, as it requires a certain degree of fame and in-world activity to acquire, and potentially requires the player or GM to keep track of additional background NPCs. Typically, only third mark and fourth mark Firebrands have the notoriety and social influence required to maintain an entourage. While Firebrands seek to build an entourage more than most adventurers, it’s not unreasonable for any famous character to gain access to it if the players are interested in playing with the Entourage feat. Related Feats : Backup Disguise, Entourage","category":"feat","pfs":"Standard","feat":["Sow Rumor"],"rarity":"uncommon","slug":"feat-1065"},{"skill_mod":{},"summary":"You have a small group of admirers who tend to follow you around while you’re in civilized settlements.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Master in Diplomacy; Hobnobber","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1066","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Entourage","trait":["General","Rare","Skill"],"id":"feat-1066","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Entourage Source Character Guide pg. 72 Prerequisites Master in Diplomacy; Hobnobber --- You have a small group of admirers who tend to follow you around while you’re in civilized settlements. Your admirers are helpful to you, allowing you to make simple Requests of them such as purchasing basic equipment with your funds or finding a room at an inn. These admirers do not travel with you to places that are obviously dangerous, including most adventure locations, but they’ll wait for you at the nearest settlement. Your admirers never use actions in encounter mode other than to retreat, and they abandon you if you intentionally bring them harm or at the GM’s discretion. When you Gather Information, you can use your admirers to assist you, granting a +1 circumstance bonus to your Diplomacy check and reducing the time it takes even further (typically to 30 minutes, rather than 1 hour with the Hobnobber feat alone). If you have the Sow Rumor feat, you can have your admirers assist you, with the same benefits as Gather Information. Firebrand Options Source Character Guide pg. 71 The Firebrands use a variety of unorthodox equipment and techniques to achieve their goals, whether those goals include drawing attention, or subterfuge and subtlety. The following Firebrand options are uncommon, and members of the Firebrands gain access to them once they reach the rank of second mark. The Entourage feat is rare even for members of the Firebrands, as it requires a certain degree of fame and in-world activity to acquire, and potentially requires the player or GM to keep track of additional background NPCs. Typically, only third mark and fourth mark Firebrands have the notoriety and social influence required to maintain an entourage. While Firebrands seek to build an entourage more than most adventurers, it’s not unreasonable for any famous character to gain access to it if the players are interested in playing with the Entourage feat. Related Feats : Backup Disguise, Sow Rumor","category":"feat","pfs":"Standard","feat":["Entourage"],"rarity":"rare","slug":"feat-1066"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Dedication","Misfortune","Uncommon"],"id":"feat-1067","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Firebrand Braggart Dedication Single Action Source Character Guide pg. 74 Archetype Firebrand Braggart Prerequisites Charisma 14; second mark member of the Firebrands --- Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as Balance, Demoralize, or Recall Knowledge. The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. If you fail this check or don’t attempt the action within 1 minute, you instead take a –1 circumstance penalty on checks to attempt the same action for 1 hour. If the chosen action can be used with multiple skills, such as Identify Magic or Recall Knowledge, you must specify which skill you are using for that particular action, such as using Arcana to Identify Magic, and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action’s success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later. Special You can’t select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype. Firebrand Braggart Dedication leads to... Boaster's Challenge, Bravo's Determination, Daring Act, Great Boaster","feat":["Firebrand Braggart Dedication"],"skill_mod":{},"summary":"Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first.","primary_source":"Character Guide","trait_group":["Feat","Mechanics","Rarity"],"level":4,"prerequisite":"Charisma 14; second mark member of the Firebrands","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1067","archetype":["Firebrand Braggart"],"name":"Firebrand Braggart Dedication","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-1067"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Diplomacy","Intimidation","Deception","Diplomacy","Intimidation"],"trait":["Archetype","Mental"],"id":"feat-1068","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Boaster's Challenge Single Action Source Character Guide pg. 74 Archetype Firebrand Braggart Prerequisites Expert in Deception, Expert in Diplomacy, or Expert in Intimidation; Firebrand Braggart Dedication --- You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a Deception, Diplomacy, or Intimidation check against that creature’s Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed Strikes against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you’re legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute. Boaster's Challenge leads to... Demanding Challenge","feat":["Boaster's Challenge"],"skill_mod":{},"summary":"You call out a foe, causing them to become flustered and easier to defeat.","primary_source":"Character Guide","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Expert in Deception, Expert in Diplomacy, or Expert in Intimidation; Firebrand Braggart Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1068","archetype":["Firebrand Braggart"],"name":"Boaster's Challenge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1068"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Athletics","Acrobatics","Athletics"],"trait":["Archetype"],"id":"feat-1069","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Daring Act Two Actions Source Character Guide pg. 74 Archetype Firebrand Braggart Prerequisites Trained in Acrobatics or Trained in Athletics; Firebrand Braggart Dedication --- You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an Acrobatics or Athletics check against your target’s Reflex DC. If you succeed, you can Stride up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is flat-footed against the next melee attack you attempt against it before the end of your turn. Daring Act leads to... Daredevil's Gambit, Daring Flourish","feat":["Daring Act"],"skill_mod":{},"summary":"You attempt a death-defying maneuver to distract your enemies.","primary_source":"Character Guide","trait_group":["Feat"],"level":6,"prerequisite":"Trained in Acrobatics or Trained in Athletics; Firebrand Braggart Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1069","archetype":["Firebrand Braggart"],"name":"Daring Act","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1069"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Archetype"],"id":"feat-1070","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bravo's Determination Reaction Source Character Guide pg. 75 Archetype Firebrand Braggart Prerequisites Expert in Deception; Firebrand Braggart Dedication Trigger A foe’s Strike reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed. --- Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a Deception check against the attack DC of the triggering Strike. You take a penalty to this check equal to twice your wounded value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled. Critical Success You avoid being knocked out and remain at 1 Hit Point. Success You avoid being knocked out and remain at 1 Hit Point, but you increase your wounded value by 1.","feat":["Bravo's Determination"],"skill_mod":{},"summary":"Your confidence borders on self-delusion, but it keeps you going against overwhelming odds.","primary_source":"Character Guide","trait_group":["Feat"],"level":8,"prerequisite":"Expert in Deception; Firebrand Braggart Dedication","source_category":["Lost Omens"],"trigger":"A foe’s Strike reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed.","resistance":{},"url":"/Feats.aspx?ID=1070","archetype":["Firebrand Braggart"],"name":"Bravo's Determination","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1070"},{"skill_mod":{},"summary":"Your bragging is particularly effective.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Charisma 16; Firebrand Braggart Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1071","weakness":{},"archetype":["Firebrand Braggart"],"name":"Great Boaster","trait":["Archetype"],"id":"feat-1071","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Great Boaster Source Character Guide pg. 75 Archetype Firebrand Braggart Prerequisites Charisma 16; Firebrand Braggart Dedication --- Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast’s circumstance bonus; this is an exception to the rule that you can’t make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action, except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a –2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can’t declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level.","category":"feat","pfs":"Standard","feat":["Great Boaster"],"rarity":"common","slug":"feat-1071"},{"skill_mod":{},"summary":"You make quick use of an opening from your daring stunts.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Daring Act","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1072","weakness":{},"archetype":["Firebrand Braggart"],"name":"Daring Flourish","trait":["Archetype"],"id":"feat-1072","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Daring Flourish Source Character Guide pg. 75 Archetype Firebrand Braggart Prerequisites Daring Act --- You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee Strike against the target or attempt to Disarm the target. The target is flat-footed against the Strike you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn.","category":"feat","pfs":"Standard","feat":["Daring Flourish"],"rarity":"common","slug":"feat-1072"},{"skill_mod":{},"summary":"If your skill check to challenge a foe is a success, the target of your challenge takes a –1 circumstance penalty to attack rolls (or –2 if you critically succeed) until the end of your next turn.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Boaster's Challenge","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1073","weakness":{},"archetype":["Firebrand Braggart"],"name":"Demanding Challenge","trait":["Archetype"],"id":"feat-1073","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Demanding Challenge Source Character Guide pg. 75 Archetype Firebrand Braggart Prerequisites Boaster's Challenge --- If your skill check to challenge a foe is a success, the target of your challenge takes a –1 circumstance penalty to attack rolls (or –2 if you critically succeed) until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Demanding Challenge"],"rarity":"common","slug":"feat-1073"},{"skill_mod":{},"summary":"If you critically succeed at your Daring Act, you can enter the target’s space and remain there until the beginning of your next turn or until the target moves, whichever comes first.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Daring Act","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1074","weakness":{},"archetype":["Firebrand Braggart"],"name":"Daredevil's Gambit","trait":["Archetype"],"id":"feat-1074","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Daredevil's Gambit Source Character Guide pg. 75 Archetype Firebrand Braggart Prerequisites Daring Act --- If you critically succeed at your Daring Act, you can enter the target’s space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is flat-footed against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target’s space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you.","category":"feat","pfs":"Standard","feat":["Daredevil's Gambit"],"rarity":"common","slug":"feat-1074"},{"skill_mod":{},"summary":"You gain the lesser order benefit for the Hellknight order to which you belong.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"access":"A character who is a member of the Hellknights has access to this option.","primary_source_category":"Lost Omens","level":8,"prerequisite":"Hellknight Armiger Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1075","weakness":{},"archetype":["Hellknight Armiger"],"name":"Order Training","trait":["Archetype","Uncommon"],"id":"feat-1075","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Order Training Source Character Guide pg. 81 Archetype Hellknight Armiger Prerequisites Hellknight Armiger Dedication Access A character who is a member of the Hellknights has access to this option. --- You gain the lesser order benefit for the Hellknight order to which you belong.","category":"feat","pfs":"Standard","feat":["Order Training"],"rarity":"uncommon","slug":"feat-1075"},{"skill_mod":{},"summary":"You gain the greater order benefit for the Hellknight order to which you belong.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"access":"A character who is a member of the Hellknights has access to this option.","primary_source_category":"Lost Omens","level":12,"prerequisite":"Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1076","weakness":{},"archetype":["Hellknight Armiger"],"name":"Advanced Order Training","trait":["Archetype","Uncommon"],"id":"feat-1076","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Advanced Order Training Source Character Guide pg. 82 Archetype Hellknight Armiger Prerequisites Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication Access A character who is a member of the Hellknights has access to this option. --- You gain the greater order benefit for the Hellknight order to which you belong.","category":"feat","pfs":"Standard","feat":["Advanced Order Training"],"rarity":"uncommon","slug":"feat-1076"},{"remaster_name":["Order Cross-Training"],"access":"A character who is a member of the Hellknights has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Uncommon"],"id":"feat-1077","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Hellknight Order Cross-Training Source Character Guide pg. 83 Archetype Hellknight Armiger Prerequisites Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication Access A character who is a member of the Hellknights has access to this option. --- You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren’t in good standing with a given order, you can’t receive their training. Special You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order.","feat":["Hellknight Order Cross-Training"],"skill_mod":{},"summary":"You gain the lesser order benefit of a Hellknight order other than the one to which you belong.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1077","archetype":["Hellknight Armiger"],"name":"Hellknight Order Cross-Training","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-1077"},{"remaster_name":["Hellknight Preferment"],"skill_mod":{},"summary":"You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Hellknight Armiger Dedication; lawful alignment; member of a Hellknight Order; passed the Hellknight Test","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1078","weakness":{},"archetype":["Hellknight"],"name":"Hellknight Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-1078","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Hellknight Dedication Source Character Guide pg. 84 Archetype Hellknight Prerequisites Hellknight Armiger Dedication; lawful alignment; member of a Hellknight Order; passed the Hellknight Test --- You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain. You gain expert proficiency in Intimidation (or in another skill in which you’re trained of your choice, if you were already an expert in Intimidation). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to Intimidation checks while wearing your Hellknight plate. Special You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes. Hellknight Dedication leads to... Advanced Order Training, Blade of Law, Hell's Armaments, Hellknight Order Cross-Training, Sense Chaos","category":"feat","pfs":"Standard","feat":["Hellknight Dedication"],"rarity":"uncommon","slug":"feat-1078"},{"remaster_name":["Sense Iniquity"],"skill_mod":{},"summary":"You sense chaos as an unsettling feeling of nervous energy.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1079","weakness":{},"archetype":["Hellknight"],"name":"Sense Chaos","trait":["Archetype"],"id":"feat-1079","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sense Chaos Source Character Guide pg. 84 Archetype Hellknight Prerequisites Hellknight Dedication --- You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is powerful or overwhelming, you eventually detect the aura, though you might not do so instantly and you can’t pinpoint the location. This is a vague sense, similar to humans’ sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is temporarily immune to your Sense Chaos for 1 day. Alignment Aura The strength of an alignment aura depends on the level of the creature, item, or spell. The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example). ## Alignment Aura Creature or Item Level Spell or Effect Level Aura Strength 0-5 — None 6-10 0-3 Faint 11-15 4-7 Moderate 16-20 8-9 Powerful 21+ 10 Overwhelming ","category":"feat","pfs":"Standard","feat":["Sense Chaos"],"rarity":"common","slug":"feat-1079"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1080","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blade of Law Two Actions Source Character Guide pg. 84 Archetype Hellknight Prerequisites Hellknight Dedication --- You call upon the power of law and make a weapon or unarmed Strike against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The Strike deals two extra weapon damage dice if the target of your Strike is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage.","feat":["Blade of Law"],"skill_mod":{},"summary":"You call upon the power of law and make a weapon or unarmed Strike against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly.","primary_source":"Character Guide","trait_group":["Feat"],"level":12,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1080","archetype":["Hellknight"],"name":"Blade of Law","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1080"},{"skill_mod":{},"summary":"You’ve trained with your order’s weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1081","weakness":{},"archetype":["Hellknight"],"name":"Hell's Armaments","trait":["Archetype"],"id":"feat-1081","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Hell's Armaments Source Character Guide pg. 84 Archetype Hellknight Prerequisites Hellknight Dedication --- You’ve trained with your order’s weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order’s weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well.","category":"feat","pfs":"Standard","feat":["Hell's Armaments"],"rarity":"common","slug":"feat-1081"},{"remaster_name":["Hellknight Signifer Preferment"],"skill_mod":{},"summary":"You have bolstered your force of will with the power of the Measure and the Chain.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"spellcasting class feature; Hellknight Armiger Dedication; lawful alignment; member of a Hellknight Order; passed the Hellknight Test","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1082","weakness":{},"archetype":["Hellknight Signifer"],"name":"Hellknight Signifer Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-1082","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Hellknight Signifer Dedication Source Character Guide pg. 85 Archetype Hellknight Signifer Prerequisites spellcasting class feature; Hellknight Armiger Dedication; lawful alignment; member of a Hellknight Order; passed the Hellknight Test --- You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn’t obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer’s mask, you gain +1 circumstance bonus to Deception checks to Lie, Intimidation checks, and Deception DCs against Sense Motive. You gain expert proficiency in Intimidation (or in another skill in which you’re trained of your choice, if you were already an expert in Intimidation) as well as in your choice of Arcana, Nature, Occultism, or Religion. Special You cannot select another dedication feat until you have gained two other feats from the Hellknight signifer or Hellknight armiger archetypes. Hellknight Signifer Dedication leads to... Advanced Order Training, Gaze of Veracity, Hellknight Order Cross-Training, Masked Casting, Signifer Armor Expertise, Signifer's Sight","category":"feat","pfs":"Standard","feat":["Hellknight Signifer Dedication"],"rarity":"uncommon","slug":"feat-1082"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1083","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Masked Casting Free Action Source Character Guide pg. 85 Archetype Hellknight Signifer Prerequisites Hellknight Signifer Dedication Trigger You begin Casting a Spell. Requirements You are wearing your signifer’s mask. --- You harness the magical energy flowing through your eyeless mask to effortlessly protect you from visual effects. You Avert your Gaze.","feat":["Masked Casting"],"skill_mod":{},"summary":"You harness the magical energy flowing through your eyeless mask to effortlessly protect you from visual effects.","primary_source":"Character Guide","trait_group":["Feat"],"level":8,"prerequisite":"Hellknight Signifer Dedication","source_category":["Lost Omens"],"requirement":"You are wearing your signifer’s mask.","trigger":"You begin Casting a Spell.","resistance":{},"url":"/Feats.aspx?ID=1083","archetype":["Hellknight Signifer"],"name":"Masked Casting","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1083"},{"skill_mod":{},"summary":"You can channel your mask’s power to pierce through lies and see the truth in any situation.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Hellknight Signifer Dedication; ability to cast focus spells","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1084","weakness":{},"archetype":["Hellknight Signifer"],"name":"Gaze of Veracity","trait":["Archetype"],"id":"feat-1084","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Gaze of Veracity Source Character Guide pg. 85 Archetype Hellknight Signifer Prerequisites Hellknight Signifer Dedication; ability to cast focus spells --- You can channel your mask’s power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the glimpse the truth cleric domain spell as a divine focus spell.","category":"feat","pfs":"Standard","feat":["Gaze of Veracity"],"rarity":"common","slug":"feat-1084"},{"skill_mod":{},"summary":"The magic flowing through your signifer’s mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Hellknight Signifer Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1085","weakness":{},"archetype":["Hellknight Signifer"],"name":"Signifer's Sight","trait":["Archetype"],"id":"feat-1085","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Signifer's Sight Source Character Guide pg. 85 Archetype Hellknight Signifer Prerequisites Hellknight Signifer Dedication --- The magic flowing through your signifer’s mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer’s mask, you gain darkvision. Additionally, if you are dazzled while wearing your signifer’s mask and the target is concealed only because you are dazzled, you reduce the flat check DC to target that creature from 5 to 3.","category":"feat","pfs":"Standard","feat":["Signifer's Sight"],"rarity":"common","slug":"feat-1085"},{"skill_mod":{},"summary":"You’ve spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Hellknight Signifer Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1086","weakness":{},"archetype":["Hellknight Signifer"],"name":"Signifer Armor Expertise","trait":["Archetype"],"id":"feat-1086","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Signifer Armor Expertise Source Character Guide pg. 85 Archetype Hellknight Signifer Prerequisites Hellknight Signifer Dedication --- You’ve spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor.","category":"feat","pfs":"Standard","feat":["Signifer Armor Expertise"],"rarity":"common","slug":"feat-1086"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Fighter","Stance","Uncommon"],"id":"feat-1087","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Everstand Stance Single Action Source Character Guide pg. 90 Archetypes Bastion (Level 4), Bastion (Level 4) Access A character who is a member of the Knights of Lastwall has access to this option. Requirements You are wielding a shield. --- You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield’s boss or spikes by one step, and increase the shield’s Hardness by 2 when using the Shield Block reaction. Everstand Stance leads to... Everstand Strike Knights of Lastwall Class Feats Source Character Guide pg. 90 The following class feats are available to Knights of Lastwall. Those with the champion trait are champion class feats. Those with both the champion and fighter traits are both champion class feats and fighter class feats; when you take one of these feats, it loses the trait that doesn’t apply to your class. Related Feats : Everstand Strike, Impassable Wall Stance, Light of Revelation, Sun Blade","feat":["Everstand Stance"],"skill_mod":{},"summary":"You brace your shield with both hands, enhancing its potential for both offense and defense.","primary_source":"Character Guide","trait_group":["Class","Class-Specific","Rarity"],"level":1,"source_category":["Lost Omens"],"requirement":"You are wielding a shield.","resistance":{},"url":"/Feats.aspx?ID=1087","archetype":["Bastion"],"name":"Everstand Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-1087"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Fighter","Press","Uncommon"],"id":"feat-1088","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Everstand Strike Single Action Source Character Guide pg. 90 Archetypes Bastion (Level 6), Bastion (Level 6) Prerequisites Everstand Stance Access A character who is a member of the Knights of Lastwall has access to this option. Requirements You are wielding a shield in two hands. --- Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield. Knights of Lastwall Class Feats Source Character Guide pg. 90 The following class feats are available to Knights of Lastwall. Those with the champion trait are champion class feats. Those with both the champion and fighter traits are both champion class feats and fighter class feats; when you take one of these feats, it loses the trait that doesn’t apply to your class. Related Feats : Everstand Stance, Impassable Wall Stance, Light of Revelation, Sun Blade","feat":["Everstand Strike"],"skill_mod":{},"summary":"Your follow-up blow leaves you an opening to set your shield.","primary_source":"Character Guide","trait_group":["Class","Mechanics","Rarity"],"level":4,"prerequisite":"Everstand Stance","source_category":["Lost Omens"],"requirement":"You are wielding a shield in two hands.","resistance":{},"url":"/Feats.aspx?ID=1088","archetype":["Bastion"],"name":"Everstand Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-1088"},{"skill_mod":{},"summary":"You’ve learned to call upon light to reveal what is hidden.","primary_source":"Character Guide","trait_group":["Class","Rarity"],"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","level":4,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1089","weakness":{},"name":"Light of Revelation","trait":["Champion","Uncommon"],"id":"feat-1089","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Light of Revelation Source Character Guide pg. 90 Access A character who is a member of the Knights of Lastwall has access to this option. --- You’ve learned to call upon light to reveal what is hidden. You gain the light of revelation devotion spell. Increase the number of Focus Points in your focus pool by 1. Knights of Lastwall Class Feats Source Character Guide pg. 90 The following class feats are available to Knights of Lastwall. Those with the champion trait are champion class feats. Those with both the champion and fighter traits are both champion class feats and fighter class feats; when you take one of these feats, it loses the trait that doesn’t apply to your class. Related Feats : Everstand Stance, Everstand Strike, Impassable Wall Stance, Sun Blade","category":"feat","pfs":"Standard","feat":["Light of Revelation"],"rarity":"uncommon","slug":"feat-1089"},{"skill_mod":{},"summary":"You can unleash burning sunlight from your sword or spear.","primary_source":"Character Guide","trait_group":["Class","Rarity"],"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","level":4,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1090","weakness":{},"name":"Sun Blade","trait":["Champion","Uncommon"],"id":"feat-1090","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sun Blade Source Character Guide pg. 90 Access A character who is a member of the Knights of Lastwall has access to this option. --- You can unleash burning sunlight from your sword or spear. You gain the sun blade devotion spell. Increase the number of Focus Points in your focus pool by 1. Knights of Lastwall Class Feats Source Character Guide pg. 90 The following class feats are available to Knights of Lastwall. Those with the champion trait are champion class feats. Those with both the champion and fighter traits are both champion class feats and fighter class feats; when you take one of these feats, it loses the trait that doesn’t apply to your class. Related Feats : Everstand Stance, Everstand Strike, Impassable Wall Stance, Light of Revelation","category":"feat","pfs":"Standard","feat":["Sun Blade"],"rarity":"uncommon","slug":"feat-1090"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Fighter","Stance","Uncommon"],"id":"feat-1091","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Impassable Wall Stance Single Action Source Character Guide pg. 90 Prerequisites Attack of Opportunity Access A character who is a member of the Knights of Lastwall has access to this option. --- You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an Attack of Opportunity triggered by a move action, you disrupt that move action. Knights of Lastwall Class Feats Source Character Guide pg. 90 The following class feats are available to Knights of Lastwall. Those with the champion trait are champion class feats. Those with both the champion and fighter traits are both champion class feats and fighter class feats; when you take one of these feats, it loses the trait that doesn’t apply to your class. Related Feats : Everstand Stance, Everstand Strike, Light of Revelation, Sun Blade","feat":["Impassable Wall Stance"],"skill_mod":{},"summary":"You refuse to let foes past your guard.","primary_source":"Character Guide","trait_group":["Class","Class-Specific","Rarity"],"level":8,"prerequisite":"Attack of Opportunity","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1091","name":"Impassable Wall Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-1091"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-1092","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Knight Vigilant Source Character Guide pg. 94 Archetype Knight Vigilant Prerequisites Trained in Religion; any good alignment; member of the Knights of Lastwall of knight rank Access A character who is a member of the Knights of Lastwall has access to this option. --- You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in Religion. When you are between an ally and a foe and would provide lesser cover to your ally against the foe’s attacks, you twist to become even more obtrusive, providing standard cover instead. Special You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype. Knight Vigilant leads to... Aegis of Arnisant, Body Barrier, Divine Healing, Emissary of Peace, Empyreal Aura, Endure Death's Touch, Guarded Advance (Knight Vigilant), Instant Armor, Instinctual Interception, Interrupt Charge, Keep up the Good Fight, Knight in Shining Armor, Lead the Way, Phalanx Formation (Knight Vigilant), Preternatural Polish, Rallying Charge, Stalwart Standard, Tower Shield Mastery, Unshakable Idealism, Vigil's Walls Rise Anew!, Vigilant Benediction","feat":["Knight Vigilant"],"skill_mod":{},"summary":"You are dedicated to the cause of the Shining Sentinels.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Trained in Religion; any good alignment; member of the Knights of Lastwall of knight rank","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1092","archetype":["Knight Vigilant"],"name":"Knight Vigilant","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-1092"},{"skill_mod":{},"summary":"Your faith and hope can’t be shaken, and you won’t flee when lives are at stake.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Knight Vigilant; expert in Will saves","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1093","weakness":{},"archetype":["Knight Vigilant"],"name":"Unshakable Idealism","trait":["Archetype"],"id":"feat-1093","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unshakable Idealism Source Character Guide pg. 94 Archetype Knight Vigilant Prerequisites Knight Vigilant; expert in Will saves --- Your faith and hope can’t be shaken, and you won’t flee when lives are at stake. You gain a +1 circumstance bonus on saves against fear effects and emotion effects that inflict despair. When you would gain the fleeing condition, you can choose to stand your ground and be stunned for the effect’s duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends.","category":"feat","pfs":"Standard","feat":["Unshakable Idealism"],"rarity":"common","slug":"feat-1093"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1094","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Endure Death's Touch Reaction Source Character Guide pg. 94 Archetype Knight Vigilant Prerequisites Knight Vigilant; expert in medium or heavy armor Trigger An undead hits you with an unarmed attack. Requirements You are wearing medium or heavy armor in which you have expert proficiency. --- Your conviction redirects the undead’s attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to negative damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead’s natural attack; if you succeed at the saving throw, you get a critical success instead.","feat":["Endure Death's Touch"],"skill_mod":{},"summary":"Your conviction redirects the undead’s attack through your armor and then harmlessly away.","primary_source":"Character Guide","trait_group":["Feat"],"level":10,"prerequisite":"Knight Vigilant; expert in medium or heavy armor","source_category":["Lost Omens"],"requirement":"You are wearing medium or heavy armor in which you have expert proficiency.","trigger":"An undead hits you with an unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=1094","archetype":["Knight Vigilant"],"name":"Endure Death's Touch","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1094"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"trait":["Archetype"],"id":"feat-1095","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Aegis of Arnisant Two Actions Source Character Guide pg. 94 Archetype Knight Vigilant Prerequisites Knight Vigilant; Shield Block; Master in Religion Requirements You are wielding a shield. --- Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction:\n","feat":["Aegis of Arnisant"],"skill_mod":{},"summary":"Inspired by the tale of Arnisant, you transform your shield into a magic ward.","primary_source":"Character Guide","trait_group":["Feat"],"level":12,"prerequisite":"Knight Vigilant; Shield Block; Master in Religion","source_category":["Lost Omens"],"requirement":"You are wielding a shield.","resistance":{},"url":"/Feats.aspx?ID=1095","archetype":["Knight Vigilant"],"name":"Aegis of Arnisant","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1095"},{"skill_mod":{},"summary":"As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Knight Vigilant; expert in light armor, medium armor, or unarmored defense; trained in heavy armor","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1096","weakness":{},"archetype":["Knight Vigilant"],"name":"Knight in Shining Armor","trait":["Archetype"],"id":"feat-1096","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Knight in Shining Armor Source Character Guide pg. 94 Archetype Knight Vigilant Prerequisites Knight Vigilant; expert in light armor, medium armor, or unarmored defense; trained in heavy armor --- As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor.","category":"feat","pfs":"Standard","feat":["Knight in Shining Armor"],"rarity":"common","slug":"feat-1096"},{"access":"A character who is a member of the Knights of Lastwall has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Survival","Stealth","Survival"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-1097","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Knight Reclaimant Dedication Source Character Guide pg. 95 Archetype Knight Reclaimant Prerequisites Trained in Stealth; Trained in Survival; any non-evil alignment; member of the Knights of Lastwall of knight rank Access A character who is a member of the Knights of Lastwall has access to this option. --- You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in Stealth and Survival. Whenever you roll a success on a saving throw against an undead’s special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead’s innate spells (but not its prepared or spontaneous spells). Special You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype. Knight Reclaimant Dedication leads to... Ashen Veil, Blade of the Crimson Oath, Crimson Oath Devotion, Cut them Down, Burn them Out, For Love, For Lightning, Hilt Hammer, Invoke the Crimson Oath, Reaper of Repose, Reclaimant Plea, Shall Not Falter, Shall Not Rout, Shepherd of Desolation, Survivor of Desolation, The Tyrant Falls!, Voice Cold as Death","feat":["Knight Reclaimant Dedication"],"skill_mod":{},"summary":"You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Trained in Stealth; Trained in Survival; any non-evil alignment; member of the Knights of Lastwall of knight rank","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1097","archetype":["Knight Reclaimant"],"name":"Knight Reclaimant Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-1097"},{"skill_mod":{},"summary":"You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Knight Reclaimant Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1098","weakness":{},"archetype":["Knight Reclaimant"],"name":"Invoke the Crimson Oath","trait":["Archetype"],"id":"feat-1098","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Invoke the Crimson Oath Source Character Guide pg. 95 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication --- You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the invoke the Crimson Oath focus spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Your key spellcasting ability for these spells is Charisma. Invoke the Crimson Oath leads to... The Tyrant Falls!","category":"feat","pfs":"Standard","feat":["Invoke the Crimson Oath"],"rarity":"common","slug":"feat-1098"},{"skill_mod":{},"summary":"You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Knight Reclaimant Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1099","weakness":{},"archetype":["Knight Reclaimant"],"name":"Survivor of Desolation","trait":["Archetype"],"id":"feat-1099","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Survivor of Desolation Source Character Guide pg. 95 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication --- You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas. Survivor of Desolation leads to... Shepherd of Desolation","category":"feat","pfs":"Standard","feat":["Survivor of Desolation"],"rarity":"common","slug":"feat-1099"},{"skill_mod":{},"summary":"Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Knight Reclaimant Dedication; master proficiency in a weapon","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1100","weakness":{},"archetype":["Knight Reclaimant"],"name":"Reaper of Repose","trait":["Archetype"],"id":"feat-1100","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reaper of Repose Source Character Guide pg. 95 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication; master proficiency in a weapon --- Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature’s resistances, and the undead’s weaknesses are 2 higher against your attack. Reaper of Repose leads to... Grave Threat","category":"feat","pfs":"Standard","feat":["Reaper of Repose"],"rarity":"common","slug":"feat-1100"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1101","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blade of the Crimson Oath Two Actions Source Character Guide pg. 95 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication --- You call upon the Crimson Oath to smite undead and then make a weapon or unarmed Strike against an undead foe. The Strike deals two extra weapon damage dice, and you can convert all the physical damage from the attack into positive damage.","feat":["Blade of the Crimson Oath"],"skill_mod":{},"summary":"You call upon the Crimson Oath to smite undead and then make a weapon or unarmed Strike against an undead foe.","primary_source":"Character Guide","trait_group":["Feat"],"level":12,"prerequisite":"Knight Reclaimant Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1101","archetype":["Knight Reclaimant"],"name":"Blade of the Crimson Oath","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1101"},{"access":"A character who is Magaambyan of at least attendant rank has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Arcana","Nature"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-1102","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Magaambyan Attendant Dedication Source Character Guide pg. 101 Archetype Magaambyan Attendant Prerequisites Trained in Arcana or Trained in Nature; member of the Magaambya of attendant rank Access A character who is Magaambyan of at least attendant rank has access to this option. --- You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren’t already, you become trained in that tradition’s spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal. Regardless of whether you choose an arcane or primal cantrip, you also either become trained in Arcana or Nature, or an expert in one of those skills in which you were already trained. When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain–Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch. Special You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Magaambyan Attendant or halcyon speaker archetype. Magaambyan Attendant Dedication leads to... Cascade Bearer's Flexibility, Cascade Bearer's Spellcasting, Emerald Boughs Accustomation, Emerald Boughs Hideaway, Faith in the Fallen, Halcyon Speaker Dedication, Mask Familiar, Rain-Scribe Mobility, Rain-Scribe Sustenance, Tempest-Sun Redirection, Uzunjati Storytelling","feat":["Magaambyan Attendant Dedication"],"skill_mod":{},"summary":"You devote much of your study to halcyon magic.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Arcana or Trained in Nature; member of the Magaambya of attendant rank","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1102","archetype":["Magaambyan Attendant"],"name":"Magaambyan Attendant Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-1102"},{"skill_mod":{},"summary":"Your mask takes on a personality of its own, allowing it to serve as your familiar.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Magaambyan Attendant Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1103","weakness":{},"archetype":["Magaambyan Attendant"],"name":"Mask Familiar","trait":["Archetype"],"id":"feat-1103","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mask Familiar Source Character Guide pg. 101 Archetype Magaambyan Attendant Prerequisites Magaambyan Attendant Dedication --- Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master’s face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a Deception check to Impersonate a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability Mask Freeze : When in mask form, your familiar can hide its obvious supernatural qualities to pass as a simple, unassuming mask. It doesn’t need to Impersonate to fool a passing glance, and it gains a +4 circumstance bonus to its Deception DC against an active observer Seeking or otherwise studying it. Mask Familiar leads to... Adaptive Mask Familiar, Crusader's Masquerade","category":"feat","pfs":"Standard","feat":["Mask Familiar"],"rarity":"common","slug":"feat-1103"},{"skill_mod":{},"summary":"Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Mask Familiar","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1104","weakness":{},"archetype":["Magaambyan Attendant"],"name":"Adaptive Mask Familiar","trait":["Archetype"],"id":"feat-1104","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Adaptive Mask Familiar Source Character Guide pg. 101 Archetype Magaambyan Attendant Prerequisites Mask Familiar --- Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two.","category":"feat","pfs":"Standard","feat":["Adaptive Mask Familiar"],"rarity":"common","slug":"feat-1104"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Metamagic","Spellshape"],"id":"feat-1105","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cascade Bearer's Flexibility Free Action Source Character Guide pg. 101 Archetype Magaambyan Attendant Frequency once per day Prerequisites Magaambyan Attendant Dedication; Cascade Bearers affiliation Requirements You haven’t yet acted on your turn. --- You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level.","feat":["Cascade Bearer's Flexibility"],"skill_mod":{},"summary":"You call upon your Cascade Bearer training to help you adjust a spell for the current situation.","primary_source":"Character Guide","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Magaambyan Attendant Dedication; Cascade Bearers affiliation","source_category":["Lost Omens"],"requirement":"You haven’t yet acted on your turn.","resistance":{},"url":"/Feats.aspx?ID=1105","archetype":["Magaambyan Attendant"],"name":"Cascade Bearer's Flexibility","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1105"},{"skill_mod":{},"summary":"You are comfortable and socially capable in almost any cultural context.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Magaambyan Attendant Dedication; Expert in Society; Emerald Boughs affiliation","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1106","weakness":{},"archetype":["Magaambyan Attendant"],"skill":["Society","Society"],"name":"Emerald Boughs Accustomation","trait":["Archetype","Skill"],"id":"feat-1106","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Emerald Boughs Accustomation Source Character Guide pg. 102 Archetype Magaambyan Attendant Prerequisites Magaambyan Attendant Dedication; Expert in Society; Emerald Boughs affiliation --- You are comfortable and socially capable in almost any cultural context. When you use the Society skill to Subsist, if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a Society check to Recall Knowledge about cultural practices and roll a critical failure, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Emerald Boughs Accustomation"],"rarity":"common","slug":"feat-1106"},{"skill_mod":{},"summary":"You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Magaambyan Attendant Dedication; Rain-Scribes affiliation","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1107","weakness":{},"archetype":["Magaambyan Attendant"],"name":"Rain-Scribe Sustenance","trait":["Archetype"],"id":"feat-1107","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Rain-Scribe Sustenance Source Character Guide pg. 102 Archetype Magaambyan Attendant Prerequisites Magaambyan Attendant Dedication; Rain-Scribes affiliation --- You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don’t need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots. You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge.","category":"feat","pfs":"Standard","feat":["Rain-Scribe Sustenance"],"rarity":"common","slug":"feat-1107"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Metamagic","Spellshape"],"id":"feat-1108","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Tempest-Sun Redirection Single Action Source Character Guide pg. 102 Archetype Magaambyan Attendant Prerequisites Magaambyan Attendant Dedication; Tempest-Sun Mages affiliation --- If the next action you use is to Cast a Spell from your spell slots that damages other creatures, you can bend some of that spell’s offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell’s damage to those targets by an amount equal to the spell’s level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell’s level. Tempest-Sun Redirection leads to... Tempest-Sun Shielding","feat":["Tempest-Sun Redirection"],"skill_mod":{},"summary":"If the next action you use is to Cast a Spell from your spell slots that damages other creatures, you can bend some of that spell’s offensive energy, protecting allies in the area and boosting your own defenses against certain foes.","primary_source":"Character Guide","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Magaambyan Attendant Dedication; Tempest-Sun Mages affiliation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1108","archetype":["Magaambyan Attendant"],"name":"Tempest-Sun Redirection","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1108"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Skill"],"id":"feat-1109","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Uzunjati Storytelling Single Action Source Character Guide pg. 102 Archetype Magaambyan Attendant Prerequisites Magaambyan Attendant Dedication; Uzunjati affiliation; master in a Recall Knowledge skill --- You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to Recall Knowledge in which you have expert proficiency, using the result entry for the Perform action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. This action is not a Performance and cannot be used in place of anything that requires you to Perform. Uzunjati Storytelling leads to... Adept Storyteller, Cautious Word, Uzunjati Recollection","feat":["Uzunjati Storytelling"],"skill_mod":{},"summary":"You tell a quick story or begin telling a longer tale.","primary_source":"Character Guide","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Magaambyan Attendant Dedication; Uzunjati affiliation; master in a Recall Knowledge skill","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1109","archetype":["Magaambyan Attendant"],"name":"Uzunjati Storytelling","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1109"},{"skill_mod":{},"summary":"Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Magaambyan Attendant Dedication; Cascade Bearers affiliation","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1110","weakness":{},"archetype":["Magaambyan Attendant"],"name":"Cascade Bearer's Spellcasting","trait":["Archetype"],"id":"feat-1110","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Cascade Bearer's Spellcasting Source Character Guide pg. 103 Archetype Magaambyan Attendant Prerequisites Magaambyan Attendant Dedication; Cascade Bearers affiliation --- Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell. Cascade Bearer's Spellcasting leads to... Shattered Sacrament","category":"feat","pfs":"Standard","feat":["Cascade Bearer's Spellcasting"],"rarity":"common","slug":"feat-1110"},{"skill_mod":{},"summary":"You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Magaambyan Attendant Dedication; Emerald Boughs affiliation","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1111","weakness":{},"archetype":["Magaambyan Attendant"],"name":"Emerald Boughs Hideaway","trait":["Archetype"],"id":"feat-1111","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Emerald Boughs Hideaway Source Character Guide pg. 103 Archetype Magaambyan Attendant Prerequisites Magaambyan Attendant Dedication; Emerald Boughs affiliation --- You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a type I bag of holding , but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the Interact component. The hideaway’s access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an Interact action each round to physically hold it open for another person. A successful dispel magic spell or similar effect against your spell DC and the hideaway’s counteract level of 2 expels the object; the object is also expelled if you become unconscious. After a successful dispel magic spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component.","category":"feat","pfs":"Standard","feat":["Emerald Boughs Hideaway"],"rarity":"common","slug":"feat-1111"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1112","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Rain-Scribe Mobility Two Actions Source Character Guide pg. 103 Archetype Magaambyan Attendant Prerequisites Magaambyan Attendant Dedication; Rain-Scribes affiliation --- You surround yourself in a mantle of Rain-Scribe magic and Stride twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren’t difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain).","feat":["Rain-Scribe Mobility"],"skill_mod":{},"summary":"You surround yourself in a mantle of Rain-Scribe magic and Stride twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic.","primary_source":"Character Guide","trait_group":["Feat"],"level":10,"prerequisite":"Magaambyan Attendant Dedication; Rain-Scribes affiliation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1112","archetype":["Magaambyan Attendant"],"name":"Rain-Scribe Mobility","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1112"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1113","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tempest-Sun Shielding Reaction Source Character Guide pg. 103 Archetype Magaambyan Attendant Prerequisites Tempest-Sun Redirection Trigger You or an ally within 30 feet takes damage. --- You transform unrealized spell energy into a protective shield. If you’re a spontaneous spellcaster, expend a spell slot; if you’re a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell.","feat":["Tempest-Sun Shielding"],"skill_mod":{},"summary":"You transform unrealized spell energy into a protective shield.","primary_source":"Character Guide","trait_group":["Feat"],"level":10,"prerequisite":"Tempest-Sun Redirection","source_category":["Lost Omens"],"trigger":"You or an ally within 30 feet takes damage.","resistance":{},"url":"/Feats.aspx?ID=1113","archetype":["Magaambyan Attendant"],"name":"Tempest-Sun Shielding","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1113"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Skill"],"id":"feat-1114","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Uzunjati Recollection Single Action Source Character Guide pg. 103 Archetype Magaambyan Attendant Prerequisites Uzunjati Storytelling; master in a Recall Knowledge skill --- You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. Recall Knowledge with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details. Uzunjati Recollection leads to... I knew the Heroes, Janatimo's Lessons","feat":["Uzunjati Recollection"],"skill_mod":{},"summary":"You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process.","primary_source":"Character Guide","trait_group":["Feat"],"level":10,"prerequisite":"Uzunjati Storytelling; master in a Recall Knowledge skill","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1114","archetype":["Magaambyan Attendant"],"name":"Uzunjati Recollection","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1114"},{"skill_mod":{},"summary":"You devote much of your study to halcyon magic.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"access":"A character who is Magaambyan of at least attendant rank has access to this option.","primary_source_category":"Lost Omens","level":6,"prerequisite":"Magaambyan Attendant Dedication; member of the Magaambya of conversant rank","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1115","weakness":{},"archetype":["Halcyon Speaker"],"name":"Halcyon Speaker Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-1115","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Halcyon Speaker Dedication Source Character Guide pg. 104 Archetype Halcyon Speaker Prerequisites Magaambyan Attendant Dedication; member of the Magaambya of conversant rank Access A character who is Magaambyan of at least attendant rank has access to this option. --- You devote much of your study to halcyon magic. You gain two common Halcyon cantrips and two common 1st-level halcyon spells (see Halcyon Spells). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells. Special You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. Halcyon Speaker Dedication leads to... Dualistic Synergy, Halcyon Spellcasting Initiate, Persistent Creation, Shattered Sacrament, Speak for the Gravelands","category":"feat","pfs":"Standard","feat":["Halcyon Speaker Dedication"],"rarity":"uncommon","slug":"feat-1115"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Metamagic","Spellshape"],"id":"feat-1116","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Dualistic Synergy Single Action Source Character Guide pg. 104 Archetype Halcyon Speaker Prerequisites Halcyon Speaker Dedication --- If your next action is to Cast a Spell from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to Recall Knowledge with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell’s level for 1 round. If the spell is a halcyon spell, you gain both benefits. Dualistic Synergy leads to... Fulminating Synergy, Shared Synergy, Tripartite Omen","feat":["Dualistic Synergy"],"skill_mod":{},"summary":"If your next action is to Cast a Spell from your spell slots, you gain a benefit.","primary_source":"Character Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Halcyon Speaker Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1116","archetype":["Halcyon Speaker"],"name":"Dualistic Synergy","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1116"},{"skill_mod":{},"summary":"You can cast creation as an innate spell at will, choosing whether it is arcane or primal each time.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Halcyon Speaker Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1117","weakness":{},"archetype":["Halcyon Speaker"],"name":"Persistent Creation","trait":["Archetype"],"id":"feat-1117","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Persistent Creation Source Character Guide pg. 104 Archetype Halcyon Speaker Prerequisites Halcyon Speaker Dedication --- You can cast creation as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast creation again, any persistent creation you previously created with the spell immediately disintegrates. Persistent Creation leads to... Charged Creation, Vigil's Palisades","category":"feat","pfs":"Standard","feat":["Persistent Creation"],"rarity":"common","slug":"feat-1117"},{"skill_mod":{},"summary":"Your knowledge of halcyon magic increases.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Halcyon Speaker Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1118","weakness":{},"archetype":["Halcyon Speaker"],"name":"Halcyon Spellcasting Initiate","trait":["Archetype"],"id":"feat-1118","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Halcyon Spellcasting Initiate Source Character Guide pg. 104 Archetype Halcyon Speaker Prerequisites Halcyon Speaker Dedication --- Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from Halcyon Speaker Dedication. Halcyon Spellcasting Initiate leads to... Flexible Halcyon Spellcasting, Halcyon Spellcasting Adept, Synergistic Spell","category":"feat","pfs":"Standard","feat":["Halcyon Spellcasting Initiate"],"rarity":"common","slug":"feat-1118"},{"skill_mod":{},"summary":"You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to Recall Knowledge, granting that ally temporary Hit Points, or both, depending on the spell’s tradition.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Dualistic Synergy","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1119","weakness":{},"archetype":["Halcyon Speaker"],"name":"Shared Synergy","trait":["Archetype"],"id":"feat-1119","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shared Synergy Source Character Guide pg. 104 Archetype Halcyon Speaker Prerequisites Dualistic Synergy --- You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to Recall Knowledge, granting that ally temporary Hit Points, or both, depending on the spell’s tradition.","category":"feat","pfs":"Standard","feat":["Shared Synergy"],"rarity":"common","slug":"feat-1119"},{"skill_mod":{},"summary":"Your magic is drawn to your persistent creations.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Persistent Creation","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1120","weakness":{},"archetype":["Halcyon Speaker"],"name":"Charged Creation","trait":["Archetype"],"id":"feat-1120","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Charged Creation Source Character Guide pg. 104 Archetype Halcyon Speaker Prerequisites Persistent Creation --- Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a lightning bolt could originate from the persistent creation rather than from you.","category":"feat","pfs":"Standard","feat":["Charged Creation"],"rarity":"common","slug":"feat-1120"},{"skill_mod":{},"summary":"You broaden your ability to channel your power into halcyon magic.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Halcyon Spellcasting Initiate","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1121","weakness":{},"archetype":["Halcyon Speaker"],"name":"Flexible Halcyon Spellcasting","trait":["Archetype"],"id":"feat-1121","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Flexible Halcyon Spellcasting Source Character Guide pg. 105 Archetype Halcyon Speaker Prerequisites Halcyon Spellcasting Initiate --- You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest.","category":"feat","pfs":"Standard","feat":["Flexible Halcyon Spellcasting"],"rarity":"common","slug":"feat-1121"},{"skill_mod":{},"summary":"You refine your halcyon magic.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Halcyon Spellcasting Initiate; master in either Arcana or Nature, expert in the other","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1122","weakness":{},"archetype":["Halcyon Speaker"],"skill":["Arcana","Nature"],"name":"Halcyon Spellcasting Adept","trait":["Archetype"],"id":"feat-1122","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Halcyon Spellcasting Adept Source Character Guide pg. 105 Archetype Halcyon Speaker Prerequisites Halcyon Spellcasting Initiate; master in either Arcana or Nature, expert in the other --- You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert. Halcyon Spellcasting Adept leads to... Halcyon Spellcasting Sage, Vellumis Excision","category":"feat","pfs":"Standard","feat":["Halcyon Spellcasting Adept"],"rarity":"common","slug":"feat-1122"},{"skill_mod":{},"summary":"When you draw upon your spells’ synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Dualistic Synergy","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1123","weakness":{},"archetype":["Halcyon Speaker"],"name":"Fulminating Synergy","trait":["Archetype"],"id":"feat-1123","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Fulminating Synergy Source Character Guide pg. 105 Archetype Halcyon Speaker Prerequisites Dualistic Synergy --- When you draw upon your spells’ synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy’s normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell’s level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances. Fulminating Synergy leads to... Synergistic Spell","category":"feat","pfs":"Standard","feat":["Fulminating Synergy"],"rarity":"common","slug":"feat-1123"},{"skill_mod":{},"summary":"Your command over halcyon magic is nearly unmatched.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Halcyon Spellcasting Adept; legendary in either Arcana or Nature, master in the other","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1124","weakness":{},"archetype":["Halcyon Speaker"],"skill":["Arcana","Nature"],"name":"Halcyon Spellcasting Sage","trait":["Archetype"],"id":"feat-1124","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Halcyon Spellcasting Sage Source Character Guide pg. 105 Archetype Halcyon Speaker Prerequisites Halcyon Spellcasting Adept; legendary in either Arcana or Nature, master in the other --- Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master.","category":"feat","pfs":"Standard","feat":["Halcyon Spellcasting Sage"],"rarity":"common","slug":"feat-1124"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Arcana","Nature"],"trait":["Archetype","Metamagic","Spellshape"],"id":"feat-1125","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Synergistic Spell Single Action Source Character Guide pg. 105 Archetype Halcyon Speaker Prerequisites Halcyon Spellcasting Initiate; Fulminating Synergy; Legendary in Arcana; Legendary in Nature --- You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to Cast a Spell from one of your halcyon spell slots, after that spell resolves, you can Cast another Spell as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast.","feat":["Synergistic Spell"],"skill_mod":{},"summary":"You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once.","primary_source":"Character Guide","trait_group":["Feat","Mechanics"],"level":20,"prerequisite":"Halcyon Spellcasting Initiate; Fulminating Synergy; Legendary in Arcana; Legendary in Nature","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1125","archetype":["Halcyon Speaker"],"name":"Synergistic Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1125"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype","Skill"],"id":"feat-1126","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Forced Entry Source Character Guide pg. 112 Archetype Pathfinder Agent Prerequisites Expert in Athletics; Pathfinder Agent Dedication Access A character who is a member of the Pathfinder Society has access to this option. --- You are trained to preserve the archaeological value of your location when entering. You don’t take a penalty to Force Open doors, windows, or containers without a crowbar. If you roll a success on a check to Force Open, you get a critical success instead.","feat":["Forced Entry"],"skill_mod":{},"summary":"You are trained to preserve the archaeological value of your location when entering.","primary_source":"Character Guide","trait_group":["Feat"],"level":6,"prerequisite":"Expert in Athletics; Pathfinder Agent Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1126","archetype":["Pathfinder Agent"],"name":"Forced Entry","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-1126"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Skill"],"id":"feat-1127","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Recognize Threat Free Action Source Character Guide pg. 112 Archetype Pathfinder Agent Prerequisites master in a Recall Knowledge skill; Pathfinder Agent Dedication Access A character who is a member of the Pathfinder Society has access to this option. Trigger Your first turn of an encounter begins, and you can see a creature. Requirements You have master proficiency in a skill to identify the triggering creature. --- You quickly assess the threat so you can relay the information to your team. Attempt a Recall Knowledge check against the triggering creature.","feat":["Recognize Threat"],"skill_mod":{},"summary":"You quickly assess the threat so you can relay the information to your team.","primary_source":"Character Guide","trait_group":["Feat"],"level":8,"prerequisite":"master in a Recall Knowledge skill; Pathfinder Agent Dedication","source_category":["Lost Omens"],"requirement":"You have master proficiency in a skill to identify the triggering creature.","trigger":"Your first turn of an encounter begins, and you can see a creature.","resistance":{},"url":"/Feats.aspx?ID=1127","archetype":["Pathfinder Agent"],"name":"Recognize Threat","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1127"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1128","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Everyone Duck! Reaction Source Character Guide pg. 112 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication Access A character who is a member of the Pathfinder Society has access to this option. Trigger You fail, but don’t critically fail, an attempt to Disable a Device on a trap. --- You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap’s effects. For the next 2 rounds, if the trap rolls a critical success on an attack roll, it gets a normal success instead, and if anyone rolls a critical failure on their saving throw against the trap, they get a normal failure instead.","feat":["Everyone Duck!"],"skill_mod":{},"summary":"You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap’s effects.","primary_source":"Character Guide","trait_group":["Feat"],"level":10,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"trigger":"You fail, but don’t critically fail, an attempt to Disable a Device on a trap.","resistance":{},"url":"/Feats.aspx?ID=1128","archetype":["Pathfinder Agent"],"name":"Everyone Duck!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1128"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Secret"],"id":"feat-1129","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Educated Assessment Single Action Source Character Guide pg. 112 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication Access A character who is a member of the Pathfinder Society has access to this option. --- You attempt to Recall Knowledge about a creature, and the GM uses the same secret roll result against the creature’s Deception or Stealth DC, giving you the information from a Battle Assessment. You might get a different degree of success on the Recall Knowledge check than what you get for the Battle Assessment. If you have the Battle Assessment feat, you gain the effects of Educated Assessment whenever you Recall Knowledge (such as with the Automatic Knowledge feat).","feat":["Educated Assessment"],"skill_mod":{},"summary":"You attempt to Recall Knowledge about a creature, and the GM uses the same secret roll result against the creature’s Deception or Stealth DC, giving you the information from a Battle Assessment.","primary_source":"Character Guide","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1129","archetype":["Pathfinder Agent"],"name":"Educated Assessment","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1129"},{"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Lore","Lore","Lore"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-1130","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scrollmaster Dedication Source Character Guide pg. 113 Archetype Scrollmaster Prerequisites expert in any Lore skill; member of the Pathfinder Society affiliated with the School of Scrolls Access A character who is a member of the Pathfinder Society has access to this option. --- Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact—such as the name of an NPC you have met, the details of your mission briefing, and similar information—you can recall it without attempting a check, though this doesn’t allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago. If you have the Thorough Reports feat and have expert proficiency in the skill you’re using to Recall Knowledge, your circumstance bonus to Recall Knowledge about creatures from that feat increases to +4. Special You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype. Scrollmaster Dedication leads to... Bestiary Scholar, Cautious Delver, Font of Knowledge, Foolproof Instructions, Innate Magic Intuition, Lore Seeker, Magic Finder, Masterful Obfuscation, Transcribe Moment, Unravel Mysteries, Ward Mind","feat":["Scrollmaster Dedication"],"skill_mod":{},"summary":"Your experience chronicling adventures and discoveries grants you heightened discernment and memory.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"expert in any Lore skill; member of the Pathfinder Society affiliated with the School of Scrolls","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1130","archetype":["Scrollmaster"],"name":"Scrollmaster Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-1130"},{"skill_mod":{},"summary":"You see what others don’t, and you’ve developed magical tricks to find hidden truth.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Scrollmaster Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1131","weakness":{},"archetype":["Scrollmaster"],"name":"Lore Seeker","trait":["Archetype"],"id":"feat-1131","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Lore Seeker Source Character Guide pg. 113 Archetype Scrollmaster Prerequisites Scrollmaster Dedication --- You see what others don’t, and you’ve developed magical tricks to find hidden truth. You can cast comprehend language , restore senses , and see invisibility as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. Lore Seeker leads to... Determined Lore Seeker","category":"feat","pfs":"Standard","feat":["Lore Seeker"],"rarity":"common","slug":"feat-1131"},{"skill_mod":{},"summary":"You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren’t discouraged from making further attempts to get to the bottom of things.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"master in a Decipher Writing skill; Scrollmaster Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1132","weakness":{},"archetype":["Scrollmaster"],"name":"Unravel Mysteries","trait":["Archetype","Skill"],"id":"feat-1132","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unravel Mysteries Source Character Guide pg. 113 Archetype Scrollmaster Prerequisites master in a Decipher Writing skill; Scrollmaster Dedication --- You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren’t discouraged from making further attempts to get to the bottom of things. When you Decipher Writing, you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don’t take the usual –2 circumstance penalty to further checks to decipher that text.","category":"feat","pfs":"Standard","feat":["Unravel Mysteries"],"rarity":"common","slug":"feat-1132"},{"skill_mod":{},"summary":"Experience or focused study have granted you mastery of a number of topics.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Scrollmaster Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1133","weakness":{},"archetype":["Scrollmaster"],"name":"Font of Knowledge","trait":["Archetype"],"id":"feat-1133","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Font of Knowledge Source Character Guide pg. 113 Archetype Scrollmaster Prerequisites Scrollmaster Dedication --- Experience or focused study have granted you mastery of a number of topics. When you know about something, you know about it in great detail. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, at the GM’s discretion, you might gain even more additional information or context than normal.","category":"feat","pfs":"Standard","feat":["Font of Knowledge"],"rarity":"common","slug":"feat-1133"},{"skill_mod":{},"summary":"As a Spellmaster, you are adept at identifying magic.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","level":6,"prerequisite":"Intelligence 14, Wisdom 14, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1134","weakness":{},"archetype":["Spellmaster"],"name":"Spellmaster Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-1134","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spellmaster Dedication Source Character Guide pg. 114 Archetype Spellmaster Prerequisites Intelligence 14, Wisdom 14, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells Access A character who is a member of the Pathfinder Society has access to this option. --- As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance bonus when you Identify Magic with a skill in which you are trained or better. If you have the Wayfinder Resonance Tinkerer feat, you can change the cantrip you chose for that feat each day during your daily preparations. Special You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype. Spellmaster Dedication leads to... Absorb Spell, Communal Sustain, Familiar Form, Glyph Expert, Master's Counterspell, Mobile Magical Combat, Recover Spell, Spellmaster's Resilience, Spellmaster's Ward, Surreptitious Spellcaster, Ward Casting","category":"feat","pfs":"Standard","feat":["Spellmaster Dedication"],"rarity":"uncommon","slug":"feat-1134"},{"skill_mod":{},"summary":"You’ve learned that it pays for a Pathfinder to be able to cast spells without being noticed.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Spellmaster Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1135","weakness":{},"archetype":["Spellmaster"],"name":"Surreptitious Spellcaster","trait":["Archetype"],"id":"feat-1135","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Surreptitious Spellcaster Source Character Guide pg. 114 Archetype Spellmaster Prerequisites Spellmaster Dedication --- You’ve learned that it pays for a Pathfinder to be able to cast spells without being noticed. You gain the Conceal Spell wizard class feat, though it’s not a wizard feat for you. You also gain a +2 circumstance bonus to Stealth checks to Conceal a Spell and to Deception checks to conceal verbal components.","category":"feat","pfs":"Standard","feat":["Surreptitious Spellcaster"],"rarity":"common","slug":"feat-1135"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1136","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ward Casting Reaction Source Character Guide pg. 114 Archetype Spellmaster Prerequisites Spellmaster Dedication; Steady Spellcasting Trigger You attempt a flat check for Steady Spellcasting, but you haven’t rolled yet. --- You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10.","feat":["Ward Casting"],"skill_mod":{},"summary":"You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell.","primary_source":"Character Guide","trait_group":["Feat"],"level":10,"prerequisite":"Spellmaster Dedication; Steady Spellcasting","source_category":["Lost Omens"],"trigger":"You attempt a flat check for Steady Spellcasting, but you haven’t rolled yet.","resistance":{},"url":"/Feats.aspx?ID=1136","archetype":["Spellmaster"],"name":"Ward Casting","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1136"},{"skill_mod":{},"summary":"Your experience with a specific type of harmful magic makes you more resistant to it.","primary_source":"Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Spellmaster Dedication","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1137","weakness":{},"archetype":["Spellmaster"],"name":"Spellmaster's Resilience","trait":["Archetype"],"id":"feat-1137","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Spellmaster's Resilience Source Character Guide pg. 114 Archetype Spellmaster Prerequisites Spellmaster Dedication --- Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition’s trait and resistance 5 to all damage from spells and effects with that tradition’s trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition’s spell list. Spellmaster's Resilience leads to... Spellmaster's Tenacity","category":"feat","pfs":"Standard","feat":["Spellmaster's Resilience"],"rarity":"common","slug":"feat-1137"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-1138","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Absorb Spell Reaction Source Character Guide pg. 114 Archetype Spellmaster Frequency once per 10 minutes Prerequisites Spellmaster Dedication; spell repertoire or ability to prepare spells Trigger You critically succeed at a saving throw against a foe’s spell, and that spell is of a level you can normally cast. --- You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it’s not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects. Absorb Spell leads to... Retain Absorbed Spell","feat":["Absorb Spell"],"skill_mod":{},"summary":"You absorb a spell and store it in your body.","primary_source":"Character Guide","trait_group":["Feat"],"level":14,"prerequisite":"Spellmaster Dedication; spell repertoire or ability to prepare spells","source_category":["Lost Omens"],"trigger":"You critically succeed at a saving throw against a foe’s spell, and that spell is of a level you can normally cast.","resistance":{},"url":"/Feats.aspx?ID=1138","archetype":["Spellmaster"],"name":"Absorb Spell","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1138"},{"skill_mod":{},"summary":"Your Swords training taught you to never lose hold of your weapon.","primary_source":"Character Guide","trait_group":["Feat","Rarity"],"access":"A character who is a member of the Pathfinder Society has access to this option.","primary_source_category":"Lost Omens","level":6,"prerequisite":"Strength 14, Dexterity 14, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords","source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1139","weakness":{},"archetype":["Swordmaster"],"name":"Swordmaster Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-1139","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Swordmaster Dedication Source Character Guide pg. 115 Archetype Swordmaster Prerequisites Strength 14, Dexterity 14, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords Access A character who is a member of the Pathfinder Society has access to this option. --- Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to Disarm you. If you have the Deft Cooperation feat and critically succeed on a check to Aid an ally’s attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply. Special You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype. Swordmaster Dedication leads to... Armored Exercise, Armored Rest, Death's Door, Emergency Medical Assistance, Focus Ally, Forceful Shot, Harrying Strike, Improvised Crafting, Martial Exercise, Physical Training, Practiced Defender, Protect Ally, Quick Stow (Swordmaster), Recollect Studies, Reflexive Grip, Rugged Survivalist, Shoulder Catastrophe, Tense Negotiator","category":"feat","pfs":"Standard","feat":["Swordmaster Dedication"],"rarity":"uncommon","slug":"feat-1139"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Attack","Press"],"id":"feat-1140","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Harrying Strike Single Action Source Character Guide pg. 115 Archetype Swordmaster Prerequisites Swordmaster Dedication --- Your attack prevents a foe from pursuing your allies. Make a melee Strike, adding the following effects in addition to the normal effects of the Strike. Critical Success The target takes a –15-foot status penalty to its Speeds until the start of your next turn. Success The target takes a –10-foot status penalty to its Speeds until the start of your next turn. Failure The target takes a –5-foot status penalty to its Speeds until the start of your next turn.","feat":["Harrying Strike"],"skill_mod":{},"summary":"Your attack prevents a foe from pursuing your allies.","primary_source":"Character Guide","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1140","archetype":["Swordmaster"],"name":"Harrying Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1140"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1141","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shoulder Catastrophe Reaction Source Character Guide pg. 115 Archetype Swordmaster Prerequisites Swordmaster Dedication Trigger An enemy critically succeeds at a Strike against an adjacent ally. --- You’ve trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn’t double the damage from the triggering Strike but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success. Shoulder Catastrophe leads to... Stave Off Catastrophe","feat":["Shoulder Catastrophe"],"skill_mod":{},"summary":"You’ve trained to protect your allies by diverting the worst attacks to yourself.","primary_source":"Character Guide","trait_group":["Feat"],"level":12,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"trigger":"An enemy critically succeeds at a Strike against an adjacent ally.","resistance":{},"url":"/Feats.aspx?ID=1141","archetype":["Swordmaster"],"name":"Shoulder Catastrophe","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1141"},{"primary_source_category":"Lost Omens","source":["Character Guide"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-1142","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Death's Door Reaction Source Character Guide pg. 115 Archetype Swordmaster Frequency once per 10 minutes Prerequisites Swordmaster Dedication Trigger You take damage that would reduce you to 0 Hit Points. --- You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren’t knocked unconscious, nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds.","feat":["Death's Door"],"skill_mod":{},"summary":"You continue to fight when others would fall.","primary_source":"Character Guide","trait_group":["Feat"],"level":14,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"trigger":"You take damage that would reduce you to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=1142","archetype":["Swordmaster"],"name":"Death's Door","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1142"},{"skill_mod":{},"summary":"Droskar knows you may need to disguise yourself in societies that oppose your faith.","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Class"],"primary_source_category":"Adventure Paths","level":1,"prerequisite":"worshipper of Droskar","source_category":["Adventure Paths"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1144","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","name":"False Faith","trait":["Cleric"],"id":"feat-1144","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > False Faith Source Pathfinder #148: Fires of the Haunted City pg. 63 Prerequisites worshipper of Droskar --- Droskar knows you may need to disguise yourself in societies that oppose your faith. After spending 1 hour in prayer to Droskar, you can cast spells using the religious symbol of a different deity as your divine focus, and you can address verbal prayers to that deity. Droskar intercepts your prayers and answers them without the named god knowing. This ability applies to the religious symbol of only one god at a time—making a different religious symbol work in this fashion requires another hour of prayer and causes the old one to cease functioning. You can always use a religious symbol of Droskar without affecting this ability.","category":"feat","feat":["False Faith"],"rarity":"common","slug":"feat-1144"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","skill":["Lore","Society","Lore","Society"],"trait":["Archetype","Dedication","Rare"],"id":"feat-1146","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Crystal Keeper Dedication May contain spoilers from Age of Ashes Source Pathfinder #148: Fires of the Haunted City pg. 74 Archetype Crystal Keeper Prerequisites Trained in Elven Lore or Trained in Society --- You can use Arcana, Occultism, Religion, or Society to Decipher Writing by meditating before a crystal, regardless of the type of writing. When you Decipher Writing and roll a critical failure, you get a failure instead, and when you Decipher Writing and roll a success, you get a critical success instead. Additionally, you gain resistance 10 to damage from hazards associated with crystals. Special You can’t select another dedication feat until you have gained two other feats from the crystal keeper archetype. Crystal Keeper Dedication leads to... Armor Rune Shifter, Crystal Ward Spells, Simple Crystal Magic, Weapon-Rune Shifter","feat":["Crystal Keeper Dedication"],"skill_mod":{},"summary":"You can use Arcana, Occultism, Religion, or Society to Decipher Writing by meditating before a crystal, regardless of the type of writing.","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Trained in Elven Lore or Trained in Society","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1146","archetype":["Crystal Keeper"],"source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Crystal Keeper Dedication","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-1146"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype"],"id":"feat-1147","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Crystal Ward Spells Source Pathfinder #148: Fires of the Haunted City pg. 74 Archetype Crystal Keeper Prerequisites Crystal Keeper Dedication --- Your study of crystals and the energies held within a gem’s facets grants you special arcane crystal ward spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool when you make your next daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to research and memorize the properties of gems. Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain the electrified crystal ward focus spell, and you are trained in arcane spell attack rolls and spell DCs. Your spellcasting ability is Intelligence.","feat":["Crystal Ward Spells"],"skill_mod":{},"summary":"Your study of crystals and the energies held within a gem’s facets grants you special arcane crystal ward spells.","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Feat"],"level":4,"prerequisite":"Crystal Keeper Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1147","archetype":["Crystal Keeper"],"source_group":["Age of Ashes"],"name":"Crystal Ward Spells","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1147"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype"],"id":"feat-1148","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Simple Crystal Magic Source Pathfinder #148: Fires of the Haunted City pg. 74 Archetype Crystal Keeper Prerequisites Crystal Keeper Dedication --- As long as you meditate before a gemstone worth at least 10 gp as part of your daily preparations, you are capable of seeing magic as flowing runes that reveal information about magic objects, and you can scribe a personal rune that represents you. You gain the read aura and sigil cantrips. You cast these cantrips as arcane innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up.","feat":["Simple Crystal Magic"],"skill_mod":{},"summary":"You are capable of seeing magic as flowing runes and can scribe a personal rune that represents you.","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Feat"],"level":6,"prerequisite":"Crystal Keeper Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1148","archetype":["Crystal Keeper"],"source_group":["Age of Ashes"],"name":"Simple Crystal Magic","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1148"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype"],"id":"feat-1149","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Armor Rune Shifter Source Pathfinder #148: Fires of the Haunted City pg. 75 Archetype Crystal Keeper Prerequisites Crystal Keeper Dedication --- You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion. Once per day when you make your daily preparations, you can focus on a rune’s magical energies through a crystal’s facets to alter a single property rune on one suit of armor in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: energy-resistant , fortification , glamered , invisibility , shadow , or slick . The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the armor can’t be sold as though it had the temporary rune.","feat":["Armor Rune Shifter"],"skill_mod":{},"summary":"You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion.","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Feat"],"level":10,"prerequisite":"Crystal Keeper Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1149","archetype":["Crystal Keeper"],"source_group":["Age of Ashes"],"name":"Armor Rune Shifter","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1149"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #148: Fires of the Haunted City"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype"],"id":"feat-1150","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Weapon-Rune Shifter Source Pathfinder #148: Fires of the Haunted City pg. 75 Archetype Crystal Keeper Prerequisites Crystal Keeper Dedication --- You learn how to alter the magic of weapon runes by using a crystal as a focusing component. Once per day during your daily preparations, you can focus on a rune’s magical energies through a crystal’s facets to alter a single property rune on one weapon in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: corrosive , flaming , frost , ghost touch , grievous , returning , shock , thundering , or wounding . The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the weapon can’t be sold as though it had the temporary rune.","feat":["Weapon-Rune Shifter"],"skill_mod":{},"summary":"You learn how to alter the magic of weapon runes by using a crystal as a focusing component.","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Feat"],"level":10,"prerequisite":"Crystal Keeper Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1150","archetype":["Crystal Keeper"],"source_group":["Age of Ashes"],"name":"Weapon-Rune Shifter","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1150"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Rogue","Uncommon"],"id":"feat-1151","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Deadly Poison Weapon May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 78 Prerequisites Improved Poison Weapon --- Your poisons are devastatingly potent. When you apply a simple poison with Poison Weapon, the poison deals 4d4 poison damage instead of 1d4 poison damage. When you apply an injury poison to your weapon, the DC to resist that poison increases by 2, to a maximum of your class DC. Katapesh Poisoners Source Pathfinder #149: Against the Scarlet Triad pg. 78 Famous not only for its pesh cash crop and the host of medicinal plants that grow naturally in the nearby desert, but also for the consistent demand for efficient toxins, Katapesh has developed its own specialized poisons and toxic techniques. The city's infamous Poison Maker's Guild is the source of many of these concoctions as well as secret techniques for using them, though unscrupulous Katapeshi bodyguards, thieves, and assassins all know at least one poison recipe or a unique means of inflicting such toxins. Related Feats : Pesh Skin, Shaped Contaminant","feat":["Deadly Poison Weapon"],"skill_mod":{},"summary":"Your poisons are devastatingly potent.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Class","Rarity"],"level":12,"prerequisite":"Improved Poison Weapon","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1151","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Deadly Poison Weapon","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1151"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Druid","Morph","Uncommon"],"id":"feat-1152","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Pesh Skin Single Action May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 78 Requirements You are transformed into a plant by a polymorph spell. --- Your plant form sprouts hundreds of spines, and your blood causes mild hallucinations in creatures exposed to it. Each time a creature touches you, hits you with an unarmed attack, or hits you with a melee weapon attack while adjacent to you, that creature takes 1d6 piercing damage. Increase the damage to 2d6 if the polymorph spell is 8th level or higher, or to 3d6 if it’s 10th level. When an adjacent creature damages you with piercing or slashing damage, it must succeed at a Fortitude save against your class DC or become stupefied 1 (or stupefied 2 on a critical failure) until the end of its next turn. These benefits last until you’re no longer polymorphed into a plant. Katapesh Poisoners Source Pathfinder #149: Against the Scarlet Triad pg. 78 Famous not only for its pesh cash crop and the host of medicinal plants that grow naturally in the nearby desert, but also for the consistent demand for efficient toxins, Katapesh has developed its own specialized poisons and toxic techniques. The city's infamous Poison Maker's Guild is the source of many of these concoctions as well as secret techniques for using them, though unscrupulous Katapeshi bodyguards, thieves, and assassins all know at least one poison recipe or a unique means of inflicting such toxins. Related Feats : Deadly Poison Weapon, Shaped Contaminant","feat":["Pesh Skin"],"skill_mod":{},"summary":"Your plant form sprouts hundreds of spines, and your blood causes mild hallucinations in creatures exposed to it.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Class","Mechanics","Rarity"],"level":12,"source_category":["Adventure Paths"],"requirement":"You are transformed into a plant by a polymorph spell.","resistance":{},"url":"/Feats.aspx?ID=1152","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Pesh Skin","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-1152"},{"skill_mod":{},"summary":"Through a combination of careful manipulation and precise breath control, you can deploy inhaled toxins precisely.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Class","Rarity"],"primary_source_category":"Adventure Paths","level":12,"source_category":["Adventure Paths"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1153","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","spoilers":"Age of Ashes","name":"Shaped Contaminant","trait":["Alchemist","Uncommon"],"id":"feat-1153","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Shaped Contaminant May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 78 --- Through a combination of careful manipulation and precise breath control, you can deploy inhaled toxins precisely. When you activate an inhaled poison, you can cause it to fill a 20-foot line that’s 5 feet tall rather than a 10-foot cube. You gain a +3 status bonus to saving throws against inhaled poisons that you activate. Katapesh Poisoners Source Pathfinder #149: Against the Scarlet Triad pg. 78 Famous not only for its pesh cash crop and the host of medicinal plants that grow naturally in the nearby desert, but also for the consistent demand for efficient toxins, Katapesh has developed its own specialized poisons and toxic techniques. The city's infamous Poison Maker's Guild is the source of many of these concoctions as well as secret techniques for using them, though unscrupulous Katapeshi bodyguards, thieves, and assassins all know at least one poison recipe or a unique means of inflicting such toxins. Related Feats : Deadly Poison Weapon, Pesh Skin","category":"feat","pfs":"Limited","feat":["Shaped Contaminant"],"rarity":"uncommon","slug":"feat-1153"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype","Dedication","Uncommon"],"id":"feat-1154","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Zephyr Guard Dedication May contain spoilers from Age of Ashes Source Pathfinder #149: Against the Scarlet Triad pg. 81 Archetype Zephyr Guard --- As a Zephyr Guard, you’re always vigilant against crime and threats to the city’s safety. You gain a +1 circumstance bonus to Perception checks against attempts to Palm an Object, Steal, or Conceal an Object (including you’re Seeking concealed objects). You become trained in Society and Katapesh Lore; if you were already trained, you become an expert instead. Special You can’t select another dedication feat until you have gained two other feats from the Zephyr Guard archetype. Zephyr Guard Dedication leads to... Decry Thief, Know the Beat, Relentless Disarm, Unfazed Assessment","feat":["Zephyr Guard Dedication"],"skill_mod":{},"summary":"As a Zephyr Guard, you’re always vigilant against crime and threats to the city’s safety.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Feat","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1154","archetype":["Zephyr Guard"],"source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Zephyr Guard Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1154"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","skill":["Intimidation","Intimidation"],"trait":["Archetype"],"id":"feat-1155","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Decry Thief Source Pathfinder #149: Against the Scarlet Triad pg. 81 Archetype Zephyr Guard Prerequisites Zephyr Guard Dedication; Trained in Intimidation --- When you attempt to Demoralize, you can make it harder for the target to flee, in place of the action’s normal effects. Critical Success For 1 round, the target takes a –10-foot status penalty to Speed and a –4 status penalty to Stealth. Success For 1 round, the target takes a –5-foot status penalty to Speed and a –2 status penalty to Stealth.","feat":["Decry Thief"],"skill_mod":{},"summary":"When you attempt to Demoralize, you can make it harder for the target to flee, in place of the action’s normal effects.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Feat"],"level":4,"prerequisite":"Zephyr Guard Dedication; Trained in Intimidation","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1155","archetype":["Zephyr Guard"],"source_group":["Age of Ashes"],"name":"Decry Thief","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1155"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype","Skill"],"id":"feat-1156","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Limited\" > Know the Beat Source Pathfinder #149: Against the Scarlet Triad pg. 81 Archetype Zephyr Guard Prerequisites Zephyr Guard Dedication --- You become trained in your choice of Guild Lore, Legal Lore, Mercantile Lore, or Underworld Lore. You gain a +1 circumstance bonus to Diplomacy checks to Gather Information and to checks made to investigate crimes.","feat":["Know the Beat"],"skill_mod":{},"summary":"You have been trained to investigate crimes.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Feat"],"level":3,"prerequisite":"Zephyr Guard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1156","archetype":["Zephyr Guard"],"source_group":["Age of Ashes"],"name":"Know the Beat","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1156"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","skill":["Athletics","Athletics"],"trait":["Archetype"],"id":"feat-1157","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Relentless Disarm Source Pathfinder #149: Against the Scarlet Triad pg. 81 Archetype Zephyr Guard Prerequisites Zephyr Guard Dedication; Trained in Athletics --- When you succeed, but don’t critically succeed, at a check to Disarm a creature, your circumstance bonus to further checks to Disarm that creature is +4 instead of +2. Other creatures gain only the normal bonus. When you critically succeed at a Disarm check, you can immediately Demoralize your target as a reaction.","feat":["Relentless Disarm"],"skill_mod":{},"summary":"You have been trained to disarm foes.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Feat"],"level":6,"prerequisite":"Zephyr Guard Dedication; Trained in Athletics","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1157","archetype":["Zephyr Guard"],"source_group":["Age of Ashes"],"name":"Relentless Disarm","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1157"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Archetype"],"id":"feat-1158","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Unfazed Assessment Single Action Source Pathfinder #149: Against the Scarlet Triad pg. 81 Archetype Zephyr Guard Prerequisites Zephyr Guard Dedication; expert in Perception --- You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you’re aware of, and attempt a Perception check against that target’s Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature’s attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn.","feat":["Unfazed Assessment"],"skill_mod":{},"summary":"You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Feat"],"level":8,"prerequisite":"Zephyr Guard Dedication; expert in Perception","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1158","archetype":["Zephyr Guard"],"source_group":["Age of Ashes"],"name":"Unfazed Assessment","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-1158"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #150: Broken Promises"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Druid","Uncommon"],"id":"feat-1160","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Apex Companion May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 76 Prerequisites Animal Companion --- You can call upon the essence of every individual animal of a particular species to temporarily transform your animal into an exemplar of its kind. You learn the apex companion order spell. Increase the number of Focus Points in your focus pool by 1. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Aura of Unbreakable Virtue, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Emblazon Divinity, Enduring Debilitation, Golden Body, Song of the Fallen, Spell Mastery, Superior Sight, Ultimate Flexibility, Unstoppable Juggernaut","feat":["Apex Companion"],"skill_mod":{},"summary":"Gain the apex companion focus spell.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"level":20,"prerequisite":"Animal Companion","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1160","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Apex Companion","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1160"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #150: Broken Promises"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Champion","Uncommon"],"id":"feat-1161","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Aura of Unbreakable Virtue May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 76 Prerequisites tenets of good --- You are a paragon of all that is good, your overwhelming aura causing evildoers to cower. All evil creatures within 15 feet of you take a –1 status penalty to checks and DCs that target you or your allies. This penalty is –2 against creatures you have taken an oath against (such as dragons if you have the Dragonslayer Oath feat). You can choose to suppress or resume this aura as an action, which has the concentrate trait. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Emblazon Divinity, Enduring Debilitation, Golden Body, Song of the Fallen, Spell Mastery, Superior Sight, Ultimate Flexibility, Unstoppable Juggernaut","feat":["Aura of Unbreakable Virtue"],"skill_mod":{},"summary":"Overwhelm evil creatures with your aura.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"level":20,"prerequisite":"tenets of good","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1161","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Aura of Unbreakable Virtue","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1161"},{"skill_mod":{},"summary":"Swap out spells from your repertoire more easily.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"primary_source_category":"Adventure Paths","level":20,"source_category":["Adventure Paths"],"source":["Pathfinder #150: Broken Promises"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1162","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","spoilers":"Age of Ashes","name":"Bloodline Metamorphosis","trait":["Sorcerer","Uncommon"],"id":"feat-1162","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Bloodline Metamorphosis May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 76 --- You have learned to manipulate the innate power of your bloodline and adapt it to your needs. When making your daily preparations, you can swap out a single spell of 9th level or lower for another spell of the same level. You can’t swap out spells granted specifically by your bloodline. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Efficient Alchemy (Paragon), Emblazon Divinity, Enduring Debilitation, Golden Body, Song of the Fallen, Spell Mastery, Superior Sight, Ultimate Flexibility, Unstoppable Juggernaut","category":"feat","pfs":"Limited","feat":["Bloodline Metamorphosis"],"rarity":"uncommon","slug":"feat-1162"},{"skill_mod":{},"summary":"Prepare more alchemical items from your infused reagents.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"primary_source_category":"Adventure Paths","level":20,"source_category":["Adventure Paths"],"source":["Pathfinder #150: Broken Promises"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1163","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","spoilers":"Age of Ashes","name":"Efficient Alchemy (Paragon)","trait":["Alchemist","Uncommon"],"id":"feat-1163","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Efficient Alchemy (Paragon) May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 76 --- Your daily preparations are particularly efficient and plentiful. When using your infused reagents to create alchemical items during your daily preparations, you make a batch of three of a given item instead of a batch of two, or a batch of four if your field normally lets you create three of that item. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Bloodline Metamorphosis, Emblazon Divinity, Enduring Debilitation, Golden Body, Song of the Fallen, Spell Mastery, Superior Sight, Ultimate Flexibility, Unstoppable Juggernaut","category":"feat","pfs":"Limited","feat":["Efficient Alchemy (Paragon)"],"rarity":"uncommon","slug":"feat-1163"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #150: Broken Promises"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Cleric","Uncommon"],"id":"feat-1164","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Emblazon Divinity May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 76 Prerequisites Emblazon Armament --- Your sacred etchings imbue objects with power. It takes you only 1 minute to emblazon a symbol using Emblazon Armament, and you can have up to four symbols emblazoned at a time. Each item can still have only one symbol emblazoned upon it, and if you exceed the limit of four, the oldest symbol disappears. These symbols can benefit even those who don’t follow the deity, provided they aren’t directly opposed (as determined by the GM). You can select a different benefit for each emblazoned symbol, chosen from any you have from Emblazon Armament or other feats such as Emblazon Energy or Emblazon Antimagic. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Enduring Debilitation, Golden Body, Song of the Fallen, Spell Mastery, Superior Sight, Ultimate Flexibility, Unstoppable Juggernaut","feat":["Emblazon Divinity"],"skill_mod":{},"summary":"Emblazon more equipment at the same time.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"level":20,"prerequisite":"Emblazon Armament","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1164","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Emblazon Divinity","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1164"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #150: Broken Promises"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"primary_source_group":"Age of Ashes","trait":["Rogue","Uncommon"],"id":"feat-1165","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Enduring Debilitation Free Action May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 76 Frequency once per minute Prerequisites Debilitating Strike Trigger You apply a debilitation to a creature. --- You can make your debilitation last an exceptionally long time. The triggering debilitation lasts for 1 minute instead of until the end of your next turn. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Emblazon Divinity, Golden Body, Song of the Fallen, Spell Mastery, Superior Sight, Ultimate Flexibility, Unstoppable Juggernaut","feat":["Enduring Debilitation"],"skill_mod":{},"summary":"Your debilitations last for 1 minute.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"level":20,"prerequisite":"Debilitating Strike","source_category":["Adventure Paths"],"trigger":"You apply a debilitation to a creature.","resistance":{},"url":"/Feats.aspx?ID=1165","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Enduring Debilitation","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"feat-1165"},{"skill_mod":{},"summary":"Strike harder and heal more rapidly.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Weapon","Rarity"],"primary_source_category":"Adventure Paths","level":20,"source_category":["Adventure Paths"],"source":["Pathfinder #150: Broken Promises"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1166","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","spoilers":"Age of Ashes","name":"Golden Body","trait":["Monk","Uncommon"],"id":"feat-1166","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Golden Body May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 76 --- You perfect your body, refining the flex of every muscle and the bend of every joint to maximum efficiency. Your unarmed Strikes gain the deadly d12 trait, and you have fast healing 20, causing you to regain 20 HP at the start of each of your turns provided you have at least 1 HP. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Emblazon Divinity, Enduring Debilitation, Song of the Fallen, Spell Mastery, Superior Sight, Ultimate Flexibility, Unstoppable Juggernaut","category":"feat","pfs":"Limited","feat":["Golden Body"],"rarity":"uncommon","slug":"feat-1166"},{"skill_mod":{},"summary":"Gain resistance to all damage.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"primary_source_category":"Adventure Paths","level":20,"source_category":["Adventure Paths","Rulebooks"],"source":["Pathfinder #150: Broken Promises","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1167","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","spoilers":"Age of Ashes","name":"Unstoppable Juggernaut","trait":["Barbarian","Uncommon"],"id":"feat-1167","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Unstoppable Juggernaut May contain spoilers from Age of Ashes There is a more recent version of this, click here to view. Source Pathfinder #150: Broken Promises pg. 76, Player Core 2 pg. 85 --- You are unstoppable, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging resistance increases to 8 + your Constitution modifier. In addition, if you are reduced to 0 Hit Points, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become wounded 2 (or increase your wounded condition by 2 if you are already wounded).","category":"feat","pfs":"Limited","feat":["Unstoppable Juggernaut"],"rarity":"uncommon","slug":"feat-1167"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #150: Broken Promises"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Age of Ashes","trait":["Bard","Uncommon"],"id":"feat-1168","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Song of the Fallen May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 76 Prerequisites focus pool --- The moving power of your songs can stir the spirits of the dead to rise once more and fight alongside you. You learn the song of the fallen composition spell. Increase the number of Focus Points in your focus pool by 1. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Emblazon Divinity, Enduring Debilitation, Golden Body, Spell Mastery, Superior Sight, Ultimate Flexibility, Unstoppable Juggernaut","feat":["Song of the Fallen"],"skill_mod":{},"summary":"Gain the song of the fallen focus spell.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"level":20,"prerequisite":"focus pool","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1168","source_group":["Age of Ashes"],"spoilers":"Age of Ashes","name":"Song of the Fallen","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1168"},{"skill_mod":{},"summary":"Master 4 spells.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Rarity","Class"],"primary_source_category":"Adventure Paths","level":20,"source_category":["Adventure Paths","Rulebooks"],"source":["Pathfinder #150: Broken Promises","Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1169","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","spoilers":"Age of Ashes","name":"Spell Mastery","trait":["Uncommon","Wizard"],"id":"feat-1169","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Spell Mastery May contain spoilers from Age of Ashes There is a more recent version of this, click here to view. Source Pathfinder #150: Broken Promises pg. 76, Player Core pg. 205 --- You have mastered a handful of spells to such a degree that you can cast them even if you haven’t prepared them. Select any four spells of 9th level or lower that you have access to. Each spell you select must be of a different level. These spells are automatically prepared when you make your daily preparations and have their own spell slots. You can select a different array of spells by spending 1 week of downtime retraining your mastered spells.","category":"feat","pfs":"Limited","feat":["Spell Mastery"],"rarity":"uncommon","slug":"feat-1169"},{"skill_mod":{},"summary":"Increase your visual acuity.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"primary_source_category":"Adventure Paths","level":20,"source_category":["Adventure Paths"],"source":["Pathfinder #150: Broken Promises"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1170","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","spoilers":"Age of Ashes","name":"Superior Sight","trait":["Ranger","Uncommon"],"id":"feat-1170","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Superior Sight May contain spoilers from Age of Ashes Source Pathfinder #150: Broken Promises pg. 77 --- Your senses are peerless. You gain a +2 circumstance bonus to Perception checks, and you gain low-light vision. If you already have low-light vision, gain darkvision instead. Furthermore, when you target an enemy, you automatically succeed at the flat check if that enemy is concealed, hidden, or undetected. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Emblazon Divinity, Enduring Debilitation, Golden Body, Song of the Fallen, Spell Mastery, Ultimate Flexibility, Unstoppable Juggernaut","category":"feat","pfs":"Limited","feat":["Superior Sight"],"rarity":"uncommon","slug":"feat-1170"},{"skill_mod":{},"summary":"Gain more feats through combat flexibility.","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Class","Rarity"],"primary_source_category":"Adventure Paths","level":20,"source_category":["Adventure Paths","Rulebooks"],"source":["Pathfinder #150: Broken Promises","Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1171","weakness":{},"source_group":["Age of Ashes"],"primary_source_group":"Age of Ashes","spoilers":"Age of Ashes","name":"Ultimate Flexibility","trait":["Fighter","Uncommon"],"id":"feat-1171","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Ultimate Flexibility May contain spoilers from Age of Ashes There is a more recent version of this, click here to view. Source Pathfinder #150: Broken Promises pg. 77, Player Core pg. 151 --- Your experience keeps you on your toes, allowing you to adapt to even the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of one. The first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all feats’ prerequisites. In addition, you can adapt to the battlefield’s challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations.","category":"feat","pfs":"Limited","feat":["Ultimate Flexibility"],"rarity":"uncommon","slug":"feat-1171"},{"skill_mod":{},"summary":"You have long venerated one of your deity’s lesser-known aspects","primary_source":"Gods & Magic","trait_group":["Class"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Domain Initiate","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1172","weakness":{},"archetype":["Soul Warden"],"name":"Expanded Domain Initiate","trait":["Cleric"],"id":"feat-1172","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Expanded Domain Initiate Source Gods & Magic pg. 8 Archetype Soul Warden (Level 8) Prerequisites Domain Initiate --- You have long venerated one of your deity’s lesser-known aspects. Select one domain from your deity’s alternate domains. You gain access to that domain and an initial domain spell for that domain.","category":"feat","pfs":"Standard","feat":["Expanded Domain Initiate"],"rarity":"common","slug":"feat-1172"},{"skill_mod":{},"summary":"Your faith in your deity is represented in an extremely unusual way that some might call heretical","primary_source":"Gods & Magic","trait_group":["Class"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1173","weakness":{},"name":"Splinter Faith","trait":["Champion","Cleric"],"id":"feat-1173","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Restricted\" > Splinter Faith Source Gods & Magic pg. 8 --- Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn’t affect the deity’s edicts or anathema. Choose four domains. These domains must be chosen from among your deity’s domains, your deity’s alternate domains, and up to one domain that isn’t on either list and isn’t anathematic to your deity. Any domain spell you cast from a domain that isn’t on either of your deity’s lists is always heightened to 1 level lower than usual for a focus spell. For the purpose of abilities that depend on your deity’s domains, the four domains you chose are your deity’s domains, and any of your deity’s domains you didn’t choose are now among your deity’s alternate domains. Special Unless you take this feat at 1st level, changing the way you relate to your deity requires retraining, as described in Changing Faith. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn’t include, such as a domain spell from Domain Initiate, you lose that effect.","category":"feat","pfs":"Restricted","feat":["Splinter Faith"],"rarity":"common","slug":"feat-1173"},{"primary_source_category":"Lost Omens","source":["Gods & Magic"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"trait":["Divine","General","Skill"],"id":"feat-1174","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Battle Prayer Single Action Source Gods & Magic pg. 104 Prerequisites Master in Religion; you follow a deity --- Calling out to your deity, you recite scripture to harm a foe. When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment. Attempt a Religion check against the Will DC of a foe within 30 feet. The foe is then temporarily immune to Battle Prayers from your deity for 1 day. Critical Success You deal 2d6 damage of the chosen alignment type, or 6d6 damage if you have legendary proficiency in Religion. Success You deal 1d6 damage of the chosen alignment type, or 3d6 damage if you have legendary proficiency in Religion. Failure There is no effect. Critical Failure The backlash of your foe’s will against your prayer prevents you from using Battle Prayer again for 10 minutes.","feat":["Battle Prayer"],"skill_mod":{},"summary":"Calling out to your deity, you recite scripture to harm a foe","primary_source":"Gods & Magic","trait_group":["Tradition","Feat"],"level":7,"prerequisite":"Master in Religion; you follow a deity","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1174","name":"Battle Prayer","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1174"},{"skill_mod":{},"summary":"You channel positive energy into restoratives that ward against harm","primary_source":"Gods & Magic","trait_group":["Feat","Energy","Planar","Creature Type"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Master in Crafting; deity who grants _heal_ divine font","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1175","weakness":{},"skill":["Crafting","Crafting"],"name":"Bless Tonic","trait":["General","Positive","Skill","Vitality"],"id":"feat-1175","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Bless Tonic Source Gods & Magic pg. 104 Prerequisites Master in Crafting; deity who grants heal divine font --- You channel positive energy into restoratives that ward against harm. When you Craft an alchemical item that restores Hit Points (rather than create it with advanced alchemy, Quick Alchemy, or another means), it becomes a blessed alchemical item and gains the positive trait. For example, an elixir of life would become a blessed elixir of life. When a creature regains Hit Points using a blessed alchemical item, the overflowing energy grants them negative resistance 5 for 1 round, or negative resistance 10 if you are legendary in Crafting.","category":"feat","pfs":"Standard","feat":["Bless Tonic"],"rarity":"common","slug":"feat-1175"},{"skill_mod":{},"summary":"You pour negative energy into toxins you create to further debilitate your targets","primary_source":"Gods & Magic","trait_group":["Feat","Energy","Planar","Creature Type"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Master in Crafting; deity who grants _harm_ divine font","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1176","weakness":{},"skill":["Crafting","Crafting"],"name":"Bless Toxin","trait":["General","Negative","Skill","Void"],"id":"feat-1176","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Bless Toxin Source Gods & Magic pg. 104 Prerequisites Master in Crafting; deity who grants harm divine font --- You pour negative energy into toxins you create to further debilitate your targets. When you Craft an alchemical poison (rather than create it with advanced alchemy, Quick Alchemy, or another means), it becomes a blessed alchemical poison and gains the negative trait. When a creature is afflicted with a blessed alchemical poison, for 1 round, any Hit Points it would regain from a positive effect are reduced by 5, or by 10 if you are legendary in Crafting.","category":"feat","pfs":"Standard","feat":["Bless Toxin"],"rarity":"common","slug":"feat-1176"},{"skill_mod":{},"summary":"Your deity’s blessings manifest in your blood-borne power","primary_source":"Gods & Magic","trait_group":["Class"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"bloodline that grants divine spells; you follow a deity","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1177","weakness":{},"name":"Blessed Blood (Sorcerer)","trait":["Sorcerer"],"id":"feat-1177","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Blessed Blood (Sorcerer) Source Gods & Magic pg. 104 Prerequisites bloodline that grants divine spells; you follow a deity --- Your deity’s blessings manifest in your blood-borne power. Add up to three of your deity’s spells (spells your deity grants to clerics) to your spell list. They are not automatically added to your repertoire, but you can select them just as you would spells normally on the divine spell list.","category":"feat","pfs":"Standard","feat":["Blessed Blood (Sorcerer)"],"rarity":"common","slug":"feat-1177"},{"skill_mod":{},"summary":"You’ve learned to mimic the abilities of spellcasters by studying their flourishes and words","primary_source":"Gods & Magic","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Trained in Deception","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1178","weakness":{},"skill":["Deception","Deception"],"name":"Charlatan","trait":["General","Skill"],"id":"feat-1178","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Charlatan Source Gods & Magic pg. 104 Prerequisites Trained in Deception --- You’ve learned to mimic the abilities of spellcasters by studying their flourishes and words. When you activate a magic item to generate a spell effect, attempt a Deception check. If you succeed against an onlooker’s Perception DC, to that onlooker, you appear to Cast that Spell instead. Onlookers who successfully Recognize the Spell realize you used a magic item, though those who later successfully Identify the Magic still can’t determine that the source of the effect was a magic item.","category":"feat","pfs":"Standard","feat":["Charlatan"],"rarity":"common","slug":"feat-1178"},{"skill_mod":{},"summary":"You rapidly adapt to environments through a combination of skill, meditation, and divine grace","primary_source":"Gods & Magic","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Master in Survival; deity who grants the cold, fire, nature, or travel domain","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1179","weakness":{},"skill":["Survival","Survival"],"name":"Environmental Grace","trait":["General","Skill"],"id":"feat-1179","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Environmental Grace Source Gods & Magic pg. 105 Prerequisites Master in Survival; deity who grants the cold, fire, nature, or travel domain --- You rapidly adapt to environments through a combination of skill, meditation, and divine grace. After spending an hour in an environment of severe cold or colder, you are protected from the effects of severe cold until you leave that environment. After spending an hour in an environment of severe heat or hotter, you are protected from the effects of severe heat until you leave that environment.","category":"feat","pfs":"Standard","feat":["Environmental Grace"],"rarity":"common","slug":"feat-1179"},{"primary_source_category":"Lost Omens","source":["Gods & Magic"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Auditory","General","Linguistic","Mental","Skill"],"id":"feat-1180","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Evangelize Single Action Source Gods & Magic pg. 105 PFS Note For the purposes of Society play, remove the final clause of Evangelize that states “at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.” Archetype Steel Falcon (Level 7) Prerequisites Master in Diplomacy; you follow a deity or philosophy --- You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected. Critical Success The target is stupefied 2 for 1 round. Success The target is stupefied 1 for 1 round. Failure The target is unaffected.","feat":["Evangelize"],"skill_mod":{},"summary":"You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl","primary_source":"Gods & Magic","trait_group":["Sense","Feat","Mechanics"],"level":7,"prerequisite":"Master in Diplomacy; you follow a deity or philosophy","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1180","archetype":["Steel Falcon"],"name":"Evangelize","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1180"},{"skill_mod":{},"summary":"You grant greater healing when the gods don’t interfere","primary_source":"Gods & Magic","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Godless Healing, you follow the Laws of Mortality","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1181","weakness":{},"archetype":["Pure Legion Enforcer"],"skill":["Medicine","Medicine"],"name":"Mortal Healing","trait":["General","Skill"],"id":"feat-1181","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mortal Healing Source Gods & Magic pg. 105 PFS Note As Mortal Healing requires you to specifically use the Treat Wounds action, it does not apply when used with other actions related to medicine or healing, such as Battle Medicine. Archetype Pure Legion Enforcer (Level 2) Prerequisites Godless Healing, you follow the Laws of Mortality --- You grant greater healing when the gods don’t interfere. When you roll a success to Treat Wounds for a creature that hasn’t regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points.","category":"feat","pfs":"Standard","feat":["Mortal Healing"],"rarity":"common","slug":"feat-1181"},{"skill_mod":{},"summary":"Your past has left you numb to death’s call","primary_source":"Gods & Magic","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Diehard; you have died at least once","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1182","frequency":"once per day","weakness":{},"name":"Numb to Death","trait":["General"],"id":"feat-1182","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Numb to Death Source Gods & Magic pg. 105 PFS Note For the purposes of Society play, remove the Prerequisites of Numb to Death that states “you have died at least once.'' Frequency once per day Prerequisites Diehard; you have died at least once --- Your past has left you numb to death’s call. The first time each day that you regain Hit Points while you are dying, you regain additional Hit Points equal to your level, and you neither gain the wounded condition nor increase the value of this condition.","category":"feat","pfs":"Standard","feat":["Numb to Death"],"rarity":"common","slug":"feat-1182"},{"primary_source_category":"Lost Omens","source":["Gods & Magic"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Religion","Religion"],"trait":["Divine","General","Skill"],"id":"feat-1183","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Sacred Defense Single Action Source Gods & Magic pg. 105 Frequency once per hour Prerequisites Master in Religion; you follow a deity --- You call upon your deity to grant you their protective blessing. Attempt a DC 30 Religion check. If you have legendary proficiency in Religion, you can instead attempt a DC 40 Religion check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success). Critical Success You gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute. Success You gain 5 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute. Critical Failure Your deity withholds their blessing. You cannot attempt to call to your deity again for 1 day.","feat":["Sacred Defense"],"skill_mod":{},"summary":"You call upon your deity to grant you their protective blessing","primary_source":"Gods & Magic","trait_group":["Tradition","Feat"],"level":7,"prerequisite":"Master in Religion; you follow a deity","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1183","name":"Sacred Defense","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1183"},{"skill_mod":{},"summary":"The power of your faith suffuses your ki","primary_source":"Gods & Magic","trait_group":["Class","Weapon"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Ki Strike; you follow a deity","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1184","weakness":{},"name":"Sacred Ki","trait":["Monk"],"id":"feat-1184","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sacred Ki Source Gods & Magic pg. 105 Prerequisites Ki Strike; you follow a deity --- The power of your faith suffuses your ki. When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity’s alignment components. When you cast the ki strike focus spell and damage a creature whose alignment is opposite your chosen alignment, you can choose for the ki strike damage to be of the chosen type. Additionally, you can substitute the damage from ki blast (or other ki spells that deal force damage, at the GM’s discretion) with damage of your chosen alignment.","category":"feat","pfs":"Standard","feat":["Sacred Ki"],"rarity":"common","slug":"feat-1184"},{"primary_source_category":"Lost Omens","source":["Gods & Magic"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"trait":["General","Skill"],"id":"feat-1185","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Sanctify Water Single Action Source Gods & Magic pg. 105 PFS Note When using Sanctify Water use your proficiency with simple weapons to determine your attack bonus when throwing the blessed container of water. If you give the container to another character for them to throw, they use their proficiency with improvised weapons instead. Prerequisites Master in Religion; good or evil deity --- You imbue water with your deity’s blessing. Choose a container of water on your person that is of light Bulk. For 1 round, if you or an ally throw this container at a foe, it has the damaging effects of holy water (if you follow a good deity) or unholy water (if you follow an evil deity). The water’s transient power doesn’t make it gain any value, allow it to be used to supply the cost for a spell or ritual, and so on. If you have legendary proficiency in Religion, you can sanctify three containers held by you or allies within your reach instead of one.","feat":["Sanctify Water"],"skill_mod":{},"summary":"You imbue water with your deity’s blessing","primary_source":"Gods & Magic","trait_group":["Feat"],"level":7,"prerequisite":"Master in Religion; good or evil deity","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=1185","name":"Sanctify Water","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1185"},{"skill_mod":{},"summary":"You have come to see the overlap between two deities’ teachings","primary_source":"Gods & Magic","trait_group":["Class"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"you follow a deity","source_category":["Lost Omens"],"source":["Gods & Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1186","weakness":{},"name":"Syncretism","trait":["Cleric"],"id":"feat-1186","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Syncretism Source Gods & Magic pg. 105 PFS Note Remove the final sentence of Syncretism that specifies the feat’s benefit if your cleric doctrine is not cloistered cleric or warpriest. Prerequisites you follow a deity --- You have come to see the overlap between two deities’ teachings. Choose a second deity. You must meet their alignment requirements, and you are subject to their edicts and anathema. If you are a cloistered cleric, select one of that deity’s domains, gaining the benefits of the Expanded Domain Initiate feat with that domain. If you are a warpriest, you gain the favored weapon of that deity as a second favored weapon, and it gains the benefits of feats and abilities you have that affect your deity’s favored weapon, such as Deadly Simplicity. If you have a different doctrine than cloistered cleric or warpriest, either apply whichever of the above options is most appropriate for your doctrine, or, at the GM’s discretion, add a benefit from the second deity more closely tied to your doctrine.","category":"feat","pfs":"Standard","feat":["Syncretism"],"rarity":"common","slug":"feat-1186"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Dedication","Uncommon"],"id":"feat-1187","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Juggler Dedication May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 74 Archetype Juggler Prerequisites Dexterity 14 --- You become trained in Performance; if you were already trained in Performance, you instead become trained in a skill of your choice. You also gain the Juggle skill feat, even if you don’t meet its prerequisites. Special You cannot select another dedication feat until you have gained one other feat from the juggler archetype. Juggler Dedication leads to... Focused Juggler, Lobbed Attack, Opportune Throw, Quick Juggler, Reflexive Catch","feat":["Juggler Dedication"],"skill_mod":{},"summary":"You become trained in Performance and gain the Juggle skill feat","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Dexterity 14","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1187","archetype":["Juggler"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Juggler Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1187"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Concentrate","Manipulate","Uncommon"],"id":"feat-1188","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Focused Juggler Free Action May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 74 Archetype Juggler Prerequisites Juggler Dedication Trigger Your turn begins. --- You continue Juggling until the end of your next turn. Increase the maximum number of items you can Juggle by one.","feat":["Focused Juggler"],"skill_mod":{},"summary":"You continue Juggling until the end of your next turn.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Mechanics","Rarity"],"level":4,"prerequisite":"Juggler Dedication","source_category":["Adventure Paths"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=1188","archetype":["Juggler"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Focused Juggler","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"feat-1188"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Performance","Performance"],"trait":["Archetype","Uncommon"],"id":"feat-1189","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Quick Juggler May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 74 Archetype Juggler Prerequisites Expert in Performance; Juggler Dedication --- When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one.","feat":["Quick Juggler"],"skill_mod":{},"summary":"When you start to Juggle or add another item to those you are Juggling, you add two items instead of one.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Expert in Performance; Juggler Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1189","archetype":["Juggler"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Quick Juggler","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1189"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Acrobatics","Acrobatics"],"trait":["Archetype","Concentrate","Manipulate","Uncommon"],"id":"feat-1190","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Reflexive Catch Reaction May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 74 Archetype Juggler Prerequisites Expert in Acrobatics; Juggler Dedication Trigger An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon. Requirements The item or thrown weapon is of a Bulk you can Juggle. If the trigger was a thrown weapon attack targeting you, you can’t be flat-footed to the attack. If you were already Juggling, you can’t be Juggling your maximum number of items. --- You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you’re Juggling as a free action, which has the concentrate and manipulate traits.","feat":["Reflexive Catch"],"skill_mod":{},"summary":"Grab an item thrown at you.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Mechanics","Rarity"],"level":4,"prerequisite":"Expert in Acrobatics; Juggler Dedication","source_category":["Adventure Paths"],"requirement":"The item or thrown weapon is of a Bulk you can Juggle . If the trigger was a thrown weapon attack targeting you, you can’t be flat-footed to the attack. If you were already Juggling, you can’t be Juggling your maximum number of items.","trigger":"An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon.","resistance":{},"url":"/Feats.aspx?ID=1190","archetype":["Juggler"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Reflexive Catch","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-1190"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Performance","Performance"],"trait":["Archetype","Uncommon"],"id":"feat-1191","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Lobbed Attack Single Action May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 74 Archetype Juggler Prerequisites Master in Performance; Juggler Dedication Requirements You are Juggling a thrown weapon. --- You make a thrown ranged Strike with the required weapon, using the weapon’s normal range increment. This attack doesn’t trigger reactions, and if the target has never seen you use this feat before, the target is flat-footed against this attack.","feat":["Lobbed Attack"],"skill_mod":{},"summary":"Make an unexpected ranged attack with a Juggled item.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Master in Performance; Juggler Dedication","source_category":["Adventure Paths"],"requirement":"You are Juggling a thrown weapon.","resistance":{},"url":"/Feats.aspx?ID=1191","archetype":["Juggler"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Lobbed Attack","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-1191"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Performance","Performance"],"trait":["Archetype","Uncommon"],"id":"feat-1192","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Opportune Throw Reaction May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 74 Archetype Juggler Prerequisites Legendary in Performance; Juggler Dedication Trigger A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Requirements You are Juggling a thrown weapon. --- You make a thrown ranged Strike with the required weapon against the triggering creature. If you critically succeed and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count against your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.","feat":["Opportune Throw"],"skill_mod":{},"summary":"Make a ranged attack with a Juggled item against a vulnerable creature.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Rarity"],"level":16,"prerequisite":"Legendary in Performance; Juggler Dedication","source_category":["Adventure Paths"],"requirement":"You are Juggling a thrown weapon.","trigger":"A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.","resistance":{},"url":"/Feats.aspx?ID=1192","archetype":["Juggler"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Opportune Throw","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-1192"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Acrobatics","Athletics"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-1193","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Staff Acrobat Dedication May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 75 Archetype Staff Acrobat Prerequisites Dexterity 16; Trained in Acrobatics; Trained in Athletics; trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as “your staff”) --- When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don’t have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead. Special You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype. Staff Acrobat Dedication leads to... Bullying Staff, Levering Strike, Pivot Strike, Staff Sweep, Whirlwind Stance","feat":["Staff Acrobat Dedication"],"skill_mod":{},"summary":"Gain bonuses when using your staff as an implement to aid Acrobatics and Athletics actions.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Dexterity 16; Trained in Acrobatics; Trained in Athletics; trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as “your staff”)","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1193","archetype":["Staff Acrobat"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Staff Acrobat Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1193"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Uncommon"],"id":"feat-1194","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Bullying Staff May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 75 Archetype Staff Acrobat Prerequisites Staff Acrobat Dedication Requirements You are wielding your staff. --- You can attempt to Shove or Trip creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to Shove or Trip creatures up to three sizes larger than you.","feat":["Bullying Staff"],"skill_mod":{},"summary":"You can Shove and Trip larger creatures.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Staff Acrobat Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding your staff.","resistance":{},"url":"/Feats.aspx?ID=1194","archetype":["Staff Acrobat"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Bullying Staff","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1194"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Flourish","Uncommon"],"id":"feat-1195","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Staff Sweep Single Action May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 75 Archetype Staff Acrobat Prerequisites Staff Acrobat Dedication Requirements You are wielding your staff. --- You sweep your foes away with your staff. Roll an Athletics check to Shove or Trip, and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart.","feat":["Staff Sweep"],"skill_mod":{},"summary":"You sweep your foes away with your staff.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Mechanics","Rarity"],"level":6,"prerequisite":"Staff Acrobat Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding your staff.","resistance":{},"url":"/Feats.aspx?ID=1195","archetype":["Staff Acrobat"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Staff Sweep","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-1195"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Press","Uncommon"],"id":"feat-1196","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Levering Strike Two Actions May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 75 Archetype Staff Acrobat Prerequisites Staff Acrobat Dedication Requirements You are wielding your staff. --- Make a Strike with your staff. As long as you don’t critically fail, the target becomes flat-footed and takes a –2 circumstance penalty to its DC against Shove, Trip, and Tumble Through attempts until the start of your next turn.","feat":["Levering Strike"],"skill_mod":{},"summary":"Strike your foe and make them unbalanced","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Mechanics","Rarity"],"level":8,"prerequisite":"Staff Acrobat Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding your staff.","resistance":{},"url":"/Feats.aspx?ID=1196","archetype":["Staff Acrobat"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Levering Strike","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-1196"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Flourish","Stance","Uncommon"],"id":"feat-1197","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Whirlwind Stance Single Action May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 75 Archetype Staff Acrobat Prerequisites Staff Acrobat Dedication; expert proficiency in your staff Requirements You are wielding your staff, which must have the parry trait. --- You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance.","feat":["Whirlwind Stance"],"skill_mod":{},"summary":"You use your staff as a defensive implement as well as an offensive one.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Mechanics","Class-Specific","Rarity"],"level":10,"prerequisite":"Staff Acrobat Dedication; expert proficiency in your staff","source_category":["Adventure Paths"],"requirement":"You are wielding your staff, which must have the parry trait.","resistance":{},"url":"/Feats.aspx?ID=1197","archetype":["Staff Acrobat"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Whirlwind Stance","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-1197"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Attack","Open","Uncommon"],"id":"feat-1198","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Pivot Strike Two Actions May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 75 Archetype Staff Acrobat Prerequisites Staff Acrobat Dedication Requirements You are wielding your staff. --- You Leap and then Strike using your staff. You gain a circumstance bonus to damage for the Strike equal to twice the number of weapon damage dice. Regardless of whether your Strike hit, you can then attempt to Shove or Trip the target.","feat":["Pivot Strike"],"skill_mod":{},"summary":"You Leap and then Strike using your staff.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Feat","Mechanics","Rarity"],"level":14,"prerequisite":"Staff Acrobat Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding your staff.","resistance":{},"url":"/Feats.aspx?ID=1198","archetype":["Staff Acrobat"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Pivot Strike","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-1198"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #151: The Show Must Go On"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Performance","Performance"],"trait":["Concentrate","General","Manipulate","Skill","Uncommon"],"id":"feat-1199","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Juggle Single Action May contain spoilers from Extinction Curse Source Pathfinder #151: The Show Must Go On pg. 76 Prerequisites Dexterity 16; Trained in Performance --- You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways. You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle. You can also use this action to continue Juggling as long as you aren’t fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour. As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.","feat":["Juggle"],"skill_mod":{},"summary":"You can Juggle items and still use your hands between tosses.","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Mechanics","Feat","Rarity"],"level":2,"prerequisite":"Dexterity 16; Trained in Performance","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1199","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Juggle","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-1199"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Nature","Nature"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-1201","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Animal Trainer Dedication May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 76 Archetype [Animal Trainer ](/Archetypes.aspx?ID=38) Prerequisites Trained in Nature --- You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in Performance instead of the skill listed for its type. Special You can’t select another dedication feat until you’ve gained two other feats from the animal trainer archetype. Animal Trainer Dedication leads to... Beast Speaker, Insistent Command, Mature Trained Companion","feat":["Animal Trainer Dedication"],"skill_mod":{},"summary":"You gain a young animal companion.","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Nature","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1201","archetype":["Animal Trainer\r\n"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Animal Trainer Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1201"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Uncommon"],"id":"feat-1202","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Beast Speaker May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 76 Archetype [Animal Trainer ](/Archetypes.aspx?ID=38) Prerequisites Animal Trainer Dedication --- You constantly have the effects of speak with animals as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to Diplomacy checks to Make a Request of animals while this spell is active.","feat":["Beast Speaker"],"skill_mod":{},"summary":"You can speak with animals.","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Animal Trainer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1202","archetype":["Animal Trainer\r\n"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Beast Speaker","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1202"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Uncommon"],"id":"feat-1203","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Mature Trained Companion May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 76 Archetype [Animal Trainer ](/Archetypes.aspx?ID=38) Prerequisites Animal Trainer Dedication --- Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in Performance to expert instead of one of the three skill increases for mature. It gains the Mesmerizing Performance advanced maneuver, rather than the normal advanced maneuver for its type. Mature Trained Companion leads to... Splendid Companion","feat":["Mature Trained Companion"],"skill_mod":{},"summary":"Your animal companion grows up, becoming a mature animal companion.\r\n","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Animal Trainer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1203","archetype":["Animal Trainer\r\n"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Mature Trained Companion","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1203"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Nature","Nature"],"trait":["Archetype","Skill","Uncommon"],"id":"feat-1207","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Insistent Command May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 76 Archetype [Animal Trainer ](/Archetypes.aspx?ID=38) Prerequisites Master in Nature; Animal Trainer Dedication --- When you roll a success to Command an Animal, you get a critical success; if you roll a critical failure, you get a failure.","feat":["Insistent Command"],"skill_mod":{},"summary":"When you roll a success to Command an Animal, you get a critical success.","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Master in Nature; Animal Trainer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1207","archetype":["Animal Trainer\r\n"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Insistent Command","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1207"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Uncommon"],"id":"feat-1208","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Splendid Companion May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 76 Archetype [Animal Trainer ](/Archetypes.aspx?ID=38) Prerequisites Mature Trained Companion --- Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in Performance to master instead of Athletics or Acrobatics. Splendid Companion leads to... Specialized Companion","feat":["Splendid Companion"],"skill_mod":{},"summary":"Your animal companion continues to develop.\r\n","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Mature Trained Companion","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1208","archetype":["Animal Trainer\r\n"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Splendid Companion","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1208"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #152: Legacy of the Lost God"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Uncommon"],"id":"feat-1209","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Specialized Companion May contain spoilers from Extinction Curse Source Pathfinder #152: Legacy of the Lost God pg. 76 Archetype [Animal Trainer ](/Archetypes.aspx?ID=38) Prerequisites Splendid Companion --- The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice. Increase its proficiency rank in Performance to legendary instead of one of the specialization's skill increases.","feat":["Specialized Companion"],"skill_mod":{},"summary":"Your animal companion gains a specialization.","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Feat","Rarity"],"level":18,"prerequisite":"Splendid Companion","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1209","archetype":["Animal Trainer\r\n"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Specialized Companion","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1209"},{"primary_source_category":"Rulebooks","source":["Gamemastery Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Auditory","General","Linguistic","Mental","Skill","Stamina"],"id":"feat-1210","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Encouraging Words Single Action Source Gamemastery Guide pg. 201 Prerequisites Trained in Diplomacy Requirements The target ally lost Stamina Points within the last round. --- You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a Diplomacy check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in Diplomacy, you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day. Critical Success The ally recovers 2d8 Stamina Points. Success The ally recovers 1d8 Stamina Points. Critical Failure The ally takes 1d8 mental damage, but this can reduce only Stamina Points, never Hit Points.","feat":["Encouraging Words"],"skill_mod":{},"summary":"You give an ally a quick pep talk, helping them recover.","primary_source":"Gamemastery Guide","trait_group":["Sense","Feat","Mechanics","AoN-Special","Variant Rules"],"level":2,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"requirement":"The target ally lost Stamina Points within the last round.","resistance":{},"url":"/Feats.aspx?ID=1210","name":"Encouraging Words","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-1210"},{"skill_mod":{},"summary":"Regain Stamina Points equal to half your maximum.","primary_source":"Gamemastery Guide","trait_group":["Feat","AoN-Special","Variant Rules"],"cost":"1 Resolve Point","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Gamemastery Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1211","weakness":{},"name":"Steel Your Resolve","trait":["General","Stamina"],"actions_number":2,"id":"feat-1211","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"\" > Steel Your Resolve Single Action Source Gamemastery Guide pg. 201 Cost 1 Resolve Point --- Regain Stamina Points equal to half your maximum.","category":"feat","actions":"Single Action","feat":["Steel Your Resolve"],"rarity":"common","slug":"feat-1211"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Lore","Lore","Lore"],"trait":["General","Skill","Uncommon"],"id":"feat-1213","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Ravening's Desperation May contain spoilers from Extinction Curse Source Pathfinder #153: Life's Long Shadows pg. 67 Prerequisites trained in Zevgavizeb Lore --- Your study of the Beast of Gluttondark has taught you how to make do in the most trying of circumstances rather than succumb to weakness. As long as your current Hit Points are less than half your maximum Hit Points, you gain a +1 circumstance bonus to Survival and Stealth checks. If your current Hit Points are less than a quarter your maximum Hit Points, the circumstance bonus is +2 instead.","feat":["Ravening's Desperation"],"skill_mod":{},"summary":"Your study of the Beast of Gluttondark has taught you how to make do in the most trying of circumstances rather than succumb to weakness.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat","Rarity"],"level":1,"prerequisite":"trained in Zevgavizeb Lore","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1213","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Ravening's Desperation","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1213"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Manipulate","Shoony"],"id":"feat-1214","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dig Quickly Two Actions Source Pathfinder #153: Life's Long Shadows pg. 72 Requirements You are standing on dirt, sand, snow, or similar particulate material. --- Your hands work as effectively as shovels when you need to dig a quick hole. You dig a shallow pit in the square you currently occupy, turning the square into difficult terrain (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking persistent fire damage can immediately attempt an additional flat DC 15 check to end the persistent damage. Dig Quickly leads to... Sodbuster","feat":["Dig Quickly"],"skill_mod":{},"summary":"Your hands work as effectively as shovels when you need to dig a quick hole.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Mechanics","Ancestry"],"level":1,"source_category":["Adventure Paths"],"requirement":"You are standing on dirt, sand, snow, or similar particulate material.","resistance":{},"url":"/Feats.aspx?ID=1214","source_group":["Extinction Curse"],"name":"Dig Quickly","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1214"},{"skill_mod":{},"summary":"Your polite manners and natural ability to comfort others make it easy for you to break down cultural barriers and earn strangers’ trust.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1215","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Esteemed Visitor","trait":["Shoony"],"id":"feat-1215","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Esteemed Visitor Source Pathfinder #153: Life's Long Shadows pg. 72 --- Your polite manners and natural ability to comfort others make it easy for you to break down cultural barriers and earn strangers’ trust. While you are in a settlement, when you roll a critical failure on a Diplomacy check to Gather Information or Make an Impression, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Esteemed Visitor"],"rarity":"common","slug":"feat-1215"},{"skill_mod":{},"summary":"You can easily craft objects.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1216","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Handy with Your Paws","trait":["Shoony"],"id":"feat-1216","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Handy with Your Paws Source Pathfinder #153: Life's Long Shadows pg. 72 --- You gain a +1 circumstance bonus to Crafting checks to Repair non-magical items, and you don’t need a repair kit for such repairs as long as you have any amount of junk, spare parts, or debris at your disposal. Handy with Your Paws leads to... Unrivaled Builder","category":"feat","pfs":"Standard","feat":["Handy with Your Paws"],"rarity":"common","slug":"feat-1216"},{"skill_mod":{},"summary":"You are always prepared for fights that frequently disrupt seemingly peaceful times.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1217","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Improvisational Defender","trait":["Shoony"],"id":"feat-1217","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Improvisational Defender Source Pathfinder #153: Life's Long Shadows pg. 72 --- You are always prepared for fights that frequently disrupt seemingly peaceful times. When you use an improvised weapon or a shoddy weapon, you don’t take the –2 item penalty to attack rolls. Improvisational Defender leads to... Improvisational Warrior","category":"feat","pfs":"Standard","feat":["Improvisational Defender"],"rarity":"common","slug":"feat-1217"},{"skill_mod":{},"summary":"You are used to ducking under foes and can scurry around the battlefield with ease.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1218","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Scamper Underfoot","trait":["Shoony"],"id":"feat-1218","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scamper Underfoot Source Pathfinder #153: Life's Long Shadows pg. 72 --- You are used to ducking under foes and can scurry around the battlefield with ease. You gain a +1 circumstance bonus to Acrobatics checks to Tumble Through the spaces of Medium or larger enemies, and the presence of an enemy doesn’t make the squares difficult terrain. Scamper Underfoot leads to... Tough Tumbler","category":"feat","pfs":"Standard","feat":["Scamper Underfoot"],"rarity":"common","slug":"feat-1218"},{"skill_mod":{},"summary":"Growing up in shoony society, you learned the value of honesty, friendship, and hard work, even during trying times.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1219","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Shoony Lore","trait":["Shoony"],"id":"feat-1219","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shoony Lore Source Pathfinder #153: Life's Long Shadows pg. 72 --- Growing up in shoony society, you learned the value of honesty, friendship, and hard work, even during trying times. You gain the trained proficiency rank in Diplomacy and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Shoony Lore.","category":"feat","pfs":"Standard","feat":["Shoony Lore"],"rarity":"common","slug":"feat-1219"},{"skill_mod":{},"summary":"You have incredible empathy for your friends and family, and you have an innate timing for helping others in distress.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":5,"source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1220","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Loyal Empath","trait":["Shoony"],"id":"feat-1220","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Loyal Empath Source Pathfinder #153: Life's Long Shadows pg. 73 --- You have incredible empathy for your friends and family, and you have an innate timing for helping others in distress. You can use the Aid reaction to grant a bonus to another creature’s Will saving throw. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to bravely withstand the effect. Loyal Empath leads to... Steadfast Ally","category":"feat","pfs":"Standard","feat":["Loyal Empath"],"rarity":"common","slug":"feat-1220"},{"skill_mod":{},"summary":"You’re skilled at navigating bogs and marshes, even for a paddler shoony.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":5,"prerequisite":"Paddler Shoony heritage","source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1221","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Practiced Paddler","trait":["Shoony"],"id":"feat-1221","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Practiced Paddler Source Pathfinder #153: Life's Long Shadows pg. 73 Prerequisites Paddler Shoony heritage --- You’re skilled at navigating bogs and marshes, even for a paddler shoony. You gain a swim Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Practiced Paddler"],"rarity":"common","slug":"feat-1221"},{"skill_mod":{},"summary":"You’ve taken your share of licks while scurrying around the battlefield and know how to defend yourself against opportunistic attackers.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":5,"prerequisite":"Scamper Underfoot","source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1222","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Tough Tumbler","trait":["Shoony"],"id":"feat-1222","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tough Tumbler Source Pathfinder #153: Life's Long Shadows pg. 73 Prerequisites Scamper Underfoot --- You’ve taken your share of licks while scurrying around the battlefield and know how to defend yourself against opportunistic attackers. Your movement ends only when you critically fail an Acrobatics check to Tumble Through an enemy’s space (or when you don’t have enough Speed to move all the way through its space). You still trigger reactions on a failure to Tumble Through, but you gain a +1 circumstance bonus to AC against attacks that you trigger in this way.","category":"feat","pfs":"Standard","feat":["Tough Tumbler"],"rarity":"common","slug":"feat-1222"},{"skill_mod":{},"summary":"You have increased skill with improvised weapons.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":9,"prerequisite":"Improvisational Defender","source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1223","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Improvisational Warrior","trait":["Shoony"],"id":"feat-1223","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Improvisational Warrior Source Pathfinder #153: Life's Long Shadows pg. 73 Prerequisites Improvisational Defender --- When you use an improvised weapon, you apply the critical specialization of a brawling weapon to it. Depending on the shape and nature of the improvised weapon, your GM might determine another weapon group’s critical specialization is more appropriate.","category":"feat","pfs":"Standard","feat":["Improvisational Warrior"],"rarity":"common","slug":"feat-1223"},{"skill_mod":{},"summary":"Years toiling in soil have made you an expert digger.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":9,"prerequisite":"Dig Quickly","source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1224","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Sodbuster","trait":["Shoony"],"id":"feat-1224","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Sodbuster Source Pathfinder #153: Life's Long Shadows pg. 73 Prerequisites Dig Quickly --- Years toiling in soil have made you an expert digger. You gain a burrow Speed of 10 feet through loose soil or dirt.","category":"feat","pfs":"Standard","feat":["Sodbuster"],"rarity":"common","slug":"feat-1224"},{"skill_mod":{},"summary":"Your presence alone is enough to provide your allies with emotional support.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":13,"prerequisite":"Loyal Empath","source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1225","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Steadfast Ally","trait":["Shoony"],"id":"feat-1225","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Steadfast Ally Source Pathfinder #153: Life's Long Shadows pg. 73 Prerequisites Loyal Empath --- Your presence alone is enough to provide your allies with emotional support. You can use the Aid reaction to grant a bonus to another creature’s Will saving throw even when you haven’t prepared to help.","category":"feat","pfs":"Standard","feat":["Steadfast Ally"],"rarity":"common","slug":"feat-1225"},{"skill_mod":{},"summary":"Building things is like solving a puzzle, and you know how to use anything at your disposal to get the job done.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry"],"primary_source_category":"Adventure Paths","level":13,"prerequisite":"Handy with Your Paws","source_category":["Adventure Paths"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1226","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","name":"Unrivaled Builder","trait":["Shoony"],"id":"feat-1226","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Unrivaled Builder Source Pathfinder #153: Life's Long Shadows pg. 73 Prerequisites Handy with Your Paws --- Building things is like solving a puzzle, and you know how to use anything at your disposal to get the job done. You gain creation as a 5th-level innate primal spell. You must have an equivalent Bulk of material to create an item, such as wood or scrap metal to make a wheelbarrow. You can cast this spell once each day.","category":"feat","pfs":"Standard","feat":["Unrivaled Builder"],"rarity":"common","slug":"feat-1226"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Arcana","Crafting"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-1227","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Golem Grafter Dedication May contain spoilers from Extinction Curse Source Pathfinder #153: Life's Long Shadows pg. 74 Archetype Golem Grafter Prerequisites expert in Arcana and Crafting, or an ally with expert proficiency in those skills willing to augment you --- Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems. Increase your maximum Hit Points by an amount equal to your level. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the golem grafter archetype. Special You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype. Golem Grafter Dedication leads to... Accursed Clay Fist, Iron Lung, Legs of Stone, Quicken Heartbeat","feat":["Golem Grafter Dedication"],"skill_mod":{},"summary":"Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"expert in Arcana and Crafting, or an ally with expert proficiency in those skills willing to augment you","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1227","archetype":["Golem Grafter"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Golem Grafter Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1227"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype","Curse"],"id":"feat-1228","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Accursed Clay Fist Source Pathfinder #153: Life's Long Shadows pg. 74 Archetype Golem Grafter Prerequisites Golem Grafter Dedication; expert in unarmed attacks --- You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed Strike with your clay fist and hit, your target takes a –2 status penalty to saving throws against curse effects for 1 hour. Special The damage die for your clay fist is 1d8, and it loses the agile and finesse traits of a typical fist.","feat":["Accursed Clay Fist"],"skill_mod":{},"summary":"You have replaced one of your forearms with one made of clay and infused with cursed arcane magic.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat","Affliction"],"level":10,"prerequisite":"Golem Grafter Dedication; expert in unarmed attacks","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1228","archetype":["Golem Grafter"],"source_group":["Extinction Curse"],"name":"Accursed Clay Fist","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1228"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype"],"id":"feat-1229","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Quicken Heartbeat Single Action Source Pathfinder #153: Life's Long Shadows pg. 74 Archetype Golem Grafter Frequency once per turn Prerequisites Golem Grafter Dedication --- You’ve replaced your heart with one made of animated quicksilver and living adamantine. You reduce your slowed condition by 1. Alternatively, if you are not slowed, you are quickened 1 during your next turn, and can use your extra action to Stride or Strike.","feat":["Quicken Heartbeat"],"skill_mod":{},"summary":"You’ve replaced your heart with one made of animated quicksilver and living adamantine.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat"],"level":10,"prerequisite":"Golem Grafter Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1229","archetype":["Golem Grafter"],"source_group":["Extinction Curse"],"name":"Quicken Heartbeat","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-1229"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype"],"id":"feat-1230","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Legs of Stone Source Pathfinder #153: Life's Long Shadows pg. 74 Archetype Golem Grafter Prerequisites Golem Grafter Dedication --- You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. You can Shove creatures even if you don’t have a hand free. When you successfully Shove a foe, you can Stride away from your opponent (instead of toward it), but you must move the same distance in the opposite direction from where you Shoved it.","feat":["Legs of Stone"],"skill_mod":{},"summary":"You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat"],"level":12,"prerequisite":"Golem Grafter Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1230","archetype":["Golem Grafter"],"source_group":["Extinction Curse"],"name":"Legs of Stone","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1230"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype"],"id":"feat-1231","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Iron Lung Source Pathfinder #153: Life's Long Shadows pg. 74 Archetype Golem Grafter Prerequisites Golem Grafter Dedication --- Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability. Exhale Poison (arcane, necromancy, poison) Two Actions Frequency once per hour; Requirement You were within the area of an inhaled poison within the last minute; Effect You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged.","feat":["Iron Lung"],"skill_mod":{},"summary":"Your lungs are infused with the resilience of iron.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat"],"level":14,"prerequisite":"Golem Grafter Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1231","archetype":["Golem Grafter"],"source_group":["Extinction Curse"],"name":"Iron Lung","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1231"},{"access":"You must befriend at least one Turpin Rowe logger.","primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Survival","Survival"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-1232","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Turpin Rowe Lumberjack Dedication May contain spoilers from Extinction Curse Source Pathfinder #153: Life's Long Shadows pg. 75 Archetype Turpin Rowe Lumberjack Prerequisites Trained in Survival Access You must befriend at least one Turpin Rowe logger. --- Your logging training has made you intimately familiar with all aspects of forestry, and you have trained extensively to reach around trees and utilize their bulk to your advantage. You become trained in Milling Lore and Forest Lore, or an expert if you were already trained. You can always Take Cover when you are within forest terrain to gain cover, even if you’re not next to an obstacle you can Take Cover behind. In addition, any enemy who gains standard cover from a tree gains only lesser cover against your attacks (or only standard cover, if the enemy otherwise gains greater cover). Special You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype. Turpin Rowe Lumberjack Dedication leads to... Axe Climber, Axe Thrower, Log Roll, Widen the Gap","feat":["Turpin Rowe Lumberjack Dedication"],"skill_mod":{},"summary":"Your logging training has made you intimately familiar with all aspects of forestry.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Survival","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1232","archetype":["Turpin Rowe Lumberjack"],"source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Turpin Rowe Lumberjack Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1232"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype"],"id":"feat-1233","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Axe Climber Source Pathfinder #153: Life's Long Shadows pg. 75 Archetype Turpin Rowe Lumberjack Prerequisites Turpin Rowe Lumberjack Dedication --- When you are climbing a wooden surface and have a hatchet or battle axe in each hand, you have a climb Speed equal to half your normal Speed. You must still have both legs available to climb and can’t use either of the axes in combat while climbing. This feat can also be used to climb a surface of ice if you have a light pick in each hand.","feat":["Axe Climber"],"skill_mod":{},"summary":"You can climb wooden surfaces using axes.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat"],"level":4,"prerequisite":"Turpin Rowe Lumberjack Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1233","archetype":["Turpin Rowe Lumberjack"],"source_group":["Extinction Curse"],"name":"Axe Climber","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1233"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype"],"id":"feat-1234","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Log Roll Single Action Source Pathfinder #153: Life's Long Shadows pg. 75 Archetype Turpin Rowe Lumberjack Prerequisites Turpin Rowe Lumberjack Dedication Requirements You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is flat-footed. --- You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady. Attempt an Acrobatics check against the adjacent creature’s Reflex saving throw DC. On a success, the creature falls. On a critical failure, you fall.","feat":["Log Roll"],"skill_mod":{},"summary":"You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat"],"level":4,"prerequisite":"Turpin Rowe Lumberjack Dedication","source_category":["Adventure Paths"],"requirement":"You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is flat-footed.","resistance":{},"url":"/Feats.aspx?ID=1234","archetype":["Turpin Rowe Lumberjack"],"source_group":["Extinction Curse"],"name":"Log Roll","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-1234"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype"],"id":"feat-1235","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Axe Thrower Source Pathfinder #153: Life's Long Shadows pg. 75 Archetype Turpin Rowe Lumberjack Prerequisites Turpin Rowe Lumberjack Dedication --- You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the thrown trait with a range of 10 feet. For axes that already have the thrown trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe’s critical specialization effect.","feat":["Axe Thrower"],"skill_mod":{},"summary":"You have mastered the weight and balance of a variety of axes and can lob them with ease.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat"],"level":6,"prerequisite":"Turpin Rowe Lumberjack Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1235","archetype":["Turpin Rowe Lumberjack"],"source_group":["Extinction Curse"],"name":"Axe Thrower","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1235"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #153: Life's Long Shadows"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Archetype"],"id":"feat-1236","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Widen the Gap Source Pathfinder #153: Life's Long Shadows pg. 75 Archetype Turpin Rowe Lumberjack Prerequisites Turpin Rowe Lumberjack Dedication --- Once you have penetrated a foe’s defenses, you can home in on the same spot to exploit your opponent’s wound and deal some serious damage. The second time you hit and deal damage with a melee axe Strike to the same opponent or object during your turn, you ignore half of the opponent’s or object’s Hardness, if any. If you hit and deal damage with a melee axe Strike to the same opponent or object a third or fourth time during your turn, you ignore all of its Hardness, if any.","feat":["Widen the Gap"],"skill_mod":{},"summary":"Once you have penetrated a foe’s defenses, you can home in on the same spot to exploit your opponent’s wound and deal some serious damage.","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Feat"],"level":10,"prerequisite":"Turpin Rowe Lumberjack Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1236","archetype":["Turpin Rowe Lumberjack"],"source_group":["Extinction Curse"],"name":"Widen the Gap","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-1236"},{"skill_mod":{},"summary":"Your exposure to fey influence has given you some primal magic","primary_source":"Impossible Lands","trait_group":["Rarity","AoN-Special","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens","Society"],"source":["Impossible Lands","PFS Scenario #1-17: The Perennial Crown Part 2, The Thorned Monarch"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1239","weakness":{},"name":"Fey Influence","trait":["Rare","Universal Ancestry"],"id":"feat-1239","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > Fey Influence Source Impossible Lands pg. 126, PFS Scenario #1-17: The Perennial Crown Part 2, The Thorned Monarch pg. 30 PFS Note Characters who have gained access to the Fey Influence feat from a Pathfinder Society scenario gain access to the expanded version of this feat printed in Lost Omens: Impossible Lands. This does not grant access to any additional feats. --- You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features that grants an innate primal spell that can be used once per day. Anteater You can launch your tongue forward as a deadly attack, gaining grim tendrils . Cat Sith You have catlike features and can appear as a mundane cat with pest form (cat only). Cursed Bluebird You have blue feathers or wings. It's terrible luck to harm a bluebird, and you can manifest that power as ill omen . Dryad Your body is covered in elegant vines, granting you summon plant or fungus . Faun Your legs and feet are swift and possibly hooved, granting you fleet step . Gremlin You have long, bat-like ears and gain bane . Monarch You have vestigial, insectile features and gain spider sting . Unicorn You have a magical horn or a prominent symbol of one on your forehead, which you can use to cast heal . Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). Fey Influence leads to... Cannibalize Magic, Drain Emotion, Eldritch Calm, Fey Ascension, Fey Transcendence, Glamour","category":"feat","pfs":"Limited","feat":["Fey Influence"],"rarity":"rare","slug":"feat-1239"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Barbarian","Uncommon"],"id":"feat-1240","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Annihilating Swing Two Actions May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 72 --- You have learned from the brute destructive power of xulgaths and their kind. You make a melee Strike that ignores any resistances the target has. If you target a solid unattended object or surface with your Strike, you might automatically destroy it without an attack roll. If you target any object or surface with Hardness 20 or less that isn't a magic item or the effect of a spell, you destroy it. If the target object or surface is a magic item or the effect of a spell, you attempt to counteract it using your attack bonus with the Strike for the counteract check. On a successful counteract check, you destroy the object or surface unless it has Hardness greater than 20, is an artifact, or is similarly difficult to destroy. You destroy up to a 5-foot cube of an object or surface larger than Medium. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Astonishing Explosion, Banishing Blow, Denier of Destruction, Endurance of the Rooted Tree, Mimic Protections, Reclaim Spell, Reflecting Riposte, Ringmaster's Introduction, Steal Essence, Tenacious Blood Magic, Verdant Presence","feat":["Annihilating Swing"],"skill_mod":{},"summary":"You have learned from the brute destructive power of xulgaths and their kind.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1240","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Annihilating Swing","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-1240"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"primary_source_group":"Extinction Curse","trait":["Additive","Alchemist","Uncommon"],"id":"feat-1241","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Astonishing Explosion Free Action May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 72 Frequency once per minute Trigger You use Quick Alchemy to craft an alchemical bomb that deals splash damage and is at least 2 levels lower than your advanced alchemy level. --- Your bomb incorporates an explosive spark of wonder that leaves witnesses dumbfounded. Any target hit by your Strike with the bomb is fascinated by you for 1 round. On a critical success, the target is also stunned 1. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Banishing Blow, Denier of Destruction, Endurance of the Rooted Tree, Mimic Protections, Reclaim Spell, Reflecting Riposte, Ringmaster's Introduction, Steal Essence, Tenacious Blood Magic, Verdant Presence","feat":["Astonishing Explosion"],"skill_mod":{},"summary":"Your bomb incorporates an explosive spark of wonder that leaves witnesses dumbfounded.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class-Specific","Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"trigger":"You use Quick Alchemy to craft an alchemical bomb that deals splash damage and is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=1241","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Astonishing Explosion","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"feat-1241"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Champion","Uncommon"],"id":"feat-1242","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Banishing Blow Free Action May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 72 Prerequisites Fiendsbane Oath Trigger You use your champion's reaction, triggered by a fiend within your reach. --- The erratic teleportation magic you experienced in the Kortos Mounts has taught you a few tricks. You attempt an Athletics check to Shove the fiend that triggered your champion's reaction; on a success, the target can't teleport or summon creatures for 1 minute. On a critical success, the target is also stunned 1 and can't teleport or summon creatures for 1 hour, and if you are on your home plane and the target is a fiend of level 18 or lower from another plane, it is also banished to its home plane. Your multiple attack penalty doesn't apply to this attack. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Denier of Destruction, Endurance of the Rooted Tree, Mimic Protections, Reclaim Spell, Reflecting Riposte, Ringmaster's Introduction, Steal Essence, Tenacious Blood Magic, Verdant Presence","feat":["Banishing Blow"],"skill_mod":{},"summary":"The erratic teleportation magic you experienced in the Kortos Mounts has taught you a few tricks.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class","Rarity"],"level":20,"prerequisite":"Fiendsbane Oath","source_category":["Adventure Paths"],"trigger":"You use your champion's reaction, triggered by a fiend within your reach.","resistance":{},"url":"/Feats.aspx?ID=1242","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Banishing Blow","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"feat-1242"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Cleric","Uncommon"],"id":"feat-1243","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Denier of Destruction Reaction May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 72 Prerequisites healing font Trigger Any ally within 30 feet that you can heal with your heal spell would take damage from an attack or effect from a source you can observe. Requirements You have a heal spell prepared and you aren't flat-footed to the source of the damage. --- You can manipulate the same energies that the aeon orbs use to sustain life. You cast heal on the triggering target. Instead of its normal effects, the heal spell reduces the triggering damage by an amount equal to the Hit Points a 1-action heal spell of that level would have recovered. As usual, if this reduces the damage to 0, it might also remove additional effects of the triggering attack, such as injury poisons. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Banishing Blow, Endurance of the Rooted Tree, Mimic Protections, Reclaim Spell, Reflecting Riposte, Ringmaster's Introduction, Steal Essence, Tenacious Blood Magic, Verdant Presence","feat":["Denier of Destruction"],"skill_mod":{},"summary":"You can manipulate the same energies that the aeon orbs use to sustain life.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class","Rarity"],"level":20,"prerequisite":"healing font","source_category":["Adventure Paths"],"requirement":"You have a heal spell prepared and you aren't flat-footed to the source of the damage.","trigger":"Any ally within 30 feet that you can heal with your heal spell would take damage from an attack or effect from a source you can observe.","resistance":{},"url":"/Feats.aspx?ID=1243","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Denier of Destruction","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-1243"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Monk","Uncommon"],"id":"feat-1244","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Endurance of the Rooted Tree May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 72 Prerequisites Wholeness of Body --- Just as the Vale of Aroden retains light and life despite inhospitable surroundings, you can sustain yourself regardless of your environment. You don't need to eat, drink, or breathe. In addition, you can cast the wholeness of body ki spell almost effortlessly. You can cast it as a free action that triggers at the start of your turn. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Banishing Blow, Denier of Destruction, Mimic Protections, Reclaim Spell, Reflecting Riposte, Ringmaster's Introduction, Steal Essence, Tenacious Blood Magic, Verdant Presence","feat":["Endurance of the Rooted Tree"],"skill_mod":{},"summary":"Just as the Vale of Aroden retains light and life despite inhospitable surroundings, you can sustain yourself regardless of your environment.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class","Weapon","Rarity"],"level":20,"prerequisite":"Wholeness of Body","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1244","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Endurance of the Rooted Tree","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-1244"},{"skill_mod":{},"summary":"By adopting resonant reflections, you have learned to copy the abilities of other creatures as well.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class","Rarity"],"primary_source_category":"Adventure Paths","level":20,"source_category":["Adventure Paths"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1245","weakness":{},"source_group":["Extinction Curse"],"primary_source_group":"Extinction Curse","spoilers":"Extinction Curse","name":"Mimic Protections","trait":["Ranger","Uncommon"],"id":"feat-1245","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Mimic Protections May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 72 --- By adopting resonant reflections , you have learned to copy the abilities of other creatures as well. When you use Hunt Prey on a foe within 100 feet, you gain resistance 10 to all damage types that target has resistance or immunity to for as long as the foe remains within 100 feet. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Banishing Blow, Denier of Destruction, Endurance of the Rooted Tree, Reclaim Spell, Reflecting Riposte, Ringmaster's Introduction, Steal Essence, Tenacious Blood Magic, Verdant Presence","category":"feat","pfs":"Limited","feat":["Mimic Protections"],"rarity":"uncommon","slug":"feat-1245"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Uncommon","Wizard"],"id":"feat-1246","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Reclaim Spell Single Action May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 72 Prerequisites Reprepare Spell --- You have learned to manipulate reflections of magic, similar to the resonant reflections . You reclaim the magic of an ongoing spell, using it reprepare a spell with a duration. You Dismiss a Spell of 4th level or lower that you cast today from a spell slot with at least half its duration remaining, even if that spell can't normally be Dismissed. You can then spend 10 minutes to reprepare the spell in that spell slot, as Reprepare Spell. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Banishing Blow, Denier of Destruction, Endurance of the Rooted Tree, Mimic Protections, Reflecting Riposte, Ringmaster's Introduction, Steal Essence, Tenacious Blood Magic, Verdant Presence","feat":["Reclaim Spell"],"skill_mod":{},"summary":"You have learned to manipulate reflections of magic, similar to the resonant reflections.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Rarity","Class"],"level":20,"prerequisite":"Reprepare Spell","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=1246","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Reclaim Spell","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-1246"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Fighter","Uncommon"],"id":"feat-1247","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Reflecting Riposte Reaction May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 72 Prerequisites Dueling Riposte, Mirror Shield, or Twin Riposte Trigger An opponent casts a spell and you critically succeed at a saving throw against it. Requirements You have a shield raised or are benefiting from Dueling Parry or Twin Parry. --- You attempt to counteract the triggering spell using powerful magical techniques observed in the Kortos Mounts. Use your attack roll modifier with your shield or parrying weapon for your counteract check. If you counteract the spell, it is reflected upon the caster. If the spell targeted individual creatures, it targets the caster only. If the spell targeted an area centered on a point, the new area is centered on the caster. If the spell was a cone or line, the cone or line emanates from you toward the caster. If the spell has a save DC, it uses your class DC, and if it requires a spell attack roll, use the same attack roll modifier as the counteract check. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Banishing Blow, Denier of Destruction, Endurance of the Rooted Tree, Mimic Protections, Reclaim Spell, Ringmaster's Introduction, Steal Essence, Tenacious Blood Magic, Verdant Presence","feat":["Reflecting Riposte"],"skill_mod":{},"summary":"You attempt to counteract the triggering spell using powerful magical techniques observed in the Kortos Mounts.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class","Rarity"],"level":20,"prerequisite":"Dueling Riposte, Mirror Shield, or Twin Riposte","source_category":["Adventure Paths"],"requirement":"You have a shield raised or are benefiting from Dueling Parry or Twin Parry .","trigger":"An opponent casts a spell and you critically succeed at a saving throw against it.","resistance":{},"url":"/Feats.aspx?ID=1247","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Reflecting Riposte","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-1247"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","trait":["Auditory","Bard","Uncommon"],"id":"feat-1248","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Ringmaster's Introduction Reaction May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 73 Trigger An ally's turn begins. Requirements The ally hasn't acted in the current combat. --- You announce the triggering ally with a litany of their legendary achievements, spurring them to action. The target is quickened this turn and can spend the extra action to Stride, Strike, Demoralize, Feint, or Perform. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Banishing Blow, Denier of Destruction, Endurance of the Rooted Tree, Mimic Protections, Reclaim Spell, Reflecting Riposte, Steal Essence, Tenacious Blood Magic, Verdant Presence","feat":["Ringmaster's Introduction"],"skill_mod":{},"summary":"You announce the triggering ally with a litany of their legendary achievements, spurring them to action.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Sense","Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"requirement":"The ally hasn't acted in the current combat.","trigger":"An ally's turn begins.","resistance":{},"url":"/Feats.aspx?ID=1248","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Ringmaster's Introduction","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-1248"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Extinction Curse","skill":["Thievery","Arcana","Nature","Occultism","Religion","Thievery","Arcana","Nature","Occultism","Religion","Thievery","Arcana","Nature","Occultism","Religion"],"trait":["Rogue","Uncommon"],"id":"feat-1249","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Steal Essence Two Actions May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 73 Prerequisites legendary in Thievery or master in Arcana, Nature, Occultism, or Religion Requirements A magic item is within your reach. --- Being in the presence of the aeon orbs as they deteriorated has taught you how to siphon energy, and you do so with the required magic item. The DC to steal the properties of a magic item is equal to the DC for the item's level or the normal DC to Steal the item, whichever is higher. The targeted item then becomes temporarily immune for 24 hours. If the object was on a creature, that creature is also temporarily immune (which prevents you from attempting to Steal the Essence of another object on it). If you successfully steal the properties of an item, it loses its magical properties for 24 hours and you can move those properties to a non-magical object of the same general kind (such as moving a hat's properties to another piece of headgear or moving a weapon's properties to another weapon) for the same length of time. If the moved properties are counteracted, they return immediately to the original item. You automatically fail to Steal the Essence of an artifact, cursed item, or similar item. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Banishing Blow, Denier of Destruction, Endurance of the Rooted Tree, Mimic Protections, Reclaim Spell, Reflecting Riposte, Ringmaster's Introduction, Tenacious Blood Magic, Verdant Presence","feat":["Steal Essence"],"skill_mod":{},"summary":"Being in the presence of the aeon orbs as they deteriorated has taught you how to siphon energy, and you do so with the required magic item.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class","Rarity"],"level":20,"prerequisite":"legendary in Thievery or master in Arcana, Nature, Occultism, or Religion","source_category":["Adventure Paths"],"requirement":"A magic item is within your reach.","resistance":{},"url":"/Feats.aspx?ID=1249","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Steal Essence","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-1249"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"primary_source_group":"Extinction Curse","trait":["Sorcerer","Uncommon"],"id":"feat-1250","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Tenacious Blood Magic Free Action May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 73 Frequency once per minute Trigger You apply an effect from your blood magic that lasts for 1 round. --- You have learned how to invest magic more deeply by witnessing Aroden's works. The triggering blood magic effect lasts for 1 minute instead of 1 round. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Banishing Blow, Denier of Destruction, Endurance of the Rooted Tree, Mimic Protections, Reclaim Spell, Reflecting Riposte, Ringmaster's Introduction, Steal Essence, Verdant Presence","feat":["Tenacious Blood Magic"],"skill_mod":{},"summary":"You have learned how to invest magic more deeply by witnessing Aroden's works.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"trigger":"You apply an effect from your blood magic that lasts for 1 round.","resistance":{},"url":"/Feats.aspx?ID=1250","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Tenacious Blood Magic","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"feat-1250"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Extinction Curse","trait":["Druid","Uncommon"],"id":"feat-1251","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Verdant Presence Reaction May contain spoilers from Extinction Curse Source Pathfinder #156: The Apocalypse Prophet pg. 73 Frequency once per hour Trigger You take damage or cast a primal spell. --- The life-giving properties of the aeon orbs flourish within you. Small plants or fungi magically appear on all surfaces in a 60-foot emanation around you. This life withers after 1 day unless the environment can support it. You can choose one of the following options each time you use this feat. You can cause any number of 5-foot squares in the area to be light undergrowth, which is difficult terrain and provides lesser cover. You can cause a tree or giant mushroom to appear in any unoccupied location in the area; it occupies an entire 5-foot square and provides standard cover. The tree or mushroom has 5 Hardness and 50 Hit Points. Capstone Feats Source Pathfinder #156: The Apocalypse Prophet pg. 72 Characters who have reached 20th level can choose from the following feats, representing the pinnacle of mortal power influenced by their triumphs. Related Feats : Annihilating Swing, Astonishing Explosion, Banishing Blow, Denier of Destruction, Endurance of the Rooted Tree, Mimic Protections, Reclaim Spell, Reflecting Riposte, Ringmaster's Introduction, Steal Essence, Tenacious Blood Magic","feat":["Verdant Presence"],"skill_mod":{},"summary":"The life-giving properties of the aeon orbs flourish within you.","primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"trigger":"You take damage or cast a primal spell.","resistance":{},"url":"/Feats.aspx?ID=1251","source_group":["Extinction Curse"],"spoilers":"Extinction Curse","name":"Verdant Presence","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-1251"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Catfolk","Fortune"],"id":"feat-1253","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cat's Luck Free Action Source Advanced Player's Guide pg. 10 Frequency once per day Trigger You fail a Reflex saving throw. --- You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result. Cat's Luck leads to... Expanded Luck, Lucky Break, Reliable Luck, Sense for Trouble, Shared Luck (Catfolk)","feat":["Cat's Luck"],"skill_mod":{},"summary":"You instinctively twist away from danger.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"trigger":"You fail a Reflex saving throw.","resistance":{},"url":"/Feats.aspx?ID=1253","name":"Cat's Luck","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1253"},{"skill_mod":{},"summary":"Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1254","weakness":{},"name":"Catfolk Lore","trait":["Catfolk"],"id":"feat-1254","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Catfolk Lore Source Advanced Player's Guide pg. 10 --- Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble. You gain the trained proficiency rank in Acrobatics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Catfolk Lore.","category":"feat","pfs":"Standard","feat":["Catfolk Lore"],"rarity":"common","slug":"feat-1254"},{"skill_mod":{},"summary":"You favor weapons that you can use with quick, darting slashes like a cat's claws.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1255","weakness":{},"name":"Catfolk Weapon Familiarity","trait":["Catfolk"],"id":"feat-1255","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Catfolk Weapon Familiarity Source Advanced Player's Guide pg. 10 --- You favor weapons that you can use with quick, darting slashes like a cat's claws. You are trained with the hatchet, kama, kukri, scimitar, and sickle. In addition, you gain access to kama, kukris, and all uncommon catfolk weapons. For you, martial catfolk weapons are simple weapons and advanced catfolk weapons are martial weapons. Catfolk Weapon Familiarity leads to... Catfolk Weapon Expertise, Catfolk Weapon Rake","category":"feat","pfs":"Standard","feat":["Catfolk Weapon Familiarity"],"rarity":"common","slug":"feat-1255"},{"skill_mod":{},"summary":"You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1256","weakness":{},"name":"Well-Met Traveler","trait":["Catfolk"],"id":"feat-1256","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Well-Met Traveler Source Advanced Player's Guide pg. 10 --- You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others. You are trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Hobnobber skill feat.","category":"feat","pfs":"Standard","feat":["Well-Met Traveler"],"rarity":"common","slug":"feat-1256"},{"skill_mod":{},"summary":"You know how to efficiently use weapons that rake across your enemies.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Catfolk Weapon Familiarity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1257","weakness":{},"name":"Catfolk Weapon Rake","trait":["Catfolk"],"id":"feat-1257","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Catfolk Weapon Rake Source Advanced Player's Guide pg. 10 Prerequisites Catfolk Weapon Familiarity --- You know how to efficiently use weapons that rake across your enemies. Whenever you critically hit using a catfolk weapon or one of the weapons listed in Catfolk Weapon Familiarity, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Catfolk Weapon Rake"],"rarity":"common","slug":"feat-1257"},{"skill_mod":{},"summary":"You can extend your claws to aid you in climbing.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1258","weakness":{},"name":"Climbing Claws","trait":["Catfolk"],"id":"feat-1258","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Climbing Claws Source Advanced Player's Guide pg. 10 --- You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Climbing Claws"],"rarity":"common","slug":"feat-1258"},{"remaster_name":["Lucky Break"],"skill_mod":{},"summary":"You are luckier even than most catfolk.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Cat's Luck","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1259","weakness":{},"name":"Expanded Luck","trait":["Catfolk"],"id":"feat-1259","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Expanded Luck Source Advanced Player's Guide pg. 10 Prerequisites Cat's Luck --- You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day.","category":"feat","pfs":"Standard","feat":["Expanded Luck"],"rarity":"common","slug":"feat-1259"},{"skill_mod":{},"summary":"You can balance on your toes to step carefully over obstructions.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1260","weakness":{},"name":"Light Paws","trait":["Catfolk"],"actions_number":4,"id":"feat-1260","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Light Paws Two Actions Source Advanced Player's Guide pg. 10 --- You can balance on your toes to step carefully over obstructions. You Stride and then Step, or Step and then Stride, ignoring difficult terrain during this movement.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Light Paws"],"rarity":"common","slug":"feat-1260"},{"skill_mod":{},"summary":"Your powerful legs allow you to make sudden and dramatic leaps.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1261","weakness":{},"skill":["Athletics","Athletics"],"name":"Springing Leaper","trait":["Catfolk"],"id":"feat-1261","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Springing Leaper Source Advanced Player's Guide pg. 10 Prerequisites Expert in Athletics --- Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don't automatically fail Long Jumps for jumping in a different direction than your Stride.","category":"feat","pfs":"Standard","feat":["Springing Leaper"],"rarity":"common","slug":"feat-1261"},{"skill_mod":{},"summary":"Your claws carry an irritant that is harmless to you but can be damaging to others.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon","Affliction"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"claw unarmed attack","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1262","weakness":{},"name":"Aggravating Scratch","trait":["Catfolk","Disease"],"id":"feat-1262","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Aggravating Scratch Source Advanced Player's Guide pg. 10 Prerequisites claw unarmed attack --- Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw Strikes deal an additional 1d4 persistent poison damage on a critical hit.","category":"feat","pfs":"Standard","feat":["Aggravating Scratch"],"rarity":"common","slug":"feat-1262"},{"remaster_name":["Luck of the Clowder"],"skill_mod":{},"summary":"Other creatures can benefit from your luck","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Cat's Luck","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1263","weakness":{},"name":"Shared Luck (Catfolk)","trait":["Catfolk"],"id":"feat-1263","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Shared Luck (Catfolk) Source Advanced Player's Guide pg. 11 Prerequisites Cat's Luck --- When you use Cat's Luck to reroll a Reflex saving throw, any creatures you choose within 10 feet who also just failed a Reflex saving throw against the same effect (such as a single spell) can also reroll their saving throws and use the better result.","category":"feat","pfs":"Standard","feat":["Shared Luck (Catfolk)"],"rarity":"common","slug":"feat-1263"},{"skill_mod":{},"summary":"Ever alert, you scout for danger even when you are trying to stay hidden.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1264","weakness":{},"name":"Wary Skulker","trait":["Catfolk"],"id":"feat-1264","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Wary Skulker Source Advanced Player's Guide pg. 11 --- Ever alert, you scout for danger even when you are trying to stay hidden. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.","category":"feat","pfs":"Standard","feat":["Wary Skulker"],"rarity":"common","slug":"feat-1264"},{"skill_mod":{},"summary":"You are fastidious about keeping yourself clean","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1265","weakness":{},"name":"Well-Groomed","trait":["Catfolk"],"id":"feat-1265","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Well-Groomed Source Advanced Player's Guide pg. 11 --- You are fastidious about keeping yourself clean, whether licking your fur or carefully using traditional catfolk hygiene products, to salubrious effect. You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Well-Groomed"],"rarity":"common","slug":"feat-1265"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"divination","trait":["Catfolk","Divination","Misfortune","Occult"],"id":"feat-1266","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Black Cat Curse Reaction Source Advanced Player's Guide pg. 11 Frequency once per day Trigger A creature within 30 feet you can see would succeed at a save. --- You hiss a spiteful curse at the creature. The target must reroll the triggering saving throw and use the worse result.","feat":["Black Cat Curse"],"skill_mod":{},"summary":"You hiss a spiteful curse at the creature.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon","School","Mechanics","Tradition"],"level":13,"source_category":["Rulebooks"],"trigger":"A creature within 30 feet you can see would succeed at a save.","resistance":{},"url":"/Feats.aspx?ID=1266","name":"Black Cat Curse","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1266"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Catfolk","Concentrate","Emotion","Mental"],"id":"feat-1267","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Caterwaul Reaction Source Advanced Player's Guide pg. 11 Frequency once per day Trigger An ally within 30 feet would be reduced to 0 HP but not immediately killed. --- You give a daring yowl in the face of adversity, calling your companion back from the brink of unconsciousness. Your ally isn't knocked out and remains at 1 Hit Point. Your ally's wounded condition still increases by 1 as though they had been dying and recovered.","feat":["Caterwaul"],"skill_mod":{},"summary":"You give a daring yowl in the face of adversity, calling your companion back from the brink of unconsciousness.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Monster","Ancestry","Weapon","Mechanics"],"level":13,"source_category":["Rulebooks"],"trigger":"An ally within 30 feet would be reduced to 0 HP but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=1267","name":"Caterwaul","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1267"},{"skill_mod":{},"summary":"You are well-trained in traditional catfolk weapons","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Catfolk Weapon Familiarity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1268","weakness":{},"name":"Catfolk Weapon Expertise","trait":["Catfolk"],"id":"feat-1268","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Catfolk Weapon Expertise Source Advanced Player's Guide pg. 11 Prerequisites Catfolk Weapon Familiarity --- Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from Catfolk Weapon Familiarity.","category":"feat","pfs":"Standard","feat":["Catfolk Weapon Expertise"],"rarity":"common","slug":"feat-1268"},{"skill_mod":{},"summary":"You have gone well past nine lives to survive danger with surprising regularity.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Cat's Luck","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1269","weakness":{},"name":"Reliable Luck","trait":["Catfolk"],"id":"feat-1269","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Reliable Luck Source Advanced Player's Guide pg. 11 Prerequisites Cat's Luck --- You have gone well past nine lives to survive danger with surprising regularity. You can use Cat's Luck once per hour, rather than once per day.","category":"feat","pfs":"Standard","feat":["Reliable Luck"],"rarity":"common","slug":"feat-1269"},{"skill_mod":{},"summary":"With pitiful posturing, you cause your foe to pull back a deadly attack.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Monster","Ancestry","Weapon","Sense"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"A creature you are aware of critically succeeds on a Strike against you and would deal damage to you.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1270","weakness":{},"name":"Cringe","trait":["Emotion","Kobold","Mental","Visual"],"actions_number":1,"id":"feat-1270","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cringe Reaction Source Advanced Player's Guide pg. 14 Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you. --- With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Cringe"],"rarity":"common","slug":"feat-1270"},{"skill_mod":{},"summary":"As a member of dragonkind, you project unflappable confidence","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1271","weakness":{},"name":"Dragon's Presence","trait":["Kobold"],"id":"feat-1271","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dragon's Presence Source Advanced Player's Guide pg. 14 --- As a member of dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes). When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead. In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check.","category":"feat","pfs":"Standard","feat":["Dragon's Presence"],"rarity":"common","slug":"feat-1271"},{"skill_mod":{},"summary":"You channel your draconic exemplar's power into a gout of energy.","primary_source":"Advanced Player's Guide","trait_group":["Tradition","Monster","School","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks","Lost Omens"],"source":["Advanced Player's Guide","Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1272","weakness":{},"school":"evocation","name":"Kobold Breath","trait":["Arcane","Evocation","Kobold"],"actions_number":4,"id":"feat-1272","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kobold Breath Two Actions There is a more recent version of this, click here to view. Source Advanced Player's Guide pg. 14, [Draconic Codex ](/Sources.aspx?ID=277) pg. 215 --- You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see Table 1–1). This ability has the trait associated with the type of damage it deals. ## Table 1-1: Draconic Exemplars Dragon Breath Weapon Shape Damage Type Saving Throw Black Line Acid Reflex Blue Line Electricity Reflex Green Cone Poison Fortitude Red Cone Fire Reflex White Cone Cold Reflex Brass Line Fire Reflex Bronze Line Electricity Reflex Copper Line Acid Reflex Gold Cone Fire Reflex Silver Cone Cold Reflex Kobold Breath leads to... Dragon's Breath, Dragonblood Paragon","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Kobold Breath"],"rarity":"common","slug":"feat-1272"},{"skill_mod":{},"summary":"You attentively learned key kobold survival strategies and mythology from your elders.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1273","weakness":{},"name":"Kobold Lore","trait":["Kobold"],"id":"feat-1273","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kobold Lore Source Advanced Player's Guide pg. 14 --- You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in Stealth and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Kobold Lore.","category":"feat","pfs":"Standard","feat":["Kobold Lore"],"rarity":"common","slug":"feat-1273"},{"skill_mod":{},"summary":"You instinctively know how to flee danger.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You are adjacent to at least one enemy.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1274","weakness":{},"name":"Scamper","trait":["Kobold"],"actions_number":2,"id":"feat-1274","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scamper Single Action Source Advanced Player's Guide pg. 14 Requirements You are adjacent to at least one enemy. --- You instinctively know how to flee danger. You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Scamper"],"rarity":"common","slug":"feat-1274"},{"skill_mod":{},"summary":"You are adept at the time-honored kobold art of trap making.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1275","weakness":{},"skill":["Crafting","Crafting"],"name":"Snare Setter","trait":["Kobold"],"id":"feat-1275","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Snare Setter Source Advanced Player's Guide pg. 14 Prerequisites Trained in Crafting --- You are adept at the time-honored kobold art of trap making. You gain the trained proficiency in Crafting. If you were already trained in Crafting, you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares. You gain the Snare Crafting feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares.","category":"feat","pfs":"Standard","feat":["Snare Setter"],"rarity":"common","slug":"feat-1275"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fortune","Kobold"],"id":"feat-1276","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ally's Shelter Reaction Source Advanced Player's Guide pg. 14 Frequency once per day Trigger You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet. --- In stressful circumstances, you find strength in your allies' example. Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own.","feat":["Ally's Shelter"],"skill_mod":{},"summary":"In stressful circumstances, you find strength in your allies' example.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Monster","Ancestry","Weapon"],"level":5,"source_category":["Rulebooks"],"trigger":"You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet.","resistance":{},"url":"/Feats.aspx?ID=1276","name":"Ally's Shelter","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1276"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Auditory","Concentrate","Emotion","Kobold","Mental"],"id":"feat-1277","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Grovel Single Action Source Advanced Player's Guide pg. 14 Prerequisites Trained in Deception --- With obsequious words and begging gestures, you convince your foe you're less of a threat. You attempt to Feint against a creature. Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.","feat":["Grovel"],"skill_mod":{},"summary":"With obsequious words and begging gestures, you convince your foe you're less of a threat.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Mechanics","Monster","Ancestry","Weapon"],"level":5,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1277","name":"Grovel","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1277"},{"skill_mod":{},"summary":"Your expertise makes your snares more powerful, and you can place them quickly and efficiently. ","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Expert in Crafting; Snare Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1278","weakness":{},"skill":["Crafting","Crafting"],"name":"Snare Genius","trait":["Kobold"],"id":"feat-1278","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Snare Genius Source Advanced Player's Guide pg. 15 PFS Note The snares created with this feat are temporary items and become unusable after 24 hours or during your next daily preparations, whichever comes first. Prerequisites Expert in Crafting; Snare Crafting --- Your expertise makes your snares more powerful, and you can place them quickly and efficiently. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment; if the snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions. Snares prepared in this way don't cost you any resources to Craft. The number of snares you can prepare this way increases to four if you are a master in Crafting, and to five if you are legendary. When you Craft and deploy a snare that deals damage, any creature that critically fails its saving throw against the snare's initial effect and takes damage becomes flat-footed until the end of its next turn.","category":"feat","pfs":"Standard","feat":["Snare Genius"],"rarity":"common","slug":"feat-1278"},{"skill_mod":{},"summary":"Underestimating you is a grave mistake, but it's one others keep making.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1279","weakness":{},"name":"Between the Scales","trait":["Kobold"],"id":"feat-1279","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Between the Scales Source Advanced Player's Guide pg. 15 --- Underestimating you is a grave mistake, but it's one others keep making. You've learned to take advantage of slips in your foes' defenses. When you Strike a flat-footed creature using a melee weapon or unarmed attack that has the agile and finesse traits, it gains the backstabber trait.","category":"feat","pfs":"Standard","feat":["Between the Scales"],"rarity":"common","slug":"feat-1279"},{"skill_mod":{},"summary":"Your inborn arcane power manifests as your exemplar's most time-honored spells.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks","Lost Omens"],"source":["Advanced Player's Guide","Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1280","weakness":{},"name":"Dracomancer","trait":["Kobold"],"id":"feat-1280","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dracomancer There is a more recent version of this, click here to view. Source Advanced Player's Guide pg. 15, [Draconic Codex ](/Sources.aspx?ID=277) pg. 215 --- Your inborn arcane power manifests as your exemplar's most time-honored spells. Choose one 1st-level spell and one 2nd-level spell from those listed for a dragon spellcaster of your draconic exemplar's type (such as alarm , blur , invisibility , and true strike for a black dragon exemplar). Links to all types of dragons can be found here. You can cast each of these spells once per day as arcane innate spells. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. Dracomancer leads to... Dragonblood Paragon, Elite Dracomancer","category":"feat","pfs":"Standard","feat":["Dracomancer"],"rarity":"common","slug":"feat-1280"},{"skill_mod":{},"summary":"You can put more effort into your Kobold Breath to channel greater draconic power, though it takes more out of you.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Kobold Breath","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1281","weakness":{},"name":"Dragon's Breath","trait":["Kobold"],"id":"feat-1281","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dragon's Breath Source Advanced Player's Guide pg. 15 Prerequisites Kobold Breath --- You can put more effort into your Kobold Breath to channel greater draconic power, though it takes more out of you. When you use Kobold Breath, you can increase the damage dice to d8s and increase the area to 60 feet for a line breath weapon or 30 feet for a cone. If you do, you can't use Kobold Breath again for 1 hour.","category":"feat","pfs":"Standard","feat":["Dragon's Breath"],"rarity":"common","slug":"feat-1281"},{"skill_mod":{},"summary":"Your magic rivals that of lesser dragons.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Dracomancer","source_category":["Rulebooks","Lost Omens"],"source":["Advanced Player's Guide","Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1282","weakness":{},"name":"Elite Dracomancer","trait":["Kobold"],"id":"feat-1282","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Elite Dracomancer There is a more recent version of this, click here to view. Source Advanced Player's Guide pg. 15, [Draconic Codex ](/Sources.aspx?ID=277) pg. 215 Prerequisites Dracomancer --- Your magic rivals that of lesser dragons. Choose one 3rd-level spell and one 4th-level spell from those listed for a dragon spellcaster of your draconic exemplar's type (such as paralyze and stinking cloud for a black dragon exemplar). Links to all types of dragons can be found here. You can cast each of these spells once per day as arcane innate spells.","category":"feat","pfs":"Standard","feat":["Elite Dracomancer"],"rarity":"common","slug":"feat-1282"},{"skill_mod":{},"summary":"You have an impressive innate ability to tame and command ferocious beasts.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1283","weakness":{},"name":"Beast Trainer","trait":["Orc"],"id":"feat-1283","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Beast Trainer Source Advanced Player's Guide pg. 18 --- You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain the Train Animal skill feat. Beast Trainer leads to... Dragon Grip, Ferocious Beasts","category":"feat","pfs":"Standard","feat":["Beast Trainer"],"rarity":"common","slug":"feat-1283"},{"skill_mod":{},"summary":"Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1284","weakness":{},"name":"Iron Fists","trait":["Orc"],"id":"feat-1284","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Iron Fists Source Advanced Player's Guide pg. 18 --- Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait.","category":"feat","pfs":"Standard","feat":["Iron Fists"],"rarity":"common","slug":"feat-1284"},{"skill_mod":{},"summary":"The hold elders taught you your people's histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1285","weakness":{},"name":"Orc Lore","trait":["Orc"],"id":"feat-1285","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Lore Source Advanced Player's Guide pg. 18 --- The hold elders taught you your people's histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in Athletics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Orc Lore.","category":"feat","pfs":"Standard","feat":["Orc Lore"],"rarity":"common","slug":"feat-1285"},{"skill_mod":{},"summary":"You have particularly long, jagged tusks perfect for tearing meat from bone.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1286","weakness":{},"name":"Tusks","trait":["Orc"],"id":"feat-1286","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tusks Source Advanced Player's Guide pg. 18 PFS Note The Tusks orc ancestry feat requires the character to file down their tusks or perform a similar action to retrain; this is part of the normal retraining process and does not take any additional time. --- You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits. Special You can take this feat only at 1st level, and you can't retrain into this feat. You can retrain out of this feat only through drastic measures such as breaking or filing your tusks.","category":"feat","pfs":"Standard","feat":["Tusks"],"rarity":"common","slug":"feat-1286"},{"skill_mod":{},"summary":"Surviving in hostile terrain has given you a great talent for mobility.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1287","weakness":{},"name":"Athletic Might","trait":["Orc"],"id":"feat-1287","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Athletic Might Source Advanced Player's Guide pg. 18 --- Surviving in hostile terrain has given you a great talent for mobility. Whenever you roll a success on an Athletics check to Climb or Swim, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Athletic Might"],"rarity":"common","slug":"feat-1287"},{"skill_mod":{},"summary":"Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1288","weakness":{},"name":"Bloody Blows","trait":["Orc"],"id":"feat-1288","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Bloody Blows Source Advanced Player's Guide pg. 18 --- Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn't nonlethal, the target takes 1d4 persistent bleed damage. This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Iron Fists, Tusks, or a similar ability.","category":"feat","pfs":"Standard","feat":["Bloody Blows"],"rarity":"common","slug":"feat-1288"},{"skill_mod":{},"summary":"You bear scars or tattoos enhanced by the mark of your community's prowess. ","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1289","weakness":{},"name":"Hold Mark","trait":["Orc"],"id":"feat-1289","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Hold Mark Source Advanced Player's Guide pg. 18 --- You bear scars or tattoos enhanced by the mark of your community's prowess. When you select this feat, choose one of the options on the following page. When you critically hit using a weapon of the listed group, you apply the weapon's critical specialization effect. You gain a large brand or tattoo in the shape of the chosen emblem or a similar image (for example, the axe could be a bear or other symbol of ferocious strength, while the shield might be a turtle or another symbol associated with a strong defense) and gain the listed benefit. Axe axe or pick Shield hammer or shield Torch bomb or knife ","category":"feat","pfs":"Standard","feat":["Hold Mark"],"rarity":"common","slug":"feat-1289"},{"skill_mod":{},"summary":"Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1290","weakness":{},"name":"Death's Drums","trait":["Orc"],"id":"feat-1290","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Death's Drums Source Advanced Player's Guide pg. 19 --- Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder. When you are taking persistent damage or your wounded value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws.","category":"feat","pfs":"Standard","feat":["Death's Drums"],"rarity":"common","slug":"feat-1290"},{"skill_mod":{},"summary":"You resist death's clutches with supernatural vigor.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Orc Ferocity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1291","weakness":{},"name":"Undying Ferocity","trait":["Orc"],"id":"feat-1291","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Undying Ferocity Source Advanced Player's Guide pg. 19 Prerequisites Orc Ferocity --- You resist death's clutches with supernatural vigor. When you use Orc Ferocity, you gain temporary Hit Points equal to your level.","category":"feat","pfs":"Standard","feat":["Undying Ferocity"],"rarity":"common","slug":"feat-1291"},{"skill_mod":{},"summary":"Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc's own blood.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Beast Trainer or animal companion; Orc Ferocity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1292","weakness":{},"name":"Ferocious Beasts","trait":["Orc"],"id":"feat-1292","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ferocious Beasts Source Advanced Player's Guide pg. 19 Prerequisites Beast Trainer or animal companion; Orc Ferocity --- Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc's own blood. Animal companions or bonded animals you have gain the Orc Ferocity feat, and they gain a reaction they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction.","category":"feat","pfs":"Standard","feat":["Ferocious Beasts"],"rarity":"common","slug":"feat-1292"},{"skill_mod":{},"summary":"You don't just resist magic; you devour it.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Pervasive Superstition","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1293","weakness":{},"name":"Spell Devourer","trait":["Orc"],"id":"feat-1293","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Spell Devourer Source Advanced Player's Guide pg. 19 PFS Note The temporary Hit Points granted by the Spell Devourer orc ancestry feat are applied as soon as the character succeeds at their saving throw; for an effect that causes Hit Point damage on a successful save, such as a fireball, this means that the character gains the temporary Hit Points before taking damage. Prerequisites Pervasive Superstition --- You don't just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell's level, or equal to the level if the magical effect isn't a spell. These temporary Hit Points last until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Spell Devourer"],"rarity":"common","slug":"feat-1293"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Orc"],"id":"feat-1294","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Rampaging Ferocity Free Action Source Advanced Player's Guide pg. 19 Prerequisites Orc Ferocity Trigger You use Orc Ferocity --- You lash out viciously even as you fend off death. Make a single melee Strike. If this Strike brings a foe to 0 Hit Points, this activation of Orc Ferocity doesn't count against its frequency.","feat":["Rampaging Ferocity"],"skill_mod":{},"summary":"You lash out viciously even as you fend off death.","primary_source":"Advanced Player's Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"level":17,"prerequisite":"Orc Ferocity","source_category":["Rulebooks"],"trigger":"You use Orc Ferocity ","resistance":{},"url":"/Feats.aspx?ID=1294","name":"Rampaging Ferocity","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1294"},{"skill_mod":{},"summary":"Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1295","weakness":{},"name":"Cheek Pouches","trait":["Ratfolk"],"id":"feat-1295","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cheek Pouches Source Advanced Player's Guide pg. 22 PFS Note Unless specifically noted otherwise, most wands and scrolls are less than 1 foot long and can fit into a ratfolk’s Cheek Pouches --- Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an Interact action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square. Cheek Pouches leads to... Big Mouth, Quick Stow (Ratfolk)","category":"feat","pfs":"Standard","feat":["Cheek Pouches"],"rarity":"common","slug":"feat-1295"},{"skill_mod":{},"summary":"Years of packing for travel have taught you how to cram vast quantities into small spaces.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1296","weakness":{},"name":"Pack Rat","trait":["Ratfolk"],"id":"feat-1296","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pack Rat Source Advanced Player's Guide pg. 22 --- Years of packing for travel have taught you how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn't alter the items' Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a bag of holding .","category":"feat","pfs":"Standard","feat":["Pack Rat"],"rarity":"common","slug":"feat-1296"},{"skill_mod":{},"summary":"You have a pet rat that has become magically bonded to you.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1297","weakness":{},"name":"Rat Familiar","trait":["Ratfolk"],"id":"feat-1297","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rat Familiar Source Advanced Player's Guide pg. 22 --- You have a pet rat that has become magically bonded to you. You gain a familiar using the rules here, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat.","category":"feat","pfs":"Standard","feat":["Rat Familiar"],"rarity":"common","slug":"feat-1297"},{"skill_mod":{},"summary":"Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1298","weakness":{},"name":"Ratfolk Lore","trait":["Ratfolk"],"id":"feat-1298","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ratfolk Lore Source Advanced Player's Guide pg. 22 --- Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Ratfolk Lore.","category":"feat","pfs":"Standard","feat":["Ratfolk Lore"],"rarity":"common","slug":"feat-1298"},{"skill_mod":{},"summary":"To you, the squeaking of rats and other rodents makes a strange kind of sense.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1299","weakness":{},"name":"Ratspeak","trait":["Ratfolk"],"id":"feat-1299","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ratspeak Source Advanced Player's Guide pg. 22 --- To you, the squeaking of rats and other rodents makes a strange kind of sense. You can ask questions of, receive answers from, and use the Diplomacy skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents.","category":"feat","pfs":"Standard","feat":["Ratspeak"],"rarity":"common","slug":"feat-1299"},{"skill_mod":{},"summary":"You're good with your hands and can quickly improvise a fix for broken or damaged equipment.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1300","weakness":{},"name":"Tinkering Fingers","trait":["Ratfolk"],"id":"feat-1300","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tinkering Fingers Source Advanced Player's Guide pg. 22 --- You're good with your hands and can quickly improvise a fix for broken or damaged equipment. You're trained in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You can Repair an item without using a repair kit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand.","category":"feat","pfs":"Standard","feat":["Tinkering Fingers"],"rarity":"common","slug":"feat-1300"},{"skill_mod":{},"summary":"You've let your incisors grow long enough to serve as formidable weapons.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1301","weakness":{},"name":"Vicious Incisors","trait":["Ratfolk"],"id":"feat-1301","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vicious Incisors Source Advanced Player's Guide pg. 22 --- You've let your incisors grow long enough to serve as formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits. Unlike most creatures, you can file down your teeth and regrow them later on, enabling you to select this feat at any level, and to retrain into and out of this feat. Vicious Incisors leads to... Gnaw","category":"feat","pfs":"Standard","feat":["Vicious Incisors"],"rarity":"common","slug":"feat-1301"},{"skill_mod":{},"summary":"You're particularly good at solving mazes and navigating twists and turns.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1302","weakness":{},"name":"Warren Navigator","trait":["Ratfolk"],"id":"feat-1302","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Warren Navigator Source Advanced Player's Guide pg. 22 --- You're particularly good at solving mazes and navigating twists and turns. You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you become trained in another skill of your choice. When you Sense Direction or attempt a roll against a maze spell, you get a result one degree of success better than you rolled. You don't take a penalty to Sense Direction when you lack a compass.","category":"feat","pfs":"Standard","feat":["Warren Navigator"],"rarity":"common","slug":"feat-1302"},{"skill_mod":{},"summary":"You've spent more than your share of time in an alchemy lab.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1303","weakness":{},"name":"Lab Rat","trait":["Ratfolk"],"id":"feat-1303","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Lab Rat Source Advanced Player's Guide pg. 23 --- You've spent more than your share of time in an alchemy lab. You might have been an alchemist yourself, an assistant, or perhaps even a test subject. Either way, you have been exposed to a wide variety of alchemical poisons and elixirs, leaving you with increased tolerance of their effects. You have a +1 circumstance bonus to saves against poison and harmful effects from elixirs. If you roll a success on your saving throw against an elixir or poison, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Lab Rat"],"rarity":"common","slug":"feat-1303"},{"remaster_name":["Quick Stow"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Ratfolk"],"id":"feat-1304","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Quick Stow (Ratfolk) Free Action Source Advanced Player's Guide pg. 23 Frequency once per round Prerequisites Cheek Pouches --- You are adept at quickly moving items into your cheek pouches. You Interact to store one held item in your cheek pouches (provided it fits).","feat":["Quick Stow (Ratfolk)"],"skill_mod":{},"summary":"You are adept at quickly moving items into your cheek pouches.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Cheek Pouches","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1304","name":"Quick Stow (Ratfolk)","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1304"},{"skill_mod":{},"summary":"There always seems to be a little rat around to carry messages for you.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1305","weakness":{},"name":"Rat Magic","trait":["Ratfolk"],"id":"feat-1305","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Rat Magic Source Advanced Player's Guide pg. 23 --- There always seems to be a little rat around to carry messages for you. You can cast animal messenger once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost.","category":"feat","pfs":"Standard","feat":["Rat Magic"],"rarity":"common","slug":"feat-1305"},{"skill_mod":{},"summary":"Your cheek pouches are especially stretchy.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Cheek Pouches","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1306","weakness":{},"name":"Big Mouth","trait":["Ratfolk"],"id":"feat-1306","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Big Mouth Source Advanced Player's Guide pg. 23 Prerequisites Cheek Pouches --- Your cheek pouches are especially stretchy. Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items. The maximum size of a given item is unchanged.","category":"feat","pfs":"Standard","feat":["Big Mouth"],"rarity":"common","slug":"feat-1306"},{"skill_mod":{},"summary":"Your physiology is slight, and you can pack into small spaces with others of similar stature.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1307","weakness":{},"name":"Overcrowd","trait":["Ratfolk"],"id":"feat-1307","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Overcrowd Source Advanced Player's Guide pg. 23 --- Your physiology is slight, and you can pack into small spaces with others of similar stature. As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one. Overcrowd leads to... Shinstabber","category":"feat","pfs":"Standard","feat":["Overcrowd"],"rarity":"common","slug":"feat-1307"},{"skill_mod":{},"summary":"You can transform into an innocuous-looking rat to scout an area or slip through tight spaces.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry","School"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1308","weakness":{},"school":"transmutation","name":"Rat Form","trait":["Concentrate","Polymorph","Primal","Ratfolk","Transmutation"],"actions_number":2,"id":"feat-1308","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rat Form Single Action Source Advanced Player's Guide pg. 23 --- You can transform into an innocuous-looking rat to scout an area or slip through tight spaces. You gain the effects of a 1st-level pest form spell, except that you must assume the battle form of a Tiny rat.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Rat Form"],"rarity":"common","slug":"feat-1308"},{"skill_mod":{},"summary":"You've learned to put your sturdy claws to work digging through the earth.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1309","weakness":{},"name":"Warren Digger","trait":["Ratfolk"],"id":"feat-1309","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Warren Digger Source Advanced Player's Guide pg. 23 --- You've learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Warren Digger"],"rarity":"common","slug":"feat-1309"},{"skill_mod":{},"summary":"You're always on the lookout for supplies and valuables.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1310","weakness":{},"name":"Scavenger's Search","trait":["Tengu"],"id":"feat-1310","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scavenger's Search Source Advanced Player's Guide pg. 26 --- You're always on the lookout for supplies and valuables. Each time you use the Seek action to search for objects (including secret doors and hazards), you can search for objects in your choice of a 10-foot emanation around you or an adjacent 15-foot-by-15-foot area, rather than a single adjacent 10-foot-by-10-foot area. ","category":"feat","pfs":"Standard","feat":["Scavenger's Search"],"rarity":"common","slug":"feat-1310"},{"skill_mod":{},"summary":"You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You critically fail a Deception , Diplomacy , or Intimidation check against a creature that doesn't have the tengu trait.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1311","weakness":{},"name":"Squawk!","trait":["Tengu"],"actions_number":1,"id":"feat-1311","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Squawk! Reaction Source Advanced Player's Guide pg. 26 Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. --- You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Squawk!"],"rarity":"common","slug":"feat-1311"},{"skill_mod":{},"summary":"Wind and lightning have always been close friends to you.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1312","weakness":{},"name":"Storm's Lash","trait":["Tengu"],"id":"feat-1312","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Storm's Lash Source Advanced Player's Guide pg. 26 --- Wind and lightning have always been close friends to you. You can cast the electric arc cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Storm's Lash leads to... Hurricane Swing","category":"feat","pfs":"Standard","feat":["Storm's Lash"],"rarity":"common","slug":"feat-1312"},{"skill_mod":{},"summary":"You learned skills for surviving in the place where your people were dispersed. ","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1313","weakness":{},"name":"Tengu Lore","trait":["Tengu"],"id":"feat-1313","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tengu Lore Source Advanced Player's Guide pg. 26 --- You learned skills for surviving in the place where your people were dispersed. You gain the trained proficiency rank in Society and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Tengu Lore.","category":"feat","pfs":"Standard","feat":["Tengu Lore"],"rarity":"common","slug":"feat-1313"},{"skill_mod":{},"summary":"You've trained with a blade and other tengu weapons ever since you hatched.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1314","weakness":{},"name":"Tengu Weapon Familiarity","trait":["Tengu"],"id":"feat-1314","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tengu Weapon Familiarity Source Advanced Player's Guide pg. 26 --- You've trained with a blade and other tengu weapons ever since you hatched. You gain access to khakkaras. Additionally, choose two weapons from the sword group. You can choose from among all common martial swords, plus the katana, temple sword, and wakizashi. For the purpose of determining your proficiency, that weapon is a simple weapon, and if the weapon isn't common, you gain access to it. If you are trained in all martial weapons, you add common advanced swords to the swords you can choose from. You also gain access to all uncommon tengu weapons. For the purpose of determining your proficiency, martial tengu weapons are simple weapons, and advanced tengu weapons are martial weapons. Tengu Weapon Familiarity leads to... Eclectic Sword Training, Tengu Weapon Expertise, Tengu Weapon Study","category":"feat","pfs":"Standard","feat":["Tengu Weapon Familiarity"],"rarity":"common","slug":"feat-1314"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"divination","trait":["Concentrate","Divination","Divine","Tengu"],"id":"feat-1315","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Eat Fortune Reaction Source Advanced Player's Guide pg. 26 Frequency once per day Trigger A creature within 60 feet uses a fortune or misfortune effect. --- As someone tries to twist fate, you consume the interference. The triggering effect is disrupted. If it's a misfortune effect, Eat Fortune gains the fortune trait; if it's a fortune effect, Eat Fortune gains the misfortune trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a fortune effect with Eat Fortune and then apply a misfortune effect to the same roll. Eat Fortune leads to... Jinx Glutton","feat":["Eat Fortune"],"skill_mod":{},"summary":"As someone tries to twist fate, you consume the interference.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Tradition","Monster","Ancestry","Weapon"],"level":5,"source_category":["Rulebooks"],"trigger":"A creature within 60 feet uses a fortune or misfortune effect.","resistance":{},"url":"/Feats.aspx?ID=1315","name":"Eat Fortune","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1315"},{"skill_mod":{},"summary":"You can transform into a specific, curious-looking human form.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry","Weapon","School"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1316","weakness":{},"school":"transmutation","name":"Long-Nosed Form","trait":["Concentrate","Polymorph","Primal","Tengu","Transmutation"],"actions_number":2,"id":"feat-1316","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Long-Nosed Form Single Action Source Advanced Player's Guide pg. 26 --- You can transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using Long-Nosed Form counts as creating a disguise for the Impersonate use of Deception. Due to your imperfect transformation, your transformation doesn't automatically defeat Perception DCs to determine whether you are human, though you may be able to explain away or hide your tengu traits. You lose your beak unarmed Strike in your human form, as well as any other unarmed Strikes you gained from a tengu heritage or ancestry feat. You can remain in your human form indefinitely, and you can shift back to your tengu form by using this action again. Long-Nosed Form leads to... Great Tengu Form","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Long-Nosed Form"],"rarity":"common","slug":"feat-1316"},{"skill_mod":{},"summary":"Assuming a peculiar stance, you make a short hop on each toe.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1317","weakness":{},"name":"One-Toed Hop","trait":["Tengu"],"actions_number":2,"id":"feat-1317","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > One-Toed Hop Single Action Source Advanced Player's Guide pg. 27 --- Assuming a peculiar stance, you make a short hop on each toe. You make a vertical Leap without triggering reactions that can be triggered by move actions or upon leaving or entering a square.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["One-Toed Hop"],"rarity":"common","slug":"feat-1317"},{"skill_mod":{},"summary":"You've learned techniques for using blades and other tengu weapons.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Tengu Weapon Familiarity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1318","weakness":{},"name":"Tengu Weapon Study","trait":["Tengu"],"id":"feat-1318","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tengu Weapon Study Source Advanced Player's Guide pg. 27 Prerequisites Tengu Weapon Familiarity --- You've learned techniques for using blades and other tengu weapons. Whenever you critically hit using one of the weapons from your Tengu Weapon Familiarity, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Tengu Weapon Study"],"rarity":"common","slug":"feat-1318"},{"remaster_name":["Tengu Weapon Familiarity"],"skill_mod":{},"summary":"You were always taught that you needed to be able to use whatever weapon came your way.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Tengu Weapon Familiarity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1319","weakness":{},"name":"Eclectic Sword Training","trait":["Tengu"],"id":"feat-1319","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Eclectic Sword Training Source Advanced Player's Guide pg. 27 Prerequisites Tengu Weapon Familiarity --- You were always taught that you needed to be able to use whatever weapon came your way. You can change any of the swords designated in your Tengu Weapon Familiarity to different swords that meet the same specifications. You have to practice with a sword during your daily preparations to designate it, and the designation only lasts until your next daily preparations. This changes only your proficiency; it doesn't change your access. Eclectic Sword Training leads to... Eclectic Sword Mastery","category":"feat","pfs":"Standard","feat":["Eclectic Sword Training"],"rarity":"common","slug":"feat-1319"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Morph","Primal","Tengu","Transmutation"],"id":"feat-1320","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Soaring Flight Two Actions Source Advanced Player's Guide pg. 27 Frequency once per day Prerequisites Skyborn Tengu heritage --- To be a tengu is to be unburdened by the concerns of the world below. You grow a pair of magical wings or expand your existing ones. For 5 minutes, you gain a fly Speed equal to your land Speed or 20 feet, whichever is greater. Soaring Flight leads to... Soaring Form","feat":["Soaring Flight"],"skill_mod":{},"summary":"To be a tengu is to be unburdened by the concerns of the world below. ","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry","Weapon","School"],"level":9,"prerequisite":"Skyborn Tengu heritage","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1320","name":"Soaring Flight","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1320"},{"remaster_name":["Tengu Weapon Familiarity"],"skill_mod":{},"summary":"Study has made you an expert with tengu weapons.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Tengu Weapon Familiarity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1321","weakness":{},"name":"Tengu Weapon Expertise","trait":["Tengu"],"id":"feat-1321","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Tengu Weapon Expertise Source Advanced Player's Guide pg. 27 Prerequisites Tengu Weapon Familiarity --- Study has made you an expert with tengu weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency for the weapons from your Tengu Weapon Familiarity.","category":"feat","pfs":"Standard","feat":["Tengu Weapon Expertise"],"rarity":"common","slug":"feat-1321"},{"skill_mod":{},"summary":"You take on the imposing form of a large, winged oni.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Long-Nosed Form","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1322","weakness":{},"name":"Great Tengu Form","trait":["Tengu"],"id":"feat-1322","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Great Tengu Form Source Advanced Player's Guide pg. 27 Prerequisites Long-Nosed Form --- You take on the imposing form of a large, winged oni. Once per day, as part of using Long-Nosed Form, you also gain the benefits of 4th-level enlarge and fly . This lasts for 5 minutes or until you shift out of your Long-Nosed Form, whichever happens first.","category":"feat","pfs":"Standard","feat":["Great Tengu Form"],"rarity":"common","slug":"feat-1322"},{"skill_mod":{},"summary":"Your mother was a sea hag, granting you one sea-green or blue eye.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1323","weakness":{},"name":"Brine May","trait":["Changeling","Lineage"],"id":"feat-1323","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Brine May Source Advanced Player's Guide pg. 31 --- Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore. Whenever you roll a success on an Athletics check to Swim, you get a critical success instead. If you end your turn in water without having succeeded at a Swim action that round, you don't sink (but you might still be moved by the current). Brine May leads to... Invoke the Elements","category":"feat","pfs":"Standard","feat":["Brine May"],"rarity":"common","slug":"feat-1323"},{"skill_mod":{},"summary":"You are among the most common of changelings—those born to green hags—and a vibrant green eye signifies that parentage.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1324","weakness":{},"name":"Callow May","trait":["Changeling","Lineage"],"id":"feat-1324","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Callow May Source Advanced Player's Guide pg. 31 --- You are among the most common of changelings—those born to green hags—and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are flat-footed against you.","category":"feat","pfs":"Standard","feat":["Callow May"],"rarity":"common","slug":"feat-1324"},{"skill_mod":{},"summary":"All too aware of your true nature, you’ve studied hags and their powers.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1325","weakness":{},"name":"Changeling Lore","trait":["Changeling"],"id":"feat-1325","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Changeling Lore Source Advanced Player's Guide pg. 31 --- All too aware of your true nature, you’ve studied hags and their powers. You gain the trained proficiency rank in Deception and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Hag Lore.","category":"feat","pfs":"Standard","feat":["Changeling Lore"],"rarity":"common","slug":"feat-1325"},{"skill_mod":{},"summary":"You are the child of a night hag, making one of your eyes violet or even black.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1326","weakness":{},"name":"Dream May","trait":["Changeling","Lineage"],"id":"feat-1326","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dream May Source Advanced Player's Guide pg. 31 --- You are the child of a night hag, making one of your eyes violet or even black. Your mother's powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against sleep effects and effects that cause or alter dreams. In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier times double your level instead of just times your level, and you reduce any drained and doomed conditions you have by 2 instead of by 1.","category":"feat","pfs":"Standard","feat":["Dream May"],"rarity":"common","slug":"feat-1326"},{"skill_mod":{},"summary":"When you came of age, your fingernails grew long and sharp.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1327","weakness":{},"name":"Hag Claws","trait":["Changeling"],"id":"feat-1327","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hag Claws Source Advanced Player's Guide pg. 31 --- When you came of age, your fingernails grew long and sharp. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits. Special claws can develop at any point in a changeling's life, allowing you to select this feat anytime you would gain an ancestry feat, but once you've selected it, you can't retrain out of it.","category":"feat","pfs":"Standard","feat":["Hag Claws"],"rarity":"common","slug":"feat-1327"},{"skill_mod":{},"summary":"You've nurtured the supernatural abilities gifted by your hag mother, particularly your sight.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1328","weakness":{},"name":"Hag's Sight","trait":["Changeling"],"id":"feat-1328","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hag's Sight Source Advanced Player's Guide pg. 31 --- You've nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain darkvision.","category":"feat","pfs":"Standard","feat":["Hag's Sight"],"rarity":"common","slug":"feat-1328"},{"skill_mod":{},"summary":"Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1329","weakness":{},"name":"Slag May","trait":["Changeling","Lineage"],"id":"feat-1329","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Slag May Source Advanced Player's Guide pg. 31 --- Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.","category":"feat","pfs":"Standard","feat":["Slag May"],"rarity":"common","slug":"feat-1329"},{"skill_mod":{},"summary":"You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1330","weakness":{},"name":"Called","trait":["Changeling"],"id":"feat-1330","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Called Source Advanced Player's Guide pg. 31 --- You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Called"],"rarity":"common","slug":"feat-1330"},{"skill_mod":{},"summary":"You blend in with unnatural subtlety.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1331","weakness":{},"name":"Mist Child","trait":["Changeling"],"id":"feat-1331","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Mist Child Source Advanced Player's Guide pg. 31 --- You blend in with unnatural subtlety. When you are concealed or hidden, increase the DC of the flat check to target you to 6 if you're concealed or 12 if you're hidden.","category":"feat","pfs":"Standard","feat":["Mist Child"],"rarity":"common","slug":"feat-1331"},{"skill_mod":{},"summary":"Your claws carry your mother's hag magic.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"claw unarmed attack","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1332","weakness":{},"name":"Accursed Claws","trait":["Changeling"],"id":"feat-1332","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Accursed Claws Source Advanced Player's Guide pg. 31 Prerequisites claw unarmed attack --- Your claws carry your mother's hag magic. When you critically hit with a claw Strike, the target takes an additional 1d4 persistent mental damage.","category":"feat","pfs":"Standard","feat":["Accursed Claws"],"rarity":"common","slug":"feat-1332"},{"skill_mod":{},"summary":"Your study of occult practices has shown you how to best defend against them.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Expert in Occultism","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1333","weakness":{},"skill":["Occultism","Occultism"],"name":"Occult Resistance","trait":["Changeling"],"id":"feat-1333","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Occult Resistance Source Advanced Player's Guide pg. 31 Prerequisites Expert in Occultism --- Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against occult effects.","category":"feat","pfs":"Standard","feat":["Occult Resistance"],"rarity":"common","slug":"feat-1333"},{"skill_mod":{},"summary":"Through your heritage, you can replicate some of a hag's magic.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1334","weakness":{},"name":"Hag Magic","trait":["Changeling"],"id":"feat-1334","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Hag Magic Source Advanced Player's Guide pg. 31 --- Through your heritage, you can replicate some of a hag's magic. Choose one common spell of 4th level or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother's type. You can cast this spell once per day as a 4th-level occult innate spell. Spells available to all covens are augury , charm , clairaudience , clairvoyance , dream message , and illusory disguise . The eligible spells granted by the most prominent types of hag are: Sea Hag acid arrow , water walk ; Green Hag entangle , outcast's curse , wall of thorns ; Annis Hag earthbind ; Night Hag nightmare ","category":"feat","pfs":"Standard","feat":["Hag Magic"],"rarity":"common","slug":"feat-1334"},{"remaster_name":["Eyes of Night"],"skill_mod":{},"summary":"You can see in the darkness as easily as a true vampire.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1335","weakness":{},"name":"Eyes of the Night","trait":["Dhampir"],"id":"feat-1335","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eyes of the Night Source Advanced Player's Guide pg. 33 Prerequisites low-light vision --- You can see in the darkness as easily as a true vampire. You gain darkvision. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Eyes of the Night"],"rarity":"common","slug":"feat-1335"},{"skill_mod":{},"summary":"Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1336","weakness":{},"name":"Fangs","trait":["Dhampir"],"id":"feat-1336","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fangs Source Advanced Player's Guide pg. 33 --- Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the grapple and unarmed traits.","category":"feat","pfs":"Standard","feat":["Fangs"],"rarity":"common","slug":"feat-1336"},{"skill_mod":{},"summary":"You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1337","weakness":{},"name":"Straveika","trait":["Dhampir","Lineage"],"id":"feat-1337","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Straveika Source Advanced Player's Guide pg. 33 --- You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you straveika, or ancient-born. The vestiges of your forebear's powers of domination have left you with an understanding of how a creature's intentions change its behaviors. You gain a +1 circumstance bonus to Perception checks to Sense Motive and Perception DCs against attempts to Lie to you. Straveika leads to... Taste Blood","category":"feat","pfs":"Standard","feat":["Straveika"],"rarity":"common","slug":"feat-1337"},{"skill_mod":{},"summary":"You were born to one of the moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1338","weakness":{},"name":"Svetocher","trait":["Dhampir","Lineage"],"id":"feat-1338","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Svetocher Source Advanced Player's Guide pg. 33 --- You were born to one of the moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the drained condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You are trained Diplomacy. If you would automatically be trained in it, you instead become trained in a skill of your choice. Svetocher leads to... Taste Blood","category":"feat","pfs":"Standard","feat":["Svetocher"],"rarity":"common","slug":"feat-1338"},{"skill_mod":{},"summary":"You were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1339","weakness":{},"name":"Vampire Lore","trait":["Dhampir"],"id":"feat-1339","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vampire Lore Source Advanced Player's Guide pg. 33 --- You were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors. You gain the trained proficiency rank in Religion and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Vampire Lore.","category":"feat","pfs":"Standard","feat":["Vampire Lore"],"rarity":"common","slug":"feat-1339"},{"skill_mod":{},"summary":"You hear and understand the words of creatures you share the darkness with.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1340","weakness":{},"name":"Voice of the Night","trait":["Dhampir"],"id":"feat-1340","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Voice of the Night Source Advanced Player's Guide pg. 33 --- You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use Diplomacy with bats, rats, and wolves. You also gain a +1 circumstance bonus to Make an Impression on such animals.","category":"feat","pfs":"Standard","feat":["Voice of the Night"],"rarity":"common","slug":"feat-1340"},{"skill_mod":{},"summary":"The powers of domination employed by your progenitors have manifested in you as well.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1341","weakness":{},"name":"Enthralling Allure","trait":["Dhampir"],"id":"feat-1341","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Enthralling Allure Source Advanced Player's Guide pg. 33 --- The powers of domination employed by your progenitors have manifested in you as well. Once per day, you can cast charm as a 1st-level divine innate spell.","category":"feat","pfs":"Standard","feat":["Enthralling Allure"],"rarity":"common","slug":"feat-1341"},{"skill_mod":{},"summary":"Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1342","weakness":{},"name":"Necromantic Physiology","trait":["Dhampir"],"id":"feat-1342","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Necromantic Physiology Source Advanced Player's Guide pg. 33 --- Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saves against diseases.","category":"feat","pfs":"Standard","feat":["Necromantic Physiology"],"rarity":"common","slug":"feat-1342"},{"skill_mod":{},"summary":"Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1343","weakness":{},"name":"Undead Slayer","trait":["Dhampir"],"id":"feat-1343","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Undead Slayer Source Advanced Player's Guide pg. 33 --- Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapons and unarmed attacks equal to the number of weapon damage dice for the Strike. This bonus increases to double the number of weapon damage dice if your target has the vampire trait.","category":"feat","pfs":"Standard","feat":["Undead Slayer"],"rarity":"common","slug":"feat-1343"},{"skill_mod":{},"summary":"You emulate your vampiric parent's techniques for drawing blood from a victim.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"fangs unarmed attack","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1344","weakness":{},"name":"Bloodletting Fangs","trait":["Dhampir"],"id":"feat-1344","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Bloodletting Fangs Source Advanced Player's Guide pg. 33 Prerequisites fangs unarmed attack --- You emulate your vampiric parent's techniques for drawing blood from a victim. Your fangs Strikes deal an additional 1d4 persistent bleed damage on a critical hit.","category":"feat","pfs":"Standard","feat":["Bloodletting Fangs"],"rarity":"common","slug":"feat-1344"},{"skill_mod":{},"summary":"You can tap into the magic that runs through your blood.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1345","weakness":{},"name":"Night Magic","trait":["Dhampir"],"id":"feat-1345","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Night Magic Source Advanced Player's Guide pg. 33 --- You can tap into the magic that runs through your blood. You gain animal form (wolf only, using the statistics for a canine) and obscuring mist as 2nd-level divine innate spells. You can cast each of these spells once per day.","category":"feat","pfs":"Standard","feat":["Night Magic"],"rarity":"common","slug":"feat-1345"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"transmutation","trait":["Concentrate","Dhampir","Divine","Polymorph","Transmutation"],"id":"feat-1346","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Form of the Bat Single Action Source Advanced Player's Guide pg. 33 Frequency once per hour --- You can transform into a harmless bat. You gain the effects of a 4th-level pest form , except you always transform into a bat.","feat":["Form of the Bat"],"skill_mod":{},"summary":"You can transform into a harmless bat.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Monster","Ancestry","Tradition","School"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1346","name":"Form of the Bat","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1346"},{"skill_mod":{},"summary":"You call forth the blood of your foes to grant you vigor.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1347","weakness":{},"name":"Symphony of Blood","trait":["Dhampir"],"id":"feat-1347","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Symphony of Blood Source Advanced Player's Guide pg. 33 --- You call forth the blood of your foes to grant you vigor. Once per day, you can cast vampiric exsanguination as a 7th-level divine innate spell.","category":"feat","pfs":"Standard","feat":["Symphony of Blood"],"rarity":"common","slug":"feat-1347"},{"skill_mod":{},"summary":"You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1348","weakness":{},"name":"Angelkin","trait":["Aasimar","Lineage"],"id":"feat-1348","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Angelkin Source Advanced Player's Guide pg. 35 --- You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Celestial language, and you gain the Multilingual skill feat. Angelkin leads to... Angelic Magic, Truespeech","category":"feat","pfs":"Standard","feat":["Angelkin"],"rarity":"common","slug":"feat-1348"},{"remaster_name":["Nephilim Eyes"],"skill_mod":{},"summary":"You can see through darkness.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1349","weakness":{},"name":"Celestial Eyes","trait":["Aasimar"],"id":"feat-1349","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Celestial Eyes Source Advanced Player's Guide pg. 35 Prerequisites low-light vision --- You can see through darkness. You gain darkvision. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Celestial Eyes"],"rarity":"common","slug":"feat-1349"},{"remaster_name":["Nephilim Lore"],"skill_mod":{},"summary":"You were raised with an aasimar or celestial relative, or you've devoted yourself to researching the secrets of the celestial realms.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1350","weakness":{},"name":"Celestial Lore","trait":["Aasimar"],"id":"feat-1350","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Celestial Lore Source Advanced Player's Guide pg. 35 --- You were raised with an aasimar or celestial relative, or you've devoted yourself to researching the secrets of the celestial realms. You gain the trained proficiency rank in Diplomacy and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a Lore skill related to the celestial realm from which you trace your lineage (usually Elysium Lore, Heaven Lore, or Nirvana Lore).","category":"feat","pfs":"Standard","feat":["Celestial Lore"],"rarity":"common","slug":"feat-1350"},{"skill_mod":{},"summary":"You are surrounded by a halo of light and goodness at all times.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1351","weakness":{},"name":"Halo","trait":["Aasimar"],"id":"feat-1351","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Halo Source Advanced Player's Guide pg. 35 --- You are surrounded by a halo of light and goodness at all times. Your halo sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the concentrate trait. Halo leads to... Healer's Halo","category":"feat","pfs":"Standard","feat":["Halo"],"rarity":"common","slug":"feat-1351"},{"skill_mod":{},"summary":"You trace your lineage to archons: embodiments of heavenly virtues, guardians of the seven-tiered mountain of Heaven, and nurturers of law and virtue within mortals.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1352","weakness":{},"name":"Lawbringer","trait":["Aasimar","Lineage"],"id":"feat-1352","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lawbringer Source Advanced Player's Guide pg. 35 --- You trace your lineage to archons: embodiments of heavenly virtues, guardians of the seven-tiered mountain of Heaven, and nurturers of law and virtue within mortals. Your own virtue and orderly mind protect you from foes who would turn your emotions against you. You gain a +1 circumstance bonus to saves against emotion effects, and if you roll a success on a save against an emotion effect, you get a critical success instead. Lawbringer leads to... Archon Magic, Enforced Order","category":"feat","pfs":"Standard","feat":["Lawbringer"],"rarity":"common","slug":"feat-1352"},{"skill_mod":{},"summary":"Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1353","weakness":{},"name":"Musetouched","trait":["Aasimar","Lineage"],"id":"feat-1353","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Musetouched Source Advanced Player's Guide pg. 35 --- Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to Escape. When you roll a critical failure on a check to Escape, you get a failure instead, and when you roll a success, you get a critical success instead. Musetouched leads to... Azata Magic, Call of Elysium","category":"feat","pfs":"Standard","feat":["Musetouched"],"rarity":"common","slug":"feat-1353"},{"remaster_name":["Blessed Blood (Nephilim)"],"skill_mod":{},"summary":"Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of holy water.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1354","weakness":{},"name":"Blessed Blood (Aasimar)","trait":["Aasimar"],"id":"feat-1354","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Blessed Blood (Aasimar) Source Advanced Player's Guide pg. 36 --- Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of holy water. Whenever a fiend, undead, or creature with a weakness to good damage drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes 1d6 good damage. You gain a +4 circumstance bonus to Crafting checks to Craft holy water using your own blood as one of the ingredients.","category":"feat","pfs":"Standard","feat":["Blessed Blood (Aasimar)"],"rarity":"common","slug":"feat-1354"},{"remaster_name":["Nephilim Resistance"],"skill_mod":{},"summary":"Your growing connection to your celestial forebears has granted you one of their resistances as well.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1355","weakness":{},"name":"Celestial Resistance","trait":["Aasimar"],"id":"feat-1355","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Celestial Resistance Source Advanced Player's Guide pg. 36 --- Your growing connection to your celestial forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. Though you can choose any of these energy damage types, the damage type typically matches a celestial associated with your bloodline. For instance, an angelkin might choose resistance to cold or fire with a cassisian forebear, resistance to fire with a balisse forebear, or resistance to sonic with a choral forebear.","category":"feat","pfs":"Standard","feat":["Celestial Resistance"],"rarity":"common","slug":"feat-1355"},{"remaster_name":["Extraplanar Supplication","Celestial Magic"],"skill_mod":{},"summary":"You can call forth a benediction upon your allies, whether you pray to a deity of the celestial realms or just find the power within yourself.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1356","weakness":{},"name":"Empyreal Blessing","trait":["Aasimar"],"id":"feat-1356","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Empyreal Blessing Source Advanced Player's Guide pg. 36 --- You can call forth a benediction upon your allies, whether you pray to a deity of the celestial realms or just find the power within yourself. You can cast bless once per day as a 1st-level divine innate spell.","category":"feat","pfs":"Standard","feat":["Empyreal Blessing"],"rarity":"common","slug":"feat-1356"},{"remaster_name":["Celestial Magic"],"skill_mod":{},"summary":"You can tap into the magic of angels that runs through your blood.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Angelkin","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1357","weakness":{},"name":"Angelic Magic","trait":["Aasimar"],"id":"feat-1357","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Angelic Magic Source Advanced Player's Guide pg. 36 Prerequisites Angelkin --- You can tap into the magic of angels that runs through your blood. You can cast humanoid form and remove fear each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Angelic Magic"],"rarity":"common","slug":"feat-1357"},{"remaster_name":["Celestial Magic"],"skill_mod":{},"summary":"You can tap into the heavenly magic that is your birthright.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Lawbringer","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1358","weakness":{},"name":"Archon Magic","trait":["Aasimar"],"id":"feat-1358","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Archon Magic Source Advanced Player's Guide pg. 36 Prerequisites Lawbringer --- You can tap into the heavenly magic that is your birthright. You can cast continual flame and shield other each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Archon Magic"],"rarity":"common","slug":"feat-1358"},{"skill_mod":{},"summary":"Your lineage traces back to the realm of Elysium, and you can harness its magic using this connection.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Musetouched","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1359","weakness":{},"name":"Azata Magic","trait":["Aasimar"],"id":"feat-1359","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Azata Magic Source Advanced Player's Guide pg. 36 Prerequisites Musetouched --- Your lineage traces back to the realm of Elysium, and you can harness its magic using this connection. You can cast glitterdust and remove paralysis each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Azata Magic"],"rarity":"common","slug":"feat-1359"},{"remaster_name":["Divine Wings"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Aasimar","Divine","Morph","Transmutation"],"id":"feat-1360","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Celestial Wings Two Actions Source Advanced Player's Guide pg. 36 Frequency once per day --- With effort, you can call forth magical wings from your back, similar in appearance to those of your celestial forebears. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings. Celestial Wings leads to... Eternal Wings (Aasimar)","feat":["Celestial Wings"],"skill_mod":{},"summary":"With effort, you can call forth magical wings from your back, similar in appearance to those of your celestial forebears.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Tradition","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1360","name":"Celestial Wings","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1360"},{"skill_mod":{},"summary":"You've studied your celestial heritage with the intent of better defending yourself, and you've found that your techniques are equally powerful against celestials, fiends, and other divine entities.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1361","weakness":{},"name":"Divine Countermeasures","trait":["Aasimar"],"id":"feat-1361","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Divine Countermeasures Source Advanced Player's Guide pg. 36 --- You've studied your celestial heritage with the intent of better defending yourself, and you've found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against divine effects.","category":"feat","pfs":"Standard","feat":["Divine Countermeasures"],"rarity":"common","slug":"feat-1361"},{"remaster_name":["Celestial Mercy"],"skill_mod":{},"summary":"Your celestial powers allow you to remove lesser afflictions with ease.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1362","weakness":{},"name":"Aasimar's Mercy","trait":["Aasimar"],"id":"feat-1362","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Aasimar's Mercy Source Advanced Player's Guide pg. 36 --- Your celestial powers allow you to remove lesser afflictions with ease. Each day, you can cast two 4th-level divine innate spells. You can choose from the following spells each time you cast: remove curse , remove disease , and neutralize poison .","category":"feat","pfs":"Standard","feat":["Aasimar's Mercy"],"rarity":"common","slug":"feat-1362"},{"skill_mod":{},"summary":"Your connection to good arms all your attacks against forces of evil.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1363","weakness":{},"name":"Celestial Strikes","trait":["Aasimar"],"id":"feat-1363","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"\" > Celestial Strikes Source Advanced Player's Guide pg. 36 --- Your connection to good arms all your attacks against forces of evil. All your weapon and unarmed Strikes deal 1 additional good damage and have the good and magical traits.","category":"feat","feat":["Celestial Strikes"],"rarity":"common","slug":"feat-1363"},{"remaster_name":["Summon Nephilim Kin"],"skill_mod":{},"summary":"You have a connection to the celestial realms, allowing you to summon a celestial ally.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"any aasimar lineage feat","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1364","weakness":{},"name":"Summon Celestial Kin","trait":["Aasimar"],"id":"feat-1364","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Summon Celestial Kin Source Advanced Player's Guide pg. 36 Prerequisites any aasimar lineage feat --- You have a connection to the celestial realms, allowing you to summon a celestial ally. Once per day, you can cast summon celestial as a 5th-level divine innate spell, but the celestial summoned must be from the same category as your own lineage, such as a creature with the angel trait if you are angelkin.","category":"feat","pfs":"Standard","feat":["Summon Celestial Kin"],"rarity":"common","slug":"feat-1364"},{"remaster_name":["Divine Declaration"],"skill_mod":{},"summary":"You can call forth a holy word from the celestial realms to punish your foes.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1365","weakness":{},"name":"Celestial Word","trait":["Aasimar"],"id":"feat-1365","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Celestial Word Source Advanced Player's Guide pg. 36 --- You can call forth a holy word from the celestial realms to punish your foes. Once per day, you can cast divine decree as a 7th-level divine innate spell. You must choose good for the spell's alignment, and you can Cast the Spell regardless of whether you worship a deity or what their alignment is.","category":"feat","pfs":"Standard","feat":["Celestial Word"],"rarity":"common","slug":"feat-1365"},{"remaster_name":["Eternal Wings"],"skill_mod":{},"summary":"Your wings are now a permanent part of your body.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Celestial Wings","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1366","weakness":{},"name":"Eternal Wings (Aasimar)","trait":["Aasimar"],"id":"feat-1366","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Eternal Wings (Aasimar) Source Advanced Player's Guide pg. 36 Prerequisites Celestial Wings --- Your wings are now a permanent part of your body. You gain the effects of Celestial Wings at all times, rather than just once per day for 10 minutes.","category":"feat","pfs":"Standard","feat":["Eternal Wings (Aasimar)"],"rarity":"common","slug":"feat-1366"},{"skill_mod":{},"summary":"You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1367","weakness":{},"name":"Duskwalker Lore","trait":["Duskwalker"],"id":"feat-1367","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Duskwalker Lore Source Advanced Player's Guide pg. 38 --- You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage. You gain the trained proficiency rank in Medicine and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Boneyard Lore.","category":"feat","pfs":"Standard","feat":["Duskwalker Lore"],"rarity":"common","slug":"feat-1367"},{"skill_mod":{},"summary":"Your connection to the Boneyard ensures that your blows strike true against spectral beings.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1368","weakness":{},"name":"Ghost Hunter","trait":["Duskwalker"],"id":"feat-1368","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ghost Hunter Source Advanced Player's Guide pg. 38 --- Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.","category":"feat","pfs":"Standard","feat":["Ghost Hunter"],"rarity":"common","slug":"feat-1368"},{"skill_mod":{},"summary":"You can see in the darkness as easily as a psychopomp.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1369","weakness":{},"name":"Gravesight","trait":["Duskwalker"],"id":"feat-1369","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gravesight Source Advanced Player's Guide pg. 38 Prerequisites low-light vision --- You can see in the darkness as easily as a psychopomp. You gain darkvision. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Gravesight"],"rarity":"common","slug":"feat-1369"},{"skill_mod":{},"summary":"You have a limited ability to sense life force, like your psychopomp forebears.","primary_source":"Advanced Player's Guide","trait_group":["School","Tradition","Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1370","weakness":{},"school":"divination","name":"Lifesense","trait":["Divination","Divine","Duskwalker"],"id":"feat-1370","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Lifesense Source Advanced Player's Guide pg. 38 --- You have a limited ability to sense life force, like your psychopomp forebears. You gain lifesense as an imprecise sense with a range of 10 feet. This allows you to sense the life force within living creatures and its counterforce that animates the undead, though you can't distinguish between the two.","category":"feat","pfs":"Standard","feat":["Lifesense"],"rarity":"common","slug":"feat-1370"},{"skill_mod":{},"summary":"You are attuned to the minute sounds and sensations of restless spirits.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1371","weakness":{},"name":"Spirit Soother","trait":["Duskwalker"],"id":"feat-1371","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Spirit Soother Source Advanced Player's Guide pg. 38 --- You are attuned to the minute sounds and sensations of restless spirits. Even if you aren't Searching, you can attempt a check to find haunts that normally require you to be Searching. You still need to meet any other requirements to find the haunt.","category":"feat","pfs":"Standard","feat":["Spirit Soother"],"rarity":"common","slug":"feat-1371"},{"skill_mod":{},"summary":"Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1372","weakness":{},"name":"Ward Against Corruption","trait":["Duskwalker"],"id":"feat-1372","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ward Against Corruption Source Advanced Player's Guide pg. 38 --- Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against death effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil's death effect or disease.","category":"feat","pfs":"Standard","feat":["Ward Against Corruption"],"rarity":"common","slug":"feat-1372"},{"skill_mod":{},"summary":"Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1373","weakness":{},"name":"Duskwalker Magic","trait":["Duskwalker"],"id":"feat-1373","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Duskwalker Magic Source Advanced Player's Guide pg. 38 --- Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath. You can cast augury and gentle repose each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Duskwalker Magic"],"rarity":"common","slug":"feat-1373"},{"remaster_name":["Quietus Strikes"],"skill_mod":{},"summary":"Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1374","weakness":{},"name":"Spirit Strikes","trait":["Duskwalker"],"id":"feat-1374","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Spirit Strikes Source Advanced Player's Guide pg. 38 --- Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed Strikes are magical and deal 1 additional negative damage to living creatures and 1 additional positive damage to undead.","category":"feat","pfs":"Standard","feat":["Spirit Strikes"],"rarity":"common","slug":"feat-1374"},{"skill_mod":{},"summary":"Your duskwalker heritage allows you to extend protection against negative energy to yourself or an ally in need.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1375","weakness":{},"name":"Resist Ruin","trait":["Duskwalker"],"id":"feat-1375","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Resist Ruin Source Advanced Player's Guide pg. 38 --- Your duskwalker heritage allows you to extend protection against negative energy to yourself or an ally in need. You gain resistance 5 to negative energy, and once per day, you can cast death ward as a divine innate spell.","category":"feat","pfs":"Standard","feat":["Resist Ruin"],"rarity":"common","slug":"feat-1375"},{"skill_mod":{},"summary":"You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1376","weakness":{},"name":"Boneyard's Call","trait":["Duskwalker","Uncommon"],"id":"feat-1376","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Boneyard's Call Source Advanced Player's Guide pg. 38 --- You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard. You gain plane shift as a divine innate spell. You can cast it twice per week. This can be used only to travel to the Boneyard or from the Boneyard to the Material Plane. Due to your unique connection to the Boneyard, your body serves as the focus, and you don't require a tuning fork.","category":"feat","pfs":"Standard","feat":["Boneyard's Call"],"rarity":"uncommon","slug":"feat-1376"},{"remaster_name":["Nephilim Eyes"],"skill_mod":{},"summary":"You can see in the darkness as easily as a fiend.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1377","weakness":{},"name":"Fiendish Eyes","trait":["Tiefling"],"id":"feat-1377","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fiendish Eyes Source Advanced Player's Guide pg. 39 Prerequisites low-light vision --- You can see in the darkness as easily as a fiend. You gain darkvision. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Fiendish Eyes"],"rarity":"common","slug":"feat-1377"},{"remaster_name":["Nephilim Lore"],"skill_mod":{},"summary":"You were raised by a tiefling or a fiendish relative, or you've devoted yourself to researching the secrets of the fiendish realms.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1378","weakness":{},"name":"Fiendish Lore","trait":["Tiefling"],"id":"feat-1378","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fiendish Lore Source Advanced Player's Guide pg. 39 --- You were raised by a tiefling or a fiendish relative, or you've devoted yourself to researching the secrets of the fiendish realms. You gain the trained proficiency rank in Intimidation and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a Lore skill related to the fiendish plane from which you trace your lineage (usually Abaddon Lore, Abyss Lore, or Hell Lore).","category":"feat","pfs":"Standard","feat":["Fiendish Lore"],"rarity":"common","slug":"feat-1378"},{"remaster_name":["Bestial Manifestation"],"skill_mod":{},"summary":"Part of your body has an obvious, fiendish appearance.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1379","weakness":{},"name":"Form of the Fiend","trait":["Tiefling"],"id":"feat-1379","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Form of the Fiend Source Advanced Player's Guide pg. 40 --- Part of your body has an obvious, fiendish appearance. Your hands end in razor-sharp claws, you have hooves instead of feet, sharp teeth fill your mouth, or a whipping tail extends from your spine. You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits. Claw 1d4 slashing (agile, finesse, unarmed, versatile piercing) Hoof 1d6 bludgeoning (finesse, unarmed) Jaws 1d6 piercing (finesse, unarmed) Tail 1d4 bludgeoning (agile, finesse, unarmed) Special You can select this feat only at 1st level, and you can't retrain into or out of this feat, nor can you change the type of attack you gained.","category":"feat","pfs":"Standard","feat":["Form of the Fiend"],"rarity":"common","slug":"feat-1379"},{"skill_mod":{},"summary":"Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1380","weakness":{},"name":"Grimspawn","trait":["Lineage","Tiefling"],"id":"feat-1380","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Grimspawn Source Advanced Player's Guide pg. 40 --- Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the Diehard feat. Grimspawn leads to... Daemon Magic","category":"feat","pfs":"Standard","feat":["Grimspawn"],"rarity":"common","slug":"feat-1380"},{"skill_mod":{},"summary":"Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1381","weakness":{},"name":"Hellspawn","trait":["Lineage","Tiefling"],"id":"feat-1381","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hellspawn Source Advanced Player's Guide pg. 40 --- Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat. Hellspawn leads to... Devil Magic","category":"feat","pfs":"Standard","feat":["Hellspawn"],"rarity":"common","slug":"feat-1381"},{"skill_mod":{},"summary":"Your legs end in hooves rather than feet, with joints and tendons that allow you to move with great haste.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1382","weakness":{},"name":"Nimble Hooves","trait":["Tiefling"],"id":"feat-1382","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nimble Hooves Source Advanced Player's Guide pg. 40 --- Your legs end in hooves rather than feet, with joints and tendons that allow you to move with great haste. Your Speed increases by 5 feet. Special The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf).","category":"feat","pfs":"Standard","feat":["Nimble Hooves"],"rarity":"common","slug":"feat-1382"},{"skill_mod":{},"summary":"Your blood bears the mark of a demon, a living embodiment of sin from the fetid depths of the Abyss.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1383","weakness":{},"name":"Pitborn","trait":["Lineage","Tiefling"],"id":"feat-1383","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pitborn Source Advanced Player's Guide pg. 40 --- Your blood bears the mark of a demon, a living embodiment of sin from the fetid depths of the Abyss. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in Athletics. If you were already trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice. You also gain any one common 1st-level skill feat with a prerequisite of trained in Athletics, as reflects the manifestation of your Abyssal blood. Pitborn leads to... Demon Magic","category":"feat","pfs":"Standard","feat":["Pitborn"],"rarity":"common","slug":"feat-1383"},{"remaster_name":["Nephilim Resistance"],"skill_mod":{},"summary":"Your connection to your fiendish forebears has granted you one of their resistances as well.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1384","weakness":{},"name":"Fiendish Resistance","trait":["Tiefling"],"id":"feat-1384","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Fiendish Resistance Source Advanced Player's Guide pg. 40 --- Your connection to your fiendish forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. Though you can choose any of these, the damage type typically matches a fiend associated with your bloodline. For instance, a hellspawn might choose resistance to fire, or a pitborn with a vrock ancestor might choose resistance to electricity.","category":"feat","pfs":"Standard","feat":["Fiendish Resistance"],"rarity":"common","slug":"feat-1384"},{"remaster_name":["Extraplanar Supplication"],"skill_mod":{},"summary":"Whether your heart is pure or corrupt, you can call forth a malediction upon your foes.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1385","weakness":{},"name":"Malicious Bane","trait":["Tiefling"],"id":"feat-1385","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Malicious Bane Source Advanced Player's Guide pg. 40 --- Whether your heart is pure or corrupt, you can call forth a malediction upon your foes. You can cast bane once per day as a 1st-level divine innate spell.","category":"feat","pfs":"Standard","feat":["Malicious Bane"],"rarity":"common","slug":"feat-1385"},{"skill_mod":{},"summary":"You've always had a tail, but with practice, you've learned to use it for more than signaling your mood.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens","Rulebooks"],"source":["Ancestry Guide","Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1386","weakness":{},"name":"Skillful Tail","trait":["Ardande","Ifrit","Oread","Suli","Sylph","Talos","Tiefling","Undine"],"id":"feat-1386","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Skillful Tail Source Ancestry Guide pg. 99, Advanced Player's Guide pg. 40 --- You've always had a tail, but with practice, you've learned to use it for more than signaling your mood. You can perform simple Interact actions with your tail such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.","category":"feat","pfs":"Standard","feat":["Skillful Tail"],"rarity":"common","slug":"feat-1386"},{"remaster_name":["Fiendish Magic"],"skill_mod":{},"summary":"The magic of Abaddon runs through your blood, and you can wield that power.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Grimspawn","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1387","weakness":{},"name":"Daemon Magic","trait":["Tiefling"],"id":"feat-1387","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Daemon Magic Source Advanced Player's Guide pg. 40 Prerequisites Grimspawn --- The magic of Abaddon runs through your blood, and you can wield that power. You can cast death knell and false life each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Daemon Magic"],"rarity":"common","slug":"feat-1387"},{"remaster_name":["Fiendish Magic"],"skill_mod":{},"summary":"You can channel the power of the Abyss through your heritage, producing terrible tangible effects.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Pitborn","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1388","weakness":{},"name":"Demon Magic","trait":["Tiefling"],"id":"feat-1388","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Demon Magic Source Advanced Player's Guide pg. 40 Prerequisites Pitborn --- You can channel the power of the Abyss through your heritage, producing terrible tangible effects. You can cast paranoia and shatter each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Demon Magic"],"rarity":"common","slug":"feat-1388"},{"remaster_name":["Fiendish Magic"],"skill_mod":{},"summary":"Drawing on the infernal power of your sinister forbears, you mislead your foes with magical deception.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Hellspawn","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1389","weakness":{},"name":"Devil Magic","trait":["Tiefling"],"id":"feat-1389","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Devil Magic Source Advanced Player's Guide pg. 41 Prerequisites Hellspawn --- Drawing on the infernal power of your sinister forbears, you mislead your foes with magical deception. You can cast invisibility and misdirection each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Devil Magic"],"rarity":"common","slug":"feat-1389"},{"remaster_name":["Divine Wings"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Divine","Morph","Tiefling","Transmutation"],"id":"feat-1390","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fiendish Wings Two Actions Source Advanced Player's Guide pg. 41 Frequency once per day --- You can strain to call forth bat-like or otherwise fiendish wings from your back, similar in appearance to those of your fiendish ancestors. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings. Fiendish Wings leads to... Relentless Wings","feat":["Fiendish Wings"],"skill_mod":{},"summary":"You can strain to call forth bat-like or otherwise fiendish wings from your back, similar in appearance to those of your fiendish ancestors.","primary_source":"Advanced Player's Guide","trait_group":["Tradition","Mechanics","Monster","Ancestry","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1390","name":"Fiendish Wings","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1390"},{"remaster_name":["Divine Countermeasures"],"skill_mod":{},"summary":"You've battled the fiendish power within your nature and come out on top; whatever you decide to do with your life, for good or evil, will be your choice and your choice alone.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1391","weakness":{},"name":"Light from Darkness","trait":["Tiefling"],"id":"feat-1391","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Light from Darkness Source Advanced Player's Guide pg. 41 --- You've battled the fiendish power within your nature and come out on top; whatever you decide to do with your life, for good or evil, will be your choice and your choice alone. This struggle has granted you powerful resistance against the divine. You gain a +1 circumstance bonus to all saving throws against divine effects.","category":"feat","pfs":"Standard","feat":["Light from Darkness"],"rarity":"common","slug":"feat-1391"},{"remaster_name":["Slip Sideways"],"skill_mod":{},"summary":"Like many fiends, you have the supernatural ability to teleport yourself to safety.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1392","weakness":{},"name":"Fiend's Door","trait":["Tiefling"],"id":"feat-1392","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Fiend's Door Source Advanced Player's Guide pg. 41 --- Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast dimension door as a 5th-level divine innate spell.","category":"feat","pfs":"Standard","feat":["Fiend's Door"],"rarity":"common","slug":"feat-1392"},{"skill_mod":{},"summary":"Your festering connection to the forces of evil infuses your weapons with debilitating malevolence, tearing down creatures of good with every attack.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1393","weakness":{},"name":"Fiendish Strikes","trait":["Tiefling"],"id":"feat-1393","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"\" > Fiendish Strikes Source Advanced Player's Guide pg. 41 --- Your festering connection to the forces of evil infuses your weapons with debilitating malevolence, tearing down creatures of good with every attack. All your weapon and unarmed Strikes deal 1 additional evil damage and have the evil and magical traits.","category":"feat","feat":["Fiendish Strikes"],"rarity":"common","slug":"feat-1393"},{"remaster_name":["Summon Nephilim Kin"],"skill_mod":{},"summary":"You have a deep connection to the fiendish realms, allowing you to summon a fiend matching your own lineage.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"any tiefling lineage feat","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1394","weakness":{},"name":"Summon Fiendish Kin","trait":["Tiefling"],"id":"feat-1394","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Summon Fiendish Kin Source Advanced Player's Guide pg. 41 Prerequisites any tiefling lineage feat --- You have a deep connection to the fiendish realms, allowing you to summon a fiend matching your own lineage. Once per day, you can cast summon fiend as a 5th-level divine innate spell. The fiend you summon must match your own lineage.","category":"feat","pfs":"Standard","feat":["Summon Fiendish Kin"],"rarity":"common","slug":"feat-1394"},{"remaster_name":["Divine Declaration"],"skill_mod":{},"summary":"You can call forth a blasphemous word from the fiendish realms to punish your foes.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1395","weakness":{},"name":"Fiendish Word","trait":["Tiefling"],"id":"feat-1395","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Fiendish Word Source Advanced Player's Guide pg. 41 --- You can call forth a blasphemous word from the fiendish realms to punish your foes. Once per day, you can cast divine decree as a 7th-level divine innate spell. You must choose evil for the spell, and you can Cast the Spell regardless of whether you have a deity or what their alignment is.","category":"feat","pfs":"Standard","feat":["Fiendish Word"],"rarity":"common","slug":"feat-1395"},{"remaster_name":["Eternal Wings"],"skill_mod":{},"summary":"Your wings are now a permanent part of your physiology.","primary_source":"Advanced Player's Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Fiendish Wings","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1396","weakness":{},"name":"Relentless Wings","trait":["Tiefling"],"id":"feat-1396","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Relentless Wings Source Advanced Player's Guide pg. 41 Prerequisites Fiendish Wings --- Your wings are now a permanent part of your physiology. You gain the effects of Fiendish Wings at all times, rather than just once per day for 10 minutes.","category":"feat","pfs":"Standard","feat":["Relentless Wings"],"rarity":"common","slug":"feat-1396"},{"skill_mod":{},"summary":"You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1397","weakness":{},"name":"Dwarven Doughtiness","trait":["Dwarf"],"id":"feat-1397","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dwarven Doughtiness Source Advanced Player's Guide pg. 42 --- You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.","category":"feat","pfs":"Standard","feat":["Dwarven Doughtiness"],"rarity":"common","slug":"feat-1397"},{"skill_mod":{},"summary":"You know good artisanship when you see it and can wax poetic about crafting techniques and forms.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1398","weakness":{},"name":"Eye for Treasure","trait":["Dwarf"],"id":"feat-1398","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eye for Treasure Source Advanced Player's Guide pg. 42 --- You know good artisanship when you see it and can wax poetic about crafting techniques and forms. You become trained in Crafting and gain a +1 circumstance bonus on all Crafting checks made to Recall Knowledge. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Crafter's Appraisal skill feat, enabling you to identify magic items using the Crafting skill.","category":"feat","pfs":"Standard","feat":["Eye for Treasure"],"rarity":"common","slug":"feat-1398"},{"skill_mod":{},"summary":"Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"darkvision","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1399","weakness":{},"name":"Defy the Darkness","trait":["Dwarf"],"id":"feat-1399","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > Defy the Darkness Source Advanced Player's Guide pg. 42 Prerequisites darkvision --- Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-level darkness spell). You can't cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.","category":"feat","pfs":"Limited","feat":["Defy the Darkness"],"rarity":"common","slug":"feat-1399"},{"skill_mod":{},"summary":"You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1400","weakness":{},"skill":["Crafting","Crafting"],"name":"Dwarven Reinforcement","trait":["Dwarf"],"id":"feat-1400","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Dwarven Reinforcement Source Advanced Player's Guide pg. 42 Prerequisites Expert in Crafting --- You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you're a master in Crafting, the bonus is +2, and if you're legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube.","category":"feat","pfs":"Standard","feat":["Dwarven Reinforcement"],"rarity":"common","slug":"feat-1400"},{"skill_mod":{},"summary":"The stone around you is your ally, and you have learned to use it to shore up your weaknesses.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1401","weakness":{},"name":"Sheltering Slab","trait":["Dwarf"],"id":"feat-1401","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Sheltering Slab Source Advanced Player's Guide pg. 42 --- The stone around you is your ally, and you have learned to use it to shore up your weaknesses. As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't flat-footed against attacks as a result of being flanked. This works even if you are at the outside corner of the wall.","category":"feat","pfs":"Standard","feat":["Sheltering Slab"],"rarity":"common","slug":"feat-1401"},{"skill_mod":{},"summary":"You pause a moment to attune your senses to the stone around you.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"requirement":"You are standing on a stone or earthen surface.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1402","weakness":{},"name":"Echoes in Stone","trait":["Concentrate","Dwarf"],"actions_number":2,"id":"feat-1402","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Echoes in Stone Single Action Source Advanced Player's Guide pg. 42 Requirements You are standing on a stone or earthen surface. --- You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain a new sense: imprecise tremorsense with a range of 20 feet.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Echoes in Stone"],"rarity":"common","slug":"feat-1402"},{"skill_mod":{},"summary":"You have mastered the technique of arcing a projectile so that it returns to your hand after being thrown, though this requires a moment to precisely calculate the trajectory and possible ricochets.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1403","weakness":{},"name":"Returning Throw","trait":["Dwarf"],"actions_number":4,"id":"feat-1403","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Returning Throw Two Actions Source Advanced Player's Guide pg. 42 --- You have mastered the technique of arcing a projectile so that it returns to your hand after being thrown, though this requires a moment to precisely calculate the trajectory and possible ricochets. Make a ranged Strike with a thrown weapon. Once the Strike is complete, the weapon arcs or ricochets back to your hand. If your hands are full when the weapon returns, it falls to the ground in your space.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Returning Throw"],"rarity":"common","slug":"feat-1403"},{"skill_mod":{},"summary":"Your intractable nature can help you shrug off even the most grievous injuries.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You are struck by a critical hit that deals physical damage.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1404","weakness":{},"name":"Stone Bones","trait":["Dwarf"],"actions_number":1,"id":"feat-1404","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Stone Bones Reaction Source Advanced Player's Guide pg. 42 Trigger You are struck by a critical hit that deals physical damage. --- Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Stone Bones"],"rarity":"common","slug":"feat-1404"},{"skill_mod":{},"summary":"You channel strength from the earth beneath your feet to pummel your enemies.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1405","weakness":{},"name":"Telluric Power","trait":["Dwarf"],"id":"feat-1405","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Telluric Power Source Advanced Player's Guide pg. 42 --- You channel strength from the earth beneath your feet to pummel your enemies. When making a melee Strike against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice.","category":"feat","pfs":"Standard","feat":["Telluric Power"],"rarity":"common","slug":"feat-1405"},{"skill_mod":{},"summary":"Earthen barriers no longer impede your progress.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Rarity"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Stonewalker","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1406","weakness":{},"name":"Stonegate","trait":["Dwarf","Uncommon"],"id":"feat-1406","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Stonegate Source Advanced Player's Guide pg. 42 Prerequisites Stonewalker --- Earthen barriers no longer impede your progress. You gain passwall as a 7th-level divine innate spell that you can cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone.","category":"feat","pfs":"Standard","feat":["Stonegate"],"rarity":"uncommon","slug":"feat-1406"},{"skill_mod":{},"summary":"Over your extensive lifespan, you've studied many languages.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"at least 100 years old","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1407","weakness":{},"name":"Ancestral Linguistics","trait":["Elf"],"id":"feat-1407","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ancestral Linguistics Source Advanced Player's Guide pg. 43 Prerequisites at least 100 years old --- Over your extensive lifespan, you've studied many languages. During your daily preparations, you can recede into old memories to become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option.","category":"feat","pfs":"Standard","feat":["Ancestral Linguistics"],"rarity":"common","slug":"feat-1407"},{"skill_mod":{},"summary":"As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1408","weakness":{},"name":"Elven Aloofness","trait":["Elf"],"id":"feat-1408","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elven Aloofness Source Advanced Player's Guide pg. 43 --- As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. If a non-elf rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week). When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes.","category":"feat","pfs":"Standard","feat":["Elven Aloofness"],"rarity":"common","slug":"feat-1408"},{"skill_mod":{},"summary":"You've spent countless hours studying the history of elves on your world and beyond and are a studied expert in your people's ways.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1409","weakness":{},"name":"Know Your Own","trait":["Elf"],"id":"feat-1409","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Know Your Own Source Advanced Player's Guide pg. 43 --- You've spent countless hours studying the history of elves on your world and beyond and are a studied expert in your people's ways. If you critically fail a check to Recall Knowledge about elves, elven society, or elven history, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Know Your Own"],"rarity":"common","slug":"feat-1409"},{"skill_mod":{},"summary":"Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1410","weakness":{},"name":"Ancestral Suspicion","trait":["Elf"],"id":"feat-1410","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ancestral Suspicion Source Advanced Player's Guide pg. 43 --- Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate , and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Ancestral Suspicion"],"rarity":"common","slug":"feat-1410"},{"skill_mod":{},"summary":"You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1411","weakness":{},"name":"Martial Experience","trait":["Elf"],"id":"feat-1411","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Martial Experience Source Advanced Player's Guide pg. 43 --- You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus. At 11th level, you become trained in all weapons.","category":"feat","pfs":"Standard","feat":["Martial Experience"],"rarity":"common","slug":"feat-1411"},{"skill_mod":{},"summary":"The arcane magic you possess grows in power and complexity.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"at least one innate spell gained from an elf ancestry feat","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1412","weakness":{},"name":"Otherworldly Acumen","trait":["Elf"],"id":"feat-1412","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Otherworldly Acumen Source Advanced Player's Guide pg. 43 Prerequisites at least one innate spell gained from an elf ancestry feat --- The arcane magic you possess grows in power and complexity. Choose one common 2nd-level spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from. Your magic is adaptable. By spending 1 day of downtime, you can change the spell you chose to a different common 2nd-level spell from the same tradition.","category":"feat","pfs":"Standard","feat":["Otherworldly Acumen"],"rarity":"common","slug":"feat-1412"},{"remaster_name":["Tree Climber"],"skill_mod":{},"summary":"You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1413","weakness":{},"name":"Tree Climber (Elf)","trait":["Elf"],"id":"feat-1413","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Tree Climber (Elf) Source Advanced Player's Guide pg. 43 --- You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Tree Climber (Elf)"],"rarity":"common","slug":"feat-1413"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once every 10 minutes","weakness":{},"trait":["Elf","Fortune"],"id":"feat-1414","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Avenge Ally Single Action Source Advanced Player's Guide pg. 43 Frequency once every 10 minutes Requirements You are adjacent to an ally with the dying condition. --- Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.","feat":["Avenge Ally"],"skill_mod":{},"summary":"Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Half-Elf","Mechanics"],"level":13,"source_category":["Rulebooks"],"requirement":"You are adjacent to an ally with the dying condition.","resistance":{},"url":"/Feats.aspx?ID=1414","name":"Avenge Ally","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1414"},{"skill_mod":{},"summary":"Your people used powerful magic to travel between distant worlds, and the remnants of that magic make such transportation easier for you.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1415","weakness":{},"name":"Magic Rider","trait":["Elf"],"id":"feat-1415","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Magic Rider Source Advanced Player's Guide pg. 43 --- Your people used powerful magic to travel between distant worlds, and the remnants of that magic make such transportation easier for you. When you are the target of a teleportation spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a teleport spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled.","category":"feat","pfs":"Standard","feat":["Magic Rider"],"rarity":"common","slug":"feat-1415"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Auditory","Emotion","Gnome","Mental","Visual"],"id":"feat-1416","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Empathetic Plea Reaction Source Advanced Player's Guide pg. 44 Prerequisites Trained in Diplomacy Trigger You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack. --- The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. Attempt a Diplomacy check against your attacker's Will DC. Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn. Success The creature takes a –2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is –4 if you're an expert in Diplomacy, –6 if you're a master, and –8 if you're legendary. Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.","feat":["Empathetic Plea"],"skill_mod":{},"summary":"The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Mechanics","Ancestry","Weapon"],"level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"trigger":"You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack.","resistance":{},"url":"/Feats.aspx?ID=1416","name":"Empathetic Plea","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1416"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Gnome"],"id":"feat-1417","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Razzle-Dazzle Free Action Source Advanced Player's Guide pg. 44 Frequency once per hour Trigger You blind or dazzle a creature. --- You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the blinded or dazzled condition you give the target by 1 round.","feat":["Razzle-Dazzle"],"skill_mod":{},"summary":"You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You blind or dazzle a creature.","resistance":{},"url":"/Feats.aspx?ID=1417","name":"Razzle-Dazzle","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1417"},{"skill_mod":{},"summary":"Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Ancestry","Weapon","School","Monster","Tradition","Sense"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1418","weakness":{},"school":"illusion","name":"Project Persona","trait":["Concentrate","Gnome","Illusion","Primal","Visual"],"actions_number":2,"id":"feat-1418","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Project Persona Single Action Source Advanced Player's Guide pg. 44 --- Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusion by Seeking or touching your armor. The DC equals your Will DC.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Project Persona"],"rarity":"common","slug":"feat-1418"},{"skill_mod":{},"summary":"You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1419","weakness":{},"name":"Cautious Curiosity","trait":["Gnome"],"id":"feat-1419","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cautious Curiosity Source Advanced Player's Guide pg. 44 Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat --- You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed. You gain misdirection and silence as 2nd-level arcane or occult innate spells. The tradition of these spells must match the tradition you use for your gnome ancestry options. You can cast each spell once per day and can target only yourself.","category":"feat","pfs":"Standard","feat":["Cautious Curiosity"],"rarity":"common","slug":"feat-1419"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Gnome","Move","Necromancy","Teleportation"],"id":"feat-1420","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Life Leap Single Action Source Advanced Player's Guide pg. 44 Requirements You must be adjacent to a living creature. --- You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light. You move from your current location to another location that's still adjacent to the same living creature, but on the opposite side or corner of the creature's space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature's space. You pass through the creature's life force, appearing in the selected location; this doesn't trigger reactions based on movement. You must be able to see your destination, and you can't move farther than your Speed would allow.","feat":["Life Leap"],"skill_mod":{},"summary":"You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Mechanics","School"],"level":9,"source_category":["Rulebooks"],"requirement":"You must be adjacent to a living creature.","resistance":{},"url":"/Feats.aspx?ID=1420","name":"Life Leap","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1420"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"illusion","trait":["Gnome","Illusion","Visual"],"id":"feat-1421","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Instinctive Obfuscation Reaction Source Advanced Player's Guide pg. 44 Frequency once per day Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat Trigger You are attacked by a foe. --- The magic within you manifests as a natural reaction to threats. You gain the effects of mirror image but with two images instead of three. The tradition of this action matches the tradition of your gnome ancestry options.","feat":["Instinctive Obfuscation"],"skill_mod":{},"summary":"The magic within you manifests as a natural reaction to threats.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","School","Monster","Sense"],"level":13,"prerequisite":"at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat","source_category":["Rulebooks"],"trigger":"You are attacked by a foe.","resistance":{},"url":"/Feats.aspx?ID=1421","name":"Instinctive Obfuscation","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1421"},{"skill_mod":{},"summary":"The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Material Plane and the First World.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1422","frequency":"twice per week","weakness":{},"name":"Homeward Bound","trait":["Gnome","Uncommon"],"id":"feat-1422","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Homeward Bound Source Advanced Player's Guide pg. 44 Frequency twice per week --- The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Material Plane and the First World. You gain plane shift as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Material Plane. Due to your body's natural resonance, you can act as the spell focus, and you don't require a tuning fork.","category":"feat","pfs":"Standard","feat":["Homeward Bound"],"rarity":"uncommon","slug":"feat-1422"},{"skill_mod":{},"summary":"Your rubbery physique makes it easier for you to wedge yourself into tight spaces and more difficult for your enemies to dislodge you.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Unbreakable Goblin heritage","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1423","weakness":{},"name":"Extra Squishy","trait":["Goblin"],"id":"feat-1423","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Extra Squishy Source Advanced Player's Guide pg. 45 Prerequisites Unbreakable Goblin heritage --- Your rubbery physique makes it easier for you to wedge yourself into tight spaces and more difficult for your enemies to dislodge you. You become trained in Acrobatics. If you would automatically become trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice. If you roll a success to Squeeze, you get a critical success instead. While you're Squeezing, you gain a +4 circumstance bonus to your Fortitude or Reflex DCs against attempts to Shove you or otherwise move you from your space.","category":"feat","pfs":"Standard","feat":["Extra Squishy"],"rarity":"common","slug":"feat-1423"},{"skill_mod":{},"summary":"You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1424","weakness":{},"name":"Twitchy","trait":["Goblin"],"id":"feat-1424","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Twitchy Source Advanced Player's Guide pg. 45 --- You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using Deception or Diplomacy to determine their initiative, your bonus to initiative from this feat increases to +4.","category":"feat","pfs":"Standard","feat":["Twitchy"],"rarity":"common","slug":"feat-1424"},{"skill_mod":{},"summary":"You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1425","weakness":{},"name":"Kneecap","trait":["Goblin"],"actions_number":2,"id":"feat-1425","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Kneecap Single Action Source Advanced Player's Guide pg. 45 --- You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach. Make a Strike with one of your melee weapons or melee unarmed attacks. This attack doesn't deal damage. On a hit, the target takes a –10-foot status penalty to its Speed or a –15-foot status penalty on a critical hit. The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Kneecap"],"rarity":"common","slug":"feat-1425"},{"skill_mod":{},"summary":"Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Goblin Song","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1426","weakness":{},"name":"Loud Singer","trait":["Goblin"],"id":"feat-1426","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Loud Singer Source Advanced Player's Guide pg. 45 Prerequisites Goblin Song --- Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it.","category":"feat","pfs":"Standard","feat":["Loud Singer"],"rarity":"common","slug":"feat-1426"},{"skill_mod":{},"summary":"You have a knack for breaking and dismantling things.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1427","weakness":{},"name":"Vandal","trait":["Goblin"],"id":"feat-1427","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Vandal Source Advanced Player's Guide pg. 45 --- You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in Thievery. If you would automatically become trained in Thievery (from your background or class, for example), you instead become trained in a skill of your choice. In addition, whenever you hit with a Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.","category":"feat","pfs":"Standard","feat":["Vandal"],"rarity":"common","slug":"feat-1427"},{"skill_mod":{},"summary":"You hang onto a foe to harry them into submission.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1428","weakness":{},"name":"Cling","trait":["Goblin"],"actions_number":2,"id":"feat-1428","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cling Single Action Source Advanced Player's Guide pg. 45 Requirements Your last action was a successful Strike. --- You hang onto a foe to harry them into submission. If your target moves while you're hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target Escapes. Attempts to Escape from a Cling follow the rules for Escape, but use your Acrobatics DC and end the Cling instead of the conditions normally ended by the Escape action. Special You can use this action without a free hand if your preceding Strike was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Cling"],"rarity":"common","slug":"feat-1428"},{"skill_mod":{},"summary":"Despite a lifetime filled with questionable decisions, you've managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1429","frequency":"once per day","weakness":{},"name":"Reckless Abandon (Goblin)","trait":["Fortune","Goblin"],"actions_number":0,"id":"feat-1429","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Reckless Abandon (Goblin) Free Action Source Advanced Player's Guide pg. 45 Frequency once per day --- Despite a lifetime filled with questionable decisions, you've managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions. For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, enemies and hazards that would damage you this turn roll the minimum possible damage. These benefits apply only to harmful effects incurred entirely during your turn in which you activate Reckless Abandon, such as running through a prismatic wall . Persistent damage and conditions that were applied prior to your turn proceed normally, and as soon as your turn ends you are subject to the full consequences of any dangers still threatening you.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Reckless Abandon (Goblin)"],"rarity":"common","slug":"feat-1429"},{"skill_mod":{},"summary":"You are adept at disguising coded messages as folksy idioms.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1430","weakness":{},"name":"Folksy Patter","trait":["Halfling"],"id":"feat-1430","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Folksy Patter Source Advanced Player's Guide pg. 46 --- You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as “Danger assassin flee” or “Meet me moonrise”). Your intended listener can attempt a Perception check to discern the message (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally with Folksy Patter). Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply.","category":"feat","pfs":"Standard","feat":["Folksy Patter"],"rarity":"common","slug":"feat-1430"},{"skill_mod":{},"summary":"You grew up riding your clan's shaggy ponies and riding dogs.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1431","weakness":{},"name":"Prairie Rider","trait":["Halfling"],"id":"feat-1431","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Prairie Rider Source Advanced Player's Guide pg. 46 --- You grew up riding your clan's shaggy ponies and riding dogs. You become trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog.","category":"feat","pfs":"Standard","feat":["Prairie Rider"],"rarity":"common","slug":"feat-1431"},{"skill_mod":{},"summary":"You are an expert at avoiding the lumbering footsteps of larger creatures.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"A Large or larger enemy ends a move action adjacent to you.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1432","weakness":{},"name":"Step Lively","trait":["Halfling"],"actions_number":1,"id":"feat-1432","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Step Lively Reaction Source Advanced Player's Guide pg. 46 Trigger A Large or larger enemy ends a move action adjacent to you. --- You are an expert at avoiding the lumbering footsteps of larger creatures. You Step to another space adjacent to the enemy. Step Lively leads to... Dance Underfoot","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Step Lively"],"rarity":"common","slug":"feat-1432"},{"skill_mod":{},"summary":"You dart under the legs of your enemies in combat.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Step Lively","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1433","weakness":{},"name":"Dance Underfoot","trait":["Halfling"],"id":"feat-1433","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dance Underfoot Source Advanced Player's Guide pg. 46 Prerequisites Step Lively --- You dart under the legs of your enemies in combat. You can end a successful Tumble Through action in a Large or larger enemy's space. Also, when using the Step Lively feat, you can Step into the triggering enemy's space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze. Dance Underfoot leads to... Toppling Dance","category":"feat","pfs":"Standard","feat":["Dance Underfoot"],"rarity":"common","slug":"feat-1433"},{"remaster_name":["Spellcasting Archetypes"],"skill_mod":{},"summary":"You won't allow others to restrain you.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1434","weakness":{},"name":"Unhampered Passage","trait":["Halfling"],"id":"feat-1434","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Unhampered Passage Source Advanced Player's Guide pg. 46 --- You won't allow others to restrain you. You can cast freedom of movement on yourself as a primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Unhampered Passage"],"rarity":"common","slug":"feat-1434"},{"skill_mod":{},"summary":"While sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Dance Underfoot","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1435","weakness":{},"name":"Toppling Dance","trait":["Halfling"],"id":"feat-1435","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Toppling Dance Source Advanced Player's Guide pg. 46 Prerequisites Dance Underfoot --- While sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share. You can be in the same space as a Large or larger prone creature, even if it's not your ally.","category":"feat","pfs":"Standard","feat":["Toppling Dance"],"rarity":"common","slug":"feat-1435"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Stealth","Stealth"],"trait":["Halfling"],"id":"feat-1436","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Shadow Self Source Advanced Player's Guide pg. 46 Frequency once per hour Prerequisites Legendary in Stealth Trigger You successfully use Stealth to Hide and become hidden from all your current foes, or use Stealth to Sneak and become undetected to all your current foes. --- With a powerful talent for misdirection, you slip from your adversaries' notice so thoroughly you appear to be somewhere else. You become invisible for 1 minute or until you take a hostile action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be hidden in that location to anyone trying to find you. If the searcher gets clear evidence that you're not there, they no longer think you're hidden there, but they don't discover your actual location.","feat":["Shadow Self"],"skill_mod":{},"summary":"With a powerful talent for misdirection, you slip from your adversaries' notice so thoroughly you appear to be somewhere else.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Weapon"],"level":17,"prerequisite":"Legendary in Stealth","source_category":["Rulebooks"],"trigger":"You successfully use Stealth to Hide and become hidden from all your current foes, or use Stealth to Sneak and become undetected to all your current foes.","resistance":{},"url":"/Feats.aspx?ID=1436","name":"Shadow Self","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-1436"},{"skill_mod":{},"summary":"Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1437","weakness":{},"name":"Sense Allies","trait":["Human"],"id":"feat-1437","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Sense Allies Source Advanced Player's Guide pg. 47 --- Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.","category":"feat","pfs":"Standard","feat":["Sense Allies"],"rarity":"common","slug":"feat-1437"},{"skill_mod":{},"summary":"Your upbringing emphasized teamwork and helping your allies comes naturally to you.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1438","weakness":{},"name":"Group Aid","trait":["Human"],"id":"feat-1438","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Group Aid Source Advanced Player's Guide pg. 47 --- Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction. The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.","category":"feat","pfs":"Standard","feat":["Group Aid"],"rarity":"common","slug":"feat-1438"},{"skill_mod":{},"summary":"There's no journey too far or burden too heavy when your friends are at your side.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1439","weakness":{},"name":"Hardy Traveler","trait":["Human"],"id":"feat-1439","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Hardy Traveler Source Advanced Player's Guide pg. 47 --- There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.","category":"feat","pfs":"Standard","feat":["Hardy Traveler"],"rarity":"common","slug":"feat-1439"},{"skill_mod":{},"summary":"Over the course of adventuring, your adaptability has let you pick up numerous useful abilities.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1440","weakness":{},"name":"Advanced General Training","trait":["Human"],"id":"feat-1440","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Advanced General Training Source Advanced Player's Guide pg. 47 --- Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites. Special You can select this feat multiple times, choosing a different feat each time.","category":"feat","pfs":"Standard","feat":["Advanced General Training"],"rarity":"common","slug":"feat-1440"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Human"],"id":"feat-1441","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Bounce Back Free Action Source Advanced Player's Guide pg. 47 Frequency once per day Trigger You lose the dying condition. --- You recover from near-death experiences with astounding resilience. Don't increase the value of your wounded condition due to losing the dying condition.","feat":["Bounce Back"],"skill_mod":{},"summary":"You recover from near-death experiences with astounding resilience.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"level":13,"source_category":["Rulebooks"],"trigger":"You lose the dying condition.","resistance":{},"url":"/Feats.aspx?ID=1441","name":"Bounce Back","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1441"},{"skill_mod":{},"summary":"Humans are renowned for their ability to persist through the most grueling of trials.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1442","weakness":{},"name":"Stubborn Persistence","trait":["Human"],"id":"feat-1442","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Stubborn Persistence Source Advanced Player's Guide pg. 47 --- Humans are renowned for their ability to persist through the most grueling of trials. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren't fatigued. If the fatigued condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.","category":"feat","pfs":"Standard","feat":["Stubborn Persistence"],"rarity":"common","slug":"feat-1442"},{"skill_mod":{},"summary":"The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1443","frequency":"once per day","weakness":{},"name":"Heroic Presence","trait":["Emotion","Human","Mental"],"actions_number":2,"id":"feat-1443","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Heroic Presence Single Action Source Advanced Player's Guide pg. 47 Frequency once per day --- The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction , though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Heroic Presence"],"rarity":"common","slug":"feat-1443"},{"skill_mod":{},"summary":"Elves are often skeptical of their half-elven kin, and you are experienced at telling stories of your accomplishments to gain their respect.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1444","weakness":{},"name":"Earned Glory","trait":["Half-Elf","Aiuvarin"],"id":"feat-1444","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Earned Glory Source Advanced Player's Guide pg. 47 --- Elves are often skeptical of their half-elven kin, and you are experienced at telling stories of your accomplishments to gain their respect. You are trained in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Impressive Performance feat. When you attempt a Performance check to Make an Impression on an elf, if you roll a critical failure, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Earned Glory"],"rarity":"common","slug":"feat-1444"},{"skill_mod":{},"summary":"One of your parents has a human life span and another an elven life span, with your own somewhere between.","primary_source":"Advanced Player's Guide","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1445","weakness":{},"name":"Pinch Time","trait":["Half-Elf","Aiuvarin"],"id":"feat-1445","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Pinch Time Source Advanced Player's Guide pg. 47 --- One of your parents has a human life span and another an elven life span, with your own somewhere between. As a result, you have an unusual perspective on time, which you've learned to manifest to aid yourself in moments of stress. You gain haste as a 3rd-level arcane innate spell, though you can target only yourself. You can Cast this Spell once per day.","category":"feat","pfs":"Standard","feat":["Pinch Time"],"rarity":"common","slug":"feat-1445"},{"skill_mod":{},"summary":"You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1446","weakness":{},"name":"Flexible Studies","trait":["Investigator"],"id":"feat-1446","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Flexible Studies Source Advanced Player's Guide pg. 60 --- You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.","category":"feat","pfs":"Standard","feat":["Flexible Studies"],"rarity":"common","slug":"feat-1446"},{"skill_mod":{},"summary":"Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1447","weakness":{},"name":"Known Weaknesses","trait":["Investigator"],"id":"feat-1447","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Known Weaknesses Source Advanced Player's Guide pg. 60 --- Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.","category":"feat","pfs":"Standard","feat":["Known Weaknesses"],"rarity":"common","slug":"feat-1447"},{"skill_mod":{},"summary":"You've mastered combat practices that let you get up close and bring down perpetrators alive.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1448","weakness":{},"name":"Takedown Expert","trait":["Investigator"],"id":"feat-1448","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Takedown Expert Source Advanced Player's Guide pg. 60 --- You've mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls when you Devise a Stratagem if you're using a weapon of the club group in one hand (like a club, staff, or sap), in addition to the usual weapons, and those Strikes qualify for your strategic strike. Additionally, you can make any of your Strikes nonlethal without taking the normal –2 penalty.","category":"feat","pfs":"Standard","feat":["Takedown Expert"],"rarity":"common","slug":"feat-1448"},{"skill_mod":{},"summary":"When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1449","weakness":{},"name":"That's Odd","trait":["Investigator"],"id":"feat-1449","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > That's Odd Source Advanced Player's Guide pg. 60 PFS Note GMs should provide a character with the That’s Odd investigator feat a hint whenever the character enters a room with hidden aspects, specifically with regard to hidden passageways (such as scuff marks near a bookcase that’s actually a swinging door), creatures or hazards (such as drippage on the floor from an unseen fungus growing on the rafters), or valuables (such as bunched carpet over a secret compartment in the floor that contains a bag of coins). The GM does not need to provide clues for rooms that have no significant secret or hidden features. These clues should indicate only that the character should investigate a given section of the room, not let them automatically uncover the hidden element or provide any additional information beyond signaling its presence. --- When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious. You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.","category":"feat","pfs":"Standard","feat":["That's Odd"],"rarity":"common","slug":"feat-1449"},{"skill_mod":{},"summary":"Your work as an investigator makes you familiar with the criminal element.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1451","weakness":{},"name":"Underworld Investigator","trait":["Investigator"],"id":"feat-1451","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Underworld Investigator Source Advanced Player's Guide pg. 60 --- Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in Underworld Lore, and you gain your Pursue a Lead circumstance bonus to Thievery checks to investigate the subject of your lead (such as checks to Steal a clue from a suspect or Pick a Lock to open a safe with damning documents).","category":"feat","pfs":"Standard","feat":["Underworld Investigator"],"rarity":"common","slug":"feat-1451"},{"skill_mod":{},"summary":"You know how to calculatedly manipulate joints and body weight.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1452","weakness":{},"skill":["Athletics","Athletics"],"name":"Athletic Strategist","trait":["Investigator"],"id":"feat-1452","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Athletic Strategist Source Advanced Player's Guide pg. 60 Prerequisites Trained in Athletics --- You know how to calculatedly manipulate joints and body weight. In addition to using Devise a Stratagem to modify a Strike, you can use it to modify a Disarm, Grapple, Shove, or Trip attempt, substituting your Devise a Stratagem roll for the Athletics check. You must apply the substitution to the first eligible attack you make, whether it's a Strike or one of the Athletics actions. You can also use your Intelligence modifier instead of Strength for the Athletics check when you substitute your Devise a Stratagem roll, unless you're using a weapon for the maneuver and the weapon doesn't fit the restrictions for using Intelligence with a stratagem.","category":"feat","pfs":"Standard","feat":["Athletic Strategist"],"rarity":"common","slug":"feat-1452"},{"remaster_name":["Eliminate Red Herrings"],"skill_mod":{},"summary":"You have a keen sense for avoiding spurious lines of inquiry.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1453","weakness":{},"name":"Red Herring","trait":["Investigator"],"id":"feat-1453","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Red Herring Source Advanced Player's Guide pg. 61 --- You have a keen sense for avoiding spurious lines of inquiry. When you Pursue a Lead, the GM tells you if the lead you chose is inconsequential. For example, if you found a splatter of gray mud on the wall, thought it was suspicious, and Pursued it as a Lead, the GM would tell you if there was no greater mystery related to it. When the GM tells you a lead is inconsequential, you can decline to Pursue the Lead, keeping any leads you were already pursuing. You still can't use Pursue a Lead again for 10 minutes, as normal.","category":"feat","pfs":"Standard","feat":["Red Herring"],"rarity":"common","slug":"feat-1453"},{"skill_mod":{},"summary":"The plans you make include your allies as well as yourself.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1454","weakness":{},"name":"Shared Stratagem","trait":["Investigator"],"id":"feat-1454","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shared Stratagem Source Advanced Player's Guide pg. 61 --- The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn. Shared Stratagem leads to... Didactic Strike","category":"feat","pfs":"Standard","feat":["Shared Stratagem"],"rarity":"common","slug":"feat-1454"},{"skill_mod":{},"summary":"Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1455","weakness":{},"name":"Solid Lead","trait":["Investigator"],"id":"feat-1455","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Solid Lead Source Advanced Player's Guide pg. 61 --- Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture. Once per day when you give up on the subject of a lead due to using Pursue a Lead again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the concentrate trait. Doing so ends one of your current leads as normal. During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day.","category":"feat","pfs":"Standard","feat":["Solid Lead"],"rarity":"common","slug":"feat-1455"},{"skill_mod":{},"summary":"You've devoted extra time in the lab to improve your knowledge of alchemy.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"alchemical sciences methodology","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1456","weakness":{},"name":"Alchemical Discoveries","trait":["Investigator"],"id":"feat-1456","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Alchemical Discoveries Source Advanced Player's Guide pg. 61 Prerequisites alchemical sciences methodology --- You've devoted extra time in the lab to improve your knowledge of alchemy. You learn the formulas for two alchemical items each time you level up instead of one; these must still be elixirs or tools. The number of versatile vials you can create each day increases by 1 if you're an expert in Crafting, 2 if you're a master, or 3 if you're legendary.","category":"feat","pfs":"Standard","feat":["Alchemical Discoveries"],"rarity":"common","slug":"feat-1456"},{"skill_mod":{},"summary":"When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1457","weakness":{},"name":"Detective's Readiness","trait":["Investigator"],"id":"feat-1457","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Detective's Readiness Source Advanced Player's Guide pg. 61 --- When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your circumstance bonus from Pursue a Lead on saving throws (and their DCs, as normal) against the subject of a lead, and you can use Clue In to assist an ally's saving throw against that subject.","category":"feat","pfs":"Standard","feat":["Detective's Readiness"],"rarity":"common","slug":"feat-1457"},{"skill_mod":{},"summary":"You're adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"empiricism methodology or interrogation methodology","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1458","weakness":{},"name":"Lie Detector","trait":["Investigator"],"id":"feat-1458","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lie Detector Source Advanced Player's Guide pg. 62 Prerequisites empiricism methodology or interrogation methodology --- You're adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse. You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next Deception, Diplomacy, Intimidation, or Performance check you attempt against that creature within the next minute.","category":"feat","pfs":"Standard","feat":["Lie Detector"],"rarity":"common","slug":"feat-1458"},{"skill_mod":{},"summary":"You're always investigating what's around you, even as you perform other activities.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1459","weakness":{},"archetype":["Vindicator","Lion Blade"],"name":"Ongoing Investigation","trait":["Investigator"],"id":"feat-1459","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ongoing Investigation Source Advanced Player's Guide pg. 62 Archetypes Vindicator (Level 4), Lion Blade (Level 6) --- You're always investigating what's around you, even as you perform other activities. You can move at full Speed while using the Investigate exploration activity, and you can use another exploration activity while Investigating.","category":"feat","pfs":"Standard","feat":["Ongoing Investigation"],"rarity":"common","slug":"feat-1459"},{"skill_mod":{},"summary":"Your stratagems benefit from your precise knowledge of anatomy.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"forensic medicine methodology","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1460","weakness":{},"name":"Scalpel's Point","trait":["Investigator"],"id":"feat-1460","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Scalpel's Point Source Advanced Player's Guide pg. 62 Prerequisites forensic medicine methodology --- Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to Devising a Stratagem, if your attack dealt piercing or slashing damage, you also deal 1d6 persistent bleed damage to your target.","category":"feat","pfs":"Standard","feat":["Scalpel's Point"],"rarity":"common","slug":"feat-1460"},{"skill_mod":{},"summary":"You learn your foes' strengths and weaknesses by watching them move.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1461","weakness":{},"name":"Strategic Assessment","trait":["Investigator"],"id":"feat-1461","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Strategic Assessment Source Advanced Player's Guide pg. 62 --- You learn your foes' strengths and weaknesses by watching them move. When you critically hit a creature with a Strike on which you substituted your attack roll due to Devising a Stratagem, the GM chooses one of the following pieces of information about the enemy to tell you. Which of the enemy's weaknesses is highest Which of the enemy's resistances is highest Which of the enemy's saving throws is lowest One immunity the enemy has The GM can choose deliberately or at random, but they can't choose information that doesn't apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you critically hit a given creature.","category":"feat","pfs":"Standard","feat":["Strategic Assessment"],"rarity":"common","slug":"feat-1461"},{"skill_mod":{},"summary":"Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"You must be pursuing at least two leads.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1462","weakness":{},"name":"Connect the Dots","trait":["Concentrate","Investigator","Secret","Uncommon"],"id":"feat-1462","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Connect the Dots Source Advanced Player's Guide pg. 62 Requirements You must be pursuing at least two leads. --- Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade. You spend 10 minutes considering two different leads you're pursuing. You then attempt a check to investigate how connected the two are. Unless the GM determines otherwise, this is a Crafting check if they're both items or a Society check for other combinations of leads. If any subjects are creatures, this check usually uses the highest DC among their Deception and Will DCs. If no subjects are creatures, but at least one is an item, the DC is usually a hard DC for the level of the highest-level item. If neither case applies, the DC is usually a hard expert or hard master DC (22 or 32). Once you try to Connect the Dots between two particular leads, you can never try to Connect the Dots between those same leads again unless the GM allows it after you've learned a substantial amount of new information. Critical Success The GM tells you how connected the two leads are to one another: highly connected, somewhat connected, tangentially connected, or not connected. The GM also tells you one specific way in which they're connected, if they are. Success As critical success, but the GM doesn't tell you a specific connection. Failure Your results are inconclusive. Critical Failure You misconstrue the information. As success, but the GM provides an incorrect degree of connection.","category":"feat","pfs":"Restricted","feat":["Connect the Dots"],"rarity":"uncommon","slug":"feat-1462"},{"remaster_name":["Predictive Purchase"],"skill_mod":{},"summary":"You have just the thing for the situation.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1463","weakness":{},"archetype":["Twilight Talon"],"name":"Predictive Purchase (Investigator)","trait":["Investigator"],"id":"feat-1463","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Predictive Purchase (Investigator) Source Advanced Player's Guide pg. 63 Archetype Twilight Talon (Level 10) --- You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute. Predictive Purchase (Investigator) leads to... Implausible Purchase (Investigator)","category":"feat","pfs":"Standard","feat":["Predictive Purchase (Investigator)"],"rarity":"common","slug":"feat-1463"},{"skill_mod":{},"summary":"When you succeed at a Recall Knowledge check, you learn an additional fact about the subject.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1464","weakness":{},"archetype":["Vindicator"],"name":"Thorough Research","trait":["Investigator"],"id":"feat-1464","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Thorough Research Source Advanced Player's Guide pg. 63 Archetype Vindicator (Level 6) --- When you succeed at a Recall Knowledge check, you learn an additional fact about the subject. When you critically succeed at a Recall Knowledge check, you can gain even more additional information or context than normal, at the GM's discretion. Thorough Research leads to... Just the Facts","category":"feat","pfs":"Standard","feat":["Thorough Research"],"rarity":"common","slug":"feat-1464"},{"skill_mod":{},"summary":"You can clue in all your allies at once.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1466","weakness":{},"name":"Clue Them All In","trait":["Investigator"],"id":"feat-1466","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Clue Them All In Source Advanced Player's Guide pg. 63 --- You can clue in all your allies at once. When you use the Clue In reaction, any of your allies who are attempting the same check to investigate a lead receive the circumstance bonus from Clue In. If you use this ability during an encounter, they must attempt their check within 1 round of when you Clued them In. Clue Them All In leads to... Lead Investigator","category":"feat","pfs":"Standard","feat":["Clue Them All In"],"rarity":"common","slug":"feat-1466"},{"skill_mod":{},"summary":"You carefully consider your case and narrow down some of the details.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1467","frequency":"once per day","weakness":{},"name":"Whodunnit?","trait":["Investigator","Uncommon"],"id":"feat-1467","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Whodunnit? Source Advanced Player's Guide pg. 63 Frequency once per day --- You carefully consider your case and narrow down some of the details. When you Pursue a Lead, you can spend 10 minutes instead of 1 minute to ask two questions of the GM as you complete the activity. The GM must answer truthfully with “yes” or “no,” though if the answer would be misleading or have no practical application to your investigation the GM can answer “immaterial.” You can't use Who Dunnit? more than once for the same lead, even across different days. Your questions must come from the following list, applying to either the creature or the clue you found: Was the clue left by a creature trait]? (Choose a creature trait such as [humanoid, undead, or dwarf; this trait must be accurate as of the time the clue was left.) Was this clue left within the last hour? Was this clue left within the last day? Was the creature that left the clue in a heightened emotional state when it left the clue? Did the creature attempt to conceal this clue? ","category":"feat","pfs":"Restricted","feat":["Whodunnit?"],"rarity":"uncommon","slug":"feat-1467"},{"skill_mod":{},"summary":"After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"Your most recent action was to Feint , Request , or Demoralize , and you failed but didn't critically fail.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1468","weakness":{},"name":"Just One More Thing","trait":["Fortune","Investigator"],"actions_number":2,"id":"feat-1468","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Just One More Thing Single Action Source Advanced Player's Guide pg. 63 Requirements Your most recent action was to Feint, Request, or Demoralize, and you failed but didn't critically fail. --- After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt. Reroll the failed check and use the new result. If the target of the failed check is the subject of a lead you're pursuing, double your bonus from Pursue a Lead on the rerolled check. That creature is temporarily immune to Just One More Thing for 1 day. You can also use this action if you failed, but didn't critically fail, at a check to Lie, Gather Information, Make an Impression, or Coerce. In this case, rather than spending 1 action, adding Just One More Thing takes you half the amount of time you initially spent on the check, to a minimum of 1 more round.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Just One More Thing"],"rarity":"common","slug":"feat-1468"},{"skill_mod":{},"summary":"You're constantly studying small aspects of everyone's movements, even if you don't have a stratagem in place ahead of time.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"strategic strike","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1469","weakness":{},"name":"Ongoing Strategy","trait":["Investigator"],"id":"feat-1469","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ongoing Strategy Source Advanced Player's Guide pg. 63 Prerequisites strategic strike --- You're constantly studying small aspects of everyone's movements, even if you don't have a stratagem in place ahead of time. On any Strike for which you didn't Devise a Stratagem, you still deal precision damage equal to your number of strategic strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier had you Devised a Stratagem.","category":"feat","pfs":"Standard","feat":["Ongoing Strategy"],"rarity":"common","slug":"feat-1469"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Investigator"],"id":"feat-1470","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Suspect of Opportunity Reaction Source Advanced Player's Guide pg. 63 Frequency once per hour Trigger A foe takes a hostile action against you in combat. --- Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You've learned how to compartmentalize your main lead and pursue a new one for your current predicament. You Pursue a Lead against the triggering foe, setting aside but not ending one of your currently active leads, if you have two leads. At the end of the combat encounter, you stop Pursuing the Lead against the triggering foe and return to the original lead, if you have one.","feat":["Suspect of Opportunity"],"skill_mod":{},"summary":"Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"trigger":"A foe takes a hostile action against you in combat.","resistance":{},"url":"/Feats.aspx?ID=1470","name":"Suspect of Opportunity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1470"},{"skill_mod":{},"summary":"You perceive every possible way your foe's attack could land and attempt to avoid them all.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"A creature targets you with an attack and you can see the attacker.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1471","weakness":{},"name":"Foresee Danger","trait":["Concentrate","Investigator"],"actions_number":1,"id":"feat-1471","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Foresee Danger Reaction Source Advanced Player's Guide pg. 64 Trigger A creature targets you with an attack and you can see the attacker. --- You perceive every possible way your foe's attack could land and attempt to avoid them all. The triggering attack roll targets your Perception DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, even though you wouldn't take the –2 circumstance penalty when defending against the attack.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Foresee Danger"],"rarity":"common","slug":"feat-1471"},{"skill_mod":{},"summary":"Your mind works through clues at an unbelievable speed.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1472","weakness":{},"name":"Reason Rapidly","trait":["Investigator"],"actions_number":2,"id":"feat-1472","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reason Rapidly Single Action Source Advanced Player's Guide pg. 64 --- Your mind works through clues at an unbelievable speed. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Reason Rapidly"],"rarity":"common","slug":"feat-1472"},{"skill_mod":{},"summary":"You spend 10 minutes in contemplation to uncannily predict how events will play out.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Rarity"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1473","weakness":{},"archetype":["Time Mage"],"name":"Plot the Future","trait":["Concentrate","Investigator","Prediction","Uncommon"],"id":"feat-1473","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Restricted\" > Plot the Future Source Advanced Player's Guide pg. 64 Archetypes Time Mage (Level 16), Time Mage (Level 16) --- You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn.","category":"feat","pfs":"Restricted","feat":["Plot the Future"],"rarity":"uncommon","slug":"feat-1473"},{"skill_mod":{},"summary":"Your plans account for your foes' resistances, enabling you to strike a telling blow.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1475","weakness":{},"name":"Strategic Bypass","trait":["Investigator"],"id":"feat-1475","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Strategic Bypass Source Advanced Player's Guide pg. 65 --- Your plans account for your foes' resistances, enabling you to strike a telling blow. When you hit with a Strike on which you substituted your attack roll due to Devising a Stratagem, you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack.","category":"feat","pfs":"Standard","feat":["Strategic Bypass"],"rarity":"common","slug":"feat-1475"},{"skill_mod":{},"summary":"When you find a glaring weakness, you can set your allies up to annihilate your foe.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Shared Stratagem","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1476","weakness":{},"name":"Didactic Strike","trait":["Investigator"],"id":"feat-1476","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Didactic Strike Source Advanced Player's Guide pg. 65 Prerequisites Shared Stratagem --- When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is flat-footed against the first attack from each designated ally before your next turn, and each ally's first attack deals an extra 2d6 precision damage to the target if it hits.","category":"feat","pfs":"Standard","feat":["Didactic Strike"],"rarity":"common","slug":"feat-1476"},{"remaster_name":["Implausible Purchase"],"skill_mod":{},"summary":"It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Predictive Purchase (Investigator)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1477","weakness":{},"archetype":["Twilight Talon"],"name":"Implausible Purchase (Investigator)","trait":["Investigator"],"id":"feat-1477","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Implausible Purchase (Investigator) Source Advanced Player's Guide pg. 65 Archetype Twilight Talon (Level 18) Prerequisites Predictive Purchase (Investigator) --- It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you Interact to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.","category":"feat","pfs":"Standard","feat":["Implausible Purchase (Investigator)"],"rarity":"common","slug":"feat-1477"},{"remaster_name":["Reconstruct The Scene"],"skill_mod":{},"summary":"You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1478","weakness":{},"name":"Reconstruct the Scene","trait":["Concentrate","Investigator","Rogue"],"id":"feat-1478","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Reconstruct the Scene Source Advanced Player's Guide pg. 65 --- You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.","category":"feat","pfs":"Standard","feat":["Reconstruct the Scene"],"rarity":"common","slug":"feat-1478"},{"skill_mod":{},"summary":"You spend 1 minute briefing up to four allies about one lead you're pursuing.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Clue Them All In","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1479","weakness":{},"name":"Lead Investigator","trait":["Exploration","Investigator"],"id":"feat-1479","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Lead Investigator Source Advanced Player's Guide pg. 65 Prerequisites Clue Them All In --- You spend 1 minute briefing up to four allies about one lead you're pursuing. Those allies gain the same circumstance bonus you do from Pursue a Lead to checks to investigate that lead. This bonus lasts until you cease pursing that lead or for 1 day, whichever comes first. This doesn't confer any other benefits of pursuing a lead, such as adding the circumstance bonus to your saves with Detective's Readiness.","category":"feat","pfs":"Standard","feat":["Lead Investigator"],"rarity":"common","slug":"feat-1479"},{"skill_mod":{},"summary":"You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1481","weakness":{},"name":"Everyone's a Suspect","trait":["Investigator"],"id":"feat-1481","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Everyone's a Suspect Source Advanced Player's Guide pg. 65 --- You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies. After interacting with a creature for at least 1 minute, you automatically Pursue a Lead with that creature as the subject. You can have any number of such leads at any given time, and when you Pursue a Lead again, you don't give up any of these automatic subjects.","category":"feat","pfs":"Standard","feat":["Everyone's a Suspect"],"rarity":"common","slug":"feat-1481"},{"skill_mod":{},"summary":"You fundamentally understand everything to the point where your research can't possibly be wrong.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Thorough Research","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1482","weakness":{},"name":"Just the Facts","trait":["Investigator"],"id":"feat-1482","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Just the Facts Source Advanced Player's Guide pg. 65 Prerequisites Thorough Research --- You fundamentally understand everything to the point where your research can't possibly be wrong. You are permanently quickened and can use the extra action to Recall Knowledge. Your checks to Recall Knowledge are no longer secret. When you Recall Knowledge, you use the outcome for one degree of success better than the result of your check, and if an effect (such as Dubious Knowledge) would give you inaccurate information from your Recall Knowledge check, you know which information is inaccurate. When one of your allies Recalls Knowledge and gains false information, you also know that information is inaccurate if they share it with you.","category":"feat","pfs":"Standard","feat":["Just the Facts"],"rarity":"common","slug":"feat-1482"},{"skill_mod":{},"summary":"You tap into the collected lore of the divine, accessing a variety of potentially useful information.","primary_source":"Advanced Player's Guide","trait_group":["School","Tradition","Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1483","weakness":{},"school":"divination","name":"Glean Lore","trait":["Divination","Divine","Oracle","Secret"],"actions_number":2,"id":"feat-1483","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Glean Lore Single Action Source Advanced Player's Guide pg. 78 --- You tap into the collected lore of the divine, accessing a variety of potentially useful information. Attempt a Religion check to understand the information you gain. The GM sets the DC (similar to the DC to Recall Knowledge), potentially adjusting the DC of the check for topics far removed from your mystery. Critical Success You comprehend the lore accurately or gain a useful clue from the divine about your situation. Success You learn two pieces of information about the topic, one true and one erroneous, but you don't know which is which. Failure You recall incorrect information or gain an erroneous or misleading clue. Critical Failure You recall two pieces of incorrect information or gain two erroneous or misleading clues.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Glean Lore"],"rarity":"common","slug":"feat-1483"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Divine","Oracle"],"id":"feat-1487","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Divine Aegis Reaction Source Advanced Player's Guide pg. 79 Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet. --- You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other divine effects. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine magical effects, but you also take a –1 circumstance penalty to saves against divine effects.","feat":["Divine Aegis"],"skill_mod":{},"summary":"You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other divine effects.","primary_source":"Advanced Player's Guide","trait_group":["School","Tradition","Class"],"level":2,"source_category":["Rulebooks"],"trigger":"You attempt a saving throw against a magical effect, but you haven't rolled yet.","resistance":{},"url":"/Feats.aspx?ID=1487","name":"Divine Aegis","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1487"},{"skill_mod":{},"summary":"Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1488","weakness":{},"name":"Domain Acumen","trait":["Oracle"],"id":"feat-1488","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Domain Acumen Source Advanced Player's Guide pg. 79 --- Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don't already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell. It gains the cursebound trait. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Domain Acumen"],"rarity":"common","slug":"feat-1488"},{"skill_mod":{},"summary":"Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list).","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1490","weakness":{},"name":"Divine Access","trait":["Oracle"],"id":"feat-1490","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Divine Access Source Advanced Player's Guide pg. 79 --- Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list). Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire. Special You can select this feat more than once. You can't choose the same spells more than once, but you can choose a different domain or a different deity with the same domain you've previously selected with this feat.","category":"feat","pfs":"Standard","feat":["Divine Access"],"rarity":"common","slug":"feat-1490"},{"remaster_name":["Whispers of Weakness"],"skill_mod":{},"summary":"You can call upon divine insights to single out your foes' weak points.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1491","weakness":{},"name":"Vision of Weakness","trait":["Oracle"],"id":"feat-1491","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Vision of Weakness Source Advanced Player's Guide pg. 79 --- You can call upon divine insights to single out your foes' weak points. You learn the vision of weakness revelation spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Vision of Weakness"],"rarity":"common","slug":"feat-1491"},{"skill_mod":{},"summary":"You learn an advanced revelation spell associated with your mystery.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"initial revelation spell","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1492","weakness":{},"name":"Advanced Revelation","trait":["Oracle"],"id":"feat-1492","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Revelation Source Advanced Player's Guide pg. 79 Prerequisites initial revelation spell --- You learn an advanced revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1. Advanced Revelation leads to... Diverse Mystery","category":"feat","pfs":"Standard","feat":["Advanced Revelation"],"rarity":"common","slug":"feat-1492"},{"skill_mod":{},"summary":"You have a vague connection to the Ethereal Plane that enables you to notice spirits.","primary_source":"Advanced Player's Guide","trait_group":["School","Tradition","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1493","weakness":{},"archetype":["Exorcist"],"school":"divination","name":"Spiritual Sense","trait":["Divination","Divine","Oracle"],"id":"feat-1493","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spiritual Sense Source Advanced Player's Guide pg. 79 Archetype Exorcist (Level 8) --- You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors. You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, while Seeking, and on the automatic secret check you gain while exploring even if you aren't Searching. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. When you notice a creature with your Spiritual Sense, you also learn its location, making it hidden to you if it had been undetected.","category":"feat","pfs":"Standard","feat":["Spiritual Sense"],"rarity":"common","slug":"feat-1493"},{"skill_mod":{},"summary":"You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1495","weakness":{},"name":"Debilitating Dichotomy","trait":["Oracle"],"id":"feat-1495","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Debilitating Dichotomy Source Advanced Player's Guide pg. 80 --- You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body. You learn the debilitating dichotomy revelation spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Debilitating Dichotomy"],"rarity":"common","slug":"feat-1495"},{"skill_mod":{},"summary":"You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future.","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1496","weakness":{},"archetype":["Time Mage"],"school":"divination","name":"Read Disaster","trait":["Divination","Exploration","Oracle","Prediction"],"id":"feat-1496","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Read Disaster Source Advanced Player's Guide pg. 80 Archetypes Time Mage (Level 10), Time Mage (Level 10) --- You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of augury , except you learn only about the dangers ahead; any results of “weal” are instead “nothing,” and results of “weal and woe” are instead “woe.” If you are legendary in Religion, you take only 1 minute to Read Disaster.","category":"feat","pfs":"Standard","feat":["Read Disaster"],"rarity":"common","slug":"feat-1496"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"divination","trait":["Divination","Divine","Oracle"],"id":"feat-1497","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Oracular Warning Free Action Source Advanced Player's Guide pg. 80 Trigger You are about to roll initiative. --- You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a fortune effect. If you are legendary in Religion, you receive two visions and can warn two allies, granting them both this benefit. You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a misfortune effect. The two effects are tied together; if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.","feat":["Oracular Warning"],"skill_mod":{},"summary":"You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes.","primary_source":"Advanced Player's Guide","trait_group":["School","Tradition","Class"],"level":10,"source_category":["Rulebooks"],"trigger":"You are about to roll initiative.","resistance":{},"url":"/Feats.aspx?ID=1497","name":"Oracular Warning","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1497"},{"skill_mod":{},"summary":"With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1499","weakness":{},"archetype":["Wellspring Mage"],"name":"Surging Might","trait":["Manipulate","Metamagic","Oracle","Spellshape"],"actions_number":2,"id":"feat-1499","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Surging Might Single Action Source Advanced Player's Guide pg. 80 Archetype Wellspring Mage (Level 10) --- With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance equal to your level against all the following types of damage: chaotic, evil, good, lawful, negative, and positive. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the positive energy within a field of life . This doesn't cause the spell to ignore immunities, only resistances.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Surging Might"],"rarity":"common","slug":"feat-1499"},{"skill_mod":{},"summary":"You command a deep understanding of the divine domains related to your mystery.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"initial domain spell","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1500","weakness":{},"name":"Domain Fluency","trait":["Oracle"],"id":"feat-1500","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Domain Fluency Source Advanced Player's Guide pg. 80 Prerequisites initial domain spell --- You command a deep understanding of the divine domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell. You gain an advanced domain spell from that domain, which you cast as a revelation spell, causing it to gain the cursebound trait. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Domain Fluency"],"rarity":"common","slug":"feat-1500"},{"skill_mod":{},"summary":"You learn a greater revelation spell associated with your mystery.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"initial revelation spell","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1501","weakness":{},"name":"Greater Revelation","trait":["Oracle"],"id":"feat-1501","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Greater Revelation Source Advanced Player's Guide pg. 80 Prerequisites initial revelation spell --- You learn a greater revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1. Greater Revelation leads to... Paradoxical Mystery","category":"feat","pfs":"Standard","feat":["Greater Revelation"],"rarity":"common","slug":"feat-1501"},{"skill_mod":{},"summary":"You've learned to forestall the effects of your curse somewhat.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1503","frequency":"once per day","weakness":{},"name":"Forestall Curse","trait":["Concentrate","Metamagic","Oracle","Spellshape"],"actions_number":2,"id":"feat-1503","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Forestall Curse Single Action Source Advanced Player's Guide pg. 80 Frequency once per day --- You've learned to forestall the effects of your curse somewhat. If the next action you use is to cast a revelation spell, the severity of your curse doesn't increase.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Forestall Curse"],"rarity":"common","slug":"feat-1503"},{"skill_mod":{},"summary":"Your mystery holds unknowable depths of magic not always associated with the divine.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1504","weakness":{},"name":"Mysterious Repertoire","trait":["Oracle"],"id":"feat-1504","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Mysterious Repertoire Source Advanced Player's Guide pg. 81 --- Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from feats like Divine Access. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time.","category":"feat","pfs":"Standard","feat":["Mysterious Repertoire"],"rarity":"common","slug":"feat-1504"},{"skill_mod":{},"summary":"You have broadened your understanding of the divine and can tap into the wonders of a different mystery.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Advanced Revelation","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1505","weakness":{},"name":"Diverse Mystery","trait":["Oracle"],"id":"feat-1505","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Diverse Mystery Source Advanced Player's Guide pg. 81 Prerequisites Advanced Revelation --- You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell. When you cast this revelation spell, you gain the effects of the minor curse from that mystery in addition to the normal curse effects you gain from casting a revelation spell. This additional minor curse effect remains until your next daily preparations. Any ability that lets you cast a revelation spell without increasing the severity of your curse also prevents you from gaining this additional curse effect. You can't cast your chosen revelation spell if any of the following conditions are true: its mystery's curse effects directly conflict with or negate the effects of your own mystery's curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or either of these criteria would be met once you finish Casting the Spell.","category":"feat","pfs":"Standard","feat":["Diverse Mystery"],"rarity":"common","slug":"feat-1505"},{"skill_mod":{},"summary":"Your spellcasting is rife with strange lights, esoteric gestures, and other captivating effects that befuddle your foes.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Sense"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1506","weakness":{},"name":"Portentous Spell","trait":["Manipulate","Mental","Metamagic","Oracle","Visual","Spellshape"],"actions_number":2,"id":"feat-1506","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Portentous Spell Single Action Source Advanced Player's Guide pg. 81 --- Your spellcasting is rife with strange lights, esoteric gestures, and other captivating effects that befuddle your foes. If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack roll or requires a saving throw, creatures you hit or that fail their saves are fascinated with you until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Portentous Spell"],"rarity":"common","slug":"feat-1506"},{"skill_mod":{},"summary":"Your mind and body can, for a short time, withstand the devastation of overdrawing your curse.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1507","weakness":{},"name":"Blaze of Revelation","trait":["Oracle"],"id":"feat-1507","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Blaze of Revelation Source Advanced Player's Guide pg. 81 --- Your mind and body can, for a short time, withstand the devastation of overdrawing your curse. When you would become overwhelmed by your curse, you can forestall the effects for up to 1 minute. On each of your turns during that time, you can cast one revelation spell granted by your mystery (but not domain spells, spells from Diverse Mystery, or other revelation spells you gained from other abilities) without spending Focus Points or taking any further negative effects. At the end of the minute, the durations of any revelation spells you cast during that time end, you take the normal effects from being overwhelmed by your curse, and you must attempt a DC 40 Fortitude save. Critical Success You aren't otherwise affected. Success You are drained 2 and can't reduce or remove this condition until your next preparations. Failure You are drained 4 and can't reduce or remove this condition until your next preparations. Critical Failure You die.","category":"feat","pfs":"Standard","feat":["Blaze of Revelation"],"rarity":"common","slug":"feat-1507"},{"skill_mod":{},"summary":"The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1508","weakness":{},"name":"Divine Effusion","trait":["Oracle"],"id":"feat-1508","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Divine Effusion Source Advanced Player's Guide pg. 81 --- The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.","category":"feat","pfs":"Standard","feat":["Divine Effusion"],"rarity":"common","slug":"feat-1508"},{"skill_mod":{},"summary":"The power of your mystery enables you to cast more than just revelation spells.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1509","weakness":{},"name":"Mystery Conduit","trait":["Oracle"],"id":"feat-1509","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Mystery Conduit Source Advanced Player's Guide pg. 81 --- The power of your mystery enables you to cast more than just revelation spells. When you cast a spell of 5th level or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the cursebound trait.","category":"feat","pfs":"Standard","feat":["Mystery Conduit"],"rarity":"common","slug":"feat-1509"},{"skill_mod":{},"summary":"Your mystery grants you access to deep reserves of truly miraculous divine power.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"oracular clarity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1510","weakness":{},"name":"Oracular Providence","trait":["Oracle"],"id":"feat-1510","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Oracular Providence Source Advanced Player's Guide pg. 81 Prerequisites oracular clarity --- Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-level spell slot.","category":"feat","pfs":"Standard","feat":["Oracular Providence"],"rarity":"common","slug":"feat-1510"},{"skill_mod":{},"summary":"The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Greater Revelation","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1511","weakness":{},"name":"Paradoxical Mystery","trait":["Oracle"],"id":"feat-1511","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Paradoxical Mystery Source Advanced Player's Guide pg. 81 Prerequisites Greater Revelation --- The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from the Core Rulebook or another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations, and it has the cursebound trait.","category":"feat","pfs":"Standard","feat":["Paradoxical Mystery"],"rarity":"common","slug":"feat-1511"},{"remaster_name":["Elegant Buckler"],"skill_mod":{},"summary":"You've learned a flexible way to position your buckler to provide more protection.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1512","weakness":{},"name":"Buckler Expertise","trait":["Swashbuckler"],"id":"feat-1512","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Buckler Expertise Source Advanced Player's Guide pg. 88 --- You've learned a flexible way to position your buckler to provide more protection. When you Raise a Shield to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2.","category":"feat","pfs":"Standard","feat":["Buckler Expertise"],"rarity":"common","slug":"feat-1512"},{"skill_mod":{},"summary":"It's harder for your foes to regain their grip when you knock their weapon partially out of their hands.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1513","weakness":{},"name":"Disarming Flair","trait":["Swashbuckler"],"id":"feat-1513","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Disarming Flair Source Advanced Player's Guide pg. 88 --- It's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an Athletics check to Disarm, the circumstance bonus and penalty from Disarm last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an Interact action to adjust their grip and remove this effect. If your swashbuckler's style is gymnast and you succeed at your Athletics check to Disarm a foe, you gain panache.","category":"feat","pfs":"Standard","feat":["Disarming Flair"],"rarity":"common","slug":"feat-1513"},{"remaster_name":["Extravagant Parry"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Swashbuckler"],"id":"feat-1514","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dueling Parry (Swashbuckler) Single Action Source Advanced Player's Guide pg. 88 Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. --- You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. Dueling Parry (Swashbuckler) leads to... Dueling Dance (Swashbuckler)","feat":["Dueling Parry (Swashbuckler)"],"skill_mod":{},"summary":"You can parry attacks against you with your weapon.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding only a single one-handed melee weapon and have your other hand or hands free.","resistance":{},"url":"/Feats.aspx?ID=1514","name":"Dueling Parry (Swashbuckler)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1514"},{"skill_mod":{},"summary":"You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"precise strike","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1515","weakness":{},"name":"Flying Blade","trait":["Swashbuckler"],"id":"feat-1515","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Flying Blade Source Advanced Player's Guide pg. 88 Prerequisites precise strike --- You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike.","category":"feat","pfs":"Standard","feat":["Flying Blade"],"rarity":"common","slug":"feat-1515"},{"skill_mod":{},"summary":"When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Fascinating Performance","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1516","weakness":{},"archetype":["Lion Blade"],"name":"Focused Fascination","trait":["Swashbuckler"],"id":"feat-1516","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Focused Fascination Source Advanced Player's Guide pg. 88 Archetype Lion Blade (Level 4) Prerequisites Fascinating Performance --- When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you're attempting to fascinate one target. For example, if you were an expert in Performance, you could choose to target multiple creatures normally or target one creature and fascinate it on a success.","category":"feat","pfs":"Standard","feat":["Focused Fascination"],"rarity":"common","slug":"feat-1516"},{"skill_mod":{},"summary":"When you trick a foe, you can goad them into overextending their next attack.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1517","weakness":{},"skill":["Deception","Deception"],"name":"Goading Feint","trait":["Swashbuckler"],"id":"feat-1517","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goading Feint Source Advanced Player's Guide pg. 88 Prerequisites Trained in Deception --- When you trick a foe, you can goad them into overextending their next attack. On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe. Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn. Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.","category":"feat","pfs":"Standard","feat":["Goading Feint"],"rarity":"common","slug":"feat-1517"},{"remaster_name":["One For All"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Auditory","Concentrate","Emotion","Linguistic","Mental","Swashbuckler"],"id":"feat-1519","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > One for All Single Action Source Advanced Player's Guide pg. 88 Prerequisites Trained in Diplomacy --- With precisely the right words of encouragement, you bolster an ally's efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check. If your swashbuckler's style is wit and your Diplomacy check to Aid meets or exceeds the very hard DC for your level, you gain panache.","feat":["One for All"],"skill_mod":{},"summary":"With precisely the right words of encouragement, you bolster an ally's efforts.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Mechanics","Class"],"level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1519","name":"One for All","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1519"},{"skill_mod":{},"summary":"You allow your foes to make the first move in a show of incredible confidence.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You're about to roll initiative.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1521","weakness":{},"name":"After You","trait":["Swashbuckler"],"actions_number":0,"id":"feat-1521","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > After You Free Action Source Advanced Player's Guide pg. 88 Trigger You're about to roll initiative. --- You allow your foes to make the first move in a show of incredible confidence. You don't roll initiative; instead you voluntarily go last. You gain panache. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creatures can choose whichever order they want.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["After You"],"rarity":"common","slug":"feat-1521"},{"skill_mod":{},"summary":"Your taunts and threats earn your foes ire.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1522","weakness":{},"archetype":["Pirate"],"name":"Antagonize","trait":["Swashbuckler"],"id":"feat-1522","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Antagonize Source Advanced Player's Guide pg. 88 Archetype Pirate (Level 4) --- Your taunts and threats earn your foes ire. When you successfully Demoralize a creature, its frightened condition can't decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.","category":"feat","pfs":"Standard","feat":["Antagonize"],"rarity":"common","slug":"feat-1522"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Swashbuckler"],"id":"feat-1523","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Charmed Life Reaction Source Advanced Player's Guide pg. 89 Prerequisites Charisma 14 Trigger You attempt a saving throw, but you haven't rolled yet. --- When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save. Charmed Life leads to... Incredible Luck","feat":["Charmed Life"],"skill_mod":{},"summary":"When danger calls, you have a strange knack for coming out on top.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":2,"prerequisite":"Charisma 14","source_category":["Rulebooks"],"trigger":"You attempt a saving throw, but you haven't rolled yet.","resistance":{},"url":"/Feats.aspx?ID=1523","name":"Charmed Life","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1523"},{"remaster_name":["Finishing Follow-through"],"skill_mod":{},"summary":"Finishing a foe maintains your swagger.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1524","weakness":{},"name":"Finishing Follow-Through","trait":["Swashbuckler"],"id":"feat-1524","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Finishing Follow-Through Source Advanced Player's Guide pg. 89 --- Finishing a foe maintains your swagger. You gain panache if your finisher brings the target to 0 HP (or brings the highest-level target to 0 HP, if your finisher attacks multiple targets).","category":"feat","pfs":"Standard","feat":["Finishing Follow-Through"],"rarity":"common","slug":"feat-1524"},{"skill_mod":{},"summary":"Your tumbling catches your foe off guard.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1525","weakness":{},"name":"Tumble Behind (Swashbuckler)","trait":["Swashbuckler"],"id":"feat-1525","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Tumble Behind (Swashbuckler) Source Advanced Player's Guide pg. 89 --- Your tumbling catches your foe off guard. When you Tumble Through successfully, the foe you Tumbled Through is flat-footed against the next attack you make before the end of your turn.","category":"feat","pfs":"Standard","feat":["Tumble Behind (Swashbuckler)"],"rarity":"common","slug":"feat-1525"},{"skill_mod":{},"summary":"You attack with a flashy assault that leaves your target off balance.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1526","weakness":{},"name":"Unbalancing Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-1526","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Unbalancing Finisher Single Action Source Advanced Player's Guide pg. 89 --- You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is flat-footed until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Unbalancing Finisher"],"rarity":"common","slug":"feat-1526"},{"skill_mod":{},"summary":"Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1527","weakness":{},"skill":["Athletics","Athletics"],"name":"Flamboyant Athlete","trait":["Swashbuckler"],"id":"feat-1527","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Flamboyant Athlete Source Advanced Player's Guide pg. 89 Prerequisites Expert in Athletics --- Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity. While you have panache, you gain the following benefits. You gain climb and swim Speeds equal to half your land Speed. The DCs of your High Jumps and Long Jumps decrease by 10. This doesn't combine with other abilities that reduce those DCs. The distance you can move with a vertical Leap increases to 5 feet. Your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet, or to 20 feet if your Speed is at least 30 feet. Flamboyant Athlete leads to... Flamboyant Leap","category":"feat","pfs":"Standard","feat":["Flamboyant Athlete"],"rarity":"common","slug":"feat-1527"},{"remaster_name":["Guardian's Deflection"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Swashbuckler"],"id":"feat-1528","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Guardian's Deflection (Swashbuckler) Reaction Source Advanced Player's Guide pg. 89 Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free. --- You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.","feat":["Guardian's Deflection (Swashbuckler)"],"skill_mod":{},"summary":"You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a single one-handed melee weapon and have your other hand or hands free.","trigger":"An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.","resistance":{},"url":"/Feats.aspx?ID=1528","name":"Guardian's Deflection (Swashbuckler)","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1528"},{"skill_mod":{},"summary":"You stab two foes with a single thrust or bash them together with one punch.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1529","weakness":{},"name":"Impaling Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-1529","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Impaling Finisher Single Action Source Advanced Player's Guide pg. 90 --- You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or piercing melee Strike and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Impaling Finisher"],"rarity":"common","slug":"feat-1529"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"trait":["Move","Swashbuckler"],"id":"feat-1530","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Leading Dance Single Action Source Advanced Player's Guide pg. 90 Prerequisites Trained in Performance Requirements You are adjacent to an enemy. --- You sweep your foe into your dance. Attempt a Performance check against an adjacent enemy's Will DC. If your swashbuckler's style is battledancer and you succeed, you gain panache. Critical Success Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's forced movement). Success As critical success, but you both move only 5 feet. Failure The foe doesn't follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally. Critical Failure You stumble, falling prone in your space.","feat":["Leading Dance"],"skill_mod":{},"summary":"You sweep your foe into your dance.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"level":4,"prerequisite":"Trained in Performance","source_category":["Rulebooks"],"requirement":"You are adjacent to an enemy.","resistance":{},"url":"/Feats.aspx?ID=1530","name":"Leading Dance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1530"},{"skill_mod":{},"summary":"You swagger readily into any fight—even an ambush.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You are about to roll initiative.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1531","weakness":{},"name":"Swaggering Initiative","trait":["Swashbuckler"],"actions_number":0,"id":"feat-1531","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Swaggering Initiative Free Action Source Advanced Player's Guide pg. 90 Trigger You are about to roll initiative. --- You swagger readily into any fight—even an ambush. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Swaggering Initiative"],"rarity":"common","slug":"feat-1531"},{"skill_mod":{},"summary":"Your easily maneuver against your foes.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1533","weakness":{},"skill":["Athletics","Athletics"],"name":"Agile Maneuvers","trait":["Swashbuckler"],"id":"feat-1533","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Agile Maneuvers Source Advanced Player's Guide pg. 90 Prerequisites Expert in Athletics --- Your easily maneuver against your foes. Your Grapple, Shove, and Trip actions have a lower multiple attack penalty: –4 instead of –5 if they're the second attack on your turn, or –8 instead of –10 if they're the third or subsequent attack on your turn.","category":"feat","pfs":"Standard","feat":["Agile Maneuvers"],"rarity":"common","slug":"feat-1533"},{"skill_mod":{},"summary":"You combine a series of attacks with a powerful finishing blow.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1535","weakness":{},"name":"Combination Finisher","trait":["Swashbuckler"],"id":"feat-1535","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Combination Finisher Source Advanced Player's Guide pg. 91 --- You combine a series of attacks with a powerful finishing blow. Your finishers' Strikes have a lower multiple attack penalty: –4 (or –3 with an agile weapon) if it's the second attack on your turn, or –8 (or –6 with an agile weapon) if it's the third or subsequent attack on your turn, instead of –5 and –10, respectively.","category":"feat","pfs":"Standard","feat":["Combination Finisher"],"rarity":"common","slug":"feat-1535"},{"skill_mod":{},"summary":"Even when your foe avoids your Confident Finisher, you can still hit a vital spot.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Confident Finisher","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1536","weakness":{},"name":"Precise Finisher","trait":["Swashbuckler"],"id":"feat-1536","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Precise Finisher Source Advanced Player's Guide pg. 91 Prerequisites Confident Finisher --- Even when your foe avoids your Confident Finisher, you can still hit a vital spot. On a failure with Confident Finisher, you apply your full precise strike damage instead of half.","category":"feat","pfs":"Standard","feat":["Precise Finisher"],"rarity":"common","slug":"feat-1536"},{"skill_mod":{},"summary":"You tumble around your foes, expertly avoiding their reactions.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1537","weakness":{},"name":"Vexing Tumble","trait":["Swashbuckler"],"actions_number":2,"id":"feat-1537","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Vexing Tumble Single Action Source Advanced Player's Guide pg. 91 --- You tumble around your foes, expertly avoiding their reactions. Stride up to half your Speed and roll an Acrobatics check. Compare the result to the Reflex DC of each foe whose reach you began in or enter during the movement, in sequence. Critical Success This movement doesn't trigger reactions from the foe, the foe is flat-footed to you until the end of your turn, and you gain panache. Success This movement doesn't trigger reactions from the foe, and you gain panache. Critical Failure Your movement immediately stops when you enter the creature's reach; if you began in the creature's reach, you don't move.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Vexing Tumble"],"rarity":"common","slug":"feat-1537"},{"skill_mod":{},"summary":"Your blow inflicts profuse bleeding.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1538","weakness":{},"name":"Bleeding Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-1538","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bleeding Finisher Single Action Source Advanced Player's Guide pg. 91 --- Your blow inflicts profuse bleeding. Make a slashing or piercing Strike with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bleeding Finisher"],"rarity":"common","slug":"feat-1538"},{"skill_mod":{},"summary":"You split your attacks.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You wield two melee weapons, one in each hand.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1539","weakness":{},"name":"Dual Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-1539","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Dual Finisher Single Action Source Advanced Player's Guide pg. 91 Requirements You wield two melee weapons, one in each hand. --- You split your attacks. Make two melee Strikes, one with each required weapon, each against a different foe. If the second Strike is made with a non-agile weapon, it takes a –2 penalty. Increase your multiple attack penalty only after attempting both Strikes.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dual Finisher"],"rarity":"common","slug":"feat-1539"},{"skill_mod":{},"summary":"You attempt a dizzying blow.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1541","weakness":{},"name":"Stunning Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-1541","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Stunning Finisher Single Action Source Advanced Player's Guide pg. 91 --- You attempt a dizzying blow. Make a melee Strike. If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the incapacitation trait. Critical Success The target is unaffected. Success The target can't use reactions until its next turn. Failure The target is stunned 1. Critical Failure The target is stunned 3.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Stunning Finisher"],"rarity":"common","slug":"feat-1541"},{"skill_mod":{},"summary":"Your ego swells, granting you a temporary reprieve from your pain.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You gained panache this turn.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1542","weakness":{},"name":"Vivacious Bravado","trait":["Swashbuckler"],"actions_number":2,"id":"feat-1542","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Vivacious Bravado Single Action Source Advanced Player's Guide pg. 91 Requirements You gained panache this turn. --- Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Vivacious Bravado"],"rarity":"common","slug":"feat-1542"},{"skill_mod":{},"summary":"You spin your buckler defensively toward every attack.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"You are wielding a buckler .","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1543","weakness":{},"name":"Buckler Dance","trait":["Stance","Swashbuckler"],"actions_number":2,"id":"feat-1543","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Buckler Dance Single Action Source Advanced Player's Guide pg. 91 Requirements You are wielding a buckler. --- You spin your buckler defensively toward every attack. While you are in this stance, you constantly have your buckler raised as if you'd used Raise a Shield, as long as you meet that action's requirements.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Buckler Dance"],"rarity":"common","slug":"feat-1543"},{"remaster_name":["Derring-do"],"skill_mod":{},"summary":"When you compound panache with even more derring-do, it somehow tends to work out.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1544","weakness":{},"name":"Derring-Do","trait":["Fortune","Swashbuckler"],"id":"feat-1544","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Derring-Do Source Advanced Player's Guide pg. 91 --- When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus for having panache applies (Tumble Through and any skill actions listed in your swashbuckler's style).","category":"feat","pfs":"Standard","feat":["Derring-Do"],"rarity":"common","slug":"feat-1544"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Stance","Swashbuckler"],"id":"feat-1545","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dueling Dance (Swashbuckler) Single Action Source Advanced Player's Guide pg. 92 Prerequisites Dueling Parry (Swashbuckler) Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. --- Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.","feat":["Dueling Dance (Swashbuckler)"],"skill_mod":{},"summary":"Using your free hand as pivot and balance, you both attack and defend with your weapon.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"level":10,"prerequisite":"Dueling Parry (Swashbuckler)","source_category":["Rulebooks"],"requirement":"You are wielding only a single one-handed melee weapon and have your other hand or hands free.","resistance":{},"url":"/Feats.aspx?ID=1545","name":"Dueling Dance (Swashbuckler)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1545"},{"skill_mod":{},"summary":"You can riposte almost without a thought.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Opportune Riposte","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1546","weakness":{},"name":"Reflexive Riposte","trait":["Swashbuckler"],"id":"feat-1546","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Reflexive Riposte Source Advanced Player's Guide pg. 92 Prerequisites Opportune Riposte --- You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte.","category":"feat","pfs":"Standard","feat":["Reflexive Riposte"],"rarity":"common","slug":"feat-1546"},{"skill_mod":{},"summary":"Your attack harms and hinders your foe.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1547","weakness":{},"name":"Targeting Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-1547","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Targeting Finisher Single Action Source Advanced Player's Guide pg. 92 --- Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and Strike. If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute. Arm (or another limb used for attacks, such as a tentacle) The target is enfeebled 2. On a critical hit, it is also enfeebled 1 for 1 minute. Head The target is stupefied 2. On a critical hit, it is also stupefied 1 for 1 minute. Legs The target takes a –10-foot status penalty to its Speeds. On a critical hit, it also takes a –5-foot status penalty to its Speeds for 1 minute. ","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Targeting Finisher"],"rarity":"common","slug":"feat-1547"},{"skill_mod":{},"summary":"Somehow you always escape the reaper by a hair's breadth.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You take damage that would reduce you to 0 Hit Points.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1548","weakness":{},"name":"Cheat Death","trait":["Swashbuckler"],"actions_number":1,"id":"feat-1548","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Cheat Death Reaction Source Advanced Player's Guide pg. 92 Trigger You take damage that would reduce you to 0 Hit Points. --- Somehow you always escape the reaper by a hair's breadth. You avoid being knocked out or killed and remain at 1 Hit Point, but you become doomed 1 (or increase your doomed value by 1 if you were already doomed). You can't reduce or ignore the doomed condition from Cheating Death. The doomed condition from Cheating Death lasts for 10 minutes, though this doesn't affect the duration of any other doomed condition you have.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Cheat Death"],"rarity":"common","slug":"feat-1548"},{"skill_mod":{},"summary":"You attack in motion.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1549","weakness":{},"name":"Mobile Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-1549","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Mobile Finisher Single Action Source Advanced Player's Guide pg. 92 --- You attack in motion. Stride and then Strike. You can use Mobile Finisher while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mobile Finisher"],"rarity":"common","slug":"feat-1549"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Swashbuckler"],"id":"feat-1550","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Flamboyant Leap Two Actions Source Advanced Player's Guide pg. 92 Prerequisites Master in Athletics; Flamboyant Athlete Requirements You are capable of using a finisher. --- You stylishly leap and deliver a powerful finisher. Make a Leap, High Jump, or Long Jump and attempt one single-action finisher at any point during your jump; the finisher can't be one that includes other movement, such as Mobile Finisher. Immediately after the finisher, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Flamboyant Leap, determine the DC using the Long Jump DCs, and increase the maximum distance to double your Speed, rather than just your Speed.","feat":["Flamboyant Leap"],"skill_mod":{},"summary":"You stylishly leap and deliver a powerful finisher.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":14,"prerequisite":"Master in Athletics; Flamboyant Athlete","source_category":["Rulebooks"],"requirement":"You are capable of using a finisher.","resistance":{},"url":"/Feats.aspx?ID=1550","name":"Flamboyant Leap","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1550"},{"skill_mod":{},"summary":"Your ripostes can deflect attacks back at their source.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Opportune Riposte","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1551","weakness":{},"name":"Impossible Riposte","trait":["Swashbuckler"],"id":"feat-1551","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Impossible Riposte Source Advanced Player's Guide pg. 93 Prerequisites Opportune Riposte --- Your ripostes can deflect attacks back at their source. You can use Opportune Riposte with a trigger of “A foe outside of your reach critically fails an attack roll against you” in addition to its usual trigger. When you use Opportune Riposte with this new trigger against a ranged attack, your Strike deflects some of the triggering effect back toward its source. Compare the result of your attack roll to the AC of the triggering foe. On a hit, you deal the normal amount of damage for your Strike, but the damage type changes to that of the triggering attack. For instance, if you used Opportune Riposte to deflect a ray of frost , your Strike would deal cold damage instead of its normal damage type.","category":"feat","pfs":"Standard","feat":["Impossible Riposte"],"rarity":"common","slug":"feat-1551"},{"skill_mod":{},"summary":"You focus your panache into an impeccable assault.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1552","weakness":{},"name":"Perfect Finisher","trait":["Finisher","Fortune","Swashbuckler"],"actions_number":2,"id":"feat-1552","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Perfect Finisher Single Action Source Advanced Player's Guide pg. 93 --- You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Perfect Finisher"],"rarity":"common","slug":"feat-1552"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Stance","Swashbuckler"],"id":"feat-1553","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Twinned Defense (Swashbuckler) Single Action Source Advanced Player's Guide pg. 93 Prerequisites Twin Parry Requirements You wield two melee weapons, one in each hand. --- You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.","feat":["Twinned Defense (Swashbuckler)"],"skill_mod":{},"summary":"You're always ready to use your off-hand weapon to interfere with attacks against you.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"level":14,"prerequisite":"Twin Parry","source_category":["Rulebooks"],"requirement":"You wield two melee weapons, one in each hand.","resistance":{},"url":"/Feats.aspx?ID=1553","name":"Twinned Defense (Swashbuckler)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1553"},{"skill_mod":{},"summary":"Your graceful attacks are especially powerful.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1554","weakness":{},"name":"Deadly Grace","trait":["Swashbuckler"],"id":"feat-1554","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Deadly Grace Source Advanced Player's Guide pg. 93 --- Your graceful attacks are especially powerful. When you score a critical hit with an agile or finesse melee weapon that has the deadly trait, you double the number of dice from that trait. When you wield an agile or finesse melee weapon that doesn't have the deadly trait, it gains the deadly d8 trait instead.","category":"feat","pfs":"Standard","feat":["Deadly Grace"],"rarity":"common","slug":"feat-1554"},{"skill_mod":{},"summary":"You take advantage of your foe's openings with uncanny odds.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1555","weakness":{},"name":"Felicitous Riposte","trait":["Fortune","Swashbuckler"],"id":"feat-1555","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Felicitous Riposte Source Advanced Player's Guide pg. 93 --- You take advantage of your foe's openings with uncanny odds. When you make an Opportune Riposte, roll twice on the attack roll and take the better result.","category":"feat","pfs":"Standard","feat":["Felicitous Riposte"],"rarity":"common","slug":"feat-1555"},{"skill_mod":{},"summary":"You always seem to bounce back from the worst.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Charmed Life","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1556","weakness":{},"name":"Incredible Luck","trait":["Fortune","Swashbuckler"],"id":"feat-1556","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Incredible Luck Source Advanced Player's Guide pg. 93 Prerequisites Charmed Life --- You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result.","category":"feat","pfs":"Standard","feat":["Incredible Luck"],"rarity":"common","slug":"feat-1556"},{"skill_mod":{},"summary":"You stab your foe in a vital organ, possibly killing them outright.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class-Specific","Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"precise strike 6d6","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1557","weakness":{},"name":"Lethal Finisher","trait":["Death","Finisher","Swashbuckler"],"actions_number":2,"id":"feat-1557","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Lethal Finisher Single Action Source Advanced Player's Guide pg. 93 Prerequisites precise strike 6d6 --- You stab your foe in a vital organ, possibly killing them outright. Make a Strike. On a success, you forego your precise strike damage from the finisher. Instead, your target takes additional precision damage based on a Fortitude save against your class DC. If your Strike was a critical hit, the target's saving throw outcome is one degree worse. Critical Success You deal 6 precision damage. Success You deal 6d6 precision damage. Failure You deal 12d6 precision damage. Critical Failure You deal 18d6 precision damage.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Lethal Finisher"],"rarity":"common","slug":"feat-1557"},{"skill_mod":{},"summary":"Your parries and finishers allow you to riposte with the slightest provocation.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Opportune Riposte","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1558","weakness":{},"name":"Parry and Riposte","trait":["Swashbuckler"],"id":"feat-1558","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Parry and Riposte Source Advanced Player's Guide pg. 93 Prerequisites Opportune Riposte --- Your parries and finishers allow you to riposte with the slightest provocation. You can use Opportune Riposte against an enemy who fails at a Strike against you (not just critically fails), provided you have both damaged that creature with a finisher on your last turn and currently have a circumstance bonus to AC from the parry weapon trait, Dueling Parry, or Twin Parry.","category":"feat","pfs":"Standard","feat":["Parry and Riposte"],"rarity":"common","slug":"feat-1558"},{"skill_mod":{},"summary":"You can react whenever a foe leaves a gap in their defenses.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1559","weakness":{},"name":"Inexhaustible Countermoves","trait":["Swashbuckler"],"id":"feat-1559","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Inexhaustible Countermoves Source Advanced Player's Guide pg. 93 --- You can react whenever a foe leaves a gap in their defenses. At the start of each enemy's turn, you gain an extra reaction you can use only during that turn to perform an Opportune Riposte, or an Attack of Opportunity if you have that reaction.","category":"feat","pfs":"Standard","feat":["Inexhaustible Countermoves"],"rarity":"common","slug":"feat-1559"},{"skill_mod":{},"summary":"You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1560","weakness":{},"name":"Panache Paragon","trait":["Swashbuckler"],"id":"feat-1560","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Panache Paragon Source Advanced Player's Guide pg. 93 --- You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks. You are permanently quickened. You can use the extra action only to Tumble Through or perform the skill action listed in your swashbuckler's style as one that allows you to gain panache, or other actions that would allow you to gain panache at the GM's discretion.","category":"feat","pfs":"Standard","feat":["Panache Paragon"],"rarity":"common","slug":"feat-1560"},{"skill_mod":{},"summary":"You can extend one of your spells with a quick burst of laughter.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1561","weakness":{},"name":"Cackle","trait":["Witch"],"id":"feat-1561","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cackle Source Advanced Player's Guide pg. 100 --- You can extend one of your spells with a quick burst of laughter. You learn the cackle hex. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Cackle"],"rarity":"common","slug":"feat-1561"},{"skill_mod":{},"summary":"You can use the Craft activity to create oils and potions.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1562","weakness":{},"name":"Cauldron","trait":["Witch"],"id":"feat-1562","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cauldron Source Advanced Player's Guide pg. 100 --- You can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are. You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch. Cauldron leads to... Temporary Potions, Witch's Bottle","category":"feat","pfs":"Standard","feat":["Cauldron"],"rarity":"common","slug":"feat-1562"},{"skill_mod":{},"summary":"You have a particular affinity for leafy plants.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1564","weakness":{},"name":"Wortwitch","trait":["Witch"],"id":"feat-1564","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wortwitch Source Advanced Player's Guide pg. 101 --- You have a particular affinity for leafy plants. Your patron grants you a leshy familiar. If you already had a familiar, this leshy replaces your previous familiar, as if your previous familiar had been slain. In addition, you gain the ability to see through leaves, vines, and other foliage. You don't take circumstance penalties to ranged spell attacks or Perception checks caused by foliage, and your targeted attacks don't require a flat check to succeed against a target concealed only by such vegetation.","category":"feat","pfs":"Standard","feat":["Wortwitch"],"rarity":"common","slug":"feat-1564"},{"skill_mod":{},"summary":"Your patron grants you a special lesson, revealing a hidden facet of its nature.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1565","weakness":{},"name":"Basic Lesson","trait":["Witch"],"id":"feat-1565","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Basic Lesson Source Advanced Player's Guide pg. 101 --- Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Basic Lesson"],"rarity":"common","slug":"feat-1565"},{"skill_mod":{},"summary":"You've learned to speak with your familiar and other creatures like it.","primary_source":"Advanced Player's Guide","trait_group":["School","Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"a familiar","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1569","weakness":{},"school":"divination","name":"Familiar's Language","trait":["Divination","Witch"],"id":"feat-1569","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Familiar's Language Source Advanced Player's Guide pg. 102 Prerequisites a familiar --- You've learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others). This ability doesn't make them more friendly than normal. If your familiar ever changes to a different creature, you can't use this ability for 1 week while you absorb your new familiar's language. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).","category":"feat","pfs":"Standard","feat":["Familiar's Language"],"rarity":"common","slug":"feat-1569"},{"remaster_name":["Witch's Armaments"],"skill_mod":{},"summary":"You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1570","weakness":{},"name":"Living Hair","trait":["Witch"],"id":"feat-1570","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Living Hair Source Advanced Player's Guide pg. 102 --- You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits. Living Hair leads to... Demon's Hair, Syu Tak-Nwa's Deadly Hair, Syu Tak-Nwa's Hexed Locks, Syu Tak-Nwa's Skillful Tresses","category":"feat","pfs":"Standard","feat":["Living Hair"],"rarity":"common","slug":"feat-1570"},{"remaster_name":["Witch's Armaments"],"skill_mod":{},"summary":"Your nails are supernaturally long and sharp.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1571","weakness":{},"name":"Eldritch Nails","trait":["Witch"],"id":"feat-1571","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Eldritch Nails Source Advanced Player's Guide pg. 102 --- Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals 1d6 slashing damage. Your nails are in the brawling group and have the agile and unarmed traits. You can etch your nails with runes with the same cost and restrictions as for etching runes onto handwraps of mighty blows ; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks. You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.","category":"feat","pfs":"Standard","feat":["Eldritch Nails"],"rarity":"common","slug":"feat-1571"},{"skill_mod":{},"summary":"You find it easy to attract a powerful and unusual familiar to your side.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1572","weakness":{},"name":"Improved Familiar (Witch)","trait":["Witch"],"id":"feat-1572","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Improved Familiar (Witch) Source Advanced Player's Guide pg. 102 --- You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.","category":"feat","pfs":"Standard","feat":["Improved Familiar (Witch)"],"rarity":"common","slug":"feat-1572"},{"skill_mod":{},"summary":"Your patron grants you the power to summon other creatures to aid you.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1573","weakness":{},"name":"Rites of Convocation","trait":["Witch"],"id":"feat-1573","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rites of Convocation Source Advanced Player's Guide pg. 102 --- Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as summon animal , summon construct , and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you've prepared in one of your witch spell slots with the spell you chose, heightened to the same level. The spell you replaced must be of at least the summon spell's minimum spell level.","category":"feat","pfs":"Standard","feat":["Rites of Convocation"],"rarity":"common","slug":"feat-1573"},{"skill_mod":{},"summary":"Your patron grants you greater knowledge.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1574","weakness":{},"name":"Greater Lesson","trait":["Witch"],"id":"feat-1574","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Greater Lesson Source Advanced Player's Guide pg. 102 --- Your patron grants you greater knowledge. Choose a greater or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Greater Lesson"],"rarity":"common","slug":"feat-1574"},{"skill_mod":{},"summary":"You forge a magical link with another creature, granting you awareness of that creature's condition and creating a conduit for spellcasting.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1575","weakness":{},"school":"divination","name":"Witch's Charge","trait":["Detection","Divination","Witch"],"id":"feat-1575","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Witch's Charge Source Advanced Player's Guide pg. 102 --- You forge a magical link with another creature, granting you awareness of that creature's condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge's direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). Witch's Charge leads to... Witch's Communion","category":"feat","pfs":"Standard","feat":["Witch's Charge"],"rarity":"common","slug":"feat-1575"},{"skill_mod":{},"summary":"Your familiar is imbued with even more magic than other familiars.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Enhanced Familiar","source_category":["Rulebooks"],"source":["Dark Archive","Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1576","weakness":{},"archetype":["Rivethun Emissary"],"name":"Incredible Familiar","trait":["Thaumaturge","Witch"],"id":"feat-1576","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Familiar Source Dark Archive pg. 45, Advanced Player's Guide pg. 103 Archetype Rivethun Emissary (Level 8) Prerequisites Enhanced Familiar --- Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four. Special [Witch] Add the bonus familiar abilities you gain for being a witch to this amount.","category":"feat","pfs":"Standard","feat":["Incredible Familiar"],"rarity":"common","slug":"feat-1576"},{"skill_mod":{},"summary":"Your vision pierces through non-magical fog, mist, rain, and snow.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1577","weakness":{},"name":"Murksight","trait":["Witch"],"id":"feat-1577","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Murksight Source Advanced Player's Guide pg. 103 --- Your vision pierces through non-magical fog, mist, rain, and snow. You don't take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don't require a flat check to succeed against a target concealed only by such effects.","category":"feat","pfs":"Standard","feat":["Murksight"],"rarity":"common","slug":"feat-1577"},{"remaster_name":["Witch’s Bottle"],"skill_mod":{},"summary":"You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Cauldron","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1578","weakness":{},"name":"Witch's Bottle","trait":["Witch"],"id":"feat-1578","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Witch's Bottle Source Advanced Player's Guide pg. 103 Prerequisites Cauldron --- You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have cackle , you can cast cackle into the bottle just before you seal it. If you do, the hex's duration is extended as if you had cast cackle the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed. Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the concentrate trait. You can't regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast cackle ) until the potion is consumed or loses its magic.","category":"feat","pfs":"Standard","feat":["Witch's Bottle"],"rarity":"common","slug":"feat-1578"},{"skill_mod":{},"summary":"Your patron grants you even greater secrets.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1579","weakness":{},"name":"Major Lesson","trait":["Witch"],"id":"feat-1579","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Major Lesson Source Advanced Player's Guide pg. 103 --- Your patron grants you even greater secrets. Choose a major, greater, or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. Special You can select this feat a second time if you're 14th level or higher, and a third time if you're 18th level or higher. Choose a different lesson each time.","category":"feat","pfs":"Standard","feat":["Major Lesson"],"rarity":"common","slug":"feat-1579"},{"remaster_name":["Double, Double"],"skill_mod":{},"summary":"During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Cauldron","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1580","weakness":{},"name":"Temporary Potions","trait":["Witch"],"id":"feat-1580","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Temporary Potions Source Advanced Player's Guide pg. 103 Prerequisites Cauldron --- During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. These items follow the normal rules to Craft them, except for the time they take, with some additional restrictions. They must both be the same type of oil or potion, and their level must be 6 or more levels lower than your level. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value. If you have master proficiency in your tradition's spell DCs, you can create a batch of three temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of four.","category":"feat","pfs":"Standard","feat":["Temporary Potions"],"rarity":"common","slug":"feat-1580"},{"skill_mod":{},"summary":"You can keep watch over multiple charges.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Witch's Charge","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1581","weakness":{},"name":"Witch's Communion","trait":["Witch"],"id":"feat-1581","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Witch's Communion Source Advanced Player's Guide pg. 104 Prerequisites Witch's Charge --- You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one.","category":"feat","pfs":"Standard","feat":["Witch's Communion"],"rarity":"common","slug":"feat-1581"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"divination","trait":["Concentrate","Divination","Witch"],"id":"feat-1582","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Familiar's Eyes Single Action Source Advanced Player's Guide pg. 104 Prerequisites a familiar --- You use your familiar's senses as easily as your own. You project your senses into your familiar. When you do, you lose all sensory information from your own body, but you can sense through your familiar's body until you Dismiss the effect. While projecting your senses in this way, you can converse telepathically with your familiar if it understands a language. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).","feat":["Familiar's Eyes"],"skill_mod":{},"summary":"You use your familiar's senses as easily as your own.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Class"],"level":12,"prerequisite":"a familiar","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1582","name":"Familiar's Eyes","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1582"},{"skill_mod":{},"summary":"Your patron's teachings have allowed you to achieve a deeper focus.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1583","weakness":{},"name":"Hex Focus","trait":["Witch"],"id":"feat-1583","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Hex Focus Source Advanced Player's Guide pg. 104 --- Your patron's teachings have allowed you to achieve a deeper focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Hex Focus leads to... Hex Wellspring","category":"feat","pfs":"Standard","feat":["Hex Focus"],"rarity":"common","slug":"feat-1583"},{"skill_mod":{},"summary":"You can adapt your patron's power to transform other creatures into forms more befitting their behavior or your whims.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1585","weakness":{},"name":"Rites of Transfiguration","trait":["Witch"],"id":"feat-1585","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Rites of Transfiguration Source Advanced Player's Guide pg. 105 --- You can adapt your patron's power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns baleful polymorph , even if baleful polymorph isn't on your tradition's spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th level or higher you've prepared in one of your witch spell slots with a baleful polymorph spell of the same level.","category":"feat","pfs":"Standard","feat":["Rites of Transfiguration"],"rarity":"common","slug":"feat-1585"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Witch"],"id":"feat-1587","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Siphon Power Free Action Source Advanced Player's Guide pg. 105 Frequency once per day Requirements You haven't acted yet on your turn. --- You draw upon the reservoir of your patron's magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron's theme or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 level lower than your highest-level witch spell slot. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).","feat":["Siphon Power"],"skill_mod":{},"summary":"You draw upon the reservoir of your patron's magic that resides within your familiar.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"requirement":"You haven't acted yet on your turn.","resistance":{},"url":"/Feats.aspx?ID=1587","name":"Siphon Power","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1587"},{"remaster_name":["Hex Focus"],"skill_mod":{},"summary":"Focus flows from your patron each time you commune with your familiar.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Hex Focus","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1588","weakness":{},"name":"Hex Wellspring","trait":["Witch"],"id":"feat-1588","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Hex Wellspring Source Advanced Player's Guide pg. 105 Prerequisites Hex Focus --- Focus flows from your patron each time you commune with your familiar. You can recover 3 Focus Points when you Refocus instead of 1 if you have spent at least 3 Focus Points since the last time you Refocused.","category":"feat","pfs":"Standard","feat":["Hex Wellspring"],"rarity":"common","slug":"feat-1588"},{"skill_mod":{},"summary":"You siphon some of the power from an offensive hex you cast to direct it at a second target as well.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1589","weakness":{},"name":"Split Hex","trait":["Concentrate","Metamagic","Witch","Spellshape"],"actions_number":2,"id":"feat-1589","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Split Hex Single Action Source Advanced Player's Guide pg. 105 --- You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its level by 2 (making it 2 levels lower than the maximum spell level you can cast). If you do, you can select a second target for that hex to affect.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Split Hex"],"rarity":"common","slug":"feat-1589"},{"skill_mod":{},"summary":"You embody the link to your patron so completely that you can cast your hexes in rapid succession.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1590","weakness":{},"name":"Hex Master","trait":["Witch"],"id":"feat-1590","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Hex Master Source Advanced Player's Guide pg. 105 --- You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast cackle to sustain a hex, you gain the effects of Sustain a Spell for all your active hexes that have a duration of sustained.","category":"feat","pfs":"Standard","feat":["Hex Master"],"rarity":"common","slug":"feat-1590"},{"skill_mod":{},"summary":"You have mastered the greatest secrets of your patron's magic and learned a fundamental truth about your patron, even if their identity still remains a mystery.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"patron's gift","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1591","weakness":{},"name":"Patron's Truth","trait":["Witch"],"id":"feat-1591","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Patron's Truth Source Advanced Player's Guide pg. 105 Prerequisites patron's gift --- You have mastered the greatest secrets of your patron's magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-level spell slot.","category":"feat","pfs":"Standard","feat":["Patron's Truth"],"rarity":"common","slug":"feat-1591"},{"skill_mod":{},"summary":"Your home is an animated structure that obeys your commands.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1592","weakness":{},"name":"Witch's Hut","trait":["Witch"],"id":"feat-1592","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Witch's Hut Source Advanced Player's Guide pg. 105 --- Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size. The hut uses your AC, saving throw modifiers, and Perception modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it's reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired. The hut can't attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command. Guard The hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any. Lock Each entrance to the hut is sealed with a lock spell. Move The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as “follow me” or “move that direction.” While perfectly suitable for overland travel, the hut's broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. Hide The hut appears to be a normal, mundane object of its type. This is a 10th-level illusion effect. You can have only one hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely.","category":"feat","pfs":"Standard","feat":["Witch's Hut"],"rarity":"common","slug":"feat-1592"},{"remaster_name":["Blowgun Poisoner"],"skill_mod":{},"summary":"You can capably deliver toxins with a blowgun.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1593","weakness":{},"archetype":["Poisoner","Guerrilla"],"name":"Subtle Delivery","trait":["Alchemist"],"id":"feat-1593","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Subtle Delivery Source Advanced Player's Guide pg. 106 Archetypes Poisoner (Level 4), Poisoner (Level 4), Guerrilla (Level 4) --- You can capably deliver toxins with a blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead.","category":"feat","pfs":"Standard","feat":["Subtle Delivery"],"rarity":"common","slug":"feat-1593"},{"skill_mod":{},"summary":"You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1594","weakness":{},"archetype":["Demolitionist"],"name":"Demolition Charge","trait":["Alchemist"],"id":"feat-1594","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Demolition Charge Source Advanced Player's Guide pg. 106 Archetypes Demolitionist (Level 4), Demolitionist (Level 4) --- You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your class DC. The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first. Activate Reaction Fire in the Hole; Trigger A creature moves into the hazard's space; Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.","category":"feat","pfs":"Standard","feat":["Demolition Charge"],"rarity":"common","slug":"feat-1594"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist"],"id":"feat-1595","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Healing Bomb Free Action Source Advanced Player's Guide pg. 107 Frequency once per round Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level. --- By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the bomb trait. If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your Strike with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute.","feat":["Healing Bomb"],"skill_mod":{},"summary":"By adding a special catalyst, you transform a healing elixir into a topical projectile.","primary_source":"Advanced Player's Guide","trait_group":["Class-Specific","Class"],"level":4,"source_category":["Rulebooks"],"trigger":"You craft an elixir of life using Quick Alchemy , and that elixir is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=1595","name":"Healing Bomb","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1595"},{"skill_mod":{},"summary":"Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1596","weakness":{},"archetype":["Poisoner"],"name":"Tenacious Toxins","trait":["Alchemist"],"id":"feat-1596","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tenacious Toxins Source Advanced Player's Guide pg. 107 Archetypes Poisoner (Level 6), Poisoner (Level 6) --- Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration.","category":"feat","pfs":"Standard","feat":["Tenacious Toxins"],"rarity":"common","slug":"feat-1596"},{"skill_mod":{},"summary":"A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1597","weakness":{},"archetype":["Poisoner"],"name":"Sticky Poison","trait":["Alchemist"],"id":"feat-1597","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sticky Poison Source Advanced Player's Guide pg. 107 Archetypes Poisoner (Level 8), Poisoner (Level 8) --- A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Sticky Poison"],"rarity":"common","slug":"feat-1597"},{"skill_mod":{},"summary":"You have expanded your supply of near-infinite items.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"perpetual infusions","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1598","weakness":{},"name":"Perpetual Breadth","trait":["Alchemist"],"id":"feat-1598","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Perpetual Breadth Source Advanced Player's Guide pg. 107 Prerequisites perpetual infusions --- You have expanded your supply of near-infinite items. Choose a research field. Add one item from the list of options available to that field from perpetual infusions, or two items if you choose your own field. If you have perpetual potency or perpetual perfection, you gain an additional item (or items if you chose your own field) appropriate to the field you chose, for instance a higher-level version of the bomb you chose or a new poison.","category":"feat","pfs":"Standard","feat":["Perpetual Breadth"],"rarity":"common","slug":"feat-1598"},{"skill_mod":{},"summary":"Unsuspecting targets are especially vulnerable to your poisons.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1599","weakness":{},"archetype":["Poisoner"],"name":"Pinpoint Poisoner","trait":["Alchemist"],"id":"feat-1599","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Pinpoint Poisoner Source Advanced Player's Guide pg. 107 Archetypes Poisoner (Level 10), Poisoner (Level 10) --- Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike a flat-footed creature with a poisoned weapon or expose a flat-footed creature to an inhaled poison, the flat-footed condition also gives that creature a –2 circumstance penalty to its initial save against that poison.","category":"feat","pfs":"Standard","feat":["Pinpoint Poisoner"],"rarity":"common","slug":"feat-1599"},{"skill_mod":{},"summary":"You can create extraordinary—albeit volatile—alchemical wonders, though they have an unfortunate tendency to violently explode when you use them.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1600","weakness":{},"name":"Unstable Concoction","trait":["Alchemist"],"id":"feat-1600","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unstable Concoction Source Advanced Player's Guide pg. 107 --- You can create extraordinary—albeit volatile—alchemical wonders, though they have an unfortunate tendency to violently explode when you use them. When you use Quick Alchemy, you can create an alchemical item from your formula book whose level is up to 2 higher than your advanced alchemy level. You can spend up to 3 additional batches of infused reagents when creating this item to stabilize it. Upon activating the item, attempt a DC 10 flat check; for every additional batch of infused reagents you spent to create the item, reduce this DC by 2. On a success, the item functions normally. On a failure, the item explodes, dealing force damage to the user equal to twice the item's level (doubled on a critical failure).","category":"feat","pfs":"Standard","feat":["Unstable Concoction"],"rarity":"common","slug":"feat-1600"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Alchemist"],"id":"feat-1601","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Chemical Contagion Reaction Source Advanced Player's Guide pg. 107 Archetype Poisoner (Level 18) Trigger A creature within 30 feet critically fails its initial saving throw against a poison you created. --- With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier. A creature adjacent to the triggering creature is exposed to the triggering poison.","feat":["Chemical Contagion"],"skill_mod":{},"summary":"With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"trigger":"A creature within 30 feet critically fails its initial saving throw against a poison you created.","resistance":{},"url":"/Feats.aspx?ID=1601","archetype":["Poisoner"],"name":"Chemical Contagion","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1601"},{"skill_mod":{},"summary":"In the heat of battle, you are capable of amazing feats of strength.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1602","weakness":{},"name":"Adrenaline Rush","trait":["Barbarian","Rage"],"id":"feat-1602","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adrenaline Rush Source Advanced Player's Guide pg. 108 --- In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.","category":"feat","pfs":"Standard","feat":["Adrenaline Rush"],"rarity":"common","slug":"feat-1602"},{"skill_mod":{},"summary":"Few can sway you from your goals while the fury of combat fills you.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"dragon instinct","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1603","weakness":{},"name":"Draconic Arrogance","trait":["Barbarian","Rage"],"id":"feat-1603","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Draconic Arrogance Source Advanced Player's Guide pg. 108 Prerequisites dragon instinct --- Few can sway you from your goals while the fury of combat fills you. While raging, you gain a +2 status bonus to saving throws against emotion effects.","category":"feat","pfs":"Standard","feat":["Draconic Arrogance"],"rarity":"common","slug":"feat-1603"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Barbarian","Flourish"],"id":"feat-1604","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bashing Charge Two Actions Source Advanced Player's Guide pg. 108 Archetype Zombie (Level 4) Prerequisites Trained in Athletics --- You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.","feat":["Bashing Charge"],"skill_mod":{},"summary":"You smash, bust, and charge through solid obstacles without hesitation.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"level":2,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1604","archetype":["Zombie"],"name":"Bashing Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1604"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Barbarian","Fighter","Flourish"],"id":"feat-1605","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Barreling Charge Two Actions Source Advanced Player's Guide pg. 108 Archetypes Rivethun Invoker (Level 6), Wylderheart (Level 6) Prerequisites Trained in Athletics --- You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies' spaces and make a melee Strike. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride, as long as you have the corresponding movement type. Barreling Charge leads to... Overpowering Charge","feat":["Barreling Charge"],"skill_mod":{},"summary":"You rush forward, moving enemies aside to reach your foe.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"level":4,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1605","archetype":["Rivethun Invoker","Wylderheart"],"name":"Barreling Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1605"},{"skill_mod":{},"summary":"With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You have one or more hands free.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1606","weakness":{},"name":"Oversized Throw","trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-1606","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Oversized Throw Two Actions Source Advanced Player's Guide pg. 109 Requirements You have one or more hands free. --- With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Oversized Throw"],"rarity":"common","slug":"feat-1606"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Barbarian","Concentrate","Fortune"],"id":"feat-1607","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spiritual Guides Reaction Source Advanced Player's Guide pg. 109 Frequency once per day Prerequisites spirit instinct Trigger You fail, but don't critically fail, a Perception check or a skill check. --- Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging. Sometimes they're even helpful. You can heed the spirits' guidance to reroll the triggering check, using the second result even if it's worse.","feat":["Spiritual Guides"],"skill_mod":{},"summary":"Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"level":4,"prerequisite":"spirit instinct","source_category":["Rulebooks"],"trigger":"You fail, but don't critically fail, a Perception check or a skill check.","resistance":{},"url":"/Feats.aspx?ID=1607","name":"Spiritual Guides","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1607"},{"skill_mod":{},"summary":"Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Acute Scent or precise or imprecise scent","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1608","weakness":{},"name":"Supernatural Senses","trait":["Barbarian","Rage"],"id":"feat-1608","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Supernatural Senses Source Advanced Player's Guide pg. 109 Prerequisites Acute Scent or precise or imprecise scent --- Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a concealed or hidden opponent while you are raging, you reduce the DC of the flat check to 3 for a concealed target or to 9 for a hidden one.","category":"feat","pfs":"Standard","feat":["Supernatural Senses"],"rarity":"common","slug":"feat-1608"},{"skill_mod":{},"summary":"Your strength is part of your rage, so as long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1609","weakness":{},"name":"Inner Strength","trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-1609","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Inner Strength Single Action Source Advanced Player's Guide pg. 109 --- Your strength is part of your rage, so as long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your enfeebled condition's value by 1.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Inner Strength"],"rarity":"common","slug":"feat-1609"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Rage"],"id":"feat-1610","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mage Hunter Reaction Source Advanced Player's Guide pg. 109 Prerequisites superstition instinct Trigger A creature within your reach Casts a Spell. --- You use your hatred of magic to lash out at the sight of spellcasting, allowing you to interrupt an enemy's spell. Make a melee Strike against the triggering creature. If the attack is a critical hit, you disrupt the spell.","feat":["Mage Hunter"],"skill_mod":{},"summary":"You use your hatred of magic to lash out at the sight of spellcasting, allowing you to interrupt an enemy's spell.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"level":6,"prerequisite":"superstition instinct","source_category":["Rulebooks"],"trigger":"A creature within your reach Casts a Spell.","resistance":{},"url":"/Feats.aspx?ID=1610","name":"Mage Hunter","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1610"},{"remaster_name":["Nocturnal Senses"],"skill_mod":{},"summary":"Your senses gain even greater clarity.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Acute Scent or precise or imprecise scent and low-light vision","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1611","weakness":{},"name":"Nocturnal Sense","trait":["Barbarian","Rage"],"id":"feat-1611","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Nocturnal Sense Source Advanced Player's Guide pg. 110 Prerequisites Acute Scent or precise or imprecise scent and low-light vision --- Your senses gain even greater clarity. While raging, you gain darkvision if you don't already have it, and the range of your imprecise scent increases to 60 feet.","category":"feat","pfs":"Standard","feat":["Nocturnal Sense"],"rarity":"common","slug":"feat-1611"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian"],"id":"feat-1612","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scouring Rage Free Action Source Advanced Player's Guide pg. 110 Prerequisites an instinct that allows you to change your additional damage from Rage to a different damage type Trigger You Rage. --- You emit a powerful surge of instinctual energy when you unleash your potential. Each adjacent creature takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that Rage.","feat":["Scouring Rage"],"skill_mod":{},"summary":"You emit a powerful surge of instinctual energy when you unleash your potential.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":6,"prerequisite":"an instinct that allows you to change your additional damage from Rage to a different damage type","source_category":["Rulebooks"],"trigger":"You Rage.","resistance":{},"url":"/Feats.aspx?ID=1612","name":"Scouring Rage","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1612"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Barbarian","Flourish","Rage"],"id":"feat-1613","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Disarming Assault Single Action Source Advanced Player's Guide pg. 110 Prerequisites Trained in Athletics --- You attack with enough force to knock the weapon out of your foe's hands. Make a melee Strike; if you hit, you can attempt an Athletics check to Disarm that foe.","feat":["Disarming Assault"],"skill_mod":{},"summary":"You attack with enough force to knock the weapon out of your foe's hands.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics","Class-Specific"],"level":8,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1613","name":"Disarming Assault","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1613"},{"remaster_name":["Follow-up Assault"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Rage"],"id":"feat-1614","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Follow-Up Assault Single Action Source Advanced Player's Guide pg. 110 Requirements You used your previous action to make a melee Strike that missed. --- Even in the face of failure you press the attack, determined to succeed. Make a Strike with the same weapon, adding the effects of the backswing and forceful weapon traits.","feat":["Follow-Up Assault"],"skill_mod":{},"summary":"Even in the face of failure you press the attack, determined to succeed.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"level":8,"source_category":["Rulebooks"],"requirement":"You used your previous action to make a melee Strike that missed.","resistance":{},"url":"/Feats.aspx?ID=1614","name":"Follow-Up Assault","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1614"},{"skill_mod":{},"summary":"You toss your friends around the battlefield.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You are adjacent to an ally and have one or more hands free.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1615","weakness":{},"name":"Friendly Toss","trait":["Barbarian","Manipulate","Rage"],"actions_number":4,"id":"feat-1615","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Friendly Toss Two Actions Source Advanced Player's Guide pg. 110 Requirements You are adjacent to an ally and have one or more hands free. --- You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee Strike against an enemy within their reach as a reaction.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Friendly Toss"],"rarity":"common","slug":"feat-1615"},{"skill_mod":{},"summary":"You trust your instincts and your sense of smell, using all of your senses to pinpoint your opponent's location.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Acute Scent or precise or imprecise scent","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1616","weakness":{},"name":"Instinctive Strike","trait":["Barbarian","Manipulate","Rage"],"actions_number":4,"id":"feat-1616","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Instinctive Strike Two Actions Source Advanced Player's Guide pg. 110 Prerequisites Acute Scent or precise or imprecise scent --- You trust your instincts and your sense of smell, using all of your senses to pinpoint your opponent's location. Make a melee Strike against an opponent that isn't hiding its scent with an effect like negate aroma . This attack ignores any flat check required due to the target being concealed or hidden.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Instinctive Strike"],"rarity":"common","slug":"feat-1616"},{"skill_mod":{},"summary":"Nothing can keep you from your enemy.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1617","weakness":{},"name":"Determined Dash","trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-1617","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Determined Dash Two Actions Source Advanced Player's Guide pg. 110 --- Nothing can keep you from your enemy. Stride twice. During this movement you ignore difficult terrain, greater difficult terrain, and any effects that would impose a penalty to Speed. You can attempt an Athletics check instead of an Acrobatics check to Balance when moving across narrow surfaces or uneven ground, using the same DC. This doesn't prevent you from being harmed by hazardous terrain. You can increase the number of actions this activity takes to 3 to Stride three times instead.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Determined Dash"],"rarity":"common","slug":"feat-1617"},{"skill_mod":{},"summary":"You slam into the ground, shattering it around you.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You fall at least 10 feet and land on a solid surface.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1618","weakness":{},"name":"Impressive Landing","trait":["Barbarian"],"actions_number":1,"id":"feat-1618","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Impressive Landing Reaction Source Advanced Player's Guide pg. 110 Trigger You fall at least 10 feet and land on a solid surface. --- You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. All adjacent spaces become difficult terrain, and creatures in those spaces when you land take 5 bludgeoning damage as the debris hits them and are flat-footed until the start of their next turn.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Impressive Landing"],"rarity":"common","slug":"feat-1618"},{"skill_mod":{},"summary":"You trample your foes as you charge past them.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Barreling Charge","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1619","weakness":{},"archetype":["Rivethun Invoker"],"name":"Overpowering Charge","trait":["Barbarian","Fighter"],"id":"feat-1619","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Overpowering Charge Source Advanced Player's Guide pg. 110 Archetype Rivethun Invoker (Level 12) Prerequisites Barreling Charge --- You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes flat-footed until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Overpowering Charge"],"rarity":"common","slug":"feat-1619"},{"skill_mod":{},"summary":"You strike your enemy in the head with such force that their ears ring.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon that deals bludgeoning damage.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1620","weakness":{},"name":"Resounding Blow","trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-1620","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Resounding Blow Two Actions Source Advanced Player's Guide pg. 110 Requirements You are wielding a melee weapon that deals bludgeoning damage. --- You strike your enemy in the head with such force that their ears ring. Make a melee Strike. If the Strike hits and deals damage, the target is deafened until the start of your next turn (or for 1 minute on a critical hit).","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Resounding Blow"],"rarity":"common","slug":"feat-1620"},{"skill_mod":{},"summary":"A quick strike to the face or mouth silences your opponent.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1621","weakness":{},"name":"Silencing Strike","trait":["Barbarian","Incapacitation","Rage"],"actions_number":2,"id":"feat-1621","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Silencing Strike Single Action Source Advanced Player's Guide pg. 110 --- A quick strike to the face or mouth silences your opponent. Make a melee Strike against a foe. The foe must succeed at a Fortitude save against your class DC. Success The target is unaffected. Failure The target is dazed and can barely vocalize. It's stunned 1 and its speech is raspy and hard to understand. It must succeed at a DC 11 flat check to use linguistic actions or supply verbal spellcasting components until the end of its next turn. Critical Failure As failure, but the creature is stunned 3 instead of stunned 1.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Silencing Strike"],"rarity":"common","slug":"feat-1621"},{"skill_mod":{},"summary":"Your incredibly vicious Strike pulls you right in close, giving you the opportunity to grab your foe.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You critically hit an adjacent enemy.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1622","weakness":{},"name":"Tangle of Battle","trait":["Barbarian","Rage"],"actions_number":1,"id":"feat-1622","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tangle of Battle Reaction Source Advanced Player's Guide pg. 111 Trigger You critically hit an adjacent enemy. --- Your incredibly vicious Strike pulls you right in close, giving you the opportunity to grab your foe. Attempt to Grapple the triggering enemy.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Tangle of Battle"],"rarity":"common","slug":"feat-1622"},{"skill_mod":{},"summary":"Ignoring your pain, you reach out and grab the creature or weapon that caused you harm.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"A creature damages you with a melee attack.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1623","weakness":{},"name":"Embrace the Pain","trait":["Barbarian","Rage"],"actions_number":1,"id":"feat-1623","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Embrace the Pain Reaction Source Advanced Player's Guide pg. 111 Trigger A creature damages you with a melee attack. --- Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an Athletics check to Grapple the triggering creature or to Disarm the creature of the triggering weapon.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Embrace the Pain"],"rarity":"common","slug":"feat-1623"},{"skill_mod":{},"summary":"You draw upon your superstitious fury to destroy a spell.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"superstition instinct","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1624","weakness":{},"name":"Sunder Spell","trait":["Attack","Barbarian","Concentrate","Rage"],"actions_number":4,"id":"feat-1624","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Sunder Spell Two Actions Source Advanced Player's Guide pg. 111 Prerequisites superstition instinct --- You draw upon your superstitious fury to destroy a spell. Make a Strike with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire or the guardian from spiritual guardian ). If you're targeting something that doesn't have an AC listed, its AC is usually 10 against this Strike for targets that are very easy to hit, like a wall, or a different AC determined by the GM. If your Strike hits, you can attempt to counteract a single spell or magical effect on the target. Your counteract level for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check. Whether or not you succeed at your Strike, the target becomes temporarily immune to your Sunder Spell for 24 hours. Sunder Spell leads to... Sunder Enchantment","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Sunder Spell"],"rarity":"common","slug":"feat-1624"},{"skill_mod":{},"summary":"You make a great sweep about yourself, knocking creatures off their feet and away from you.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1625","weakness":{},"archetype":["Mauler","Warrior Of Legend"],"name":"Unbalancing Sweep","trait":["Barbarian","Flourish","Open"],"actions_number":6,"id":"feat-1625","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Unbalancing Sweep Three Actions Source Advanced Player's Guide pg. 111 Archetypes Mauler (Level 14), Mauler (Level 14), Warrior Of Legend (Level 14) --- You make a great sweep about yourself, knocking creatures off their feet and away from you. Choose up to three adjacent foes and choose whether to Shove or Trip all three of them. Whichever of the two options you choose, roll a separate Athletics check against each foe, performing the same action against each foe. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Unbalancing Sweep"],"rarity":"common","slug":"feat-1625"},{"skill_mod":{},"summary":"You impale your enemy and hold them in place with your weapon.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon that deals piercing damage.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1626","weakness":{},"name":"Impaling Thrust","trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-1626","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Impaling Thrust Two Actions Source Advanced Player's Guide pg. 111 Requirements You are wielding a melee weapon that deals piercing damage. --- You impale your enemy and hold them in place with your weapon. Make a melee Strike with the required weapon. If the Strike hits and deals damage, your target is grabbed until they successfully Escape, you attack with the required weapon, or you Release the required weapon, whichever comes first. When the target is no longer grabbed, they take persistent bleed damage equal to the number of weapon damage dice.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Impaling Thrust"],"rarity":"common","slug":"feat-1626"},{"skill_mod":{},"summary":"You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sunder Spell","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1627","weakness":{},"name":"Sunder Enchantment","trait":["Barbarian"],"id":"feat-1627","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sunder Enchantment Source Advanced Player's Guide pg. 111 Prerequisites Sunder Spell --- You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target's magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a particularly powerful item, your counteract attempt automatically fails.","category":"feat","pfs":"Standard","feat":["Sunder Enchantment"],"rarity":"common","slug":"feat-1627"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Rage"],"id":"feat-1628","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Furious Vengeance Reaction Source Advanced Player's Guide pg. 111 Prerequisites fury instinct Trigger An enemy within your melee reach critically hits you with a melee Strike. --- Your enemy's blow fuels your rage and provokes your immediate retaliation. Make a melee Strike against the triggering enemy.","feat":["Furious Vengeance"],"skill_mod":{},"summary":"Your enemy's blow fuels your rage and provokes your immediate retaliation.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"level":16,"prerequisite":"fury instinct","source_category":["Rulebooks"],"trigger":"An enemy within your melee reach critically hits you with a melee Strike.","resistance":{},"url":"/Feats.aspx?ID=1628","name":"Furious Vengeance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1628"},{"skill_mod":{},"summary":"Your projectiles are unhindered by flesh and bone.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged or thrown weapon that deals piercing damage.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1629","weakness":{},"name":"Penetrating Projectile","trait":["Barbarian","Flourish","Rage"],"actions_number":4,"id":"feat-1629","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Penetrating Projectile Two Actions Source Advanced Player's Guide pg. 111 Requirements You are wielding a ranged or thrown weapon that deals piercing damage. --- Your projectiles are unhindered by flesh and bone. Make a ranged Strike against each creature in a 30-foot line. These attacks ignore lesser cover, cover, and greater cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Penetrating Projectile"],"rarity":"common","slug":"feat-1629"},{"skill_mod":{},"summary":"Your forceful blows shatter objects with ease.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1630","weakness":{},"name":"Shattering Blows","trait":["Barbarian","Rage"],"id":"feat-1630","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Shattering Blows Source Advanced Player's Guide pg. 111 --- Your forceful blows shatter objects with ease. While you are raging, your melee Strikes ignore 5 points of an object's Hardness. If you have the devastator class feature, you instead ignore 10 points of an object's Hardness.","category":"feat","pfs":"Standard","feat":["Shattering Blows"],"rarity":"common","slug":"feat-1630"},{"skill_mod":{},"summary":"You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1631","weakness":{},"name":"Unstoppable Juggernaut","trait":["Barbarian"],"id":"feat-1631","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Unstoppable Juggernaut Source Advanced Player's Guide pg. 111 --- You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging increases to 8 + your Constitution modifier. In addition, if you are reduced to 0 Hit Points while raging, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become wounded 2 (or increase your wounded condition by 2 if you are already wounded). Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Emblazon Divinity, Enduring Debilitation, Golden Body, Song of the Fallen, Spell Mastery, Superior Sight, Ultimate Flexibility","category":"feat","pfs":"Standard","feat":["Unstoppable Juggernaut"],"rarity":"common","slug":"feat-1631"},{"skill_mod":{},"summary":"You learn the hymn of healing composition spell (page 228), which imbues your music with rich melodies that help your allies recover from harm.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1632","weakness":{},"name":"Hymn of Healing","trait":["Bard"],"id":"feat-1632","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hymn of Healing Source Advanced Player's Guide pg. 112 --- You learn the hymn of healing composition spell, which imbues your music with rich melodies that help your allies recover from harm.","category":"feat","pfs":"Standard","feat":["Hymn of Healing"],"rarity":"common","slug":"feat-1632"},{"skill_mod":{},"summary":"Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat even with the most inelegant tools.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"warrior muse","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1633","weakness":{},"name":"Martial Performance","trait":["Bard"],"id":"feat-1633","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Martial Performance Source Advanced Player's Guide pg. 112 Prerequisites warrior muse --- Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat even with the most inelegant tools. You become trained with all martial weapons. If you gain the bard weapon expertise class feature, your proficiency rank with martial weapons increases to expert.","category":"feat","pfs":"Standard","feat":["Martial Performance"],"rarity":"common","slug":"feat-1633"},{"skill_mod":{},"summary":"You're resilient to performative influences that aren't your own.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1634","weakness":{},"name":"Well-Versed","trait":["Bard"],"id":"feat-1634","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Well-Versed Source Advanced Player's Guide pg. 112 --- You're resilient to performative influences that aren't your own. You gain a +1 circumstance bonus to saving throws against effects with the auditory, illusion, linguistic, sonic, or visual traits. Well-Versed leads to... Educate Allies","category":"feat","pfs":"Standard","feat":["Well-Versed"],"rarity":"common","slug":"feat-1634"},{"skill_mod":{},"summary":"You can shape the area of your composition spells.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1635","weakness":{},"name":"Directed Audience","trait":["Bard"],"id":"feat-1635","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Directed Audience Source Advanced Player's Guide pg. 112 --- You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell's area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone.","category":"feat","pfs":"Standard","feat":["Directed Audience"],"rarity":"common","slug":"feat-1635"},{"skill_mod":{},"summary":"Your performances inspire strength in your allies.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"warrior muse","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1636","weakness":{},"name":"Song of Strength","trait":["Bard"],"id":"feat-1636","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Song of Strength Source Advanced Player's Guide pg. 112 Prerequisites warrior muse --- Your performances inspire strength in your allies. You learn the song of strength composition cantrip.","category":"feat","pfs":"Standard","feat":["Song of Strength"],"rarity":"common","slug":"feat-1636"},{"skill_mod":{},"summary":"You use a performer's cold reading techniques, aura reading, and other tricks to discover your foe's strengths and weaknesses.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1637","weakness":{},"name":"Combat Reading","trait":["Bard","Secret"],"actions_number":2,"id":"feat-1637","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Combat Reading Single Action Source Advanced Player's Guide pg. 112 --- You use a performer's cold reading techniques, aura reading, and other tricks to discover your foe's strengths and weaknesses. The GM rolls a secret Occultism check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is engaged in combat and isn't concealed from you, hidden from you, or undetected by you. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for 1 day. Critical Success The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. In the event of a tie, the GM should pick one at random. Success The GM chooses one piece of information from the above list to tell you about the enemy. Critical Failure The GM gives you false information (the GM makes up the information).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Combat Reading"],"rarity":"common","slug":"feat-1637"},{"skill_mod":{},"summary":"With a rousing call, you exhort an ally to advance.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"warrior muse","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1638","weakness":{},"name":"Courageous Advance","trait":["Auditory","Bard","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-1638","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Courageous Advance Single Action Source Advanced Player's Guide pg. 112 Prerequisites warrior muse --- With a rousing call, you exhort an ally to advance. If your next action is to cast the inspire courage composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to Stride. Courageous Advance leads to... Courageous Onslaught","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Courageous Advance"],"rarity":"common","slug":"feat-1638"},{"skill_mod":{},"summary":"Careful research into the art of rituals has made you better at performing them.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"enigma muse; Expert in Occultism","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1639","weakness":{},"skill":["Occultism","Occultism"],"name":"Ritual Researcher","trait":["Bard","Uncommon"],"id":"feat-1639","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ritual Researcher Source Advanced Player's Guide pg. 112 Prerequisites enigma muse; Expert in Occultism --- Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual.","category":"feat","pfs":"Standard","feat":["Ritual Researcher"],"rarity":"uncommon","slug":"feat-1639"},{"skill_mod":{},"summary":"You can procure information with confidence.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"enigma muse","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1640","weakness":{},"archetype":["Loremaster"],"name":"Assured Knowledge","trait":["Bard"],"id":"feat-1640","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Assured Knowledge Source Advanced Player's Guide pg. 113 Archetype Loremaster (Level 8) Prerequisites enigma muse --- You can procure information with confidence. Whenever you Recall Knowledge using any skill (including Bardic Lore), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). As long as you are an expert in a skill, you meet the prerequisites for the Automatic Knowledge skill feat in that skill, even if you don't have Assurance in that skill. Assured Knowledge leads to... Enigma's Knowledge","category":"feat","pfs":"Standard","feat":["Assured Knowledge"],"rarity":"common","slug":"feat-1640"},{"skill_mod":{},"summary":"Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"warrior muse; Inspire Defense","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1641","weakness":{},"name":"Defensive Coordination","trait":["Auditory","Bard","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-1641","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Defensive Coordination Single Action Source Advanced Player's Guide pg. 113 Prerequisites warrior muse; Inspire Defense --- Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line. If your next action is to cast the inspire defense composition cantrip, you can Raise a Shield, and one ally who gains a status bonus from the spell can immediately use a reaction to Raise a Shield.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Defensive Coordination"],"rarity":"common","slug":"feat-1641"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Bard","Concentrate"],"id":"feat-1642","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Educate Allies Reaction Source Advanced Player's Guide pg. 113 Prerequisites Well-Versed Trigger An ally benefiting from one of your composition spells is subject to an effect with the auditory, illusion, linguistic, sonic, or visual trait. --- You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn.","feat":["Educate Allies"],"skill_mod":{},"summary":"You tweak the properties of your composition spell to convey a bit of your defensive knowledge.","primary_source":"Advanced Player's Guide","trait_group":["School","Class","Mechanics"],"level":6,"prerequisite":"Well-Versed","source_category":["Rulebooks"],"trigger":"An ally benefiting from one of your composition spells is subject to an effect with the auditory , illusion , linguistic , sonic , or visual trait.","resistance":{},"url":"/Feats.aspx?ID=1642","name":"Educate Allies","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1642"},{"skill_mod":{},"summary":"You learn the song of marching composition cantrip, which enables you and your allies to cross vast distances without strain.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1643","weakness":{},"name":"Song of Marching","trait":["Bard"],"id":"feat-1643","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Song of Marching Source Advanced Player's Guide pg. 113 --- You learn the song of marching composition cantrip, which enables you and your allies to cross vast distances without strain.","category":"feat","pfs":"Standard","feat":["Song of Marching"],"rarity":"common","slug":"feat-1643"},{"skill_mod":{},"summary":"You use your performances to supplement an ally's spellcasting, providing magical energy for their spells.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"An ally within 30 feet Casts a Spell.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1644","weakness":{},"name":"Accompany","trait":["Bard","Concentrate","Manipulate"],"actions_number":1,"id":"feat-1644","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Accompany Reaction Source Advanced Player's Guide pg. 113 Trigger An ally within 30 feet Casts a Spell. --- You use your performances to supplement an ally's spellcasting, providing magical energy for their spells. Attempt a Performance check, using a very high DC for the ally's level, and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least 1 level higher than the triggering spell. If you succeed at the Performance check, your ally's spell doesn't cost the Focus Point or spell slot.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Accompany"],"rarity":"common","slug":"feat-1644"},{"skill_mod":{},"summary":"Your composition takes the form of a call-and-response chant, which lets your allies continue the effect without you.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1645","weakness":{},"name":"Call and Response","trait":["Auditory","Bard","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-1645","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Call and Response Single Action Source Advanced Player's Guide pg. 113 --- Your composition takes the form of a call-and-response chant, which lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally affected by the spell can respond to your call as a single action that has the auditory and concentrate traits to extend the spell's duration by 1 round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Call and Response"],"rarity":"common","slug":"feat-1645"},{"remaster_name":["Reflexive Courage"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Auditory","Bard","Concentrate"],"id":"feat-1646","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Courageous Opportunity Reaction Source Advanced Player's Guide pg. 113 Prerequisites warrior muse Trigger A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action. Requirements You are affected by inspire courage . --- You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the action is disrupted.","feat":["Courageous Opportunity"],"skill_mod":{},"summary":"You bellow a ferocious call to arms, inspiring yourself to lash out at a foe.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Class","Mechanics"],"level":8,"prerequisite":"warrior muse","source_category":["Rulebooks"],"requirement":"You are affected by inspire courage .","trigger":"A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action.","resistance":{},"url":"/Feats.aspx?ID=1646","name":"Courageous Opportunity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1646"},{"skill_mod":{},"summary":"Your muse has opened your senses to the world beyond.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"[Sorcerer] bloodline that grants divine or occult spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1647","weakness":{},"name":"Soulsight","trait":["Bard","Sorcerer"],"id":"feat-1647","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Soulsight Source Advanced Player's Guide pg. 113 Prerequisites [Sorcerer] bloodline that grants divine or occult spells --- Your muse has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects. Soulsight leads to... Shared Sight","category":"feat","pfs":"Standard","feat":["Soulsight"],"rarity":"common","slug":"feat-1647"},{"skill_mod":{},"summary":"By putting composition to paper, you can create a source of stirring words or song that others can read and understand.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1648","weakness":{},"name":"Annotate Composition","trait":["Bard","Exploration","Linguistic"],"id":"feat-1648","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Annotate Composition Source Advanced Player's Guide pg. 113 --- By putting composition to paper, you can create a source of stirring words or song that others can read and understand. You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a Performance check as part of the casting, the GM rolls this check as a secret check when you annotate your score. If you have inspire heroics or lingering composition and the chosen composition spell allows, you can also use one of those spells to modify the annotated composition, with the GM rolling the secret Performance check. If you do, you spend an additional Focus Point, even if the secret check fails. Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the concentrate trait. This produces the effects of the composition as though the activating creature had Cast the Spell. A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the concentrate trait. You can't regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic.","category":"feat","pfs":"Standard","feat":["Annotate Composition"],"rarity":"common","slug":"feat-1648"},{"skill_mod":{},"summary":"With a mighty shout, you can stir an ally to attack.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"warrior muse","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1649","weakness":{},"name":"Courageous Assault","trait":["Auditory","Bard","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-1649","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Courageous Assault Single Action Source Advanced Player's Guide pg. 114 Prerequisites warrior muse --- With a mighty shout, you can stir an ally to attack. If your next action is to cast the inspire courage composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to make a melee Strike. Courageous Assault leads to... Courageous Onslaught, Shared Assault","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Courageous Assault"],"rarity":"common","slug":"feat-1649"},{"skill_mod":{},"summary":"You learn the ode to ouroboros composition spell, which enables you to temporarily spare your allies from death.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1650","weakness":{},"name":"Ode to Ouroboros","trait":["Bard"],"id":"feat-1650","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ode to Ouroboros Source Advanced Player's Guide pg. 114 --- You learn the ode to ouroboros composition spell, which enables you to temporarily spare your allies from death.","category":"feat","pfs":"Standard","feat":["Ode to Ouroboros"],"rarity":"common","slug":"feat-1650"},{"skill_mod":{},"summary":"You learn the symphony of the unfettered heart composition spell, which enables you to protect an ally against incapacitating conditions.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1651","weakness":{},"name":"Symphony of the Unfettered Heart","trait":["Bard"],"id":"feat-1651","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Symphony of the Unfettered Heart Source Advanced Player's Guide pg. 114 --- You learn the symphony of the unfettered heart composition spell, which enables you to protect an ally against incapacitating conditions.","category":"feat","pfs":"Standard","feat":["Symphony of the Unfettered Heart"],"rarity":"common","slug":"feat-1651"},{"skill_mod":{},"summary":"Your muse whispers knowledge to you at all the right times.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Assured Knowledge","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1652","weakness":{},"archetype":["Loremaster"],"name":"Enigma's Knowledge","trait":["Bard"],"id":"feat-1652","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Enigma's Knowledge Source Advanced Player's Guide pg. 114 Archetype Loremaster (Level 14) Prerequisites Assured Knowledge --- Your muse whispers knowledge to you at all the right times. You gain the benefits of the Automatic Knowledge skill feat with any skill you can use to Recall Knowledge. As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round.","category":"feat","pfs":"Standard","feat":["Enigma's Knowledge"],"rarity":"common","slug":"feat-1652"},{"skill_mod":{},"summary":"You can manipulate the acoustics around you to deflect sonic damage back at its source.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You would take sonic damage from a spell.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1653","weakness":{},"name":"Reverberate","trait":["Bard"],"actions_number":1,"id":"feat-1653","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reverberate Reaction Source Advanced Player's Guide pg. 114 Trigger You would take sonic damage from a spell. --- You can manipulate the acoustics around you to deflect sonic damage back at its source. Attempt a Performance check against the spell DC of the creature that cast the triggering spell. Critical Success You reduce the triggering damage by an amount up to four times your level. The caster takes sonic damage equal to the amount of damage you reduced in this way. Success As critical success, but you reduce the triggering damage by an amount up to twice your level. Critical Failure You misdirect the sonic waves at yourself, taking twice the triggering damage.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Reverberate"],"rarity":"common","slug":"feat-1653"},{"skill_mod":{},"summary":"In the triumph of battle, you can share the glory with another ally.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Courageous Assault","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1654","weakness":{},"name":"Shared Assault","trait":["Bard"],"id":"feat-1654","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Assault Source Advanced Player's Guide pg. 114 Prerequisites Courageous Assault --- In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the Strike granted by that action, another ally affected by your inspire courage composition spell can immediately use a reaction to make a melee Strike. Since the second ally wasn't the ally you chose for Courageous Assault, this effect doesn't continue to a third ally, even if the second ally also critically succeeds at their Strike.","category":"feat","pfs":"Standard","feat":["Shared Assault"],"rarity":"common","slug":"feat-1654"},{"skill_mod":{},"summary":"By endlessly repeating a motif, you implant an earworm, a memorable song that repeats over and over again in your allies' heads, preparing them to respond to it later.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1655","weakness":{},"name":"Earworm","trait":["Bard","Exploration"],"id":"feat-1655","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Earworm Source Advanced Player's Guide pg. 114 --- By endlessly repeating a motif, you implant an earworm, a memorable song that repeats over and over again in your allies' heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity. Once you've created the earworm, you can attempt a Performance check as a free action to activate it. This check uses a very hard DC of a level equal to that of the highest-level target of the earworm present at the time of activation. On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can't use further free actions like lingering composition or inspire heroics to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first.","category":"feat","pfs":"Standard","feat":["Earworm"],"rarity":"common","slug":"feat-1655"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Bard"],"id":"feat-1656","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Triumphant Inspiration Free Action Source Advanced Player's Guide pg. 114 Prerequisites warrior muse Trigger You critically hit a foe with a melee weapon Strike or a melee unarmed attack. --- With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast.","feat":["Triumphant Inspiration"],"skill_mod":{},"summary":"With a triumphant shout, you inspire your allies.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":14,"prerequisite":"warrior muse","source_category":["Rulebooks"],"trigger":"You critically hit a foe with a melee weapon Strike or a melee unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=1656","name":"Triumphant Inspiration","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1656"},{"remaster_name":["Vigorous Anthem"],"skill_mod":{},"summary":"You instill magical vigor in your allies when you inspire them to attack.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1657","weakness":{},"name":"Vigorous Inspiration","trait":["Auditory","Bard","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-1657","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Vigorous Inspiration Single Action Source Advanced Player's Guide pg. 115 --- You instill magical vigor in your allies when you inspire them to attack. If your next action is to cast the inspire courage composition cantrip, you and all affected allies gain temporary Hit Points equal to 3 + your Charisma modifier that last for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Vigorous Inspiration"],"rarity":"common","slug":"feat-1657"},{"skill_mod":{},"summary":"You use your performance to orchestrate an onslaught against your enemies.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Courageous Advance; Courageous Assault","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1658","weakness":{},"name":"Courageous Onslaught","trait":["Auditory","Bard","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-1658","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Courageous Onslaught Single Action Source Advanced Player's Guide pg. 115 Prerequisites Courageous Advance; Courageous Assault --- You use your performance to orchestrate an onslaught against your enemies. If your next action is to cast the inspire courage composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to Stride and then make a melee Strike.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Courageous Onslaught"],"rarity":"common","slug":"feat-1658"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Bard","Concentrate"],"id":"feat-1659","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Resounding Finale Reaction Source Advanced Player's Guide pg. 115 Prerequisites maestro muse Trigger You or an ally benefiting from your composition spell would take sonic damage. --- You bring your performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell's effects gain sonic resistance against the triggering damage equal to twice the composition spell's level.","feat":["Resounding Finale"],"skill_mod":{},"summary":"You bring your performance to a sudden, dramatic finish, drowning out other sounds.","primary_source":"Advanced Player's Guide","trait_group":["School","Class","Mechanics"],"level":16,"prerequisite":"maestro muse","source_category":["Rulebooks"],"trigger":"You or an ally benefiting from your composition spell would take sonic damage.","resistance":{},"url":"/Feats.aspx?ID=1659","name":"Resounding Finale","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1659"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","trait":["Bard","Illusion","Mental"],"id":"feat-1660","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > All in my Head Reaction Source Advanced Player's Guide pg. 115 Trigger You would take damage from a Strike or spell that doesn't have the death trait or otherwise cause instant death (such as disintegrate ). --- Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the nonlethal trait. You can't use this reaction if you are immune to mental effects or mental damage.","feat":["All in my Head"],"skill_mod":{},"summary":"Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination.","primary_source":"Advanced Player's Guide","trait_group":["Class","School","Monster","Mechanics"],"level":18,"source_category":["Rulebooks"],"trigger":"You would take damage from a Strike or spell that doesn't have the death trait or otherwise cause instant death (such as disintegrate ).","resistance":{},"url":"/Feats.aspx?ID=1660","name":"All in my Head","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1660"},{"skill_mod":{},"summary":"Your inspire courage lets loose a discordant shriek that imbues your allies' attacks with powerful sonic reverberations.","primary_source":"Advanced Player's Guide","trait_group":["Class","School","Energy","Monster"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"_inspire courage_","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1661","weakness":{},"school":"evocation","name":"Discordant Voice","trait":["Bard","Evocation","Sonic"],"id":"feat-1661","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Discordant Voice Source Advanced Player's Guide pg. 115 Prerequisites inspire courage --- Your inspire courage lets loose a discordant shriek that imbues your allies' attacks with powerful sonic reverberations. While your allies are affected by your inspire courage, their weapon Strikes and unarmed attacks deal an additional 1d6 sonic damage.","category":"feat","pfs":"Standard","feat":["Discordant Voice"],"rarity":"common","slug":"feat-1661"},{"skill_mod":{},"summary":"You learn the pied piping composition spell, which enables you to control the actions of weak-minded individuals.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1662","weakness":{},"name":"Pied Piping","trait":["Bard"],"id":"feat-1662","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Pied Piping Source Advanced Player's Guide pg. 115 --- You learn the pied piping composition spell, which enables you to control the actions of weak-minded individuals.","category":"feat","pfs":"Standard","feat":["Pied Piping"],"rarity":"common","slug":"feat-1662"},{"skill_mod":{},"summary":"You can flexibly cast all of your spells, granting a dizzying array of possible options.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1663","weakness":{},"name":"Ultimate Polymath","trait":["Bard"],"id":"feat-1663","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ultimate Polymath Source Advanced Player's Guide pg. 115 Prerequisites polymath muse --- You can flexibly cast all of your spells, granting a dizzying array of possible options. All of the spells in your repertoire are signature spells for you.","category":"feat","pfs":"Standard","feat":["Ultimate Polymath"],"rarity":"common","slug":"feat-1663"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Champion"],"id":"feat-1664","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Desperate Prayer Free Action Source Advanced Player's Guide pg. 118 Frequency once per day Trigger You begin your turn and have no Focus Points in your pool. --- You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point.","feat":["Desperate Prayer"],"skill_mod":{},"summary":"You call out to your deity in a plea for their aid.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"trigger":"You begin your turn and have no Focus Points in your pool.","resistance":{},"url":"/Feats.aspx?ID=1664","name":"Desperate Prayer","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1664"},{"skill_mod":{},"summary":"Disobeying your Iron Command has lasting consequences.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"tyrant cause","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1665","weakness":{},"name":"Iron Repercussions","trait":["Champion","Uncommon"],"id":"feat-1665","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Iron Repercussions Source Advanced Player's Guide pg. 118 Prerequisites tyrant cause --- Disobeying your Iron Command has lasting consequences. If an enemy refuses to kneel to you, you can deal persistent mental damage instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged.","category":"feat","pfs":"Standard","feat":["Iron Repercussions"],"rarity":"uncommon","slug":"feat-1665"},{"skill_mod":{},"summary":"Your powerful personality and incredible ego demand that you protect yourself above all else.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"desecrator cause","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1666","weakness":{},"name":"Ongoing Selfishness","trait":["Champion","Uncommon"],"id":"feat-1666","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ongoing Selfishness Source Advanced Player's Guide pg. 118 Prerequisites desecrator cause --- Your powerful personality and incredible ego demand that you protect yourself above all else. After you use Selfish Shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish Shield resistance.","category":"feat","pfs":"Standard","feat":["Ongoing Selfishness"],"rarity":"uncommon","slug":"feat-1666"},{"skill_mod":{},"summary":"While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"antipaladin cause","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1667","weakness":{},"name":"Vicious Vengeance","trait":["Champion","Uncommon"],"id":"feat-1667","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vicious Vengeance Source Advanced Player's Guide pg. 118 Prerequisites antipaladin cause --- While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from Destructive Vengeance equal to the number of damage dice from the reaction. This only applies to the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction.","category":"feat","pfs":"Standard","feat":["Vicious Vengeance"],"rarity":"uncommon","slug":"feat-1667"},{"skill_mod":{},"summary":"Because you know your mind is superior, you scoff at anyone who would alter your mental state—but this hubris gets the better of you when you're wrong.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1668","weakness":{},"name":"Conceited Mindset","trait":["Champion","Uncommon"],"id":"feat-1668","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Conceited Mindset Source Advanced Player's Guide pg. 118 Prerequisites tenets of evil --- Because you know your mind is superior, you scoff at anyone who would alter your mental state—but this hubris gets the better of you when you're wrong. You gain a +2 circumstance bonus to saves against mental effects. If you succeed at a save against a mental effect, you critically succeed instead; similarly, if you fail at a save against a mental effect, you critically fail instead.","category":"feat","pfs":"Standard","feat":["Conceited Mindset"],"rarity":"uncommon","slug":"feat-1668"},{"remaster_name":["Oath of The Slayer"],"skill_mod":{},"summary":"You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"tenets of good","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1669","weakness":{},"name":"Esoteric Oath","trait":["Champion","Oath"],"id":"feat-1669","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Esoteric Oath Source Advanced Player's Guide pg. 118 Prerequisites tenets of good --- You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion and prey on the weak. You gain following edict: “You must slay aberrations whose actions are in direct opposition to your deity’s edicts when you encounter them as long as you have a reasonable chance of success.” Your Retributive Strike gains a +4 circumstance bonus to damage against an aberration, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an aberration is 7 + your level. If you use Liberating Step triggered by an aberration, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider aberrations whose actions are in direct opposition to your deity’s edicts to be legitimate authorities, even in nations they rule. Esoteric Oath leads to... Aura of Preservation","category":"feat","pfs":"Standard","feat":["Esoteric Oath"],"rarity":"common","slug":"feat-1669"},{"remaster_name":["Oath of The Slayer"],"skill_mod":{},"summary":"You've sworn to rid the world of the self-righteousness of celestial beings.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1670","weakness":{},"name":"Lightslayer Oath","trait":["Champion","Oath","Uncommon"],"id":"feat-1670","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lightslayer Oath Source Advanced Player's Guide pg. 118 Prerequisites tenets of evil --- You've sworn to rid the world of the self-righteousness of celestial beings. Add the following tenet to your code, after the other tenets. “You must banish or slay celestials you encounter as long as you have a reasonable chance of success; in the incredibly unlikely event you find an evil celestial, you don't have to banish or kill it.” When you use your champion's reaction against a celestial, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level).","category":"feat","pfs":"Standard","feat":["Lightslayer Oath"],"rarity":"uncommon","slug":"feat-1670"},{"skill_mod":{},"summary":"Your healing energies are infused with bounding energy.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"devotion spell (_lay on hands_)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1671","weakness":{},"archetype":["Blessed One"],"name":"Accelerating Touch","trait":["Champion"],"id":"feat-1671","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Accelerating Touch Source Advanced Player's Guide pg. 119 Archetype Blessed One (Level 6) Prerequisites devotion spell ( lay on hands ) --- Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your lay on hands gains a +10-foot status bonus to its Speed until the end of its next turn.","category":"feat","pfs":"Standard","feat":["Accelerating Touch"],"rarity":"common","slug":"feat-1671"},{"skill_mod":{},"summary":"Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1672","weakness":{},"name":"Aura of Despair","trait":["Champion","Uncommon"],"id":"feat-1672","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aura of Despair Source Advanced Player's Guide pg. 119 Prerequisites tenets of evil --- Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies within 15 feet of you take a –1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its frightened condition below 1.","category":"feat","pfs":"Standard","feat":["Aura of Despair"],"rarity":"uncommon","slug":"feat-1672"},{"skill_mod":{},"summary":"The harm you deal with your corrupting touch saps the strength from your enemy's body.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"devotion spell (_touch of corruption_)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1673","weakness":{},"name":"Cruelty","trait":["Champion","Concentrate","Metamagic","Uncommon","Spellshape"],"actions_number":2,"id":"feat-1673","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cruelty Single Action Source Advanced Player's Guide pg. 119 Prerequisites devotion spell ( touch of corruption ) --- The harm you deal with your corrupting touch saps the strength from your enemy's body. If your next action is to cast touch of corruption on a living creature, the target is also enfeebled 1 for 1 minute if it fails its save (enfeebled 2 if it critically fails). Cruelty leads to... Greater Cruelty","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Cruelty"],"rarity":"uncommon","slug":"feat-1673"},{"skill_mod":{},"summary":"Your shield ally is more than just a spirit of protection— it's a conduit for deadly divine magic.","primary_source":"Advanced Player's Guide","trait_group":["Class","Tradition","School","Energy","Planar","Creature Type","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"divine ally (shield); tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1674","weakness":{},"school":"necromancy","name":"Corrupted Shield","trait":["Champion","Divine","Necromancy","Negative","Uncommon","Void"],"id":"feat-1674","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Corrupted Shield Source Advanced Player's Guide pg. 119 Prerequisites divine ally (shield); tenets of evil --- Your shield ally is more than just a spirit of protection— it's a conduit for deadly divine magic. When you use your shield ally to Shield Block a melee unarmed attack or a melee weapon Strike from an adjacent creature, the attacker takes 1d6 void damage. If the attack or Strike breaks or destroys your shield, double this additional damage. The damage the attacker takes increases to 2d6 at 11th level and 3d6 at 16th level.","category":"feat","pfs":"Standard","feat":["Corrupted Shield"],"rarity":"uncommon","slug":"feat-1674"},{"skill_mod":{},"summary":"Your divine touch rejuvenates the weak and tired.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1675","weakness":{},"archetype":["Blessed One"],"name":"Invigorating Mercy","trait":["Champion"],"id":"feat-1675","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Invigorating Mercy Source Advanced Player's Guide pg. 119 Archetype Blessed One (Level 8) Prerequisites Mercy --- Your divine touch rejuvenates the weak and tired. When you use Mercy, you can instead attempt a counteract check to remove the clumsy or enfeebled conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.","category":"feat","pfs":"Standard","feat":["Invigorating Mercy"],"rarity":"common","slug":"feat-1675"},{"remaster_name":["Smite"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Uncommon"],"id":"feat-1676","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Smite Good Single Action Source Advanced Player's Guide pg. 119 Prerequisites divine ally (blade); tenets of evil --- Your blade ally shares your lust for the blood of good creatures. Select one enemy you can see. Until the start of your next turn, your Strikes against that foe using the weapon your blade ally inhabits deal an extra 4 spirit damage if the target is holy, increasing to 6 if you have master proficiency with this weapon. If the chosen enemy attacks you before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to attack you each turn, the duration continues to extend.","feat":["Smite Good"],"skill_mod":{},"summary":"Your blade ally shares your lust for the blood of good creatures.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"level":6,"prerequisite":"divine ally (blade); tenets of evil","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1676","name":"Smite Good","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-1676"},{"skill_mod":{},"summary":"The extent of the corruption within you does more than simply sap your foes' strength, it devastates their minds and reflexes.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Cruelty","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1677","weakness":{},"name":"Greater Cruelty","trait":["Champion","Uncommon"],"id":"feat-1677","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Greater Cruelty Source Advanced Player's Guide pg. 120 Prerequisites Cruelty --- The extent of the corruption within you does more than simply sap your foes' strength, it devastates their minds and reflexes. When you use Cruelty, choose whether you want to make the creature enfeebled as normal, to make it clumsy 1 on a failed save (clumsy 2 on a critical failure), or to make it stupefied 1 on a failed save (stupefied 2 on a critical failure).","category":"feat","pfs":"Standard","feat":["Greater Cruelty"],"rarity":"uncommon","slug":"feat-1677"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion"],"id":"feat-1678","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sacrifice Armor Reaction Source Advanced Player's Guide pg. 120 Archetype Sentinel (Level 10) Trigger You are hit by a Strike that deals physical damage. --- With divine awareness, you twist your body to lessen the impact of an attack. Reduce the damage you take by an amount equal to twice your armor's level. Your armor becomes broken, reducing its Hit Points to its Broken Threshold. If your armor was already damaged, it is destroyed instead. Sacrifice Armor leads to... Greater Interpose","feat":["Sacrifice Armor"],"skill_mod":{},"summary":"With divine awareness, you twist your body to lessen the impact of an attack.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"trigger":"You are hit by a Strike that deals physical damage.","resistance":{},"url":"/Feats.aspx?ID=1678","archetype":["Sentinel"],"name":"Sacrifice Armor","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1678"},{"remaster_name":["Sense Holiness"],"skill_mod":{},"summary":"The presence of goodness sickens you with its saccharine self-righteousness.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1679","weakness":{},"name":"Sense Good","trait":["Champion","Uncommon"],"id":"feat-1679","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sense Good Source Advanced Player's Guide pg. 120 Prerequisites tenets of evil --- The presence of goodness sickens you with its saccharine self-righteousness. You detect holy creatures as a vague sense, similar to humans’ sense of smell. A holy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its holiness from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Good for 1 day.","category":"feat","pfs":"Standard","feat":["Sense Good"],"rarity":"uncommon","slug":"feat-1679"},{"skill_mod":{},"summary":"Your mercy grants clarity to those around you just when they need it most.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1680","weakness":{},"archetype":["Blessed One"],"name":"Elucidating Mercy","trait":["Champion"],"id":"feat-1680","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Elucidating Mercy Source Advanced Player's Guide pg. 120 Archetype Blessed One (Level 12) Prerequisites Mercy --- Your mercy grants clarity to those around you just when they need it most. When you use Mercy, you can instead attempt a counteract check to remove the confused or stupefied conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.","category":"feat","pfs":"Standard","feat":["Elucidating Mercy"],"rarity":"common","slug":"feat-1680"},{"skill_mod":{},"summary":"You compel a creature to act toward its own ends rather than consider others.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"devotion spells; tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1681","weakness":{},"name":"Litany of Self-Interest","trait":["Champion","Uncommon"],"id":"feat-1681","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Litany of Self-Interest Source Advanced Player's Guide pg. 120 Prerequisites devotion spells; tenets of evil --- You compel a creature to act toward its own ends rather than consider others. You can cast the litany of self-interest devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Litany of Self-Interest"],"rarity":"uncommon","slug":"feat-1681"},{"skill_mod":{},"summary":"Your healing energies create an aura of protection that defends your allies against more than just blades and arrows.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"devotion spell (_lay on hands_)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1682","weakness":{},"archetype":["Blessed One"],"name":"Resilient Touch","trait":["Champion"],"id":"feat-1682","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Resilient Touch Source Advanced Player's Guide pg. 120 Archetype Blessed One (Level 12) Prerequisites devotion spell ( lay on hands ) --- Your healing energies create an aura of protection that defends your allies against more than just blades and arrows. An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their saving throws until the end of their next turn.","category":"feat","pfs":"Standard","feat":["Resilient Touch"],"rarity":"common","slug":"feat-1682"},{"skill_mod":{},"summary":"Your healing energies empower attacks.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"devotion spell (_lay on hands_)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1683","weakness":{},"archetype":["Blessed One"],"name":"Amplifying Touch","trait":["Champion"],"id":"feat-1683","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Amplifying Touch Source Advanced Player's Guide pg. 120 Archetype Blessed One (Level 14) Prerequisites devotion spell ( lay on hands ) --- Your healing energies empower attacks. An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their attack rolls and deals 1 additional spirit damage on all their Strikes until the end of their next turn. In addition, all their Strikes are holy until the end of their next turn.","category":"feat","pfs":"Standard","feat":["Amplifying Touch"],"rarity":"common","slug":"feat-1683"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Champion"],"id":"feat-1684","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Enforce Oath Single Action Source Advanced Player's Guide pg. 120 Frequency once per hour Prerequisites You've sworn to an oath against a specific type of creature. --- You call on your oath to embolden you in combat. When you Enforce your Oath, select one creature you can see that you've sworn to defeat as part of your oath. You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature. However, your dedication to Enforcing your Oath draws your focus away from all other foes. While you are Enforcing your Oath, you take a –1 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath. You stop Enforcing your Oath once the chosen creature is reduced to 0 Hit Points or offers a legitimate surrender to you or your allies. You immediately stop Enforcing your Oath if you are unconscious or if the chosen creature goes unnoticed by you for more than 1 minute. You can also stop Enforcing your Oath at any time during your turn as a free action.","feat":["Enforce Oath"],"skill_mod":{},"summary":"You call on your oath to embolden you in combat.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":12,"prerequisite":"You've sworn to an oath against a specific type of creature.","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1684","name":"Enforce Oath","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1684"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Uncommon"],"id":"feat-1685","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Gruesome Strike Single Action Source Advanced Player's Guide pg. 120 Prerequisites tenets of evil; champion's reaction that grants extra damage with your Strikes Requirements Your Strikes currently deal extra damage from your champion's reaction. --- Make a Strike against the creature that triggered your champion's reaction. If you hit, the target takes double the extra damage from your reaction and must succeed at a Fortitude save against your class DC or be drained 1. Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours.","feat":["Gruesome Strike"],"skill_mod":{},"summary":"Make a Strike against the creature that triggered your champion's reaction.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"level":12,"prerequisite":"tenets of evil; champion's reaction that grants extra damage with your Strikes","source_category":["Rulebooks"],"requirement":"Your Strikes currently deal extra damage from your champion's reaction.","resistance":{},"url":"/Feats.aspx?ID=1685","name":"Gruesome Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-1685"},{"skill_mod":{},"summary":"Your mount becomes a grotesque creature of foreboding when you ride it.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"divine ally (steed); tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1686","weakness":{},"name":"Pale Horse","trait":["Champion","Uncommon"],"id":"feat-1686","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Pale Horse Source Advanced Player's Guide pg. 121 Prerequisites divine ally (steed); tenets of evil --- Your mount becomes a grotesque creature of foreboding when you ride it. Its appearance transforms as flames erupt from its skin, a whorl of negative energy surrounds it, or poison leaks from its flesh. When you Mount your steed ally, you can choose fire, negative, or poison. As long as you ride it, your steed gains resistance 10 to the chosen damage type, and any creature that touches your steed takes 1d6 damage of the chosen type; this includes hitting the steed with unarmed attacks or with a melee weapon Strike while adjacent to the steed. This damage increases to 2d6 at 16th level and 3d6 at 20th level.","category":"feat","pfs":"Standard","feat":["Pale Horse"],"rarity":"uncommon","slug":"feat-1686"},{"skill_mod":{},"summary":"Your aura protects against the twisting powers of aberrations.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Esoteric Oath","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1687","weakness":{},"name":"Aura of Preservation","trait":["Champion"],"id":"feat-1687","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Aura of Preservation Source Advanced Player's Guide pg. 121 Prerequisites Esoteric Oath --- Your aura protects against the twisting powers of aberrations. You and all allies within 15 feet gain a +1 status bonus to Fortitude and Will saves against effects from aberrations. You also gain a +1 status bonus to Fortitude saves against morph or polymorph effects and Will saves against mental effects; this bonus increases to +2 against aberrations' morph, polymorph, or mental effects.","category":"feat","pfs":"Standard","feat":["Aura of Preservation"],"rarity":"common","slug":"feat-1687"},{"skill_mod":{},"summary":"Your divine grace empowers you to avoid hits when you otherwise could not.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sacrifice Armor","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1688","weakness":{},"archetype":["Sentinel"],"name":"Greater Interpose","trait":["Champion"],"id":"feat-1688","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Greater Interpose Source Advanced Player's Guide pg. 121 Archetype Sentinel (Level 16) Prerequisites Sacrifice Armor --- Your divine grace empowers you to avoid hits when you otherwise could not. You can use Sacrifice Armor to reduce any type of damage from an attack or effect requiring a Reflex save. When you use Sacrifice Armor against a critical hit or a critical failure on a Reflex save that would otherwise cause you to take double damage, you take the normal amount of damage instead.","category":"feat","pfs":"Standard","feat":["Greater Interpose"],"rarity":"common","slug":"feat-1688"},{"skill_mod":{},"summary":"You undercut your enemy's vain moralism, opening their heart to evil.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1689","weakness":{},"name":"Litany of Depravity","trait":["Champion","Uncommon"],"id":"feat-1689","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Litany of Depravity Source Advanced Player's Guide pg. 121 Prerequisites tenets of evil --- You undercut your enemy's vain moralism, opening their heart to evil. You can cast the litany of depravity focus spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Litany of Depravity"],"rarity":"uncommon","slug":"feat-1689"},{"skill_mod":{},"summary":"You focus your divine power to extend your influence.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"You have at least one aura from a champion feat or feature.","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1690","weakness":{},"name":"Expand Aura","trait":["Champion","Concentrate"],"actions_number":2,"id":"feat-1690","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Expand Aura Single Action Source Advanced Player's Guide pg. 121 Prerequisites You have at least one aura from a champion feat or feature. --- You focus your divine power to extend your influence. Select one aura you have from a champion feat or feature, such as Aura of Courage or Aura of Life. The radius of the aura is doubled until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Expand Aura"],"rarity":"common","slug":"feat-1690"},{"skill_mod":{},"summary":"Your blade ally thirsts for the blood of your foes.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"divine ally (blade); tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1691","weakness":{},"name":"Instrument of Slaughter","trait":["Champion","Uncommon"],"id":"feat-1691","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Instrument of Slaughter Source Advanced Player's Guide pg. 121 Prerequisites divine ally (blade); tenets of evil --- Your blade ally thirsts for the blood of your foes. Whenever you critically hit an enemy with the weapon inhabited by your blade ally while dealing extra damage from your champion's reaction, the target takes persistent bleed damage equal to two of the weapon's damage dice.","category":"feat","pfs":"Standard","feat":["Instrument of Slaughter"],"rarity":"uncommon","slug":"feat-1691"},{"skill_mod":{},"summary":"Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1692","weakness":{},"name":"Fiendish Form","trait":["Champion","Uncommon"],"id":"feat-1692","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Fiendish Form Source Advanced Player's Guide pg. 121 Prerequisites tenets of evil --- Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes. You gain a fly Speed equal to your Speed. You gain darkvision if you don't already have it, and you gain the fiend trait and the trait appropriate to the type of servitor you've become (such as daemon, demon, or devil).","category":"feat","pfs":"Standard","feat":["Fiendish Form"],"rarity":"uncommon","slug":"feat-1692"},{"skill_mod":{},"summary":"Your healing energies linger after you cast, providing continual benefits.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"devotion spell (_lay on hands_)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1693","weakness":{},"archetype":["Blessed One"],"name":"Rejuvenating Touch","trait":["Champion"],"id":"feat-1693","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Rejuvenating Touch Source Advanced Player's Guide pg. 121 Archetypes Blessed One (Level 20), Blessed One (Level 20) Prerequisites devotion spell ( lay on hands ) --- Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points at the start of their turn during each of the next 10 rounds. This effect ends if the ally is knocked unconscious.","category":"feat","pfs":"Standard","feat":["Rejuvenating Touch"],"rarity":"common","slug":"feat-1693"},{"skill_mod":{},"summary":"Your steed ally manifests a suite of powerful and sinister gifts granted to it by your deity.","primary_source":"Advanced Player's Guide","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"divine ally (steed); tenets of evil","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1694","weakness":{},"name":"Fiendish Mount","trait":["Champion","Uncommon"],"id":"feat-1694","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Fiendish Mount Source Advanced Player's Guide pg. 121 Prerequisites divine ally (steed); tenets of evil --- Your steed ally manifests a suite of powerful and sinister gifts granted to it by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to holy. Additionally, it grows wings appropriate for a servitor of your deity (such as bat wings for a devil), granting it a fly Speed equal to its Speed. It gains the fiend trait and the trait appropriate to the type of servitor it has become (such as daemon, demon, or devil).","category":"feat","pfs":"Standard","feat":["Fiendish Mount"],"rarity":"uncommon","slug":"feat-1694"},{"skill_mod":{},"summary":"You are a great warrior that can stand strong against the fiercest opponents to your cause.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1695","weakness":{},"name":"Sacred Defender","trait":["Champion"],"id":"feat-1695","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Sacred Defender Source Advanced Player's Guide pg. 121 --- You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 10 to bludgeoning, piercing, and slashing damage caused by creatures and effects opposed to your tenets (unholy creatures for tenets of good, holy creatures for tenets of evil, and so on). In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success.","category":"feat","pfs":"Standard","feat":["Sacred Defender"],"rarity":"common","slug":"feat-1695"},{"skill_mod":{},"summary":"Your deity grants you limited foresight, warning you of dangers an instant before they occur.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You attempt a saving throw against a hazard, but you haven't rolled yet.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1696","weakness":{},"name":"Premonition of Avoidance","trait":["Cleric"],"actions_number":1,"id":"feat-1696","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Premonition of Avoidance Reaction Source Advanced Player's Guide pg. 122 Trigger You attempt a saving throw against a hazard, but you haven't rolled yet. --- Your deity grants you limited foresight, warning you of dangers an instant before they occur. You gain a +2 circumstance bonus to the triggering saving throw. Premonition of Avoidance leads to... Shared Avoidance","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Premonition of Avoidance"],"rarity":"common","slug":"feat-1696"},{"skill_mod":{},"summary":"You combine unholy might with negative energy to damage angels, archons, and other self-righteous denizens of the Outer Planes.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"evil alignment","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1697","weakness":{},"name":"Vile Desecration","trait":["Cleric"],"id":"feat-1697","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vile Desecration Source Advanced Player's Guide pg. 122 Prerequisites evil alignment --- You combine unholy might with negative energy to damage angels, archons, and other self-righteous denizens of the Outer Planes. When you cast a harm spell, you can change the damage you deal to celestial creatures to evil damage instead of negative damage.","category":"feat","pfs":"Standard","feat":["Vile Desecration"],"rarity":"common","slug":"feat-1697"},{"skill_mod":{},"summary":"You work quickly and efficiently in times of danger to deliver needed assistance.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"An ally is reduced to 0 Hit Points.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1698","weakness":{},"name":"Rapid Response","trait":["Cleric"],"actions_number":1,"id":"feat-1698","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rapid Response Reaction Source Advanced Player's Guide pg. 122 Trigger An ally is reduced to 0 Hit Points. --- You work quickly and efficiently in times of danger to deliver needed assistance. You Stride towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Rapid Response"],"rarity":"common","slug":"feat-1698"},{"remaster_name":["Divine Infusion"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Cleric","Concentrate","Metamagic","Spellshape"],"id":"feat-1699","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Radiant Infusion Single Action Source Advanced Player's Guide pg. 122 Prerequisites good alignment; healing font --- You pour invigorating positive energy into a living ally. If the next action you use is to cast heal to restore Hit Points to a single living creature, the target deals an additional 1d6 positive damage with its melee weapons and unarmed attacks until the end of its next turn. If the heal spell is at least 5th level, this damage increases to 2d6, or 3d6 if the spell is at least 8th level.","feat":["Radiant Infusion"],"skill_mod":{},"summary":"You pour invigorating positive energy into a living ally.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"level":4,"prerequisite":"good alignment; healing font","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1699","name":"Radiant Infusion","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1699"},{"skill_mod":{},"summary":"The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Healing Hands","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1700","weakness":{},"name":"Magic Hands","trait":["Cleric"],"id":"feat-1700","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Magic Hands Source Advanced Player's Guide pg. 122 Prerequisites Healing Hands --- The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a Medicine check to Treat Wounds, your action gains the divine trait and you heal the maximum amount for the 2d8 (or 4d8 on a critical success). If you have an ability that adds additional dice to your Treat Wounds, you still roll those normally.","category":"feat","pfs":"Standard","feat":["Magic Hands"],"rarity":"common","slug":"feat-1700"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Cleric","Metamagic","Spellshape"],"id":"feat-1701","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Martyr Single Action Source Advanced Player's Guide pg. 122 Archetype Seneschal (Level 10) Prerequisites divine font --- You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast harm or heal from your healing or harmful font to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per level of the spell, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.","feat":["Martyr"],"skill_mod":{},"summary":"You go to extreme lengths to support your allies, even when it means bringing harm to yourself.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"level":8,"prerequisite":"divine font","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1701","archetype":["Seneschal"],"name":"Martyr","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1701"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Cleric"],"id":"feat-1702","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Surging Focus Free Action Source Advanced Player's Guide pg. 122 Frequency once per day Trigger An ally you can see falls to 0 Hit Points. --- When an ally you can see falls in battle, your fight or flight response triggers a surge in your deity's might within you. You instantly regain 1 Focus Point.","feat":["Surging Focus"],"skill_mod":{},"summary":"When an ally you can see falls in battle, your fight or flight response triggers a surge in your deity's might within you.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"trigger":"An ally you can see falls to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=1702","name":"Surging Focus","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1702"},{"skill_mod":{},"summary":"You can project your premonitions of danger to your allies.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Premonition of Avoidance","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1703","weakness":{},"name":"Shared Avoidance","trait":["Cleric"],"id":"feat-1703","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shared Avoidance Source Advanced Player's Guide pg. 122 Prerequisites Premonition of Avoidance --- You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 15 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.","category":"feat","pfs":"Standard","feat":["Shared Avoidance"],"rarity":"common","slug":"feat-1703"},{"skill_mod":{},"summary":"Residual energy from your domain spells bolsters your defenses.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Domain Initiate","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1704","weakness":{},"name":"Shield of Faith","trait":["Cleric"],"id":"feat-1704","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shield of Faith Source Advanced Player's Guide pg. 122 Prerequisites Domain Initiate --- Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Shield of Faith"],"rarity":"common","slug":"feat-1704"},{"skill_mod":{},"summary":"Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1705","weakness":{},"name":"Through Spell","trait":["Cleric","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-1705","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Through Spell Single Action Source Advanced Player's Guide pg. 122 --- Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects. If the next action you use is to Cast a Spell that requires a spell attack roll, your targets don't benefit from cover provided by living or undead creatures.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Through Spell"],"rarity":"common","slug":"feat-1705"},{"skill_mod":{},"summary":"You can pull forth both positive and negative energy simultaneously to harm your enemies and heal your allies.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Versatile Font","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1706","weakness":{},"name":"Ebb and Flow","trait":["Cleric","Concentrate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-1706","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Ebb and Flow Single Action Source Advanced Player's Guide pg. 123 Prerequisites Versatile Font --- You can pull forth both positive and negative energy simultaneously to harm your enemies and heal your allies. If your next action is to cast a 1-action or 2-action heal or harm spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ebb and Flow"],"rarity":"common","slug":"feat-1706"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Cleric","Fortune"],"id":"feat-1707","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Premonition of Clarity Reaction Source Advanced Player's Guide pg. 123 Archetypes Seneschal (Level 16), Mortal Herald (Level 16) Frequency once per hour Trigger You fail a saving throw against a mental effect. --- Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it's worse. Premonition of Clarity leads to... Shared Clarity","feat":["Premonition of Clarity"],"skill_mod":{},"summary":"Your deity sends you a vision of faith to steel you against mental attacks.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"level":14,"source_category":["Rulebooks"],"trigger":"You fail a saving throw against a mental effect.","resistance":{},"url":"/Feats.aspx?ID=1707","archetype":["Seneschal","Mortal Herald"],"name":"Premonition of Clarity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1707"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Cleric","Concentrate","Metamagic","Spellshape"],"id":"feat-1708","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Remediate Free Action Source Advanced Player's Guide pg. 123 Frequency once per hour Prerequisites harmful font or healing font --- If your next action is to use your divine font to cast a 3-action heal or harm spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. You use your heal or harm spell to attempt to counteract one effect in the spell's area with the chaotic, evil, good, or lawful trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait.","feat":["Remediate"],"skill_mod":{},"summary":"If your next action is to use your divine font to cast a 3-action heal or harm spell to damage creatures, you can harness the residual energy to counterbalance opposing forces.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"level":16,"prerequisite":"harmful font or healing font","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1708","name":"Remediate","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1708"},{"skill_mod":{},"summary":"Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1709","weakness":{},"name":"Miraculous Possibility","trait":["Cleric"],"id":"feat-1709","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Miraculous Possibility Source Advanced Player's Guide pg. 123 --- Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that's at least 2 levels lower than the slot you designate. The spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it.","category":"feat","pfs":"Standard","feat":["Miraculous Possibility"],"rarity":"common","slug":"feat-1709"},{"skill_mod":{},"summary":"You can project your premonitions of clarity to your allies.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Premonition of Clarity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1710","weakness":{},"archetype":["Mortal Herald"],"name":"Shared Clarity","trait":["Cleric"],"id":"feat-1710","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Shared Clarity Source Advanced Player's Guide pg. 123 Archetype Mortal Herald (Level 20) Prerequisites Premonition of Clarity --- You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.","category":"feat","pfs":"Standard","feat":["Shared Clarity"],"rarity":"common","slug":"feat-1710"},{"skill_mod":{},"summary":"You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1711","weakness":{},"name":"Verdant Weapon","trait":["Druid","Exploration"],"id":"feat-1711","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Verdant Weapon Source Advanced Player's Guide pg. 124 --- You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can spend a single Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus. You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a runestone or another weapon. Verdant Weapon leads to... Pristine Weapon","category":"feat","pfs":"Standard","feat":["Verdant Weapon"],"rarity":"common","slug":"feat-1711"},{"skill_mod":{},"summary":"You can call the four elements to you.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1712","weakness":{},"name":"Elemental Summons","trait":["Druid"],"id":"feat-1712","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Elemental Summons Source Advanced Player's Guide pg. 124 --- You can call the four elements to you. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a summon elemental spell of the same level. ","category":"feat","pfs":"Standard","feat":["Elemental Summons"],"rarity":"common","slug":"feat-1712"},{"skill_mod":{},"summary":"The leaf order's secrets allow your familiar to take advantage of its leshy form.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1713","weakness":{},"name":"Leshy Familiar Secrets","trait":["Druid"],"id":"feat-1713","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Leshy Familiar Secrets Source Advanced Player's Guide pg. 124 Prerequisites leaf order --- The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time. Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet. Purify Air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled poison effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect. Verdant Burst When your familiar dies, it releases its primal energy to cast the 3-action version of heal , heightened to a level 1 lower than your highest-level spell slot. The heal spell gains a status bonus equal to twice the spell's level to the Hit Points it restores to plants. You must be able to cast 2nd-level spells using spell slots to select this familiar ability. ","category":"feat","pfs":"Standard","feat":["Leshy Familiar Secrets"],"rarity":"common","slug":"feat-1713"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Concentrate","Druid","Metamagic","Spellshape"],"id":"feat-1714","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Current Spell Single Action Source Advanced Player's Guide pg. 124 Archetype Elementalist (Level 8) --- As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell's traits.","feat":["Current Spell"],"skill_mod":{},"summary":"As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you.","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Class"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1714","archetype":["Elementalist"],"name":"Current Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1714"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Druid"],"id":"feat-1715","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Deimatic Display Single Action Source Advanced Player's Guide pg. 124 Prerequisites Trained in Intimidation --- Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one Intimidation check to Demoralize and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, Demoralize gains the visual trait, and creatures are affected if they can see you. You don't take a penalty if the creature doesn't understand your language.","feat":["Deimatic Display"],"skill_mod":{},"summary":"Imitating animal threat displays, you make yourself appear larger and more imposing.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":8,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1715","name":"Deimatic Display","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1715"},{"skill_mod":{},"summary":"Your verdant weapon can cut through the resistances of magical creatures.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Verdant Weapon","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1716","weakness":{},"name":"Pristine Weapon","trait":["Druid"],"id":"feat-1716","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Pristine Weapon Source Advanced Player's Guide pg. 124 Prerequisites Verdant Weapon --- Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 persistent bleed damage as the primal energies within your weapon slow its natural healing.","category":"feat","pfs":"Standard","feat":["Pristine Weapon"],"rarity":"common","slug":"feat-1716"},{"skill_mod":{},"summary":"You're surrounded by soothing energy.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Master in Survival","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1717","weakness":{},"skill":["Survival","Survival"],"name":"Wandering Oasis","trait":["Druid"],"id":"feat-1717","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wandering Oasis Source Advanced Player's Guide pg. 125 Prerequisites Master in Survival --- You're surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you're legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.","category":"feat","pfs":"Standard","feat":["Wandering Oasis"],"rarity":"common","slug":"feat-1717"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Druid"],"id":"feat-1718","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Reactive Transformation Reaction Source Advanced Player's Guide pg. 125 Prerequisites Wild Shape; Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape Trigger varies --- You transform reflexively when in danger. You cast wild shape to transform into one form granted by one of the prerequisite feats you have, depending on the trigger. Your form's resistances and weaknesses apply against the triggering damage. Trigger You fall 10 feet or more; Effect Choose a form from aerial form . Trigger You take acid, cold, electricity, fire, or poison damage; Effect Choose a form from dragon form that resists the triggering damage. Trigger You take fire damage; Effect Choose a fire elemental form from elemental form . Trigger You take poison damage; Effect Choose a form from plant form . ","feat":["Reactive Transformation"],"skill_mod":{},"summary":"You transform reflexively when in danger.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":14,"prerequisite":"Wild Shape; Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape","source_category":["Rulebooks"],"trigger":"varies","resistance":{},"url":"/Feats.aspx?ID=1718","name":"Reactive Transformation","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1718"},{"skill_mod":{},"summary":"You fold your spell into a seed.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1719","weakness":{},"name":"Sow Spell","trait":["Concentrate","Druid","Metamagic","Spellshape"],"actions_number":2,"id":"feat-1719","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sow Spell Single Action Source Advanced Player's Guide pg. 125 --- You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it. You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Sow Spell"],"rarity":"common","slug":"feat-1719"},{"skill_mod":{},"summary":"You surround yourself with a thick field of protective primal energy.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1720","weakness":{},"name":"Primal Aegis","trait":["Druid"],"id":"feat-1720","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Primal Aegis Source Advanced Player's Guide pg. 125 --- You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, negative, and positive damage.","category":"feat","pfs":"Standard","feat":["Primal Aegis"],"rarity":"common","slug":"feat-1720"},{"skill_mod":{},"summary":"You make a telegraphed attack to learn about your foe.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1721","weakness":{},"archetype":["Butterfly Blade","Hellbreaker"],"name":"Combat Assessment","trait":["Fighter"],"actions_number":2,"id":"feat-1721","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Combat Assessment Single Action Source Advanced Player's Guide pg. 126 Archetypes Butterfly Blade (Level 4), Hellbreaker (Level 2) --- You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Combat Assessment"],"rarity":"common","slug":"feat-1721"},{"skill_mod":{},"summary":"You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1722","weakness":{},"name":"Dragging Strike","trait":["Fighter","Press"],"actions_number":2,"id":"feat-1722","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dragging Strike Single Action Source Advanced Player's Guide pg. 126 --- You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Make a melee Strike. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you're adjacent to the target. This movement doesn't trigger reactions. This Strike has the following failure effect. Failure The target becomes flat-footed until the end of your current turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dragging Strike"],"rarity":"common","slug":"feat-1722"},{"skill_mod":{},"summary":"You bounce your weapon off one foe to strike another.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a thrown weapon.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1723","weakness":{},"name":"Rebounding Toss","trait":["Fighter","Flourish"],"actions_number":4,"id":"feat-1723","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rebounding Toss Two Actions Source Advanced Player's Guide pg. 126 Requirements You are wielding a thrown weapon. --- You bounce your weapon off one foe to strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both attacks.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Rebounding Toss"],"rarity":"common","slug":"feat-1723"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-1724","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Parting Shot Two Actions Source Advanced Player's Guide pg. 126 Archetypes Archer (Level 6), Archer (Level 6) Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0. --- You jump back and fire a quick shot that catches your opponent off guard. You Step and then make a ranged Strike with the required weapon. Your target is flat-footed against the attack.","feat":["Parting Shot"],"skill_mod":{},"summary":"You jump back and fire a quick shot that catches your opponent off guard.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a loaded ranged weapon or a ranged weapon with reload 0 .","resistance":{},"url":"/Feats.aspx?ID=1724","archetype":["Archer"],"name":"Parting Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1724"},{"skill_mod":{},"summary":"You pummel a held foe, hoping to stagger them.","primary_source":"Advanced Player's Guide","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"You have a creature grabbed .","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1725","weakness":{},"name":"Dazing Blow","trait":["Fighter","Press"],"actions_number":2,"id":"feat-1725","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dazing Blow Single Action Source Advanced Player's Guide pg. 126 Requirements You have a creature grabbed. --- You pummel a held foe, hoping to stagger them. Make a melee Strike against a creature you have grabbed. The weapon damage from this Strike is bludgeoning damage. If the Strike hits, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dazing Blow"],"rarity":"common","slug":"feat-1725"},{"skill_mod":{},"summary":"You adopt a stance designed to rebound your thrown weapons back toward you.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1726","weakness":{},"name":"Ricochet Stance (Fighter)","trait":["Fighter","Stance"],"actions_number":2,"id":"feat-1726","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ricochet Stance (Fighter) Single Action Source Advanced Player's Guide pg. 126 --- You adopt a stance designed to rebound your thrown weapons back toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ricochet Stance (Fighter)"],"rarity":"common","slug":"feat-1726"},{"skill_mod":{},"summary":"You use your foes' openings to expose even greater weaknesses.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Attack of Opportunity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1727","weakness":{},"name":"Disorienting Opening","trait":["Fighter"],"id":"feat-1727","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Disorienting Opening Source Advanced Player's Guide pg. 126 Prerequisites Attack of Opportunity --- You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an Attack of Opportunity, that creature becomes flat-footed until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Disorienting Opening"],"rarity":"common","slug":"feat-1727"},{"skill_mod":{},"summary":"Even your fears serve as fuel for your fighting spirit.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"bravery","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1728","weakness":{},"name":"Resounding Bravery","trait":["Fighter"],"id":"feat-1728","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Resounding Bravery Source Advanced Player's Guide pg. 127 Prerequisites bravery --- Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a fear effect.","category":"feat","pfs":"Standard","feat":["Resounding Bravery"],"rarity":"common","slug":"feat-1728"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter"],"id":"feat-1729","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Cut from the Air Reaction Source Advanced Player's Guide pg. 127 Trigger You are the target of a physical ranged Strike. Requirements You're aware of the attack, not flat-footed against it, and either have a hand free or are wielding a melee weapon. --- You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air. Cut from the Air leads to... Smash from the Air","feat":["Cut from the Air"],"skill_mod":{},"summary":"You can knock aside ranged attacks.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You're aware of the attack, not flat-footed against it, and either have a hand free or are wielding a melee weapon.","trigger":"You are the target of a physical ranged Strike.","resistance":{},"url":"/Feats.aspx?ID=1729","name":"Cut from the Air","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1729"},{"skill_mod":{},"summary":"You throw your weight into a powerful attack that leaves you vulnerable.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1730","weakness":{},"name":"Overwhelming Blow","trait":["Fighter"],"actions_number":6,"id":"feat-1730","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Overwhelming Blow Three Actions Source Advanced Player's Guide pg. 127 --- You throw your weight into a powerful attack that leaves you vulnerable. Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your attack also gains the deadly d12 trait. Whether or not you hit, you become stunned 1 and are flat-footed until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Overwhelming Blow"],"rarity":"common","slug":"feat-1730"},{"skill_mod":{},"summary":"Your expertise enables you to knock away spells.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Cut from the Air","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1731","weakness":{},"name":"Smash from the Air","trait":["Fighter"],"id":"feat-1731","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Smash from the Air Source Advanced Player's Guide pg. 127 Prerequisites Cut from the Air --- Your expertise enables you to knock away spells. You can use Cut from the Air against ranged spell attack rolls.","category":"feat","pfs":"Standard","feat":["Smash from the Air"],"rarity":"common","slug":"feat-1731"},{"skill_mod":{},"summary":"Your experience keeps you on your toes, making you adaptable to even the most dangerous challenges.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"improved flexibility","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1732","weakness":{},"name":"Ultimate Flexibility","trait":["Fighter"],"id":"feat-1732","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ultimate Flexibility Source Advanced Player's Guide pg. 127 Prerequisites improved flexibility --- Your experience keeps you on your toes, making you adaptable to even the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all feats' prerequisites. In addition, you can adapt to the battlefield's challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can't trade out limited-use abilities that you've already used, such as Determination. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Emblazon Divinity, Enduring Debilitation, Golden Body, Song of the Fallen, Spell Mastery, Superior Sight, Unstoppable Juggernaut","category":"feat","pfs":"Standard","feat":["Ultimate Flexibility"],"rarity":"common","slug":"feat-1732"},{"skill_mod":{},"summary":"You lower yourself to the ground and take an imposing, knuckle-walking stance.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1733","weakness":{},"archetype":["Martial Artist","Wild Mimic"],"name":"Gorilla Stance","trait":["Monk","Stance"],"actions_number":2,"id":"feat-1733","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gorilla Stance Single Action Source Advanced Player's Guide pg. 128 Archetypes Martial Artist (Level 4), Wild Mimic (Level 4), Martial Artist (Level 4) --- You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only Strikes you can make are gorilla slam unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the backswing, forceful, grapple, nonlethal, and unarmed traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead. Gorilla Stance leads to... Gorilla Pound","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Gorilla Stance"],"rarity":"common","slug":"feat-1733"},{"skill_mod":{},"summary":"You enter a specialized stance for a unique martial art centered around the use of a bow.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored and wielding a longbow , shortbow , or a bow with the monk trait.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1734","weakness":{},"name":"Monastic Archer Stance","trait":["Monk","Stance"],"actions_number":2,"id":"feat-1734","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Monastic Archer Stance Single Action Source Advanced Player's Guide pg. 128 Requirements You are unarmored and wielding a longbow, shortbow, or a bow with the monk trait. --- You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike. Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master. Monastic Archer Stance leads to... Focused Shot, Return Fire, Triangle Shot","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Monastic Archer Stance"],"rarity":"common","slug":"feat-1734"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Monk","Stance"],"id":"feat-1735","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stumbling Stance Single Action Source Advanced Player's Guide pg. 128 Archetypes Martial Artist (Level 4), Martial Artist (Level 4) Prerequisites Trained in Deception --- You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes flat-footed against the next stumbling swing Strike you make against it before the end of your next turn. Stumbling Stance leads to... Stumbling Feint","feat":["Stumbling Stance"],"skill_mod":{},"summary":"You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon","Class-Specific"],"level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1735","archetype":["Martial Artist"],"name":"Stumbling Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1735"},{"skill_mod":{},"summary":"You blend monastic techniques with the ancestral fighting styles of your people.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Monastic Weaponry; a feat granting access to all weapons with an ancestry trait (such as elf or orc)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1736","weakness":{},"name":"Ancestral Weaponry","trait":["Monk"],"id":"feat-1736","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ancestral Weaponry Source Advanced Player's Guide pg. 128 Prerequisites Monastic Weaponry; a feat granting access to all weapons with an ancestry trait (such as elf or orc) --- You blend monastic techniques with the ancestral fighting styles of your people. Choose an ancestry for which you have access to all weapons with that trait. For you, melee weapons with that ancestry trait and either the agile or finesse trait gain the monk trait.","category":"feat","pfs":"Standard","feat":["Ancestral Weaponry"],"rarity":"common","slug":"feat-1736"},{"skill_mod":{},"summary":"You enter a stance that lets you throw shuriken with lightning speed.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Monastic Weaponry","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1737","weakness":{},"name":"Shooting Stars Stance","trait":["Monk","Stance"],"actions_number":2,"id":"feat-1737","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shooting Stars Stance Single Action Source Advanced Player's Guide pg. 128 Prerequisites Monastic Weaponry --- You enter a stance that lets you throw shuriken with lightning speed. While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with shuriken instead.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Shooting Stars Stance"],"rarity":"common","slug":"feat-1737"},{"skill_mod":{},"summary":"You enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1738","weakness":{},"name":"Cobra Stance","trait":["Monk","Stance"],"actions_number":2,"id":"feat-1738","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cobra Stance Single Action Source Advanced Player's Guide pg. 128 --- You enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs. While in this stance, the only Strikes you can make are cobra fang unarmed attacks. These deal 1d4 poison damage; are in the brawling group; and have the agile, deadly d10, finesse, nonlethal, poison, and unarmed traits. While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level. Cobra Stance leads to... Cobra Envenom","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Cobra Stance"],"rarity":"common","slug":"feat-1738"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk","Stance"],"id":"feat-1739","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Peafowl Stance Single Action Source Advanced Player's Guide pg. 128 Prerequisites Monastic Weaponry Requirements You are wielding a sword that has the monk trait in one hand. --- You enter a tall and proud stance while remaining mobile, with all the grace and composure of a peafowl. While in this stance, the only Strikes you can make are melee Strikes with the required sword. Once per round, after you hit with a monk sword Strike, you can Step as a free action as your next action. Peafowl Stance leads to... Peafowl Strut","feat":["Peafowl Stance"],"skill_mod":{},"summary":"You enter a tall and proud stance while remaining mobile, with all the grace and composure of a peafowl.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon","Class-Specific"],"level":4,"prerequisite":"Monastic Weaponry","source_category":["Rulebooks"],"requirement":"You are wielding a sword that has the monk trait in one hand.","resistance":{},"url":"/Feats.aspx?ID=1739","name":"Peafowl Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1739"},{"remaster_name":["Align Qi"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Monk"],"id":"feat-1740","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Align Ki Reaction Source Advanced Player's Guide pg. 129 Frequency once per hour Prerequisites ki spells Trigger You Cast a Spell that has the monk trait. --- The power of your ki soothes your wounds and energizes you for battle. You regain Hit Points equal to your level plus your Wisdom modifier.","feat":["Align Ki"],"skill_mod":{},"summary":"The power of your ki soothes your wounds and energizes you for battle.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"level":6,"prerequisite":"ki spells","source_category":["Rulebooks"],"trigger":"You Cast a Spell that has the monk trait.","resistance":{},"url":"/Feats.aspx?ID=1740","name":"Align Ki","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1740"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Emotion","Flourish","Mental","Monk"],"id":"feat-1741","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Gorilla Pound Single Action Source Advanced Player's Guide pg. 129 Archetypes Martial Artist (Level 8), Wild Mimic (Level 8) Prerequisites Expert in Intimidation; Gorilla Stance Requirements You are in Gorilla Stance. --- You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition. Special If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.","feat":["Gorilla Pound"],"skill_mod":{},"summary":"You pound your chest before slamming into your foes.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Weapon"],"level":6,"prerequisite":"Expert in Intimidation; Gorilla Stance","source_category":["Rulebooks"],"requirement":"You are in Gorilla Stance.","resistance":{},"url":"/Feats.aspx?ID=1741","archetype":["Martial Artist","Wild Mimic"],"name":"Gorilla Pound","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1741"},{"remaster_name":["One-inch Punch"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-1742","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > One-Inch Punch Two Actions or Three Actions Source Advanced Player's Guide pg. 129 Prerequisites expert strikes --- You put all your force into a single mighty, carefully controlled blow. Make an unarmed Strike. If you spend two actions and this Strike hits, you deal an extra die of weapon damage. You can instead spend 3 actions to perform an even more powerful attack, dealing a second additional die of weapon damage on a hit. If you're at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 actions or 4 additional dice if you spend 3 actions. If you're at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 actions or 6 additional dice if you spend 3 actions. One-Inch Punch leads to... One-Millimeter Punch","feat":["One-Inch Punch"],"skill_mod":{},"summary":"You put all your force into a single mighty, carefully controlled blow.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"level":6,"prerequisite":"expert strikes","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1742","name":"One-Inch Punch","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions or Three Actions","rarity":"common","slug":"feat-1742"},{"skill_mod":{},"summary":"Snatching an arrow out of the air, you instantly put it to your bow and return fire.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Deflect Arrow; Monastic Archer Stance","source_category":["Rulebooks"],"requirement":"You are in Monastic Archer Stance, are wielding a bow, and have a free hand.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1743","weakness":{},"name":"Return Fire","trait":["Monk"],"id":"feat-1743","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Return Fire Source Advanced Player's Guide pg. 129 Prerequisites Deflect Arrow; Monastic Archer Stance Requirements You are in Monastic Archer Stance, are wielding a bow, and have a free hand. --- Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect an Arrow, as part of that reaction you can immediately make a ranged bow Strike by firing the arrow you deflected from your own bow.","category":"feat","pfs":"Standard","feat":["Return Fire"],"rarity":"common","slug":"feat-1743"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Monk"],"id":"feat-1744","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Stumbling Feint Source Advanced Player's Guide pg. 129 Archetype Martial Artist (Level 8) Prerequisites Expert in Deception; Stumbling Stance Requirements You are in Stumbling Stance. --- You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target flat-footed against your next attack, they become flat-footed against both attacks from the Flurry of Blows.","feat":["Stumbling Feint"],"skill_mod":{},"summary":"You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Expert in Deception; Stumbling Stance","source_category":["Rulebooks"],"requirement":"You are in Stumbling Stance.","resistance":{},"url":"/Feats.aspx?ID=1744","archetype":["Martial Artist"],"name":"Stumbling Feint","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-1744"},{"skill_mod":{},"summary":"You learn a mystical stance that transforms your ki into sticky smoke that shrouds your limbs, clinging to everything you touch.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1745","weakness":{},"name":"Clinging Shadows Initiate","trait":["Monk"],"id":"feat-1745","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Clinging Shadows Initiate Source Advanced Player's Guide pg. 129 Prerequisites ki spells --- You learn a mystical stance that transforms your ki into sticky smoke that shrouds your limbs, clinging to everything you touch. You gain the clinging shadows stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance uses a ki spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance.","category":"feat","pfs":"Standard","feat":["Clinging Shadows Initiate"],"rarity":"common","slug":"feat-1745"},{"skill_mod":{},"summary":"You target your opponent's clothing, equipment, or loose flesh with piercing projectiles to pin them to the ground or a nearby surface.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1746","weakness":{},"name":"Pinning Fire","trait":["Monk"],"actions_number":0,"id":"feat-1746","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Pinning Fire Free Action Source Advanced Player's Guide pg. 129 Trigger You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target. --- You target your opponent's clothing, equipment, or loose flesh with piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed at a Reflex save against your class DC or become immobilized until it or an adjacent creature succeeds at a DC 10 Athletics check to remove the pinning projectiles. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Pinning Fire"],"rarity":"common","slug":"feat-1746"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Monk","Poison"],"id":"feat-1747","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Cobra Envenom Single Action Source Advanced Player's Guide pg. 129 Frequency once per minute Prerequisites Cobra Stance; expert in unarmed attacks Requirements You are in Cobra Stance. --- You lash out with devious intent and the power to envenom your foe. Make a cobra fang Strike. Your reach with this Strike is 5 feet greater than normal. If this Strike hits, the target takes 1d4 persistent poison damage per weapon damage die. Special If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2.","feat":["Cobra Envenom"],"skill_mod":{},"summary":"You lash out with devious intent and the power to envenom your foe.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon","Poison","Affliction"],"level":10,"prerequisite":"Cobra Stance; expert in unarmed attacks","source_category":["Rulebooks"],"requirement":"You are in Cobra Stance.","resistance":{},"url":"/Feats.aspx?ID=1747","name":"Cobra Envenom","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1747"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Flourish","Monk"],"id":"feat-1748","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Peafowl Strut Single Action Source Advanced Player's Guide pg. 129 Prerequisites Peafowl Stance Requirements You are in Peafowl Stance. --- You slowly move across the battlefield with dangerous grace. Step twice and then Strike. The Strike must be made with the sword required by Peafowl Stance.","feat":["Peafowl Strut"],"skill_mod":{},"summary":"You slowly move across the battlefield with dangerous grace.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Weapon"],"level":10,"prerequisite":"Peafowl Stance","source_category":["Rulebooks"],"requirement":"You are in Peafowl Stance.","resistance":{},"url":"/Feats.aspx?ID=1748","name":"Peafowl Strut","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1748"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-1749","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Prevailing Position Reaction Source Advanced Player's Guide pg. 130 Prerequisites at least one stance feat Trigger You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance. --- Your willingness to flow from one stance to another lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack.","feat":["Prevailing Position"],"skill_mod":{},"summary":"Your willingness to flow from one stance to another lets you sacrifice their benefits to better protect yourself.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"level":10,"prerequisite":"at least one stance feat","source_category":["Rulebooks"],"trigger":"You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance.","resistance":{},"url":"/Feats.aspx?ID=1749","name":"Prevailing Position","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1749"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"trait":["Monk"],"id":"feat-1750","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Dodging Roll Reaction Source Advanced Player's Guide pg. 130 Prerequisites Master in Acrobatics Trigger You take damage from an area effect that allows a Reflex save. --- You dodge a blow at the last possible moment. You Step and gain resistance to all damage equal to your level against the triggering effect. If your Step moves you out of the triggering effect's area, this resistance is instead equal to your level plus your Dexterity modifier.","feat":["Dodging Roll"],"skill_mod":{},"summary":"You dodge a blow at the last possible moment.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"level":12,"prerequisite":"Master in Acrobatics","source_category":["Rulebooks"],"trigger":"You take damage from an area effect that allows a Reflex save.","resistance":{},"url":"/Feats.aspx?ID=1750","name":"Dodging Roll","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1750"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Monk"],"id":"feat-1751","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Focused Shot Single Action Source Advanced Player's Guide pg. 130 Prerequisites Monastic Archer Stance Requirements You are in Monastic Archer Stance. --- You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy. Make a ranged weapon Strike against a target within your weapon's first range increment. This Strike ignores the target's concealed condition and all cover.","feat":["Focused Shot"],"skill_mod":{},"summary":"You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Weapon"],"level":12,"prerequisite":"Monastic Archer Stance","source_category":["Rulebooks"],"requirement":"You are in Monastic Archer Stance.","resistance":{},"url":"/Feats.aspx?ID=1751","name":"Focused Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1751"},{"skill_mod":{},"summary":"You control your breathing and align it with your ki, exhaling with controlled force in order to overcome your opponent's resistance.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Weapon"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1752","weakness":{},"name":"Overwhelming Breath","trait":["Concentrate","Metamagic","Monk","Spellshape"],"actions_number":2,"id":"feat-1752","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Overwhelming Breath Single Action Source Advanced Player's Guide pg. 130 Prerequisites ki spells --- You control your breathing and align it with your ki, exhaling with controlled force in order to overcome your opponent's resistance. If you use your next action to Cast a Spell that has the monk trait and no duration, the spell and any Strikes you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Overwhelming Breath"],"rarity":"common","slug":"feat-1752"},{"skill_mod":{},"summary":"Your ability to control your own ki empowers you to pressure other creatures into resuming their true forms.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Weapon"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"requirement":"You have a foe grabbed or restrained .","source":["Advanced Player's Guide","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1753","weakness":{},"name":"Form Lock","trait":["Attack","Monk"],"actions_number":2,"id":"feat-1753","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Form Lock Single Action There is a more recent version of this, click here to view. Source Advanced Player's Guide pg. 130, Player Core 2 pg. 125 Requirements You have a foe grabbed or restrained. --- Your ability to control your own ki empowers you to pressure other creatures into resuming their true forms. Attempt an Athletics check to counteract a polymorph effect currently affecting your target. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Form Lock"],"rarity":"common","slug":"feat-1753"},{"skill_mod":{},"summary":"You launch a wave of shadowy ki outward from your body, damaging your opponents and potentially binding them in place.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"ki spells","source_category":["Rulebooks"],"requirement":"You are in Clinging Shadows Initiate.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1754","weakness":{},"name":"Shadow's Web","trait":["Monk"],"id":"feat-1754","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Shadow's Web Source Advanced Player's Guide pg. 130 Prerequisites ki spells Requirements You are in Clinging Shadows Initiate. --- You launch a wave of shadowy ki outward from your body, damaging your opponents and potentially binding them in place. You gain the shadow's web ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Shadow's Web"],"rarity":"common","slug":"feat-1754"},{"skill_mod":{},"summary":"You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your ki even at a distance.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Monastic Weaponry","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1755","weakness":{},"name":"Whirling Blade Stance","trait":["Monk","Stance"],"actions_number":2,"id":"feat-1755","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Whirling Blade Stance Single Action Source Advanced Player's Guide pg. 130 Prerequisites Monastic Weaponry --- You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your ki even at a distance. All melee monk weapons you wield with the finesse trait gain the thrown 10 feet trait (unless they already have the thrown trait with a greater range). Once you've made a thrown Strike with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous Strike's target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Whirling Blade Stance"],"rarity":"common","slug":"feat-1755"},{"skill_mod":{},"summary":"You take a moment to center yourself, then unleash a powerful blow that sends your target tumbling away.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1756","weakness":{},"name":"Flinging Blow","trait":["Monk"],"actions_number":4,"id":"feat-1756","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Flinging Blow Two Actions Source Advanced Player's Guide pg. 130 --- You take a moment to center yourself, then unleash a powerful blow that sends your target tumbling away. Make an unarmed Strike. If you hit, the target must succeed at a Fortitude save against your class DC or be pushed up to 10 feet directly away from you (or 20 feet, on a critical failure) and fall prone. If another creature or physical object would prevent this movement, both your target and the blocking creature or object take 1d6 bludgeoning damage per 5 feet of movement that was prevented.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Flinging Blow"],"rarity":"common","slug":"feat-1756"},{"remaster_name":["Grandmaster Qi Spells"],"skill_mod":{},"summary":"You learn a monstrous ki technique that infuses your blows with the petrifying power of a medusa's gaze.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1757","weakness":{},"name":"Medusa's Wrath","trait":["Monk"],"id":"feat-1757","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Medusa's Wrath Source Advanced Player's Guide pg. 130 Prerequisites ki spells --- You learn a monstrous ki technique that infuses your blows with the petrifying power of a medusa's gaze. You gain the medusa's wrath ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Medusa's Wrath"],"rarity":"common","slug":"feat-1757"},{"remaster_name":["One-millimeter Punch"],"skill_mod":{},"summary":"Your punches have incredible force and control.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"One-Inch Punch","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1758","weakness":{},"name":"One-Millimeter Punch","trait":["Monk"],"id":"feat-1758","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > One-Millimeter Punch Source Advanced Player's Guide pg. 131 Prerequisites One-Inch Punch --- Your punches have incredible force and control. When you damage a target using One-Inch Punch, you can focus your ki to send the foe flying. If you do, the target must attempt a Fortitude save against your class DC. Critical Success The target is unaffected. Success The target is pushed back 5 feet. Failure The target is pushed back 10 feet. Critical Failure The target is pushed back 10 feet for each action you spent on One-Inch Punch.","category":"feat","pfs":"Standard","feat":["One-Millimeter Punch"],"rarity":"common","slug":"feat-1758"},{"remaster_name":["Qi Center"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Monk"],"id":"feat-1759","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Ki Center Free Action Source Advanced Player's Guide pg. 131 Frequency once per minute Prerequisites ki spells; Master of Many Styles --- You center yourself with the universe and draw upon its vast power. You cast a single action ki spell with the stance trait, without spending a Focus Point.","feat":["Ki Center"],"skill_mod":{},"summary":"You center yourself with the universe and draw upon its vast power.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"level":18,"prerequisite":"ki spells; Master of Many Styles","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1759","name":"Ki Center","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1759"},{"skill_mod":{},"summary":"You have mastered a potent technique for using your ki to reinforce your physical form and propel yourself through the air.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"ki spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1760","weakness":{},"name":"Ki Form","trait":["Monk"],"id":"feat-1760","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Ki Form Source Advanced Player's Guide pg. 131 Prerequisites ki spells --- You have mastered a potent technique for using your ki to reinforce your physical form and propel yourself through the air. You gain the ki form ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Ki Form"],"rarity":"common","slug":"feat-1760"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Flourish","Monk"],"id":"feat-1761","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Triangle Shot Two Actions Source Advanced Player's Guide pg. 131 Prerequisites Monastic Archer Stance; Stunning Fist Requirements You are in Monastic Archer Stance and wielding a bow usable with that stance. --- You string three arrows to your bow and fire them all at once. Make three ranged Strikes against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional –2 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks' damage for the purpose of resistances and weaknesses. Your Stunning Fist benefit applies to Triangle Shot, even though it isn't a Flurry of Blows. If all three Strikes hit, the target takes 3d6 persistent bleed damage.","feat":["Triangle Shot"],"skill_mod":{},"summary":"You string three arrows to your bow and fire them all at once.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class","Weapon"],"level":18,"prerequisite":"Monastic Archer Stance; Stunning Fist","source_category":["Rulebooks"],"requirement":"You are in Monastic Archer Stance and wielding a bow usable with that stance.","resistance":{},"url":"/Feats.aspx?ID=1761","name":"Triangle Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1761"},{"skill_mod":{},"summary":"You have honed your body to attack with lethal focus.","primary_source":"Advanced Player's Guide","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1762","weakness":{},"name":"Deadly Strikes","trait":["Monk"],"id":"feat-1762","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Deadly Strikes Source Advanced Player's Guide pg. 131 --- You have honed your body to attack with lethal focus. Your unarmed attacks gain the deadly d10 trait, or you increase their deadly trait to d10 if the unarmed attack is already deadly with a smaller die size.","category":"feat","pfs":"Standard","feat":["Deadly Strikes"],"rarity":"common","slug":"feat-1762"},{"skill_mod":{},"summary":"Your expertise with your weapons and commitment to taking out your targets lends you magical power.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1763","weakness":{},"name":"Gravity Weapon","trait":["Ranger"],"id":"feat-1763","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gravity Weapon Source Advanced Player's Guide pg. 132 --- Your expertise with your weapons and commitment to taking out your targets lends you magical power. You gain the gravity weapon warden spell and a focus pool of 1 Focus Point.","category":"feat","pfs":"Standard","feat":["Gravity Weapon"],"rarity":"common","slug":"feat-1763"},{"skill_mod":{},"summary":"You have a deep devotion to your animal companion that enables you to magically heal their wounds.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"an animal companion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1764","weakness":{},"name":"Heal Companion","trait":["Ranger"],"id":"feat-1764","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Heal Companion Source Advanced Player's Guide pg. 132 Prerequisites an animal companion --- You have a deep devotion to your animal companion that enables you to magically heal their wounds. You gain the heal companion warden spell and a focus pool of 1 Focus Point.","category":"feat","pfs":"Standard","feat":["Heal Companion"],"rarity":"common","slug":"feat-1764"},{"skill_mod":{},"summary":"You can defend your companion in battle.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"an animal companion; warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1765","weakness":{},"archetype":["Beastmaster"],"name":"Magic Hide","trait":["Ranger"],"id":"feat-1765","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Magic Hide Source Advanced Player's Guide pg. 132 Archetype Beastmaster (Level 4) Prerequisites an animal companion; warden spells --- You can defend your companion in battle. You gain the magic hide warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Magic Hide"],"rarity":"common","slug":"feat-1765"},{"skill_mod":{},"summary":"You can magically move your snares around.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Snare Crafting; warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1766","weakness":{},"name":"Snare Hopping","trait":["Ranger"],"id":"feat-1766","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Snare Hopping Source Advanced Player's Guide pg. 132 Prerequisites Snare Crafting; warden spells --- You can magically move your snares around. You gain the snare hopping warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Snare Hopping"],"rarity":"common","slug":"feat-1766"},{"skill_mod":{},"summary":"You are so connected with the animal world that you can grant yourself an animal's features and abilities.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1767","weakness":{},"name":"Animal Feature","trait":["Ranger"],"id":"feat-1767","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Animal Feature Source Advanced Player's Guide pg. 132 Prerequisites warden spells --- You are so connected with the animal world that you can grant yourself an animal's features and abilities. You gain the animal feature warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Animal Feature"],"rarity":"common","slug":"feat-1767"},{"skill_mod":{},"summary":"Your recollection of monsters is magically enhanced by luck.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1768","weakness":{},"name":"Hunter's Luck","trait":["Ranger"],"id":"feat-1768","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Hunter's Luck Source Advanced Player's Guide pg. 132 Prerequisites warden spells --- Your recollection of monsters is magically enhanced by luck. You gain the monster hunter's luck warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Hunter's Luck"],"rarity":"common","slug":"feat-1768"},{"skill_mod":{},"summary":"You have a connection to the healing properties of nature and can produce a magical mist to heal damage and stop burning or bleeding.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1769","weakness":{},"name":"Soothing Mist","trait":["Ranger"],"id":"feat-1769","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Soothing Mist Source Advanced Player's Guide pg. 132 Prerequisites warden spells --- You have a connection to the healing properties of nature and can produce a magical mist to heal damage and stop burning or bleeding. You gain the soothing mist warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Soothing Mist"],"rarity":"common","slug":"feat-1769"},{"skill_mod":{},"summary":"You scan the battlefield quickly, remembering critical details about multiple opponents you face.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"trigger":"You succeed or critically succeed at a check to Recall Knowledge on your hunted prey.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1770","weakness":{},"name":"Additional Recollection","trait":["Ranger"],"actions_number":0,"id":"feat-1770","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Additional Recollection Free Action Source Advanced Player's Guide pg. 132 Trigger You succeed or critically succeed at a check to Recall Knowledge on your hunted prey. --- You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to Recall Knowledge about a different creature you can perceive.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Additional Recollection"],"rarity":"common","slug":"feat-1770"},{"skill_mod":{},"summary":"You are able to track your quarry through impossible places.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Survival; warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1771","weakness":{},"skill":["Survival","Survival"],"name":"Ephemeral Tracking","trait":["Ranger"],"id":"feat-1771","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ephemeral Tracking Source Advanced Player's Guide pg. 132 Prerequisites Expert in Survival; warden spells --- You are able to track your quarry through impossible places. You gain the ephemeral tracking warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Ephemeral Tracking"],"rarity":"common","slug":"feat-1771"},{"skill_mod":{},"summary":"You can cause plants to grow and trap your foes with thorns.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1772","weakness":{},"name":"Ranger's Bramble","trait":["Ranger"],"id":"feat-1772","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ranger's Bramble Source Advanced Player's Guide pg. 132 Prerequisites warden spells --- You can cause plants to grow and trap your foes with thorns. You gain the ranger's bramble warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Ranger's Bramble"],"rarity":"common","slug":"feat-1772"},{"skill_mod":{},"summary":"You make your companion enormous.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"an animal companion; warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1773","weakness":{},"archetype":["Beastmaster"],"name":"Enlarge Companion","trait":["Ranger"],"id":"feat-1773","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Enlarge Companion Source Advanced Player's Guide pg. 132 Archetype Beastmaster (Level 10) Prerequisites an animal companion; warden spells --- You make your companion enormous. You gain the enlarge companion warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Enlarge Companion"],"rarity":"common","slug":"feat-1773"},{"skill_mod":{},"summary":"You are so focused on your hunted prey that you can see it clearly even beyond the limits of your senses.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1774","weakness":{},"name":"Hunter's Vision","trait":["Ranger"],"id":"feat-1774","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Hunter's Vision Source Advanced Player's Guide pg. 132 Prerequisites warden spells --- You are so focused on your hunted prey that you can see it clearly even beyond the limits of your senses. You gain the hunter's vision warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Hunter's Vision"],"rarity":"common","slug":"feat-1774"},{"skill_mod":{},"summary":"You are so connected to the wilderness that you can magically jump from place to place within it.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1775","weakness":{},"name":"Terrain Transposition","trait":["Ranger"],"id":"feat-1775","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Terrain Transposition Source Advanced Player's Guide pg. 133 Prerequisites warden spells --- You are so connected to the wilderness that you can magically jump from place to place within it. You gain the terrain transposition warden spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Terrain Transposition"],"rarity":"common","slug":"feat-1775"},{"skill_mod":{},"summary":"Your connection with your surroundings grows deeper as you focus.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"warden spells","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1776","weakness":{},"name":"Warden's Focus","trait":["Ranger"],"id":"feat-1776","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Warden's Focus Source Advanced Player's Guide pg. 133 Prerequisites warden spells --- Your connection with your surroundings grows deeper as you focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Warden's Focus leads to... Warden's Wellspring","category":"feat","pfs":"Standard","feat":["Warden's Focus"],"rarity":"common","slug":"feat-1776"},{"remaster_name":["Warden's Focus"],"skill_mod":{},"summary":"You command unparalleled focus when you commune with the world around you.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Warden's Focus","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1777","weakness":{},"name":"Warden's Wellspring","trait":["Ranger"],"id":"feat-1777","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Warden's Wellspring Source Advanced Player's Guide pg. 133 Prerequisites Warden's Focus --- You command unparalleled focus when you commune with the world around you. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Warden's Wellspring"],"rarity":"common","slug":"feat-1777"},{"skill_mod":{},"summary":"You refine the precision of your unbelievable storm of blows.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Impossible Flurry","source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1778","weakness":{},"name":"Accurate Flurry","trait":["Ranger"],"id":"feat-1778","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Accurate Flurry Source Advanced Player's Guide pg. 133 Prerequisites Impossible Flurry Requirements You are wielding two melee weapons, each in a different hand. --- You refine the precision of your unbelievable storm of blows. When you perform an Impossible Flurry, your first attack with each weapon instead takes the multiple attack penalty as though you had already made one attack this turn. All subsequent attacks take the maximum multiple attack penalty, as though you had already made two or more attacks this turn.","category":"feat","pfs":"Standard","feat":["Accurate Flurry"],"rarity":"common","slug":"feat-1778"},{"skill_mod":{},"summary":"You can create endless shorter-lived snares, protecting your lair or using them against foes.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Ubiquitous Snares","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1779","weakness":{},"name":"Impossible Snares","trait":["Ranger"],"id":"feat-1779","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Impossible Snares Source Advanced Player's Guide pg. 133 Prerequisites Ubiquitous Snares --- You can create endless shorter-lived snares, protecting your lair or using them against foes. Once per minute, you can Craft one of the snares you've prepared for quick deployment without expending the prepared snare. Once deployed, such a snare lasts for 10 minutes before losing its effectiveness.","category":"feat","pfs":"Standard","feat":["Impossible Snares"],"rarity":"common","slug":"feat-1779"},{"skill_mod":{},"summary":"When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1780","weakness":{},"skill":["Deception","Deception"],"name":"Overextending Feint","trait":["Rogue"],"id":"feat-1780","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Overextending Feint Source Advanced Player's Guide pg. 134 Prerequisites Trained in Deception --- When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack. On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint. You can choose a different effect each time you Feint against a given foe. Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn. Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.","category":"feat","pfs":"Standard","feat":["Overextending Feint"],"rarity":"common","slug":"feat-1780"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue"],"id":"feat-1781","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Plant Evidence Single Action Source Advanced Player's Guide pg. 134 Archetypes Alkenstar Agent (Level 4), Twilight Talon (Level 6) Prerequisites Pickpocket --- You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.","feat":["Plant Evidence"],"skill_mod":{},"summary":"You can put a single item you're holding of light or negligible Bulk onto a person without them noticing.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":1,"prerequisite":"Pickpocket","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1781","archetype":["Alkenstar Agent","Twilight Talon"],"name":"Plant Evidence","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1781"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue"],"id":"feat-1782","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Clever Gambit Reaction Source Advanced Player's Guide pg. 134 Archetype Butterfly Blade (Level 4) Prerequisites mastermind racket Trigger Your Strike critically hits and deals damage to a creature you've identified with Recall Knowledge. --- Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. You Step or Stride; this movement doesn't trigger reactions from the triggering creature.","feat":["Clever Gambit"],"skill_mod":{},"summary":"Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":2,"prerequisite":"mastermind racket","source_category":["Rulebooks"],"trigger":"Your Strike critically hits and deals damage to a creature you've identified with Recall Knowledge .","resistance":{},"url":"/Feats.aspx?ID=1782","archetype":["Butterfly Blade"],"name":"Clever Gambit","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1782"},{"skill_mod":{},"summary":"When you Strike with a thrown weapon, the weapon's range increment increases 10 feet.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1783","weakness":{},"name":"Strong Arm","trait":["Rogue"],"id":"feat-1783","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Strong Arm Source Advanced Player's Guide pg. 134 --- When you Strike with a thrown weapon, the weapon's range increment increases 10 feet.","category":"feat","pfs":"Standard","feat":["Strong Arm"],"rarity":"common","slug":"feat-1783"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["Rogue"],"id":"feat-1784","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Underhanded Assault Two Actions Source Advanced Player's Guide pg. 134 Archetype Red Mantis Assassin (Level 4) Prerequisites Trained in Stealth --- You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you're Sneaking up on, even if it's currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.","feat":["Underhanded Assault"],"skill_mod":{},"summary":"You capitalize on the distraction provided by an ally.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":2,"prerequisite":"Trained in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1784","archetype":["Red Mantis Assassin"],"name":"Underhanded Assault","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1784"},{"skill_mod":{},"summary":"Make an unarmed melee attack against a prone target.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1785","weakness":{},"name":"Head Stomp","trait":["Rogue"],"actions_number":2,"id":"feat-1785","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Head Stomp Single Action Source Advanced Player's Guide pg. 135 --- Make an unarmed melee attack against a prone target. On a hit, the target becomes flat-footed to all attacks until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Head Stomp"],"rarity":"common","slug":"feat-1785"},{"skill_mod":{},"summary":"You make a quick attack and rob your foe in the process.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1786","weakness":{},"name":"Mug","trait":["Rogue"],"actions_number":4,"id":"feat-1786","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mug Two Actions Source Advanced Player's Guide pg. 135 --- You make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent foe. If you hit and deal sneak attack damage, you can also attempt to Steal from the target, even if the target is in combat.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Mug"],"rarity":"common","slug":"feat-1786"},{"skill_mod":{},"summary":"By observing an opponent, you can get a sense of their next move and prepare to counter or resist it.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1787","weakness":{},"name":"Predictable!","trait":["Rogue"],"actions_number":2,"id":"feat-1787","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Predictable! Single Action Source Advanced Player's Guide pg. 135 --- By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target and attempt a Perception check to Sense Motive against the foe's Deception DC or a hard DC of the foe's level, whichever is higher. Critical Success You precisely discern the target's strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn. Success You deduce the gist of the target's strategy; as critical success, except the circumstance bonus is only +1. Failure You fail to discern the target's strategy and gain no benefit. Critical Failure You misinterpret the target's strategy and take a –1 circumstance penalty to AC against the creature until the start of your next turn, and a –1 circumstance penalty to your next saving throw against the creature before the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Predictable!"],"rarity":"common","slug":"feat-1787"},{"skill_mod":{},"summary":"You make your foes fall painfully when you trip them.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1788","weakness":{},"name":"The Harder They Fall (Rogue)","trait":["Rogue"],"id":"feat-1788","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > The Harder They Fall (Rogue) Source Advanced Player's Guide pg. 135 --- You make your foes fall painfully when you trip them. When you successfully Trip a flat-footed foe, your target takes 1d6 bludgeoning damage. On a critical success, the target takes 1d6 bludgeoning damage plus your sneak attack damage.","category":"feat","pfs":"Standard","feat":["The Harder They Fall (Rogue)"],"rarity":"common","slug":"feat-1788"},{"skill_mod":{},"summary":"Your movements with two weapons are so swift and disorienting that they befuddle your opponent.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Twin Feint","source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1789","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Twin Distraction","trait":["Rogue"],"id":"feat-1789","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Twin Distraction Source Advanced Player's Guide pg. 135 Archetype Red Mantis Assassin (Level 6) Prerequisites Twin Feint Requirements You are wielding two melee weapons, each in a different hand. --- Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become stupefied 1 until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Twin Distraction"],"rarity":"common","slug":"feat-1789"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Rogue"],"id":"feat-1790","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Analyze Weakness Single Action Source Advanced Player's Guide pg. 135 Prerequisites sneak attack 2d6 Requirements You must have identified a creature with Recall Knowledge. --- Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy. You carefully study a creature that you've identified to scope out particularly weak points in its positioning or physical form. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage. At 11th and 17th levels, if your additional damage from sneak attack increases, increase the additional damage from Analyze Weakness to 3d6 at 11th level and 4d6 at 17th level.","feat":["Analyze Weakness"],"skill_mod":{},"summary":"Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":6,"prerequisite":"sneak attack 2d6","source_category":["Rulebooks"],"requirement":"You must have identified a creature with Recall Knowledge .","resistance":{},"url":"/Feats.aspx?ID=1790","name":"Analyze Weakness","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1790"},{"skill_mod":{},"summary":"Using your extensive knowledge of ambush tactics, you keep watch for any hidden creatures or dangerous sites, moving at half your travel speed.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1791","weakness":{},"skill":["Stealth","Stealth"],"name":"Anticipate Ambush","trait":["Exploration","Rogue"],"id":"feat-1791","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Anticipate Ambush Source Advanced Player's Guide pg. 135 Prerequisites Expert in Stealth --- Using your extensive knowledge of ambush tactics, you keep watch for any hidden creatures or dangerous sites, moving at half your travel speed. If you're Anticipating an Ambush at the start of an encounter, you roll a Perception check for initiative, and all enemies rolling Stealth for initiative take a –2 circumstance penalty to their Stealth checks.","category":"feat","pfs":"Standard","feat":["Anticipate Ambush"],"rarity":"common","slug":"feat-1791"},{"skill_mod":{},"summary":"When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1792","weakness":{},"name":"Far Throw","trait":["Rogue"],"id":"feat-1792","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Far Throw Source Advanced Player's Guide pg. 135 --- When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.","category":"feat","pfs":"Standard","feat":["Far Throw"],"rarity":"common","slug":"feat-1792"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Rogue"],"id":"feat-1793","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Shove Down Free Action Source Advanced Player's Guide pg. 135 Prerequisites Trained in Athletics Requirements Your last action was a successful Shove. --- You leverage your weight to topple foes that you move. You attempt to Trip the target, even if the target is no longer in your reach.","feat":["Shove Down"],"skill_mod":{},"summary":"You leverage your weight to topple foes that you move.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":6,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"requirement":"Your last action was a successful Shove .","resistance":{},"url":"/Feats.aspx?ID=1793","name":"Shove Down","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1793"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Emotion","Fear","Mental","Rogue"],"id":"feat-1794","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Watch Your Back Single Action Source Advanced Player's Guide pg. 135 Prerequisites Trained in Intimidation --- You menace the target, stoking their fears and drawing their attention. Attempt an Intimidation check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to Perception checks against you, but they take a –2 status penalty to Will saves against fear effects.","feat":["Watch Your Back"],"skill_mod":{},"summary":"You menace the target, stoking their fears and drawing their attention.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"level":6,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1794","name":"Watch Your Back","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1794"},{"skill_mod":{},"summary":"You carefully take aim before making your attack in order to avoid your foe's concealment and cover.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1795","weakness":{},"name":"Bullseye","trait":["Rogue"],"actions_number":2,"id":"feat-1795","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bullseye Single Action Source Advanced Player's Guide pg. 136 --- You carefully take aim before making your attack in order to avoid your foe's concealment and cover. On your next Strike with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target's concealed condition, as well as the target's lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the Strike.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bullseye"],"rarity":"common","slug":"feat-1795"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Fortune","Linguistic","Rogue"],"id":"feat-1796","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Inspired Stratagem Reaction Source Advanced Player's Guide pg. 136 Trigger One of the required allies is about to attempt an attack roll or skill check. Requirements You spent 10 minutes during your daily preparations reviewing stratagems for the day's adventures with up to four allies. --- You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes. The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations.","feat":["Inspired Stratagem"],"skill_mod":{},"summary":"You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"level":8,"source_category":["Rulebooks"],"requirement":"You spent 10 minutes during your daily preparations reviewing stratagems for the day's adventures with up to four allies.","trigger":"One of the required allies is about to attempt an attack roll or skill check.","resistance":{},"url":"/Feats.aspx?ID=1796","name":"Inspired Stratagem","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1796"},{"skill_mod":{},"summary":"During your daily preparations, you can gain the assistance of an allied prepared spellcaster to prepare one spell for the day.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1797","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Loaner Spell","trait":["Rogue"],"id":"feat-1797","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Loaner Spell Source Advanced Player's Guide pg. 136 Prerequisites Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion --- During your daily preparations, you can gain the assistance of an allied prepared spellcaster to prepare one spell for the day. The spell can be up to 3rd level. Your ally must be able to prepare and cast it, and the spell must have a Targets entry or an area. Your ally loses a spell slot of the corresponding spell level, and you gain the ability to cast the prepared spell once that day. When you Cast the Spell, use your class DC for any saving throws required by the spell, and your class DC – 10 as a spell attack roll modifier. Loaner Spell leads to... Steal Spell","category":"feat","pfs":"Standard","feat":["Loaner Spell"],"rarity":"common","slug":"feat-1797"},{"skill_mod":{},"summary":"You somehow manage to have just the thing for the situation.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1798","weakness":{},"name":"Predictive Purchase (Rogue)","trait":["Rogue"],"id":"feat-1798","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Predictive Purchase (Rogue) Source Advanced Player's Guide pg. 136 --- You somehow manage to have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so. Predictive Purchase (Rogue) leads to... Implausible Purchase (Rogue)","category":"feat","pfs":"Standard","feat":["Predictive Purchase (Rogue)"],"rarity":"common","slug":"feat-1798"},{"skill_mod":{},"summary":"You adopt a stance to rebound your thrown weapons toward you.","primary_source":"Advanced Player's Guide","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1799","weakness":{},"name":"Ricochet Stance (Rogue)","trait":["Rogue","Stance"],"actions_number":2,"id":"feat-1799","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ricochet Stance (Rogue) Single Action Source Advanced Player's Guide pg. 136 --- You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground. Ricochet Stance (Rogue) leads to... Ricochet Feint","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ricochet Stance (Rogue)"],"rarity":"common","slug":"feat-1799"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["Rogue"],"id":"feat-1800","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Tactical Entry Free Action Source Advanced Player's Guide pg. 136 Prerequisites Master in Stealth Requirements You rolled Stealth for initiative in this encounter, and neither you nor any enemies have acted yet in this encounter. --- You Stride. This movement doesn't trigger any reactions.","feat":["Tactical Entry"],"skill_mod":{},"summary":"Stride without triggering reactions","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":8,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"requirement":"You rolled Stealth for initiative in this encounter, and neither you nor any enemies have acted yet in this encounter.","resistance":{},"url":"/Feats.aspx?ID=1800","name":"Tactical Entry","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1800"},{"skill_mod":{},"summary":"You know how to apply debilitations that are particularly troublesome for spellcasters.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"eldritch trickster racket; Debilitating Strike","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1801","weakness":{},"name":"Eldritch Debilitations","trait":["Rogue"],"id":"feat-1801","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Eldritch Debilitations Source Advanced Player's Guide pg. 136 Prerequisites eldritch trickster racket; Debilitating Strike --- You know how to apply debilitations that are particularly troublesome for spellcasters. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation The target is stupefied 1. Debilitation The target can't Step. ","category":"feat","pfs":"Standard","feat":["Eldritch Debilitations"],"rarity":"common","slug":"feat-1801"},{"skill_mod":{},"summary":"You strategically craft your debilitations to lessen or negate an enemy's tactical advantages.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"mastermind racket; Debilitating Strike","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1802","weakness":{},"name":"Methodical Debilitations","trait":["Rogue"],"id":"feat-1802","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Methodical Debilitations Source Advanced Player's Guide pg. 136 Prerequisites mastermind racket; Debilitating Strike --- You strategically craft your debilitations to lessen or negate an enemy's tactical advantages. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation The target can't flank other creatures, and it can't provide flanking for its allies. Debilitation The target doesn't gain a circumstance bonus to AC from Raising a Shield, lesser cover, or standard cover; it gains only a +2 circumstance bonus to AC from greater cover or Taking Cover. ","category":"feat","pfs":"Standard","feat":["Methodical Debilitations"],"rarity":"common","slug":"feat-1802"},{"skill_mod":{},"summary":"Your attacks slice arteries and veins.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Trained in Medicine; Debilitating Strike","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1803","weakness":{},"skill":["Medicine","Medicine"],"name":"Bloody Debilitation","trait":["Rogue"],"id":"feat-1803","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Bloody Debilitation Source Advanced Player's Guide pg. 136 Prerequisites Trained in Medicine; Debilitating Strike --- Your attacks slice arteries and veins. Add the following debilitation to the list you can choose from when you use Debilitating Strike. Debilitation The target takes 3d6 persistent bleed damage. ","category":"feat","pfs":"Standard","feat":["Bloody Debilitation"],"rarity":"common","slug":"feat-1803"},{"skill_mod":{},"summary":"You survey the battlefield, calculating the possibilities.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1804","weakness":{},"name":"Preparation","trait":["Flourish","Rogue"],"actions_number":2,"id":"feat-1804","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Preparation Single Action Source Advanced Player's Guide pg. 136 --- You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Preparation"],"rarity":"common","slug":"feat-1804"},{"skill_mod":{},"summary":"While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Ricochet Stance (Rogue)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1805","weakness":{},"name":"Ricochet Feint","trait":["Rogue"],"id":"feat-1805","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Ricochet Feint Source Advanced Player's Guide pg. 136 Prerequisites Ricochet Stance (Rogue) --- While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a Feint against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach.","category":"feat","pfs":"Standard","feat":["Ricochet Feint"],"rarity":"common","slug":"feat-1805"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Rogue"],"id":"feat-1806","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Stay Down! Reaction Source Advanced Player's Guide pg. 137 Prerequisites Master in Athletics Trigger A prone foe within your reach Stands. --- You have ways of keeping your foes down. Attempt an Athletics check against the triggering foe's Fortitude DC. On a success, they don't stand up and remain prone. On a critical success, they can't Stand until their next turn.","feat":["Stay Down!"],"skill_mod":{},"summary":"You have ways of keeping your foes down.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":14,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"trigger":"A prone foe within your reach Stands .","resistance":{},"url":"/Feats.aspx?ID=1806","name":"Stay Down!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1806"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"trait":["Rogue"],"id":"feat-1807","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Swift Elusion Reaction Source Advanced Player's Guide pg. 137 Prerequisites Legendary in Acrobatics Trigger A foe ends its movement adjacent to you. --- Attempt an Acrobatics check against the foe's Reflex DC. If you succeed, either Stride to a different space adjacent to the foe or move the foe to a different space adjacent to you.","feat":["Swift Elusion"],"skill_mod":{},"summary":"Attempt an Acrobatics check against the foe's Reflex DC.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"level":16,"prerequisite":"Legendary in Acrobatics","source_category":["Rulebooks"],"trigger":"A foe ends its movement adjacent to you.","resistance":{},"url":"/Feats.aspx?ID=1807","name":"Swift Elusion","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1807"},{"skill_mod":{},"summary":"When you use Legendary Thief to steal the impossible, you can steal a prepared spell or spontaneous spell from a foe.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Legendary Thief; Loaner Spell","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1808","weakness":{},"name":"Steal Spell","trait":["Magical","Rogue"],"id":"feat-1808","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Steal Spell Source Advanced Player's Guide pg. 137 Prerequisites Legendary Thief; Loaner Spell --- When you use Legendary Thief to steal the impossible, you can steal a prepared spell or spontaneous spell from a foe. The spell is randomly selected from the highest-level spells the foe knows that have a target or area, to a maximum of 8th-level spells; the target loses the appropriate spell slot as if they had cast it themself. You can Cast the Spell once within the next 1d4 rounds, after which the fleeting magic fades; this otherwise works the same as casting a Loaner Spell.","category":"feat","pfs":"Standard","feat":["Steal Spell"],"rarity":"common","slug":"feat-1808"},{"skill_mod":{},"summary":"Even when impossible, you always have exactly what you need.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Predictive Purchase (Rogue)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1809","weakness":{},"name":"Implausible Purchase (Rogue)","trait":["Rogue"],"id":"feat-1809","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Implausible Purchase (Rogue) Source Advanced Player's Guide pg. 137 Prerequisites Predictive Purchase (Rogue) --- Even when impossible, you always have exactly what you need. You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.","category":"feat","pfs":"Standard","feat":["Implausible Purchase (Rogue)"],"rarity":"common","slug":"feat-1809"},{"skill_mod":{},"summary":"The magic of your bloodline mixes with that of your ancestry.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1810","weakness":{},"name":"Ancestral Blood Magic","trait":["Sorcerer"],"id":"feat-1810","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ancestral Blood Magic Source Advanced Player's Guide pg. 139 --- The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic. Ancestral Blood Magic leads to... Ancestral Mage","category":"feat","pfs":"Standard","feat":["Ancestral Blood Magic"],"rarity":"common","slug":"feat-1810"},{"skill_mod":{},"summary":"You forge a mystical connection with an ally using your body as a focus, allowing them to benefit from your magic.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1811","weakness":{},"name":"Anoint Ally","trait":["Manipulate","Sorcerer"],"actions_number":2,"id":"feat-1811","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Anoint Ally Single Action Source Advanced Player's Guide pg. 139 --- You forge a mystical connection with an ally using your body as a focus, allowing them to benefit from your magic. You place a blood rune on an adjacent ally that lasts for 1 minute. When you would gain a blood magic effect, you can forgo it, granting it to your ally instead. You can anoint only one ally at a time; if you place another rune, your previous designation ends.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Anoint Ally"],"rarity":"common","slug":"feat-1811"},{"skill_mod":{},"summary":"Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"a bloodline that corresponds with a creature trait","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1812","weakness":{},"name":"Entreat with Forebears","trait":["Sorcerer"],"id":"feat-1812","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Entreat with Forebears Source Advanced Player's Guide pg. 139 Prerequisites a bloodline that corresponds with a creature trait --- Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks. You gain a +1 circumstance bonus to Diplomacy, Deception, and Intimidation checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to Perception and saving throws against such creatures. For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the aberration trait. The GM is the final arbiter of which creatures match your bloodline.","category":"feat","pfs":"Standard","feat":["Entreat with Forebears"],"rarity":"common","slug":"feat-1812"},{"skill_mod":{},"summary":"You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1813","weakness":{},"name":"Elaborate Flourish","trait":["Concentrate","Manipulate","Metamagic","Sorcerer","Spellshape"],"actions_number":2,"id":"feat-1813","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Elaborate Flourish Single Action Source Advanced Player's Guide pg. 139 --- You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter. If the next action you use is to Cast a Spell, creatures with the ability to Cast that Spell don't automatically know what the spell is. In addition, creatures that witness your spellcasting take a –2 circumstance penalty to checks to identify the spell with Recall Knowledge and checks to counteract the spell during its casting (such as with Counterspell).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Elaborate Flourish"],"rarity":"common","slug":"feat-1813"},{"skill_mod":{},"summary":"You fragment a ranged spell into a pair of smaller shots.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1814","weakness":{},"archetype":["Bloodrager"],"name":"Split Shot","trait":["Concentrate","Metamagic","Sorcerer","Spellshape"],"actions_number":2,"id":"feat-1814","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Split Shot Single Action Source Advanced Player's Guide pg. 139 Archetype Bloodrager (Level 4) --- You fragment a ranged spell into a pair of smaller shots. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target and has no effect beyond dealing damage, you roll a single attack roll and compare the result to the AC of two targets within the spell's range. The spell deals only half its usual damage to each target. This counts as one attack for your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Split Shot"],"rarity":"common","slug":"feat-1814"},{"skill_mod":{},"summary":"You transfer vestiges of magical energy to the air around you, creating a vortex that deflects ranged attacks.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"Your most recent action was to cast a non-cantrip spell.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1815","weakness":{},"name":"Diverting Vortex","trait":["Sorcerer"],"actions_number":2,"id":"feat-1815","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Diverting Vortex Single Action Source Advanced Player's Guide pg. 139 Requirements Your most recent action was to cast a non-cantrip spell. --- You transfer vestiges of magical energy to the air around you, creating a vortex that deflects ranged attacks. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Diverting Vortex"],"rarity":"common","slug":"feat-1815"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Sorcerer"],"id":"feat-1816","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Energetic Resonance Reaction Source Advanced Player's Guide pg. 139 Archetype Wellspring Mage (Level 8) Trigger You would take acid, cold, electricity, fire, or sonic damage from a spell. Requirements You have an unexpended spell slot of a level equal to or higher than the triggering spell. --- Your blood resonates with magical energy, mitigating the effects of harmful spells. Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's level. ","feat":["Energetic Resonance"],"skill_mod":{},"summary":"Your blood resonates with magical energy, mitigating the effects of harmful spells.","primary_source":"Advanced Player's Guide","trait_group":["School","Class"],"level":6,"source_category":["Rulebooks"],"requirement":"You have an unexpended spell slot of a level equal to or higher than the triggering spell.","trigger":"You would take acid, cold, electricity, fire, or sonic damage from a spell.","resistance":{},"url":"/Feats.aspx?ID=1816","archetype":["Wellspring Mage"],"name":"Energetic Resonance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1816"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Sorcerer"],"id":"feat-1817","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spell Relay Reaction Source Advanced Player's Guide pg. 139 Archetype Wellspring Mage (Level 8) Trigger An ally Casts a Spell and you are within that spell's range. --- You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.","feat":["Spell Relay"],"skill_mod":{},"summary":"You open the power in your blood to your ally's spellcasting, using your magic to boost their range.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"level":6,"source_category":["Rulebooks"],"trigger":"An ally Casts a Spell and you are within that spell's range.","resistance":{},"url":"/Feats.aspx?ID=1817","archetype":["Wellspring Mage"],"name":"Spell Relay","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1817"},{"remaster_name":["Safeguard Spell"],"skill_mod":{},"summary":"You bring the magical wavelengths of your spell into sync with the ones produced by your own body.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1818","weakness":{},"name":"Safeguarded Spell","trait":["Concentrate","Metamagic","Sorcerer","Spellshape"],"actions_number":2,"id":"feat-1818","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Safeguarded Spell Single Action Source Advanced Player's Guide pg. 139 --- You bring the magical wavelengths of your spell into sync with the ones produced by your own body. If the next action you take is to Cast a Spell with an area, you aren't affected by the spell even if you are within the area.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Safeguarded Spell"],"rarity":"common","slug":"feat-1818"},{"skill_mod":{},"summary":"The magic of your ancestry and bloodline are one and the same.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Ancestral Blood Magic","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1820","weakness":{},"name":"Ancestral Mage","trait":["Sorcerer"],"id":"feat-1820","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ancestral Mage Source Advanced Player's Guide pg. 140 Prerequisites Ancestral Blood Magic --- The magic of your ancestry and bloodline are one and the same. Add any innate spells you have from a heritage or an ancestry feat to your spell repertoire, meaning you can cast them using your spell slots.","category":"feat","pfs":"Standard","feat":["Ancestral Mage"],"rarity":"common","slug":"feat-1820"},{"skill_mod":{},"summary":"You fuse two spells together, combining their energy types.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1821","weakness":{},"name":"Energy Fusion","trait":["Concentrate","Metamagic","Sorcerer","Spellshape"],"actions_number":2,"id":"feat-1821","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Energy Fusion Single Action Source Advanced Player's Guide pg. 140 --- You fuse two spells together, combining their energy types. If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage from that list, and expend an additional spell slot of the same level as this secondary spell. The spell you cast deals additional damage equal to the level of the secondary spell slot expended. The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Energy Fusion"],"rarity":"common","slug":"feat-1821"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"school":"abjuration","trait":["Abjuration","Sorcerer"],"id":"feat-1822","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Energy Ward Free Action Source Advanced Player's Guide pg. 140 Archetype Bloodrager (Level 12) Frequency once per turn Requirements Your most recent action was to cast a non-cantrip spell that dealt energy damage. --- You trap energy from the last spell you cast within your body, coating your flesh in a protective ward. Until the start of your next turn, you gain resistance 5 to one type of energy damage dealt by the spell you just cast.","feat":["Energy Ward"],"skill_mod":{},"summary":"You trap energy from the last spell you cast within your body, coating your flesh in a protective ward.","primary_source":"Advanced Player's Guide","trait_group":["School","Class"],"level":10,"source_category":["Rulebooks"],"requirement":"Your most recent action was to cast a non-cantrip spell that dealt energy damage.","resistance":{},"url":"/Feats.aspx?ID=1822","archetype":["Bloodrager"],"name":"Energy Ward","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1822"},{"skill_mod":{},"summary":"Your innate connection to magic lets you cast more spells with greater freedom.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Dark Archive","Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1823","weakness":{},"name":"Signature Spell Expansion","trait":["Psychic","Sorcerer"],"id":"feat-1823","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Signature Spell Expansion Source Dark Archive pg. 27, Advanced Player's Guide pg. 140 --- Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower.","category":"feat","pfs":"Standard","feat":["Signature Spell Expansion"],"rarity":"common","slug":"feat-1823"},{"skill_mod":{},"summary":"You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1824","weakness":{},"name":"Blood Component Substitution","trait":["Sorcerer"],"id":"feat-1824","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blood Component Substitution Source Advanced Player's Guide pg. 140 --- You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you Cast a Spell, you can replace all verbal, material, or somatic spellcasting components with a blood component. To use a blood component, you lose Hit Points equal to twice the spell's level as the energy in your blood is depleted, and you can't decrease the Hit Points lost in any way. As usual for altering components, this has no effect on the number of actions required to Cast the Spell, and your Cast a Spell activity gains the concentrate trait but not the manipulate trait. You can't use blood components to replace any required part of a spell's cost.","category":"feat","pfs":"Standard","feat":["Blood Component Substitution"],"rarity":"common","slug":"feat-1824"},{"skill_mod":{},"summary":"You hold a deep understanding of the innate fundamental structures of the physical world, and you can enforce your will upon that structure as far as your own blood is concerned.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Arcane Evolution or Primal Evolution","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1825","weakness":{},"name":"Greater Physical Evolution","trait":["Sorcerer"],"id":"feat-1825","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Greater Physical Evolution Source Advanced Player's Guide pg. 141 Prerequisites Arcane Evolution or Primal Evolution --- You hold a deep understanding of the innate fundamental structures of the physical world, and you can enforce your will upon that structure as far as your own blood is concerned. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot's level as if it were a signature spell in your repertoire. If you have Arcane Evolution, you can also choose from any battle form spell in your spellbook. If you have Primal Evolution, you can Cast a Spell listed in that feat using the extra spell slot the feat grants (instead of a sorcerer spell slot).","category":"feat","pfs":"Standard","feat":["Greater Physical Evolution"],"rarity":"common","slug":"feat-1825"},{"skill_mod":{},"summary":"Your magical blood is rich with spiritual essence, and this infusion within you allows your spells to be fully effective against incorporeal creatures, spirits, and creatures on the Ethereal Plane.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Divine Evolution or Occult Evolution","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1826","weakness":{},"name":"Greater Spiritual Evolution","trait":["Sorcerer"],"id":"feat-1826","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Greater Spiritual Evolution Source Advanced Player's Guide pg. 141 Prerequisites Divine Evolution or Occult Evolution --- Your magical blood is rich with spiritual essence, and this infusion within you allows your spells to be fully effective against incorporeal creatures, spirits, and creatures on the Ethereal Plane. Your spells have the effects of a ghost touch property rune. They can target or affect a creature projecting its consciousness (such as via project image ) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn't grant you any particular ability to locate them.","category":"feat","pfs":"Standard","feat":["Greater Spiritual Evolution"],"rarity":"common","slug":"feat-1826"},{"skill_mod":{},"summary":"When you successfully Counterspell a spell of the tradition that matches your bloodline, you consume it, replenishing yourself with its energy.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Counterspell","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1827","weakness":{},"name":"Consume Spell","trait":["Sorcerer"],"id":"feat-1827","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Consume Spell Source Advanced Player's Guide pg. 141 Prerequisites Counterspell --- When you successfully Counterspell a spell of the tradition that matches your bloodline, you consume it, replenishing yourself with its energy. When you do, you are nourished as if you had eaten a meal and regain Hit Points equal to twice the level of the counteracted spell.","category":"feat","pfs":"Standard","feat":["Consume Spell"],"rarity":"common","slug":"feat-1827"},{"skill_mod":{},"summary":"Your spell shrouds you in a billowing cloud.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1828","weakness":{},"name":"Spell Shroud","trait":["Concentrate","Metamagic","Sorcerer","Spellshape"],"actions_number":2,"id":"feat-1828","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Spell Shroud Single Action Source Advanced Player's Guide pg. 141 --- Your spell shrouds you in a billowing cloud. If your next action is to Cast a Spell that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become concealed, and all creatures outside the cloud are concealed to creatures within it.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spell Shroud"],"rarity":"common","slug":"feat-1828"},{"skill_mod":{},"summary":"Your spells become a radiant display of light and color.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1829","weakness":{},"archetype":["Wellspring Mage"],"name":"Scintillating Spell","trait":["Concentrate","Light","Metamagic","Sorcerer","Spellshape"],"actions_number":2,"id":"feat-1829","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Scintillating Spell Single Action Source Advanced Player's Guide pg. 141 Archetype Wellspring Mage (Level 16) --- Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn't have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Scintillating Spell"],"rarity":"common","slug":"feat-1829"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Concentrate","Earth","Metamagic","Sorcerer","Transmutation","Spellshape"],"id":"feat-1830","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Terraforming Spell Single Action Source Advanced Player's Guide pg. 141 --- You capture transformative fragments of magic and slam them into the ground, creating a shock wave that alters your surroundings. If your next action is to Cast a non-cantrip transmutation Spell, either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn't have any effect on greater difficult terrain and doesn't remove the damaging effects of hazardous terrain.","feat":["Terraforming Spell"],"element":["Earth"],"skill_mod":{},"summary":"You capture transformative fragments of magic and slam them into the ground, creating a shock wave that alters your surroundings.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Elemental","Planar","Monster","Class","School"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1830","name":"Terraforming Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1830"},{"skill_mod":{},"summary":"You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1831","weakness":{},"archetype":["Wellspring Mage","Time Mage"],"name":"Echoing Spell","trait":["Concentrate","Metamagic","Sorcerer","Spellshape"],"actions_number":2,"id":"feat-1831","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Echoing Spell Single Action Source Advanced Player's Guide pg. 141 Archetypes Wellspring Mage (Level 18), Time Mage (Level 20), Time Mage (Level 20) --- You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to Cast a Spell of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Echoing Spell"],"rarity":"common","slug":"feat-1831"},{"skill_mod":{},"summary":"You permanently mutate to become more like the creatures of your bloodline.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"a bloodline based on a specific type of creature","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1832","weakness":{},"name":"Bloodline Mutation","trait":["Sorcerer"],"id":"feat-1832","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Bloodline Mutation Source Advanced Player's Guide pg. 141 Prerequisites a bloodline based on a specific type of creature --- You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, psychopomp and monitor for psychopomp, and so on). You gain low-light vision or darkvision, if one is appropriate for creatures with those traits. Choose one of the following. If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed. If the creatures associated with your bloodline are aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a swim Speed equal to your Speed. If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, negative, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type. ","category":"feat","pfs":"Standard","feat":["Bloodline Mutation"],"rarity":"common","slug":"feat-1832"},{"skill_mod":{},"summary":"You are particularly adept at learning spells to add to your spellbook.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Arcana","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1833","weakness":{},"skill":["Arcana","Arcana"],"name":"Spellbook Prodigy","trait":["Wizard"],"id":"feat-1833","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Spellbook Prodigy Source Advanced Player's Guide pg. 142 Prerequisites Trained in Arcana --- You are particularly adept at learning spells to add to your spellbook. You can Learn a Spell in half the time it normally takes. Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead. When you roll a failure, you can try again after 1 week.","category":"feat","pfs":"Standard","feat":["Spellbook Prodigy"],"rarity":"common","slug":"feat-1833"},{"skill_mod":{},"summary":"When you cast energy spells, you retain some of that energy as a protective barrier.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1834","weakness":{},"name":"Energy Ablation","trait":["Metamagic","Wizard","Spellshape"],"actions_number":2,"id":"feat-1834","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Energy Ablation Single Action Source Advanced Player's Guide pg. 142 --- When you cast energy spells, you retain some of that energy as a protective barrier. If your next action is to Cast a Spell that deals energy damage, whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell's level (minimum 1) until the end of your next turn. If the spell deals more than one type of energy damage, choose one and gain resistance to that type.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Energy Ablation"],"rarity":"common","slug":"feat-1834"},{"skill_mod":{},"summary":"You can alter offensive spells to be less deadly.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1835","weakness":{},"name":"Nonlethal Spell","trait":["Manipulate","Metamagic","Wizard","Spellshape"],"actions_number":2,"id":"feat-1835","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Nonlethal Spell Single Action Source Advanced Player's Guide pg. 142 --- You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn't have the death or negative trait, that spell gains the nonlethal trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Nonlethal Spell"],"rarity":"common","slug":"feat-1835"},{"remaster_name":["Call Wizardly Tools"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"conjuration","trait":["Concentrate","Conjuration","Teleportation","Wizard"],"id":"feat-1836","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Call Bonded Item Single Action Source Advanced Player's Guide pg. 142 Prerequisites arcane bond --- You're mystically connected to your bonded item and can call it to your hand. If your bonded item is 1 Bulk or less, you teleport your bonded item into your hand from up to 1 mile away.","feat":["Call Bonded Item"],"skill_mod":{},"summary":"You're mystically connected to your bonded item and can call it to your hand.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","School","Class"],"level":4,"prerequisite":"arcane bond","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1836","name":"Call Bonded Item","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1836"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","skill":["Deception","Deception"],"trait":["Illusion","Wizard"],"id":"feat-1837","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Convincing Illusion Reaction Source Advanced Player's Guide pg. 142 Prerequisites Expert in Deception Trigger A creature succeeded, but didn't critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast. Requirements You are within 30 feet of the observer and the illusion. --- You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target's Perception DC. If you succeed, the target fails to disbelieve the illusion.","feat":["Convincing Illusion"],"skill_mod":{},"summary":"You use your deceptive skills to make your illusions seem even more real.","primary_source":"Advanced Player's Guide","trait_group":["School","Monster","Class"],"level":6,"prerequisite":"Expert in Deception","source_category":["Rulebooks"],"requirement":"You are within 30 feet of the observer and the illusion.","trigger":"A creature succeeded, but didn't critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast.","resistance":{},"url":"/Feats.aspx?ID=1837","name":"Convincing Illusion","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1837"},{"skill_mod":{},"summary":"You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1838","weakness":{},"name":"Split Slot","trait":["Wizard"],"id":"feat-1838","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Split Slot Source Advanced Player's Guide pg. 142 --- You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 level lower than the highest-level spell you can cast and prepare two spells in that slot. When you Cast a Spell from that slot, choose which spell to cast. Once you've chosen, the unused spell dissipates as though you hadn't prepared it at all—for example, it isn't available for use with Drain Bonded Item.","category":"feat","pfs":"Standard","feat":["Split Slot"],"rarity":"common","slug":"feat-1838"},{"skill_mod":{},"summary":"You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1839","weakness":{},"name":"Form Retention","trait":["Wizard"],"id":"feat-1839","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Form Retention Source Advanced Player's Guide pg. 142 --- You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 levels higher than normal. This doesn't grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared animal form in a 4th-level slot with Form Retention, you would cast a 2nd-level animal form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn't change.","category":"feat","pfs":"Standard","feat":["Form Retention"],"rarity":"common","slug":"feat-1839"},{"remaster_name":["Keen Magical Detection"],"skill_mod":{},"summary":"You sense magical dangers.","primary_source":"Advanced Player's Guide","trait_group":["School","Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1840","weakness":{},"school":"divination","name":"Diviner Sense","trait":["Divination","Fortune","Wizard"],"id":"feat-1840","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Diviner Sense Source Advanced Player's Guide pg. 143 --- You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic .","category":"feat","pfs":"Standard","feat":["Diviner Sense"],"rarity":"common","slug":"feat-1840"},{"skill_mod":{},"summary":"You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1841","weakness":{},"name":"Forcible Energy","trait":["Manipulate","Metamagic","Wizard","Spellshape"],"actions_number":2,"id":"feat-1841","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Forcible Energy Single Action Source Advanced Player's Guide pg. 143 --- You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals acid, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Forcible Energy"],"rarity":"common","slug":"feat-1841"},{"remaster_name":["Second Thoughts"],"skill_mod":{},"summary":"When your target proves resilient to your magical deceptions, you can try them again on someone else.","primary_source":"Advanced Player's Guide","trait_group":["School","Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1842","weakness":{},"school":"enchantment","name":"Second Chance Spell","trait":["Enchantment","Wizard"],"id":"feat-1842","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Second Chance Spell Source Advanced Player's Guide pg. 143 --- When your target proves resilient to your magical deceptions, you can try them again on someone else. When you cast an enchantment spell that targets one creature and that creature critically succeeds at its Will save, you can Cast the Spell again before the end of your next turn on a different creature without expending an additional spell slot. The second casting doesn't grant you any benefits that you would normally gain for Casting a Spell from a spell slot.","category":"feat","pfs":"Standard","feat":["Second Chance Spell"],"rarity":"common","slug":"feat-1842"},{"skill_mod":{},"summary":"You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them in advance.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1843","weakness":{},"name":"Spell Mastery","trait":["Wizard"],"id":"feat-1843","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Spell Mastery Source Advanced Player's Guide pg. 143 --- You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them in advance. Select any four spells of 9th level or lower that you have access to; each spell you select must be of a different level. These spells are automatically prepared when you make your daily preparations, and they have their own spell slots. You can select a different array of spells by spending 1 week of downtime retraining your mastered spells. Paragons of Promise Source Pathfinder #150: Broken Promises pg. 75 The citizens of Promise represent some of the most capable experts, greatest minds, and powerful warriors on Golarion—ideal teachers and trainers for PCs who want to maximize their own potential. If the PCs secure Visitor’s Pins or an alliance with Mengkare, their access to Promise’s trainers and records unlock all of the following uncommon class feats. Related Feats : Apex Companion, Aura of Unbreakable Virtue, Bloodline Metamorphosis, Efficient Alchemy (Paragon), Emblazon Divinity, Enduring Debilitation, Golden Body, Song of the Fallen, Superior Sight, Ultimate Flexibility, Unstoppable Juggernaut","category":"feat","pfs":"Standard","feat":["Spell Mastery"],"rarity":"common","slug":"feat-1843"},{"skill_mod":{},"summary":"You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence 14","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1844","weakness":{},"archetype":["Investigator"],"name":"Investigator Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-1844","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Investigator Dedication Source Advanced Player's Guide pg. 151 Archetype Investigator Prerequisites Intelligence 14 --- You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC. Special You can't select another dedication feat until you have gained two other feats from the investigator archetype. Investigator Dedication leads to... Basic Deduction, Investigator's Stratagem, Keen Recollection, Master Spotter (Investigator), Skill Mastery (Investigator)","category":"feat","pfs":"Standard","feat":["Investigator Dedication"],"rarity":"common","slug":"feat-1844"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level investigator feat of your choice.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Investigator Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1845","weakness":{},"archetype":["Investigator"],"name":"Basic Deduction","trait":["Archetype"],"id":"feat-1845","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Deduction Source Advanced Player's Guide pg. 151 Archetype Investigator Prerequisites Investigator Dedication --- You gain a 1st- or 2nd-level investigator feat of your choice. Basic Deduction leads to... Advanced Deduction","category":"feat","pfs":"Standard","feat":["Basic Deduction"],"rarity":"common","slug":"feat-1845"},{"skill_mod":{},"summary":"You play out battles in your head, allowing you to strike when the time is right.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Investigator Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1846","weakness":{},"archetype":["Investigator"],"name":"Investigator's Stratagem","trait":["Archetype"],"id":"feat-1846","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Investigator's Stratagem Source Advanced Player's Guide pg. 151 Archetype Investigator Prerequisites Investigator Dedication --- You play out battles in your head, allowing you to strike when the time is right. You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat.\n","category":"feat","pfs":"Standard","feat":["Investigator's Stratagem"],"rarity":"common","slug":"feat-1846"},{"skill_mod":{},"summary":"You gain one investigator feat.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Deduction","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1847","weakness":{},"archetype":["Investigator"],"name":"Advanced Deduction","trait":["Archetype"],"id":"feat-1847","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Deduction Source Advanced Player's Guide pg. 151 Archetype Investigator Prerequisites Basic Deduction --- You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level. Special You can select this feat more than once. Each time, you gain another investigator feat.","category":"feat","pfs":"Standard","feat":["Advanced Deduction"],"rarity":"common","slug":"feat-1847"},{"skill_mod":{},"summary":"You can recall all sorts of information.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Investigator Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1848","weakness":{},"archetype":["Investigator"],"name":"Keen Recollection","trait":["Archetype"],"id":"feat-1848","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Keen Recollection Source Advanced Player's Guide pg. 151 Archetype Investigator Prerequisites Investigator Dedication --- You can recall all sorts of information. You gain the keen recollection class feature.","category":"feat","pfs":"Standard","feat":["Keen Recollection"],"rarity":"common","slug":"feat-1848"},{"remaster_name":["Skill Mastery"],"skill_mod":{},"summary":"Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Investigator Dedication; trained in at least one skill and expert in at least one skill","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1849","weakness":{},"archetype":["Investigator"],"name":"Skill Mastery (Investigator)","trait":["Archetype"],"id":"feat-1849","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Skill Mastery (Investigator) Source Advanced Player's Guide pg. 151 Archetype Investigator Prerequisites Investigator Dedication; trained in at least one skill and expert in at least one skill --- Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. Special You can select this feat up to five times.","category":"feat","pfs":"Standard","feat":["Skill Mastery (Investigator)"],"rarity":"common","slug":"feat-1849"},{"remaster_name":["Master Spotter"],"skill_mod":{},"summary":"Your proficiency rank in Perception increases to master.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Investigator Dedication; expert in Perception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1850","weakness":{},"archetype":["Investigator"],"name":"Master Spotter (Investigator)","trait":["Archetype"],"id":"feat-1850","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Master Spotter (Investigator) Source Advanced Player's Guide pg. 151 Archetype Investigator Prerequisites Investigator Dedication; expert in Perception --- Your proficiency rank in Perception increases to master.","category":"feat","pfs":"Standard","feat":["Master Spotter (Investigator)"],"rarity":"common","slug":"feat-1850"},{"skill_mod":{},"summary":"Choose an oracle mystery.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma 14","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1851","weakness":{},"archetype":["Oracle"],"name":"Oracle Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-1851","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Oracle Dedication Source Advanced Player's Guide pg. 152 Archetype Oracle Prerequisites Charisma 14 --- Choose a mystery. You become trained in Religion and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. Special You can't select another dedication feat until you have gained two other feats from the oracle archetype. Oracle Dedication leads to... Basic Mysteries, Basic Oracle Spellcasting, First Revelation","category":"feat","pfs":"Standard","feat":["Oracle Dedication"],"rarity":"common","slug":"feat-1851"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level oracle feat of your choice.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Oracle Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1852","weakness":{},"archetype":["Oracle"],"name":"Basic Mysteries","trait":["Archetype"],"id":"feat-1852","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Mysteries Source Advanced Player's Guide pg. 152 Archetype Oracle Prerequisites Oracle Dedication --- You gain a 1st- or 2nd-level oracle feat of your choice. Basic Mysteries leads to... Advanced Mysteries","category":"feat","pfs":"Standard","feat":["Basic Mysteries"],"rarity":"common","slug":"feat-1852"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Oracle Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1853","weakness":{},"archetype":["Oracle"],"name":"Basic Oracle Spellcasting","trait":["Archetype"],"id":"feat-1853","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Oracle Spellcasting Source Advanced Player's Guide pg. 152 Archetype Oracle Prerequisites Oracle Dedication --- You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level. Basic Oracle Spellcasting leads to... Expert Oracle Spellcasting, Mysterious Breadth","category":"feat","pfs":"Standard","feat":["Basic Oracle Spellcasting"],"rarity":"common","slug":"feat-1853"},{"skill_mod":{},"summary":"You gain your mystery's initial revelation spell.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Oracle Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1854","weakness":{},"archetype":["Oracle"],"name":"First Revelation","trait":["Archetype"],"id":"feat-1854","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > First Revelation Source Advanced Player's Guide pg. 152 Archetype Oracle Prerequisites Oracle Dedication --- You gain your mystery's initial revelation spell. Casting this spell progresses your curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate curse effect, you become flat-footed in addition to the effects of the minor curse. If you don't have one, you gain a focus pool of 1 Focus Point. You can Refocus by reconciling the conflicting nature of your mystery, which also reduces your curse to minor.","category":"feat","pfs":"Standard","feat":["First Revelation"],"rarity":"common","slug":"feat-1854"},{"skill_mod":{},"summary":"You gain one oracle feat.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Mysteries","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1855","weakness":{},"archetype":["Oracle"],"name":"Advanced Mysteries","trait":["Archetype"],"id":"feat-1855","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Mysteries Source Advanced Player's Guide pg. 152 Archetype Oracle Prerequisites Basic Mysteries --- You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level. Special You can select this feat more than once. Each time, you gain another oracle feat.","category":"feat","pfs":"Standard","feat":["Advanced Mysteries"],"rarity":"common","slug":"feat-1855"},{"skill_mod":{},"summary":"Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Oracle Spellcasting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1856","weakness":{},"archetype":["Oracle"],"name":"Mysterious Breadth","trait":["Archetype"],"id":"feat-1856","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mysterious Breadth Source Advanced Player's Guide pg. 152 Archetype Oracle Prerequisites Basic Oracle Spellcasting --- Your repertoire expands, and you can cast more divine spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest oracle spell slots.","category":"feat","pfs":"Standard","feat":["Mysterious Breadth"],"rarity":"common","slug":"feat-1856"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Oracle Spellcasting; Master in Religion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1857","weakness":{},"archetype":["Oracle"],"skill":["Religion","Religion"],"name":"Expert Oracle Spellcasting","trait":["Archetype"],"id":"feat-1857","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Oracle Spellcasting Source Advanced Player's Guide pg. 152 Archetype Oracle Prerequisites Basic Oracle Spellcasting; Master in Religion --- You gain the expert spellcasting benefits. Expert Oracle Spellcasting leads to... Master Oracle Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Oracle Spellcasting"],"rarity":"common","slug":"feat-1857"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Oracle Spellcasting; Legendary in Religion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1858","weakness":{},"archetype":["Oracle"],"skill":["Religion","Religion"],"name":"Master Oracle Spellcasting","trait":["Archetype"],"id":"feat-1858","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Oracle Spellcasting Source Advanced Player's Guide pg. 152 Archetype Oracle Prerequisites Expert Oracle Spellcasting; Legendary in Religion --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Oracle Spellcasting"],"rarity":"common","slug":"feat-1858"},{"skill_mod":{},"summary":"Choose a swashbuckler style.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma 14; Dexterity 14","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1859","weakness":{},"archetype":["Swashbuckler"],"name":"Swashbuckler Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-1859","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Swashbuckler Dedication Source Advanced Player's Guide pg. 153 Archetype Swashbuckler Prerequisites Charisma 14; Dexterity 14 --- Choose a swashbuckler style. You gain the panache class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style. Special You can't select another dedication feat until you have gained two other feats from the swashbuckler archetype. Swashbuckler Dedication leads to... Basic Flair, Evasiveness (Swashbuckler), Finishing Precision, Swashbuckler's Riposte, Swashbuckler's Speed","category":"feat","pfs":"Standard","feat":["Swashbuckler Dedication"],"rarity":"common","slug":"feat-1859"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level swashbuckler feat of your choice.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Swashbuckler Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1860","weakness":{},"archetype":["Swashbuckler"],"name":"Basic Flair","trait":["Archetype"],"id":"feat-1860","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Flair Source Advanced Player's Guide pg. 153 Archetype Swashbuckler Prerequisites Swashbuckler Dedication --- You gain a 1st- or 2nd-level swashbuckler feat of your choice. Basic Flair leads to... Advanced Flair","category":"feat","pfs":"Standard","feat":["Basic Flair"],"rarity":"common","slug":"feat-1860"},{"skill_mod":{},"summary":"You've learned how to land daring blows when you have panache.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Swashbuckler Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1861","weakness":{},"archetype":["Swashbuckler"],"name":"Finishing Precision","trait":["Archetype"],"id":"feat-1861","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Finishing Precision Source Advanced Player's Guide pg. 153 Archetype Swashbuckler Prerequisites Swashbuckler Dedication --- You've learned how to land daring blows when you have panache. You gain the precise strike class feature but you deal 1 additional damage on a hit and 1d6 damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action. Basic Finisher Single Action (Finisher, Swashbuckler) You make a graceful, deadly attack. Make a Strike; if you hit and your weapon qualifies for precise strike, you deal the full 1d6 damage from precise strike.","category":"feat","pfs":"Standard","feat":["Finishing Precision"],"rarity":"common","slug":"feat-1861"},{"skill_mod":{},"summary":"You gain one swashbuckler feat.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Flair","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1862","weakness":{},"archetype":["Swashbuckler"],"name":"Advanced Flair","trait":["Archetype"],"id":"feat-1862","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Flair Source Advanced Player's Guide pg. 153 Archetype Swashbuckler Prerequisites Basic Flair --- You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another swashbuckler feat.","category":"feat","pfs":"Standard","feat":["Advanced Flair"],"rarity":"common","slug":"feat-1862"},{"skill_mod":{},"summary":"You've learned to riposte against ill-conceived attacks.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Swashbuckler Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1863","weakness":{},"archetype":["Swashbuckler"],"name":"Swashbuckler's Riposte","trait":["Archetype"],"id":"feat-1863","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Swashbuckler's Riposte Source Advanced Player's Guide pg. 153 Archetype Swashbuckler Prerequisites Swashbuckler Dedication --- You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte reaction.\n","category":"feat","pfs":"Standard","feat":["Swashbuckler's Riposte"],"rarity":"common","slug":"feat-1863"},{"skill_mod":{},"summary":"You move faster, with or without panache.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Swashbuckler Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1864","weakness":{},"archetype":["Swashbuckler"],"name":"Swashbuckler's Speed","trait":["Archetype"],"id":"feat-1864","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Swashbuckler's Speed Source Advanced Player's Guide pg. 153 Archetype Swashbuckler Prerequisites Swashbuckler Dedication --- You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache.","category":"feat","pfs":"Standard","feat":["Swashbuckler's Speed"],"rarity":"common","slug":"feat-1864"},{"remaster_name":["Evasiveness"],"skill_mod":{},"summary":"Your proficiency rank for Reflex saves increases to master.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Swashbuckler Dedication; expert in Reflex saves","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1865","weakness":{},"archetype":["Swashbuckler"],"name":"Evasiveness (Swashbuckler)","trait":["Archetype"],"id":"feat-1865","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Evasiveness (Swashbuckler) Source Advanced Player's Guide pg. 153 Archetype Swashbuckler Prerequisites Swashbuckler Dedication; expert in Reflex saves --- Your proficiency rank for Reflex saves increases to master.","category":"feat","pfs":"Standard","feat":["Evasiveness (Swashbuckler)"],"rarity":"common","slug":"feat-1865"},{"skill_mod":{},"summary":"You cast spells like a witch.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence 14","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1866","weakness":{},"archetype":["Witch"],"name":"Witch Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-1866","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Witch Dedication Source Advanced Player's Guide pg. 154 Archetype Witch Prerequisites Intelligence 14 --- You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice. Special You can't select another dedication feat until you have gained two other feats from the witch archetype. Witch Dedication leads to... Basic Witch Spellcasting, Basic Witchcraft","category":"feat","pfs":"Standard","feat":["Witch Dedication"],"rarity":"common","slug":"feat-1866"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Witch Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1867","weakness":{},"archetype":["Witch"],"name":"Basic Witch Spellcasting","trait":["Archetype"],"id":"feat-1867","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Witch Spellcasting Source Advanced Player's Guide pg. 154 Archetype Witch Prerequisites Witch Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar. Basic Witch Spellcasting leads to... Expert Witch Spellcasting, Patron's Breadth","category":"feat","pfs":"Standard","feat":["Basic Witch Spellcasting"],"rarity":"common","slug":"feat-1867"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level witch feat of your choice.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Witch Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1868","weakness":{},"archetype":["Witch"],"name":"Basic Witchcraft","trait":["Archetype"],"id":"feat-1868","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Witchcraft Source Advanced Player's Guide pg. 154 Archetype Witch Prerequisites Witch Dedication --- You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal. Basic Witchcraft leads to... Advanced Witchcraft","category":"feat","pfs":"Standard","feat":["Basic Witchcraft"],"rarity":"common","slug":"feat-1868"},{"skill_mod":{},"summary":"You gain one witch feat.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Witchcraft","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1869","weakness":{},"archetype":["Witch"],"name":"Advanced Witchcraft","trait":["Archetype"],"id":"feat-1869","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Witchcraft Source Advanced Player's Guide pg. 154 Archetype Witch Prerequisites Basic Witchcraft --- You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another witch feat.","category":"feat","pfs":"Standard","feat":["Advanced Witchcraft"],"rarity":"common","slug":"feat-1869"},{"skill_mod":{},"summary":"You can cast more spells each day.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Witch Spellcasting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1870","weakness":{},"archetype":["Witch"],"name":"Patron's Breadth","trait":["Archetype"],"id":"feat-1870","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Patron's Breadth Source Advanced Player's Guide pg. 154 Archetype Witch Prerequisites Basic Witch Spellcasting --- You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell level other than your two highest witch spell slots.","category":"feat","pfs":"Standard","feat":["Patron's Breadth"],"rarity":"common","slug":"feat-1870"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Witch Spellcasting; master in the skill associated with your patron's tradition","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1871","weakness":{},"archetype":["Witch"],"name":"Expert Witch Spellcasting","trait":["Archetype"],"id":"feat-1871","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Witch Spellcasting Source Advanced Player's Guide pg. 154 Archetype Witch Prerequisites Basic Witch Spellcasting; master in the skill associated with your patron's tradition --- You gain the expert spellcasting benefits. Expert Witch Spellcasting leads to... Master Witch Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Witch Spellcasting"],"rarity":"common","slug":"feat-1871"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Witch Spellcasting; legendary in the skill associated with your patron's tradition","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1872","weakness":{},"archetype":["Witch"],"name":"Master Witch Spellcasting","trait":["Archetype"],"id":"feat-1872","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Witch Spellcasting Source Advanced Player's Guide pg. 154 Archetype Witch Prerequisites Expert Witch Spellcasting; legendary in the skill associated with your patron's tradition --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Witch Spellcasting"],"rarity":"common","slug":"feat-1872"},{"skill_mod":{},"summary":"You become an expert in Acrobatics.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1873","weakness":{},"archetype":["Acrobat"],"skill":["Acrobatics","Acrobatics"],"name":"Acrobat Dedication","trait":["Archetype","Dedication"],"id":"feat-1873","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Acrobat Dedication Source Advanced Player's Guide pg. 155 Archetype Acrobat Prerequisites Trained in Acrobatics --- You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain. Special You can't select another dedication feat until you have gained two other feats from the acrobat archetype. Acrobat Dedication leads to... Contortionist, Dodge Away, Graceful Leaper, Mockingbird's Disarm, Quick Spring, Show-Off, Tumbling Opportunist, Tumbling Strike","category":"feat","pfs":"Standard","feat":["Acrobat Dedication"],"rarity":"common","slug":"feat-1873"},{"skill_mod":{},"summary":"You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Acrobat Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1874","weakness":{},"archetype":["Acrobat"],"name":"Contortionist","trait":["Archetype"],"id":"feat-1874","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Contortionist Source Advanced Player's Guide pg. 155 Archetype Acrobat Prerequisites Acrobat Dedication --- You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you're a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is flat-footed against the next attack you make against it before the end of your next turn.","category":"feat","pfs":"Standard","feat":["Contortionist"],"rarity":"common","slug":"feat-1874"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1875","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dodge Away Reaction Source Advanced Player's Guide pg. 155 Archetype Acrobat Prerequisites Acrobat Dedication Trigger You are the target of a melee attack. Requirements You're aware of the attack and aren't flat-footed. --- You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you're a master in Acrobatics, you can move 10 feet on this Step instead of 5 feet.","feat":["Dodge Away"],"skill_mod":{},"summary":"You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":6,"prerequisite":"Acrobat Dedication","source_category":["Rulebooks"],"requirement":"You're aware of the attack and aren't flat-footed .","trigger":"You are the target of a melee attack.","resistance":{},"url":"/Feats.aspx?ID=1875","archetype":["Acrobat"],"name":"Dodge Away","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1875"},{"skill_mod":{},"summary":"Mass and muscle are meaningless when you leap; only grace and balance matter.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Acrobat Dedication; Master in Acrobatics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1876","weakness":{},"archetype":["Acrobat"],"skill":["Acrobatics","Acrobatics"],"name":"Graceful Leaper","trait":["Archetype","Skill"],"id":"feat-1876","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Graceful Leaper Source Advanced Player's Guide pg. 155 Archetype Acrobat Prerequisites Acrobat Dedication; Master in Acrobatics --- Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.","category":"feat","pfs":"Standard","feat":["Graceful Leaper"],"rarity":"common","slug":"feat-1876"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish","Move"],"id":"feat-1877","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Tumbling Strike Single Action Source Advanced Player's Guide pg. 155 Archetype Acrobat Prerequisites Acrobat Dedication Requirements You are adjacent to an enemy. --- Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you. Critical Success You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is flat-footed against that Strike. Success As critical success, but the enemy isn't flat-footed against the Strike. Failure You remain in your original space but can still Strike. Critical Failure No effect.","feat":["Tumbling Strike"],"skill_mod":{},"summary":"Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Acrobat Dedication","source_category":["Rulebooks"],"requirement":"You are adjacent to an enemy.","resistance":{},"url":"/Feats.aspx?ID=1877","archetype":["Acrobat"],"name":"Tumbling Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1877"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype","Attack"],"id":"feat-1878","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tumbling Opportunist Free Action Source Advanced Player's Guide pg. 155 Archetype Acrobat Frequency once per minute Prerequisites Acrobat Dedication Requirements Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy's space. --- You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.","feat":["Tumbling Opportunist"],"skill_mod":{},"summary":"You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Acrobat Dedication","source_category":["Rulebooks"],"requirement":"Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy's space.","resistance":{},"url":"/Feats.aspx?ID=1878","archetype":["Acrobat"],"name":"Tumbling Opportunist","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1878"},{"skill_mod":{},"summary":"You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in Perception; Trained in Society; Trained in Thievery","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1879","weakness":{},"archetype":["Archaeologist"],"skill":["Society","Thievery","Society","Thievery"],"name":"Archaeologist Dedication","trait":["Archetype","Dedication"],"id":"feat-1879","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Archaeologist Dedication Source Advanced Player's Guide pg. 156 Archetype Archaeologist Prerequisites trained in Perception; Trained in Society; Trained in Thievery --- You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures. Special You can't select another dedication feat until you have gained two other feats from the archaeologist archetype. Archaeologist Dedication leads to... Archaeologist's Luck, Greater Magical Scholastics, Magical Scholastics, Scholastic Identification, Settlement Scholastics, We're on the List","category":"feat","pfs":"Standard","feat":["Archaeologist Dedication"],"rarity":"common","slug":"feat-1879"},{"skill_mod":{},"summary":"While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Archaeologist Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1880","weakness":{},"archetype":["Archaeologist"],"name":"Magical Scholastics","trait":["Archetype"],"id":"feat-1880","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Magical Scholastics Source Advanced Player's Guide pg. 156 Archetype Archaeologist Prerequisites Archaeologist Dedication --- While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain detect magic , guidance , and read aura as occult innate cantrips. Magical Scholastics leads to... Greater Magical Scholastics","category":"feat","pfs":"Standard","feat":["Magical Scholastics"],"rarity":"common","slug":"feat-1880"},{"skill_mod":{},"summary":"Your studies open up new horizons.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Archaeologist Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1881","weakness":{},"archetype":["Archaeologist"],"name":"Settlement Scholastics","trait":["Archetype","Skill"],"id":"feat-1881","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Settlement Scholastics Source Advanced Player's Guide pg. 156 Archetype Archaeologist Prerequisites Archaeologist Dedication --- Your studies open up new horizons. You become an expert in a Lore skill about a specific settlement; if you were already trained in that Lore skill, you also become trained in the Lore skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language. Special You can take this feat multiple times. When you take this feat again, choose a different settlement.","category":"feat","pfs":"Standard","feat":["Settlement Scholastics"],"rarity":"common","slug":"feat-1881"},{"skill_mod":{},"summary":"You have the knowledge needed to understand ancient texts and cultural artifacts.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Archaeologist Dedication; Master in Society","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1882","weakness":{},"archetype":["Archaeologist"],"skill":["Society","Society"],"name":"Scholastic Identification","trait":["Archetype","Skill"],"id":"feat-1882","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Scholastic Identification Source Advanced Player's Guide pg. 156 Archetype Archaeologist Prerequisites Archaeologist Dedication; Master in Society --- You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance.","category":"feat","pfs":"Standard","feat":["Scholastic Identification"],"rarity":"common","slug":"feat-1882"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Fortune"],"id":"feat-1883","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Archaeologist's Luck Source Advanced Player's Guide pg. 156 Archetype Archaeologist Frequency once per hour Prerequisites Archaeologist Dedication Trigger You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects. --- You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.","feat":["Archaeologist's Luck"],"skill_mod":{},"summary":"You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Archaeologist Dedication","source_category":["Rulebooks"],"trigger":"You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.","resistance":{},"url":"/Feats.aspx?ID=1883","archetype":["Archaeologist"],"name":"Archaeologist's Luck","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-1883"},{"skill_mod":{},"summary":"You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Archaeologist Dedication; Magical Scholastics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1884","weakness":{},"archetype":["Archaeologist"],"name":"Greater Magical Scholastics","trait":["Archetype"],"id":"feat-1884","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Greater Magical Scholastics Source Advanced Player's Guide pg. 156 Archetype Archaeologist Prerequisites Archaeologist Dedication; Magical Scholastics --- You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast augury , locate , and nondetection as occult innate spells, each once per day. You can cast this nondetection spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics.","category":"feat","pfs":"Standard","feat":["Greater Magical Scholastics"],"rarity":"common","slug":"feat-1884"},{"skill_mod":{},"summary":"You become trained in all simple and martial weapons in the bow weapon group.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1885","weakness":{},"archetype":["Archer"],"name":"Archer Dedication","trait":["Archetype","Dedication"],"id":"feat-1885","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Archer Dedication Source Advanced Player's Guide pg. 157 Archetype Archer --- You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow. Special You can't select another dedication feat until you have gained two other feats from the archer archetype. Archer Dedication leads to... Advanced Bow Training, Archer's Aim, Crossbow Terror, Quick Shot, Staggering Fire","category":"feat","pfs":"Standard","feat":["Archer Dedication"],"rarity":"common","slug":"feat-1885"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Open"],"id":"feat-1886","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Shot Single Action Source Advanced Player's Guide pg. 157 Archetype Archer Prerequisites Archer Dedication --- You draw your bow and attack with the same action. You Interact to draw a weapon from the bow weapon group that is loaded or has reload 0, then Strike with that weapon.","feat":["Quick Shot"],"skill_mod":{},"summary":"You draw your bow and attack with the same action.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1886","archetype":["Archer"],"name":"Quick Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1886"},{"skill_mod":{},"summary":"Through constant practice and the crucible of experience, you increase your skill with advanced bows.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Archer Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1887","weakness":{},"archetype":["Archer"],"name":"Advanced Bow Training","trait":["Archetype"],"id":"feat-1887","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Bow Training Source Advanced Player's Guide pg. 157 Archetype Archer Prerequisites Archer Dedication --- Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with all advanced bows as if they were martial weapons in the bow weapon group.","category":"feat","pfs":"Standard","feat":["Advanced Bow Training"],"rarity":"common","slug":"feat-1887"},{"skill_mod":{},"summary":"You are a dynamo with the crossbow.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Archer Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1888","weakness":{},"archetype":["Archer"],"name":"Crossbow Terror","trait":["Archetype"],"id":"feat-1888","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Crossbow Terror Source Advanced Player's Guide pg. 157 Archetype Archer Prerequisites Archer Dedication --- You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat Crossbow Ace).","category":"feat","pfs":"Standard","feat":["Crossbow Terror"],"rarity":"common","slug":"feat-1888"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-1889","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Archer's Aim Two Actions Source Advanced Player's Guide pg. 157 Archetype Archer Prerequisites Archer Dedication --- You slow down, focus, and take a careful shot. Make a ranged Strike with a weapon in the bow weapon group. You gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5.","feat":["Archer's Aim"],"skill_mod":{},"summary":"You slow down, focus, and take a careful shot.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1889","archetype":["Archer"],"name":"Archer's Aim","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1889"},{"skill_mod":{},"summary":"You've trained to assassinate your foes, and you do so with tenacity and precision.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Alchemical Crafting; Trained in Crafting; Trained in Deception; Trained in Stealth","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1890","weakness":{},"archetype":["Assassin"],"skill":["Crafting","Deception","Stealth","Crafting","Deception","Stealth"],"name":"Assassin Dedication","trait":["Archetype","Dedication"],"id":"feat-1890","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Assassin Dedication Source Advanced Player's Guide pg. 158 Archetype Assassin Prerequisites Alchemical Crafting; Trained in Crafting; Trained in Deception; Trained in Stealth --- You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity. Activate Three Actions Mark for Death; Requirements You can see and hear the creature you intend to mark; Effect You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark and on Deception checks to Feint against your mark. Your agile and finesse weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6. Special You can't select another dedication feat until you've gained two other feats from the assassin archetype. Assassin Dedication leads to... Angel of Death, Angel of Vindication, Assassinate, Eclipsed Vitality, Expert Backstabber, Public Execution, Surprise Attack","category":"feat","pfs":"Standard","feat":["Assassin Dedication"],"rarity":"common","slug":"feat-1890"},{"skill_mod":{},"summary":"When you Strike a flat-footed foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Assassin Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1891","weakness":{},"archetype":["Assassin"],"name":"Expert Backstabber","trait":["Archetype"],"id":"feat-1891","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Expert Backstabber Source Advanced Player's Guide pg. 158 Archetype Assassin Prerequisites Assassin Dedication --- When you Strike a flat-footed foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2.","category":"feat","pfs":"Standard","feat":["Expert Backstabber"],"rarity":"common","slug":"feat-1891"},{"skill_mod":{},"summary":"You act before foes can react.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Assassin Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1892","weakness":{},"archetype":["Assassin"],"name":"Surprise Attack","trait":["Archetype"],"id":"feat-1892","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Surprise Attack Source Advanced Player's Guide pg. 158 Archetype Assassin Prerequisites Assassin Dedication --- You act before foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.","category":"feat","pfs":"Standard","feat":["Surprise Attack"],"rarity":"common","slug":"feat-1892"},{"skill_mod":{},"summary":"All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Assassin Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1893","weakness":{},"archetype":["Assassin"],"name":"Angel of Death","trait":["Archetype"],"id":"feat-1893","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Angel of Death Source Advanced Player's Guide pg. 158 Archetype Assassin Prerequisites Assassin Dedication --- All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity.","category":"feat","pfs":"Standard","feat":["Angel of Death"],"rarity":"common","slug":"feat-1893"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1894","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Assassinate Two Actions Source Advanced Player's Guide pg. 158 Archetype Assassin Prerequisites Assassin Dedication Requirements You have designated a mark using Mark for Assassination and are completely unnoticed by your mark. --- You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes 6d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the mark critically fails, they die. This is an incapacitation effect. The creature then becomes temporarily immune to your Assassinate for 1 day.","feat":["Assassinate"],"skill_mod":{},"summary":"You strike with one swift movement, trying to instantly slay your mark.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":12,"prerequisite":"Assassin Dedication","source_category":["Rulebooks"],"requirement":"You have designated a mark using Mark for Assassination and are completely unnoticed by your mark.","resistance":{},"url":"/Feats.aspx?ID=1894","archetype":["Assassin"],"name":"Assassinate","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1894"},{"skill_mod":{},"summary":"You are particularly skilled at using a shield in combat.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Shield Block","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1895","weakness":{},"archetype":["Bastion"],"name":"Bastion Dedication","trait":["Archetype","Dedication"],"id":"feat-1895","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bastion Dedication Source Advanced Player's Guide pg. 159 Archetype Bastion Prerequisites Shield Block --- You are particularly skilled at using a shield in combat. You gain the Reactive Shield fighter feat. This fulfills any prerequisite requiring Reactive Shield as normal. Special You can't select another dedication feat until you have gained two other feats from the bastion archetype. Bastion Dedication leads to... Destructive Block, Disarming Block, Drive Back, Nimble Shield Hand, Shield Salvation","category":"feat","pfs":"Standard","feat":["Bastion Dedication"],"rarity":"common","slug":"feat-1895"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype"],"id":"feat-1896","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Disarming Block Free Action Source Advanced Player's Guide pg. 159 Archetype Bastion Prerequisites Bastion Dedication; Trained in Athletics Trigger You Shield Block a melee Strike made with a held weapon. --- You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.","feat":["Disarming Block"],"skill_mod":{},"summary":"You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":4,"prerequisite":"Bastion Dedication; Trained in Athletics","source_category":["Rulebooks"],"trigger":"You Shield Block a melee Strike made with a held weapon.","resistance":{},"url":"/Feats.aspx?ID=1896","archetype":["Bastion"],"name":"Disarming Block","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1896"},{"skill_mod":{},"summary":"You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Bastion Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1897","weakness":{},"archetype":["Bastion"],"name":"Nimble Shield Hand","trait":["Archetype"],"id":"feat-1897","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Nimble Shield Hand Source Advanced Player's Guide pg. 159 Archetype Bastion Prerequisites Bastion Dedication --- You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome.","category":"feat","pfs":"Standard","feat":["Nimble Shield Hand"],"rarity":"common","slug":"feat-1897"},{"skill_mod":{},"summary":"You can protect yourself more effectively, at the expense of your shield.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Bastion Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1898","weakness":{},"archetype":["Bastion"],"name":"Destructive Block","trait":["Archetype"],"id":"feat-1898","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Destructive Block Source Advanced Player's Guide pg. 159 Archetype Bastion Prerequisites Bastion Dedication --- You can protect yourself more effectively, at the expense of your shield. When you Shield Block, you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be broken or destroyed, such as if you're using an indestructible shield .","category":"feat","pfs":"Standard","feat":["Destructive Block"],"rarity":"common","slug":"feat-1898"},{"skill_mod":{},"summary":"You can save your shield from total destruction, even after a devastating attack.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Bastion Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1899","weakness":{},"archetype":["Bastion"],"name":"Shield Salvation","trait":["Archetype"],"id":"feat-1899","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shield Salvation Source Advanced Player's Guide pg. 159 Archetypes Bastion, Bastion (Level 12) Prerequisites Bastion Dedication --- You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations.","category":"feat","pfs":"Standard","feat":["Shield Salvation"],"rarity":"common","slug":"feat-1899"},{"skill_mod":{},"summary":"You gain the service of a young animal companion that travels with you and obeys your commands.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1900","weakness":{},"archetype":["Beastmaster"],"skill":["Nature","Nature"],"name":"Beastmaster Dedication","trait":["Archetype","Dedication"],"id":"feat-1900","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Beastmaster Dedication Source Advanced Player's Guide pg. 160 Archetype Beastmaster Prerequisites Trained in Nature --- You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear here. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action. Certain beastmaster feats give you primal focus spells. The rules for focus spells appear here. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion. Special You can't select another dedication feat until you have gained two other feats from the beastmaster archetype. Beastmaster Dedication leads to... Additional Companion, Beastmaster Bond, Beastmaster's Call, Beastmaster's Trance, Bestial Protection, Billowing Wings, Ferocious Charge, Heal Animal, Heightened Instincts, Mature Beastmaster Companion, Nature's Precision, Pack Movement, Running Kick, Sinking Jaws, Spirit of the Beast, Sweeping Tail, Tenacious Endurance, Vicious Rend","category":"feat","pfs":"Standard","feat":["Beastmaster Dedication"],"rarity":"common","slug":"feat-1900"},{"skill_mod":{},"summary":"Another animal joins you in your travels.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1901","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Additional Companion","trait":["Archetype"],"id":"feat-1901","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Additional Companion Source Advanced Player's Guide pg. 160 Archetypes Beastmaster, Undead Master (Level 4) Prerequisites Beastmaster Dedication --- Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype).","category":"feat","pfs":"Standard","feat":["Additional Companion"],"rarity":"common","slug":"feat-1901"},{"skill_mod":{},"summary":"You can heal your animal companion's wounds.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1902","weakness":{},"archetype":["Beastmaster"],"name":"Heal Animal","trait":["Archetype"],"id":"feat-1902","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Heal Animal Source Advanced Player's Guide pg. 160 Archetype Beastmaster Prerequisites Beastmaster Dedication --- You can heal your animal companion's wounds. You can cast heal animal as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Heal Animal"],"rarity":"common","slug":"feat-1902"},{"skill_mod":{},"summary":"All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1903","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Mature Beastmaster Companion","trait":["Archetype"],"id":"feat-1903","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mature Beastmaster Companion Source Advanced Player's Guide pg. 160 Archetypes Beastmaster, Undead Master (Level 4) Prerequisites Beastmaster Dedication --- All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to either Stride or Strike. Mature Beastmaster Companion leads to... Incredible Beastmaster Companion, Lead the Pack","category":"feat","pfs":"Standard","feat":["Mature Beastmaster Companion"],"rarity":"common","slug":"feat-1903"},{"skill_mod":{},"summary":"You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1904","weakness":{},"archetype":["Beastmaster"],"name":"Beastmaster's Trance","trait":["Archetype"],"id":"feat-1904","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Beastmaster's Trance Source Advanced Player's Guide pg. 160 Archetype Beastmaster Prerequisites Beastmaster Dedication --- You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance . Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Beastmaster's Trance"],"rarity":"common","slug":"feat-1904"},{"skill_mod":{},"summary":"Your mature animal companions continue to grow and develop.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mature Beastmaster Companion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1905","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Incredible Beastmaster Companion","trait":["Archetype"],"id":"feat-1905","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Beastmaster Companion Source Advanced Player's Guide pg. 160 Archetypes Beastmaster, Undead Master (Level 8) Prerequisites Mature Beastmaster Companion --- Your mature animal companions continue to grow and develop. They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion. Incredible Beastmaster Companion leads to... Specialized Beastmaster Companion","category":"feat","pfs":"Standard","feat":["Incredible Beastmaster Companion"],"rarity":"common","slug":"feat-1905"},{"skill_mod":{},"summary":"You can communicate telepathically with your animal companions within 100 feet.","primary_source":"Advanced Player's Guide","trait_group":["Feat","School","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1906","weakness":{},"archetype":["Beastmaster"],"school":"divination","name":"Beastmaster Bond","trait":["Archetype","Divination","Mental","Primal"],"id":"feat-1906","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Beastmaster Bond Source Advanced Player's Guide pg. 160 Archetype Beastmaster Prerequisites Beastmaster Dedication --- You can communicate telepathically with your animal companions within 100 feet. If you're legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.","category":"feat","pfs":"Standard","feat":["Beastmaster Bond"],"rarity":"common","slug":"feat-1906"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"school":"conjuration","trait":["Archetype","Auditory","Concentrate","Conjuration","Primal"],"id":"feat-1907","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Beastmaster's Call Single Action Source Advanced Player's Guide pg. 161 Archetype Beastmaster Frequency once per turn Prerequisites Beastmaster Dedication; Call Companion --- You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.","feat":["Beastmaster's Call"],"skill_mod":{},"summary":"You quickly call in a primal projection of a non-active companion to provide the companion's support benefit.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Sense","Mechanics","School","Tradition"],"level":12,"prerequisite":"Beastmaster Dedication; Call Companion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1907","archetype":["Beastmaster"],"name":"Beastmaster's Call","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1907"},{"skill_mod":{},"summary":"Your nimble and savage animal companions become cunning enough to become specialized.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Incredible Beastmaster Companion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1908","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Specialized Beastmaster Companion","trait":["Archetype"],"id":"feat-1908","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Specialized Beastmaster Companion Source Advanced Player's Guide pg. 161 Archetypes Beastmaster, Undead Master (Level 14) Prerequisites Incredible Beastmaster Companion --- Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (choose separately). Special You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.","category":"feat","pfs":"Standard","feat":["Specialized Beastmaster Companion"],"rarity":"common","slug":"feat-1908"},{"skill_mod":{},"summary":"You can have up to two animal companions active at once.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Mature Beastmaster Companion; you have multiple animal companions","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1909","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Lead the Pack","trait":["Archetype","Uncommon"],"id":"feat-1909","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Lead the Pack Source Advanced Player's Guide pg. 161 Archetypes Beastmaster, Undead Master (Level 16) Prerequisites Mature Beastmaster Companion; you have multiple animal companions --- You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn. Lead the Pack leads to... Pack Takedown","category":"feat","pfs":"Standard","feat":["Lead the Pack"],"rarity":"uncommon","slug":"feat-1909"},{"skill_mod":{},"summary":"You are touched by a deity and gifted with the ability to alleviate the suffering of others.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1910","weakness":{},"archetype":["Blessed One"],"name":"Blessed One Dedication","trait":["Archetype","Dedication"],"id":"feat-1910","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Blessed One Dedication Source Advanced Player's Guide pg. 162 Archetype Blessed One --- You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. Special You can't select another dedication feat until you have gained two other feats from the blessed one archetype. Blessed One Dedication leads to... Blessed Denial, Blessed Sacrifice, Blessed Spell","category":"feat","pfs":"Standard","feat":["Blessed One Dedication"],"rarity":"common","slug":"feat-1910"},{"skill_mod":{},"summary":"You gain the protector's sacrifice domain spell as a devotion spell.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Blessed One Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1911","weakness":{},"archetype":["Blessed One"],"name":"Blessed Sacrifice","trait":["Archetype"],"id":"feat-1911","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Blessed Sacrifice Source Advanced Player's Guide pg. 162 Archetype Blessed One Prerequisites Blessed One Dedication --- You gain the protector's sacrifice domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Blessed Sacrifice"],"rarity":"common","slug":"feat-1911"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Concentrate","Metamagic","Spellshape"],"id":"feat-1912","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Blessed Spell Single Action Source Advanced Player's Guide pg. 162 Archetype Blessed One Frequency once per 10 minutes Prerequisites Blessed One Dedication; ability to cast spells from spell slots; Mercy --- When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based on the spell's DC and level. This effect is in addition to the normal effects of your spell.","feat":["Blessed Spell"],"skill_mod":{},"summary":"When you focus your magic on an ally, you can remove harmful conditions.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Blessed One Dedication; ability to cast spells from spell slots; Mercy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1912","archetype":["Blessed One"],"name":"Blessed Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1912"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1913","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blessed Denial Reaction Source Advanced Player's Guide pg. 162 Archetype Blessed One Prerequisites Blessed One Dedication Trigger An ally within 30 feet would become frightened, drained, enfeebled, sickened, or stupefied. --- You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.","feat":["Blessed Denial"],"skill_mod":{},"summary":"You exude peace and protection, lessening a harmful condition as it falls upon an ally.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":12,"prerequisite":"Blessed One Dedication","source_category":["Rulebooks"],"trigger":"An ally within 30 feet would become frightened , drained , enfeebled , sickened , or stupefied .","resistance":{},"url":"/Feats.aspx?ID=1913","archetype":["Blessed One"],"name":"Blessed Denial","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1913"},{"skill_mod":{},"summary":"When focused on finding your quarry, you're relentless.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1914","weakness":{},"archetype":["Bounty Hunter"],"skill":["Survival","Survival"],"name":"Bounty Hunter Dedication","trait":["Archetype","Dedication"],"id":"feat-1914","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bounty Hunter Dedication Source Advanced Player's Guide pg. 163 Archetype Bounty Hunter Prerequisites Trained in Survival --- When focused on finding your quarry, you're relentless. You gain the Hunt Prey action. You can use Hunt Prey to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to checks to Gather Information regarding your prey. If you already have Hunt Prey, you become an expert in Survival and gain the circumstance bonus to Gather Information about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above. Special You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype. Bounty Hunter Dedication leads to... Keep Pace, Opportunistic Grapple, Posse, Tools of the Trade","category":"feat","pfs":"Standard","feat":["Bounty Hunter Dedication"],"rarity":"common","slug":"feat-1914"},{"skill_mod":{},"summary":"You're well-versed in weapons that allow you to bring bounties in alive.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Bounty Hunter Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1915","weakness":{},"archetype":["Bounty Hunter"],"name":"Tools of the Trade","trait":["Archetype"],"id":"feat-1915","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tools of the Trade Source Advanced Player's Guide pg. 163 Archetype Bounty Hunter Prerequisites Bounty Hunter Dedication --- You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: bola, sap, and whip. You gain access to bolas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. In addition, you take no penalty when making a nonlethal attack with a weapon without the nonlethal trait.","category":"feat","pfs":"Standard","feat":["Tools of the Trade"],"rarity":"common","slug":"feat-1915"},{"skill_mod":{},"summary":"By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Bounty Hunter Dedication","source_category":["Rulebooks"],"requirement":"You have designated prey with Hunt Prey.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1916","weakness":{},"archetype":["Bounty Hunter"],"name":"Posse","trait":["Archetype","Exploration"],"id":"feat-1916","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Posse Source Advanced Player's Guide pg. 163 Archetype Bounty Hunter Prerequisites Bounty Hunter Dedication Requirements You have designated prey with Hunt Prey. --- By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to Seek your prey, to Track your prey, and to Gather Information about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey. This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM.","category":"feat","pfs":"Standard","feat":["Posse"],"rarity":"common","slug":"feat-1916"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1917","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Keep Pace Reaction Source Advanced Player's Guide pg. 163 Archetype Bounty Hunter Prerequisites Bounty Hunter Dedication Trigger Your prey is within reach and attempts to move away from you. --- Your prey can't escape. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.","feat":["Keep Pace"],"skill_mod":{},"summary":"Your prey can't escape.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":6,"prerequisite":"Bounty Hunter Dedication","source_category":["Rulebooks"],"trigger":"Your prey is within reach and attempts to move away from you.","resistance":{},"url":"/Feats.aspx?ID=1917","archetype":["Bounty Hunter"],"name":"Keep Pace","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1917"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1918","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Opportunistic Grapple Reaction Source Advanced Player's Guide pg. 163 Archetype Bounty Hunter Prerequisites Bounty Hunter Dedication Trigger Your prey critically fails on a melee Strike's attack roll against you. Requirements Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you. --- You attempt an Athletics check to Grapple your prey.","feat":["Opportunistic Grapple"],"skill_mod":{},"summary":"You attempt an Athletics check to Grapple your prey.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":8,"prerequisite":"Bounty Hunter Dedication","source_category":["Rulebooks"],"requirement":"Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you.","trigger":"Your prey critically fails on a melee Strike's attack roll against you.","resistance":{},"url":"/Feats.aspx?ID=1918","archetype":["Bounty Hunter"],"name":"Opportunistic Grapple","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1918"},{"skill_mod":{},"summary":"You gain a young animal companion that serves as your mount.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Nature or Trained in Society","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1919","weakness":{},"archetype":["Cavalier"],"skill":["Nature","Society","Nature","Society"],"name":"Cavalier Dedication","trait":["Archetype","Dedication"],"id":"feat-1919","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Cavalier Dedication Source Advanced Player's Guide pg. 164 Archetype Cavalier Prerequisites Trained in Nature or Trained in Society --- You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size). Special You cannot select another dedication feat until you have gained two other feats from the cavalier archetype. This restriction is waived if you have pledged to the organization associated with the other dedication feat. For example, if you are pledged to a Hellknight order, you could take Hellknight dedication feats without needing to gain other feats from the cavalier archetype first. Cavalier Dedication leads to... Cavalier's Banner, Cavalier's Charge, Defend Mount, Impressive Mount, Legendary Rider, Mounted Shield, Quick Mount, Trampling Charge, Unseat","category":"feat","pfs":"Standard","feat":["Cavalier Dedication"],"rarity":"common","slug":"feat-1919"},{"skill_mod":{},"summary":"You fly the banner of your pledge from your mount, raising your allies' spirits.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","Rarity","Sense"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"requirement":"You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar).","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1920","weakness":{},"archetype":["Cavalier"],"name":"Cavalier's Banner","trait":["Archetype","Emotion","Mental","Uncommon","Visual"],"id":"feat-1920","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cavalier's Banner Source Advanced Player's Guide pg. 164 Archetype Cavalier Prerequisites Cavalier Dedication Requirements You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar). --- You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against fear effects. If your banner is destroyed or removed, allies within 30 feet become frightened 1. Cavalier's Banner leads to... Stalwart Standard, Wave the Flag","category":"feat","pfs":"Standard","feat":["Cavalier's Banner"],"rarity":"uncommon","slug":"feat-1920"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-1921","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cavalier's Charge Two Actions Source Advanced Player's Guide pg. 164 Archetype Cavalier Prerequisites Cavalier Dedication Requirements You are riding your mount. --- You Command an Animal to order your mount to Stride twice. At any point during this movement, you can Strike one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll.","feat":["Cavalier's Charge"],"skill_mod":{},"summary":"You Command an Animal to order your mount to Stride twice.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"requirement":"You are riding your mount.","resistance":{},"url":"/Feats.aspx?ID=1921","archetype":["Cavalier"],"name":"Cavalier's Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1921"},{"skill_mod":{},"summary":"You've trained your mount to become a powerful force on the battlefield.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1922","weakness":{},"archetype":["Cavalier"],"name":"Impressive Mount","trait":["Archetype"],"id":"feat-1922","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Impressive Mount Source Advanced Player's Guide pg. 164 Archetype Cavalier Prerequisites Cavalier Dedication --- You've trained your mount to become a powerful force on the battlefield. The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to Stride or Strike. Impressive Mount leads to... Incredible Mount","category":"feat","pfs":"Standard","feat":["Impressive Mount"],"rarity":"common","slug":"feat-1922"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"trait":["Archetype","Skill"],"id":"feat-1923","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Mount Single Action Source Advanced Player's Guide pg. 164 Archetypes Cavalier, Mammoth Lord (Level 4) Prerequisites Cavalier Dedication; Expert in Nature Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. --- You and your mount can spring into action at a moment's notice. You Mount the creature and Command an Animal to issue it an order of your choice.","feat":["Quick Mount"],"skill_mod":{},"summary":"You and your mount can spring into action at a moment's notice.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":4,"prerequisite":"Cavalier Dedication; Expert in Nature","source_category":["Rulebooks"],"requirement":"You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.","resistance":{},"url":"/Feats.aspx?ID=1923","archetype":["Cavalier","Mammoth Lord"],"name":"Quick Mount","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1923"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1924","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Defend Mount Reaction Source Advanced Player's Guide pg. 164 Archetype Cavalier Prerequisites Cavalier Dedication Trigger An enemy makes an attack roll against your mount while you're riding it. --- You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount.","feat":["Defend Mount"],"skill_mod":{},"summary":"You interpose yourself between an attacker and your mount, defending your mount from harm.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":6,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"trigger":"An enemy makes an attack roll against your mount while you're riding it.","resistance":{},"url":"/Feats.aspx?ID=1924","archetype":["Cavalier"],"name":"Defend Mount","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1924"},{"skill_mod":{},"summary":"You've trained with your shield to defend both yourself and your mount.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1925","weakness":{},"archetype":["Cavalier"],"name":"Mounted Shield","trait":["Archetype"],"id":"feat-1925","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mounted Shield Source Advanced Player's Guide pg. 164 Archetype Cavalier Prerequisites Cavalier Dedication --- You've trained with your shield to defend both yourself and your mount. When you Raise a Shield while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the Shield Block reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.","category":"feat","pfs":"Standard","feat":["Mounted Shield"],"rarity":"common","slug":"feat-1925"},{"skill_mod":{},"summary":"Under your care and training, your mount has realized its innate potential.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Impressive Mount","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1926","weakness":{},"archetype":["Cavalier"],"name":"Incredible Mount","trait":["Archetype"],"id":"feat-1926","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Mount Source Advanced Player's Guide pg. 165 Archetype Cavalier Prerequisites Impressive Mount --- Under your care and training, your mount has realized its innate potential. The mount you gained through the Cavalier Dedication feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. Incredible Mount leads to... Specialized Mount","category":"feat","pfs":"Standard","feat":["Incredible Mount"],"rarity":"common","slug":"feat-1926"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-1927","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Trampling Charge Three Actions Source Advanced Player's Guide pg. 165 Archetypes Cavalier, Mammoth Lord (Level 12) Prerequisites Cavalier Dedication Requirements You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.). --- You urge your mount forward, trampling enemies in your path. You command your mount to Stride up to its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee Strike using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's Athletics DC. On a critical failure, the creature also becomes flat-footed until the end of your next turn. You can damage a given creature only once during this movement.","feat":["Trampling Charge"],"skill_mod":{},"summary":"You urge your mount forward, trampling enemies in your path.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"requirement":"You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).","resistance":{},"url":"/Feats.aspx?ID=1927","archetype":["Cavalier","Mammoth Lord"],"name":"Trampling Charge","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-1927"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1928","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unseat Single Action Source Advanced Player's Guide pg. 165 Archetype Cavalier Prerequisites Cavalier Dedication Requirements You are riding your mount and wielding a jousting weapon. --- You attempt to knock an opponent off their mount. Make a melee Strike against a mounted opponent. If your attack hits, attempt an Athletics check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands prone.","feat":["Unseat"],"skill_mod":{},"summary":"You attempt to knock an opponent off their mount.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":10,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"requirement":"You are riding your mount and wielding a jousting weapon.","resistance":{},"url":"/Feats.aspx?ID=1928","archetype":["Cavalier"],"name":"Unseat","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1928"},{"skill_mod":{},"summary":"You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Incredible Mount","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1929","weakness":{},"archetype":["Cavalier"],"name":"Specialized Mount","trait":["Archetype"],"id":"feat-1929","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Specialized Mount Source Advanced Player's Guide pg. 165 Archetype Cavalier Prerequisites Incredible Mount --- You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice. Special You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations.","category":"feat","pfs":"Standard","feat":["Specialized Mount"],"rarity":"common","slug":"feat-1929"},{"skill_mod":{},"summary":"You and your mount move like one being, effortlessly reading each other's signals.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1930","weakness":{},"archetype":["Cavalier","Mammoth Lord"],"name":"Legendary Rider","trait":["Archetype"],"id":"feat-1930","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Legendary Rider Source Advanced Player's Guide pg. 165 Archetypes Cavalier, Mammoth Lord (Level 20) Prerequisites Cavalier Dedication --- You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action.","category":"feat","pfs":"Standard","feat":["Legendary Rider"],"rarity":"common","slug":"feat-1930"},{"skill_mod":{},"summary":"The more people you have looking at you, the more content you are.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1931","weakness":{},"archetype":["Celebrity"],"name":"Celebrity Dedication","trait":["Archetype","Dedication"],"id":"feat-1931","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Celebrity Dedication Source Advanced Player's Guide pg. 166 Archetype Celebrity --- The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income. Activate Reaction Upstage; Trigger A foe attempts a skill check and doesn't get a critical success; Effect After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction. Critical Success You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn. Success As critical success, except you gain the benefits only if the triggering creature failed their skill check. Special You can't select another dedication feat until you have gained two other feats from the celebrity archetype. Celebrity Dedication leads to... Acknowledge Fan, Big Debut, Command Attention, Feeling Your Oats, Grudging Compliment, Mesmerizing Gaze, Never Tire, Statement Strut","category":"feat","pfs":"Standard","feat":["Celebrity Dedication"],"rarity":"common","slug":"feat-1931"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1932","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Never Tire Reaction Source Advanced Player's Guide pg. 166 Archetype Celebrity Prerequisites Celebrity Dedication Trigger You would gain the fatigued condition. Requirements You are observed by at least three creatures who aren't foes. --- As long as you have an audience, you can continue to perform. Indeed, you must—you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by the required creatures, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the fatigued condition after this ability ends.","feat":["Never Tire"],"skill_mod":{},"summary":"As long as you have an audience, you can continue to perform.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":4,"prerequisite":"Celebrity Dedication","source_category":["Rulebooks"],"requirement":"You are observed by at least three creatures who aren't foes.","trigger":"You would gain the fatigued condition.","resistance":{},"url":"/Feats.aspx?ID=1932","archetype":["Celebrity"],"name":"Never Tire","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1932"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"enchantment","trait":["Archetype","Emotion","Enchantment","Mental","Visual"],"id":"feat-1933","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mesmerizing Gaze Two Actions Source Advanced Player's Guide pg. 166 Archetype Celebrity Prerequisites Celebrity Dedication --- When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be fascinated until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day. When you select this feat, it gains either the arcane or occult trait; once you make this choice, you can't change it. Mesmerizing Gaze leads to... Acknowledge Fan","feat":["Mesmerizing Gaze"],"skill_mod":{},"summary":"When you meet someone's gaze, they are unable to look away.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","School","Sense"],"level":6,"prerequisite":"Celebrity Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1933","archetype":["Celebrity"],"name":"Mesmerizing Gaze","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1933"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"enchantment","trait":["Archetype","Auditory","Emotion","Enchantment","Mental","Visual"],"id":"feat-1934","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Command Attention Single Action Source Advanced Player's Guide pg. 166 Archetype Celebrity Prerequisites Celebrity Dedication --- You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other visual effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a visual effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to Hide even if they don't have cover, as you are continually providing a distraction.","feat":["Command Attention"],"skill_mod":{},"summary":"You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Sense","Mechanics","School"],"level":10,"prerequisite":"Celebrity Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1934","archetype":["Celebrity"],"name":"Command Attention","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1934"},{"skill_mod":{},"summary":"You are a consummate student of dignity, etiquette, and fashion.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1935","weakness":{},"archetype":["Dandy"],"skill":["Diplomacy","Diplomacy"],"name":"Dandy Dedication","trait":["Archetype","Dedication"],"id":"feat-1935","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dandy Dedication Source Advanced Player's Guide pg. 167 Archetype Dandy Prerequisites Trained in Diplomacy --- You are a consummate student of dignity, etiquette, and fashion. You can use the Diplomacy skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis. You become trained in Deception and Society; if you were already trained, you become an expert instead. Special You can't select another Dedication feat until you have gained two other feats from the dandy archetype. Dandy Dedication leads to... Cutting Flattery, Distracting Flattery, Fabricated Connections, Feeling Your Oats, Gossip Lore, Party Crasher, Statement Strut, Tut-Tut","category":"feat","pfs":"Standard","feat":["Dandy Dedication"],"rarity":"common","slug":"feat-1935"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Archetype","Skill"],"id":"feat-1936","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Distracting Flattery Reaction Source Advanced Player's Guide pg. 167 Archetypes Dandy, Venture-Gossip (Level 4) Prerequisites Dandy Dedication; Expert in Deception Trigger You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior. --- You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make a Deception check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes. Success The target's attitude doesn't decrease as a result of your ally's social blunder. Failure The target's attitude decreases, as normal. Critical Failure Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.","feat":["Distracting Flattery"],"skill_mod":{},"summary":"You know how to maintain a good impression and manage your image, even while keeping uncouth company.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":4,"prerequisite":"Dandy Dedication; Expert in Deception","source_category":["Rulebooks"],"trigger":"You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior.","resistance":{},"url":"/Feats.aspx?ID=1936","archetype":["Dandy","Venture-Gossip"],"name":"Distracting Flattery","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1936"},{"skill_mod":{},"summary":"Your time gossiping in fashionable salons keeps you informed on every topic.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Dandy Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1937","weakness":{},"archetype":["Dandy","Venture-Gossip","Prophet of Kalistrade"],"name":"Gossip Lore","trait":["Archetype"],"id":"feat-1937","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gossip Lore Source Advanced Player's Guide pg. 167 Archetypes Dandy, Venture-Gossip (Level 4), Prophet of Kalistrade (Level 4) Prerequisites Dandy Dedication --- Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat. If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means.","category":"feat","pfs":"Standard","feat":["Gossip Lore"],"rarity":"common","slug":"feat-1937"},{"skill_mod":{},"summary":"You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Dandy Dedication; Master in Deception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1938","weakness":{},"archetype":["Dandy","Venture-Gossip"],"skill":["Deception","Deception"],"name":"Fabricated Connections","trait":["Archetype","Skill"],"id":"feat-1938","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Fabricated Connections Source Advanced Player's Guide pg. 167 Archetypes Dandy, Venture-Gossip (Level 7) Prerequisites Dandy Dedication; Master in Deception --- You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.","category":"feat","pfs":"Standard","feat":["Fabricated Connections"],"rarity":"common","slug":"feat-1938"},{"skill_mod":{},"summary":"You attend all the fashionable society parties, no matter how exclusive they might be.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Dandy Dedication; Master in Society","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1939","weakness":{},"archetype":["Dandy","Venture-Gossip"],"skill":["Society","Society"],"name":"Party Crasher","trait":["Archetype","Skill"],"id":"feat-1939","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Party Crasher Source Advanced Player's Guide pg. 167 Archetypes Dandy, Venture-Gossip (Level 7) Prerequisites Dandy Dedication; Master in Society --- You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.","category":"feat","pfs":"Standard","feat":["Party Crasher"],"rarity":"common","slug":"feat-1939"},{"skill_mod":{},"summary":"You choose to study or worship one type of dragon, and your focus grants you a measure of its power.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Rarity"],"access":"You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer.","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1940","weakness":{},"archetype":["Dragon Disciple"],"name":"Dragon Disciple Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-1940","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dragon Disciple Dedication Source Advanced Player's Guide pg. 168 Archetype Dragon Disciple Access You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer. --- You choose to study or worship one type of dragon, and your focus grants you a measure of its power. You become trained in arcane spell DCs and arcane spell attack rolls. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon. Black, Brine , or Copper Acid Blue, Bronze, Cloud , or Sky Electricity Brass, Gold, Magma , Red, or Underworld Fire Crystal or Forest Piercing Green Poison Sea Bludgeoning Silver or White Cold Sovereign Mental Umbral Negative Source Mwangi Expanse pg. 76 You also gain a +1 circumstance bonus to saving throws against sleep effects and effects that would make you paralyzed. Special You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the sorcerer archetype, you must choose the draconic bloodline. Dragon Disciple Dedication leads to... Breath of the Dragon, Claws of the Dragon, Cloud Walk, Deflecting Cloud, Disciple's Breath, Draconic Scent, Dragon Arcana, Mighty Wings, Scales of the Dragon, Shape of the Cloud Dragon, Shape of the Dragon, Wings of the Dragon","category":"feat","pfs":"Standard","feat":["Dragon Disciple Dedication"],"rarity":"uncommon","slug":"feat-1940"},{"skill_mod":{},"summary":"Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Dragon Disciple Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1941","weakness":{},"archetype":["Dragon Disciple"],"name":"Claws of the Dragon","trait":["Archetype"],"id":"feat-1941","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Claws of the Dragon Source Advanced Player's Guide pg. 168 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication --- Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are agile, finesse unarmed attacks that deal 1d6 slashing damage and are in the brawling weapon group. If you're a draconic sorcerer, when you cast dragon claws , increase the spell's slashing damage die from d4 to d6 and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level.","category":"feat","pfs":"Standard","feat":["Claws of the Dragon"],"rarity":"common","slug":"feat-1941"},{"skill_mod":{},"summary":"Your sense of smell is uncanny, much like a dragon's.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Dragon Disciple Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1942","weakness":{},"archetype":["Dragon Disciple"],"name":"Draconic Scent","trait":["Archetype"],"id":"feat-1942","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Draconic Scent Source Advanced Player's Guide pg. 168 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication --- Your sense of smell is uncanny, much like a dragon's. You gain imprecise scent with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion.","category":"feat","pfs":"Standard","feat":["Draconic Scent"],"rarity":"common","slug":"feat-1942"},{"skill_mod":{},"summary":"You've discovered how to add the magic of dragons to your tradition.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"ability to cast spells from spell slots; Dragon Disciple Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1943","weakness":{},"archetype":["Dragon Disciple"],"name":"Dragon Arcana","trait":["Archetype"],"id":"feat-1943","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dragon Arcana Source Advanced Player's Guide pg. 168 Archetype Dragon Disciple Prerequisites ability to cast spells from spell slots; Dragon Disciple Dedication --- You've discovered how to add the magic of dragons to your tradition. Add the draconic bloodline's granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are shield , true strike , resist energy , haste , spell immunity , chromatic wall , dragon form , mask of terror , prismatic wall , and overwhelming presence .","category":"feat","pfs":"Standard","feat":["Dragon Arcana"],"rarity":"common","slug":"feat-1943"},{"skill_mod":{},"summary":"Scales grow across your body, protecting you against physical and magical threats.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Dragon Disciple Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1944","weakness":{},"archetype":["Dragon Disciple"],"name":"Scales of the Dragon","trait":["Archetype"],"id":"feat-1944","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Scales of the Dragon Source Advanced Player's Guide pg. 169 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication --- Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. Your resistance from Dragon Disciple Dedication increases to 3 + half your level.","category":"feat","pfs":"Standard","feat":["Scales of the Dragon"],"rarity":"common","slug":"feat-1944"},{"skill_mod":{},"summary":"You can use a powerful breath weapon, much like the dragon you emulate.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Dragon Disciple Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1945","weakness":{},"archetype":["Dragon Disciple"],"name":"Breath of the Dragon","trait":["Archetype"],"id":"feat-1945","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Breath of the Dragon Source Advanced Player's Guide pg. 169 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication --- You can use a powerful breath weapon, much like the dragon you emulate. You gain the dragon breath sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1.","category":"feat","pfs":"Standard","feat":["Breath of the Dragon"],"rarity":"common","slug":"feat-1945"},{"skill_mod":{},"summary":"You can manifest draconic wings to soar through the air at great speed.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Dragon Disciple Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1946","weakness":{},"archetype":["Dragon Disciple"],"name":"Wings of the Dragon","trait":["Archetype"],"id":"feat-1946","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wings of the Dragon Source Advanced Player's Guide pg. 169 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication --- You can manifest draconic wings to soar through the air at great speed. You gain the dragon wings sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1.","category":"feat","pfs":"Standard","feat":["Wings of the Dragon"],"rarity":"common","slug":"feat-1946"},{"skill_mod":{},"summary":"You've discovered how to transform yourself into a dragon.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Dragon Disciple Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1947","weakness":{},"archetype":["Dragon Disciple"],"name":"Shape of the Dragon","trait":["Archetype"],"id":"feat-1947","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Shape of the Dragon Source Advanced Player's Guide pg. 169 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication --- You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level dragon form as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. Any time you score a critical hit with an unarmed Strike gained from dragon form , you recharge the spell's breath weapon immediately. Shape of the Dragon leads to... Mighty Dragon Shape","category":"feat","pfs":"Standard","feat":["Shape of the Dragon"],"rarity":"common","slug":"feat-1947"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1948","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Disciple's Breath Two Actions Source Advanced Player's Guide pg. 169 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication; dragon breath sorcerer bloodline spell --- You unleash your breath weapon without spending focus. This has the effects of your dragon breath sorcerer bloodline spell, though it deals 9d6 damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for 1d4 rounds.","feat":["Disciple's Breath"],"skill_mod":{},"summary":"You unleash your breath weapon without spending focus.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":16,"prerequisite":"Dragon Disciple Dedication; _dragon breath_ sorcerer bloodline spell","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1948","archetype":["Dragon Disciple"],"name":"Disciple's Breath","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1948"},{"skill_mod":{},"summary":"You've practiced and increased your draconic might, allowing you to take your draconic form more often.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Shape of the Dragon","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1949","weakness":{},"archetype":["Dragon Disciple"],"name":"Mighty Dragon Shape","trait":["Archetype"],"id":"feat-1949","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Mighty Dragon Shape Source Advanced Player's Guide pg. 169 Archetype Dragon Disciple Prerequisites Shape of the Dragon --- You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use Shape of the Dragon once per hour instead of once per day.","category":"feat","pfs":"Standard","feat":["Mighty Dragon Shape"],"rarity":"common","slug":"feat-1949"},{"skill_mod":{},"summary":"You're exceptional in your use of two weapons.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1950","weakness":{},"archetype":["Dual-Weapon Warrior"],"name":"Dual-Weapon Warrior Dedication","trait":["Archetype","Dedication"],"id":"feat-1950","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dual-Weapon Warrior Dedication Source Advanced Player's Guide pg. 170 Archetype Dual-Weapon Warrior --- You're exceptional in your use of two weapons. You gain the Double Slice fighter feat. This serves as Double Slice for the purpose of meeting prerequisites. Special You can't select another dedication feat until you gain two other feats from the dual-weapon warrior archetype. Dual-Weapon Warrior Dedication leads to... Dual Onslaught, Dual Thrower, Dual-Weapon Blitz, Dual-Weapon Reload, Flensing Slice","category":"feat","pfs":"Standard","feat":["Dual-Weapon Warrior Dedication"],"rarity":"common","slug":"feat-1950"},{"skill_mod":{},"summary":"You know how to throw two weapons as easily as strike with them.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1951","weakness":{},"archetype":["Dual-Weapon Warrior"],"name":"Dual Thrower","trait":["Archetype"],"id":"feat-1951","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dual Thrower Source Advanced Player's Guide pg. 170 Archetype Dual-Weapon Warrior Prerequisites Dual-Weapon Warrior Dedication --- You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee Strike, you can instead make a ranged Strike with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee Strikes also apply to one-handed ranged weapons and ranged Strikes.","category":"feat","pfs":"Standard","feat":["Dual Thrower"],"rarity":"common","slug":"feat-1951"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1952","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dual-Weapon Reload Single Action Source Advanced Player's Guide pg. 170 Archetypes Dual-Weapon Warrior, Crossbow Infiltrator (Level 6) Prerequisites Dual-Weapon Warrior Dedication Requirements You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. --- You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.","feat":["Dual-Weapon Reload"],"skill_mod":{},"summary":"You carry your ammunition in a way that allows you to reload while holding two weapons.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":4,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"requirement":"You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.","resistance":{},"url":"/Feats.aspx?ID=1952","archetype":["Dual-Weapon Warrior","Crossbow Infiltrator"],"name":"Dual-Weapon Reload","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1952"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1953","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Flensing Slice Single Action Source Advanced Player's Guide pg. 170 Archetype Dual-Weapon Warrior Prerequisites Dual-Weapon Warrior Dedication Requirements Your last action was a Double Slice, and both attacks hit the target. --- When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes 1d8 persistent bleed damage per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). The target becomes flat-footed, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn.","feat":["Flensing Slice"],"skill_mod":{},"summary":"When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":8,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"requirement":"Your last action was a Double Slice , and both attacks hit the target.","resistance":{},"url":"/Feats.aspx?ID=1953","archetype":["Dual-Weapon Warrior"],"name":"Flensing Slice","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1953"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-1954","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dual-Weapon Blitz Two Actions Source Advanced Player's Guide pg. 170 Archetype Dual-Weapon Warrior Prerequisites Dual-Weapon Warrior Dedication Requirements You are wielding two one-handed melee weapons, each in a different hand. --- You attack as you dash among foes. Stride up to your Speed. At any point during this movement, you can Strike once with each of the two required weapons. These Strikes can be against the same or different targets, as you see fit.","feat":["Dual-Weapon Blitz"],"skill_mod":{},"summary":"You attack as you dash among foes.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":10,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"requirement":"You are wielding two one-handed melee weapons, each in a different hand.","resistance":{},"url":"/Feats.aspx?ID=1954","archetype":["Dual-Weapon Warrior"],"name":"Dual-Weapon Blitz","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1954"},{"skill_mod":{},"summary":"When you lash out with both weapons, you leave no room for the target to escape your attack.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1955","weakness":{},"archetype":["Dual-Weapon Warrior"],"name":"Dual Onslaught","trait":["Archetype"],"id":"feat-1955","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Dual Onslaught Source Advanced Player's Guide pg. 170 Archetype Dual-Weapon Warrior Prerequisites Dual-Weapon Warrior Dedication --- When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures.","category":"feat","pfs":"Standard","feat":["Dual Onslaught"],"rarity":"common","slug":"feat-1955"},{"skill_mod":{},"summary":"You are always ready to draw your weapon and begin a duel, no matter the circumstances.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in light armor and simple weapons","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1956","weakness":{},"archetype":["Duelist"],"name":"Duelist Dedication","trait":["Archetype","Dedication"],"id":"feat-1956","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Duelist Dedication Source Advanced Player's Guide pg. 171 Archetype Duelist Prerequisites trained in light armor and simple weapons --- You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites. Special You cannot select another dedication feat until you have gained two other feats from the duelist archetype. Duelist Dedication leads to... Duelist's Challenge, Selfless Parry, Student of the Dueling Arts, Tut-Tut, Watch This!","category":"feat","pfs":"Standard","feat":["Duelist Dedication"],"rarity":"common","slug":"feat-1956"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Open"],"id":"feat-1957","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Duelist's Challenge Single Action Source Advanced Player's Guide pg. 171 Archetype Duelist Prerequisites Duelist Dedication --- Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike's damage equal to the number of damage dice your weapon deals. If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.","feat":["Duelist's Challenge"],"skill_mod":{},"summary":"Select one foe that you can see and proclaim a challenge.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Duelist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1957","archetype":["Duelist"],"name":"Duelist's Challenge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1957"},{"skill_mod":{},"summary":"You protect those near you with a flash of steel.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Dueling Parry (Fighter); Duelist Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1958","weakness":{},"archetype":["Duelist"],"name":"Selfless Parry","trait":["Archetype"],"id":"feat-1958","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Selfless Parry Source Advanced Player's Guide pg. 171 Archetype Duelist Prerequisites Dueling Parry (Fighter); Duelist Dedication --- You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself.","category":"feat","pfs":"Standard","feat":["Selfless Parry"],"rarity":"common","slug":"feat-1958"},{"skill_mod":{},"summary":"You have studied a great many combat techniques, which you can review each day.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Duelist Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1959","weakness":{},"archetype":["Duelist"],"name":"Student of the Dueling Arts","trait":["Archetype"],"id":"feat-1959","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Student of the Dueling Arts Source Advanced Player's Guide pg. 171 Archetype Duelist Prerequisites Duelist Dedication --- You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out Duelist Dedication or Student of the Dueling Arts in this way. In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites.","category":"feat","pfs":"Standard","feat":["Student of the Dueling Arts"],"rarity":"common","slug":"feat-1959"},{"skill_mod":{},"summary":"You blend magic with your archery, leading to powerful results.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"expert in at least one type of bow","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1960","weakness":{},"archetype":["Eldritch Archer"],"name":"Eldritch Archer Dedication","trait":["Archetype","Dedication","Magical"],"id":"feat-1960","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Eldritch Archer Dedication Source Advanced Player's Guide pg. 172 Archetype Eldritch Archer Prerequisites expert in at least one type of bow --- You blend magic with your archery, leading to powerful results. If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. You also gain Eldritch Shot. Activate Three Actions Eldritch Shot; Requirements You are wielding a bow; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed both attacks. Special You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype. Eldritch Archer Dedication leads to... Arrow of Death, Basic Eldritch Archer Spellcasting, Enchanting Arrow, Magic Arrow, Phase Arrow, Precious Arrow, Seeker Arrow","category":"feat","pfs":"Standard","feat":["Eldritch Archer Dedication"],"rarity":"common","slug":"feat-1960"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1961","weakness":{},"archetype":["Eldritch Archer"],"name":"Basic Eldritch Archer Spellcasting","trait":["Archetype"],"id":"feat-1961","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Basic Eldritch Archer Spellcasting Source Advanced Player's Guide pg. 172 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered. Basic Eldritch Archer Spellcasting leads to... Expert Eldritch Archer Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Eldritch Archer Spellcasting"],"rarity":"common","slug":"feat-1961"},{"remaster_name":["Enchanting Shot"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"enchantment","trait":["Archetype","Emotion","Enchantment","Magical","Mental"],"id":"feat-1962","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Enchanting Arrow Two Actions Source Advanced Player's Guide pg. 173 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication --- With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your bow has a greater striking rune, or to 4d6 if your bow has a major striking rune.","feat":["Enchanting Arrow"],"skill_mod":{},"summary":"With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","School"],"level":8,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1962","archetype":["Eldritch Archer"],"name":"Enchanting Arrow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-1962"},{"remaster_name":["Magic Ammunition"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"school":"transmutation","trait":["Archetype","Magical","Transmutation"],"id":"feat-1963","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Magic Arrow Free Action Source Advanced Player's Guide pg. 173 PFS Note The Magic Arrow feat allows that character to choose any magical ammunition they have access to, not just the common ammunition from this book and the Core Rulebook. Archetype Eldritch Archer Frequency once per round Prerequisites Eldritch Archer Dedication --- You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower from the Core Rulebook or this book. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books. When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts. Special You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above.","feat":["Magic Arrow"],"skill_mod":{},"summary":"You imbue your ammunition with eldritch power.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","School"],"level":8,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1963","archetype":["Eldritch Archer"],"name":"Magic Arrow","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-1963"},{"remaster_name":["Precious Ammunition"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Archetype","Magical","Transmutation"],"id":"feat-1964","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Precious Arrow Single Action Source Advanced Player's Guide pg. 173 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication --- You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.","feat":["Precious Arrow"],"skill_mod":{},"summary":"You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","School"],"level":8,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1964","archetype":["Eldritch Archer"],"name":"Precious Arrow","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1964"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Eldritch Archer Spellcasting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1965","weakness":{},"archetype":["Eldritch Archer"],"name":"Expert Eldritch Archer Spellcasting","trait":["Archetype"],"id":"feat-1965","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Eldritch Archer Spellcasting Source Advanced Player's Guide pg. 173 Archetype Eldritch Archer Prerequisites Basic Eldritch Archer Spellcasting --- You gain the expert spellcasting benefits. Expert Eldritch Archer Spellcasting leads to... Master Eldritch Archer Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Eldritch Archer Spellcasting"],"rarity":"common","slug":"feat-1965"},{"remaster_name":["Homing Shot"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"divination","trait":["Archetype","Divination","Magical"],"id":"feat-1966","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Seeker Arrow Single Action Source Advanced Player's Guide pg. 173 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication --- Your shots zip around corners and fly at impossible angles to reach your target. Make a bow Strike against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's concealed condition and all cover.","feat":["Seeker Arrow"],"skill_mod":{},"summary":"Your shots zip around corners and fly at impossible angles to reach your target.","primary_source":"Advanced Player's Guide","trait_group":["Feat","School","Mechanics"],"level":14,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1966","archetype":["Eldritch Archer"],"name":"Seeker Arrow","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1966"},{"remaster_name":["Incorporeal Shot"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"conjuration","trait":["Archetype","Conjuration","Magical"],"id":"feat-1967","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Phase Arrow Single Action Source Advanced Player's Guide pg. 173 Archetype Eldritch Archer Frequency once per day Prerequisites Eldritch Archer Dedication --- You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.","feat":["Phase Arrow"],"skill_mod":{},"summary":"You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target.","primary_source":"Advanced Player's Guide","trait_group":["Feat","School","Mechanics"],"level":16,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1967","archetype":["Eldritch Archer"],"name":"Phase Arrow","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1967"},{"remaster_name":["Fatal Shot"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"necromancy","trait":["Archetype","Magical","Necromancy"],"id":"feat-1968","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Arrow of Death Three Actions Source Advanced Player's Guide pg. 173 Archetype Eldritch Archer Frequency once per day Prerequisites Eldritch Archer Dedication --- You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the death and incapacitation traits.","feat":["Arrow of Death"],"skill_mod":{},"summary":"You modify an arrow or bolt to bring death to your target in a single potent hit.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","School"],"level":18,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=1968","archetype":["Eldritch Archer"],"name":"Arrow of Death","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-1968"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Eldritch Archer Spellcasting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1969","weakness":{},"archetype":["Eldritch Archer"],"name":"Master Eldritch Archer Spellcasting","trait":["Archetype"],"id":"feat-1969","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Eldritch Archer Spellcasting Source Advanced Player's Guide pg. 173 Archetype Eldritch Archer Prerequisites Expert Eldritch Archer Spellcasting --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Eldritch Archer Spellcasting"],"rarity":"common","slug":"feat-1969"},{"skill_mod":{},"summary":"You have forged a mystical bond with a creature.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1970","weakness":{},"archetype":["Familiar Master"],"name":"Familiar Master Dedication","trait":["Archetype","Dedication"],"id":"feat-1970","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Familiar Master Dedication Source Advanced Player's Guide pg. 174 Archetype Familiar Master --- You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat. Special You can't select another dedication feat until you have gained two other feats from the familiar master archetype. Familiar Master Dedication leads to... Familiar Conduit, Familiar Mascot, Improved Familiar (Familiar Master), Mutable Familiar, Scion of Domora Dedication","category":"feat","pfs":"Standard","feat":["Familiar Master Dedication"],"rarity":"common","slug":"feat-1970"},{"skill_mod":{},"summary":"Your familiar is the heart and soul of your adventuring team.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Familiar Master Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1971","weakness":{},"archetype":["Familiar Master"],"name":"Familiar Mascot","trait":["Archetype"],"id":"feat-1971","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Familiar Mascot Source Advanced Player's Guide pg. 174 Archetype Familiar Master Prerequisites Familiar Master Dedication --- Your familiar is the heart and soul of your adventuring team. When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.","category":"feat","pfs":"Standard","feat":["Familiar Mascot"],"rarity":"common","slug":"feat-1971"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"school":"conjuration","trait":["Archetype","Conjuration","Metamagic","Spellshape"],"id":"feat-1972","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Familiar Conduit Single Action Source Advanced Player's Guide pg. 174 Archetype Familiar Master Prerequisites Familiar Master Dedication; able to cast spells Requirements You have line of effect to your familiar. --- Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.","feat":["Familiar Conduit"],"skill_mod":{},"summary":"Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic.","primary_source":"Advanced Player's Guide","trait_group":["Feat","School","Mechanics"],"level":4,"prerequisite":"Familiar Master Dedication; able to cast spells","source_category":["Rulebooks"],"requirement":"You have line of effect to your familiar.","resistance":{},"url":"/Feats.aspx?ID=1972","archetype":["Familiar Master"],"name":"Familiar Conduit","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-1972"},{"remaster_name":["Improved Familiar"],"skill_mod":{},"summary":"You find it easy to attract a powerful and unusual familiar to your side.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Familiar Master Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1973","weakness":{},"archetype":["Familiar Master"],"name":"Improved Familiar (Familiar Master)","trait":["Archetype"],"id":"feat-1973","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Improved Familiar (Familiar Master) Source Advanced Player's Guide pg. 174 Archetype Familiar Master Prerequisites Familiar Master Dedication --- You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.","category":"feat","pfs":"Standard","feat":["Improved Familiar (Familiar Master)"],"rarity":"common","slug":"feat-1973"},{"skill_mod":{},"summary":"Your familiar's supernatural spirit has outgrown its corporeal body.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Familiar Master Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1974","weakness":{},"archetype":["Familiar Master"],"name":"Mutable Familiar","trait":["Archetype"],"id":"feat-1974","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mutable Familiar Source Advanced Player's Guide pg. 174 Archetype Familiar Master Prerequisites Familiar Master Dedication --- Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has lab assistant).","category":"feat","pfs":"Standard","feat":["Mutable Familiar"],"rarity":"common","slug":"feat-1974"},{"skill_mod":{},"summary":"Your familiar is infused with even more magic than other familiars.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Enhanced Familiar","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1975","weakness":{},"archetype":["Familiar Master"],"name":"Incredible Familiar (Familiar Master)","trait":["Archetype"],"id":"feat-1975","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Incredible Familiar (Familiar Master) Source Advanced Player's Guide pg. 174 Archetype Familiar Master Prerequisites Enhanced Familiar --- Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four.","category":"feat","pfs":"Standard","feat":["Incredible Familiar (Familiar Master)"],"rarity":"common","slug":"feat-1975"},{"skill_mod":{},"summary":"You know how to turn combat into a form of entertainment.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Impressive Performance","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1976","weakness":{},"archetype":["Gladiator"],"name":"Gladiator Dedication","trait":["Archetype","Dedication"],"id":"feat-1976","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Gladiator Dedication Source Advanced Player's Guide pg. 175 Archetype Gladiator Prerequisites Impressive Performance --- You know how to turn combat into a form of entertainment. You become trained in Gladiatorial Lore; if already trained in Gladiatorial Lore, you instead become trained in another Lore skill of your choice. At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative. Special You can't select another dedication feat until you have gained two other feats from the gladiator archetype. Gladiator Dedication leads to... Big Debut, Fancy Moves, Living for the Applause, Performative Weapons Training, Play to the Crowd, Stage Fighting","category":"feat","pfs":"Standard","feat":["Gladiator Dedication"],"rarity":"common","slug":"feat-1976"},{"skill_mod":{},"summary":"You show off your fighting style to discourage your foes.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Gladiator Dedication; Expert in Performance","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1977","weakness":{},"archetype":["Gladiator"],"skill":["Performance","Performance"],"name":"Fancy Moves","trait":["Archetype","Skill"],"id":"feat-1977","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fancy Moves Source Advanced Player's Guide pg. 175 Archetype Gladiator Prerequisites Gladiator Dedication; Expert in Performance --- You show off your fighting style to discourage your foes. You can use Performance to Demoralize.","category":"feat","pfs":"Standard","feat":["Fancy Moves"],"rarity":"common","slug":"feat-1977"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-1978","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Play to the Crowd Reaction Source Advanced Player's Guide pg. 175 Archetype Gladiator Prerequisites Gladiator Dedication Trigger You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators. --- You show off for the crowd. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits: A number of temporary Hit Points equal to your character level; these last for 1 minute. A +1 circumstance bonus to AC until the end of your next turn. A +1 circumstance bonus to your next attack roll before the end of your next turn. Play to the Crowd leads to... Call Your Shot","feat":["Play to the Crowd"],"skill_mod":{},"summary":"You show off for the crowd.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Gladiator Dedication","source_category":["Rulebooks"],"trigger":"You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators.","resistance":{},"url":"/Feats.aspx?ID=1978","archetype":["Gladiator"],"name":"Play to the Crowd","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1978"},{"skill_mod":{},"summary":"You pull punches to give a better show.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Gladiator Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1979","weakness":{},"archetype":["Gladiator"],"name":"Stage Fighting","trait":["Archetype"],"id":"feat-1979","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Stage Fighting Source Advanced Player's Guide pg. 175 Archetype Gladiator Prerequisites Gladiator Dedication --- You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the nonlethal trait.","category":"feat","pfs":"Standard","feat":["Stage Fighting"],"rarity":"common","slug":"feat-1979"},{"skill_mod":{},"summary":"You're skilled with flashy weapons.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Gladiator Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1980","weakness":{},"archetype":["Gladiator"],"name":"Performative Weapons Training","trait":["Archetype"],"id":"feat-1980","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Performative Weapons Training Source Advanced Player's Guide pg. 175 Archetype Gladiator Prerequisites Gladiator Dedication --- You're skilled with flashy weapons. You are trained with the bo staff, dueling cape, spiked chain, sword cane, and whip. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed.","category":"feat","pfs":"Standard","feat":["Performative Weapons Training"],"rarity":"common","slug":"feat-1980"},{"skill_mod":{},"summary":"When you successfully Play to the Crowd, add additional benefits to the list you can choose from.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Play to the Crowd","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1981","weakness":{},"archetype":["Gladiator"],"name":"Call Your Shot","trait":["Archetype"],"id":"feat-1981","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Call Your Shot Source Advanced Player's Guide pg. 175 Archetype Gladiator Prerequisites Play to the Crowd --- When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: Choose a creature within 30 feet that can see you to become frightened 1. This effect has the emotion, fear, mental, and visual traits. ","category":"feat","pfs":"Standard","feat":["Call Your Shot"],"rarity":"common","slug":"feat-1981"},{"skill_mod":{},"summary":"You can create remedies and other herbal products.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Nature; Natural Medicine","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1982","weakness":{},"archetype":["Herbalist"],"skill":["Nature","Nature"],"name":"Herbalist Dedication","trait":["Archetype","Dedication"],"id":"feat-1982","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Herbalist Dedication Source Advanced Player's Guide pg. 176 Archetype Herbalist Prerequisites Trained in Nature; Natural Medicine --- You can create remedies and other herbal products. You gain the basic alchemy benefits, though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools. Special You can't select another dedication feat until you have gained two other feats from the herbalist archetype. Herbalist Dedication leads to... Endemic Herbs, Expert Herbalism, Fresh Ingredients, Gravelands Herbalist, Poultice Preparation Alchemical Plant Items Source Lost Omens Travel Guide pg. 12 Alchemical plant items are “herbal items,” meaning characters with the herbalist archetype can use their archetype abilities with them. ","category":"feat","pfs":"Standard","feat":["Herbalist Dedication"],"rarity":"common","slug":"feat-1982"},{"skill_mod":{},"summary":"When using Natural Medicine to Treat Wounds, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Herbalist Dedication; Expert in Nature","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1983","weakness":{},"archetype":["Herbalist"],"skill":["Nature","Nature"],"name":"Fresh Ingredients","trait":["Archetype","Skill"],"id":"feat-1983","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fresh Ingredients Source Advanced Player's Guide pg. 176 Archetype Herbalist Prerequisites Herbalist Dedication; Expert in Nature --- When using Natural Medicine to Treat Wounds, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead.","category":"feat","pfs":"Standard","feat":["Fresh Ingredients"],"rarity":"common","slug":"feat-1983"},{"skill_mod":{},"summary":"When you create an herbal elixir, you can prepare it as a poultice instead.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Herbalist Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1984","weakness":{},"archetype":["Herbalist"],"name":"Poultice Preparation","trait":["Archetype"],"id":"feat-1984","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Poultice Preparation Source Advanced Player's Guide pg. 176 Archetype Herbalist Prerequisites Herbalist Dedication --- When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir and ingested traits. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent acid, bleed, or fire damage, with the DC reduction from appropriate assistance.","category":"feat","pfs":"Standard","feat":["Poultice Preparation"],"rarity":"common","slug":"feat-1984"},{"skill_mod":{},"summary":"During your daily preparations, you find medicinal plants endemic to your location.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Herbalist Dedication; Trained in Survival","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1985","weakness":{},"archetype":["Herbalist"],"skill":["Survival","Survival"],"name":"Endemic Herbs","trait":["Archetype"],"id":"feat-1985","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Endemic Herbs Source Advanced Player's Guide pg. 176 Archetype Herbalist Prerequisites Herbalist Dedication; Trained in Survival --- During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive, so you can't include another additive without spoiling the item. Aquatic Gain a +1 circumstance bonus to Fortitude saves. Arctic For 1 hour, treat environmental cold effects as if they were one step less severe. Desert For 1 hour, treat environmental heat effects as if they were one step less severe. Forest Gain a +2 circumstance bonus to saves against disease and poison effects. Mountain Gain a +1 circumstance bonus to Reflex saves. Plains Gain a +1 circumstance bonus to Will saves. Swamp Remove one source of persistent bleed damage. Underground Gain a +1 circumstance bonus to Perception. ","category":"feat","pfs":"Standard","feat":["Endemic Herbs"],"rarity":"common","slug":"feat-1985"},{"skill_mod":{},"summary":"Your advanced alchemy level for herbalism increases to your level – 3.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Herbalist Dedication; Expert in Nature","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1986","weakness":{},"archetype":["Herbalist"],"skill":["Nature","Nature"],"name":"Expert Herbalism","trait":["Archetype"],"id":"feat-1986","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expert Herbalism Source Advanced Player's Guide pg. 176 Archetype Herbalist Prerequisites Herbalist Dedication; Expert in Nature --- Your advanced alchemy level for herbalism increases to your level – 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level.","category":"feat","pfs":"Standard","feat":["Expert Herbalism"],"rarity":"common","slug":"feat-1986"},{"skill_mod":{},"summary":"You've mastered travel within a specific type of terrain.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1987","weakness":{},"archetype":["Horizon Walker"],"skill":["Survival","Survival"],"name":"Horizon Walker Dedication","trait":["Archetype","Dedication"],"id":"feat-1987","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Horizon Walker Dedication Source Advanced Player's Guide pg. 177 Archetype Horizon Walker Prerequisites Trained in Survival --- You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat. When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures Follow the Expert with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed. Special You can't select another dedication feat until you have gained two other feats from the horizon walker archetype. Horizon Walker Dedication leads to... Acclimatization, Magical Adaptation, Perpetual Scout, Rebel's Map, Sure Foot, Wild Strider","category":"feat","pfs":"Standard","feat":["Horizon Walker Dedication"],"rarity":"common","slug":"feat-1987"},{"skill_mod":{},"summary":"Your time spent in the hostile parts of the world has inured you to extreme climates.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Horizon Walker Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1988","weakness":{},"archetype":["Horizon Walker"],"name":"Acclimatization","trait":["Archetype"],"id":"feat-1988","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Acclimatization Source Advanced Player's Guide pg. 177 Archetype Horizon Walker Prerequisites Horizon Walker Dedication --- Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on). When other creatures Follow the Expert with you as a guide in your favored terrain, they too treat temperature effects as one step less severe.","category":"feat","pfs":"Standard","feat":["Acclimatization"],"rarity":"common","slug":"feat-1988"},{"skill_mod":{},"summary":"You know the secrets of moving in your favored terrain.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Horizon Walker Dedication; Expert in Acrobatics; Expert in Athletics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1989","weakness":{},"archetype":["Horizon Walker"],"skill":["Acrobatics","Athletics","Acrobatics","Athletics"],"name":"Sure Foot","trait":["Archetype","Skill"],"id":"feat-1989","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sure Foot Source Advanced Player's Guide pg. 177 Archetype Horizon Walker Prerequisites Horizon Walker Dedication; Expert in Acrobatics; Expert in Athletics --- You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as Acrobatics checks to Balance on ice, Athletics checks to Swim in rough water, Acrobatics checks to Fly in windy conditions, and so forth.","category":"feat","pfs":"Standard","feat":["Sure Foot"],"rarity":"common","slug":"feat-1989"},{"skill_mod":{},"summary":"You spot anything out of place in the areas you know best.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Horizon Walker Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1990","weakness":{},"archetype":["Horizon Walker"],"name":"Perpetual Scout","trait":["Archetype"],"id":"feat-1990","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Perpetual Scout Source Advanced Player's Guide pg. 177 Archetype Horizon Walker Prerequisites Horizon Walker Dedication --- You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the Scout exploration activity, even if you are performing another exploration activity. If you're legendary in Survival, you gain these benefits in any terrain.","category":"feat","pfs":"Standard","feat":["Perpetual Scout"],"rarity":"common","slug":"feat-1990"},{"skill_mod":{},"summary":"When an obstacle bars your path, you pull a trick from your sleeve to overcome it.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Horizon Walker Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1991","weakness":{},"archetype":["Horizon Walker"],"name":"Magical Adaptation","trait":["Archetype"],"id":"feat-1991","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Magical Adaptation Source Advanced Player's Guide pg. 177 Archetype Horizon Walker Prerequisites Horizon Walker Dedication --- When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast darkvision , spider climb , and 4th-level water breathing as innate primal spells, each once per day.","category":"feat","pfs":"Standard","feat":["Magical Adaptation"],"rarity":"common","slug":"feat-1991"},{"skill_mod":{},"summary":"Natural obstacles pose no obstacle to you.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Horizon Walker Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1992","weakness":{},"archetype":["Horizon Walker"],"name":"Wild Strider","trait":["Archetype"],"id":"feat-1992","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wild Strider Source Advanced Player's Guide pg. 177 Archetype Horizon Walker Prerequisites Horizon Walker Dedication --- Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical difficult terrain, treat greater difficult terrain as merely difficult terrain, and gives you an additional benefit from Favored Terrain based on the terrain.","category":"feat","pfs":"Standard","feat":["Wild Strider"],"rarity":"common","slug":"feat-1992"},{"skill_mod":{},"summary":"You have studied languages and their development.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"you speak at least three languages","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1993","weakness":{},"archetype":["Linguist"],"name":"Linguist Dedication","trait":["Archetype","Dedication"],"id":"feat-1993","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Linguist Dedication Source Advanced Player's Guide pg. 178 Archetype Linguist Prerequisites you speak at least three languages --- You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice. Special You can't select another dedication feat until you have gained two other feats from the linguist archetype. Linguist Dedication leads to... Analyze Idiolect, Crude Communication, Multilingual Cipher, Phonetic Training, Read Shibboleths, Spot Translate","category":"feat","pfs":"Standard","feat":["Linguist Dedication"],"rarity":"common","slug":"feat-1993"},{"skill_mod":{},"summary":"You use multiple languages to create and break codes.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Linguist Dedication; Expert in Society","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1994","weakness":{},"archetype":["Linguist"],"skill":["Society","Society"],"name":"Multilingual Cipher","trait":["Archetype","Skill"],"id":"feat-1994","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Multilingual Cipher Source Advanced Player's Guide pg. 178 Archetype Linguist Prerequisites Linguist Dedication; Expert in Society --- You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing.","category":"feat","pfs":"Standard","feat":["Multilingual Cipher"],"rarity":"common","slug":"feat-1994"},{"skill_mod":{},"summary":"You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Linguist Dedication; Expert in Society","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1995","weakness":{},"archetype":["Linguist"],"skill":["Society","Society"],"name":"Phonetic Training","trait":["Archetype","Skill"],"id":"feat-1995","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Phonetic Training Source Advanced Player's Guide pg. 178 Archetype Linguist Prerequisites Linguist Dedication; Expert in Society --- You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them. Memorizing long sequences of words remains just as difficult as it is normally.","category":"feat","pfs":"Standard","feat":["Phonetic Training"],"rarity":"common","slug":"feat-1995"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Linguistic"],"id":"feat-1996","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spot Translate Reaction Source Advanced Player's Guide pg. 178 Archetype Linguist Prerequisites Linguist Dedication Trigger Another creature within 60 feet uses a linguistic effect in a language you understand. --- You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected.","feat":["Spot Translate"],"skill_mod":{},"summary":"You interpret a creature's words, repeating their message in a different language that you know.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Sense","Mechanics"],"level":4,"prerequisite":"Linguist Dedication","source_category":["Rulebooks"],"trigger":"Another creature within 60 feet uses a linguistic effect in a language you understand.","resistance":{},"url":"/Feats.aspx?ID=1996","archetype":["Linguist"],"name":"Spot Translate","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-1996"},{"skill_mod":{},"summary":"You break down a specific individual's idiolect, memorizing their speech mannerisms and habits.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Linguist Dedication; Expert in Deception; Expert in Society","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1997","weakness":{},"archetype":["Linguist"],"skill":["Deception","Society","Deception","Society"],"name":"Analyze Idiolect","trait":["Archetype","Skill"],"id":"feat-1997","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Analyze Idiolect Source Advanced Player's Guide pg. 178 Archetype Linguist Prerequisites Linguist Dedication; Expert in Deception; Expert in Society --- You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time.","category":"feat","pfs":"Standard","feat":["Analyze Idiolect"],"rarity":"common","slug":"feat-1997"},{"skill_mod":{},"summary":"All communication is filled with slight tells and signals.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Linguist Dedication; Master in Society","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1998","weakness":{},"archetype":["Linguist","Venture-Gossip"],"skill":["Society","Society"],"name":"Read Shibboleths","trait":["Archetype","Linguistic","Skill"],"id":"feat-1998","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Read Shibboleths Source Advanced Player's Guide pg. 178 Archetypes Linguist, Venture-Gossip (Level 7) Prerequisites Linguist Dedication; Master in Society --- All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a Deception, Society, or appropriate Lore check against your Society DC, providing you a false minor fact consistent with their assumed identity on a success. Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your Diplomacy and Deception checks with them.","category":"feat","pfs":"Standard","feat":["Read Shibboleths"],"rarity":"common","slug":"feat-1998"},{"skill_mod":{},"summary":"Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Linguist Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=1999","weakness":{},"archetype":["Linguist","Venture-Gossip"],"name":"Crude Communication","trait":["Archetype"],"id":"feat-1999","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Crude Communication Source Advanced Player's Guide pg. 178 Archetypes Linguist, Venture-Gossip (Level 8) Prerequisites Linguist Dedication --- Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Society check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.","category":"feat","pfs":"Standard","feat":["Crude Communication"],"rarity":"common","slug":"feat-1999"},{"skill_mod":{},"summary":"You've compiled a vast repository of information that touches on nearly every subject.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in at least one skill to Decipher Writing","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2000","weakness":{},"archetype":["Loremaster"],"name":"Loremaster Dedication","trait":["Archetype","Dedication"],"id":"feat-2000","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Loremaster Dedication Source Advanced Player's Guide pg. 179 Archetype Loremaster Prerequisites trained in at least one skill to Decipher Writing --- You've compiled a vast repository of information that touches on nearly every subject. You are trained in Loremaster Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in a skill used to Decipher Writing, you gain expert proficiency in Loremaster Lore, but you can't increase your proficiency rank in Loremaster Lore by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite. If you have the Bardic Lore class feat, you gain a +1 circumstance bonus to skill checks with Bardic Lore. Special You can't select another dedication feat until you have gained two other feats from the loremaster archetype. Loremaster Dedication leads to... Magical Edification, Orthographic Mastery, Quick Study","category":"feat","pfs":"Standard","feat":["Loremaster Dedication"],"rarity":"common","slug":"feat-2000"},{"skill_mod":{},"summary":"You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Loremaster Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2001","weakness":{},"archetype":["Loremaster"],"name":"Magical Edification","trait":["Archetype"],"id":"feat-2001","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Magical Edification Source Advanced Player's Guide pg. 179 Archetype Loremaster Prerequisites Loremaster Dedication --- You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain guidance , message , and sigil as innate occult cantrips. Magical Edification leads to... Greater Magical Edification","category":"feat","pfs":"Standard","feat":["Magical Edification"],"rarity":"common","slug":"feat-2001"},{"skill_mod":{},"summary":"You understand the principles that underlie all written words, allowing you to read nearly any text.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Loremaster Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2002","weakness":{},"archetype":["Loremaster"],"name":"Orthographic Mastery","trait":["Archetype","Skill"],"id":"feat-2002","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Orthographic Mastery Source Advanced Player's Guide pg. 179 Archetype Loremaster Prerequisites Loremaster Dedication --- You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to Decipher Writing using Loremaster Lore in place of the required skill.","category":"feat","pfs":"Standard","feat":["Orthographic Mastery"],"rarity":"common","slug":"feat-2002"},{"skill_mod":{},"summary":"During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one Lore skill of your choice.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Loremaster Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2003","weakness":{},"archetype":["Loremaster"],"name":"Quick Study","trait":["Archetype"],"id":"feat-2003","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Study Source Advanced Player's Guide pg. 179 Archetype Loremaster Prerequisites Loremaster Dedication --- During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one Lore skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a Lore skill you've prepared before with Quick Study. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.","category":"feat","pfs":"Standard","feat":["Quick Study"],"rarity":"common","slug":"feat-2003"},{"skill_mod":{},"summary":"You've continued to expand your compendium of tools to compile knowledge.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Magical Edification","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2004","weakness":{},"archetype":["Loremaster"],"name":"Greater Magical Edification","trait":["Archetype"],"id":"feat-2004","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Greater Magical Edification Source Advanced Player's Guide pg. 179 Archetype Loremaster Prerequisites Magical Edification --- You've continued to expand your compendium of tools to compile knowledge. You can cast comprehend language , mindlink , and secret page as innate occult spells, each once per day. When you cast secret page , it is automatically heightened to the same spell level as your cantrips from Magical Edification.","category":"feat","pfs":"Standard","feat":["Greater Magical Edification"],"rarity":"common","slug":"feat-2004"},{"skill_mod":{},"summary":"You've combined your social skills and combat training to become a talented combat leader.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in martial weapons; Trained in Diplomacy or Trained in Intimidation","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2005","weakness":{},"archetype":["Marshal"],"skill":["Diplomacy","Intimidation","Diplomacy","Intimidation"],"name":"Marshal Dedication","trait":["Archetype","Dedication"],"id":"feat-2005","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Marshal Dedication Source Advanced Player's Guide pg. 180 Archetype Marshal Prerequisites trained in martial weapons; Trained in Diplomacy or Trained in Intimidation --- You've combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it. In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear. Special You can't select another dedication feat until you have gained two other feats from the marshal archetype. Marshal Dedication leads to... Back to Back, Cadence Call, Coordinated Charge, Devrin's Cunning Stance, Dread Marshal Stance, Inspiring Marshal Stance, Push Back the Dead!, Rallying Charge, Snap Out of It! (Marshal), Steel Yourself!, Target of Opportunity, To Battle!, Topple Foe","category":"feat","pfs":"Standard","feat":["Marshal Dedication"],"rarity":"common","slug":"feat-2005"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Archetype","Open","Stance"],"id":"feat-2006","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dread Marshal Stance Single Action Source Advanced Player's Guide pg. 180 Archetype Marshal Prerequisites Marshal Dedication; Trained in Intimidation --- Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. When you use this action, attempt an Intimidation check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a Strike, that enemy is frightened 1. Success As critical success, but your aura's size doesn't increase. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can't take this action again for 1 minute.","feat":["Dread Marshal Stance"],"skill_mod":{},"summary":"Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","Class-Specific"],"level":4,"prerequisite":"Marshal Dedication; Trained in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2006","archetype":["Marshal"],"name":"Dread Marshal Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2006"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Archetype","Open","Stance"],"id":"feat-2007","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Inspiring Marshal Stance Single Action Source Advanced Player's Guide pg. 180 Archetype Marshal Prerequisites Marshal Dedication; Trained in Diplomacy --- You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects. Success As critical success, but your aura's size doesn't increase. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can't take this action again for 1 minute.","feat":["Inspiring Marshal Stance"],"skill_mod":{},"summary":"You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","Class-Specific"],"level":4,"prerequisite":"Marshal Dedication; Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2007","archetype":["Marshal"],"name":"Inspiring Marshal Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2007"},{"remaster_name":["Snap Out of It!"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Emotion","Mental"],"id":"feat-2008","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Snap Out of It! (Marshal) Single Action Source Advanced Player's Guide pg. 180 Archetype Marshal Prerequisites Marshal Dedication --- You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.","feat":["Snap Out of It! (Marshal)"],"skill_mod":{},"summary":"You give a quick shout, hoping to shake the fog clouding your ally's thoughts.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Sense","Mechanics"],"level":4,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2008","archetype":["Marshal"],"name":"Snap Out of It! (Marshal)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2008"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Emotion","Mental"],"id":"feat-2009","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Steel Yourself! Single Action Source Advanced Player's Guide pg. 180 Archetype Marshal Prerequisites Marshal Dedication --- You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn.","feat":["Steel Yourself!"],"skill_mod":{},"summary":"You encourage an ally to toughen up, giving them a fighting chance.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Sense","Mechanics"],"level":4,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2009","archetype":["Marshal"],"name":"Steel Yourself!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2009"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype","Auditory","Flourish"],"id":"feat-2010","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cadence Call Single Action Source Advanced Player's Guide pg. 180 Archetype Marshal Frequency once per minute Prerequisites Marshal Dedication --- You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is quickened until the end of their next turn, and they can use the extra action only to Stride. At the end of each ally's turn, if they used the extra action, they then become slowed 1 until the end of their following turn. Cadence Call leads to... Tactical Cadence","feat":["Cadence Call"],"skill_mod":{},"summary":"You call out a quick cadence, guiding your allies into a more efficient rhythm.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2010","archetype":["Marshal"],"name":"Cadence Call","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2010"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Open","Visual"],"id":"feat-2011","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Rallying Charge Two Actions Source Advanced Player's Guide pg. 180 Archetype Marshal Prerequisites Marshal Dedication --- Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.","feat":["Rallying Charge"],"skill_mod":{},"summary":"Your fearless charge into battle reinvigorates your allies to carry on the fight.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","Sense"],"level":6,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2011","archetype":["Marshal"],"name":"Rallying Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2011"},{"skill_mod":{},"summary":"You excel at watching your allies' backs and helping them watch yours.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2012","weakness":{},"archetype":["Marshal"],"name":"Back to Back","trait":["Archetype"],"id":"feat-2012","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Back to Back Source Advanced Player's Guide pg. 181 Archetype Marshal Prerequisites Marshal Dedication --- You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become flat-footed due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't.","category":"feat","pfs":"Standard","feat":["Back to Back"],"rarity":"common","slug":"feat-2012"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Flourish"],"id":"feat-2013","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > To Battle! Single Action or Two Actions Source Advanced Player's Guide pg. 181 Archetype Marshal Prerequisites Marshal Dedication --- With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike.","feat":["To Battle!"],"skill_mod":{},"summary":"With a resounding cry, you rally your ally to the offensive.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Sense","Mechanics"],"level":8,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2013","archetype":["Marshal"],"name":"To Battle!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","rarity":"common","slug":"feat-2013"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype"],"id":"feat-2014","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Topple Foe Reaction Source Advanced Player's Guide pg. 181 Archetype Marshal Prerequisites Marshal Dedication; Trained in Athletics Trigger An ally succeeds at a melee Strike against an opponent you are both adjacent to. --- You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack.","feat":["Topple Foe"],"skill_mod":{},"summary":"You take advantage of the opening created by your ally to tip your foe off their feet.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":10,"prerequisite":"Marshal Dedication; Trained in Athletics","source_category":["Rulebooks"],"trigger":"An ally succeeds at a melee Strike against an opponent you are both adjacent to.","resistance":{},"url":"/Feats.aspx?ID=2014","archetype":["Marshal"],"name":"Topple Foe","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2014"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Open","Visual"],"id":"feat-2015","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Coordinated Charge Two Actions Source Advanced Player's Guide pg. 181 Archetype Marshal Prerequisites Marshal Dedication --- You heroically dash into the fray, inspiring your allies to follow. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.","feat":["Coordinated Charge"],"skill_mod":{},"summary":"You heroically dash into the fray, inspiring your allies to follow.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","Sense"],"level":12,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2015","archetype":["Marshal"],"name":"Coordinated Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2015"},{"skill_mod":{},"summary":"Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Cadence Call","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2016","weakness":{},"archetype":["Marshal"],"name":"Tactical Cadence","trait":["Archetype"],"id":"feat-2016","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Tactical Cadence Source Advanced Player's Guide pg. 181 Archetype Marshal Prerequisites Cadence Call --- Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren't slowed 1 on their following turn if they use the extra action.","category":"feat","pfs":"Standard","feat":["Tactical Cadence"],"rarity":"common","slug":"feat-2016"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Manipulate"],"id":"feat-2017","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Target of Opportunity Reaction Source Advanced Player's Guide pg. 181 Archetype Marshal Prerequisites Marshal Dedication Trigger An ally succeeds at a ranged Strike against an opponent within your weapon's first range increment. Requirements You have a ranged or thrown weapon in hand. --- You capitalize on your ally's attack to create a coordinated barrage. Make a ranged Strike with a –2 penalty against the opponent targeted by the triggering attack. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses.","feat":["Target of Opportunity"],"skill_mod":{},"summary":"You capitalize on your ally's attack to create a coordinated barrage.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"requirement":"You have a ranged or thrown weapon in hand.","trigger":"An ally succeeds at a ranged Strike against an opponent within your weapon's first range increment.","resistance":{},"url":"/Feats.aspx?ID=2017","archetype":["Marshal"],"name":"Target of Opportunity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2017"},{"skill_mod":{},"summary":"You have trained to use your fists as deadly weapons.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2018","weakness":{},"archetype":["Martial Artist"],"name":"Martial Artist Dedication","trait":["Archetype","Dedication"],"id":"feat-2018","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Martial Artist Dedication Source Advanced Player's Guide pg. 182 Archetype Martial Artist --- You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks. Special You can't select another dedication feat until you have gained two other feats from the martial artist archetype. Martial Artist Dedication leads to... Follow-Up Strike, Grievous Blow, Path of Iron, Powder Punch Stance","category":"feat","pfs":"Standard","feat":["Martial Artist Dedication"],"rarity":"common","slug":"feat-2018"},{"remaster_name":["Follow-up Strike"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-2019","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Follow-Up Strike Single Action Source Advanced Player's Guide pg. 182 Archetype Martial Artist Prerequisites Martial Artist Dedication Requirements Your last action was a missed Strike with a melee unarmed attack. --- You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as for the missed Strike, if any.","feat":["Follow-Up Strike"],"skill_mod":{},"summary":"You have trained to use all parts of your body as a weapon.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Martial Artist Dedication","source_category":["Rulebooks"],"requirement":"Your last action was a missed Strike with a melee unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=2019","archetype":["Martial Artist"],"name":"Follow-Up Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2019"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-2020","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Grievous Blow Two Actions Source Advanced Player's Guide pg. 182 Archetype Martial Artist Prerequisites Martial Artist Dedication --- You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice. This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level.","feat":["Grievous Blow"],"skill_mod":{},"summary":"You know how to deliver focused, powerful blows that bypass your enemies' resistances.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Martial Artist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2020","archetype":["Martial Artist"],"name":"Grievous Blow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2020"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype","Flourish"],"id":"feat-2021","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Path of Iron Three Actions Source Advanced Player's Guide pg. 182 Archetype Martial Artist Frequency once per minute Prerequisites Martial Artist Dedication --- With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You Stride; this movement doesn't trigger reactions. You can Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks.","feat":["Path of Iron"],"skill_mod":{},"summary":"With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Martial Artist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2021","archetype":["Martial Artist"],"name":"Path of Iron","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2021"},{"skill_mod":{},"summary":"You specialize in weapons that require two hands.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength 14","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2022","weakness":{},"archetype":["Mauler"],"name":"Mauler Dedication","trait":["Archetype","Dedication"],"id":"feat-2022","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mauler Dedication Source Advanced Player's Guide pg. 183 Archetype Mauler Prerequisites Strength 14 --- You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the two-hand trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. Special You can't select another dedication feat until you have gained two other feats from the mauler archetype. Mauler Dedication leads to... Avalanche Strike, Clear the Way, Hammer Quake, Shoving Sweep","category":"feat","pfs":"Standard","feat":["Mauler Dedication"],"rarity":"common","slug":"feat-2022"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2023","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Clear the Way Two Actions Source Advanced Player's Guide pg. 183 Archetypes Mauler, Warrior Of Legend (Level 6) Prerequisites Mauler Dedication Requirements You're wielding a melee weapon in two hands. --- You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to Shove up to five creatures adjacent to you, rolling a separate Athletics check for each target. Then Stride up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved.","feat":["Clear the Way"],"skill_mod":{},"summary":"You put your body behind your massive weapon and swing, shoving enemies to clear a wide path.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":6,"prerequisite":"Mauler Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a melee weapon in two hands.","resistance":{},"url":"/Feats.aspx?ID=2023","archetype":["Mauler","Warrior Of Legend"],"name":"Clear the Way","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2023"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype"],"id":"feat-2024","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Shoving Sweep Reaction Source Advanced Player's Guide pg. 183 Archetype Mauler Prerequisites Mauler Dedication; Expert in Athletics Trigger A creature within your reach leaves a square during a move action it's using. Requirements You're wielding a melee weapon in two hands. --- You swing your weapon at your foe, rebuffing them back. You attempt to Shove the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the Shove.","feat":["Shoving Sweep"],"skill_mod":{},"summary":"You swing your weapon at your foe, rebuffing them back.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":8,"prerequisite":"Mauler Dedication; Expert in Athletics","source_category":["Rulebooks"],"requirement":"You're wielding a melee weapon in two hands.","trigger":"A creature within your reach leaves a square during a move action it's using.","resistance":{},"url":"/Feats.aspx?ID=2024","archetype":["Mauler"],"name":"Shoving Sweep","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2024"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish","Open"],"id":"feat-2025","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Hammer Quake Three Actions Source Advanced Player's Guide pg. 183 Archetype Mauler Prerequisites Mauler Dedication Requirements You're wielding a non-finesse melee weapon in two hands. --- You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, Strike that foe with the required weapon. Then attempt to Trip every foe in the chosen square plus each square adjacent to that square, ignoring Trip's requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the Strike, if any, and all the Trip attempts.","feat":["Hammer Quake"],"skill_mod":{},"summary":"You smash the ground with your weapon, knocking nearby creatures to the ground.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Mauler Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a non- finesse melee weapon in two hands.","resistance":{},"url":"/Feats.aspx?ID=2025","archetype":["Mauler"],"name":"Hammer Quake","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2025"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish","Open"],"id":"feat-2026","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Avalanche Strike Three Actions Source Advanced Player's Guide pg. 183 Archetype Mauler Prerequisites Mauler Dedication Requirements You're wielding a melee weapon in two hands. --- You attack all nearby adversaries. Make a melee Strike with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks.","feat":["Avalanche Strike"],"skill_mod":{},"summary":"You attack all nearby adversaries.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Mauler Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a melee weapon in two hands.","resistance":{},"url":"/Feats.aspx?ID=2026","archetype":["Mauler"],"name":"Avalanche Strike","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2026"},{"skill_mod":{},"summary":"You become an expert in Medicine.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Medicine; Battle Medicine","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2027","weakness":{},"archetype":["Medic"],"skill":["Medicine","Medicine"],"name":"Medic Dedication","trait":["Archetype","Dedication"],"id":"feat-2027","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Medic Dedication Source Advanced Player's Guide pg. 184 Archetype Medic Prerequisites Trained in Medicine; Battle Medicine --- You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour. Special You can't select another dedication feat until you gain two other feats from the medic archetype. Medic Dedication leads to... Doctor's Visitation, Preventative Treatment, Resuscitate, Treat Condition","category":"feat","pfs":"Standard","feat":["Medic Dedication"],"rarity":"common","slug":"feat-2027"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-2028","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Doctor's Visitation Single Action or Two Actions Source Advanced Player's Guide pg. 184 Archetype Medic Prerequisites Medic Dedication --- You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it).","feat":["Doctor's Visitation"],"skill_mod":{},"summary":"You move to provide immediate care to those who need it.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Medic Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2028","archetype":["Medic"],"name":"Doctor's Visitation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","rarity":"common","slug":"feat-2028"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Healing","Manipulate","Skill"],"id":"feat-2029","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Treat Condition Two Actions Source Advanced Player's Guide pg. 184 Archetype Medic Prerequisites Medic Dedication Requirements You are holding healer's tools, or you are wearing them and have a hand free. --- You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue. Critical Success Reduce the condition value by 2. Success Reduce the condition value by 1. Critical Failure Increase the condition value by 1. Treat Condition leads to... Holistic Care, Preventative Treatment","feat":["Treat Condition"],"skill_mod":{},"summary":"You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Medic Dedication","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free.","resistance":{},"url":"/Feats.aspx?ID=2029","archetype":["Medic"],"name":"Treat Condition","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2029"},{"skill_mod":{},"summary":"You provide emotional and spiritual care.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Trained in Diplomacy; Treat Condition","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2030","weakness":{},"archetype":["Medic"],"skill":["Diplomacy","Diplomacy"],"name":"Holistic Care","trait":["Archetype","Skill"],"id":"feat-2030","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Holistic Care Source Advanced Player's Guide pg. 184 Archetype Medic Prerequisites Trained in Diplomacy; Treat Condition --- You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can't use Treat Condition to reduce it.","category":"feat","pfs":"Standard","feat":["Holistic Care"],"rarity":"common","slug":"feat-2030"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["Archetype","Healing","Manipulate"],"id":"feat-2031","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Resuscitate Three Actions Source Advanced Player's Guide pg. 184 Archetype Medic Prerequisites Medic Dedication; Legendary in Medicine Requirements You are holding healer's tools or are wearing them and have a hand free. Also, the target's body is mostly intact. --- You can use Medicine to resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead , except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day.","feat":["Resuscitate"],"skill_mod":{},"summary":"You can use Medicine to resuscitate the dead.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Medic Dedication; Legendary in Medicine","source_category":["Rulebooks"],"requirement":"You are holding healer's tools or are wearing them and have a hand free. Also, the target's body is mostly intact.","resistance":{},"url":"/Feats.aspx?ID=2031","archetype":["Medic"],"name":"Resuscitate","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2031"},{"skill_mod":{},"summary":"As a pirate, you sail the seas in search of enemy ships to plunder.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2032","weakness":{},"archetype":["Pirate"],"skill":["Intimidation","Intimidation"],"name":"Pirate Dedication","trait":["Archetype","Dedication"],"id":"feat-2032","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pirate Dedication Source Advanced Player's Guide pg. 185 Archetype Pirate Prerequisites Trained in Intimidation --- As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in Sailing Lore, or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action. Boarding Assault Two Actions (Flourish) Either Stride twice or attempt an Acrobatics check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee Strike that deals one additional weapon damage die. Special You can't select another dedication feat until you have gained two other feats from the pirate archetype. Pirate Dedication leads to... Broadside Buckos, Cutting Flattery, Hook 'Em, Pirate Weapon Training, Rope Runner, Walk the Plank, Watch This!","category":"feat","pfs":"Standard","feat":["Pirate Dedication"],"rarity":"common","slug":"feat-2032"},{"remaster_name":["Pirate Combat Training"],"skill_mod":{},"summary":"You're particularly skilled at wielding traditional pirate weapons.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Pirate Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2033","weakness":{},"archetype":["Pirate"],"name":"Pirate Weapon Training","trait":["Archetype"],"id":"feat-2033","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Pirate Weapon Training Source Advanced Player's Guide pg. 185 Archetype Pirate Prerequisites Pirate Dedication --- You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: hatchet, rapier, scimitar, and whip. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons.","category":"feat","pfs":"Standard","feat":["Pirate Weapon Training"],"rarity":"common","slug":"feat-2033"},{"skill_mod":{},"summary":"You run and climb across ropes and rigging almost as easily as on the ground.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trained in Acrobatics; Trained in Athletics; Pirate Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2034","weakness":{},"archetype":["Pirate"],"skill":["Acrobatics","Athletics","Acrobatics","Athletics"],"name":"Rope Runner","trait":["Archetype","Skill"],"id":"feat-2034","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rope Runner Source Advanced Player's Guide pg. 185 Archetype Pirate Prerequisites Trained in Acrobatics; Trained in Athletics; Pirate Dedication --- You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an Athletics check to Climb a rope or an Acrobatics check to Balance on a rope, you get a critical success instead. You aren't flat-footed while Climbing or Balancing on a rope.","category":"feat","pfs":"Standard","feat":["Rope Runner"],"rarity":"common","slug":"feat-2034"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2035","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Walk the Plank Two Actions Source Advanced Player's Guide pg. 185 Archetype Pirate Prerequisites Pirate Dedication --- You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent; this check gains the incapacitation trait. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to Demoralize was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours.","feat":["Walk the Plank"],"skill_mod":{},"summary":"You frighten a foe into moving where you want them, traditionally demanding they walk the plank.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":8,"prerequisite":"Pirate Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2035","archetype":["Pirate"],"name":"Walk the Plank","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2035"},{"skill_mod":{},"summary":"You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2036","weakness":{},"archetype":["Poisoner"],"skill":["Crafting","Crafting"],"name":"Poisoner Dedication","trait":["Archetype","Dedication"],"id":"feat-2036","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Poisoner Dedication Source Advanced Player's Guide pg. 186 Archetype Poisoner Prerequisites Trained in Crafting --- You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. Special You can't select another dedication feat until you have gained at least two other feats from the poisoner archetype. Poisoner Dedication leads to... Acquired Tolerance, Expert Poisoner, Poison Coat, Poisoner's Twist","category":"feat","pfs":"Standard","feat":["Poisoner Dedication"],"rarity":"common","slug":"feat-2036"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["Archetype"],"id":"feat-2037","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Poisoner's Twist Single Action Source Advanced Player's Guide pg. 186 Archetype Poisoner Prerequisites Poisoner Dedication; Trained in Medicine Requirements Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison. --- Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.","feat":["Poisoner's Twist"],"skill_mod":{},"summary":"Poisons attack specific parts of the body.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":4,"prerequisite":"Poisoner Dedication; Trained in Medicine","source_category":["Rulebooks"],"requirement":"Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison.","resistance":{},"url":"/Feats.aspx?ID=2037","archetype":["Poisoner"],"name":"Poisoner's Twist","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2037"},{"skill_mod":{},"summary":"Your advanced alchemy level for poison increases to your level – 3.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Poisoner Dedication; Expert in Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2038","weakness":{},"archetype":["Poisoner"],"skill":["Crafting","Crafting"],"name":"Expert Poisoner","trait":["Archetype"],"id":"feat-2038","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expert Poisoner Source Advanced Player's Guide pg. 186 Archetype Poisoner Prerequisites Poisoner Dedication; Expert in Crafting --- Your advanced alchemy level for poison increases to your level – 3.","category":"feat","pfs":"Standard","feat":["Expert Poisoner"],"rarity":"common","slug":"feat-2038"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2039","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Poison Coat Reaction Source Advanced Player's Guide pg. 186 Archetype Poisoner Prerequisites Poisoner Dedication Trigger A creature adjacent to you hits you with a melee unarmed Strike. Requirements You have prepared your clothing to poison attackers (see below). --- In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time. When you use this reaction, the triggering creature is exposed to the suffused poison.","feat":["Poison Coat"],"skill_mod":{},"summary":"In nature, certain animals are covered in venomous spines, such that even touching them is deadly.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":6,"prerequisite":"Poisoner Dedication","source_category":["Rulebooks"],"requirement":"You have prepared your clothing to poison attackers (see below).","trigger":"A creature adjacent to you hits you with a melee unarmed Strike.","resistance":{},"url":"/Feats.aspx?ID=2039","archetype":["Poisoner"],"name":"Poison Coat","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2039"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Fortune"],"id":"feat-2040","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Acquired Tolerance Reaction Source Advanced Player's Guide pg. 186 Archetype Poisoner Prerequisites Poisoner Dedication Trigger You fail a save against a poison. --- A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, or another poison.","feat":["Acquired Tolerance"],"skill_mod":{},"summary":"A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Poisoner Dedication","source_category":["Rulebooks"],"trigger":"You fail a save against a poison.","resistance":{},"url":"/Feats.aspx?ID=2040","archetype":["Poisoner"],"name":"Acquired Tolerance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2040"},{"skill_mod":{},"summary":"You have begun to master the difficult art of casting rituals.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2041","weakness":{},"archetype":["Ritualist"],"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Ritualist Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2041","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ritualist Dedication Source Advanced Player's Guide pg. 187 Archetype Ritualist Prerequisites Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion --- You have begun to master the difficult art of casting rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. Special You can't select another dedication feat until you've gained two other feats from the ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it. Ritualist Dedication leads to... Efficient Rituals, Flexible Ritualist, Resourceful Ritualist","category":"feat","pfs":"Standard","feat":["Ritualist Dedication"],"rarity":"uncommon","slug":"feat-2041"},{"skill_mod":{},"summary":"You can perform two aspects of a ritual yourself.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Ritualist Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2042","weakness":{},"archetype":["Ritualist"],"name":"Flexible Ritualist","trait":["Archetype"],"id":"feat-2042","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Flexible Ritualist Source Advanced Player's Guide pg. 187 Archetype Ritualist Prerequisites Ritualist Dedication --- You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual). Flexible Ritualist leads to... Assured Ritualist","category":"feat","pfs":"Standard","feat":["Flexible Ritualist"],"rarity":"common","slug":"feat-2042"},{"skill_mod":{},"summary":"You can cast difficult rituals that might otherwise be just beyond your skill.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Ritualist Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2043","weakness":{},"archetype":["Ritualist"],"name":"Resourceful Ritualist","trait":["Archetype","Skill"],"id":"feat-2043","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Resourceful Ritualist Source Advanced Player's Guide pg. 187 Archetype Ritualist Prerequisites Ritualist Dedication --- You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.","category":"feat","pfs":"Standard","feat":["Resourceful Ritualist"],"rarity":"common","slug":"feat-2043"},{"skill_mod":{},"summary":"You can perform some rituals in less time.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Ritualist Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2044","weakness":{},"archetype":["Ritualist"],"name":"Efficient Rituals","trait":["Archetype"],"id":"feat-2044","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Efficient Rituals Source Advanced Player's Guide pg. 187 Archetype Ritualist Prerequisites Ritualist Dedication --- You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. Efficient Rituals leads to... Speedy Rituals","category":"feat","pfs":"Standard","feat":["Efficient Rituals"],"rarity":"common","slug":"feat-2044"},{"skill_mod":{},"summary":"You can cover for a secondary caster's error.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Flexible Ritualist","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2045","weakness":{},"archetype":["Ritualist"],"name":"Assured Ritualist","trait":["Archetype"],"id":"feat-2045","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Assured Ritualist Source Advanced Player's Guide pg. 187 Archetype Ritualist Prerequisites Flexible Ritualist --- You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better.","category":"feat","pfs":"Standard","feat":["Assured Ritualist"],"rarity":"common","slug":"feat-2045"},{"skill_mod":{},"summary":"You can perform rituals in only a fraction of the usual time.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Efficient Rituals","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2046","weakness":{},"archetype":["Ritualist"],"name":"Speedy Rituals","trait":["Archetype"],"id":"feat-2046","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Speedy Rituals Source Advanced Player's Guide pg. 187 Archetype Ritualist Prerequisites Efficient Rituals --- You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual.","category":"feat","pfs":"Standard","feat":["Speedy Rituals"],"rarity":"common","slug":"feat-2046"},{"skill_mod":{},"summary":"You are a highly skilled scout, capable of providing your allies a timely warning of any danger.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Stealth; Trained in Survival","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2047","weakness":{},"archetype":["Scout"],"skill":["Stealth","Survival","Stealth","Survival"],"name":"Scout Dedication","trait":["Archetype","Dedication"],"id":"feat-2047","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Scout Dedication Source Advanced Player's Guide pg. 188 Archetype Scout Prerequisites Trained in Stealth; Trained in Survival --- You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the Scout's Warning ranger feat. When you're using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus. Special You can't select another dedication feat until you have gained two other feats from the scout archetype. Scout Dedication leads to... Eclipsed Vitality, Fleeting Shadow, Rebel's Map, Scout's Charge, Scout's Pounce, Scout's Speed, Terrain Scout","category":"feat","pfs":"Standard","feat":["Scout Dedication"],"rarity":"common","slug":"feat-2047"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-2048","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Scout's Charge Two Actions Source Advanced Player's Guide pg. 188 Archetype Scout Prerequisites Scout Dedication --- You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against that foe. For your Feint, you can attempt a Stealth check instead of the Deception check that's usually required, because you use the terrain around you to catch your foe off-guard.","feat":["Scout's Charge"],"skill_mod":{},"summary":"You meander around unpredictably, and then ambush your opponents without warning.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2048","archetype":["Scout"],"name":"Scout's Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2048"},{"skill_mod":{},"summary":"You gain the Terrain Stalker skill feat twice, choosing a different terrain each time.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2049","weakness":{},"archetype":["Scout"],"name":"Terrain Scout","trait":["Archetype"],"id":"feat-2049","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Terrain Scout Source Advanced Player's Guide pg. 188 Archetype Scout Prerequisites Scout Dedication --- You gain the Terrain Stalker skill feat twice, choosing a different terrain each time. If you Avoid Notice while exploring and any allies use Follow the Expert to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have.","category":"feat","pfs":"Standard","feat":["Terrain Scout"],"rarity":"common","slug":"feat-2049"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-2050","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fleeting Shadow Two Actions Source Advanced Player's Guide pg. 188 Archetypes Scout, Verduran Shadow (Level 6) Prerequisites Scout Dedication --- You're able to quickly disappear and then move about stealthily. You Hide, then Sneak twice.","feat":["Fleeting Shadow"],"skill_mod":{},"summary":"You're able to quickly disappear and then move about stealthily.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2050","archetype":["Scout","Verduran Shadow"],"name":"Fleeting Shadow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2050"},{"skill_mod":{},"summary":"You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2051","weakness":{},"archetype":["Scout"],"name":"Scout's Speed","trait":["Archetype"],"id":"feat-2051","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scout's Speed Source Advanced Player's Guide pg. 188 Archetype Scout Prerequisites Scout Dedication --- You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus.","category":"feat","pfs":"Standard","feat":["Scout's Speed"],"rarity":"common","slug":"feat-2051"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-2052","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Scout's Pounce Two Actions Source Advanced Player's Guide pg. 188 Archetypes Scout, Verduran Shadow (Level 10) Prerequisites Scout Dedication Requirements You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy. --- You leap from the shadows to strike your foes. Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, your foe is flat-footed against both attacks. Your multiple attack penalty applies normally for both attacks.","feat":["Scout's Pounce"],"skill_mod":{},"summary":"You leap from the shadows to strike your foes.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"requirement":"You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy.","resistance":{},"url":"/Feats.aspx?ID=2052","archetype":["Scout","Verduran Shadow"],"name":"Scout's Pounce","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2052"},{"skill_mod":{},"summary":"You've studied scrolls in depth.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2053","weakness":{},"archetype":["Scroll Trickster"],"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Scroll Trickster Dedication","trait":["Archetype","Dedication"],"id":"feat-2053","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Scroll Trickster Dedication Source Advanced Player's Guide pg. 189 Archetype Scroll Trickster Prerequisites Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion --- You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the Trick Magic Item feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to Trick a Magic Item that's a scroll, you get a failure instead. Special You can't select another dedication feat until you have gained two other feats from the scroll trickster archetype. Scroll Trickster Dedication leads to... Basic Scroll Cache, Skim Scroll","category":"feat","pfs":"Standard","feat":["Scroll Trickster Dedication"],"rarity":"common","slug":"feat-2053"},{"skill_mod":{},"summary":"You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Scroll Trickster Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2054","weakness":{},"archetype":["Scroll Trickster"],"name":"Basic Scroll Cache","trait":["Archetype"],"id":"feat-2054","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Basic Scroll Cache Source Advanced Player's Guide pg. 189 Archetype Scroll Trickster Prerequisites Scroll Trickster Dedication --- You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly. Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook , or another spell you learned via Learn a Spell, and it must come from a tradition in which you have the corresponding skill trained. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell. At 8th level, add a second temporary scroll containing a 2nd-level spell. Basic Scroll Cache leads to... Expert Scroll Cache","category":"feat","pfs":"Standard","feat":["Basic Scroll Cache"],"rarity":"common","slug":"feat-2054"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2055","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Skim Scroll Single Action Source Advanced Player's Guide pg. 189 Archetype Scroll Trickster Prerequisites Scroll Trickster Dedication --- You can activate the magic of a scroll with a cursory read as you draw it from your belt. You Interact to draw forth a scroll, then use Trick Magic Item on the scroll.","feat":["Skim Scroll"],"skill_mod":{},"summary":"You can activate the magic of a scroll with a cursory read as you draw it from your belt.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":8,"prerequisite":"Scroll Trickster Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2055","archetype":["Scroll Trickster"],"name":"Skim Scroll","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2055"},{"skill_mod":{},"summary":"Your scroll collection is more powerful.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Scroll Cache","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2056","weakness":{},"archetype":["Scroll Trickster"],"name":"Expert Scroll Cache","trait":["Archetype"],"id":"feat-2056","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Scroll Cache Source Advanced Player's Guide pg. 189 Archetype Scroll Trickster Prerequisites Basic Scroll Cache --- Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell. Expert Scroll Cache leads to... Master Scroll Cache","category":"feat","pfs":"Standard","feat":["Expert Scroll Cache"],"rarity":"common","slug":"feat-2056"},{"skill_mod":{},"summary":"Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Scroll Cache","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2057","weakness":{},"archetype":["Scroll Trickster"],"name":"Master Scroll Cache","trait":["Archetype"],"id":"feat-2057","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Scroll Cache Source Advanced Player's Guide pg. 189 Archetype Scroll Trickster Prerequisites Expert Scroll Cache --- Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell.","category":"feat","pfs":"Standard","feat":["Master Scroll Cache"],"rarity":"common","slug":"feat-2057"},{"skill_mod":{},"summary":"You can Craft items even without appropriate tools or a workshop, though you take a –2 item penalty to your Crafting check.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2058","weakness":{},"archetype":["Scrounger"],"skill":["Crafting","Crafting"],"name":"Scrounger Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2058","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Scrounger Dedication Source Advanced Player's Guide pg. 190 Archetype Scrounger Prerequisites Trained in Crafting --- You can Craft items even without appropriate tools or a workshop, though you take a –2 item penalty to your Crafting check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. You can Craft temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear. Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for 1d4 hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text. You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to Craft a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a –5 penalty to the Crafting check (or a –10 penalty if the materials you used were particularly unsuitable, as determined by the GM). Special You can't select another dedication feat until you have gained two other feats from the scrounger archetype. Scrounger Dedication leads to... Expert Disassembler, High-Quality Scrounger, Reverse Engineering","category":"feat","pfs":"Standard","feat":["Scrounger Dedication"],"rarity":"uncommon","slug":"feat-2058"},{"skill_mod":{},"summary":"You are able to reverse engineer items into formulas more effectively than most.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Crafting; Scrounger Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2059","weakness":{},"archetype":["Scrounger"],"skill":["Crafting","Crafting"],"name":"Reverse Engineering","trait":["Archetype","Skill"],"id":"feat-2059","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Reverse Engineering Source Advanced Player's Guide pg. 190 Archetype Scrounger Prerequisites Expert in Crafting; Scrounger Dedication --- You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value.","category":"feat","pfs":"Standard","feat":["Reverse Engineering"],"rarity":"common","slug":"feat-2059"},{"skill_mod":{},"summary":"When you Craft a temporary item using Scrounger Dedication, it can be an item of up to 3rd level.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Scrounger Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2060","weakness":{},"archetype":["Scrounger"],"name":"High-Quality Scrounger","trait":["Archetype"],"id":"feat-2060","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > High-Quality Scrounger Source Advanced Player's Guide pg. 190 Archetype Scrounger Prerequisites Scrounger Dedication --- When you Craft a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead Craft it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it.","category":"feat","pfs":"Standard","feat":["High-Quality Scrounger"],"rarity":"common","slug":"feat-2060"},{"remaster_name":["Expert Disassembly"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"trait":["Archetype","Skill"],"id":"feat-2061","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Expert Disassembler Source Advanced Player's Guide pg. 190 Archetype Scrounger Prerequisites Master in Crafting; Scrounger Dedication --- You can apply the same techniques you use to reverse engineer objects to disable them. You can use Crafting instead of Thievery to Disable a Device or Pick a Lock.","feat":["Expert Disassembler"],"skill_mod":{},"summary":"You can apply the same techniques you use to reverse engineer objects to disable them.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":7,"prerequisite":"Master in Crafting; Scrounger Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2061","archetype":["Scrounger"],"name":"Expert Disassembler","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-2061"},{"skill_mod":{},"summary":"You have trained carefully to maximize the protective qualities of your armor.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2062","weakness":{},"archetype":["Sentinel"],"name":"Sentinel Dedication","trait":["Archetype","Dedication"],"id":"feat-2062","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sentinel Dedication Source Advanced Player's Guide pg. 191 Archetype Sentinel --- You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat. Special You can't select another dedication feat until you have gained two other feats from the sentinel archetype. Sentinel Dedication leads to... Armor Specialist, Armored Rebuff, Mighty Bulwark, Steel Skin","category":"feat","pfs":"Standard","feat":["Sentinel Dedication"],"rarity":"common","slug":"feat-2062"},{"skill_mod":{},"summary":"You wear your armor like a second skin.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trained in Survival; Sentinel Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2063","weakness":{},"archetype":["Sentinel","Stalwart Defender"],"skill":["Survival","Survival"],"name":"Steel Skin","trait":["Archetype","Skill"],"id":"feat-2063","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Steel Skin Source Advanced Player's Guide pg. 191 Archetypes Sentinel, Stalwart Defender (Level 6) Prerequisites Trained in Survival; Sentinel Dedication --- You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor.","category":"feat","pfs":"Standard","feat":["Steel Skin"],"rarity":"common","slug":"feat-2063"},{"skill_mod":{},"summary":"You have trained hard to optimize your armor's protective qualities.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Sentinel Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2064","weakness":{},"archetype":["Sentinel","Golden Legionnaire"],"name":"Armor Specialist","trait":["Archetype"],"id":"feat-2064","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Armor Specialist Source Advanced Player's Guide pg. 191 Archetypes Sentinel, Golden Legionnaire (Level 6) Prerequisites Sentinel Dedication --- You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor.","category":"feat","pfs":"Standard","feat":["Armor Specialist"],"rarity":"common","slug":"feat-2064"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2065","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Armored Rebuff Reaction Source Advanced Player's Guide pg. 191 Archetypes Sentinel, Stalwart Defender (Level 10) Prerequisites Sentinel Dedication Trigger An adjacent foe critically fails an attack roll to Strike you with a melee weapon or unarmed attack. Requirements You are wearing medium armor or heavier. --- You rebuff puny attacks with your armor, knocking back your foe. Attempt an Athletics check to Shove the triggering foe, even if you don't have a hand free. If you succeed, you can't Stride to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them.","feat":["Armored Rebuff"],"skill_mod":{},"summary":"You rebuff puny attacks with your armor, knocking back your foe.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":8,"prerequisite":"Sentinel Dedication","source_category":["Rulebooks"],"requirement":"You are wearing medium armor or heavier.","trigger":"An adjacent foe critically fails an attack roll to Strike you with a melee weapon or unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=2065","archetype":["Sentinel","Stalwart Defender"],"name":"Armored Rebuff","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2065"},{"skill_mod":{},"summary":"Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Sentinel Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2066","weakness":{},"archetype":["Sentinel","Stalwart Defender"],"name":"Mighty Bulwark","trait":["Archetype"],"id":"feat-2066","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Mighty Bulwark Source Advanced Player's Guide pg. 191 Archetypes Stalwart Defender (Level 12), Sentinel (Level 10), Sentinel (Level 10) Prerequisites Sentinel Dedication --- Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.","category":"feat","pfs":"Standard","feat":["Mighty Bulwark"],"rarity":"common","slug":"feat-2066"},{"skill_mod":{},"summary":"You dedicate yourself to the shadows.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Master in Stealth; Expert in Performance","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2067","weakness":{},"archetype":["Shadowdancer"],"skill":["Stealth","Performance","Stealth","Performance"],"name":"Shadowdancer Dedication","trait":["Archetype","Dedication"],"id":"feat-2067","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Shadowdancer Dedication Source Advanced Player's Guide pg. 192 Archetype Shadowdancer Prerequisites Master in Stealth; Expert in Performance --- You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain greater darkvision. You also gain a +2 circumstance bonus to Stealth checks when you are within dim light or darkness. Special You can't select another dedication feat until you have gained two other feats from the shadowdancer archetype. Shadowdancer Dedication leads to... Shadow Magic, Shadow Master, Shadow Sneak Attack","category":"feat","pfs":"Standard","feat":["Shadowdancer Dedication"],"rarity":"common","slug":"feat-2067"},{"skill_mod":{},"summary":"You gain the sneak attack class feature, except you deal 1d6 precision damage regardless of your level.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Shadowdancer Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2068","weakness":{},"archetype":["Shadowdancer"],"name":"Shadow Sneak Attack","trait":["Archetype"],"id":"feat-2068","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shadow Sneak Attack Source Advanced Player's Guide pg. 192 Archetype Shadowdancer Prerequisites Shadowdancer Dedication --- You gain the sneak attack class feature, except you deal 1d6 precision damage regardless of your level. Sneak attack from multiple sources isn't cumulative. If you have sneak attack from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together.","category":"feat","pfs":"Standard","feat":["Shadow Sneak Attack"],"rarity":"common","slug":"feat-2068"},{"skill_mod":{},"summary":"You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Shadowdancer Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2069","weakness":{},"archetype":["Shadowdancer","Shadowcaster"],"name":"Shadow Magic","trait":["Archetype"],"id":"feat-2069","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shadow Magic Source Advanced Player's Guide pg. 192 Archetypes Shadowdancer, Shadowcaster (Level 12) Prerequisites Shadowdancer Dedication --- You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: dance of darkness or shadow jump . If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating within an area of dim light or darkness. The rules for focus spells appear here. Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Shadow Magic leads to... Additional Shadow Magic, Shadow Illusion, Shadow Power","category":"feat","pfs":"Standard","feat":["Shadow Magic"],"rarity":"common","slug":"feat-2069"},{"skill_mod":{},"summary":"Choose an additional shadowdancer focus spell you haven't already selected from Shadow Magic.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Shadow Magic","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2070","weakness":{},"archetype":["Shadowdancer","Shadowcaster"],"name":"Additional Shadow Magic","trait":["Archetype"],"id":"feat-2070","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Additional Shadow Magic Source Advanced Player's Guide pg. 192 Archetypes Shadowdancer, Shadowcaster (Level 14) Prerequisites Shadow Magic --- Choose an additional shadowdancer focus spell you haven't already selected from Shadow Magic. Increase the number of Focus Points in your pool by 1.","category":"feat","pfs":"Standard","feat":["Additional Shadow Magic"],"rarity":"common","slug":"feat-2070"},{"skill_mod":{},"summary":"With an artful eye, you shape shadows into illusory forms.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Shadow Magic","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2071","weakness":{},"archetype":["Shadowdancer","Shadowcaster"],"name":"Shadow Illusion","trait":["Archetype"],"id":"feat-2071","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shadow Illusion Source Advanced Player's Guide pg. 192 Archetypes Shadowdancer, Shadowcaster (Level 14) Prerequisites Shadow Magic --- With an artful eye, you shape shadows into illusory forms. You gain the shadow illusion focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs.","category":"feat","pfs":"Standard","feat":["Shadow Illusion"],"rarity":"common","slug":"feat-2071"},{"skill_mod":{},"summary":"You can focus the shadows into a powerful blast.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Shadow Magic","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2072","weakness":{},"archetype":["Shadowdancer","Shadowcaster"],"name":"Shadow Power","trait":["Archetype"],"id":"feat-2072","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Shadow Power Source Advanced Player's Guide pg. 192 Archetypes Shadowdancer, Shadowcaster (Level 16) Prerequisites Shadow Magic --- You can focus the shadows into a powerful blast. You can cast shadow blast as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs.","category":"feat","pfs":"Standard","feat":["Shadow Power"],"rarity":"common","slug":"feat-2072"},{"skill_mod":{},"summary":"The shadows protect you better than any armor can, and they give you power to plunge others into darkness.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Shadowdancer Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2073","weakness":{},"archetype":["Shadowdancer"],"name":"Shadow Master","trait":["Archetype"],"id":"feat-2073","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Shadow Master Source Advanced Player's Guide pg. 192 Archetype Shadowdancer Prerequisites Shadowdancer Dedication --- The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from Strikes with the ghost touch property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a fortune effect.","category":"feat","pfs":"Standard","feat":["Shadow Master"],"rarity":"common","slug":"feat-2073"},{"skill_mod":{},"summary":"You've learned to create a limited number of snares at no cost.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Crafting; Snare Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2074","weakness":{},"archetype":["Snarecrafter"],"skill":["Crafting","Crafting"],"name":"Snarecrafter Dedication","trait":["Archetype","Dedication"],"id":"feat-2074","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Snarecrafter Dedication Source Advanced Player's Guide pg. 194 Archetype Snarecrafter Prerequisites Trained in Crafting; Snare Crafting --- You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you're a master in Crafting and eight if you're legendary. Snares prepared in this way don't cost you any resources to Craft. Special The feat counts as Snare Specialist for the purpose of feat prerequisites. If you also have the Snare Specialist ranger feat, the quick snares from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the snarecrafter archetype. Snarecrafter Dedication leads to... Giant Snare, Plentiful Snares, Remote Trigger, Surprise Snare, Trapsmith Dedication, Trapsmith Dedication","category":"feat","pfs":"Standard","feat":["Snarecrafter Dedication"],"rarity":"common","slug":"feat-2074"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Manipulate"],"id":"feat-2075","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Surprise Snare Three Actions Source Advanced Player's Guide pg. 194 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers, but it takes a –2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts.","feat":["Surprise Snare"],"skill_mod":{},"summary":"You install one of your snares prepared for quick deployment in a space that's occupied by an opponent.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Snarecrafter Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2075","archetype":["Snarecrafter"],"name":"Surprise Snare","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2075"},{"skill_mod":{},"summary":"You've learned how to trigger snares from afar.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Snarecrafter Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2076","weakness":{},"archetype":["Snarecrafter"],"name":"Remote Trigger","trait":["Archetype"],"id":"feat-2076","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Remote Trigger Source Advanced Player's Guide pg. 194 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged Strike against the Crafting DC, triggering the snare only if you hit.","category":"feat","pfs":"Standard","feat":["Remote Trigger"],"rarity":"common","slug":"feat-2076"},{"skill_mod":{},"summary":"You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Snarecrafter Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2077","weakness":{},"archetype":["Snarecrafter"],"name":"Giant Snare","trait":["Archetype"],"id":"feat-2077","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Giant Snare Source Advanced Player's Guide pg. 194 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.","category":"feat","pfs":"Standard","feat":["Giant Snare"],"rarity":"common","slug":"feat-2077"},{"skill_mod":{},"summary":"You can prepare incredible numbers of snares each day out of simple ingredients.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Snarecrafter Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2078","weakness":{},"archetype":["Snarecrafter"],"name":"Plentiful Snares","trait":["Archetype"],"id":"feat-2078","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Plentiful Snares Source Advanced Player's Guide pg. 194 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication.","category":"feat","pfs":"Standard","feat":["Plentiful Snares"],"rarity":"common","slug":"feat-2078"},{"skill_mod":{},"summary":"You are trained in the use of talismans and similar magical paraphernalia.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2079","weakness":{},"archetype":["Talisman Dabbler"],"name":"Talisman Dabbler Dedication","trait":["Archetype","Dedication"],"id":"feat-2079","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Talisman Dabbler Dedication Source Advanced Player's Guide pg. 195 Archetype Talisman Dabbler --- You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them. Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span. Special You can't select another dedication feat until you have gained two other feats from the talisman dabbler archetype. Talisman Dabbler Dedication leads to... Deeper Dabbler, Quick Fix, Talismanic Sage","category":"feat","pfs":"Standard","feat":["Talisman Dabbler Dedication"],"rarity":"common","slug":"feat-2079"},{"skill_mod":{},"summary":"You can attach a talisman using only a bit of glue and some string.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Talisman Dabbler Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2080","weakness":{},"archetype":["Talisman Dabbler"],"name":"Quick Fix","trait":["Archetype"],"id":"feat-2080","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Fix Source Advanced Player's Guide pg. 195 Archetype Talisman Dabbler Prerequisites Talisman Dabbler Dedication --- You can attach a talisman using only a bit of glue and some string. You gain the Rapid Affixture skill feat, even if you don't meet the prerequisites. When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. You gain the ability to Affix a Talisman as a 3-action activity from that feat at 12th level, regardless of your Crafting proficiency.","category":"feat","pfs":"Standard","feat":["Quick Fix"],"rarity":"common","slug":"feat-2080"},{"skill_mod":{},"summary":"With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Talisman Dabbler Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2081","weakness":{},"archetype":["Talisman Dabbler"],"name":"Deeper Dabbler","trait":["Archetype"],"id":"feat-2081","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Deeper Dabbler Source Advanced Player's Guide pg. 195 Archetype Talisman Dabbler Prerequisites Talisman Dabbler Dedication --- With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations. Special You can select this feat a second time if you are 14th level or higher.","category":"feat","pfs":"Standard","feat":["Deeper Dabbler"],"rarity":"common","slug":"feat-2081"},{"skill_mod":{},"summary":"You have forgotten more about talismans than lesser warriors have ever known.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Talisman Dabbler Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2082","weakness":{},"archetype":["Talisman Dabbler"],"name":"Talismanic Sage","trait":["Archetype"],"id":"feat-2082","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Talismanic Sage Source Advanced Player's Guide pg. 195 Archetype Talisman Dabbler Prerequisites Talisman Dabbler Dedication --- You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item for this ability.","category":"feat","pfs":"Standard","feat":["Talismanic Sage"],"rarity":"common","slug":"feat-2082"},{"skill_mod":{},"summary":"You have two identities, each with its own name, alignment, and abilities.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2083","weakness":{},"archetype":["Vigilante","Gray Gardener"],"skill":["Deception","Deception"],"name":"Vigilante Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2083","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Vigilante Dedication Source Advanced Player's Guide pg. 196 Archetypes Vigilante, Gray Gardener (Level 2) Prerequisites Trained in Deception --- You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don't have to attempt a Deception check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity. Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities. Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to Recall Knowledge about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the detect alignment spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist. To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante. You can use social feats only while in your social identity. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity. Special You can't select another dedication feat until you have gained two other feats from the vigilante archetype. Vigilante Dedication leads to... Accurate Swing, Discerning Gaze, Execution, Executioner Weapon Training, Frightful Condemnation, Gardener's Resolve, Harsh Judgment, Hidden Magic, It Was Me All Along!, Many Guises, Minion Guise, Quick Change, Reminder of the Greater Fear, Safe House, Social Purview, Startling Appearance (Vigilante), Strident Command, Subjective Truth, Terrifying Countenance, Voice of Authority","category":"feat","pfs":"Standard","feat":["Vigilante Dedication"],"rarity":"uncommon","slug":"feat-2083"},{"skill_mod":{},"summary":"You've learned to hide the magical auras of your gear.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion; Vigilante Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2084","weakness":{},"archetype":["Vigilante"],"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Hidden Magic","trait":["Archetype","Skill"],"id":"feat-2084","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Hidden Magic Source Advanced Player's Guide pg. 196 Archetype Vigilante Prerequisites Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion; Vigilante Dedication --- You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. A spellcaster using detect magic or read aura must succeed at a Perception check against your Deception DC to see through your obfuscations.","category":"feat","pfs":"Standard","feat":["Hidden Magic"],"rarity":"common","slug":"feat-2084"},{"skill_mod":{},"summary":"When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"animal companion or familiar; Expert in Deception; Vigilante Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2085","weakness":{},"archetype":["Vigilante"],"skill":["Deception","Deception"],"name":"Minion Guise","trait":["Archetype","Skill","Social"],"id":"feat-2085","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Minion Guise Source Advanced Player's Guide pg. 196 Archetype Vigilante Prerequisites animal companion or familiar; Expert in Deception; Vigilante Dedication --- When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity.","category":"feat","pfs":"Standard","feat":["Minion Guise"],"rarity":"common","slug":"feat-2085"},{"skill_mod":{},"summary":"You establish a safe house—a secure space in which to hide your secrets from the outside world.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vigilante Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2086","weakness":{},"archetype":["Vigilante"],"name":"Safe House","trait":["Archetype"],"id":"feat-2086","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Safe House Source Advanced Player's Guide pg. 196 PFS Note A vigilante's Safe House, can be located in any city or near any lodge they have received a Pathfinder briefing. A vigilante can use their downtime to relocate their safe house. A vigilante can use their safe house only if it is in the town or location where their current adventure is taking place. Archetype Vigilante Prerequisites Vigilante Dedication --- You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection , using your Deception modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in Deception, eight cubes if you're a master, and 16 cubes if you're legendary.","category":"feat","pfs":"Standard","feat":["Safe House"],"rarity":"common","slug":"feat-2086"},{"skill_mod":{},"summary":"You have built a reputation for yourself in your social identity.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vigilante Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2087","weakness":{},"archetype":["Vigilante"],"name":"Social Purview","trait":["Archetype"],"id":"feat-2087","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Social Purview Source Advanced Player's Guide pg. 196 Archetype Vigilante Prerequisites Vigilante Dedication --- You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure.","category":"feat","pfs":"Standard","feat":["Social Purview"],"rarity":"common","slug":"feat-2087"},{"remaster_name":["Startling Appearance"],"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Emotion","Fear","Mental","Vigilante"],"id":"feat-2088","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Startling Appearance (Vigilante) Single Action Source Advanced Player's Guide pg. 197 Archetype Vigilante Prerequisites Vigilante Dedication Requirements You are completely unnoticed by the target creature. --- You can startle foes who are unaware of your presence. Make a Strike against your target. That creature is flat-footed against this Strike, as normal. If your Strike hits, the target remains flat-footed for the rest of your turn and is frightened 1 (frightened 2 on a critical hit). Startling Appearance (Vigilante) leads to... Frightening Appearance, Stunning Appearance","feat":["Startling Appearance (Vigilante)"],"skill_mod":{},"summary":"You can startle foes who are unaware of your presence.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics","Class-Specific"],"level":6,"prerequisite":"Vigilante Dedication","source_category":["Rulebooks"],"requirement":"You are completely unnoticed by the target creature.","resistance":{},"url":"/Feats.aspx?ID=2088","archetype":["Vigilante"],"name":"Startling Appearance (Vigilante)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2088"},{"skill_mod":{},"summary":"You can shift between your identities with ease.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Deception; Vigilante Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2089","weakness":{},"archetype":["Vigilante","Venture-Gossip"],"skill":["Deception","Deception"],"name":"Quick Change","trait":["Archetype"],"id":"feat-2089","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Change Source Advanced Player's Guide pg. 197 Archetypes Vigilante, Venture-Gossip (Level 7) Prerequisites Master in Deception; Vigilante Dedication --- You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in Deception, you can perform this change as a 1-action activity.","category":"feat","pfs":"Standard","feat":["Quick Change"],"rarity":"common","slug":"feat-2089"},{"skill_mod":{},"summary":"Your disparate identities allow you to defeat magic that detects lies.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Deception; Vigilante Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2090","weakness":{},"archetype":["Vigilante","Venture-Gossip"],"skill":["Deception","Deception"],"name":"Subjective Truth","trait":["Archetype","Skill"],"id":"feat-2090","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Subjective Truth Source Advanced Player's Guide pg. 197 Archetypes Vigilante, Venture-Gossip (Level 7) Prerequisites Master in Deception; Vigilante Dedication --- Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like zone of truth that force you to speak the truth.","category":"feat","pfs":"Standard","feat":["Subjective Truth"],"rarity":"common","slug":"feat-2090"},{"skill_mod":{},"summary":"You can take on any number of mundane guises.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Master in Deception; Vigilante Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2091","weakness":{},"archetype":["Vigilante"],"skill":["Deception","Deception"],"name":"Many Guises","trait":["Archetype"],"id":"feat-2091","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Many Guises Source Advanced Player's Guide pg. 197 Archetype Vigilante Prerequisites Master in Deception; Vigilante Dedication --- You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual—rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against your Deception DC. You can't use either social abilities or vigilante abilities while in this identity.","category":"feat","pfs":"Standard","feat":["Many Guises"],"rarity":"common","slug":"feat-2091"},{"skill_mod":{},"summary":"Your dramatic appearances can frighten bystanders.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Class-Specific"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Expert in Intimidation; Startling Appearance (Vigilante)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2092","weakness":{},"archetype":["Vigilante"],"skill":["Intimidation","Intimidation"],"name":"Frightening Appearance","trait":["Archetype","Vigilante"],"id":"feat-2092","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Frightening Appearance Source Advanced Player's Guide pg. 197 Archetype Vigilante Prerequisites Expert in Intimidation; Startling Appearance (Vigilante) --- Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to Demoralize each opponent within 10 feet to whom you were unnoticed before your Strike.","category":"feat","pfs":"Standard","feat":["Frightening Appearance"],"rarity":"common","slug":"feat-2092"},{"skill_mod":{},"summary":"Your sudden appearance leaves your foe unable to respond.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Startling Appearance (Vigilante)","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2093","weakness":{},"archetype":["Vigilante"],"name":"Stunning Appearance","trait":["Archetype","Vigilante"],"id":"feat-2093","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Stunning Appearance Source Advanced Player's Guide pg. 197 Archetype Vigilante Prerequisites Startling Appearance (Vigilante) --- Your sudden appearance leaves your foe unable to respond. When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also stunned 1 on a hit, or stunned 2 on a critical hit.","category":"feat","pfs":"Standard","feat":["Stunning Appearance"],"rarity":"common","slug":"feat-2093"},{"skill_mod":{},"summary":"Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2094","weakness":{},"archetype":["Viking"],"skill":["Athletics","Athletics"],"name":"Viking Dedication","trait":["Archetype","Dedication"],"id":"feat-2094","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Viking Dedication Source Advanced Player's Guide pg. 198 Archetype Viking Prerequisites Trained in Athletics --- Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in Sailing Lore. When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your Athletics check to Swim, you get a critical success instead. Special You can't select another dedication feat until you have gained two other feats from the viking archetype. Viking Dedication leads to... Hurling Charge, Second Shield, Viking Vindicator, Viking Weapon Familiarity","category":"feat","pfs":"Standard","feat":["Viking Dedication"],"rarity":"common","slug":"feat-2094"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2095","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Hurling Charge Two Actions Source Advanced Player's Guide pg. 198 Archetype Viking Prerequisites Viking Dedication --- You make a ranged Strike with a thrown weapon you already have in your hand, Stride, and then Interact to draw another weapon. If you are raging, you can add the additional damage with melee weapons you receive from raging to your damage with the thrown weapon.","feat":["Hurling Charge"],"skill_mod":{},"summary":"You make a ranged Strike with a thrown weapon you already have in your hand, Stride, and then Interact to draw another weapon.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":4,"prerequisite":"Viking Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2095","archetype":["Viking"],"name":"Hurling Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2095"},{"skill_mod":{},"summary":"From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Viking Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2096","weakness":{},"archetype":["Viking"],"name":"Viking Weapon Familiarity","trait":["Archetype"],"id":"feat-2096","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Viking Weapon Familiarity Source Advanced Player's Guide pg. 198 Archetype Viking Prerequisites Viking Dedication --- From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the battle axe, hatchet, longsword, and shortsword. In addition, you gain the Shield Block reaction. Viking Weapon Familiarity leads to... Viking Weapon Specialist","category":"feat","pfs":"Standard","feat":["Viking Weapon Familiarity"],"rarity":"common","slug":"feat-2096"},{"skill_mod":{},"summary":"You are even more skilled in the weapons of your people.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Viking Weapon Familiarity","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2097","weakness":{},"archetype":["Viking"],"name":"Viking Weapon Specialist","trait":["Archetype"],"id":"feat-2097","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Viking Weapon Specialist Source Advanced Player's Guide pg. 198 Archetype Viking Prerequisites Viking Weapon Familiarity --- You are even more skilled in the weapons of your people. You gain the critical specialization effects of the battle axe, hatchet, longsword, and shortsword. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons.","category":"feat","pfs":"Standard","feat":["Viking Weapon Specialist"],"rarity":"common","slug":"feat-2097"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2098","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Second Shield Free Action Source Advanced Player's Guide pg. 198 Archetype Viking Prerequisites Viking Dedication Trigger Your Shield Block causes your shield to break or be destroyed. --- You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can Interact to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield—for example, a table or chair— you can Interact to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the Raise a Shield action, as normal.","feat":["Second Shield"],"skill_mod":{},"summary":"You're used to your shield breaking in the middle of battle.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":6,"prerequisite":"Viking Dedication","source_category":["Rulebooks"],"trigger":"Your Shield Block causes your shield to break or be destroyed.","resistance":{},"url":"/Feats.aspx?ID=2098","archetype":["Viking"],"name":"Second Shield","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2098"},{"skill_mod":{},"summary":"You don't take the normal –2 penalty to attack rolls with improvised weapons.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in all martial weapons","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2099","weakness":{},"archetype":["Weapon Improviser"],"name":"Weapon Improviser Dedication","trait":["Archetype","Dedication"],"id":"feat-2099","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Weapon Improviser Dedication Source Advanced Player's Guide pg. 199 Archetype Weapon Improviser Prerequisites trained in all martial weapons --- You don't take the normal –2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons. Special You can't select another dedication feat until you have gained two other feats from the weapon improviser archetype. Weapon Improviser Dedication leads to... Improvised Critical, Improvised Pummel, Makeshift Strike, Surprise Strike","category":"feat","pfs":"Standard","feat":["Weapon Improviser Dedication"],"rarity":"common","slug":"feat-2099"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2100","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Improvised Pummel Single Action Source Advanced Player's Guide pg. 199 Archetype Weapon Improviser Prerequisites Weapon Improviser Dedication Requirements You are wielding an improvised weapon. --- You make a Strike with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the Strike deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit. At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the Strike deals three weapon damage dice if it would have dealt fewer, instead of two. Improvised Pummel leads to... Shattering Strike (Weapon Improviser)","feat":["Improvised Pummel"],"skill_mod":{},"summary":"You make a Strike with your wielded improvised weapon.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":4,"prerequisite":"Weapon Improviser Dedication","source_category":["Rulebooks"],"requirement":"You are wielding an improvised weapon.","resistance":{},"url":"/Feats.aspx?ID=2100","archetype":["Weapon Improviser"],"name":"Improvised Pummel","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2100"},{"skill_mod":{},"summary":"Your sudden use of improvised weapons can take opponents off guard.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Weapon Improviser Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2101","weakness":{},"archetype":["Weapon Improviser"],"name":"Surprise Strike","trait":["Archetype"],"id":"feat-2101","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Surprise Strike Source Advanced Player's Guide pg. 199 Archetype Weapon Improviser Prerequisites Weapon Improviser Dedication --- Whenever you make a Strike with an improvised weapon against a creature that hasn't seen you make a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is flat-footed against you for that Strike.","category":"feat","pfs":"Standard","feat":["Surprise Strike"],"rarity":"common","slug":"feat-2101"},{"skill_mod":{},"summary":"You can apply critical specialization effects to improvised weapons you wield.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Weapon Improviser Dedication","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2102","weakness":{},"archetype":["Weapon Improviser"],"name":"Improvised Critical","trait":["Archetype"],"id":"feat-2102","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Improvised Critical Source Advanced Player's Guide pg. 199 Archetype Weapon Improviser Prerequisites Weapon Improviser Dedication --- You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is.","category":"feat","pfs":"Standard","feat":["Improvised Critical"],"rarity":"common","slug":"feat-2102"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2103","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Makeshift Strike Single Action Source Advanced Player's Guide pg. 199 Archetype Weapon Improviser Prerequisites Weapon Improviser Dedication --- You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You Interact to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either Strike or make an Improvised Pummel with the improvised weapon.","feat":["Makeshift Strike"],"skill_mod":{},"summary":"You quickly snatch up whatever's nearby and then attack with it as an improvised weapon.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":8,"prerequisite":"Weapon Improviser Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2103","archetype":["Weapon Improviser"],"name":"Makeshift Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2103"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2104","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shattering Strike (Weapon Improviser) Reaction Source Advanced Player's Guide pg. 199 Archetype Weapon Improviser Prerequisites Improvised Pummel Trigger An improvised weapon that you are wielding becomes broken as a result of a critical success on an Improvised Pummel. --- The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal.","feat":["Shattering Strike (Weapon Improviser)"],"skill_mod":{},"summary":"The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":10,"prerequisite":"Improvised Pummel","source_category":["Rulebooks"],"trigger":"An improvised weapon that you are wielding becomes broken as a result of a critical success on an Improvised Pummel.","resistance":{},"url":"/Feats.aspx?ID=2104","archetype":["Weapon Improviser"],"name":"Shattering Strike (Weapon Improviser)","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2104"},{"skill_mod":{},"summary":"Spend downtime to gain free lodging for a night.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":11,"prerequisite":"Charisma 16","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2105","weakness":{},"name":"A Home in Every Port","trait":["Downtime","General"],"id":"feat-2105","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Limited\" > A Home in Every Port Source Advanced Player's Guide pg. 202 Prerequisites Charisma 16 --- You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.","category":"feat","pfs":"Limited","feat":["A Home in Every Port"],"rarity":"common","slug":"feat-2105"},{"skill_mod":{},"summary":"Use Acrobatics to Perform.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2106","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Acrobatic Performer","trait":["General","Skill"],"id":"feat-2106","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Acrobatic Performer Source Advanced Player's Guide pg. 202 Prerequisites Trained in Acrobatics --- You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action.","category":"feat","pfs":"Standard","feat":["Acrobatic Performer"],"rarity":"common","slug":"feat-2106"},{"skill_mod":{},"summary":"Use First Aid to reduce frightened and sickened condition values.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Medicine","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2107","weakness":{},"skill":["Medicine","Medicine"],"name":"Advanced First Aid","trait":["General","Healing","Manipulate","Skill"],"id":"feat-2107","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Advanced First Aid Source Advanced Player's Guide pg. 202 Prerequisites Master in Medicine --- You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally's frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.","category":"feat","pfs":"Standard","feat":["Advanced First Aid"],"rarity":"common","slug":"feat-2107"},{"skill_mod":{},"summary":"Improve your ability to Maneuver in Flight.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Acrobatics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2108","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Aerobatics Mastery","trait":["General","Skill"],"id":"feat-2108","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Aerobatics Mastery Source Advanced Player's Guide pg. 202 Prerequisites Master in Acrobatics --- You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 5. If you're legendary in Acrobatics, you can combine three such maneuvers into a single action; the DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed.","category":"feat","pfs":"Standard","feat":["Aerobatics Mastery"],"rarity":"common","slug":"feat-2108"},{"skill_mod":{},"summary":"Don armor more quickly.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics or Trained in Warfare Lore","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2109","weakness":{},"skill":["Athletics","Lore","Athletics","Lore"],"name":"Armor Assist","trait":["General","Skill"],"id":"feat-2109","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Armor Assist Source Advanced Player's Guide pg. 203 PFS Note The DCs for the Armor Assist feat are not subject to GM adjudication. Rather, simply use the default DCs listed in the feat: 15 for common armor, 20 for uncommon armor, and 25 for rare armor. Prerequisites Trained in Athletics or Trained in Warfare Lore --- After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.","category":"feat","pfs":"Standard","feat":["Armor Assist"],"rarity":"common","slug":"feat-2109"},{"skill_mod":{},"summary":"Reduce the Stealth penalty of your armor.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2110","weakness":{},"skill":["Stealth","Stealth"],"name":"Armored Stealth","trait":["General","Skill"],"id":"feat-2110","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Armored Stealth Source Advanced Player's Guide pg. 203 Prerequisites Expert in Stealth --- You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to Stealth checks is reduced by 1 (to a minimum penalty of 0). If you're a master in Stealth, reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the noisy trait, instead of reducing the penalty to Stealth checks, you ignore the effects of the noisy trait, enabling you to remove the penalty with a sufficient Strength score as normal.","category":"feat","pfs":"Standard","feat":["Armored Stealth"],"rarity":"common","slug":"feat-2110"},{"skill_mod":{},"summary":"Avoid misidentifying magic.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2111","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Assured Identification","trait":["General","Skill"],"id":"feat-2111","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Assured Identification Source Advanced Player's Guide pg. 203 Prerequisites Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion --- You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead.","category":"feat","pfs":"Standard","feat":["Assured Identification"],"rarity":"common","slug":"feat-2111"},{"skill_mod":{},"summary":"Make a battle plan and roll Warfare Lore for initiative.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Warfare Lore","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2112","weakness":{},"skill":["Lore","Lore"],"name":"Battle Planner","trait":["General","Skill"],"id":"feat-2112","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Battle Planner Source Advanced Player's Guide pg. 203 Prerequisites Expert in Warfare Lore --- You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Warfare Lore check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a fortune effect.","category":"feat","pfs":"Standard","feat":["Battle Planner"],"rarity":"common","slug":"feat-2112"},{"skill_mod":{},"summary":"Intuit details about someone’s profession and residence.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Society","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2113","weakness":{},"skill":["Society","Society"],"name":"Biographical Eye","trait":["General","Secret","Skill"],"id":"feat-2113","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Biographical Eye Source Advanced Player's Guide pg. 203 Prerequisites Master in Society --- In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history. You might notice bits of green under the person's fingernails and determine they're an herbalist, a pin indicating their membership in a secret society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn't learn any of their weaknesses, nor necessarily even that they are a vampire. Spend 1 minute in the presence of someone you haven't met before, or haven't met since you first gained Biographical Eye, then attempt a DC 30 Society check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your Society check exceeds their Will DC. Critical Success You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years. Success You learn the creature's profession and specialty within that profession. You learn the nation or settlement where they normally live. Failure You learn the creature's profession and the region of the world they hail from, but no more. Critical Failure You learn a piece of erroneous information about the creature.","category":"feat","pfs":"Limited","feat":["Biographical Eye"],"rarity":"common","slug":"feat-2113"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Auditory","Concentrate","Emotion","General","Linguistic","Mental","Skill"],"id":"feat-2114","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bon Mot Single Action Source Advanced Player's Guide pg. 203 Prerequisites Trained in Diplomacy --- You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is –2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.","feat":["Bon Mot"],"skill_mod":{},"summary":"Distract a foe with a witty quip.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Mechanics","Feat"],"level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2114","name":"Bon Mot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2114"},{"skill_mod":{},"summary":"Your group can Hustle for much longer.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":11,"prerequisite":"Constitution 18; Pick up the Pace","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2115","weakness":{},"name":"Caravan Leader","trait":["General"],"id":"feat-2115","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Standard\" > Caravan Leader Source Advanced Player's Guide pg. 204 Prerequisites Constitution 18; Pick up the Pace --- You know how to get the most effort out of your allies on the road. When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own, plus an additional 20 minutes beyond that.","category":"feat","pfs":"Standard","feat":["Caravan Leader"],"rarity":"common","slug":"feat-2115"},{"skill_mod":{},"summary":"Conceal an Object using Thievery instead of Stealth.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Thievery","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2116","weakness":{},"skill":["Thievery","Thievery"],"name":"Concealing Legerdemain","trait":["General","Skill"],"id":"feat-2116","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Concealing Legerdemain Source Advanced Player's Guide pg. 204 Prerequisites Trained in Thievery --- Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look. When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher's Perception check. You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.","category":"feat","pfs":"Standard","feat":["Concealing Legerdemain"],"rarity":"common","slug":"feat-2116"},{"skill_mod":{},"summary":"Learn about your environment from resident spirits.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Nature, Master in Occultism, or Master in Religion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2117","frequency":"once per day","weakness":{},"skill":["Nature","Occultism","Religion","Nature","Occultism","Religion"],"name":"Consult the Spirits","trait":["General","Secret","Skill"],"id":"feat-2117","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Consult the Spirits Source Advanced Player's Guide pg. 204 Frequency once per day Prerequisites Master in Nature, Master in Occultism, or Master in Religion --- You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place. Choose Nature, Occultism, or Religion when you select this feat. Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful positive or negative energy, sacred or profane influences, or the presence of undead. Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings. Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area. Special You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you're legendary). Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest. Success As with a critical success, but the spirits are indifferent to you and answer only one question. Failure You are unable to contact the spirits of this place. Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.","category":"feat","pfs":"Limited","feat":["Consult the Spirits"],"rarity":"common","slug":"feat-2117"},{"skill_mod":{},"summary":"Use Crafting to identify magic items.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2118","weakness":{},"skill":["Crafting","Crafting"],"name":"Crafter's Appraisal","trait":["General","Skill"],"id":"feat-2118","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crafter's Appraisal Source Advanced Player's Guide pg. 204 Prerequisites Trained in Crafting --- Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.","category":"feat","pfs":"Standard","feat":["Crafter's Appraisal"],"rarity":"common","slug":"feat-2118"},{"remaster_name":["Leverage Connections"],"skill_mod":{},"summary":"Leverage your underworld connections for favors from criminals.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Society; Streetwise","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2119","weakness":{},"skill":["Society","Society"],"name":"Criminal Connections","trait":["General","Skill","Uncommon"],"id":"feat-2119","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Criminal Connections Source Advanced Player's Guide pg. 204 Prerequisites Expert in Society; Streetwise --- You have dealings with a variety of unsavory characters, which you can leverage to trade favors or meet powerful people. When you're in an area where you have connections (typically a settlement where you've spent downtime building connections or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important criminal, such as a thieves' guild leader, or ask for a favor in exchange for a later favor of your contact's choice. The GM decides the DC based on the difficulty of the favor and the figure's prominence. Criminal Connections leads to... Quick Contacts","category":"feat","pfs":"Limited","feat":["Criminal Connections"],"rarity":"uncommon","slug":"feat-2119"},{"skill_mod":{},"summary":"Pass yourself off as a member of a religion.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2120","weakness":{},"skill":["Occultism","Occultism"],"name":"Deceptive Worship","trait":["General","Skill"],"id":"feat-2120","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deceptive Worship Source Advanced Player's Guide pg. 204 Prerequisites Trained in Occultism --- Members of your cult frequently pass themselves off as worshippers of other religions. You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating. You still need to use the Deception skill to Impersonate a specific worshipper or to perform other deceptive actions, such as attempting to Lie about any other matter.","category":"feat","pfs":"Standard","feat":["Deceptive Worship"],"rarity":"common","slug":"feat-2120"},{"skill_mod":{},"summary":"Gather Information without revealing your motive.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Deception or Expert in Diplomacy","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2121","weakness":{},"skill":["Deception","Diplomacy","Deception","Diplomacy"],"name":"Discreet Inquiry","trait":["General","Skill"],"id":"feat-2121","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Discreet Inquiry Source Advanced Player's Guide pg. 204 Prerequisites Expert in Deception or Expert in Diplomacy --- You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts.","category":"feat","pfs":"Standard","feat":["Discreet Inquiry"],"rarity":"common","slug":"feat-2121"},{"skill_mod":{},"summary":"Create a Diversion for an ally.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Performance","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2122","weakness":{},"skill":["Performance","Performance"],"name":"Distracting Performance","trait":["General","Skill"],"id":"feat-2122","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Distracting Performance Source Advanced Player's Guide pg. 205 Prerequisites Expert in Performance --- Your performances are especially distracting, allowing your allies to Sneak away with ease. When you Aid an ally who is trying to Create a Diversion, instead of the usual effects of Aid, you can roll a Performance check and use that result to determine the outcome of the diversion, instead of the ally rolling a Deception check.","category":"feat","pfs":"Standard","feat":["Distracting Performance"],"rarity":"common","slug":"feat-2122"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Occultism","Occultism"],"trait":["Emotion","Fear","General","Mental","Skill"],"id":"feat-2123","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Disturbing Knowledge Two Actions Source Advanced Player's Guide pg. 205 Prerequisites Master in Occultism --- You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours. Critical Success The target becomes confused for 1 round and frightened 1. Success The target becomes frightened 1. Failure The target is unaffected. Critical Failure You get overly caught up in your own words and become frightened 1.","feat":["Disturbing Knowledge"],"skill_mod":{},"summary":"Frighten foes with occult secrets.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Feat"],"level":7,"prerequisite":"Master in Occultism","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2123","name":"Disturbing Knowledge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2123"},{"skill_mod":{},"summary":"Pass a secret message to allies in your conversation.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Deception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2124","weakness":{},"skill":["Deception","Deception"],"name":"Doublespeak","trait":["General","Skill"],"id":"feat-2124","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Doublespeak Source Advanced Player's Guide pg. 205 Prerequisites Master in Deception --- You are skilled at saying one thing while meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.","category":"feat","pfs":"Standard","feat":["Doublespeak"],"rarity":"common","slug":"feat-2124"},{"skill_mod":{},"summary":"+2 to Request something of or Coerce members of your own faith.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Religion; follower of a specific religion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2125","weakness":{},"skill":["Religion","Religion"],"name":"Exhort the Faithful","trait":["General","Skill"],"id":"feat-2125","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Exhort the Faithful Source Advanced Player's Guide pg. 205 Prerequisites Expert in Religion; follower of a specific religion --- Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you Request something of or Coerce members of your own faith, you can attempt a Religion check instead of Diplomacy or Intimidation, and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a Request, the target's attitude toward you doesn't worsen.","category":"feat","pfs":"Standard","feat":["Exhort the Faithful"],"rarity":"common","slug":"feat-2125"},{"skill_mod":{},"summary":"Increase your mount’s travel speed.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2126","weakness":{},"skill":["Nature","Nature"],"name":"Express Rider","trait":["Exploration","General","Move","Skill"],"id":"feat-2126","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Express Rider Source Advanced Player's Guide pg. 206 Prerequisites Trained in Nature --- You know how to encourage your mount to cover ground quickly. When calculating your travel speed for the day while mounted, you can attempt a Nature check to Command an Animal to increase your mount's travel speed. The DC is determined by the GM, but is typically based on the mount's level or the difficulty of the environment, whichever is harder. On a success, increase your mount's travel speed by half. This has no effect on your mount's movement in encounters.","category":"feat","pfs":"Standard","feat":["Express Rider"],"rarity":"common","slug":"feat-2126"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Society"],"trait":["General","Skill"],"id":"feat-2127","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eye for Numbers Single Action Source Advanced Player's Guide pg. 206 Prerequisites Trained in Society --- You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example. In addition, when you attempt to Decipher Writing that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.","feat":["Eye for Numbers"],"skill_mod":{},"summary":"+2 to Decipher Writing about math and count items quickly.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2127","name":"Eye for Numbers","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2127"},{"skill_mod":{},"summary":"Rapidly examine a body and Recall Knowledge about it.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Medicine","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2128","weakness":{},"skill":["Medicine","Medicine"],"name":"Forensic Acumen","trait":["General","Skill"],"id":"feat-2128","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Forensic Acumen Source Advanced Player's Guide pg. 206 Prerequisites Trained in Medicine --- You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus. The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.","category":"feat","pfs":"Standard","feat":["Forensic Acumen"],"rarity":"common","slug":"feat-2128"},{"skill_mod":{},"summary":"Decipher Writing even when you can’t see the document well.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2129","weakness":{},"skill":["Society","Society"],"name":"Glean Contents","trait":["General","Skill"],"id":"feat-2129","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Glean Contents Source Advanced Player's Guide pg. 206 Prerequisites Trained in Society --- You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to Decipher Writing gains the manipulate trait. This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt Deception or Stealth checks to avoid being noticed.","category":"feat","pfs":"Standard","feat":["Glean Contents"],"rarity":"common","slug":"feat-2129"},{"skill_mod":{},"summary":"Hirelings gain +2 to skill checks.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"prerequisite":"Charisma 14","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2130","weakness":{},"name":"Hireling Manager","trait":["General"],"id":"feat-2130","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Hireling Manager Source Advanced Player's Guide pg. 206 Prerequisites Charisma 14 --- You are able to find and secure better labor than most. When securing a hireling for a service, that hireling gains a +2 circumstance bonus to all skill checks. This circumstance bonus applies to both trained and untrained hirelings and has no effect on the cost of the service or labor provided.","category":"feat","pfs":"Standard","feat":["Hireling Manager"],"rarity":"common","slug":"feat-2130"},{"skill_mod":{},"summary":"Craft basic tools without a basic crafter’s book.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2131","weakness":{},"skill":["Crafting","Crafting"],"name":"Improvise Tool","trait":["General","Skill"],"id":"feat-2131","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Improvise Tool Source Advanced Player's Guide pg. 206 Prerequisites Trained in Crafting --- You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair kit. If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book.","category":"feat","pfs":"Standard","feat":["Improvise Tool"],"rarity":"common","slug":"feat-2131"},{"skill_mod":{},"summary":"Quickly patch a broken item.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2132","weakness":{},"name":"Improvised Repair","trait":["General"],"actions_number":6,"id":"feat-2132","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Improvised Repair Three Actions Source Advanced Player's Guide pg. 206 --- You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a broken non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Improvised Repair"],"rarity":"common","slug":"feat-2132"},{"skill_mod":{},"summary":"Grant allies +2 to initiative rolls when Scouting.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":11,"prerequisite":"master in Perception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2133","weakness":{},"name":"Incredible Scout","trait":["General"],"id":"feat-2133","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Standard\" > Incredible Scout Source Advanced Player's Guide pg. 206 Prerequisites master in Perception --- When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.","category":"feat","pfs":"Standard","feat":["Incredible Scout"],"rarity":"common","slug":"feat-2133"},{"skill_mod":{},"summary":"Influence the behavior of certain animals in the area.","primary_source":"Advanced Player's Guide","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Nature","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2134","weakness":{},"skill":["Nature","Nature"],"name":"Influence Nature","trait":["Downtime","General","Skill"],"id":"feat-2134","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Influence Nature Source Advanced Player's Guide pg. 207 Prerequisites Master in Nature --- With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you're legendary in Nature, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes.","category":"feat","pfs":"Standard","feat":["Influence Nature"],"rarity":"common","slug":"feat-2134"},{"skill_mod":{},"summary":"Grant patients +2 to saves against getting a disease again.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Medicine","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2135","weakness":{},"skill":["Medicine","Medicine"],"name":"Inoculation","trait":["General","Healing","Skill"],"id":"feat-2135","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Inoculation Source Advanced Player's Guide pg. 207 Prerequisites Trained in Medicine --- You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.","category":"feat","pfs":"Standard","feat":["Inoculation"],"rarity":"common","slug":"feat-2135"},{"skill_mod":{},"summary":"Improve bonuses when you Follow the Expert.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2136","weakness":{},"name":"Keen Follower","trait":["General"],"id":"feat-2136","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Keen Follower Source Advanced Player's Guide pg. 207 --- Your keen observation of your allies has made you better at following their lead. When using the Follow the Expert activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master.","category":"feat","pfs":"Standard","feat":["Keen Follower"],"rarity":"common","slug":"feat-2136"},{"skill_mod":{},"summary":"Make Climbing safer for allies who Follow the Expert.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2137","weakness":{},"skill":["Athletics","Athletics"],"name":"Lead Climber","trait":["General","Skill"],"id":"feat-2137","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lead Climber Source Advanced Player's Guide pg. 207 Prerequisites Expert in Athletics --- When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure.","category":"feat","pfs":"Standard","feat":["Lead Climber"],"rarity":"common","slug":"feat-2137"},{"skill_mod":{},"summary":"Increase your party’s travel speed through wilderness terrain","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Survival","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2138","weakness":{},"skill":["Survival","Survival"],"name":"Legendary Guide","trait":["General","Skill"],"id":"feat-2138","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Guide Source Advanced Player's Guide pg. 207 Prerequisites Legendary in Survival --- You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party's travel speed, your party's travel speed doesn't decrease in difficult terrain, and greater difficult terrain halves your party's travel speed instead of reducing it to a third. This doesn't increase your party's Speed during an encounter or allow your party to ignore difficult terrain during an encounter.","category":"feat","pfs":"Standard","feat":["Legendary Guide"],"rarity":"common","slug":"feat-2138"},{"primary_source_category":"Rulebooks","source":["Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Auditory","Concentrate","Emotion","General","Linguistic","Mental","Skill"],"id":"feat-2139","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > No Cause for Alarm Three Actions Source Advanced Player's Guide pg. 208 Prerequisites Trained in Diplomacy --- You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1.","feat":["No Cause for Alarm"],"skill_mod":{},"summary":"Reduce creatures’ frightened condition values.","primary_source":"Advanced Player's Guide","trait_group":["Sense","Mechanics","Feat"],"level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2139","name":"No Cause for Alarm","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2139"},{"remaster_name":["Pick Up the Pace"],"skill_mod":{},"summary":"Your group can Hustle for up to 20 minutes longer.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"prerequisite":"Constitution 14","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2140","weakness":{},"name":"Pick up the Pace","trait":["General"],"id":"feat-2140","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Pick up the Pace Source Advanced Player's Guide pg. 208 Prerequisites Constitution 14 --- You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can Hustle for up to 20 additional minutes, to a maximum of the amount of time the character with the highest Constitution modifier could Hustle alone. Pick up the Pace leads to... Caravan Leader","category":"feat","pfs":"Standard","feat":["Pick up the Pace"],"rarity":"common","slug":"feat-2140"},{"skill_mod":{},"summary":"A religious token lets you act first on a tie for initiative.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Religion","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2141","weakness":{},"skill":["Religion","Religion"],"name":"Pilgrim's Token","trait":["General","Skill"],"id":"feat-2141","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pilgrim's Token Source Advanced Player's Guide pg. 208 Prerequisites Trained in Religion --- You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first. Special If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement.","category":"feat","pfs":"Standard","feat":["Pilgrim's Token"],"rarity":"common","slug":"feat-2141"},{"skill_mod":{},"summary":"Procure consumable items with Prescient Planner.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Prescient Planner","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2142","weakness":{},"name":"Prescient Consumable","trait":["General"],"id":"feat-2142","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Prescient Consumable Source Advanced Player's Guide pg. 208 Prerequisites Prescient Planner --- You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.","category":"feat","pfs":"Standard","feat":["Prescient Consumable"],"rarity":"common","slug":"feat-2142"},{"skill_mod":{},"summary":"Procure a piece of adventuring gear.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"cost":"the Price of the chosen item","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"requirement":"You haven't used this ability since the last time you were able to purchase goods.","source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2143","weakness":{},"name":"Prescient Planner","trait":["General"],"id":"feat-2143","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Prescient Planner Source Advanced Player's Guide pg. 208 Cost the Price of the chosen item Requirements You haven't used this ability since the last time you were able to purchase goods. --- You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered. Prescient Planner leads to... Prescient Consumable","category":"feat","pfs":"Standard","feat":["Prescient Planner"],"rarity":"common","slug":"feat-2143"},{"remaster_name":["Leverage Connections"],"skill_mod":{},"summary":"Spend only 1 day to use Connections or Criminal Connections.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Society; Connections or Criminal Connections","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2144","weakness":{},"skill":["Society","Society"],"name":"Quick Contacts","trait":["General","Skill"],"id":"feat-2144","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Quick Contacts Source Advanced Player's Guide pg. 208 Prerequisites Expert in Society; Connections or Criminal Connections --- You know where to go, who to talk to, and how to make new connections, fast. Upon entering a new settlement, spending 1 day of downtime allows you to build enough connections to make use of the Connections or Underworld Connections feats. If you're legendary in Society, you can form the required connections within 1 hour of entering a new settlement.","category":"feat","pfs":"Standard","feat":["Quick Contacts"],"rarity":"common","slug":"feat-2144"},{"skill_mod":{},"summary":"Affix a Talisman in less time.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2145","weakness":{},"skill":["Crafting","Crafting"],"name":"Rapid Affixture","trait":["General","Skill"],"id":"feat-2145","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Rapid Affixture Source Advanced Player's Guide pg. 208 Prerequisites Master in Crafting --- You take only 1 minute to Affix a Talisman. If you're legendary in Crafting, you can Affix a Talisman as a 3-action activity.","category":"feat","pfs":"Standard","feat":["Rapid Affixture"],"rarity":"common","slug":"feat-2145"},{"skill_mod":{},"summary":"Deal damage to a patient to gain +2 to Treat Wounds.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Medicine","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2146","weakness":{},"skill":["Medicine","Medicine"],"name":"Risky Surgery","trait":["General","Skill"],"id":"feat-2146","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Risky Surgery Source Advanced Player's Guide pg. 208 Prerequisites Trained in Medicine --- Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Risky Surgery"],"rarity":"common","slug":"feat-2146"},{"skill_mod":{},"summary":"Create a token that grants a bonus against a spell or haunt.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2147","weakness":{},"skill":["Occultism","Occultism"],"name":"Root Magic","trait":["General","Skill"],"id":"feat-2147","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Root Magic Source Advanced Player's Guide pg. 208 Prerequisites Trained in Occultism --- Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.","category":"feat","pfs":"Standard","feat":["Root Magic"],"rarity":"common","slug":"feat-2147"},{"skill_mod":{},"summary":"Gather Information about secret societies and mystery cults.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2148","weakness":{},"skill":["Occultism","Occultism"],"name":"Schooled in Secrets","trait":["General","Skill"],"id":"feat-2148","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Schooled in Secrets Source Advanced Player's Guide pg. 208 Prerequisites Trained in Occultism --- You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.","category":"feat","pfs":"Standard","feat":["Schooled in Secrets"],"rarity":"common","slug":"feat-2148"},{"skill_mod":{},"summary":"+1 to Craft food and drink, including potions.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Alcohol Lore, Trained in Cooking Lore, or Trained in Crafting","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2149","weakness":{},"skill":["Lore","Lore","Crafting","Lore","Lore","Crafting"],"name":"Seasoned","trait":["General","Skill"],"id":"feat-2149","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Seasoned Source Advanced Player's Guide pg. 209 Prerequisites Trained in Alcohol Lore, Trained in Cooking Lore, or Trained in Crafting --- You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.","category":"feat","pfs":"Standard","feat":["Seasoned"],"rarity":"common","slug":"feat-2149"},{"skill_mod":{},"summary":"Targets you’re following take a penalty to notice you.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2150","weakness":{},"skill":["Stealth","Stealth"],"name":"Shadow Mark","trait":["General","Skill"],"id":"feat-2150","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shadow Mark Source Advanced Player's Guide pg. 209 Prerequisites Expert in Stealth --- You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.","category":"feat","pfs":"Standard","feat":["Shadow Mark"],"rarity":"common","slug":"feat-2150"},{"skill_mod":{},"summary":"Crawl up to half your Speed.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"prerequisite":"Dexterity 16; Fleet","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2151","weakness":{},"name":"Skitter","trait":["General"],"id":"feat-2151","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Skitter Source Advanced Player's Guide pg. 209 Prerequisites Dexterity 16; Fleet --- You can scoot swiftly across the ground. You can Crawl up to half your Speed. ","category":"feat","pfs":"Standard","feat":["Skitter"],"rarity":"common","slug":"feat-2151"},{"skill_mod":{},"summary":"Gain secret checks to detect poison by taste.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"master in Perception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2152","weakness":{},"name":"Supertaster","trait":["General"],"id":"feat-2152","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Supertaster Source Advanced Player's Guide pg. 209 Prerequisites master in Perception --- You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret Perception check using the poison's level to determine the DC; on a success, you learn that the food or drink was poisoned, but not the specific poison used. If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, if the taste would provide relevant additional information (at the GM's discretion), you gain a +2 circumstance bonus to your check.","category":"feat","pfs":"Standard","feat":["Supertaster"],"rarity":"common","slug":"feat-2152"},{"skill_mod":{},"summary":"+1 to spell saves from a creature you’ve Demoralized.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Intimidation","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2153","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Terrifying Resistance","trait":["General","Skill"],"id":"feat-2153","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Terrifying Resistance Source Advanced Player's Guide pg. 209 Prerequisites Expert in Intimidation --- The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells.","category":"feat","pfs":"Standard","feat":["Terrifying Resistance"],"rarity":"common","slug":"feat-2153"},{"skill_mod":{},"summary":"+2 to Perception when you spend twice as long Searching.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"prerequisite":"expert in Perception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2154","weakness":{},"name":"Thorough Search","trait":["General"],"id":"feat-2154","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Thorough Search Source Advanced Player's Guide pg. 209 Prerequisites expert in Perception --- You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into it. If you do, you gain a +2 circumstance bonus to your Perception checks to Seek.","category":"feat","pfs":"Standard","feat":["Thorough Search"],"rarity":"common","slug":"feat-2154"},{"skill_mod":{},"summary":"Gain constant effects of true seeing .","primary_source":"Advanced Player's Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":19,"prerequisite":"legendary in Perception","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2155","weakness":{},"name":"True Perception","trait":["General","Revelation"],"id":"feat-2155","text":"<title level=\"1\" right=\"Feat 19\" pfs=\"Standard\" > True Perception Source Advanced Player's Guide pg. 209 Prerequisites legendary in Perception --- Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations. You are constantly under the effects of a 6th-level true seeing spell, using your Perception modifier for the counteract check.","category":"feat","pfs":"Standard","feat":["True Perception"],"rarity":"common","slug":"feat-2155"},{"skill_mod":{},"summary":"Gather Information without drawing attention and gain a bonus to Recall Knowledge about that subject.","primary_source":"Advanced Player's Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Society; Streetwise","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2156","weakness":{},"skill":["Society","Society"],"name":"Underground Network","trait":["General","Skill","Uncommon"],"id":"feat-2156","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Underground Network Source Advanced Player's Guide pg. 209 Prerequisites Expert in Society; Streetwise --- You're connected to groups that know what's going on in the streets, and you can get information out of them quickly. When you use Society to Gather Information in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information. In addition, if you have successfully consulted the underground network, you get a +1 circumstance bonus to the next check to Recall Knowledge you attempt about the subject you were Gathering Information on, or a +2 circumstance bonus if you're using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or the specifics of the network you're tapping into.","category":"feat","pfs":"Limited","feat":["Underground Network"],"rarity":"uncommon","slug":"feat-2156"},{"skill_mod":{},"summary":"Stride across the surface of a body of water.","primary_source":"Advanced Player's Guide","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2157","weakness":{},"skill":["Athletics","Athletics"],"name":"Water Sprint","trait":["General","Skill"],"id":"feat-2157","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Water Sprint Source Advanced Player's Guide pg. 209 Prerequisites Master in Athletics --- Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don't end your Stride on solid ground, you fall into the water. If you're legendary in Athletics, as long as you start on solid ground, any part of your Stride can cross the water's surface, even if you aren't moving a straight line, though you still fall into the water if you don't end your movement on solid ground.","category":"feat","pfs":"Standard","feat":["Water Sprint"],"rarity":"common","slug":"feat-2157"},{"primary_source_category":"Lost Omens","source":["Legends"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist","Rare"],"id":"feat-2158","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Artokus's Fire Free Action Source Legends pg. 20 Frequency once per round Trigger You use Quick Alchemy to craft an alchemist's fire, and that bomb's level is at least 2 levels lower than your advanced alchemy level. --- Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire. The alchemist's fire deals 1d4 persistent fire damage in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals 1d4+2 persistent fire damage). A creature taking persistent fire damage from the alchemist's fire requires two successful flat checks to end the persistent damage, or one check if the creature had an assisted recovery that reduces the flat check to DC 10. The enhanced alchemist's fire burns even underwater, and any attempts to end the persistent damage by using water have no effect. Artokus's Discoveries Source Legends pg. 20 Artokus Kirran's legacy includes far more than just the sun orchid elixir. As one of the longest-lived alchemists in Golarion, he's developed a number of other significant alchemical discoveries known across the Inner Sea region. The following are some of his more notable discoveries. Artokus is cautious about sharing his alchemical techniques and typically only does so with his most trusted students. Related Feats : Wish Alchemy","feat":["Artokus's Fire"],"skill_mod":{},"summary":"Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire.","primary_source":"Legends","trait_group":["Class-Specific","Class","Rarity"],"level":6,"source_category":["Lost Omens"],"trigger":"You use Quick Alchemy to craft an alchemist's fire , and that bomb's level is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=2158","name":"Artokus's Fire","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"rare","slug":"feat-2158"},{"skill_mod":{},"summary":"You have learned Artokus Kirran's most hidden secrets, granting you the ability to create alchemy infused with the power of wishes.","primary_source":"Legends","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":20,"source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2159","weakness":{},"name":"Wish Alchemy","trait":["Alchemist","Rare"],"id":"feat-2159","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Wish Alchemy Source Legends pg. 20 --- You have learned Artokus Kirran's most hidden secrets, granting you the ability to create alchemy infused with the power of wishes. Once per day when you use advanced alchemy during your daily preparations, you can spend a batch of infused reagents to create a wish vial containing a single common arcane spell of your choice of 8th level or lower. The spell must have a casting time of no more than 3 actions, no Cost, and must be able to target you. Only you can Activate the wish vial, which takes the same number of Interact actions as the spell's casting time and grants you the effects of the spell. Artokus's Discoveries Source Legends pg. 20 Artokus Kirran's legacy includes far more than just the sun orchid elixir. As one of the longest-lived alchemists in Golarion, he's developed a number of other significant alchemical discoveries known across the Inner Sea region. The following are some of his more notable discoveries. Artokus is cautious about sharing his alchemical techniques and typically only does so with his most trusted students. Related Feats : Artokus's Fire","category":"feat","pfs":"Standard","feat":["Wish Alchemy"],"rarity":"rare","slug":"feat-2159"},{"skill_mod":{},"summary":"Azaersi has granted you limited access to the Stone Roads, attuning you to the tiniest sliver of the Onyx Key .","primary_source":"Legends","trait_group":["Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2160","weakness":{},"name":"Azaersi's Roads","trait":["Hobgoblin","Rare"],"id":"feat-2160","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Azaersi's Roads Source Legends pg. 28 PFS Note For the purposes of Society play, the Azaersi’s Roads feat (page 28) can be used twice per Society adventure—once to travel from the Material Plane to the Plane of Earth, once to travel from the Plane of Earth to the Material Plane. --- Azaersi has granted you limited access to the Stone Roads, attuning you to the tiniest sliver of the Onyx Key . You gain plane shift as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the Plane of Earth and the Material Plane. Due to your attunement to the Onyx Key , you can act as the spell focus, and you do not require a tuning fork. The General's Armory Source Legends pg. 28 Azaersi believes in rewarding loyalty and service, and she is always in search of reliable and trustworthy agents. Sensible officers, clever spies, and trade negotiators who show skill at dealing with non-hobgoblins are all likely to win General Azaersi's favor, and rewards that only she can offer. Related Feats : Flamboyant Cruelty","category":"feat","pfs":"Standard","feat":["Azaersi's Roads"],"rarity":"rare","slug":"feat-2160"},{"skill_mod":{},"summary":"You love to kick your enemies when they're down, and you look fabulous when you do.","primary_source":"Legends","trait_group":["Rarity","Class"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2161","weakness":{},"name":"Flamboyant Cruelty","trait":["Rare","Swashbuckler"],"id":"feat-2161","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Flamboyant Cruelty Source Legends pg. 28 --- You love to kick your enemies when they're down, and you look fabulous when you do. When you make a melee weapon Strike against a foe that has at least two of the following conditions, you gain a circumstance bonus to your damage roll equal to the number of these conditions the foe has. The qualifying conditions are clumsy, drained, enfeebled, frightened, sickened, and stupefied. If you hit such a foe, you gain a +1 circumstance bonus to skill checks to Tumble Through and to perform your style's panache-granting actions until the end of your turn. The General's Armory Source Legends pg. 28 Azaersi believes in rewarding loyalty and service, and she is always in search of reliable and trustworthy agents. Sensible officers, clever spies, and trade negotiators who show skill at dealing with non-hobgoblins are all likely to win General Azaersi's favor, and rewards that only she can offer. Related Feats : Azaersi's Roads","category":"feat","pfs":"Standard","feat":["Flamboyant Cruelty"],"rarity":"rare","slug":"feat-2161"},{"skill_mod":{},"summary":"You sense if a creature you have slain in the last year has been restored to life, as long as you and that creature are on the same plane.","primary_source":"Legends","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Basic Red Mantis Magic","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2162","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Achaekek's Grip","trait":["Archetype","Rare"],"id":"feat-2162","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Achaekek's Grip Source Legends pg. 58 Archetype Red Mantis Assassin Prerequisites Basic Red Mantis Magic --- You sense if a creature you have slain in the last year has been restored to life, as long as you and that creature are on the same plane. You also gain the Achaekek's clutch focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying to Achaekek or researching your assigned kill. Achaekek's Grip leads to... Vernai Training Secrets of the Vernai Source Legends pg. 57 The Red Mantis Assassin archetype appears on page 71 of the Lost Omens World Guide . Of the additional options below, only Prayer Attack is available freely to Red Mantis assassins without prior permission from the Blood Mistress. Those who dare learn these rare abilities without her permission run the risk of being cast out of the society and hunted down by their former allies. In theory, a daring infiltration of the Crimson Citadel could allow one to study hidden texts and learn these techniques, but the chambers within and below this fortress are among the most dangerous in the region, so such an attempt should not be made lightly! Related Feats : Fading, Prayer Attack, Vernai Training","category":"feat","pfs":"Restricted","feat":["Achaekek's Grip"],"rarity":"rare","slug":"feat-2162"},{"primary_source_category":"Lost Omens","source":["Legends"],"type":"Feat","speed":{},"frequency":"once per Crimson Shroud ","weakness":{},"trait":["Archetype","Rare","Teleportation"],"id":"feat-2163","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Restricted\" > Fading Reaction Source Legends pg. 58 Archetype Red Mantis Assassin Frequency once per Crimson Shroud Prerequisites Crimson Shroud Trigger You are targeted with a Strike by someone you can detect while your Crimson Shroud is active. --- You fade partially from reality. The attacker must attempt a DC 11 flat check; on a failure, the attack passes harmlessly through the image of your body that remains behind. An instant later you return to reality, and your Crimson Shroud ends. Secrets of the Vernai Source Legends pg. 57 The Red Mantis Assassin archetype appears on page 71 of the Lost Omens World Guide . Of the additional options below, only Prayer Attack is available freely to Red Mantis assassins without prior permission from the Blood Mistress. Those who dare learn these rare abilities without her permission run the risk of being cast out of the society and hunted down by their former allies. In theory, a daring infiltration of the Crimson Citadel could allow one to study hidden texts and learn these techniques, but the chambers within and below this fortress are among the most dangerous in the region, so such an attempt should not be made lightly! Related Feats : Achaekek's Grip, Prayer Attack, Vernai Training","feat":["Fading"],"skill_mod":{},"summary":"You fade partially from reality.","primary_source":"Legends","trait_group":["Feat","Rarity","Mechanics"],"level":10,"prerequisite":"Crimson Shroud","source_category":["Lost Omens"],"trigger":"You are targeted with a Strike by someone you can detect while your Crimson Shroud is active.","resistance":{},"url":"/Feats.aspx?ID=2163","archetype":["Red Mantis Assassin"],"name":"Fading","actions_number":1,"category":"feat","pfs":"Restricted","actions":"Reaction","rarity":"rare","slug":"feat-2163"},{"primary_source_category":"Lost Omens","source":["Legends"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-2164","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Restricted\" > Prayer Attack Single Action Source Legends pg. 58 Archetype Red Mantis Assassin Prerequisites Red Mantis Assassin Dedication Requirements You are wielding a sawtooth saber in each hand. --- You've mastered the signature assassination style of the Red Mantis. Attempt to Feint an enemy within 30 feet. If your Feint is successful, when you use Prayer Attack on subsequent turns you automatically make the target flat-footed against your melee attacks for that turn without rolling a check to Feint, so as long as you remain visible to the target and the target remains within 30 feet of you. If you use your Prayer Attack against a different target, you must attempt to Feint the target normally. When you use Prayer Attack, your next successful Strike with a sawtooth saber that turn deals 2d6 persistent bleed damage to the target. Secrets of the Vernai Source Legends pg. 57 The Red Mantis Assassin archetype appears on page 71 of the Lost Omens World Guide . Of the additional options below, only Prayer Attack is available freely to Red Mantis assassins without prior permission from the Blood Mistress. Those who dare learn these rare abilities without her permission run the risk of being cast out of the society and hunted down by their former allies. In theory, a daring infiltration of the Crimson Citadel could allow one to study hidden texts and learn these techniques, but the chambers within and below this fortress are among the most dangerous in the region, so such an attempt should not be made lightly! Related Feats : Achaekek's Grip, Fading, Vernai Training","feat":["Prayer Attack"],"skill_mod":{},"summary":"You've mastered the signature assassination style of the Red Mantis.","primary_source":"Legends","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Red Mantis Assassin Dedication","source_category":["Lost Omens"],"requirement":"You are wielding a sawtooth saber in each hand.","resistance":{},"url":"/Feats.aspx?ID=2164","archetype":["Red Mantis Assassin"],"name":"Prayer Attack","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-2164"},{"skill_mod":{},"summary":"To resurrect a creature you've slain, a spellcaster must counteract your influence on its death.","primary_source":"Legends","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Achaekek's Grip; Advanced Red Mantis Magic","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2165","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Vernai Training","trait":["Archetype","Rare"],"id":"feat-2165","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Vernai Training Source Legends pg. 58 Archetype Red Mantis Assassin Prerequisites Achaekek's Grip; Advanced Red Mantis Magic --- To resurrect a creature you've slain, a spellcaster must counteract your influence on its death. The DC of this check is equal to your class DC or spell DC, whichever is higher. In addition, add two 5th-level spells to your Red Mantis assassin spellbook—both spells must be chosen from the following options: death ward , drop dead , false vision , hallucination , illusory scene , mind probe , or sending . You gain a 5th-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. Secrets of the Vernai Source Legends pg. 57 The Red Mantis Assassin archetype appears on page 71 of the Lost Omens World Guide . Of the additional options below, only Prayer Attack is available freely to Red Mantis assassins without prior permission from the Blood Mistress. Those who dare learn these rare abilities without her permission run the risk of being cast out of the society and hunted down by their former allies. In theory, a daring infiltration of the Crimson Citadel could allow one to study hidden texts and learn these techniques, but the chambers within and below this fortress are among the most dangerous in the region, so such an attempt should not be made lightly! Related Feats : Achaekek's Grip, Fading, Prayer Attack","category":"feat","pfs":"Restricted","feat":["Vernai Training"],"rarity":"rare","slug":"feat-2165"},{"skill_mod":{},"summary":"Thanks to Janatimo's secret techniques, you can weave your knowledge and words into powerful tools to assist your allies in life-threatening situations.","primary_source":"Legends","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Uzunjati Recollection","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2166","weakness":{},"archetype":["Magaambyan Attendant"],"name":"Janatimo's Lessons","trait":["Archetype","Rare"],"id":"feat-2166","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Janatimo's Lessons Source Legends pg. 61 Archetype Magaambyan Attendant Prerequisites Uzunjati Recollection --- Thanks to Janatimo's secret techniques, you can weave your knowledge and words into powerful tools to assist your allies in life-threatening situations. When you use Uzunjati Recollection to tell a story and Recall Knowledge about a creature during a combat encounter, if you succeed at both checks, your story carries deeper meaning. This grants your allies a +1 circumstance bonus to their next attack roll and saving throw against the creature during that encounter, as well as to their AC against that creature's next attack roll during that encounter. If you critically succeed at both checks, the bonuses also apply to all attack rolls, saves, and AC against that creature for 2 rounds. Janatimo's Secret Lessons Source Legends pg. 61 As a storyteller, Janatimo loves sharing his knowledge with others and helping expand their worldviews, so most of his innovations have passed on to the Uzunjati or the world at large. But there are a few small things he keeps to himself and his closest friends and students, among those a special Uzunjati storytelling technique that could be used to harm the innocent if it fell into the wrong hands. Related Feats : ","category":"feat","pfs":"Standard","feat":["Janatimo's Lessons"],"rarity":"rare","slug":"feat-2166"},{"skill_mod":{},"summary":"Any shield you wield gains the shove trait.","primary_source":"Legends","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2167","weakness":{},"archetype":["Lastwall Sentry"],"name":"Rescuer's Press","trait":["Archetype","Rare"],"id":"feat-2167","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rescuer's Press Source Legends pg. 68 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- Any shield you wield gains the shove trait. When you Shove using a shield and Stride as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the Everstand Stance and successfully Shove a creature using a shield that you wield two-handed, you can increase the distance of your Shove to 10 feet. Knights in Training Source Legends pg. 68 The following feats represent benefits of training from the Iomedars (Kalabrynne for knight vigilant, Clarethe for knight reclaimant, either for Lastwall sentry). Related Feats : Shall Not Falter, Shall Not Rout, Vigil's Walls Rise Anew!","category":"feat","pfs":"Standard","feat":["Rescuer's Press"],"rarity":"rare","slug":"feat-2167"},{"skill_mod":{},"summary":"You gain the shall not falter, shall not rout focus spell.","primary_source":"Legends","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Knight Reclaimant Dedication","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2168","weakness":{},"archetype":["Knight Reclaimant"],"name":"Shall Not Falter, Shall Not Rout","trait":["Archetype","Rare"],"id":"feat-2168","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shall Not Falter, Shall Not Rout Source Legends pg. 69 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication --- You gain the shall not falter, shall not rout focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to recite the Crimson Oath and meditate on its teachings. If you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs and your spellcasting ability is Charisma. Knights in Training Source Legends pg. 68 The following feats represent benefits of training from the Iomedars (Kalabrynne for knight vigilant, Clarethe for knight reclaimant, either for Lastwall sentry). Related Feats : Rescuer's Press, Vigil's Walls Rise Anew!","category":"feat","pfs":"Standard","feat":["Shall Not Falter, Shall Not Rout"],"rarity":"rare","slug":"feat-2168"},{"primary_source_category":"Lost Omens","source":["Legends"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Rare"],"id":"feat-2169","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Vigil's Walls Rise Anew! Two Actions Source Legends pg. 69 Archetype Knight Vigilant Prerequisites Knight Vigilant --- As part of daily preparation, you can drill with a number of allies up to your Charisma modifier. These allies must be present and listening during this time, but this does not otherwise impede their own preparation. When you use this feat's benefit, you and all drilled companions within 30 feet who are wielding shields Raise a Shield. Allies who Raise their Shields keep them raised until the start of their next turn, as normal. Knights in Training Source Legends pg. 68 The following feats represent benefits of training from the Iomedars (Kalabrynne for knight vigilant, Clarethe for knight reclaimant, either for Lastwall sentry). Related Feats : Rescuer's Press, Shall Not Falter, Shall Not Rout","feat":["Vigil's Walls Rise Anew!"],"skill_mod":{},"summary":"You can train your allies to Raise a Shield on your order","primary_source":"Legends","trait_group":["Feat","Rarity"],"level":10,"prerequisite":"Knight Vigilant","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2169","archetype":["Knight Vigilant"],"name":"Vigil's Walls Rise Anew!","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"feat-2169"},{"skill_mod":{},"summary":"Kassi has taught you not only how to apply medicines with your medical skills but how to craft them as well.","primary_source":"Legends","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Trained in Medicine","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2170","weakness":{},"skill":["Medicine","Medicine"],"name":"Medical Researcher","trait":["General","Rare","Skill"],"id":"feat-2170","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Medical Researcher Source Legends pg. 72 Prerequisites Trained in Medicine --- Kassi has taught you not only how to apply medicines with your medical skills but how to craft them as well. When you Craft healer's kits, vaccines, addiction suppressants, antidotes, antiplagues, elixirs of life, or other non-magical medical or healing items, you can use Medicine instead of Crafting. Kassi's Techniques Source Legends pg. 71 While Kassi shares her greatest discoveries with the entire medical community, some of her techniques are either still experimental or extremely difficult to perform. Any students who Kassi takes on gain access to her techniques. Related Feats : Paragon Battle Medicine","category":"feat","pfs":"Standard","feat":["Medical Researcher"],"rarity":"rare","slug":"feat-2170"},{"skill_mod":{},"summary":"Kassi Aziril taught you her techniques that originated the modern use of Battle Medicine.","primary_source":"Legends","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Battle Medicine; Master in Medicine","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2171","weakness":{},"archetype":["Pure Legion Enforcer"],"skill":["Medicine","Medicine"],"name":"Paragon Battle Medicine","trait":["General","Rare","Skill"],"id":"feat-2171","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Paragon Battle Medicine Source Legends pg. 72 Archetype Pure Legion Enforcer (Level 7) Prerequisites Battle Medicine; Master in Medicine --- Kassi Aziril taught you her techniques that originated the modern use of Battle Medicine. When you successfully use Battle Medicine, you can also reduce the target's sickened, enfeebled, or clumsy condition by 1 (this has no effect if you are subject to an effect continually applying the clumsy condition, like enlarge ). If you are legendary in Medicine, you can choose to reduce the target's frightened or stunned condition by 1 instead, and if you have the Godless Healing feat, you can choose to reduce the target's stupefied or drained condition by 1 instead. If you have the Mortal Healing feat, you can reduce all available conditions by 1 for a target who hasn't benefited from positive or healing magic in the last 24 hours, and if you roll a critical success before applying the effects of the feat, you reduce all available conditions by 2 for that target instead. Kassi's Techniques Source Legends pg. 71 While Kassi shares her greatest discoveries with the entire medical community, some of her techniques are either still experimental or extremely difficult to perform. Any students who Kassi takes on gain access to her techniques. Related Feats : Medical Researcher","category":"feat","pfs":"Standard","feat":["Paragon Battle Medicine"],"rarity":"rare","slug":"feat-2171"},{"access":" Bright Lion background","primary_source_category":"Adventure Paths","source":["Pathfinder #172: Secrets of the Temple City","Legends"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","skill":["Stealth","Stealth"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-2172","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Bright Lion Dedication May contain spoilers from Strength of Thousands Source Pathfinder #172: Secrets of the Temple City pg. 79, Legends pg. 101 Archetype Bright Lion Prerequisites member of the Bright Lions; not a worshipper of Walkena; Trained in Stealth Access Bright Lion background --- You become trained in your choice of Deception or Diplomacy and in Mzali Lore; if you were already trained, you become an expert instead. You incorporate enough worship of Walkena in your daily life to avoid suspicion. You typically don't need to Lie or Impersonate to pass yourself off as a worshipper of Walkena. Against careful inspection, you gain a +4 circumstance bonus to Deception checks specifically to pass yourself off as a version of yourself faithful to Walkena. Special You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype. Bright Lion Dedication leads to... Blessing of the Sun Gods, Elude the Divine, Lion's Might, Sun's Fury, Warding Light","feat":["Bright Lion Dedication"],"skill_mod":{},"summary":"You are one of the Bright Lions, part revolutionary warrior, part undercover spy.\r\n","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"member of the Bright Lions; not a worshipper of Walkena; Trained in Stealth","source_category":["Adventure Paths","Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2172","archetype":["Bright Lion"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Bright Lion Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2172"},{"skill_mod":{},"summary":"You gain a tattoo that serves as a special ward to defend you against Walkena's forces.","primary_source":"Legends","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Bright Lion Dedication","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2173","weakness":{},"archetype":["Bright Lion"],"name":"Warding Light","trait":["Archetype"],"id":"feat-2173","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Warding Light Source Legends pg. 101 Archetype Bright Lion Prerequisites Bright Lion Dedication --- You gain a tattoo that serves as a special ward to defend you against Walkena's forces. The tattoo allows you to cast the light cantrip as a divine innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up. If you die, the tattoo immediately casts gentle repose on your corpse, heightened to the same spell level.","category":"feat","pfs":"Limited","feat":["Warding Light"],"rarity":"common","slug":"feat-2173"},{"skill_mod":{},"summary":"The Old Sun Gods have granted you a gift in your fight against Walkena.","primary_source":"Legends","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Bright Lion Dedication","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2174","weakness":{},"archetype":["Bright Lion"],"name":"Sun's Fury","trait":["Archetype"],"id":"feat-2174","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Sun's Fury Source Legends pg. 101 Archetype Bright Lion Prerequisites Bright Lion Dedication --- The Old Sun Gods have granted you a gift in your fight against Walkena. You gain the sun's fury focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; when you gain this feat, if you aren't already, you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score.","category":"feat","pfs":"Limited","feat":["Sun's Fury"],"rarity":"common","slug":"feat-2174"},{"skill_mod":{},"summary":"You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies.","primary_source":"Legends","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Bright Lion Dedication","source_category":["Lost Omens"],"source":["Legends"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2176","weakness":{},"archetype":["Bright Lion"],"name":"Elude the Divine","trait":["Archetype"],"id":"feat-2176","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Elude the Divine Source Legends pg. 101 Archetype Bright Lion Prerequisites Bright Lion Dedication --- You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the Slippery Secrets skill feat, and its benefits also apply against divination effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing.","category":"feat","pfs":"Limited","feat":["Elude the Divine"],"rarity":"common","slug":"feat-2176"},{"primary_source_category":"Adventures","source":["The Slithering"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Slithering","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2185","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Oozemorph Dedication May contain spoilers from The Slithering Source The Slithering pg. 59 Archetype Oozemorph --- You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in Occultism and Ooze Lore; if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to Escape after being Engulfed. As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to Diplomacy checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of –4 for four or more feats. Special You can't select another dedication feat until you have gained two other feats from the oozemorph archetype. Oozemorph Dedication leads to... Disturbing Defense, Hideous Ululation, Ooze Empathy, Uncanny Suction, Vacate Vision","feat":["Oozemorph Dedication"],"skill_mod":{},"summary":"You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies.","primary_source":"The Slithering","trait_group":["Feat","Rarity"],"level":2,"source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=2185","archetype":["Oozemorph"],"source_group":["The Slithering"],"spoilers":"The Slithering","name":"Oozemorph Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2185"},{"primary_source_category":"Adventures","source":["The Slithering"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Slithering","trait":["Archetype"],"id":"feat-2186","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Disturbing Defense Source The Slithering pg. 59 Archetype Oozemorph Prerequisites Oozemorph Dedication --- Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from persistent bleed damage is 13, rather than 15. Disturbing Defense leads to... Peculiar Anatomy, Rubbery Skin","feat":["Disturbing Defense"],"skill_mod":{},"summary":"Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are.","primary_source":"The Slithering","trait_group":["Feat"],"level":4,"prerequisite":"Oozemorph Dedication","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=2186","archetype":["Oozemorph"],"source_group":["The Slithering"],"name":"Disturbing Defense","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2186"},{"primary_source_category":"Adventures","source":["The Slithering"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Slithering","skill":["Performance","Performance"],"trait":["Archetype","Skill"],"id":"feat-2187","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Hideous Ululation Source The Slithering pg. 59 Archetype Oozemorph Prerequisites Oozemorph Dedication; Trained in Performance --- Your throat has multiple separate chambers that can give your voice an eerie echo. You can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect.","feat":["Hideous Ululation"],"skill_mod":{},"summary":"Your throat has multiple separate chambers that can give your voice an eerie echo.","primary_source":"The Slithering","trait_group":["Feat"],"level":4,"prerequisite":"Oozemorph Dedication; Trained in Performance","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=2187","archetype":["Oozemorph"],"source_group":["The Slithering"],"name":"Hideous Ululation","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2187"},{"primary_source_category":"Adventures","source":["The Slithering"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Slithering","trait":["Archetype"],"id":"feat-2188","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Vacate Vision Reaction Source The Slithering pg. 59 Archetype Oozemorph Prerequisites Oozemorph Dedication Trigger You fail (but don't critically fail) a saving throw against an effect with the visual trait. --- You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are blinded for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns.","feat":["Vacate Vision"],"skill_mod":{},"summary":"You cause your eyes to liquefy and run out of your eye sockets, leaving them empty.","primary_source":"The Slithering","trait_group":["Feat"],"level":6,"prerequisite":"Oozemorph Dedication","source_category":["Adventures"],"trigger":"You fail (but don't critically fail) a saving throw against an effect with the visual trait.","resistance":{},"url":"/Feats.aspx?ID=2188","archetype":["Oozemorph"],"source_group":["The Slithering"],"name":"Vacate Vision","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-2188"},{"primary_source_category":"Adventures","source":["The Slithering"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Slithering","trait":["Archetype"],"id":"feat-2189","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Ooze Empathy Source The Slithering pg. 59 Archetype Oozemorph Prerequisites Oozemorph Dedication; at least two other class feats from the oozemorph archetype --- You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level. You can use Diplomacy to Make an Impression on oozes and to make very simple Requests of them. In most instances, oozes will give you time to make your case.","feat":["Ooze Empathy"],"skill_mod":{},"summary":"You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level.","primary_source":"The Slithering","trait_group":["Feat"],"level":8,"prerequisite":"Oozemorph Dedication; at least two other class feats from the oozemorph archetype","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=2189","archetype":["Oozemorph"],"source_group":["The Slithering"],"name":"Ooze Empathy","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2189"},{"primary_source_category":"Adventures","source":["The Slithering"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Slithering","trait":["Archetype"],"id":"feat-2190","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Rubbery Skin Source The Slithering pg. 59 Archetype Oozemorph Prerequisites Disturbing Defense --- Your skin develops a malleable, rubbery quality. You gain resistance to bludgeoning damage equal to 2 + your number of class feats from the oozemorph archetype. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage.","feat":["Rubbery Skin"],"skill_mod":{},"summary":"Your skin develops a malleable, rubbery quality.","primary_source":"The Slithering","trait_group":["Feat"],"level":10,"prerequisite":"Disturbing Defense","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=2190","archetype":["Oozemorph"],"source_group":["The Slithering"],"name":"Rubbery Skin","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2190"},{"primary_source_category":"Adventures","source":["The Slithering"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Slithering","trait":["Archetype"],"id":"feat-2191","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Uncanny Suction Source The Slithering pg. 60 Archetype Oozemorph Prerequisites Oozemorph Dedication --- Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the Quick Climber feat, your climb Speed is equal to your land Speed. In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed.","feat":["Uncanny Suction"],"skill_mod":{},"summary":"Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces.","primary_source":"The Slithering","trait_group":["Feat"],"level":12,"prerequisite":"Oozemorph Dedication","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=2191","archetype":["Oozemorph"],"source_group":["The Slithering"],"name":"Uncanny Suction","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2191"},{"primary_source_category":"Adventures","source":["The Slithering"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"The Slithering","trait":["Archetype"],"id":"feat-2192","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Peculiar Anatomy Source The Slithering pg. 60 Archetype Oozemorph Prerequisites Disturbing Defense --- Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level. In addition, your resistance to precision damage from Disturbing Defense increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from persistent bleed damage is 8 rather than 13.","feat":["Peculiar Anatomy"],"skill_mod":{},"summary":"Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood.","primary_source":"The Slithering","trait_group":["Feat"],"level":14,"prerequisite":"Disturbing Defense","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=2192","archetype":["Oozemorph"],"source_group":["The Slithering"],"name":"Peculiar Anatomy","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2192"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2193","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Edgewatch Detective Dedication May contain spoilers from Agents of Edgewatch Source Pathfinder #157: Devil at the Dreaming Palace pg. 79 Archetype Edgewatch Detective Prerequisites Intelligence 14 or Wisdom 14 --- You become trained in Society or Thievery; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You can use Perception instead of Survival to Track, and you gain the Experienced Tracker skill feat. Special You can't select another dedication feat until you have gained two other feats from this archetype. Edgewatch Detective Dedication leads to... Arcane Sensitivity, Bolera's Interrogation, Sense Alignment","feat":["Edgewatch Detective Dedication"],"skill_mod":{},"summary":"You're a specially trained detective for the Edgewatch guard precinct in Absalom.\r\n","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Intelligence 14 or Wisdom 14","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2193","archetype":["Edgewatch Detective"],"source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Edgewatch Detective Dedication","category":"feat","rarity":"uncommon","slug":"feat-2193"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype","Secret"],"id":"feat-2194","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Sense Alignment Three Actions Source Pathfinder #157: Devil at the Dreaming Palace pg. 79 Archetype Edgewatch Detective Prerequisites Edgewatch Detective Dedication --- You read the body language of an intelligent creature within 30 feet and pick up on subtle cues to detect its general propensity for good or evil and law or chaos. The GM rolls a secret Perception check, comparing the result against the target's Deception DC. Critical Success You ascertain the target's alignment. Success You ascertain the target's alignment, but only along one axis (your choice of either the good-evil axis or the lawful-chaotic axis). Failure You do not learn the target's alignment. Critical Failure You incorrectly ascertain the target's alignment, misidentifying their alignment along either one axis or both (GM's choice).","feat":["Sense Alignment"],"skill_mod":{},"summary":"You read the body language of an intelligent creature within 30 feet and pick up on subtle cues to detect its general propensity for good or evil and law or chaos.","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Edgewatch Detective Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2194","archetype":["Edgewatch Detective"],"source_group":["Agents of Edgewatch"],"name":"Sense Alignment","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-2194"},{"skill_mod":{},"summary":"You can sense the presence of the supernatural, even if you don't have any magical ability yourself. ","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":6,"prerequisite":"Edgewatch Detective Dedication","source_category":["Adventure Paths"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2195","weakness":{},"archetype":["Edgewatch Detective"],"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Arcane Sensitivity","trait":["Archetype"],"id":"feat-2195","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Arcane Sensitivity Source Pathfinder #157: Devil at the Dreaming Palace pg. 79 Archetype Edgewatch Detective Prerequisites Edgewatch Detective Dedication --- You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the concentrate trait) to determine if any magical auras are present in the area. This has the effects of a 1st-level detect magic spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level detect magic spell), but doing so prevents you from using this ability again until you've rested for 8 hours.","category":"feat","feat":["Arcane Sensitivity"],"rarity":"common","slug":"feat-2195"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Feat","speed":{},"frequency":"three times per day","weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype"],"id":"feat-2196","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Bolera's Interrogation Three Actions Source Pathfinder #157: Devil at the Dreaming Palace pg. 79 Archetype Edgewatch Detective Frequency three times per day Prerequisites Edgewatch Detective Dedication --- You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a –2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is –4. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it. If you begin a new interrogation, this effect ends for any previous target. After your interrogation ends, the target is immune to this ability for 24 hours.","feat":["Bolera's Interrogation"],"skill_mod":{},"summary":"You can force a creature to tell the truth","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Feat"],"level":6,"prerequisite":"Edgewatch Detective Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2196","archetype":["Edgewatch Detective"],"source_group":["Agents of Edgewatch"],"name":"Bolera's Interrogation","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-2196"},{"skill_mod":{},"summary":"You tumble under and behind your foe to catch them off guard.","primary_source":"Advanced Player's Guide","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2197","weakness":{},"name":"Tumble Behind (Rogue)","trait":["Rogue"],"id":"feat-2197","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tumble Behind (Rogue) Source Advanced Player's Guide pg. 134 --- You tumble under and behind your foe to catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is flat-footed against the next attack you make before the end of your turn.","category":"feat","pfs":"Standard","feat":["Tumble Behind (Rogue)"],"rarity":"common","slug":"feat-2197"},{"skill_mod":{},"summary":"Your skill and dedication have set you on a path to master the techniques of Jalmeray's greatest martial artists.","primary_source":"Impossible Lands","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2198","weakness":{},"archetype":["Jalmeri Heavenseeker"],"name":"Jalmeri Heavenseeker Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2198","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Jalmeri Heavenseeker Dedication Source Impossible Lands pg. 224 PFS Note The Jalmeri Heavenseeker archetype as printed in Lost Omens: Impossible Lands is legal for play. Players may not use the version printed in Pathfinder #158: Six Feet Under. Archetype Jalmeri Heavenseeker Prerequisites Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven --- You become trained in either Acrobatics or Occultism; if you were already trained in both these skills, you become an expert in one of them instead. You gain either the Ki Rush or Ki Strike monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. If you already have both feats, you can instead choose a single 1st-level monk feat. Special You can't select another dedication feat until you gain two other feats from the Jalmeri Heavenseeker or Student of Perfection archetypes. Jalmeri Heavenseeker Dedication leads to... Heaven's Thunder, Sky and Heaven Stance, Speaking Sky, Steal the Sky","category":"feat","pfs":"Standard","feat":["Jalmeri Heavenseeker Dedication"],"rarity":"uncommon","slug":"feat-2198"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Archetype","Electricity","Evocation","Sonic"],"id":"feat-2199","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Heaven's Thunder Single Action Source Impossible Lands pg. 224 Archetype Jalmeri Heavenseeker Prerequisites Jalmeri Heavenseeker Dedication --- Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the Grapple check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt). If you also know the ki blast ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active ( ki blast loses the force trait and gains the electricity or sonic trait instead).","feat":["Heaven's Thunder"],"skill_mod":{},"summary":"With a loud shout, you unleash your ki in a crackling shroud of thunder and lightning that engulfs your body.","primary_source":"Impossible Lands","trait_group":["Feat","Energy","Monster","School"],"level":6,"prerequisite":"Jalmeri Heavenseeker Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2199","archetype":["Jalmeri Heavenseeker"],"name":"Heaven's Thunder","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2199"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Stance"],"id":"feat-2200","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sky and Heaven Stance Single Action Source Impossible Lands pg. 224 Archetype Jalmeri Heavenseeker Prerequisites Jalmeri Heavenseeker Dedication Requirements You are unarmored. --- Your jagged blows are like lightning. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal 1d10 slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level. Sky and Heaven Stance leads to... Cross the Final Horizon, Skyseeker","feat":["Sky and Heaven Stance"],"skill_mod":{},"summary":"You enter a stance allowing you to make jagged strikes like flashes of lightning through the sky.","primary_source":"Impossible Lands","trait_group":["Feat","Class-Specific"],"level":6,"prerequisite":"Jalmeri Heavenseeker Dedication","source_category":["Lost Omens"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=2200","archetype":["Jalmeri Heavenseeker"],"name":"Sky and Heaven Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2200"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Archetype","Electricity","Evocation","Sonic"],"id":"feat-2201","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Skyseeker Two Actions Source Impossible Lands pg. 225 Archetype Jalmeri Heavenseeker Prerequisites Sky and Heaven Stance Requirements You are in Sky and Heaven Stance. --- You Leap toward an opponent. At any point in the Leap, you can make a single Strike against a creature within your reach. At 12th level, if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. At 16th level, you can attempt a third Leap if your second Strike hits, and you can attack a target at any point during this third Leap. All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature.","feat":["Skyseeker"],"skill_mod":{},"summary":"You Leap toward an opponent.","primary_source":"Impossible Lands","trait_group":["Feat","Energy","Monster","School"],"level":8,"prerequisite":"Sky and Heaven Stance","source_category":["Lost Omens"],"requirement":"You are in Sky and Heaven Stance.","resistance":{},"url":"/Feats.aspx?ID=2201","archetype":["Jalmeri Heavenseeker"],"name":"Skyseeker","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2201"},{"skill_mod":{},"summary":"You can take away the air that keeps a flying foe aloft.","primary_source":"Impossible Lands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Jalmeri Heavenseeker Dedication","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2202","weakness":{},"archetype":["Jalmeri Heavenseeker"],"name":"Steal the Sky","trait":["Archetype"],"id":"feat-2202","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Steal the Sky Source Impossible Lands pg. 225 Archetype Jalmeri Heavenseeker Prerequisites Jalmeri Heavenseeker Dedication --- You can take away the air that keeps a flying foe aloft. You gain the steal the sky ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Steal the Sky"],"rarity":"common","slug":"feat-2202"},{"skill_mod":{},"summary":"You can hear air movement like soft whispers.","primary_source":"Impossible Lands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Jalmeri Heavenseeker Dedication","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2204","weakness":{},"archetype":["Jalmeri Heavenseeker"],"name":"Speaking Sky","trait":["Archetype"],"id":"feat-2204","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Speaking Sky Source Impossible Lands pg. 225 Archetype Jalmeri Heavenseeker Prerequisites Jalmeri Heavenseeker Dedication --- You can hear air movement like soft whispers. You gain the speaking sky ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Speaking Sky"],"rarity":"common","slug":"feat-2204"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Archetype","Electricity","Evocation","Force","Sonic"],"id":"feat-2205","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Cross the Final Horizon Three Actions Source Impossible Lands pg. 225 Archetype Jalmeri Heavenseeker Prerequisites Sky and Heaven Stance Requirements You are in Sky and Heaven Stance. --- You Stride up to your Speed, and your ki enshrouds your limbs in terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. At the end of your movement, make up to three Strikes against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you've made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each Strike. If you successfully hit with all three Strikes, the target is drained 3.","feat":["Cross the Final Horizon"],"skill_mod":{},"summary":"You Stride up to your Speed and your ki enshrouds your limbs in a terrifying stormy energy.","primary_source":"Impossible Lands","trait_group":["Feat","Energy","Monster","School"],"level":20,"prerequisite":"Sky and Heaven Stance","source_category":["Lost Omens"],"requirement":"You are in Sky and Heaven Stance.","resistance":{},"url":"/Feats.aspx?ID=2205","archetype":["Jalmeri Heavenseeker"],"name":"Cross the Final Horizon","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2205"},{"access":"Help either the Washboard Dogs or the Diobel Sweepers destroy their rival.","primary_source_category":"Adventure Paths","source":["Pathfinder #159: All or Nothing"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Flourish","Manipulate","Rogue","Uncommon"],"id":"feat-2206","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Slice and Swipe Single Action May contain spoilers from Agents of Edgewatch Source Pathfinder #159: All or Nothing pg. 75 Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival. Requirements You're wielding a melee weapon that deals slashing damage and you have a free hand. --- You attempt a melee Strike with the required weapon. If you hit and deal damage and the result of your attack roll exceeds the target's Perception DC, you Steal a small object from the target (as if you had succeeded at that task using the Thievery skill). Depending on the object, the target might realize that it has been stolen, and onlookers might realize you have stolen the object if the attack roll doesn't exceed their Perception DCs. Gang Feats Source Pathfinder #159: All or Nothing pg. 75 Street gangs in Absalom recruit amateur pickpockets, ruffians, and vandals who show promise in their specialties and operate well in tight groups. Rogue agents can gain access to some of the following rogue feats by successfully helping Maurrisa Jonne or Bloody Berleth eliminate their rival (see Chapter 1). Some of these feats, however, can be gained only by helping a particular side in the gang conflict. Related Feats : Ambushing Knockdown, Coordinated Distraction, Deny Support, Subtle Shank","feat":["Slice and Swipe"],"skill_mod":{},"summary":"Steal from your target when you successfully strike them.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Mechanics","Class","Rarity"],"level":6,"source_category":["Adventure Paths"],"requirement":"You're wielding a melee weapon that deals slashing damage and you have a free hand.","resistance":{},"url":"/Feats.aspx?ID=2206","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Slice and Swipe","actions_number":2,"category":"feat","actions":"Single Action","rarity":"uncommon","slug":"feat-2206"},{"access":"Side with the Washboard Dogs in the gang conflict.","primary_source_category":"Adventure Paths","source":["Pathfinder #159: All or Nothing"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Rogue","Uncommon"],"id":"feat-2207","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Ambushing Knockdown Two Actions May contain spoilers from Agents of Edgewatch Source Pathfinder #159: All or Nothing pg. 75 Prerequisites ruffian racket Access Side with the Washboard Dogs in the gang conflict. Requirements You're wielding a melee weapon that deals bludgeoning damage and you're hidden from or undetected by an enemy. --- You emerge from hiding and deliver a blow that can knock an enemy sprawling to the ground. You Stride up to half your Speed, but you must end your movement next to a foe you're hidden from or undetected by. You then Strike that enemy with the required weapon; if you hit, the target is knocked prone. Gang Feats Source Pathfinder #159: All or Nothing pg. 75 Street gangs in Absalom recruit amateur pickpockets, ruffians, and vandals who show promise in their specialties and operate well in tight groups. Rogue agents can gain access to some of the following rogue feats by successfully helping Maurrisa Jonne or Bloody Berleth eliminate their rival (see Chapter 1). Some of these feats, however, can be gained only by helping a particular side in the gang conflict. Related Feats : Coordinated Distraction, Deny Support, Slice and Swipe, Subtle Shank","feat":["Ambushing Knockdown"],"skill_mod":{},"summary":"You emerge from hiding and deliver a blow that can knock an enemy sprawling to the ground.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Class","Rarity"],"level":8,"prerequisite":"ruffian racket","source_category":["Adventure Paths"],"requirement":"You're wielding a melee weapon that deals bludgeoning damage and you're hidden from or undetected by an enemy.","resistance":{},"url":"/Feats.aspx?ID=2207","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Ambushing Knockdown","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"uncommon","slug":"feat-2207"},{"access":"Help either the Washboard Dogs or the Diobel Sweepers destroy their rival.\r\n","primary_source_category":"Adventure Paths","source":["Pathfinder #159: All or Nothing"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Flourish","Rogue","Uncommon"],"id":"feat-2208","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Subtle Shank Two Actions May contain spoilers from Agents of Edgewatch Source Pathfinder #159: All or Nothing pg. 75 Prerequisites Quick Draw Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival. Requirements You have a melee weapon of light bulk Concealed on your person via the Stealth skill, and the target isn't aware of it. --- You draw a concealed weapon, attack with it, and then hide it away again in one smooth motion. Interact to draw the weapon, Strike with that weapon, and then Conceal it with a Stealth check. The target is flat-footed for this attack. Gang Feats Source Pathfinder #159: All or Nothing pg. 75 Street gangs in Absalom recruit amateur pickpockets, ruffians, and vandals who show promise in their specialties and operate well in tight groups. Rogue agents can gain access to some of the following rogue feats by successfully helping Maurrisa Jonne or Bloody Berleth eliminate their rival (see Chapter 1). Some of these feats, however, can be gained only by helping a particular side in the gang conflict. Related Feats : Ambushing Knockdown, Coordinated Distraction, Deny Support, Slice and Swipe","feat":["Subtle Shank"],"skill_mod":{},"summary":"You draw a concealed weapon, attack with it, and then hide it away again in one smooth motion.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Mechanics","Class","Rarity"],"level":8,"prerequisite":"Quick Draw","source_category":["Adventure Paths"],"requirement":"You have a melee weapon of light bulk Concealed on your person via the Stealth skill, and the target isn't aware of it.","resistance":{},"url":"/Feats.aspx?ID=2208","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Subtle Shank","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"uncommon","slug":"feat-2208"},{"skill_mod":{},"summary":"Keep opponents from flanking when you Feint them.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Class","Rarity"],"access":"Help either the Washboard Dogs or the Diobel Sweepers destroy their rival.","primary_source_category":"Adventure Paths","level":10,"source_category":["Adventure Paths"],"source":["Pathfinder #159: All or Nothing"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2209","weakness":{},"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","spoilers":"Agents of Edgewatch","name":"Deny Support","trait":["Rogue","Uncommon"],"id":"feat-2209","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Deny Support May contain spoilers from Agents of Edgewatch Source Pathfinder #159: All or Nothing pg. 75 Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival. --- When you succeed or critically succeed at a Deception check to Feint an opponent, that target can't flank with their allies until the beginning of your next turn. Gang Feats Source Pathfinder #159: All or Nothing pg. 75 Street gangs in Absalom recruit amateur pickpockets, ruffians, and vandals who show promise in their specialties and operate well in tight groups. Rogue agents can gain access to some of the following rogue feats by successfully helping Maurrisa Jonne or Bloody Berleth eliminate their rival (see Chapter 1). Some of these feats, however, can be gained only by helping a particular side in the gang conflict. Related Feats : Ambushing Knockdown, Coordinated Distraction, Slice and Swipe, Subtle Shank","category":"feat","feat":["Deny Support"],"rarity":"uncommon","slug":"feat-2209"},{"access":"Help either the Washboard Dogs or the Diobel Sweepers destroy their rival.","primary_source_category":"Adventure Paths","source":["Pathfinder #159: All or Nothing"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Concentrate","Rogue","Uncommon"],"id":"feat-2210","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Coordinated Distraction Single Action May contain spoilers from Agents of Edgewatch Source Pathfinder #159: All or Nothing pg. 75 Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival. --- With a sharp whistle or wave of your hands, you distract an opponent from the fact that one of your allies is about to attack them. Choose a target and an ally, both of whom must be within 30 feet. The target is flat-footed against the first Strike the ally makes on their next turn; if your ally doesn't Strike that target, the effect is lost. Depending on how you describe your distraction, this action gains either the auditory or visual trait. Gang Feats Source Pathfinder #159: All or Nothing pg. 75 Street gangs in Absalom recruit amateur pickpockets, ruffians, and vandals who show promise in their specialties and operate well in tight groups. Rogue agents can gain access to some of the following rogue feats by successfully helping Maurrisa Jonne or Bloody Berleth eliminate their rival (see Chapter 1). Some of these feats, however, can be gained only by helping a particular side in the gang conflict. Related Feats : Ambushing Knockdown, Deny Support, Slice and Swipe, Subtle Shank","feat":["Coordinated Distraction"],"skill_mod":{},"summary":"You distract an opponent from the fact that one of your allies is about to attack them.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Mechanics","Class","Rarity"],"level":12,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2210","source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Coordinated Distraction","actions_number":2,"category":"feat","actions":"Single Action","rarity":"uncommon","slug":"feat-2210"},{"access":"Successfully defeat the eberarks in the Irorium.","primary_source_category":"Adventure Paths","source":["Pathfinder #159: All or Nothing"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2211","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Provocator Dedication May contain spoilers from Agents of Edgewatch Source Pathfinder #159: All or Nothing pg. 79 Archetype Provocator Prerequisites Strength 14; Charisma 14 Access Successfully defeat the eberarks in the Irorium. --- For you, fighting is as much about style as skill. You become trained in simple weapons, martial weapons, and one advanced weapon of your choice. When you critically succeed at an attack roll using your chosen advanced weapon, you also apply the critical specialization of that weapon. You become an expert in Performance and your choice of either Acrobatics or Athletics. If you were an expert in all three of these skills, you instead become an expert in a skill of your choice. Special You can't select another dedication feat until you have gained two other feats from the provocator archetype. Provocator Dedication leads to... Cartwheel Dodge, Flourishing Finish, Murderer's Circle, Performance Weapon Expert, Pin to the Spot","feat":["Provocator Dedication"],"skill_mod":{},"summary":"For you, fighting is as much about style as skill.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Feat","Rarity"],"level":10,"prerequisite":"Strength 14; Charisma 14","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2211","archetype":["Provocator"],"source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Provocator Dedication","category":"feat","rarity":"uncommon","slug":"feat-2211"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #159: All or Nothing"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype","Concentrate","Emotion","Mental"],"id":"feat-2212","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Flourishing Finish Single Action Source Pathfinder #159: All or Nothing pg. 79 Archetype Provocator Prerequisites Provocator Dedication Requirements Your last action was a Strike that dropped an opponent to 0 Hit Points. --- Attempt a Performance check, comparing the result to the Will DC of each foe within 30 feet who can see you. Regardless of the result, each target is immune to your Flourishing Finish for 10 minutes. Critical Success The target is frightened 2. Success The target is frightened 1.","feat":["Flourishing Finish"],"skill_mod":{},"summary":"Your martial prowess demoralizes all who can see you.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Provocator Dedication","source_category":["Adventure Paths"],"requirement":"Your last action was a Strike that dropped an opponent to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=2212","archetype":["Provocator"],"source_group":["Agents of Edgewatch"],"name":"Flourishing Finish","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-2212"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #159: All or Nothing"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype"],"id":"feat-2213","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Cartwheel Dodge Reaction Source Pathfinder #159: All or Nothing pg. 79 Archetype Provocator Prerequisites Provocator Dedication Trigger You succeed or critically succeed at a Reflex saving throw. Requirements You aren't encumbered or overburdened. --- You Step up to 10 feet.","feat":["Cartwheel Dodge"],"skill_mod":{},"summary":"You can dodge away from damaging effects.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Feat"],"level":12,"prerequisite":"Provocator Dedication","source_category":["Adventure Paths"],"requirement":"You aren't encumbered or overburdened.","trigger":"You succeed or critically succeed at a Reflex saving throw.","resistance":{},"url":"/Feats.aspx?ID=2213","archetype":["Provocator"],"source_group":["Agents of Edgewatch"],"name":"Cartwheel Dodge","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-2213"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #159: All or Nothing"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype"],"id":"feat-2214","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Murderer's Circle Single Action Source Pathfinder #159: All or Nothing pg. 79 Archetype Provocator Prerequisites Provocator Dedication --- You Strike a target within reach and then Step to any other open space adjacent to that target. Your target is then flat-footed against your next Strike this turn.","feat":["Murderer's Circle"],"skill_mod":{},"summary":"Circle your foe while you beat on them.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Feat"],"level":14,"prerequisite":"Provocator Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2214","archetype":["Provocator"],"source_group":["Agents of Edgewatch"],"name":"Murderer's Circle","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-2214"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #159: All or Nothing"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype"],"id":"feat-2215","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Pin to the Spot Two Actions Source Pathfinder #159: All or Nothing pg. 79 Archetype Provocator Prerequisites Provocator Dedication --- You Strike a target within reach. If you hit and deal damage, the target is also restrained as if you had critically succeeded at an Athletics check to Grapple.","feat":["Pin to the Spot"],"skill_mod":{},"summary":"Strike a foe and restrain them.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Feat"],"level":14,"prerequisite":"Provocator Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2215","archetype":["Provocator"],"source_group":["Agents of Edgewatch"],"name":"Pin to the Spot","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-2215"},{"skill_mod":{},"summary":"Your experience has made you better with a wide variety of weapons.","primary_source":"Pathfinder #159: All or Nothing","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":16,"prerequisite":"Provocator Dedication; expert in any kind of weapon or unarmed attack","source_category":["Adventure Paths"],"source":["Pathfinder #159: All or Nothing"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2216","weakness":{},"archetype":["Provocator"],"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Performance Weapon Expert","trait":["Archetype"],"id":"feat-2216","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Performance Weapon Expert Source Pathfinder #159: All or Nothing pg. 79 Archetype Provocator Prerequisites Provocator Dedication; expert in any kind of weapon or unarmed attack --- Your experience has made you better with a wide variety of weapons. Your proficiency ranks for simple weapons and martial weapons increase to expert, as does your proficiency rank for your chosen advanced weapon.","category":"feat","feat":["Performance Weapon Expert"],"rarity":"common","slug":"feat-2216"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Survival","Survival"],"trait":["Archetype","Concentrate","Skill"],"id":"feat-2219","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dead Reckoning Two Actions Source PFS Guide pg. 40 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication; Trained in Survival --- You've trained yourself to maintain a strong sense of direction at all times, even when you can't use a compass or see the sky above. You immediately intuit which direction is north (assuming the concept of north exists at your current location).","feat":["Dead Reckoning"],"skill_mod":{},"summary":"You've trained yourself to maintain a strong sense of direction at all times, even when you can't use a compass or see the sky above.","primary_source":"PFS Guide","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Pathfinder Agent Dedication; Trained in Survival","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2219","archetype":["Pathfinder Agent"],"name":"Dead Reckoning","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2219"},{"skill_mod":{},"summary":"You've traversed enough untamed wilderness to gain an intuitive understanding of the dangers that exist in such places.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2220","weakness":{},"archetype":["Pathfinder Agent"],"name":"Environmental Explorer","trait":["Archetype"],"id":"feat-2220","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Environmental Explorer Source PFS Guide pg. 40 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication --- You've traversed enough untamed wilderness to gain an intuitive understanding of the dangers that exist in such places. Your extensive familiarity means you sometimes notice perils even when you're not trying to. Even if you aren't Searching in exploration mode, you can attempt a check to find environmental hazards that normally require you to Search for them. You still need to meet any other requirements to find a particular hazard.","category":"feat","pfs":"Standard","feat":["Environmental Explorer"],"rarity":"common","slug":"feat-2220"},{"skill_mod":{},"summary":"You've gained an intuitive sense about creatures.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2221","weakness":{},"archetype":["Pathfinder Agent"],"name":"Observant Explorer","trait":["Archetype"],"id":"feat-2221","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Observant Explorer Source PFS Guide pg. 40 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication --- Thanks to the time you've spent wandering through wild and untamed environments, you've gained an intuitive sense about creatures. You sometimes notice them before they attack, or spot them nearby even if they weren't planning on attacking. You can attempt a check to notice hidden creatures attempting to Avoid Notice nearby even if you aren't actively Searching for them. You still need to meet any other requirements to notice a particular creature.","category":"feat","pfs":"Standard","feat":["Observant Explorer"],"rarity":"common","slug":"feat-2221"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-2222","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Remember Your Training Single Action Source PFS Guide pg. 40 Archetype Pathfinder Agent Frequency once per day Prerequisites Pathfinder Agent Dedication --- During your training to become a Pathfinder Agent you were schooled on a wide variety of creatures you might encounter, and you can think back to that training to gain crucial insight in times of need. Attempt a check to Recall Knowledge about a creature you can see, adding your level as a proficiency bonus if you are untrained (rather than 0). If you roll a failure (but not a critical failure) on this check, you get a success instead.","feat":["Remember Your Training"],"skill_mod":{},"summary":"You were schooled on a wide variety of creatures you might encounter.","primary_source":"PFS Guide","trait_group":["Feat"],"level":4,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2222","archetype":["Pathfinder Agent"],"name":"Remember Your Training","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2222"},{"skill_mod":{},"summary":"You're familiar with the danger that lingering spirits can pose to an unwary adventurer.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2223","weakness":{},"archetype":["Pathfinder Agent"],"name":"Spiritual Explorer","trait":["Archetype"],"id":"feat-2223","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spiritual Explorer Source PFS Guide pg. 40 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication --- You're familiar with the danger that lingering spirits can pose to an unwary adventurer, and you're particularly attuned to their presence. Even if you aren't Searching in exploration mode, you can attempt a check to find haunts that normally require you to Search for them. You still need to meet any other requirements to find a particular haunt.","category":"feat","pfs":"Standard","feat":["Spiritual Explorer"],"rarity":"common","slug":"feat-2223"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2224","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Watch and Learn Reaction Source PFS Guide pg. 40 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication Trigger An ally you can see succeeds or critically succeeds at a Strength- or Dexterity-based skill check, using a skill in which you are untrained. --- Pathfinder agents serve as members of diverse teams with complementary skill sets. You are practiced at following the example of a more skilled ally to accomplish a wide variety of tasks. For the next minute you can add your level as a proficiency bonus to the observed skill check, even though you are untrained. This does not allow you to attempt trained actions using that skill unless you would otherwise be able to do so.","feat":["Watch and Learn"],"skill_mod":{},"summary":"Pathfinder agents serve as members of diverse teams with complementary skill sets.","primary_source":"PFS Guide","trait_group":["Feat"],"level":4,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"trigger":"An ally you can see succeeds or critically succeeds at a Strength- or Dexterity-based skill check, using a skill in which you are untrained.","resistance":{},"url":"/Feats.aspx?ID=2224","archetype":["Pathfinder Agent"],"name":"Watch and Learn","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2224"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2225","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Archaeologist's Warning Free Action Source PFS Guide pg. 40 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication Trigger You are about to roll a Perception, Society, or Thievery check for initiative. --- You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this free action gains either the visual or auditory trait.","feat":["Archaeologist's Warning"],"skill_mod":{},"summary":"You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls.","primary_source":"PFS Guide","trait_group":["Feat"],"level":6,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"trigger":"You are about to roll a Perception, Society , or Thievery check for initiative.","resistance":{},"url":"/Feats.aspx?ID=2225","archetype":["Pathfinder Agent"],"name":"Archaeologist's Warning","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2225"},{"skill_mod":{},"summary":"You're renowned for your ability to recover important items and sometimes that requires creating a stand-in.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Expert in Crafting; Pathfinder Agent Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2226","weakness":{},"archetype":["Pathfinder Agent"],"skill":["Crafting","Crafting"],"name":"Craft Facsimile","trait":["Archetype","Skill"],"id":"feat-2226","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Craft Facsimile Source PFS Guide pg. 40 Archetype Pathfinder Agent Prerequisites Expert in Crafting; Pathfinder Agent Dedication --- You're renowned for your ability to recover important items, whether they're from a long-abandoned temple or a thieves' den, and sometimes that requires creating a stand-in. You can spend 1 minute to assemble a facsimile of an object of no more than 1 Bulk that you can see from available materials. The facsimile has the same shape and Bulk as the replaced object and can pass as the object if not examined. A creature familiar with the original who examines the object automatically realizes that it is a fake. A creature not familiar with the original can still tell it was a hastily jury-rigged stand-in of some kind, but they might not know the object was supposed to be something else.","category":"feat","pfs":"Standard","feat":["Craft Facsimile"],"rarity":"common","slug":"feat-2226"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype","Skill"],"id":"feat-2227","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Diverse Recognition Free Action Source PFS Guide pg. 40 Archetype Pathfinder Agent Frequency once per round Prerequisites Pathfinder Agent Dedication; master in a skill used to Recall Knowledge Trigger You successfully Recall Knowledge about a creature you can see, using a skill in which you are a master. --- Your Pathfinder training allows you to quickly size up numerous threats. Attempt to Recall Knowledge against a different kind of creature you can see using the same skill. You must still meet the requirements to attempt this check.","feat":["Diverse Recognition"],"skill_mod":{},"summary":"Your Pathfinder training allows you to quickly size up numerous threats.","primary_source":"PFS Guide","trait_group":["Feat"],"level":8,"prerequisite":"Pathfinder Agent Dedication; master in a skill used to Recall Knowledge","source_category":["Lost Omens"],"trigger":"You successfully Recall Knowledge about a creature you can see, using a skill in which you are a master.","resistance":{},"url":"/Feats.aspx?ID=2227","archetype":["Pathfinder Agent"],"name":"Diverse Recognition","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2227"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["Archetype","Skill"],"id":"feat-2228","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Snap Out of It! (Pathfinder Agent) Two Actions Source PFS Guide pg. 41 Archetype Pathfinder Agent Prerequisites Master in Medicine; Pathfinder Agent Dedication --- Pathfinders are trained to help each other be safe and successful, and you know how to jolt your allies back to their senses. Attempt a Medicine check on an adjacent ally who is fascinated, frightened, stunned, or stupefied and choose one of those conditions. The DC is the DC for the effect that caused the condition. Critical Success Reduce the value of the chosen condition by 2. If you chose fascinated, that condition ends. Success Reduce the value of the chosen condition by 1. If you chose fascinated, that condition ends. Failure The target is unaffected. Critical Failure You increase the value of the chosen condition by 1. If you chose fascinated, increase the duration by 1 round instead.","feat":["Snap Out of It! (Pathfinder Agent)"],"skill_mod":{},"summary":"Pathfinders are trained to help each other be safe and successful, and you know how to jolt your allies back to their senses.","primary_source":"PFS Guide","trait_group":["Feat"],"level":8,"prerequisite":"Master in Medicine; Pathfinder Agent Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2228","archetype":["Pathfinder Agent"],"name":"Snap Out of It! (Pathfinder Agent)","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2228"},{"skill_mod":{},"summary":"You are adept at using the unusual resonance of your wayfinder to aid in any deceptions you might employ.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Pathfinder Agent Dedication; Wayfinder Resonance Tinkerer","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2229","weakness":{},"archetype":["Pathfinder Agent"],"name":"Wayfinder Resonance Infiltrator","trait":["Archetype"],"id":"feat-2229","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wayfinder Resonance Infiltrator Source PFS Guide pg. 41 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication; Wayfinder Resonance Tinkerer --- You are adept at using the unusual resonance of your wayfinder to aid in any deceptions you might employ. Once per day you can activate your wayfinder to cast illusory disguise , heightened to 2nd level, as an arcane spell. Additionally, once per day, you can Activate your wayfinder with a single-action envision activation to transform it into a perfect replica of another similarly sized badge of membership or office, such as an Aspis Consortium badge. This transformation lasts for 1 hour.","category":"feat","pfs":"Standard","feat":["Wayfinder Resonance Infiltrator"],"rarity":"common","slug":"feat-2229"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2230","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Eidetic Memorization Three Actions Source PFS Guide pg. 41 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication --- Pathfinders are often asked to study the intricacies of ancient history under less than ideal conditions, and you've trained your brain to make the most of your limited time. You quickly memorize an inscription, scroll, or other piece of writing you can clearly see whose length is equivalent to no more than one page. You can then accurately recreate this writing using a writing kit, wax tablet, or other writing medium, once you have reached safety. You don't need to understand the writing or identify the language to reproduce it. Your memory lasts until the next time you make your daily preparations; if you have not written down or otherwise recreated what you saw by this point, your memory fades and any attempt to recreate what you saw is garbled and unintelligible. You can have only one piece of writing memorized at a time; any previous memorization fades the next time you use this ability.","feat":["Eidetic Memorization"],"skill_mod":{},"summary":"Pathfinders are often asked to study the intricacies of ancient history under less than ideal conditions, and you've trained your brain to make the most of your limited time.","primary_source":"PFS Guide","trait_group":["Feat"],"level":10,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2230","archetype":["Pathfinder Agent"],"name":"Eidetic Memorization","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2230"},{"skill_mod":{},"summary":"Your time as a Pathfinder has taught you how to improvise, and you've learned to make use of the resources you find in the field.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Pathfinder Agent Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2231","frequency":"once per day","weakness":{},"archetype":["Pathfinder Agent"],"name":"Swap Investment","trait":["Archetype"],"id":"feat-2231","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Swap Investment Source PFS Guide pg. 41 Archetype Pathfinder Agent Frequency once per day Prerequisites Pathfinder Agent Dedication --- Your time as a Pathfinder has taught you how to improvise, and you've learned to make use of the resources you find in the field. You Invest a magic item and remove a previously invested item. The previous item no longer counts against your limit of 10 invested items.","category":"feat","pfs":"Standard","feat":["Swap Investment"],"rarity":"common","slug":"feat-2231"},{"skill_mod":{},"summary":"You feel confident that you can explain your scrolls so well that even your allies can use them.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Scrollmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2232","weakness":{},"archetype":["Scrollmaster"],"name":"Foolproof Instructions","trait":["Archetype"],"id":"feat-2232","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Foolproof Instructions Source PFS Guide pg. 44 Archetype Scrollmaster Prerequisites Scrollmaster Dedication --- You feel confident that you can explain your scrolls so well that even your allies can use them... hopefully. During your daily preparations, you can select a single scroll and instruct a single ally in its use. Until your next daily preparations, the ally can attempt to use the scroll with a single action that has the manipulate trait. The ally rolls the skill corresponding to the spellcasting tradition. The GM determines the DC based on the scroll's level, possibly adjusted for the situation. If the spell has a spell attack bonus or a spell DC, use your level as the proficiency bonus and the highest of your ally's Intelligence, Wisdom, or Charisma modifiers. Success For the rest of the ally's turn, they can spend actions to Cast the Spell. Failure The ally misremembers your instructions and can't use the scroll this turn. Critical Failure The ally misunderstood your instructions and can't use the scroll.","category":"feat","pfs":"Standard","feat":["Foolproof Instructions"],"rarity":"common","slug":"feat-2232"},{"skill_mod":{},"summary":"You've spent countless hours learning to recognize and predict a creature's innate magical abilities.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Scrollmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2233","weakness":{},"archetype":["Scrollmaster"],"name":"Innate Magic Intuition","trait":["Archetype"],"id":"feat-2233","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Innate Magic Intuition Source PFS Guide pg. 44 Archetype Scrollmaster Prerequisites Scrollmaster Dedication --- You've spent countless hours learning to recognize and predict a creature's innate magical abilities. The first time you successfully Recall Knowledge to identify a creature, in addition to any information you learn from your successful check, you learn the names of three of the highest-level innate spells it can cast, and you gain a +2 circumstance bonus on your next save against an innate spell cast by that creature.","category":"feat","pfs":"Standard","feat":["Innate Magic Intuition"],"rarity":"common","slug":"feat-2233"},{"skill_mod":{},"summary":"You've learned a few tricks to ensure you find every last magic item and interesting magical effect during your missions.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Scrollmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2234","weakness":{},"archetype":["Scrollmaster"],"name":"Magic Finder","trait":["Archetype"],"id":"feat-2234","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Magic Finder Source PFS Guide pg. 44 Archetype Scrollmaster Prerequisites Scrollmaster Dedication --- You've learned a few tricks to ensure you find every last magic item and interesting magical effect during your missions. You can cast detect magic and read aura as innate spells at will. You can also cast locate as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. When you cast detect magic or read aura from this feat on an item or creature under the effect of a magic aura spell or interact with an item under the effect of an item facade spell, you gain a +2 circumstance bonus on your check to disbelieve the illusion.","category":"feat","pfs":"Standard","feat":["Magic Finder"],"rarity":"common","slug":"feat-2234"},{"skill_mod":{},"summary":"You gain the transcribe moment focus spell.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Scrollmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2235","weakness":{},"archetype":["Scrollmaster"],"name":"Transcribe Moment","trait":["Archetype"],"id":"feat-2235","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Transcribe Moment Source PFS Guide pg. 44 Archetype Scrollmaster Prerequisites Scrollmaster Dedication --- You gain the transcribe moment focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by spending 10 minutes to study a text or record notes on your recent experiences.","category":"feat","pfs":"Standard","feat":["Transcribe Moment"],"rarity":"common","slug":"feat-2235"},{"skill_mod":{},"summary":"You learn how to apply your extensive knowledge of certain creatures using the lore you know.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Master in Arcana, Master in Crafting, Master in Nature, Master in Occultism, or Master in Religion; Scrollmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2236","weakness":{},"archetype":["Scrollmaster"],"skill":["Arcana","Crafting","Nature","Occultism","Religion","Arcana","Crafting","Nature","Occultism","Religion"],"name":"Bestiary Scholar","trait":["Archetype"],"id":"feat-2236","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Bestiary Scholar Source PFS Guide pg. 44 Archetype Scrollmaster Prerequisites Master in Arcana, Master in Crafting, Master in Nature, Master in Occultism, or Master in Religion; Scrollmaster Dedication --- You learn how to apply your extensive knowledge of certain creatures using the lore you know. When you gain this feat, choose one of the following skills in which you have attained master proficiency: Arcana, Crafting, Nature, Occultism, or Religion. You can use the chosen skill to Recall Knowledge to identify any creature normally identifiable by any of the above skills. In addition, when you critically succeed at identifying a creature, you gain a +1 circumstance bonus to your next attack roll or saving throw against that creature.","category":"feat","pfs":"Standard","feat":["Bestiary Scholar"],"rarity":"common","slug":"feat-2236"},{"skill_mod":{},"summary":"You've studied the many ways that ancient architects and spellcasters protected their possessions, such as by implementing deadly traps and curses, and learned some magic to counteract them.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Scrollmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2237","weakness":{},"archetype":["Scrollmaster"],"name":"Cautious Delver","trait":["Archetype"],"id":"feat-2237","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Cautious Delver Source PFS Guide pg. 44 Archetype Scrollmaster Prerequisites Scrollmaster Dedication --- You've studied the many ways that ancient architects and spellcasters protected their possessions, such as by implementing deadly traps and curses, and learned some magic to counteract them. You can cast dispel magic , knock , and resist energy as innate spells, each once per day. If you can already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.","category":"feat","pfs":"Standard","feat":["Cautious Delver"],"rarity":"common","slug":"feat-2237"},{"skill_mod":{},"summary":"You've mastered the art of deceiving others about your area of study.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"master in a skill with the Recall Knowledge action; Scrollmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2238","weakness":{},"archetype":["Scrollmaster"],"name":"Masterful Obfuscation","trait":["Archetype","Skill"],"id":"feat-2238","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Masterful Obfuscation Source PFS Guide pg. 44 Archetype Scrollmaster Prerequisites master in a skill with the Recall Knowledge action; Scrollmaster Dedication --- You've mastered the art of deceiving others about your area of study. When you gain this feat, choose one skill with the Recall Knowledge action in which you have attained master proficiency. You can attempt to deceive others about the truth of facts and knowledge related to that skill—such as by pretending to know something that you don't, planting false information, or the like—using the Lie action of the Deception skill. When you Lie in this way, attempt your skill check using the skill you selected when you gained this feat instead of Deception, applying all bonuses or penalties related from the selected skill to the check. While it's easier to convince someone who knows nothing about your chosen false information, on a critical success, you can even convince someone who has heard something contradictory, unless they have reason to be certain from direct experience. For instance, you might say, “I know you may have heard to use silver weapons against vampires, but that's a misconception based on conflating them with werewolves. According to all credible scholars, cold iron will do the trick.” Once a creature realizes you've used masterful obfuscation to Lie to them, either from a failed check or due to later discovering the falsehood, you can't use this feat against them again, as it relies on blind trust in your superior knowledge. However, you can still Lie to them normally.","category":"feat","pfs":"Standard","feat":["Masterful Obfuscation"],"rarity":"common","slug":"feat-2238"},{"skill_mod":{},"summary":"You've mastered useful spells that let you find hidden truths others might miss.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Lore Seeker","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2239","weakness":{},"archetype":["Scrollmaster"],"name":"Determined Lore Seeker","trait":["Archetype"],"id":"feat-2239","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Determined Lore Seeker Source PFS Guide pg. 45 Archetype Scrollmaster Prerequisites Lore Seeker --- You've mastered useful spells that let you find hidden truths others might miss, and a preferred spell comes naturally to you. When you gain this feat, choose one of the innate spells granted by the Lore Seeker feat: comprehend language , restore senses , or see invisibility . You can cast this spell three times per day instead of once per day. When you cast any of the spells granted by Lore Seeker as innate spells, they gain additional effects. When you cast comprehend language , the spell is heightened to 4th level. When you cast restore senses , the spell is heightened to half your level, rounded up. When you cast see invisibility , for the duration of the spell you can use an action, which has the concentrate trait, to see invisible creatures normally (instead of seeing them as translucent shapes that are concealed to you) until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Determined Lore Seeker"],"rarity":"common","slug":"feat-2239"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2240","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Ward Mind Reaction Source PFS Guide pg. 45 Archetype Scrollmaster Prerequisites Scrollmaster Dedication Trigger Your turn ends. Requirements You're currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw. --- To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack, temporarily delaying its effects. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Ward Mind or Cognitive Loophole only once, even if you have both feats. Special You can use this reaction even if the mental effect prevents you from using reactions.","feat":["Ward Mind"],"skill_mod":{},"summary":"To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack.","primary_source":"PFS Guide","trait_group":["Feat"],"level":16,"prerequisite":"Scrollmaster Dedication","source_category":["Lost Omens"],"requirement":"You're currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.","trigger":"Your turn ends.","resistance":{},"url":"/Feats.aspx?ID=2240","archetype":["Scrollmaster"],"name":"Ward Mind","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2240"},{"skill_mod":{},"summary":"You can use your magic to transform into a small creature of a type that commonly serves as a spellcaster's familiar, potentially allowing you to safely scout for your party while retaining a degree of spellcasting ability.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Spellmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2241","weakness":{},"archetype":["Spellmaster"],"name":"Familiar Form","trait":["Archetype"],"id":"feat-2241","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Familiar Form Source PFS Guide pg. 48 Archetype Spellmaster Prerequisites Spellmaster Dedication --- You can use your magic to transform into a small creature of a type that commonly serves as a spellcaster's familiar, potentially allowing you to safely scout for your party while retaining a degree of spellcasting ability. You gain the familiar form focus spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Familiar Form"],"rarity":"common","slug":"feat-2241"},{"skill_mod":{},"summary":"You've learned to recognize the telltale writings and other signs that indicate the presence of magical traps.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Spellmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2242","weakness":{},"archetype":["Spellmaster"],"name":"Glyph Expert","trait":["Archetype"],"id":"feat-2242","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Glyph Expert Source PFS Guide pg. 48 Archetype Spellmaster Prerequisites Spellmaster Dedication --- You've learned to recognize the telltale writings and other signs that indicate the presence of magical traps. You gain a +2 circumstance bonus to Perception checks to find magical traps, to AC against attacks made by magical traps, to saves against magical traps, and to checks to Disable magical traps. Even if you aren't Searching, you get a check to find magical traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You're also adept at avoiding the effects of traps that feature magical writing, such as runes, glyphs, ancient script, or other forms. When you attempt a saving throw against the effects of these traps, if you roll a success, you get a critical success instead. If you roll a critical failure, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Glyph Expert"],"rarity":"common","slug":"feat-2242"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Metamagic","Spellshape"],"id":"feat-2243","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Recover Spell Single Action Source PFS Guide pg. 48 Archetype Spellmaster Prerequisites Spellmaster Dedication Requirements An enemy's action disrupted your attempts to Cast a Spell since the beginning of your last turn. --- You recover the energy of a recently disrupted spell, allowing you to cast it again as long as you do so immediately before the energy dissipates. You regain the use of a spell that was disrupted since the beginning of your last turn, but you must immediately Cast the Spell again with your next action or else you lose the spell; as normal for metamagic, this must be on the same turn that you use Recover Spell. You can change the area, targets, and other variables, including the number of actions used to Cast the Spell if the spell allows, such as when casting heal or magic missile .","feat":["Recover Spell"],"skill_mod":{},"summary":"You recover the energy of a recently disrupted spell, allowing you to cast it again as long as you do so immediately before the energy dissipates.","primary_source":"PFS Guide","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Spellmaster Dedication","source_category":["Lost Omens"],"requirement":"An enemy's action disrupted your attempts to Cast a Spell since the beginning of your last turn.","resistance":{},"url":"/Feats.aspx?ID=2243","archetype":["Spellmaster"],"name":"Recover Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2243"},{"skill_mod":{},"summary":"You can create a number of powerful shielding runes that bolster your defenses against damaging spells by absorbing the worst of the energy to keep you safe.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Spellmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2244","weakness":{},"archetype":["Spellmaster"],"name":"Spellmaster's Ward","trait":["Archetype"],"id":"feat-2244","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Spellmaster's Ward Source PFS Guide pg. 48 Archetype Spellmaster Prerequisites Spellmaster Dedication --- You can create a number of powerful shielding runes that bolster your defenses against damaging spells by absorbing the worst of the energy to keep you safe. You gain the spellmaster's ward focus spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Spellmaster's Ward"],"rarity":"common","slug":"feat-2244"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype"],"id":"feat-2245","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Communal Sustain Single Action Source PFS Guide pg. 48 Archetype Spellmaster Frequency once per round Prerequisites Spellmaster Dedication --- Choose one spell with a sustained duration that one of your allies has in effect. You must be within 30 feet of the chosen ally. The ally can Sustain the Spell once as a free action, triggered at the start of their next turn.","feat":["Communal Sustain"],"skill_mod":{},"summary":"Choose one spell with a sustained duration that one of your allies has in effect.","primary_source":"PFS Guide","trait_group":["Feat"],"level":12,"prerequisite":"Spellmaster Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2245","archetype":["Spellmaster"],"name":"Communal Sustain","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2245"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-2246","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Spellmaster's Tenacity Reaction Source PFS Guide pg. 48 Archetype Spellmaster Frequency once per day Prerequisites Spellmaster's Resilience Trigger You critically fail at a saving throw against a foe's spell, and that spell was cast or created with the tradition of magic you selected with the Spellmaster's Resilience feat. --- You call upon the power of your spells to protect you from the worst of the magic headed your way. You fail your saving throw instead of critically failing. For 1 minute, increase the circumstance bonus to saving throws from the Spellmaster's Resilience feat to +2, and increase the resistance to damage it grants to 10.","feat":["Spellmaster's Tenacity"],"skill_mod":{},"summary":"You call upon the power of your spells to protect you from the worst of the magic headed your way.","primary_source":"PFS Guide","trait_group":["Feat"],"level":14,"prerequisite":"Spellmaster's Resilience","source_category":["Lost Omens"],"trigger":"You critically fail at a saving throw against a foe's spell, and that spell was cast or created with the tradition of magic you selected with the Spellmaster's Resilience feat.","resistance":{},"url":"/Feats.aspx?ID=2246","archetype":["Spellmaster"],"name":"Spellmaster's Tenacity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2246"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Archetype"],"id":"feat-2247","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Master's Counterspell Reaction Source PFS Guide pg. 48 PFS Note The trigger for Master’s Counterspell should begin with “A creature Casts a Spell that you have prepared or is in your repertoire...” to provide a trigger for spontaneous spellcasters as well as prepared spellcasters. Archetype Spellmaster Prerequisites Spellmaster Dedication; master in spell attack rolls and spell DCs Trigger A creature Casts a Spell that you have prepared, and that spell was cast or created with a tradition of magic in which you have master proficiency in spell attack rolls and spell DCs. --- When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. If you're a prepared caster, you can expend a prepared spell to counter the triggering creature's casting of a spell. If you're a spontaneous caster, you can expend a spell slot. The level of the prepared spell or spell slot must be at least as high as the triggering spell's level. You lose your prepared spell or spell slot as if you had Cast the Spell. You then attempt to counteract the triggering spell, and you take a –2 penalty to your counteract check; for prepared casters, the GM might waive the penalty if the spell you're expending to counterspell is especially appropriate—such as countering with the same spell, or using a cone of cold to counteract a fireball .","feat":["Master's Counterspell"],"skill_mod":{},"summary":"When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it.","primary_source":"PFS Guide","trait_group":["School","Feat"],"level":16,"prerequisite":"Spellmaster Dedication; master in spell attack rolls and spell DCs","source_category":["Lost Omens"],"trigger":"A creature Casts a Spell that you have prepared, and that spell was cast or created with a tradition of magic in which you have master proficiency in spell attack rolls and spell DCs.","resistance":{},"url":"/Feats.aspx?ID=2247","archetype":["Spellmaster"],"name":"Master's Counterspell","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2247"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-2248","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Mobile Magical Combat Single Action Source PFS Guide pg. 48 Archetype Spellmaster Prerequisites Spellmaster Dedication Requirements You're wielding a melee weapon and have Cast a Spell requiring at least 1 action this turn. --- You dart around the battlefield, casting spells while you carefully make melee attacks with your weapon. Stride once. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Mobile Magical Combat while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["Mobile Magical Combat"],"skill_mod":{},"summary":"You dart around the battlefield, casting spells while you carefully make melee attacks with your weapon.","primary_source":"PFS Guide","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Spellmaster Dedication","source_category":["Lost Omens"],"requirement":"You're wielding a melee weapon and have Cast a Spell requiring at least 1 action this turn.","resistance":{},"url":"/Feats.aspx?ID=2248","archetype":["Spellmaster"],"name":"Mobile Magical Combat","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2248"},{"skill_mod":{},"summary":"When you absorb a spell using the Absorb Spell reaction, you utilize secret, techniques that allow you to retain the power and knowledge necessary to cast the spell repeatedly—potentially for a greater period of time.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Absorb Spell","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2249","weakness":{},"archetype":["Spellmaster"],"name":"Retain Absorbed Spell","trait":["Archetype"],"id":"feat-2249","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Retain Absorbed Spell Source PFS Guide pg. 49 Archetype Spellmaster Prerequisites Absorb Spell --- When you absorb a spell using the Absorb Spell reaction, you utilize secret, techniques that allow you to retain the power and knowledge necessary to cast the spell repeatedly—potentially for a greater period of time. If you're a spontaneous caster, you can cast the triggering spell up to three times instead of once. If you're a prepared spellcaster, you can replace up to three of your prepared spells of the same level with the absorbed spell instead of one. Either way, you can choose to retain the absorbed spell for the next hour instead of the next 10 minutes; if you choose to extend the absorption to an hour, you can't use Absorb Spell again until one hour after the spell is absorbed.","category":"feat","pfs":"Standard","feat":["Retain Absorbed Spell"],"rarity":"common","slug":"feat-2249"},{"skill_mod":{},"summary":"You've learned to repair your equipment even in challenging circumstances, making use of what you have available.","primary_source":"PFS Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Swordmaster Dedication; Expert in Crafting","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2250","weakness":{},"archetype":["Swordmaster"],"skill":["Crafting","Crafting"],"name":"Improvised Crafting","trait":["Archetype","Exploration","Manipulate","Skill"],"id":"feat-2250","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Improvised Crafting Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication; Expert in Crafting --- You've learned to repair your equipment even in challenging circumstances, making use of what you have available. You can attempt to Repair an item without a repair kit, instead improvising tools out of your gear or found items. This adds 5 minutes to the time it takes to Repair the item. You can also Repair an item while on the move without needing a stable surface. This adds 10 minutes to the times it takes to Repair the item.","category":"feat","pfs":"Standard","feat":["Improvised Crafting"],"rarity":"common","slug":"feat-2250"},{"skill_mod":{},"summary":"You spend a lot of time focusing on your physical fitness.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Swordmaster Dedication; Expert in Acrobatics; Expert in Athletics","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2251","weakness":{},"archetype":["Swordmaster"],"skill":["Acrobatics","Athletics","Acrobatics","Athletics"],"name":"Physical Training","trait":["Archetype"],"id":"feat-2251","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Physical Training Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication; Expert in Acrobatics; Expert in Athletics --- You spend a lot of time focusing on your physical fitness. You increase your proficiency rank in Acrobatics and Athletics from expert to master.","category":"feat","pfs":"Standard","feat":["Physical Training"],"rarity":"common","slug":"feat-2251"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2252","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Protect Ally Single Action Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication --- You place your body between your friends and your enemies, protecting your allies against oncoming attacks. You choose one adjacent ally. That ally gains a +1 circumstance bonus to AC until the start of your next turn or until that ally is no longer adjacent to you, whichever comes first. You can only protect a single ally in this way. If you choose to Protect a different Ally, the previous ally loses the bonus to AC.","feat":["Protect Ally"],"skill_mod":{},"summary":"You place your body between your friends and your enemies, protecting your allies against oncoming attacks.","primary_source":"PFS Guide","trait_group":["Feat"],"level":8,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2252","archetype":["Swordmaster"],"name":"Protect Ally","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2252"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Manipulate"],"id":"feat-2253","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Quick Stow (Swordmaster) Single Action Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication --- You know that situations can change rapidly and might leave you needing to change equipment in the middle of combat. Your training has taught you how to swap your equipment on the fly. You Interact to stow a weapon and then Interact again to draw a readied item or weapon.","feat":["Quick Stow (Swordmaster)"],"skill_mod":{},"summary":"You know that situations can change rapidly and might leave you needing to change equipment in the middle of combat.","primary_source":"PFS Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2253","archetype":["Swordmaster"],"name":"Quick Stow (Swordmaster)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2253"},{"skill_mod":{},"summary":"You keep hold of your weapons even when knocked out.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2254","weakness":{},"archetype":["Swordmaster"],"name":"Reflexive Grip","trait":["Archetype"],"id":"feat-2254","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Reflexive Grip Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication --- You keep hold of your weapons even when knocked out. You gain a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, when you fall unconscious, you don't drop any weapons that you're currently wielding, though somebody else can remove them from you.","category":"feat","pfs":"Standard","feat":["Reflexive Grip"],"rarity":"common","slug":"feat-2254"},{"skill_mod":{},"summary":"You've slept many nights in your armor and gotten used to it.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Swordmaster Dedication; trained in light, medium, or heavy armor","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2255","weakness":{},"archetype":["Swordmaster"],"name":"Armored Rest","trait":["Archetype"],"id":"feat-2255","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Armored Rest Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication; trained in light, medium, or heavy armor --- You've slept many nights in your armor and gotten used to it. You can sleep in armor overnight without being fatigued the next day. If you were already fatigued before sleeping, the armor doesn't prevent you from recovering from being fatigued.","category":"feat","pfs":"Standard","feat":["Armored Rest"],"rarity":"common","slug":"feat-2255"},{"skill_mod":{},"summary":"You've become comfortable in using weapons that you might not have picked up before training with the Swords.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2256","weakness":{},"archetype":["Swordmaster"],"name":"Martial Exercise","trait":["Archetype"],"id":"feat-2256","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Martial Exercise Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication --- You've become comfortable in using weapons that you might not have picked up before training with the Swords. Choose one weapon group, such as hammer or sword. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with both simple and martial weapons of your chosen weapon group.","category":"feat","pfs":"Standard","feat":["Martial Exercise"],"rarity":"common","slug":"feat-2256"},{"skill_mod":{},"summary":"After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2257","weakness":{},"archetype":["Swordmaster"],"name":"Practiced Defender","trait":["Archetype"],"id":"feat-2257","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Practiced Defender Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication --- After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the Defend exploration activity while traveling at your full travel speed instead of half your travel speed.","category":"feat","pfs":"Standard","feat":["Practiced Defender"],"rarity":"common","slug":"feat-2257"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["Archetype","Manipulate","Skill"],"id":"feat-2258","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Emergency Medical Assistance Two Actions Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication; Master in Medicine Requirements An adjacent ally is suffering persistent damage. --- You've learned a variety of methods for helping allies who are bleeding, burning, or otherwise suffering persistent damage, from brushing off acid to patting down fires. Your ally immediately attempts a flat check to remove all types of persistent damage, and your use of this feat automatically counts as especially effective aid, reducing the DC from 15 to 10 for all future flat checks to remove the persistent damage.","feat":["Emergency Medical Assistance"],"skill_mod":{},"summary":"You've learned a variety of methods for helping allies who are bleeding, burning, or otherwise suffering persistent damage, from brushing off acid to patting down fires.","primary_source":"PFS Guide","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Swordmaster Dedication; Master in Medicine","source_category":["Lost Omens"],"requirement":"An adjacent ally is suffering persistent damage .","resistance":{},"url":"/Feats.aspx?ID=2258","archetype":["Swordmaster"],"name":"Emergency Medical Assistance","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2258"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Skill"],"id":"feat-2259","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Recollect Studies Single Action Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication; expert in a skill used to Recall Knowledge Requirements You're fighting a creature of your level or lower that could be identified by Recall Knowledge with a skill in which you're an expert. --- You paid attention during your studies and remember the right way to attack various creatures. Choose a creature that meets the requirements. You learn the resistances, immunities, or weaknesses of the creature (your choice) without needing to successfully Recall Knowledge.","feat":["Recollect Studies"],"skill_mod":{},"summary":"You paid attention during your studies and remember the right way to attack various creatures.","primary_source":"PFS Guide","trait_group":["Feat"],"level":12,"prerequisite":"Swordmaster Dedication; expert in a skill used to Recall Knowledge","source_category":["Lost Omens"],"requirement":"You're fighting a creature of your level or lower that could be identified by Recall Knowledge with a skill in which you're an expert.","resistance":{},"url":"/Feats.aspx?ID=2259","archetype":["Swordmaster"],"name":"Recollect Studies","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2259"},{"skill_mod":{},"summary":"You've studied survival skills with the School of Swords experts and are comfortable spending long periods of time in the wilderness.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Swordmaster Dedication; Master in Survival","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2260","weakness":{},"archetype":["Swordmaster"],"skill":["Survival","Survival"],"name":"Rugged Survivalist","trait":["Archetype","Skill"],"id":"feat-2260","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Rugged Survivalist Source PFS Guide pg. 52 Archetype Swordmaster Prerequisites Swordmaster Dedication; Master in Survival --- You've studied survival skills with the School of Swords experts and are comfortable spending long periods of time in the wilderness. You don't get fatigued more quickly due to precipitation during overland travel, though you can otherwise be fatigued as normal. You can go 3 days + your Constitution modifier without water before you take damage from thirst and you can go 5 days + your Constitution modifier without food before you take damage from starvation.","category":"feat","pfs":"Standard","feat":["Rugged Survivalist"],"rarity":"common","slug":"feat-2260"},{"skill_mod":{},"summary":"You often find that the best way to win a conflict means avoiding a fight in the first place.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Swordmaster Dedication; Master in Diplomacy","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2261","weakness":{},"archetype":["Swordmaster"],"skill":["Diplomacy","Diplomacy"],"name":"Tense Negotiator","trait":["Archetype"],"id":"feat-2261","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Tense Negotiator Source PFS Guide pg. 53 Archetype Swordmaster Prerequisites Swordmaster Dedication; Master in Diplomacy --- You often find that the best way to win a conflict means avoiding a fight in the first place. You're good at talking to potential opponents without making things worse. If you would critically fail at a check to Make an Impression, you instead fail. You can attempt checks to make Requests of creatures who're indifferent or unfriendly toward you.","category":"feat","pfs":"Standard","feat":["Tense Negotiator"],"rarity":"common","slug":"feat-2261"},{"skill_mod":{},"summary":"You've spent time training in your armor alongside other agents from the Swords.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Swordmaster Dedication; trained in light, medium, or heavy armor","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2262","weakness":{},"archetype":["Swordmaster"],"name":"Armored Exercise","trait":["Archetype"],"id":"feat-2262","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Armored Exercise Source PFS Guide pg. 53 Archetype Swordmaster Prerequisites Swordmaster Dedication; trained in light, medium, or heavy armor --- You've spent time training in your armor alongside other agents from the Swords. Your proficiency rank for light, medium, and heavy armor increases to expert for whichever of those you already had the trained proficiency rank in.","category":"feat","pfs":"Standard","feat":["Armored Exercise"],"rarity":"common","slug":"feat-2262"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Attack","Press"],"id":"feat-2263","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Forceful Shot Single Action Source PFS Guide pg. 53 Archetype Swordmaster Prerequisites Swordmaster Dedication --- Your ranged attacks push your foes away from your allies. Make a ranged Strike, adding the following effects in addition to the normal effects of the Strike. Critical Success The target is pushed 10 feet away from you. Success The target is pushed 5 feet away from you. Failure The target is flat-footed for 1 round.","feat":["Forceful Shot"],"skill_mod":{},"summary":"Your ranged attacks push your foes away from your allies.","primary_source":"PFS Guide","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2263","archetype":["Swordmaster"],"name":"Forceful Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2263"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Fortune"],"id":"feat-2264","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Focus Ally Reaction Source PFS Guide pg. 53 Archetype Swordmaster Prerequisites Swordmaster Dedication Trigger An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the incapacitation trait. --- You're so focused on your allies that you can help them to recenter when something would take them out of the fight. Your ally rerolls the failed saving throw. That ally must take the second result.","feat":["Focus Ally"],"skill_mod":{},"summary":"You're so focused on your allies that you can help them to recenter when something would take them out of the fight.","primary_source":"PFS Guide","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Swordmaster Dedication","source_category":["Lost Omens"],"trigger":"An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the incapacitation trait.","resistance":{},"url":"/Feats.aspx?ID=2264","archetype":["Swordmaster"],"name":"Focus Ally","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2264"},{"skill_mod":{},"summary":"You fully protect your allies from the worst blows.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Shoulder Catastrophe","source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2265","weakness":{},"archetype":["Swordmaster"],"name":"Stave Off Catastrophe","trait":["Archetype"],"id":"feat-2265","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Stave Off Catastrophe Source PFS Guide pg. 53 Archetype Swordmaster Prerequisites Shoulder Catastrophe --- You fully protect your allies from the worst blows. When you use the Shoulder Catastrophe reaction, you can choose to take the full critical damage and effects from the attack, including effects that apply on a critical hit, and have your ally take no damage and avoid the attack's effects.","category":"feat","pfs":"Standard","feat":["Stave Off Catastrophe"],"rarity":"common","slug":"feat-2265"},{"skill_mod":{},"summary":"Stella Fane has perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic.","primary_source":"PFS Guide","trait_group":["Class","Class-Specific","Rarity"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2266","weakness":{},"name":"Fane's Fourberie","trait":["Rogue","Stance","Swashbuckler","Uncommon"],"actions_number":2,"id":"feat-2266","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fane's Fourberie Single Action Source PFS Guide pg. 118 PFS Note All characters have access to this feat. A character with the Fane’s Fourberie feat can etch their deck of cards with weapon runes themself or have this service provided by a third party. The deck can also be targeted by weapon-modifying effects such as a magic weapon spell. Access Member of the Pathfinder Society. --- Stella Fane has perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic. When you enter this stance, choose whether to treat playing cards in your possession as daggers or darts; you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed. A character who has this feat can enchant a single deck of playing cards as a magic weapon, etching fundamental and property runes directly onto the deck of cards. Perilous Larceny Source PFS Guide pg. 118 Pirate captain Stella Fane (CN female human privateer; Lost Omens Character Guide 119) joined the Pathfinder Society as a venture-captain as part of a deal to help the Society make it through the heavily armed naval blockades of Port Peril's Free Captains. Cunning and competitive, Stella's greatest weakness as a leader of the Society is her uncompromising hatred of the Chelaxian government. Those who can avoid ending up sunk or executed by Chelaxian naval commanders while assisting Stella may leave with a few more tricks than they had before seeing the skilled pirate in action. Fane's Fourberie and Stella's Stab and Snag, below, are class feats that rogues or swashbucklers can select. When you select either feat, it loses the trait from the other class. Related Feats : Fane's Escape, Stella's Stab and Snag","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Fane's Fourberie"],"rarity":"uncommon","slug":"feat-2266"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["General","Skill","Uncommon"],"id":"feat-2267","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fane's Escape Two Actions Source PFS Guide pg. 118 PFS Note All characters have access to this feat. Prerequisites Expert in Stealth Access Member of the Pathfinder Society. Requirements You have a deck of playing cards in your possession. --- A good getaway requires a good distraction. You Interact to draw a deck of cards and flip it in a fluttering explosion, causing you to become briefly hidden to all other creatures using vision as their precise sense, and then you Sneak. You have enough cover to Sneak until the end of your turn. This leaves all of the cards from the deck scattered about the room; collecting them into a deck again takes several minutes. Perilous Larceny Source PFS Guide pg. 118 Pirate captain Stella Fane (CN female human privateer; Lost Omens Character Guide 119) joined the Pathfinder Society as a venture-captain as part of a deal to help the Society make it through the heavily armed naval blockades of Port Peril's Free Captains. Cunning and competitive, Stella's greatest weakness as a leader of the Society is her uncompromising hatred of the Chelaxian government. Those who can avoid ending up sunk or executed by Chelaxian naval commanders while assisting Stella may leave with a few more tricks than they had before seeing the skilled pirate in action. Fane's Fourberie and Stella's Stab and Snag, below, are class feats that rogues or swashbucklers can select. When you select either feat, it loses the trait from the other class. Related Feats : Fane's Fourberie, Stella's Stab and Snag","feat":["Fane's Escape"],"skill_mod":{},"summary":"A good getaway requires a good distraction.","primary_source":"PFS Guide","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Expert in Stealth","source_category":["Lost Omens"],"requirement":"You have a deck of playing cards in your possession.","resistance":{},"url":"/Feats.aspx?ID=2267","name":"Fane's Escape","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-2267"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Thievery","Thievery"],"trait":["Rogue","Swashbuckler","Uncommon"],"id":"feat-2268","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Stella's Stab and Snag Two Actions Source PFS Guide pg. 118 PFS Note All characters have access to this feat. Prerequisites Expert in Thievery Access Member of the Pathfinder Society. Requirements You are wielding a piercing or slashing melee weapon. --- You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement. Stride up to your Speed; this movement does not trigger reactions triggered by movement. At any point during this movement you can Strike an opponent within reach. If this Strike is successful, you can attempt a Thievery check to Steal from the target. Perilous Larceny Source PFS Guide pg. 118 Pirate captain Stella Fane (CN female human privateer; Lost Omens Character Guide 119) joined the Pathfinder Society as a venture-captain as part of a deal to help the Society make it through the heavily armed naval blockades of Port Peril's Free Captains. Cunning and competitive, Stella's greatest weakness as a leader of the Society is her uncompromising hatred of the Chelaxian government. Those who can avoid ending up sunk or executed by Chelaxian naval commanders while assisting Stella may leave with a few more tricks than they had before seeing the skilled pirate in action. Fane's Fourberie and Stella's Stab and Snag, below, are class feats that rogues or swashbucklers can select. When you select either feat, it loses the trait from the other class. Related Feats : Fane's Escape, Fane's Fourberie","feat":["Stella's Stab and Snag"],"skill_mod":{},"summary":"You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement.","primary_source":"PFS Guide","trait_group":["Class","Rarity"],"level":6,"prerequisite":"Expert in Thievery","source_category":["Lost Omens"],"requirement":"You are wielding a piercing or slashing melee weapon.","resistance":{},"url":"/Feats.aspx?ID=2268","name":"Stella's Stab and Snag","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-2268"},{"primary_source_category":"Lost Omens","source":["PFS Guide","PFS Quest #2: Unforgiving Fire"],"type":"Feat","speed":{},"weakness":{},"trait":["Fire","Monk","Rare","Stance"],"id":"feat-2269","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rain of Embers Stance Single Action Source PFS Guide pg. 118, PFS Quest #2: Unforgiving Fire pg. 20 Requirements You are unarmored. --- You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that dance with biting flames. The only Strikes you can make are fire talon Strikes. These deal 1d4 fire damage; are in the brawling group; and have the agile, finesse, fire, nonlethal, and unarmed traits. While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1). Rain of Embers Stance leads to... Blazing Talon Surge Rain of Embers Style Source PFS Guide pg. 118 The martial artist Meleeka Sanvara (CN female human monk) originally met agents of the Pathfinder Society as an enemy when the agents were sent to retrieve an artifact she had stolen. Now, Meleeka works as a Pathfinder agent and occasionally shares the knowledge of her family's unique martial arts techniques with agents who earn her trust. Related Feats : Blazing Talon Surge, Explosive Death Drop","feat":["Rain of Embers Stance"],"element":["Fire"],"skill_mod":{},"summary":"You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that dance with biting flames.","primary_source":"PFS Guide","trait_group":["Energy","Elemental","Planar","Monster","Class","Weapon","Rarity","Class-Specific"],"level":1,"source_category":["Lost Omens","Society"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=2269","name":"Rain of Embers Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"feat-2269"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Fire","Flourish","Monk"],"id":"feat-2270","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Blazing Talon Surge Two Actions Source PFS Guide pg. 118 Prerequisites Rain of Embers Stance Requirements You are in Rain of Embers Stance. --- You rush forward and latch onto your enemy with talons of hungering fire. Stride once. If you end your movement within reach of at least one enemy, you can make a fire talon Strike against that enemy that deals an additional 1d4 persistent fire damage. If it hits and deals damage, you can attempt an Athletics check to Grapple the creature you hit. Blazing Talon Surge leads to... Explosive Death Drop Rain of Embers Style Source PFS Guide pg. 118 The martial artist Meleeka Sanvara (CN female human monk) originally met agents of the Pathfinder Society as an enemy when the agents were sent to retrieve an artifact she had stolen. Now, Meleeka works as a Pathfinder agent and occasionally shares the knowledge of her family's unique martial arts techniques with agents who earn her trust. Related Feats : Explosive Death Drop, Rain of Embers Stance","feat":["Blazing Talon Surge"],"element":["Fire"],"skill_mod":{},"summary":"You rush forward and latch onto your enemy with talons of hungering fire.","primary_source":"PFS Guide","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Class","Weapon"],"level":6,"prerequisite":"Rain of Embers Stance","source_category":["Lost Omens"],"requirement":"You are in Rain of Embers Stance .","resistance":{},"url":"/Feats.aspx?ID=2270","name":"Blazing Talon Surge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2270"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Fire","Monk"],"id":"feat-2271","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Explosive Death Drop Single Action Source PFS Guide pg. 118 Prerequisites Blazing Talon Surge Requirements You are in Rain of Embers Stance and have a target grabbed or restrained. --- You lift your enemy into the air before bringing them crashing down with a fiery detonation. Roll an Athletics check against your target's Fortitude DC. You take a –1 circumstance penalty to your check if the target is one size larger than you and a –3 circumstance penalty if it's larger than that. You gain a +1 circumstance bonus to your check if the target is one size smaller than you and a +3 circumstance bonus if it's smaller than that. Critical Success The target takes 12d6 fire damage and falls prone in an unoccupied adjacent square of your choice. The target is no longer grabbed. The target and any creature adjacent to it also each take 1d6 persistent fire damage. Success As critical success, but the target takes 6d6 fire damage instead of 12d6, and creatures don't take persistent fire damage. Failure The target is no longer grabbed. Critical Failure As failure, but you fall prone. Rain of Embers Style Source PFS Guide pg. 118 The martial artist Meleeka Sanvara (CN female human monk) originally met agents of the Pathfinder Society as an enemy when the agents were sent to retrieve an artifact she had stolen. Now, Meleeka works as a Pathfinder agent and occasionally shares the knowledge of her family's unique martial arts techniques with agents who earn her trust. Related Feats : Blazing Talon Surge, Rain of Embers Stance","feat":["Explosive Death Drop"],"element":["Fire"],"skill_mod":{},"summary":"You lift your enemy into the air before bringing them crashing down with a fiery detonation.","primary_source":"PFS Guide","trait_group":["Energy","Elemental","Planar","Monster","Class","Weapon"],"level":14,"prerequisite":"Blazing Talon Surge","source_category":["Lost Omens"],"requirement":"You are in Rain of Embers Stance and have a target grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=2271","name":"Explosive Death Drop","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2271"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Crafting","Lore","Medicine","Nature","Occultism","Religion","Society","Arcana","Crafting","Lore","Medicine","Nature","Occultism","Religion","Society"],"trait":["General","Skill","Uncommon"],"id":"feat-2272","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Kreighton's Cognitive Crossover Reaction Source PFS Guide pg. 119 PFS Note All characters have access to this feat. Access Member of the Pathfinder Society. Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat. --- Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill. Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one), Medicine, Nature, Occultism, Religion, or Society. Scrolls Training Source PFS Guide pg. 119 The Society's Master of Scrolls, Kreighton Shaine ( Lost Omens Pathfinder Society Guide page 42), may be considered strange and absent-minded by his peers, but the elf venture-captain takes his duties quite seriously. Skilled in researching obscure subjects and unraveling inscrutable secrets, Kreighton teaches his students the value of an inquisitive mind. Related Feats : ","feat":["Kreighton's Cognitive Crossover"],"skill_mod":{},"summary":"Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources.","primary_source":"PFS Guide","trait_group":["Feat","Rarity"],"level":4,"source_category":["Lost Omens"],"trigger":"You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat. ","resistance":{},"url":"/Feats.aspx?ID=2272","name":"Kreighton's Cognitive Crossover","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-2272"},{"skill_mod":{},"summary":"You can use your wayfinder to store a little extra magic for when you need it most.","primary_source":"PFS Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Pathfinder Agent Dedication; Wayfinder Resonance Tinkerer","source_category":["Lost Omens"],"requirement":"You have at least one 1st-level spell slot and a wayfinder .","source":["PFS Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2273","weakness":{},"archetype":["Pathfinder Agent"],"name":"Westyr's Wayfinder Repository","trait":["Archetype"],"id":"feat-2273","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Westyr's Wayfinder Repository Source PFS Guide pg. 119 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication; Wayfinder Resonance Tinkerer Requirements You have at least one 1st-level spell slot and a wayfinder . --- You can use your wayfinder to store a little extra magic for when you need it most. When making your daily preparations, you can choose one 1st-level spell from your spellbook or spell repertoire and store it in your wayfinder . You can cast this spell from the wayfinder using the normal actions required. Once the spell has been cast, it is expended, and you must make your next daily preparations to store another spell in your wayfinder . Spells Training Source PFS Guide pg. 119 Sorrina Westyr ( Lost Omens Pathfinder Society Guide page 46) took up the mantle of dean of the school of Spells to replace her predecessor Aram Zey, who had originally been her replacement. When Aram Zey was lost to the magic of the extradimensional demiplane known as the Hao Jin Tapestry, Sorrina began teaching an advanced studies course in extradimensional and interplanar phenomena, hoping to both prevent future losses and better prepare her students for the unexpected challenges that may await them in their careers as Pathfinder agents. Related Feats : ","category":"feat","pfs":"Standard","feat":["Westyr's Wayfinder Repository"],"rarity":"common","slug":"feat-2273"},{"primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2274","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Discerning Strike Single Action Source PFS Guide pg. 119 Archetype Pathfinder Agent Prerequisites Pathfinder Agent Dedication; Thorough Reports Requirements You have successfully identified the target with Recall Knowledge during this combat. --- Identifying a creature is the first step in finding its weaknesses. Attempt a Strike against the target; if successful, you deal an additional 1d6 precision damage. If you have succeeded on a Recall Knowledge check against the target during this combat and their creature type was previously recorded using Thorough Reports, you also deal 1 point of persistent bleed damage. The creature is then temporarily immune to Discerning Strike for 1 day. Swords Training Source PFS Guide pg. 119 Marcos Farabellus ( Lost Omens Pathfinder Society Guide page 50) is a talented swordsman and likely the most beloved of the Society's three deans. In addition to teaching his students about the dangers of exploring ruins through energetic and performative lectures, Farabellus also teaches his favorite students a few of the martial techniques he's developed over his illustrious career. The Farabellus Flip is a class feat for barbarians, fighters, or rangers. When you select the feat, it loses the traits from the other classes. Related Feats : Farabellus Flip","feat":["Discerning Strike"],"skill_mod":{},"summary":"Identifying a creature is the first step in finding its weaknesses.","primary_source":"PFS Guide","trait_group":["Feat"],"level":6,"prerequisite":"Pathfinder Agent Dedication; Thorough Reports","source_category":["Lost Omens"],"requirement":"You have successfully identified the target with Recall Knowledge during this combat.","resistance":{},"url":"/Feats.aspx?ID=2274","archetype":["Pathfinder Agent"],"name":"Discerning Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2274"},{"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"trait":["Barbarian","Fighter","Ranger","Uncommon"],"id":"feat-2275","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Farabellus Flip Reaction Source PFS Guide pg. 119 PFS Note All characters have access to this feat. Prerequisites Trained in Acrobatics; trained in medium armor Access Member of the Pathfinder Society. Trigger An enemy targets you with a melee Strike. --- Surprisingly agile even in a breastplate and carrying a full rucksack, Marcos Farabellus developed this evasive maneuver during one of his many adventures. Flinging your body into a twisting somersault, you gain a +2 circumstance bonus to your AC against the triggering attack. If the attack still hits you, you can Step to an open space that's still within the triggering enemy's reach, turning the impact of the blow into momentum. Swords Training Source PFS Guide pg. 119 Marcos Farabellus ( Lost Omens Pathfinder Society Guide page 50) is a talented swordsman and likely the most beloved of the Society's three deans. In addition to teaching his students about the dangers of exploring ruins through energetic and performative lectures, Farabellus also teaches his favorite students a few of the martial techniques he's developed over his illustrious career. The Farabellus Flip is a class feat for barbarians, fighters, or rangers. When you select the feat, it loses the traits from the other classes. Related Feats : Discerning Strike","feat":["Farabellus Flip"],"skill_mod":{},"summary":"Surprisingly agile even in a breastplate and carrying a full rucksack, Marcos Farabellus developed this evasive maneuver during one of his many adventures.","primary_source":"PFS Guide","trait_group":["Class","Rarity"],"level":4,"prerequisite":"Trained in Acrobatics; trained in medium armor","source_category":["Lost Omens"],"trigger":"An enemy targets you with a melee Strike.","resistance":{},"url":"/Feats.aspx?ID=2275","name":"Farabellus Flip","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-2275"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","skill":["Occultism","Religion","Occultism","Religion"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-2277","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Ghost Hunter Dedication May contain spoilers from Abomination Vaults Source Pathfinder #163: Ruins of Gauntlight pg. 81 Archetype Ghost Hunter Prerequisites Trained in Occultism or Trained in Religion --- You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. Pick Spirit Lore or Haunt Lore; you become trained in this skill. If you were already trained in both skills, you become trained in a new Lore skill of your choice. Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait. You can cast these spells as innate occult spells. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma. Special You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype. Ghost Hunter Dedication leads to... Ghost Strike, Grave's Voice, Investigate Haunting, Peer Beyond, Spirit Spells","feat":["Ghost Hunter Dedication"],"skill_mod":{},"summary":"You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. ","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Occultism or Trained in Religion","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2277","archetype":["Ghost Hunter"],"source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Ghost Hunter Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2277"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2278","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Grave's Voice Source Pathfinder #163: Ruins of Gauntlight pg. 81 Archetype Ghost Hunter Prerequisites Ghost Hunter Dedication --- You can use your choice of Spirit Lore or Haunt Lore to Make an Impression or Request things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out.","feat":["Grave's Voice"],"skill_mod":{},"summary":"You can influence spirits and haunts","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Feat"],"level":4,"prerequisite":"Ghost Hunter Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2278","archetype":["Ghost Hunter"],"source_group":["Abomination Vaults"],"name":"Grave's Voice","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2278"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2279","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Investigate Haunting Source Pathfinder #163: Ruins of Gauntlight pg. 81 Archetype Ghost Hunter Prerequisites Ghost Hunter Dedication --- You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to Recall Knowledge about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts.","feat":["Investigate Haunting"],"skill_mod":{},"summary":"You are skilled at noticing the telltale signs of ghosts and hauntings.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Feat"],"level":4,"prerequisite":"Ghost Hunter Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2279","archetype":["Ghost Hunter"],"source_group":["Abomination Vaults"],"name":"Investigate Haunting","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2279"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2280","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Spirit Spells Source Pathfinder #163: Ruins of Gauntlight pg. 81 Archetype Ghost Hunter Prerequisites Ghost Hunter Dedication --- Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can Cast this Spell as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the divination, enchantment, or necromancy trait. You can cast each of these spells once per day.","feat":["Spirit Spells"],"skill_mod":{},"summary":"Your ability to confront incorporeal menaces develops into full-fledged spellcasting.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Feat"],"level":4,"prerequisite":"Ghost Hunter Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2280","archetype":["Ghost Hunter"],"source_group":["Abomination Vaults"],"name":"Spirit Spells","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2280"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2281","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Ghost Strike Two Actions Source Pathfinder #163: Ruins of Gauntlight pg. 81 Archetype Ghost Hunter Prerequisites Ghost Hunter Dedication --- Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the ghost touch property rune for 10 minutes. At 10th level, you can apply this effect to two weapons instead of one.","feat":["Ghost Strike"],"skill_mod":{},"summary":"You can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Feat"],"level":6,"prerequisite":"Ghost Hunter Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2281","archetype":["Ghost Hunter"],"source_group":["Abomination Vaults"],"name":"Ghost Strike","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-2281"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2282","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Peer Beyond Source Pathfinder #163: Ruins of Gauntlight pg. 81 Archetype Ghost Hunter Prerequisites Ghost Hunter Dedication --- You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against mental effects caused by incorporeal undead and haunts, and you can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present. If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a Spirit Lore or Haunt Lore check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so.","feat":["Peer Beyond"],"skill_mod":{},"summary":"You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Feat"],"level":8,"prerequisite":"Ghost Hunter Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2282","archetype":["Ghost Hunter"],"source_group":["Abomination Vaults"],"name":"Peer Beyond","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2282"},{"skill_mod":{},"summary":"A peri's roaring spirit burns in your soul.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2283","weakness":{},"name":"Emberkin","trait":["Aasimar","Lineage"],"id":"feat-2283","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Emberkin Source Ancestry Guide pg. 9 --- A peri's roaring spirit burns in your soul. Peris engage in constant struggle to right the wrongs of their fallen forebears, and that struggle has been passed on to you. You have a direct impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against fire effects, and your perception is unaffected by non-magical flames, fog and smoke. Emberkin leads to... Flame Jump, Peri Magic","category":"feat","pfs":"Standard","feat":["Emberkin"],"rarity":"common","slug":"feat-2283"},{"skill_mod":{},"summary":"Your wild, unique features betray your agathion birthright.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2284","weakness":{},"name":"Idyllkin","trait":["Aasimar","Lineage"],"id":"feat-2284","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Idyllkin Source Ancestry Guide pg. 9 --- Your wild, unique features betray your agathion birthright. Serene celestials from the plane of Nirvana, agathions seek the peaceful path, ensuring a better world for all to coexist. Your halcyon demeanor leads you to search for peaceful resolution to conflict. You gain the trained proficiency rank in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You know the Sylvan language and gain the Natural Medicine skill feat. Idyllkin leads to... Agathion Magic, Tranquil Sanctuary","category":"feat","pfs":"Standard","feat":["Idyllkin"],"rarity":"common","slug":"feat-2284"},{"skill_mod":{},"summary":"Your blood soars with the power of the magnificent garuda, proud and stoic avian warriors.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2285","weakness":{},"name":"Plumekith","trait":["Aasimar","Lineage"],"id":"feat-2285","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Plumekith Source Ancestry Guide pg. 10 --- Your blood soars with the power of the magnificent garuda, proud and stoic avian warriors. You only take half the normal damage from falling and gain a +2 circumstance bonus to saving throws against effects with the air trait. Plumekith leads to... Garuda Magic, Garuda's Squall","category":"feat","pfs":"Standard","feat":["Plumekith"],"rarity":"common","slug":"feat-2285"},{"skill_mod":{},"summary":"Garudas' marksmanship and magic are second nature to you.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Plumekith","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2286","weakness":{},"name":"Garuda's Squall","trait":["Aasimar","Lineage"],"id":"feat-2286","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Garuda's Squall Source Ancestry Guide pg. 10 Prerequisites Plumekith --- Garudas' marksmanship and magic are second nature to you. Whenever you critically hit using a bow, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Garuda's Squall"],"rarity":"common","slug":"feat-2286"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Aasimar"],"id":"feat-2287","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Healer's Halo Reaction Source Ancestry Guide pg. 10 Prerequisites Halo Trigger You or allies within 30 feet recover Hit Points while your halo is active. --- Your halo can enhance positive energy. Creatures who have recovered Hit Points from a positive healing effect recover an additional 1d6 Hit Points. Creatures who benefit from this power become temporarily immune to its effect for the next 10 minutes.","feat":["Healer's Halo"],"skill_mod":{},"summary":"Your halo can enhance positive energy.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Halo","source_category":["Lost Omens"],"trigger":"You or allies within 30 feet recover Hit Points while your halo is active.","resistance":{},"url":"/Feats.aspx?ID=2287","name":"Healer's Halo","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2287"},{"skill_mod":{},"summary":"Whenever possible, you follow the serene path and encourage others to do the same.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Idyllkin","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2288","weakness":{},"name":"Tranquil Sanctuary","trait":["Aasimar"],"id":"feat-2288","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tranquil Sanctuary Source Ancestry Guide pg. 10 Prerequisites Idyllkin --- Whenever possible, you follow the serene path and encourage others to do the same. You can cast sanctuary once per day as a 1st-level divine innate spell.","category":"feat","pfs":"Standard","feat":["Tranquil Sanctuary"],"rarity":"common","slug":"feat-2288"},{"skill_mod":{},"summary":"The harmonious magic of Nirvana flows through you.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Idyllkin","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2289","weakness":{},"name":"Agathion Magic","trait":["Aasimar"],"id":"feat-2289","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Agathion Magic Source Ancestry Guide pg. 10 Prerequisites Idyllkin --- The harmonious magic of Nirvana flows through you. You can cast animal form and calm emotions each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Agathion Magic"],"rarity":"common","slug":"feat-2289"},{"skill_mod":{},"summary":"The wild wonder of Elysium harmonizes within you, and in dire straits, you can share its benefits with your allies.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Musetouched","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2290","weakness":{},"name":"Call of Elysium","trait":["Aasimar"],"id":"feat-2290","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Call of Elysium Source Ancestry Guide pg. 10 Prerequisites Musetouched --- The wild wonder of Elysium harmonizes within you, and in dire straits, you can share its benefits with your allies. Your Speed increases by 5 feet; the Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf). Allies who begin their turn in combat adjacent to you gain a +5-foot status bonus to their Speed for the round.","category":"feat","pfs":"Standard","feat":["Call of Elysium"],"rarity":"common","slug":"feat-2290"},{"skill_mod":{},"summary":"You are descended from the wondrous garudas, and their keen senses manifest in your magical prowess.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Plumekith","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2291","weakness":{},"name":"Garuda Magic","trait":["Aasimar"],"id":"feat-2291","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Garuda Magic Source Ancestry Guide pg. 10 Prerequisites Plumekith --- You are descended from the wondrous garudas, and their keen senses manifest in your magical prowess. You can cast blur and see invisibility each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Garuda Magic"],"rarity":"common","slug":"feat-2291"},{"skill_mod":{},"summary":"The shimmering embers of the righteous peris crackle at your fingertips.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Emberkin","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2292","weakness":{},"name":"Peri Magic","trait":["Aasimar"],"id":"feat-2292","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Peri Magic Source Ancestry Guide pg. 10 Prerequisites Emberkin --- The shimmering embers of the righteous peris crackle at your fingertips. You can cast glitterdust and status each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Peri Magic"],"rarity":"common","slug":"feat-2292"},{"skill_mod":{},"summary":"You never fail to strike down the ever-expanding reaches of chaos.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Lawbringer","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2293","weakness":{},"name":"Enforced Order","trait":["Aasimar"],"id":"feat-2293","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Enforced Order Source Ancestry Guide pg. 11 Prerequisites Lawbringer --- You never fail to strike down the ever-expanding reaches of chaos. All your weapon and unarmed Strikes deal 1 additional lawful damage and have the lawful and magical traits.","category":"feat","pfs":"Standard","feat":["Enforced Order"],"rarity":"common","slug":"feat-2293"},{"skill_mod":{},"summary":"Your peri lineage has opened your mind to fire's raw, purging essence.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Mechanics","Tradition","Energy","Elemental","Planar"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Emberkin","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2294","frequency":"once per day","weakness":{},"name":"Flame Jump","trait":["Aasimar","Concentrate","Divine","Exploration","Fire","Manipulate","Teleportation"],"id":"feat-2294","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Limited\" > Flame Jump Source Ancestry Guide pg. 11 Frequency once per day Prerequisites Emberkin --- Your peri lineage has opened your mind to fire's raw, purging essence. You can spend 1 minute in focused preparation, then enter a fire your size or larger to instantly teleport to any fire that is your size or larger up to 5 miles away. You take no damage from entering or exiting fires when using this ability. Once you enter the fire, you instantly know the rough locations of other large fires within range and can exit from the original fire, if you prefer. You can't carry extradimensional spaces with you when you teleport; if you attempt to do so, the activity fails.","category":"feat","pfs":"Limited","feat":["Flame Jump"],"element":["Fire"],"rarity":"common","slug":"feat-2294"},{"skill_mod":{},"summary":"You call on your celestial forebears to rid your body of all toxins and impurities.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Mechanics"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2295","frequency":"once per day","weakness":{},"name":"Purge Sins","trait":["Aasimar","Healing"],"actions_number":2,"id":"feat-2295","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Purge Sins Single Action Source Ancestry Guide pg. 11 Frequency once per day --- You call on your celestial forebears to rid your body of all toxins and impurities. For each disease or poison currently affecting you, attempt a Religion check to counteract that disease or poison. As normal, your counteract level is equal to half your level, rounded up.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Purge Sins"],"rarity":"common","slug":"feat-2295"},{"skill_mod":{},"summary":"It is paramount that you are understood and you understand others; language need not impede your message.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Angelkin","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2296","weakness":{},"name":"Truespeech","trait":["Aasimar","Uncommon"],"id":"feat-2296","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Truespeech Source Ancestry Guide pg. 11 Prerequisites Angelkin --- It is paramount that you are understood and you understand others; language need not impede your message. You can cast tongues as a 5th-level divine innate spell once per day on yourself only. You gain a +1 status bonus to Diplomacy checks for the duration of the spell when speaking to creatures with whom you already shared a language before casting.","category":"feat","pfs":"Standard","feat":["Truespeech"],"rarity":"uncommon","slug":"feat-2296"},{"skill_mod":{},"summary":"Your inherent glory radiates into the world with all the divine power of the celestial planes for 1 minute.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Tradition","School","Mechanics","Sense"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2297","weakness":{},"school":"evocation","name":"Radiate Glory","trait":["Aasimar","Divine","Evocation","Light","Visual"],"actions_number":2,"id":"feat-2297","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Radiate Glory Single Action Source Ancestry Guide pg. 11 --- Your inherent glory radiates into the world with all the divine power of the celestial planes for 1 minute. Any creature that can see you while you Radiate Glory must attempt a Will saving throw against your class DC or spell DC, whichever is higher. The creature then becomes temporarily immune to this effect for 24 hours. Critical Success The creature is unaffected. Success You are concealed to the creature for 1 round by the shining light, but can't use this concealment to Hide, as normal for when your location is obvious. Failure As success, except you are concealed to the creature while your glory radiates. Critical Failure You are hidden to the creature while your glory radiates, lost amid the radiant corona of your presence. Your general position is still obvious, so you can't use this to Sneak.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Radiate Glory"],"rarity":"common","slug":"feat-2297"},{"skill_mod":{},"summary":"You have extensive knowledge of your ancestors' ancient origins.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2298","weakness":{},"name":"Ancestral Insight","trait":["Azarketi"],"id":"feat-2298","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ancestral Insight Source Ancestry Guide pg. 13 --- You have extensive knowledge of your ancestors' ancient origins. You gain the trained proficiency rank in Alghollthu Lore and Azlanti Lore. If you roll a critical failure on an Alghollthu Lore or Azlanti Lore check to Recall Knowledge, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Ancestral Insight"],"rarity":"common","slug":"feat-2298"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Azarketi","Concentrate","Primal","Water"],"id":"feat-2299","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hydraulic Deflection Single Action Source Ancestry Guide pg. 14 --- Drawing moisture from the atmosphere, you create a disc of hovering water that deflects attacks. You gain a +1 circumstance bonus to AC until the start of your next turn.","feat":["Hydraulic Deflection"],"element":["Water"],"skill_mod":{},"summary":"Drawing moisture from the atmosphere, you create a disc of hovering water that deflects attacks.","primary_source":"Ancestry Guide","trait_group":["School","Ancestry","Weapon","Mechanics","Tradition","Elemental","Planar","Monster"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2299","name":"Hydraulic Deflection","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2299"},{"skill_mod":{},"summary":"You've learned special tricks to survive underwater.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2300","weakness":{},"name":"Pelagic Aptitude","trait":["Azarketi"],"id":"feat-2300","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pelagic Aptitude Source Ancestry Guide pg. 14 --- You've learned special tricks to survive underwater. You gain the trained proficiency rank in Survival. When in an aquatic environment, if you roll a critical failure on a Survival skill check to Sense Direction or Subsist, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Pelagic Aptitude"],"rarity":"common","slug":"feat-2300"},{"skill_mod":{},"summary":"You have an appropriately intense hatred for alghollthus.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2301","weakness":{},"name":"Striking Retribution","trait":["Azarketi"],"id":"feat-2301","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Striking Retribution Source Ancestry Guide pg. 14 --- You have an appropriately intense hatred for alghollthus. You gain a +2 circumstance bonus to damage with weapons and unarmed attacks against creatures from the alghollthu family and those that serve alghollthus (the GM determines which creatures serve an alghollthu). In addition, if an alghollthu successfully affects you or one of your allies within 60 feet with an enchantment, your circumstance bonus to damage against that alghollthu increases to +4 for 1 minute.","category":"feat","pfs":"Standard","feat":["Striking Retribution"],"rarity":"common","slug":"feat-2301"},{"skill_mod":{},"summary":"You can ask questions of, receive answers from, and use the Diplomacy skill with animals with the amphibious or aquatic traits.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2302","weakness":{},"name":"Aquatic Conversationalist","trait":["Azarketi"],"id":"feat-2302","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Aquatic Conversationalist Source Ancestry Guide pg. 14 --- You can ask questions of, receive answers from, and use the Diplomacy skill with animals with the amphibious or aquatic traits. You gain a +1 circumstance bonus to Make an Impression on such animals.","category":"feat","pfs":"Standard","feat":["Aquatic Conversationalist"],"rarity":"common","slug":"feat-2302"},{"skill_mod":{},"summary":"You've befriended a sea creature, which becomes magically bonded to you.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2303","weakness":{},"name":"Marine Ally","trait":["Azarketi"],"id":"feat-2303","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Marine Ally Source Ancestry Guide pg. 14 --- You've befriended a sea creature, which becomes magically bonded to you. You gain a familiar. The type of creature is up to you, but one of its abilities must always be a swim Speed or the amphibious familiar ability.","category":"feat","pfs":"Standard","feat":["Marine Ally"],"rarity":"common","slug":"feat-2303"},{"skill_mod":{},"summary":"You carry the ocean with you wherever you go.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2304","weakness":{},"name":"Water Conjuration","trait":["Azarketi"],"id":"feat-2304","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Water Conjuration Source Ancestry Guide pg. 14 --- You carry the ocean with you wherever you go. You can cast create water as a primal innate spell once per day. Each time you cast create water, you choose if you create fresh water or salt water.","category":"feat","pfs":"Standard","feat":["Water Conjuration"],"rarity":"common","slug":"feat-2304"},{"skill_mod":{},"summary":"You can cast purify food and drink as a primal innate spell, but only on liquids.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2305","weakness":{},"name":"Azarketi Purification","trait":["Azarketi"],"id":"feat-2305","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Azarketi Purification Source Ancestry Guide pg. 14 --- You can cast purify food and drink as a primal innate spell, but only on liquids. You can cast this spell once every 10 minutes. You can also use your innate purify food and drink on a touched creature instead of a liquid to purify their blood, giving that creature a +2 status bonus for 1 minute on their ongoing saves against poisons already present in their body when you cast the spell.","category":"feat","pfs":"Standard","feat":["Azarketi Purification"],"rarity":"common","slug":"feat-2305"},{"skill_mod":{},"summary":"You glide through the water with graceful ease.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2306","weakness":{},"name":"Water Dancer","trait":["Azarketi"],"id":"feat-2306","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Water Dancer Source Ancestry Guide pg. 14 --- You glide through the water with graceful ease. When in an aquatic or swamp environment, you ignore the effects of non-magical difficult terrain. In addition, swimming up or down isn't difficult terrain for you.","category":"feat","pfs":"Standard","feat":["Water Dancer"],"rarity":"common","slug":"feat-2306"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Azarketi","Primal","Transmutation","Water"],"id":"feat-2307","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Water Strider Two Actions Source Ancestry Guide pg. 15 --- Water cradles your every step, allowing you to walk on its surface. Stride up to your Speed. During your movement, you can move across liquids that don't support your weight. If you end your movement on a surface that can't support you, you fall into the liquid at the end of your movement. You can increase the number of actions to 3 to Stride up to three times your Speed. Water Strider leads to... Mist Strider","feat":["Water Strider"],"element":["Water"],"skill_mod":{},"summary":"Water cradles your every step, allowing you to walk on its surface.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon","Tradition","School","Elemental","Planar","Monster"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2307","name":"Water Strider","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2307"},{"skill_mod":{},"summary":"If you and up to four other creatures are in contact with a body of water deep enough for you to fully submerge, you can spend 10 minutes adapting the creatures to that specific body of water.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon","Mechanics","Tradition","School","Elemental","Planar","Monster"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2308","frequency":"once per day","weakness":{},"school":"transmutation","name":"Aquatic Adaptation","trait":["Azarketi","Concentrate","Primal","Transmutation","Water"],"id":"feat-2308","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Aquatic Adaptation Source Ancestry Guide pg. 15 Frequency once per day --- If you and up to four other creatures are in contact with a body of water deep enough for you to fully submerge, you can spend 10 minutes adapting the creatures to that specific body of water. This allows them to breathe normally while within that body of water and protects them from deep ocean pressure. These effects last until the creatures are no longer in contact with that body of water or until you use this ability again, whichever comes first for each creature.","category":"feat","pfs":"Standard","feat":["Aquatic Adaptation"],"element":["Water"],"rarity":"common","slug":"feat-2308"},{"skill_mod":{},"summary":"You blend into the waves.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2309","weakness":{},"name":"Aquatic Camouflage","trait":["Azarketi"],"id":"feat-2309","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Aquatic Camouflage Source Ancestry Guide pg. 15 --- You blend into the waves. While fully submerged in water, as long as an observer is at least 20 feet away from you, you don't need cover from that observer to Hide or Sneak.","category":"feat","pfs":"Standard","feat":["Aquatic Camouflage"],"rarity":"common","slug":"feat-2309"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Azarketi","Concentrate","Manipulate","Primal","Transmutation","Water"],"id":"feat-2310","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Hydraulic Maneuvers Single Action Source Ancestry Guide pg. 15 --- You batter your foes with a torrent of water siphoned from your surroundings. If the next action you take is an Athletics check to Disarm, Shove, or Trip, that action has a range of 15 feet. You don't receive any item bonuses to that check or any circumstance bonuses related to your physical body, but if you roll a critical failure on that Athletics check, you get a failure instead.","feat":["Hydraulic Maneuvers"],"element":["Water"],"skill_mod":{},"summary":"You batter your foes with a torrent of water siphoned from your surroundings.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon","Mechanics","Tradition","School","Elemental","Planar","Monster"],"level":13,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2310","name":"Hydraulic Maneuvers","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2310"},{"skill_mod":{},"summary":"You condense the moisture in the air, solidifying it so it can hold your weight.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Water Strider","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2311","weakness":{},"name":"Mist Strider","trait":["Azarketi"],"id":"feat-2311","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Mist Strider Source Ancestry Guide pg. 15 Prerequisites Water Strider --- You condense the moisture in the air, solidifying it so it can hold your weight. When you use Water Strider, you can walk on air. You can ascend and descend at a maximum of a 45-degree angle. You still fall at the end of your movement if you don't end on a surface that can support you, as normal for Water Strider.","category":"feat","pfs":"Standard","feat":["Mist Strider"],"rarity":"common","slug":"feat-2311"},{"skill_mod":{},"summary":"You surround your body with a thin layer of water drawn from the moisture in the air.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon","Tradition","School","Elemental","Planar","Monster"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2312","frequency":"once per day","weakness":{},"school":"transmutation","name":"Rehydration","trait":["Azarketi","Primal","Transmutation","Water"],"id":"feat-2312","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Rehydration Source Ancestry Guide pg. 15 Frequency once per day --- You surround your body with a thin layer of water drawn from the moisture in the air. You can spend one hour resting to rehydrate your gills and skin, which counts as submerging your body in water. At the GM's discretion, incredibly dry areas, such as deserts, might not have enough moisture in the air for your Rehydration to work.","category":"feat","pfs":"Standard","feat":["Rehydration"],"element":["Water"],"rarity":"common","slug":"feat-2312"},{"skill_mod":{},"summary":"You can cast volcanic eruption as a 7th-level primal innate spell once per day.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2313","weakness":{},"name":"Underwater Volcano","trait":["Azarketi"],"id":"feat-2313","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Underwater Volcano Source Ancestry Guide pg. 15 --- You can cast volcanic eruption as a 7th-level primal innate spell once per day, except that you can only evoke the volcano on the floor of a body of water, and the effects that normally happen to flying creatures happen to swimming creatures instead.","category":"feat","pfs":"Standard","feat":["Underwater Volcano"],"rarity":"common","slug":"feat-2313"},{"skill_mod":{},"summary":"You can briefly sleep to regain your energy quickly.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon","Mechanics"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2314","weakness":{},"name":"Cat Nap","trait":["Catfolk","Concentrate","Exploration"],"id":"feat-2314","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cat Nap Source Ancestry Guide pg. 18 --- You can briefly sleep to regain your energy quickly. Once per hour, by sleeping for 10 minutes, you can gain temporary Hit Points equal to your level that last for 10 minutes. Cat Nap leads to... Focused Cat Nap","category":"feat","pfs":"Standard","feat":["Cat Nap"],"rarity":"common","slug":"feat-2314"},{"skill_mod":{},"summary":"You have a habit of always being in the way when other creatures attempt to move.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2315","weakness":{},"name":"Catfolk Dance","trait":["Catfolk"],"actions_number":2,"id":"feat-2315","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Catfolk Dance Single Action Source Ancestry Guide pg. 18 --- You have a habit of always being in the way when other creatures attempt to move. Attempt an Acrobatics check against an adjacent creature's Reflex DC. Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is flat-footed until the start of your next turn. Success The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Catfolk Dance"],"rarity":"common","slug":"feat-2315"},{"remaster_name":["Saber Teeth"],"skill_mod":{},"summary":"You have long fangs, natural or augmented.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2316","weakness":{},"name":"Saberteeth","trait":["Catfolk"],"id":"feat-2316","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Saberteeth Source Ancestry Guide pg. 18 --- You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the unarmed trait.","category":"feat","pfs":"Standard","feat":["Saberteeth"],"rarity":"common","slug":"feat-2316"},{"skill_mod":{},"summary":"Your eyes are keen and accustomed to winter conditions.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Winter Catfolk heritage","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2317","weakness":{},"name":"Winter Cat Senses","trait":["Catfolk"],"id":"feat-2317","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Winter Cat Senses Source Ancestry Guide pg. 18 Prerequisites Winter Catfolk heritage --- Your eyes are keen and accustomed to winter conditions. You ignore concealment caused by ice and snow.","category":"feat","pfs":"Standard","feat":["Winter Cat Senses"],"rarity":"common","slug":"feat-2317"},{"skill_mod":{},"summary":"When you Cat Nap, you can also Refocus as you dream of a relevant activity.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Cat Nap; focus pool","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2318","weakness":{},"name":"Focused Cat Nap","trait":["Catfolk"],"id":"feat-2318","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Focused Cat Nap Source Ancestry Guide pg. 18 Prerequisites Cat Nap; focus pool --- When you Cat Nap, you can also Refocus as you dream of a relevant activity.","category":"feat","pfs":"Standard","feat":["Focused Cat Nap"],"rarity":"common","slug":"feat-2318"},{"skill_mod":{},"summary":"You can demonstrate how to quickly twist out of the way of dangerous effects.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2319","weakness":{},"name":"Graceful Guidance","trait":["Catfolk"],"id":"feat-2319","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Graceful Guidance Source Ancestry Guide pg. 18 --- You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the Aid reaction to grant a bonus to an ally's Reflex save. As usual for Aid, you need to prepare by using an action on your turn to encourage the ally.","category":"feat","pfs":"Standard","feat":["Graceful Guidance"],"rarity":"common","slug":"feat-2319"},{"skill_mod":{},"summary":"You catch yourself as you make a mistake.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Cat's Luck","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2320","weakness":{},"name":"Lucky Break","trait":["Catfolk"],"id":"feat-2320","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Lucky Break Source Ancestry Guide pg. 18 Prerequisites Cat's Luck --- You catch yourself as you make a mistake. You can trigger Cat's Luck when you fail or critically fail on an Athletics or Acrobatics skill check, in addition to its normal trigger. When you do, you reroll the triggering skill check and use the better result. This still counts against Cat's Luck's frequency, as normal.","category":"feat","pfs":"Standard","feat":["Lucky Break"],"rarity":"common","slug":"feat-2320"},{"skill_mod":{},"summary":"You avoid the attention of creatures focused on your allies.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2321","weakness":{},"name":"Pride Hunter","trait":["Catfolk"],"id":"feat-2321","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Pride Hunter Source Ancestry Guide pg. 18 --- You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to Hide.","category":"feat","pfs":"Standard","feat":["Pride Hunter"],"rarity":"common","slug":"feat-2321"},{"skill_mod":{},"summary":"You can elude supernatural disaster.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2322","weakness":{},"name":"Evade Doom","trait":["Catfolk"],"id":"feat-2322","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Evade Doom Source Ancestry Guide pg. 19 --- You can elude supernatural disaster. When you would gain the doomed condition, you can attempt a DC 17 flat check. On a success, you don't gain the doomed condition. Evade Doom leads to... Ten Lives","category":"feat","pfs":"Standard","feat":["Evade Doom"],"rarity":"common","slug":"feat-2322"},{"skill_mod":{},"summary":"You leave little sign when attempting to remain unseen.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Expert in Survival","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2323","weakness":{},"skill":["Survival","Survival"],"name":"No Evidence","trait":["Catfolk"],"id":"feat-2323","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > No Evidence Source Ancestry Guide pg. 19 Prerequisites Expert in Survival --- You leave little sign when attempting to remain unseen. When you Avoid Notice, you also gain the benefits of Cover Tracks unless you choose not to.","category":"feat","pfs":"Standard","feat":["No Evidence"],"rarity":"common","slug":"feat-2323"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Catfolk"],"id":"feat-2324","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Predator's Growl Reaction Source Ancestry Guide pg. 19 Prerequisites Expert in Intimidation Trigger You successfully Seek a hidden or undetected creature. --- You give a throaty growl to attempt to Demoralize a creature you just found. You don't take the –4 penalty for not sharing a language with the creature.","feat":["Predator's Growl"],"skill_mod":{},"summary":"You give a throaty growl to attempt to Demoralize a creature you just found.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"level":9,"prerequisite":"Expert in Intimidation","source_category":["Lost Omens"],"trigger":"You successfully Seek a hidden or undetected creature.","resistance":{},"url":"/Feats.aspx?ID=2324","name":"Predator's Growl","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2324"},{"skill_mod":{},"summary":"You can tell when something's off.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Cat's Luck","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2325","weakness":{},"name":"Sense for Trouble","trait":["Catfolk"],"id":"feat-2325","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Sense for Trouble Source Ancestry Guide pg. 19 Prerequisites Cat's Luck --- You can tell when something's off. You can trigger Cat's Luck after you roll initiative, in addition to its normal trigger, to reroll your Initiative and take the higher of the two results. This still counts against Cat's Luck's frequency, as normal.","category":"feat","pfs":"Standard","feat":["Sense for Trouble"],"rarity":"common","slug":"feat-2325"},{"skill_mod":{},"summary":"You vanish with silent treads.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon","Mechanics"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2326","weakness":{},"name":"Silent Step","trait":["Catfolk","Flourish"],"actions_number":2,"id":"feat-2326","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Silent Step Single Action Source Ancestry Guide pg. 19 --- You vanish with silent treads. You Step, then Hide or Sneak. You still need to meet the requirements to Hide or Sneak, as normal.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Silent Step"],"rarity":"common","slug":"feat-2326"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Catfolk","Concentrate","Occult","Transmutation"],"id":"feat-2327","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Inspirit Hazard Reaction Source Ancestry Guide pg. 19 Frequency once per day Trigger You Disable a hazard. Requirements The hazard isn't broken. --- You awaken a spirit of creation within the hazard. You learn the hazard's effects. Once in the next 10 minutes, when you observe a creature take an action that would trigger one of the hazard's reactions or free actions if you hadn't Disabled it, you can use a reaction to rearm the hazard, causing the observed creature to trigger it immediately.","feat":["Inspirit Hazard"],"skill_mod":{},"summary":"You awaken a spirit of creation within the hazard.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon","Mechanics","Tradition","School"],"level":13,"source_category":["Lost Omens"],"requirement":"The hazard isn't broken.","trigger":"You Disable a hazard.","resistance":{},"url":"/Feats.aspx?ID=2327","name":"Inspirit Hazard","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2327"},{"skill_mod":{},"summary":"You slip through your foe's opening.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"trigger":"A creature misses you with a melee attack.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2328","weakness":{},"name":"Elude Trouble","trait":["Catfolk"],"actions_number":1,"id":"feat-2328","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Elude Trouble Reaction Source Ancestry Guide pg. 19 Trigger A creature misses you with a melee attack. --- You slip through your foe's opening. Stride up to your Speed. This movement doesn't trigger movement-based reactions from the creature that missed you.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Elude Trouble"],"rarity":"common","slug":"feat-2328"},{"skill_mod":{},"summary":"When your character would die, you can attempt a DC 17 flat check.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Evade Doom","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2329","weakness":{},"name":"Ten Lives","trait":["Catfolk"],"id":"feat-2329","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Ten Lives Source Ancestry Guide pg. 19 Prerequisites Evade Doom --- When your character would die, you can attempt a DC 17 flat check. On a success, you're instead reduced to 0 HP and a dying value 1 less than would normally kill you (typically dying 3). This doesn't change the result for any other creature affected.","category":"feat","pfs":"Standard","feat":["Ten Lives"],"rarity":"common","slug":"feat-2329"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Changeling"],"id":"feat-2330","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Maiden's Mending Reaction Source Ancestry Guide pg. 22 Frequency once per minute Trigger You cast a non-cantrip occult spell or an innate spell from a changeling ancestry feat. --- You can tap into some of the magic that flows through your blood to give you new life. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.","feat":["Maiden's Mending"],"skill_mod":{},"summary":"You can tap into some of the magic that flows through your blood to give you new life.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":1,"source_category":["Lost Omens"],"trigger":"You cast a non-cantrip occult spell or an innate spell from a changeling ancestry feat.","resistance":{},"url":"/Feats.aspx?ID=2330","name":"Maiden's Mending","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2330"},{"skill_mod":{},"summary":"Your mother was a moon hag, a handmaiden of Groetus, and you have a single scarlet eye and a sliver of her supernal foresight.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2331","weakness":{},"name":"Moon May","trait":["Changeling","Lineage"],"id":"feat-2331","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Moon May Source Ancestry Guide pg. 22 --- Your mother was a moon hag, a handmaiden of Groetus, and you have a single scarlet eye and a sliver of her supernal foresight. You can cast guidance as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Moon May"],"rarity":"common","slug":"feat-2331"},{"skill_mod":{},"summary":"You're the child of a winter hag, with one blue-white eye and an affinity for rime and snow.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2332","weakness":{},"name":"Snow May","trait":["Changeling","Lineage"],"id":"feat-2332","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Snow May Source Ancestry Guide pg. 22 --- You're the child of a winter hag, with one blue-white eye and an affinity for rime and snow. When moving over ice or snow in arctic terrain, you always gain the benefits of the Cover Tracks action without needing to use the activity or having to move half your Speed. You don't treat icy terrain as uneven ground (though it's still difficult terrain for you), and you ignore difficult terrain caused by snow. Cold precipitation and environmental cold effects don't alter the time it takes for you to become fatigued. Snow May leads to... Invoke the Elements","category":"feat","pfs":"Standard","feat":["Snow May"],"rarity":"common","slug":"feat-2332"},{"skill_mod":{},"summary":"Born of a blood hag, a fiery blood drinker hidden behind a false skin, you have one blood-red eye and the ability to slough off your appearance in an instant.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2333","weakness":{},"name":"Veil May","trait":["Changeling","Lineage"],"id":"feat-2333","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Veil May Source Ancestry Guide pg. 22 --- Born of a blood hag, a fiery blood drinker hidden behind a false skin, you have one blood-red eye and the ability to slough off your appearance in an instant. You gain the Lie to Me skill feat, and you can shed a disguise quickly by peeling off the outer layer of your skin. Changing from a disguise used to Impersonate back to your true appearance is a 3-action activity for you; if you're an expert in Deception, it's a 2-action activity, and if you're legendary in Deception, it takes only a single action. This doesn't allow you to don or remove armor or other equipment any faster, but your physical appearance otherwise returns to its normal state. Veil May leads to... Invoke the Elements","category":"feat","pfs":"Standard","feat":["Veil May"],"rarity":"common","slug":"feat-2333"},{"skill_mod":{},"summary":"Born of a storm hag, you have one crystal-blue or rain-gray eye.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2334","weakness":{},"name":"Virga May","trait":["Changeling","Lineage"],"id":"feat-2334","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Virga May Source Ancestry Guide pg. 22 --- Born of a storm hag, you have one crystal-blue or rain-gray eye. You share your mother's power over wind and storm. You can cast electric arc as an occult innate cantrip. As normal, a cantrip is heightened to a spell level equal to half your level rounded up. Virga May leads to... Favorable Winds, Invoke the Elements","category":"feat","pfs":"Standard","feat":["Virga May"],"rarity":"common","slug":"feat-2334"},{"skill_mod":{},"summary":"Your hair moves under your control.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2335","weakness":{},"name":"Cunning Hair","trait":["Changeling"],"id":"feat-2335","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Cunning Hair Source Ancestry Guide pg. 22 --- Your hair moves under your control. You can perform simple Interact actions with your hair, such as opening an unlocked door. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.","category":"feat","pfs":"Standard","feat":["Cunning Hair"],"rarity":"common","slug":"feat-2335"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Air","Changeling","Concentrate","Occult"],"id":"feat-2336","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Favorable Winds Single Action Source Ancestry Guide pg. 23 Prerequisites Virga May --- You wrap a shell of favorable wind around a weapon you wield. On your next Strike with a ranged weapon before the start of your next turn, you don't take circumstance penalties on the attack roll due to wind. In addition, if that weapon has a range increment of 10 feet or less, increase its range increment by 10 feet for that Strike.","feat":["Favorable Winds"],"element":["Air"],"skill_mod":{},"summary":"You wrap a shell of favorable wind around a weapon you wield.","primary_source":"Ancestry Guide","trait_group":["Elemental","Planar","Monster","Ancestry","Mechanics","Tradition"],"level":5,"prerequisite":"Virga May","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2336","name":"Favorable Winds","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2336"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"evocation","trait":["Changeling","Evocation","Primal"],"id":"feat-2337","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Invoke the Elements Two Actions Source Ancestry Guide pg. 23 Frequency once per day Prerequisites Brine May, Snow May, Veil May, or Virga May --- You summon an aura of shimmering heat, flurrying snow, crashing waves, or swirling wind and lightning. For 1 minute, you gain concealment against creatures more than 5 feet away, and any creature that ends its turn within 5 feet of you suffers 1d12 damage (basic Reflex save using your class DC or spell DC, whichever is higher). At 13th and 17th level, this damage increases by 1d12. A veil may changeling deals fire damage, a snow may changeling deals cold damage, a brine may changeling deals bludgeoning damage and the effect gains the water trait, and a virga may changeling deals electricity damage. Invoke the Elements leads to... Stormy Heart","feat":["Invoke the Elements"],"skill_mod":{},"summary":"You summon an aura of shimmering heat, flurrying snow, crashing waves, or swirling wind and lightning.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","School","Tradition"],"level":9,"prerequisite":"Brine May, Snow May, Veil May, or Virga May","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2337","name":"Invoke the Elements","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2337"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Changeling"],"id":"feat-2338","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Mother's Mindfulness Reaction Source Ancestry Guide pg. 23 Frequency once per minute Trigger An adjacent ally is hit by an attack. --- You have the protective instinct your own mother lacks and will gladly suffer in another's place. You interpose yourself in the attack's path. You become the target of the triggering attack and are automatically hit by the attack (or critically hit if the ally was critically hit), suffering the full effects in your ally's place.","feat":["Mother's Mindfulness"],"skill_mod":{},"summary":"You have the protective instinct your own mother lacks and will gladly suffer in another's place.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":9,"source_category":["Lost Omens"],"trigger":"An adjacent ally is hit by an attack.","resistance":{},"url":"/Feats.aspx?ID=2338","name":"Mother's Mindfulness","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2338"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Changeling"],"id":"feat-2339","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Spiteful Rake Two Actions Source Ancestry Guide pg. 23 Prerequisites claw unarmed attack Requirements You have both hands free. --- Your instincts sing of spite and malice, and you've learned a devastating trick: go for the eyes. You make a claw Strike. If you hit and deal damage, the target is dazzled for 1 round. On a critical hit, the target is instead blinded for 1 round and dazzled until restored to maximum hit points.","feat":["Spiteful Rake"],"skill_mod":{},"summary":"Your instincts sing of spite and malice, and you've learned a devastating trick: go for the eyes.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":13,"prerequisite":"claw unarmed attack","source_category":["Lost Omens"],"requirement":"You have both hands free.","resistance":{},"url":"/Feats.aspx?ID=2339","name":"Spiteful Rake","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2339"},{"skill_mod":{},"summary":"Filled with rancor and hate, you rend the minds of those who displease you.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2340","weakness":{},"name":"Crone's Cruelty","trait":["Changeling"],"id":"feat-2340","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Crone's Cruelty Source Ancestry Guide pg. 23 --- Filled with rancor and hate, you rend the minds of those who displease you. You can cast warp mind once per day as an occult innate spell.","category":"feat","pfs":"Standard","feat":["Crone's Cruelty"],"rarity":"common","slug":"feat-2340"},{"skill_mod":{},"summary":"The elemental power in your blood is a raging storm.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Invoke the Elements","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2341","weakness":{},"name":"Stormy Heart","trait":["Changeling"],"id":"feat-2341","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Stormy Heart Source Ancestry Guide pg. 23 Prerequisites Invoke the Elements --- The elemental power in your blood is a raging storm. You can Invoke the Elements with a frequency of once per 10 minutes, rather than once per day.","category":"feat","pfs":"Standard","feat":["Stormy Heart"],"rarity":"common","slug":"feat-2341"},{"skill_mod":{},"summary":"You descend from the rare psychic vampires known as vetalaranas.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2342","weakness":{},"name":"Adhyabhau","trait":["Dhampir","Lineage"],"id":"feat-2342","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adhyabhau Source Ancestry Guide pg. 25 --- You descend from the rare psychic vampires known as vetalaranas. Your forebear gained sustenance from the mental and emotional energy of living creatures, which manifests in you as powerful resistance to such effects. You gain a +1 circumstance bonus to Will saves against effects with the emotion trait, and when you roll a success on a saving throw against such an effect, you get a critical success instead. Adhyabhau leads to... Feed on Pain","category":"feat","pfs":"Standard","feat":["Adhyabhau"],"rarity":"common","slug":"feat-2342"},{"skill_mod":{},"summary":"You are a cel rau, child of a strigoi, one of the first vampires to walk Golarion.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2343","weakness":{},"name":"Cel Rau","trait":["Dhampir","Lineage"],"id":"feat-2343","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cel Rau Source Ancestry Guide pg. 26 --- You are a cel rau, child of a strigoi, one of the first vampires to walk Golarion. Your heritage ties you to the Shadow Plane and grants you strange resilience to light and darkness alike. You gain a +1 circumstance bonus to saving throws against effects with the darkness, light, or shadow traits, and whenever you become dazzled or blinded for at least 2 rounds, you can reduce the duration by 1 round. Cel Rau leads to... Taste Blood","category":"feat","pfs":"Standard","feat":["Cel Rau"],"rarity":"common","slug":"feat-2343"},{"skill_mod":{},"summary":"The supernatural charm of your vampiric progenitor hangs about you, and you've learned to use it on mortals.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2344","weakness":{},"name":"Nocturnal Charm","trait":["Dhampir"],"id":"feat-2344","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nocturnal Charm Source Ancestry Guide pg. 26 --- The supernatural charm of your vampiric progenitor hangs about you, and you've learned to use it on mortals. Against humanoids (or other creatures of your type, if you're not a humanoid), you gain a +1 circumstance bonus to Deception checks to Lie, and to Diplomacy checks to Gather Information and Make an Impression.","category":"feat","pfs":"Standard","feat":["Nocturnal Charm"],"rarity":"common","slug":"feat-2344"},{"skill_mod":{},"summary":"Your immortal lineage has granted you a lifespan much longer than most mortals, and you've learned a lot along the way.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"at least 100 years old","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2345","weakness":{},"name":"Old Soul","trait":["Dhampir"],"id":"feat-2345","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Old Soul Source Ancestry Guide pg. 26 Prerequisites at least 100 years old --- Your immortal lineage has granted you a lifespan much longer than most mortals, and you've learned a lot along the way. You become trained in two skills of your choice.","category":"feat","pfs":"Standard","feat":["Old Soul"],"rarity":"common","slug":"feat-2345"},{"skill_mod":{},"summary":"You were born to a jiang-shi, one of the so-called hopping vampires found most often in Tian-Xia.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2346","weakness":{},"name":"Ru-Shi","trait":["Dhampir","Lineage"],"id":"feat-2346","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ru-Shi Source Ancestry Guide pg. 26 --- You were born to a jiang-shi, one of the so-called hopping vampires found most often in Tian-Xia. Your parent had a supernatural obsession with counting small objects, which manifests in you as a preternatural gift for linguistics and mathematics. You are trained in Society and gain the Eye for Numbers skill feat. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. Ru-Shi leads to... Hopping Stride","category":"feat","pfs":"Standard","feat":["Ru-Shi"],"rarity":"common","slug":"feat-2346"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Dhampir"],"id":"feat-2347","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Feed on Pain Reaction Source Ancestry Guide pg. 26 Frequency once per hour Prerequisites Adhyabhau Trigger you deal mental damage --- The psychic feedback of another creature's pain fills you with false life. You gain temporary Hit Points equal to half the mental damage you dealt from the triggering effect. If the triggering action dealt mental damage to multiple creatures, calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.","feat":["Feed on Pain"],"skill_mod":{},"summary":"The psychic feedback of another creature's pain fills you with false life.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Adhyabhau","source_category":["Lost Omens"],"trigger":"you deal mental damage","resistance":{},"url":"/Feats.aspx?ID=2347","name":"Feed on Pain","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2347"},{"skill_mod":{},"summary":"You've internalized the hopping gait of your vampiric forebear.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Ru-Shi","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2348","weakness":{},"name":"Hopping Stride","trait":["Dhampir"],"actions_number":2,"id":"feat-2348","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Hopping Stride Single Action Source Ancestry Guide pg. 26 Prerequisites Ru-Shi --- You've internalized the hopping gait of your vampiric forebear. Stride up to a distance equal to your Speed – 10 feet. During this Stride, instead of moving through each space normally, you hop over every other square between your starting space and your ending space. These hops aren't high enough to jump over a creature or other significant obstacle in your way, but they avoid difficult terrain, hazardous terrain, pressure plates, or hazards on the ground or up to a foot above it in the spaces you hopped over.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Hopping Stride"],"rarity":"common","slug":"feat-2348"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Dhampir","Necromancy","Negative","Void"],"id":"feat-2349","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Taste Blood Single Action Source Ancestry Guide pg. 27 PFS Note As specified in the feat, a PC who uses this feat on an unwilling target that is not an active combatant commits an evil act; in Pathfinder Society play, doing so earns the PC 1 Point of Infamy. Prerequisites Cel Rau, Straveika, Svetocher, or another lineage from a vampire with the Drink Blood ability --- You retain not only your vampiric parent's taste for blood but their ability to gain vitality from it. You drink fresh blood from a living humanoid creature, gaining temporary Hit Points equal to the target's level that last for 10 minutes. The target must succeed at a Fortitude save against the higher of your class DC or spell DC or become drained 1. Regardless of the outcome of this save, the target is temporarily immune to your Taste Blood for 1 day; further uses of this ability against the target don't increase the drained condition or grant you more temporary Hit Points. To drink a creature's blood, either your last action must have been a fangs Strike that damaged the target, or the target must be restrained or unconscious and your last action must have been a Strike that dealt piercing or slashing damage to them. If the target is willing, they don't need to be restrained or unconscious for the latter. Draining the life force from an unwilling humanoid creature is a greater violation than just drinking their blood. Taste Blood has the evil trait unless the target is willing or is an active foe in combat.","feat":["Taste Blood"],"skill_mod":{},"summary":"You retain not only your vampiric parent's taste for blood but their ability to gain vitality from it.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","School","Energy","Planar","Creature Type"],"level":5,"prerequisite":"Cel Rau, Straveika, Svetocher, or another lineage from a vampire with the Drink Blood ability","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2349","name":"Taste Blood","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2349"},{"skill_mod":{},"summary":"Your companion is also touched by undeath, a mix of a traditional companion and a skeleton, zombie, or stranger form of unlife.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"an animal companion or a familiar","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2350","weakness":{},"name":"Undead Companion","trait":["Dhampir"],"id":"feat-2350","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Undead Companion Source Ancestry Guide pg. 27 Prerequisites an animal companion or a familiar --- Your companion is also touched by undeath, a mix of a traditional companion and a skeleton, zombie, or stranger form of unlife. Your companion gains the undead trait instead of the animal trait and gains negative healing. It otherwise uses the normal rules for an animal companion or familiar; that means it can still be affected by many conditions or effects to which most undead are immune.","category":"feat","pfs":"Standard","feat":["Undead Companion"],"rarity":"common","slug":"feat-2350"},{"skill_mod":{},"summary":"Your shadow magic bleeds into the space around you.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"ability to cast at least one spell with the darkness trait","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2351","weakness":{},"name":"Slip into Shadow","trait":["Dhampir"],"id":"feat-2351","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Slip into Shadow Source Ancestry Guide pg. 27 Prerequisites ability to cast at least one spell with the darkness trait --- Your shadow magic bleeds into the space around you. Whenever you cast a spell with the darkness trait, a lingering aura of shadows reduces bright light within a 5-foot emanation around you to dim light until the end of your turn. Like in natural dim light, you can use these shadows to Hide, but the aura still makes your overall position obvious, so you can't become undetected through the use of these shadows alone.","category":"feat","pfs":"Standard","feat":["Slip into Shadow"],"rarity":"common","slug":"feat-2351"},{"skill_mod":{},"summary":"Whether through painstaking exposure, devoted prayer, or simple luck, you've found a greater affinity for life through the sun's light.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2352","weakness":{},"name":"Daywalker","trait":["Dhampir"],"id":"feat-2352","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Daywalker Source Ancestry Guide pg. 27 --- Whether through painstaking exposure, devoted prayer, or simple luck, you've found a greater affinity for life through the sun's light. When in an area of direct natural sunlight, your negative healing is suppressed, meaning you are healed by positive healing effects and harmed by negative energy.","category":"feat","pfs":"Standard","feat":["Daywalker"],"rarity":"common","slug":"feat-2352"},{"skill_mod":{},"summary":"Your connection to both life and undeath lets you twist the healing power of magic items to suit your own needs and aims.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"ability to cast _heal_ and _harm_","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2353","weakness":{},"name":"Twist Healing","trait":["Dhampir"],"id":"feat-2353","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Twist Healing Source Ancestry Guide pg. 27 Prerequisites ability to cast heal and harm --- Your connection to both life and undeath lets you twist the healing power of magic items to suit your own needs and aims. Whenever you Activate an Item to cast a heal spell, you can invert its energy to produce the effects of an equivalent harm spell instead.","category":"feat","pfs":"Standard","feat":["Twist Healing"],"rarity":"common","slug":"feat-2353"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Duskwalker","Fortune"],"id":"feat-2354","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Chance Death Reaction Source Ancestry Guide pg. 29 Frequency once per day Trigger You would die as a result of a failed saving throw or recovery check. --- Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone. You can reroll the triggering recovery check or saving throw, but you must use the new result, even if it's worse than the first roll. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","feat":["Chance Death"],"skill_mod":{},"summary":"Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Mechanics"],"level":1,"source_category":["Lost Omens"],"trigger":"You would die as a result of a failed saving throw or recovery check.","resistance":{},"url":"/Feats.aspx?ID=2354","name":"Chance Death","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2354"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Duskwalker"],"id":"feat-2355","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deliberate Death Reaction Source Ancestry Guide pg. 29 Frequency once per day Trigger You are about to gain the dying condition as a result of another creature's attack or ability, and that creature is within your melee reach. --- Once, you died because someone—murderer or monster, soldier or executioner— chose to strike you down. Just before losing consciousness, make a melee Strike against the triggering creature. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","feat":["Deliberate Death"],"skill_mod":{},"summary":"Once, you died because someone—murderer or monster, soldier or executioner— chose to strike you down.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":1,"source_category":["Lost Omens"],"trigger":"You are about to gain the dying condition as a result of another creature's attack or ability, and that creature is within your melee reach.","resistance":{},"url":"/Feats.aspx?ID=2355","name":"Deliberate Death","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2355"},{"skill_mod":{},"summary":"Many psychopomps wear masks when dealing with the living, and many cultures believe that seeing an unmasked psychopomp's face invites death.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Trained in Crafting","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2356","weakness":{},"skill":["Crafting","Crafting"],"name":"Nosoi's Mask","trait":["Duskwalker"],"id":"feat-2356","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nosoi's Mask Source Ancestry Guide pg. 30 Prerequisites Trained in Crafting --- Many psychopomps wear masks when dealing with the living, and many cultures believe that seeing an unmasked psychopomp's face invites death. You are trained in Intimidation and gain the Intimidating Glare skill feat. If you were already trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. You also know how to make masks like those worn by psychopomps, a process that takes 1 hour and 1 sp of appropriate material. If you instead pay 50 gp for a splendid psychopomp mask, the mask grants you a +1 item bonus to Intimidation while you are wearing it. Its usage is worn (mask).","category":"feat","pfs":"Standard","feat":["Nosoi's Mask"],"rarity":"common","slug":"feat-2356"},{"remaster_name":["Duskwalker Weapon Familiarity"],"skill_mod":{},"summary":"You seek to emulate vanth reapers' fighting styles.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2357","weakness":{},"name":"Vanth's Weapon Familiarity","trait":["Duskwalker"],"id":"feat-2357","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vanth's Weapon Familiarity Source Ancestry Guide pg. 30 --- You seek to emulate vanth reapers' fighting styles. You are trained with bo staves, longbows, composite longbows, scythes, and staves. Vanth's Weapon Familiarity leads to... Vanth's Weapon Execution, Vanth's Weapon Expertise","category":"feat","pfs":"Standard","feat":["Vanth's Weapon Familiarity"],"rarity":"common","slug":"feat-2357"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Duskwalker"],"id":"feat-2358","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Willing Death Reaction Source Ancestry Guide pg. 30 Frequency once per day Trigger An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the dying condition. --- Once, you died because you valued someone else's life above your own; just as then, you protect an ally by suffering in their stead. Reduce the damage the triggering ally would take by 1 + your level. You redirect this damage to yourself, but your immunities, weaknesses, resistances, and so on don't apply. You aren't subject to any conditions or other effects from whatever damaged your ally (such as poison from a venomous bite)—your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. If the redirected damage prevents the ally from being reduced to 0 Hit Points, they remain conscious and don't gain the dying condition. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","feat":["Willing Death"],"skill_mod":{},"summary":"Once, you died because you valued someone else's life above your own; just as then, you protect an ally by suffering in their stead.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":1,"source_category":["Lost Omens"],"trigger":"An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the dying condition.","resistance":{},"url":"/Feats.aspx?ID=2358","name":"Willing Death","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2358"},{"skill_mod":{},"summary":"You feel a connection to shokis, the rambling collectors of wayward souls, and might have found old texts written by one.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2359","weakness":{},"name":"Shoki's Argument","trait":["Duskwalker"],"id":"feat-2359","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Shoki's Argument Source Ancestry Guide pg. 30 --- You feel a connection to shokis, the rambling collectors of wayward souls, and might have found old texts written by one. You are trained in Diplomacy. If you were already trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice. You can also cast disrupt undead as a divine innate cantrip at will. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Shoki's Argument"],"rarity":"common","slug":"feat-2359"},{"skill_mod":{},"summary":"You've trained in the finer points of dealing death.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Vanth's Weapon Familiarity","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2360","weakness":{},"name":"Vanth's Weapon Execution","trait":["Duskwalker"],"id":"feat-2360","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Vanth's Weapon Execution Source Ancestry Guide pg. 30 Prerequisites Vanth's Weapon Familiarity --- You've trained in the finer points of dealing death. Whenever you critically hit using a bo staff, longbow, composite longbow, scythe, or staff, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Vanth's Weapon Execution"],"rarity":"common","slug":"feat-2360"},{"skill_mod":{},"summary":"You've adopted the calming presence of catrinas, the festive dead..","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2361","weakness":{},"name":"Catrina's Presence","trait":["Duskwalker"],"id":"feat-2361","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Catrina's Presence Source Ancestry Guide pg. 30 --- You've adopted the calming presence of catrinas, the festive dead; you might have even danced with a catrina yourself! So long as you are visibly carrying fresh flowers or colorful ribbons somewhere on your person, you can cast calm emotions twice per day as a 2nd-level divine innate spell.","category":"feat","pfs":"Standard","feat":["Catrina's Presence"],"rarity":"common","slug":"feat-2361"},{"skill_mod":{},"summary":"Much like morrignas, you feel an affinity for spiders.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2362","weakness":{},"name":"Morrigna's Spider Affinity","trait":["Duskwalker"],"id":"feat-2362","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Morrigna's Spider Affinity Source Ancestry Guide pg. 31 --- Much like morrignas, you feel an affinity for spiders. You can cast animal messenger (spiders only), speak with animals (spiders only), and spider climb each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Morrigna's Spider Affinity"],"rarity":"common","slug":"feat-2362"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"enchantment","skill":["Performance","Performance"],"trait":["Auditory","Divine","Duskwalker","Enchantment","Incapacitation"],"id":"feat-2363","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Calaca's Showstopper Two Actions Source Ancestry Guide pg. 31 Frequency once per day Prerequisites Expert in Performance --- You've spent many an evening learning songs and tales featuring calacas, death's wandering minstrels. You dramatically unleash a stunning blast of sound by smashing an instrument you hold or belting out a discordant note. This has the effects of synaptic pulse , but the effect is auditory rather than mental. The DC is either your class DC or spell DC, whichever is higher.","feat":["Calaca's Showstopper"],"skill_mod":{},"summary":"You've spent many an evening learning songs and tales featuring calacas, death's wandering minstrels.","primary_source":"Ancestry Guide","trait_group":["Sense","Tradition","Monster","Ancestry","School","Mechanics"],"level":13,"prerequisite":"Expert in Performance","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2363","name":"Calaca's Showstopper","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2363"},{"skill_mod":{},"summary":"Vanths themselves recognize you as an honorary reaper.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Vanth's Weapon Familiarity","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2364","weakness":{},"name":"Vanth's Weapon Expertise","trait":["Duskwalker"],"id":"feat-2364","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Vanth's Weapon Expertise Source Ancestry Guide pg. 31 Prerequisites Vanth's Weapon Familiarity --- Vanths themselves recognize you as an honorary reaper. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in bo staves, longbows, composite longbows, scythes, and staves.","category":"feat","pfs":"Standard","feat":["Vanth's Weapon Expertise"],"rarity":"common","slug":"feat-2364"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"necromancy","trait":["Death","Divine","Duskwalker","Necromancy"],"id":"feat-2365","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Olethros's Decree Single Action Source Ancestry Guide pg. 31 Frequency once per day --- You have a connection to olethroses, the enigmatic psychopomps who successfully swayed the yamaraj to permit the creation of the first duskwalkers. You place a finger on fate's scales by wrapping silk around your bow. The first time this turn that you hit a creature with a Strike using a weapon in the bow group you've modified in this way, that creature takes an additional 60 damage (basic Fortitude save using your class DC or spell DC, whichever is higher) as the arrow works to cut short their very destiny. This additional damage is of the same type as the initial attack dealt. If you hit more than one creature at the same time, choose one to suffer the effect of your decree.","feat":["Olethros's Decree"],"skill_mod":{},"summary":"You have a connection to olethroses, the enigmatic psychopomps who successfully swayed the yamaraj to permit the creation of the first duskwalkers.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry","School"],"level":17,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2365","name":"Olethros's Decree","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2365"},{"skill_mod":{},"summary":"You have been granted a sliver of the power of the yamaraj, the magistrates of the dead who agreed to allow duskwalkers to exist at all.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2366","frequency":"once per day","weakness":{},"name":"Yamaraj's Grandeur","trait":["Duskwalker"],"actions_number":4,"id":"feat-2366","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Yamaraj's Grandeur Two Actions Source Ancestry Guide pg. 31 Frequency once per day --- You have been granted a sliver of the power of the yamaraj, the magistrates of the dead who agreed to allow duskwalkers to exist at all. You exhale a blast of icy wind and ravenous insects. This is a 30-foot cone that deals 14d6 slashing damage and 4d6 persistent slashing damage (basic Reflex save using your class DC or spell DC, whichever is higher). On a critical failure, targets also become sickened 2.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Yamaraj's Grandeur"],"rarity":"common","slug":"feat-2366"},{"skill_mod":{},"summary":"The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2367","weakness":{},"name":"Cantorian Reinforcement","trait":["Hobgoblin"],"id":"feat-2367","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cantorian Reinforcement Source Ancestry Guide pg. 34 --- The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies. When you succeed at a saving throw against a disease or poison, you reduce the stage by 2 (or 1 for a virulent disease or poison), and when you critically succeed, you reduce the stage by 3 (or 2 for a virulent disease or poison).","category":"feat","pfs":"Standard","feat":["Cantorian Reinforcement"],"rarity":"common","slug":"feat-2367"},{"skill_mod":{},"summary":"Stealth is an important tool in your arsenal.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2368","weakness":{},"name":"Sneaky","trait":["Hobgoblin"],"id":"feat-2368","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sneaky Source Ancestry Guide pg. 34 --- Stealth is an important tool in your arsenal. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.","category":"feat","pfs":"Standard","feat":["Sneaky"],"rarity":"common","slug":"feat-2368"},{"skill_mod":{},"summary":"Through conditioning or experience, you've mastered the art of composure, even in the face of fear.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2369","weakness":{},"name":"Stone Face","trait":["Hobgoblin"],"id":"feat-2369","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stone Face Source Ancestry Guide pg. 34 --- Through conditioning or experience, you've mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against effects with the fear trait, and a +2 circumstance bonus to your Will DC against Intimidate skill actions, such as Demoralize.","category":"feat","pfs":"Standard","feat":["Stone Face"],"rarity":"common","slug":"feat-2369"},{"skill_mod":{},"summary":"Your combat training has honed you to be ready for an attack at all times.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"trigger":"You roll initiative.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2370","weakness":{},"name":"Recognize Ambush","trait":["Hobgoblin"],"actions_number":0,"id":"feat-2370","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Recognize Ambush Free Action Source Ancestry Guide pg. 34 Trigger You roll initiative. --- Your combat training has honed you to be ready for an attack at all times. You Interact to draw a weapon.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Recognize Ambush"],"rarity":"common","slug":"feat-2370"},{"skill_mod":{},"summary":"Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2371","weakness":{},"name":"Runtsage","trait":["Hobgoblin"],"id":"feat-2371","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Runtsage Source Ancestry Guide pg. 34 --- Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions. You gain the Adopted Ancestry general feat and must select goblin as the feat's chosen ancestry. You also gain one 1st-level goblin ancestry feat.","category":"feat","pfs":"Standard","feat":["Runtsage"],"rarity":"common","slug":"feat-2371"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"necromancy","trait":["Healing","Hobgoblin","Necromancy","Positive","Vitality"],"id":"feat-2372","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cantorian Rejuvenation Two Actions Source Ancestry Guide pg. 34 Frequency once per day --- The life-giving energy that flows in your blood revitalizes you. You recover 4d6 Hit Points and gain 10 temporary Hit Points for 1 minute. When you reach 15th level, you instead recover 6d6 HP and gain 15 temporary HP.","feat":["Cantorian Rejuvenation"],"skill_mod":{},"summary":"The life-giving energy that flows in your blood revitalizes you.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Ancestry","School","Energy","Planar","Creature Type"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2372","name":"Cantorian Rejuvenation","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2372"},{"skill_mod":{},"summary":"You have trained with your animal companion to become a terrifying, unified juggernaut on the battlefield.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"animal companion","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2373","weakness":{},"name":"Fell Rider","trait":["Hobgoblin"],"id":"feat-2373","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fell Rider Source Ancestry Guide pg. 35 Prerequisites animal companion --- You have trained with your animal companion to become a terrifying, unified juggernaut on the battlefield. Your animal companion becomes trained in Intimidation. If your animal companion uses Support while serving as your mount, it grants you the effects of the Aid reaction on your first Intimidation check to Demoralize on the same turn, even though it can't take reactions.","category":"feat","pfs":"Standard","feat":["Fell Rider"],"rarity":"common","slug":"feat-2373"},{"skill_mod":{},"summary":"You are adept at working with your allies to surround a foe.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2374","weakness":{},"name":"Squad Tactics","trait":["Hobgoblin"],"id":"feat-2374","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Squad Tactics Source Ancestry Guide pg. 35 --- You are adept at working with your allies to surround a foe. If an enemy is within reach of you and at least two of your allies, that enemy is flat-footed against you.","category":"feat","pfs":"Standard","feat":["Squad Tactics"],"rarity":"common","slug":"feat-2374"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Hobgoblin","Manipulate"],"id":"feat-2375","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Can't Fall Here Reaction Source Ancestry Guide pg. 35 Frequency once per day Trigger An adjacent and willing ally would be reduced to 0 HP but not killed. --- You physically help an ally remain standing and encourage them to push through their pain against dire odds. Your ally doesn't fall unconscious and remains at 1 Hit Point. The ally also gains a number of temporary Hit Points equal to your level that last for 1 minute. Fighting onward with such an injury isn't without consequence; your ally's wounded condition increases by 1.","feat":["Can't Fall Here"],"skill_mod":{},"summary":"You physically help an ally remain standing and encourage them to push through their pain against dire odds.","primary_source":"Ancestry Guide","trait_group":["Sense","Ancestry","Mechanics"],"level":13,"source_category":["Lost Omens"],"trigger":"An adjacent and willing ally would be reduced to 0 HP but not killed.","resistance":{},"url":"/Feats.aspx?ID=2375","name":"Can't Fall Here","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2375"},{"skill_mod":{},"summary":"You have extensive training in remote environments, allowing you to move through these areas easily.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2376","weakness":{},"name":"War Conditioning","trait":["Hobgoblin"],"id":"feat-2376","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > War Conditioning Source Ancestry Guide pg. 35 --- You have extensive training in remote environments, allowing you to move through these areas easily. When you gain this feat, you can choose to gain either a climb Speed of 20 feet or a swim Speed of 20 feet.","category":"feat","pfs":"Standard","feat":["War Conditioning"],"rarity":"common","slug":"feat-2376"},{"skill_mod":{},"summary":"You make sure that your allies push themselves while traveling.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2377","weakness":{},"name":"We March On","trait":["Hobgoblin"],"id":"feat-2377","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > We March On Source Ancestry Guide pg. 35 --- You make sure that your allies push themselves while traveling. You gain the Caravan Leader and Pick Up the Pace general feats, even if you don't meet the prerequisites.","category":"feat","pfs":"Standard","feat":["We March On"],"rarity":"common","slug":"feat-2377"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"necromancy","trait":["Healing","Hobgoblin","Necromancy","Positive","Vitality"],"id":"feat-2378","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Cantorian Restoration Reaction Source Ancestry Guide pg. 35 Frequency once per day Trigger A living creature within 60 feet would die. --- The energy that flows in your blood can save a life in the direst of times. The triggering creature receives the effects of breath of life , except they recover a number of Hit Points equal to 6d8 plus your Constitution modifier.","feat":["Cantorian Restoration"],"skill_mod":{},"summary":"The energy that flows in your blood can save a life in the direst of times.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Ancestry","School","Energy","Planar","Creature Type"],"level":17,"source_category":["Lost Omens"],"trigger":"A living creature within 60 feet would die.","resistance":{},"url":"/Feats.aspx?ID=2378","name":"Cantorian Restoration","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2378"},{"skill_mod":{},"summary":"You call out to your allies and push them to give their all in combat.","primary_source":"Ancestry Guide","trait_group":["Sense","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2379","frequency":"once per day","weakness":{},"name":"Rallying Cry","trait":["Auditory","Hobgoblin"],"actions_number":4,"id":"feat-2379","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Rallying Cry Two Actions Source Ancestry Guide pg. 35 Frequency once per day --- You call out to your allies and push them to give their all in combat. All allies within 30 feet that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become quickened for 1 minute but can only use the extra action to Step, Stride, or Strike.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Rallying Cry"],"rarity":"common","slug":"feat-2379"},{"skill_mod":{},"summary":"You have an affect that dragonkind find unusually pleasing—and when that fails, you know when to duck.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2380","weakness":{},"name":"Draconic Sycophant","trait":["Kobold"],"id":"feat-2380","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Draconic Sycophant Source Ancestry Guide pg. 37 --- You have an affect that dragonkind find unusually pleasing—and when that fails, you know when to duck. You gain a +2 circumstance bonus to Perception checks and saving throws against dragons. In addition, whenever you meet a creature with the dragon trait in a social situation, you can attempt a Diplomacy check to Make an Impression on that creature immediately, rather than after conversing for 1 minute; you take a –5 penalty to this check. If you fail, you can choose to engage in 1 minute of conversation and then attempt a new check rather than accept the failure or critical failure result. Special If you have the Glad-Hand skill feat, you don't take the penalty to your immediate Diplomacy check if the target has the dragon trait.","category":"feat","pfs":"Standard","feat":["Draconic Sycophant"],"rarity":"common","slug":"feat-2380"},{"skill_mod":{},"summary":"You've trained with weapons ideal for subterranean efficiency.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2381","weakness":{},"name":"Kobold Weapon Familiarity","trait":["Kobold"],"id":"feat-2381","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kobold Weapon Familiarity Source Ancestry Guide pg. 38 --- You've trained with weapons ideal for subterranean efficiency. You are trained with the crossbow, greatpick, light pick, pick, and spear. You also gain access to all uncommon kobold weapons. For the purpose of determining your proficiency, martial kobold weapons are simple weapons, and advanced kobold weapons are martial weapons. Kobold Weapon Familiarity leads to... Kobold Weapon Expertise, Kobold Weapon Innovator","category":"feat","pfs":"Standard","feat":["Kobold Weapon Familiarity"],"rarity":"common","slug":"feat-2381"},{"skill_mod":{},"summary":"You are an expert at moving through extremely tight spaces.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2382","weakness":{},"name":"Slither","trait":["Kobold"],"id":"feat-2382","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Slither Source Ancestry Guide pg. 38 --- You are an expert at moving through extremely tight spaces. You gain the Quick Squeeze skill feat, even if you're not trained in Acrobatics. When you roll a success on an Acrobatics check to Squeeze, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Slither"],"rarity":"common","slug":"feat-2382"},{"skill_mod":{},"summary":"You've learned devious tactics with your kobold weapons.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Kobold Weapon Familiarity","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2383","weakness":{},"name":"Kobold Weapon Innovator","trait":["Kobold"],"id":"feat-2383","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Kobold Weapon Innovator Source Ancestry Guide pg. 38 Prerequisites Kobold Weapon Familiarity --- You've learned devious tactics with your kobold weapons. Whenever you critically hit with a crossbow, greatpick, light pick, pick, spear, or kobold weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Kobold Weapon Innovator"],"rarity":"common","slug":"feat-2383"},{"skill_mod":{},"summary":"You're among the few kobolds who grow a set of draconic wings later in life.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2384","weakness":{},"name":"Winglets","trait":["Kobold"],"id":"feat-2384","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Winglets Source Ancestry Guide pg. 38 --- You're among the few kobolds who grow a set of draconic wings later in life. The wings are initially small and weak; while not enough for full flight, a strong flap allows you to jump further. When Leaping horizontally, you move an additional 5 feet (this additional distance isn't cumulative with the increased Leap distance from the Powerful Leap feat). You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet longer than you normally would based on the result of your Athletics check, though you still can't jump farther than your Speed. Winglets leads to... Hatchling Flight","category":"feat","pfs":"Standard","feat":["Winglets"],"rarity":"common","slug":"feat-2384"},{"skill_mod":{},"summary":"You've learned to use roots, crevices, uneven ground, and dense underbrush to your advantage.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2385","weakness":{},"name":"Briar Battler","trait":["Kobold"],"id":"feat-2385","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Briar Battler Source Ancestry Guide pg. 38 --- You've learned to use roots, crevices, uneven ground, and dense underbrush to your advantage. When you're in difficult terrain from an environmental feature, you can Take Cover, even if the feature wouldn't ordinarily be large enough for you to Take Cover.","category":"feat","pfs":"Standard","feat":["Briar Battler"],"rarity":"common","slug":"feat-2385"},{"skill_mod":{},"summary":"You've trained to fight with allies in tunnel warrens, dense undergrowth, or similarly cramped terrain.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2386","weakness":{},"name":"Close Quarters","trait":["Kobold"],"id":"feat-2386","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Close Quarters Source Ancestry Guide pg. 38 --- You've trained to fight with allies in tunnel warrens, dense undergrowth, or similarly cramped terrain. If you are Small or smaller, you can end your movement in the same square as a Small or smaller ally. No more than two creatures can share the same space when using this ability or a similar one.","category":"feat","pfs":"Standard","feat":["Close Quarters"],"rarity":"common","slug":"feat-2386"},{"skill_mod":{},"summary":"Your draconic anatomy becomes especially pronounced.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Strongjaw Kobold heritage, Venomtail Kobold heritage, Dracomancer, or Kobold Breath","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2387","weakness":{},"name":"Dragonblood Paragon","trait":["Kobold"],"id":"feat-2387","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dragonblood Paragon Source Ancestry Guide pg. 39 Prerequisites Strongjaw Kobold heritage, Venomtail Kobold heritage, Dracomancer, or Kobold Breath --- Your draconic anatomy becomes especially pronounced. You increase the power of one of the following kobold heritages or feats you have. Dracomancer Increase the number of times you can cast each of the granted 1st- and 2nd-level innate spells by 1. Kobold Breath Creatures that critically fail their save against your Kobold Breath take 3d4 persistent damage of the type dealt by your draconic patron. Strongjaw Kobold Your jaws unarmed attack gains the deadly d6 trait. Venomtail Kobold You produce enough venom to use the Tail Toxin action twice per day.","category":"feat","pfs":"Standard","feat":["Dragonblood Paragon"],"rarity":"common","slug":"feat-2387"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Intimidation","Deception","Intimidation"],"trait":["Kobold"],"id":"feat-2388","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Snare Commando Reaction Source Ancestry Guide pg. 39 Prerequisites Snare Crafting; Expert in Deception or Expert in Intimidation Trigger A creature fails or critically fails a save against your snare. --- Your snares are so befuddling that your victims rarely notice you slipping out of sight. If you have expert proficiency in Deception, you can Create a Diversion against the triggering creature. If you have expert proficiency in Intimidation, you can instead Demoralize the triggering creature. If you have both, choose one of the two effects.","feat":["Snare Commando"],"skill_mod":{},"summary":"Your snares are so befuddling that your victims rarely notice you slipping out of sight.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"level":9,"prerequisite":"Snare Crafting; Expert in Deception or Expert in Intimidation","source_category":["Lost Omens"],"trigger":"A creature fails or critically fails a save against your snare .","resistance":{},"url":"/Feats.aspx?ID=2388","name":"Snare Commando","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2388"},{"remaster_name":["Winglet Flight"],"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Kobold"],"id":"feat-2389","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Hatchling Flight Single Action Source Ancestry Guide pg. 39 Frequency once per round Prerequisites Winglets --- You can fly a little! You Fly up to half your Speed. If you don't end your movement on solid ground, you fall at the end of your turn. Hatchling Flight leads to... Wyrmling Flight","feat":["Hatchling Flight"],"skill_mod":{},"summary":"You can fly a little!","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"level":13,"prerequisite":"Winglets","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2389","name":"Hatchling Flight","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2389"},{"skill_mod":{},"summary":"Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the crossbow, greatpick, light pick, pick, and spear, as well as any kobold weapons in which you are trained.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Kobold Weapon Familiarity","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2390","weakness":{},"name":"Kobold Weapon Expertise","trait":["Kobold"],"id":"feat-2390","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Kobold Weapon Expertise Source Ancestry Guide pg. 39 Prerequisites Kobold Weapon Familiarity --- Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the crossbow, greatpick, light pick, pick, and spear, as well as any kobold weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Kobold Weapon Expertise"],"rarity":"common","slug":"feat-2390"},{"skill_mod":{},"summary":"You've learned how to create traps that cause greater injuries.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Snare Crafting; Expert in Crafting","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2391","weakness":{},"skill":["Crafting","Crafting"],"name":"Vicious Snares","trait":["Kobold"],"id":"feat-2391","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Vicious Snares Source Ancestry Guide pg. 39 Prerequisites Snare Crafting; Expert in Crafting --- You've learned how to create traps that cause greater injuries. You deal an additional 1d6 precision damage with damaging snares you craft. This increases to 2d6 additional precision damage if you're legendary in Crafting.","category":"feat","pfs":"Standard","feat":["Vicious Snares"],"rarity":"common","slug":"feat-2391"},{"skill_mod":{},"summary":"Your draconic wings have grown large and strong enough for flight.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Hatchling Flight","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2392","weakness":{},"name":"Wyrmling Flight","trait":["Kobold"],"id":"feat-2392","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Wyrmling Flight Source Ancestry Guide pg. 39 Prerequisites Hatchling Flight --- Your draconic wings have grown large and strong enough for flight. You gain a fly Speed equal to your Speed, using your wings to stay aloft.","category":"feat","pfs":"Standard","feat":["Wyrmling Flight"],"rarity":"common","slug":"feat-2392"},{"skill_mod":{},"summary":"You remember more about your previous incarnations than most leshys.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2393","weakness":{},"name":"Ageless Spirit","trait":["Leshy"],"id":"feat-2393","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ageless Spirit Source Ancestry Guide pg. 42 --- You remember more about your previous incarnations than most leshys. During your daily preparations, you can meditate upon fragmentary memories of your past lives to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.","category":"feat","pfs":"Standard","feat":["Ageless Spirit"],"rarity":"common","slug":"feat-2393"},{"skill_mod":{},"summary":"Small roots sprout from your feet, steadying you as you move.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2394","weakness":{},"name":"Anchoring Roots","trait":["Leshy"],"id":"feat-2394","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Anchoring Roots Source Ancestry Guide pg. 42 --- Small roots sprout from your feet, steadying you as you move. You gain the Steady Balance skill feat, even if you aren't trained in Acrobatics, and you can use the Anchor action. Anchor Single Action Effect You send your roots deeper into the ground, making it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you (or a +4 circumstance bonus if you're a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing out the roots. At the GM's discretion, this ability might not work on ground that's more resilient than stone, such as metal flooring or magically-reinforced masonry.","category":"feat","pfs":"Standard","feat":["Anchoring Roots"],"rarity":"common","slug":"feat-2394"},{"skill_mod":{},"summary":"You unleash a cloud of pollen or similar spores.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2395","frequency":"once per hour","weakness":{},"name":"Spore Cloud","trait":["Leshy"],"actions_number":4,"id":"feat-2395","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Spore Cloud Two Actions Source Ancestry Guide pg. 43 Frequency once per hour --- You unleash a cloud of pollen or similar spores. All creatures in a 10-foot emanation around you must attempt a Fortitude save using your class DC or spell DC (whichever is higher) with the following results. Plants and fungi are immune to this effect. Critical Success No effect. Success The creature is dazzled for 1 round. Failure The creature is dazzled and can see only 10 feet away for 1 round. Critical Failure The creature is blinded for 1 round.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Spore Cloud"],"rarity":"common","slug":"feat-2395"},{"skill_mod":{},"summary":"When your seedpods strike a felling blow, they burst into viciously thorny vines.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Seedpod","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2396","weakness":{},"name":"Thorned Seedpod","trait":["Leshy"],"id":"feat-2396","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Thorned Seedpod Source Ancestry Guide pg. 43 Prerequisites Seedpod --- When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod Strike, vines twist and stab your foe, dealing 1d4 persistent piercing damage.","category":"feat","pfs":"Standard","feat":["Thorned Seedpod"],"rarity":"common","slug":"feat-2396"},{"skill_mod":{},"summary":"You can call forth nearby nature spirits to augment your body.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2397","weakness":{},"name":"Call of the Green Man","trait":["Leshy"],"id":"feat-2397","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Call of the Green Man Source Ancestry Guide pg. 43 --- You can call forth nearby nature spirits to augment your body. Once per day, you can cast plant form as a 5th-level primal innate spell. When you reach 17th level, this spell can be heightened to 6th level.","category":"feat","pfs":"Standard","feat":["Call of the Green Man"],"rarity":"common","slug":"feat-2397"},{"skill_mod":{},"summary":"You secrete a cloak of concentrated poison that harms any who dare attack you.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Poison","Affliction"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2398","frequency":"once per day","weakness":{},"name":"Cloak of Poison","trait":["Leshy","Poison"],"actions_number":4,"id":"feat-2398","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Cloak of Poison Two Actions Source Ancestry Guide pg. 43 PFS Note “An unarmed attack or melee weapon without the reach trait” refers to all unarmed attacks (whether they have the reach trait or not), as well as melee weapons without the reach trait. Frequency once per day --- You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the reach trait takes 3d6 poison damage.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Cloak of Poison"],"rarity":"common","slug":"feat-2398"},{"skill_mod":{},"summary":"You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2399","weakness":{},"name":"Flourish and Ruin","trait":["Leshy"],"id":"feat-2399","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Flourish and Ruin Source Ancestry Guide pg. 43 --- You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes. You can cast field of life and tangling creepers as 6th-level primal innate spells once per day each. You become an expert in primal spell attack rolls and primal spell DCs.","category":"feat","pfs":"Standard","feat":["Flourish and Ruin"],"rarity":"common","slug":"feat-2399"},{"skill_mod":{},"summary":"Your command over your vital essence allows you or an ally to recover from grievous wounds.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2400","weakness":{},"name":"Regrowth","trait":["Leshy"],"id":"feat-2400","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Regrowth Source Ancestry Guide pg. 43 --- Your command over your vital essence allows you or an ally to recover from grievous wounds. You can cast regenerate as a 7th-level primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Regrowth"],"rarity":"common","slug":"feat-2400"},{"skill_mod":{},"summary":"Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor's bones.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2401","weakness":{},"name":"Bone Magic","trait":["Lizardfolk"],"id":"feat-2401","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bone Magic Source Ancestry Guide pg. 45 --- Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor's bones. Choose one cantrip from the primal spell list. You can cast this cantrip as a primal innate spell at will, and it's heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Bone Magic"],"rarity":"common","slug":"feat-2401"},{"skill_mod":{},"summary":"You find wisdom in the movements of the heavens.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2402","weakness":{},"name":"Consult the Stars","trait":["Lizardfolk"],"id":"feat-2402","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Consult the Stars Source Ancestry Guide pg. 46 --- You find wisdom in the movements of the heavens. Once per day, you can spend 10 minutes to draw upon your readings of a recent night's sky to gain the trained proficiency rank in one skill of your choice; the chosen skill's key attribute must be Charisma, Intelligence, or Wisdom. This proficiency lasts until your next daily preparation. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.","category":"feat","pfs":"Standard","feat":["Consult the Stars"],"rarity":"common","slug":"feat-2402"},{"skill_mod":{},"summary":"Your tongue darts out faster than the eye can see to retrieve loose objects.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2403","weakness":{},"name":"Lightning Tongue","trait":["Lizardfolk"],"actions_number":2,"id":"feat-2403","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lightning Tongue Single Action Source Ancestry Guide pg. 46 --- Your tongue darts out faster than the eye can see to retrieve loose objects. You Interact to pick up a single unattended object of light Bulk or less within 10 feet of you. If you don't have enough hands free to hold the object, it falls to the ground in your space. Lightning Tongue leads to... Tongue Disarm","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Lightning Tongue"],"rarity":"common","slug":"feat-2403"},{"skill_mod":{},"summary":"To you, crocodilians, giant lizards, and dinosaurs are loyal steeds, not monsters.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2404","weakness":{},"name":"Reptile Rider","trait":["Lizardfolk"],"id":"feat-2404","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reptile Rider Source Ancestry Guide pg. 46 --- To you, crocodilians, giant lizards, and dinosaurs are loyal steeds, not monsters. You gain the Ride feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to Handle an Animal as long as the animal is a reptile, dinosaur, or even a non-sapient dragon.","category":"feat","pfs":"Standard","feat":["Reptile Rider"],"rarity":"common","slug":"feat-2404"},{"skill_mod":{},"summary":"You can perform simple Interact actions with your tail, such as opening an unlocked door.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2405","weakness":{},"name":"Flexible Tail","trait":["Lizardfolk"],"id":"feat-2405","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Flexible Tail Source Ancestry Guide pg. 46 --- You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. Flexible Tail leads to... Dangle","category":"feat","pfs":"Standard","feat":["Flexible Tail"],"rarity":"common","slug":"feat-2405"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fortune","Lizardfolk"],"id":"feat-2406","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Guided by the Stars Free Action Source Ancestry Guide pg. 46 Frequency once per day Trigger You are about to attempt a skill check or saving throw. --- The stars grant you insights that guide your actions. You roll twice and take the better result. If it's night and you can see the stars, you gain a +1 circumstance bonus to the triggering roll.","feat":["Guided by the Stars"],"skill_mod":{},"summary":"The stars grant you insights that guide your actions.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Monster","Ancestry"],"level":5,"source_category":["Lost Omens"],"trigger":"You are about to attempt a skill check or saving throw.","resistance":{},"url":"/Feats.aspx?ID=2406","name":"Guided by the Stars","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2406"},{"skill_mod":{},"summary":"You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Cloudleaper Lizardfolk heritage","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2407","weakness":{},"name":"Iruxi Glide","trait":["Lizardfolk"],"actions_number":2,"id":"feat-2407","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Iruxi Glide Single Action Source Ancestry Guide pg. 46 Prerequisites Cloudleaper Lizardfolk heritage --- You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and haven't yet reached the ground, you remain in the air at the end of your turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Iruxi Glide"],"rarity":"common","slug":"feat-2407"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Lizardfolk"],"id":"feat-2408","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tongue Disarm Single Action Source Ancestry Guide pg. 46 Prerequisites Trained in Athletics; Lightning Tongue --- You lash out with your tongue to disarm your foe. You attempt to Disarm a creature within 10 feet, ignoring the requirement that you must have at least one hand free.","feat":["Tongue Disarm"],"skill_mod":{},"summary":"You lash out with your tongue to disarm your foe.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Trained in Athletics; Lightning Tongue","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2408","name":"Tongue Disarm","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2408"},{"skill_mod":{},"summary":"Using a mixture of dinosaur bones and the bones of your ancestors to focus your magic, you animate lizards and dinosaurs to carry messages or serve as mounts.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2409","weakness":{},"name":"Bone Caller","trait":["Lizardfolk"],"id":"feat-2409","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Bone Caller Source Ancestry Guide pg. 47 --- Using a mixture of dinosaur bones and the bones of your ancestors to focus your magic, you animate lizards and dinosaurs to carry messages or serve as mounts. You can cast animal messenger and phantom steed as primal innate spells once per day each. The animal messenger is always a Tiny dinosaur or lizard, and your innate spell transforms it from bones to flesh, even if there are no dinosaurs or lizards nearby. The phantom steed looks like a dinosaur rather than a horse but functions identically.","category":"feat","pfs":"Standard","feat":["Bone Caller"],"rarity":"common","slug":"feat-2409"},{"skill_mod":{},"summary":"You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Flexible Tail","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2410","weakness":{},"name":"Dangle","trait":["Lizardfolk"],"id":"feat-2410","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dangle Source Ancestry Guide pg. 47 Prerequisites Flexible Tail --- You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a greatsword.","category":"feat","pfs":"Standard","feat":["Dangle"],"rarity":"common","slug":"feat-2410"},{"skill_mod":{},"summary":"You're incredibly skilled in iruxi astrology, and you can gain useful (if cryptic) hints from the stars' alignment.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Trained in Astrology Lore or Trained in Occultism","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2411","weakness":{},"skill":["Lore","Occultism","Lore","Occultism"],"name":"Read the Stars","trait":["Lizardfolk"],"id":"feat-2411","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Limited\" > Read the Stars Source Ancestry Guide pg. 47 Prerequisites Trained in Astrology Lore or Trained in Occultism --- You're incredibly skilled in iruxi astrology, and you can gain useful (if cryptic) hints from the stars' alignment. Once per night, if you can clearly see the stars, you can spend 1 hour reading the heavens to see how they relate to a particular goal, event, or activity that will occur within 1 week. The GM rolls a secret check, either a DC 28 Astrology Lore check or a DC 32 Occultism check. On a success, you learn a cryptic clue or piece of advice that could help with the chosen event, and on a critical failure, you learn a misleading cryptic clue or piece of advice.","category":"feat","pfs":"Limited","feat":["Read the Stars"],"rarity":"common","slug":"feat-2411"},{"skill_mod":{},"summary":"You encase yourself in spiritual dinosaur bones to become a Huge dinosaur.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2412","weakness":{},"name":"Bone Investiture","trait":["Lizardfolk"],"id":"feat-2412","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Bone Investiture Source Ancestry Guide pg. 47 --- You encase yourself in spiritual dinosaur bones to become a Huge dinosaur. You can cast dinosaur form on yourself as a 5th-level primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Bone Investiture"],"rarity":"common","slug":"feat-2412"},{"skill_mod":{},"summary":"Your iruxi unarmed attacks channel the spiritual energy of your ancestors.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2413","weakness":{},"name":"Iruxi Spirit Strike","trait":["Lizardfolk"],"id":"feat-2413","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Iruxi Spirit Strike Source Ancestry Guide pg. 47 --- Your iruxi unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from iruxi heritages or ancestry feats gain the effects of a ghost touch property rune.","category":"feat","pfs":"Standard","feat":["Iruxi Spirit Strike"],"rarity":"common","slug":"feat-2413"},{"skill_mod":{},"summary":"You go into hibernation for 24 hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Tradition","School"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2414","weakness":{},"school":"transmutation","name":"Scion Transformation","trait":["Lizardfolk","Primal","Transmutation"],"id":"feat-2414","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Scion Transformation Source Ancestry Guide pg. 47 --- You go into hibernation for 24 hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis. You permanently gain the effects of enlarge , and your maximum Hit Points increase by your level. The ritual transforms most of your gear to the appropriate size for your new body (though powerful items like artifacts or items strongly tied to their original size may not transform, at the GM's discretion).","category":"feat","pfs":"Standard","feat":["Scion Transformation"],"rarity":"common","slug":"feat-2414"},{"skill_mod":{},"summary":"You paint your face to create a warmask .","primary_source":"Ancestry Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2415","weakness":{},"name":"Orc Warmask","trait":["Orc"],"id":"feat-2415","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Warmask Source Ancestry Guide pg. 50 --- You paint your face to create a warmask , an invested magic item of negligible Bulk with an item level equal to your level and a usage of worn (mask). It has the divination trait and a magical tradition trait depending on its type. Donning or removing your warmask requires 1 minute of work, though you don't need to Invest the mask each time. The warmask is unique to you and might signify your hold, your accomplishments, or your faith. While creating your mask, you must choose the source of your warmask's power from the options below. This source determines the mask's associated skill as well as magical tradition. Once you select this source, it can't be changed. You become trained in the associated skill, and you gain the Dubious Knowledge skill feat as a bonus feat. You can spend 1 hour performing a ceremony that costs 50 gp to attune yourself more deeply with your warmask . If you do, you gain a +1 item bonus to the associated skill whenever you wear the warmask . The Gods Religion, divine tradition The Land Nature, primal tradition Magic Arcana, arcane tradition The Unknown Occultism, occult tradition Orc Warmask leads to... Mask of Fear, Mask of Pain, Mask of Power, Mask of Rejection","category":"feat","pfs":"Standard","feat":["Orc Warmask"],"rarity":"common","slug":"feat-2415"},{"skill_mod":{},"summary":"You're exceptionally difficult to kill.","primary_source":"Ancestry Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Orc Ferocity","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2416","weakness":{},"name":"Defy Death","trait":["Orc"],"id":"feat-2416","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Defy Death Source Ancestry Guide pg. 50 Prerequisites Orc Ferocity --- You're exceptionally difficult to kill. The DC of your recovery checks is equal to 9 + your dying value, or 8 + your dying value if you have the Toughness general feat. In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as raise dead or the resurrect ritual), you don't suffer that condition.","category":"feat","pfs":"Standard","feat":["Defy Death"],"rarity":"common","slug":"feat-2416"},{"skill_mod":{},"summary":"Your warmask sharpens your connection to the source of your mask's power.","primary_source":"Ancestry Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Orc Warmask","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2417","weakness":{},"name":"Mask of Power","trait":["Orc"],"id":"feat-2417","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Mask of Power Source Ancestry Guide pg. 50 Prerequisites Orc Warmask --- Your warmask sharpens your connection to the source of your mask's power. During your daily preparations, choose fear , phantom pain , or true strike . Until your next daily preparations, you can cast this spell as a 1st-level innate spell once per day; the spell's tradition is determined by the tradition tied to your warmask . You must be wearing your warmask to Cast the Spell.","category":"feat","pfs":"Standard","feat":["Mask of Power"],"rarity":"common","slug":"feat-2417"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fortune","Orc"],"id":"feat-2418","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Mask of Rejection Reaction Source Ancestry Guide pg. 51 Frequency once per day Prerequisites Orc Warmask Trigger You fail a saving throw against an effect from your warmask's magical tradition. Requirements You're wearing your warmask . --- Your warmask projects a white-hot fury that attempts to vaporize the offending magic. You reroll the triggering check with a +2 circumstance bonus, but you must use the new result, even if it's worse than your first roll.","feat":["Mask of Rejection"],"skill_mod":{},"summary":"Your warmask projects a white-hot fury that attempts to vaporize the offending magic.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Half-Orc","Monster","Ancestry","Weapon"],"level":5,"prerequisite":"Orc Warmask","source_category":["Lost Omens"],"requirement":"You're wearing your warmask .","trigger":"You fail a saving throw against an effect from your warmask's magical tradition.","resistance":{},"url":"/Feats.aspx?ID=2418","name":"Mask of Rejection","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2418"},{"skill_mod":{},"summary":"Glorious, storied scars cover and protect much of your body.","primary_source":"Ancestry Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2419","weakness":{},"name":"Scar-Thick Skin","trait":["Orc"],"id":"feat-2419","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Scar-Thick Skin Source Ancestry Guide pg. 51 --- Glorious, storied scars cover and protect much of your body. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.","category":"feat","pfs":"Standard","feat":["Scar-Thick Skin"],"rarity":"common","slug":"feat-2419"},{"skill_mod":{},"summary":"Your hold has a unique draconic connection.","primary_source":"Ancestry Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon","Rarity"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Beast Trainer","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2420","weakness":{},"name":"Dragon Grip","trait":["Orc","Uncommon"],"id":"feat-2420","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dragon Grip Source Ancestry Guide pg. 51 Prerequisites Beast Trainer --- Your hold has a unique draconic connection. You gain a +2 circumstance bonus when you attempt to Make an Impression on a creature with the dragon trait. You gain access to the Riding Drake animal companion.","category":"feat","pfs":"Standard","feat":["Dragon Grip"],"rarity":"uncommon","slug":"feat-2420"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Orc"],"id":"feat-2421","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Mask of Pain Reaction Source Ancestry Guide pg. 51 Prerequisites Expert in Intimidation; Orc Warmask Trigger You succeed at a Demoralize check. Requirements You're wearing your warmask . --- Your mask has grown into a manifestation of your pain, which you can release. The creature you successfully Demoralized takes 2d6 mental damage, or 4d6 mental damage if you're legendary in Intimidation. The target is then temporarily immune to additional damage from Mask of Pain for 24 hours.","feat":["Mask of Pain"],"skill_mod":{},"summary":"Your mask has grown into a manifestation of your pain, which you can release.","primary_source":"Ancestry Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"level":9,"prerequisite":"Expert in Intimidation; Orc Warmask","source_category":["Lost Omens"],"requirement":"You're wearing your warmask .","trigger":"You succeed at a Demoralize check.","resistance":{},"url":"/Feats.aspx?ID=2421","name":"Mask of Pain","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2421"},{"skill_mod":{},"summary":"The impulse to survive and continue fighting resonates deep within you.","primary_source":"Ancestry Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2422","weakness":{},"name":"Lifeblood's Call","trait":["Orc"],"id":"feat-2422","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Lifeblood's Call Source Ancestry Guide pg. 51 --- The impulse to survive and continue fighting resonates deep within you. You gain a circumstance bonus to damage rolls on your melee Strikes equal to twice the sum of your wounded and doomed conditions (to a maximum of a +8 circumstance bonus to damage) whenever you have one or both conditions.","category":"feat","pfs":"Standard","feat":["Lifeblood's Call"],"rarity":"common","slug":"feat-2422"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Orc"],"id":"feat-2423","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Mask of Fear Free Action Source Ancestry Guide pg. 51 Prerequisites Orc Warmask Trigger You start your turn with the frightened condition. Requirements You're wearing your warmask . --- Your warmask burns off of your face, releasing your apprehension. You remove the frightened condition. Your warmask is destroyed, and you can't reapply it until your next daily preparations. Special You can use this free action even if you have a condition tied to the frightened condition that would normally prevent you from using a free action, such as “fleeing as long as you're frightened” or “paralyzed as long as you're frightened.”","feat":["Mask of Fear"],"skill_mod":{},"summary":"Your warmask burns off of your face, releasing your apprehension.","primary_source":"Ancestry Guide","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"level":13,"prerequisite":"Orc Warmask","source_category":["Lost Omens"],"requirement":"You're wearing your warmask .","trigger":"You start your turn with the frightened condition.","resistance":{},"url":"/Feats.aspx?ID=2423","name":"Mask of Fear","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2423"},{"skill_mod":{},"summary":"You wear skulls to demoralize foes.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2424","weakness":{},"name":"Skull Creeper","trait":["Ratfolk"],"id":"feat-2424","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Skull Creeper Source Ancestry Guide pg. 54 --- You wear skulls to demoralize foes. You become trained in Intimidation and gain the Intimidating Glare skill feat. If you're already trained in Intimidation, you instead become trained in a skill of your choice. If you pay 50 gp for a splendid skull mask, the mask grants you a +1 item bonus to Intimidation; its usage is worn (mask).","category":"feat","pfs":"Standard","feat":["Skull Creeper"],"rarity":"common","slug":"feat-2424"},{"skill_mod":{},"summary":"You're adept at making contact with other ysoki.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2425","weakness":{},"name":"Warren Friend","trait":["Downtime","Ratfolk"],"id":"feat-2425","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Warren Friend Source Ancestry Guide pg. 54 --- You're adept at making contact with other ysoki. When you arrive at a new settlement, you automatically find the nearest ratfolk enclave by spending 1 day of downtime searching, provided one exists and its members aren't actively hiding from you. Once you've made contact, you gain a +1 circumstance bonus to Gather Information and Earn Income in the settlement.","category":"feat","pfs":"Limited","feat":["Warren Friend"],"rarity":"common","slug":"feat-2425"},{"skill_mod":{},"summary":"When physically outmatched, you fight with unexpected ferocity.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2426","weakness":{},"name":"Cornered Fury","trait":["Ratfolk"],"id":"feat-2426","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Cornered Fury Source Ancestry Guide pg. 54 --- When physically outmatched, you fight with unexpected ferocity. If a foe of a larger size than you critically hits and damages you, that foe is flat-footed to you for 1 round.","category":"feat","pfs":"Standard","feat":["Cornered Fury"],"rarity":"common","slug":"feat-2426"},{"skill_mod":{},"summary":"With enough time and determination, you can chew through nearly anything.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Vicious Incisors","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2427","weakness":{},"name":"Gnaw","trait":["Ratfolk"],"actions_number":6,"id":"feat-2427","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Gnaw Three Actions Source Ancestry Guide pg. 54 Prerequisites Vicious Incisors --- With enough time and determination, you can chew through nearly anything. You deal double your jaws damage to an unattended, inanimate object.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Gnaw"],"rarity":"common","slug":"feat-2427"},{"skill_mod":{},"summary":"You can sniff out the pungent tang of disease.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Longsnout Rat heritage","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2428","weakness":{},"name":"Plague Sniffer","trait":["Ratfolk"],"id":"feat-2428","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Plague Sniffer Source Ancestry Guide pg. 55 Prerequisites Longsnout Rat heritage --- You can sniff out the pungent tang of disease. When you detect a creature by scent, you can also detect if that creature is suffering from a disease at a non-carrier state. If the disease is particularly subtle, you might need to attempt a Perception check against the disease's DC (subject to the GM's discretion).","category":"feat","pfs":"Standard","feat":["Plague Sniffer"],"rarity":"common","slug":"feat-2428"},{"skill_mod":{},"summary":"Your ability to curl up into a tight ball comes in handy.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2429","weakness":{},"name":"Ratfolk Roll","trait":["Move","Ratfolk"],"actions_number":4,"id":"feat-2429","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ratfolk Roll Two Actions Source Ancestry Guide pg. 55 --- Your ability to curl up into a tight ball comes in handy. You roll up into a ball and move up to four times your Speed in a straight line down an incline. If you reach the bottom of the incline or hit an obstacle during this first turn of movement, you stop rolling safely. Otherwise, you automatically keep rolling at this Speed during subsequent turns until you hit the bottom of the incline or an obstacle ends this movement (which can happen in the middle of your turn). You're slowed 2 each turn after the first that you keep rolling, and if you hit an obstacle on a turn after the first, you and the obstacle both take 4d6 bludgeoning damage and you stop rolling.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Ratfolk Roll"],"rarity":"common","slug":"feat-2429"},{"skill_mod":{},"summary":"You squirrel away useful objects and seem to retrieve them at just the right time.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2430","weakness":{},"name":"Uncanny Cheeks","trait":["Ratfolk"],"id":"feat-2430","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Uncanny Cheeks Source Ancestry Guide pg. 55 --- You squirrel away useful objects and seem to retrieve them at just the right time. You gain the Prescient Consumable and Prescient Planner feats, except that you always withdraw the objects from your cheek pouches. This means the object you retrieve must fit in your cheek pouches; this is generally an item of negligible Bulk unless you also have the Cheek Pouches feat.","category":"feat","pfs":"Standard","feat":["Uncanny Cheeks"],"rarity":"common","slug":"feat-2430"},{"skill_mod":{},"summary":"You can dart around and between your larger allies' legs without tripping them up.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Overcrowd","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2431","weakness":{},"name":"Shinstabber","trait":["Ratfolk"],"id":"feat-2431","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Shinstabber Source Ancestry Guide pg. 55 Prerequisites Overcrowd --- You can dart around and between your larger allies' legs without tripping them up. As long as you're Small or smaller, you can end your movement in the same square as a Medium or larger ally. Only two creatures total can share the same space when using this ability or a similar one.","category":"feat","pfs":"Standard","feat":["Shinstabber"],"rarity":"common","slug":"feat-2431"},{"skill_mod":{},"summary":"You squish, slink, and skitter from cover to cover with great speed and stealth.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2432","weakness":{},"name":"Skittering Sneak","trait":["Ratfolk"],"id":"feat-2432","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Skittering Sneak Source Ancestry Guide pg. 55 --- You squish, slink, and skitter from cover to cover with great speed and stealth. You can move up to your full Speed when you Sneak.","category":"feat","pfs":"Standard","feat":["Skittering Sneak"],"rarity":"common","slug":"feat-2432"},{"remaster_name":["Greater than the Sum"],"skill_mod":{},"summary":"You call upon the familial bonds you share with other ysoki to defend them in battle.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2433","weakness":{},"name":"Ratfolk Growth","trait":["Ratfolk"],"id":"feat-2433","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Ratfolk Growth Source Ancestry Guide pg. 55 --- You call upon the familial bonds you share with other ysoki to defend them in battle. You can cast enlarge as a 6th-level primal innate spell once per day. You can target only yourself and other ratfolk with this spell.","category":"feat","pfs":"Standard","feat":["Ratfolk Growth"],"rarity":"common","slug":"feat-2433"},{"skill_mod":{},"summary":"You conjure uncanny orbs of spiritual flame that float above or below the water's surface.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2434","weakness":{},"name":"Mariner's Fire","trait":["Tengu"],"id":"feat-2434","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mariner's Fire Source Ancestry Guide pg. 57 --- You conjure uncanny orbs of spiritual flame that float above or below the water's surface. You can cast the produce flame cantrip as a primal innate spell at will, heightened to a spell level equal to half your level rounded up. You can cast this cantrip underwater.","category":"feat","pfs":"Standard","feat":["Mariner's Fire"],"rarity":"common","slug":"feat-2434"},{"skill_mod":{},"summary":"You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2435","weakness":{},"name":"Uncanny Agility","trait":["Tengu"],"id":"feat-2435","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Uncanny Agility Source Ancestry Guide pg. 58 --- You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the Steady Balance skill feat. You can Step into difficult terrain caused by uneven ground, such as a rocky field or hilly incline.","category":"feat","pfs":"Standard","feat":["Uncanny Agility"],"rarity":"common","slug":"feat-2435"},{"skill_mod":{},"summary":"Your feathers are coated in a waxy substance that repels water.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Wavediver Tengu heritage","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2436","weakness":{},"name":"Waxed Feathers","trait":["Tengu"],"id":"feat-2436","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Waxed Feathers Source Ancestry Guide pg. 58 Prerequisites Wavediver Tengu heritage --- Your feathers are coated in a waxy substance that repels water. You gain a +1 circumstance bonus to saving throws against effects that have the water trait. So long as you're in a dry place, you can spend one action to shake off any water that clings to your clothing and feathers to instantly become dry.","category":"feat","pfs":"Standard","feat":["Waxed Feathers"],"rarity":"common","slug":"feat-2436"},{"skill_mod":{},"summary":"You can swing your beak to slash your foes when piercing attacks won't do.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Dogtooth Tengu heritage","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2437","weakness":{},"name":"Dogfang Bite","trait":["Tengu"],"id":"feat-2437","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Dogfang Bite Source Ancestry Guide pg. 58 Prerequisites Dogtooth Tengu heritage --- You can swing your beak to slash your foes when piercing attacks won't do. Your beak unarmed attack gains the versatile S weapon trait.","category":"feat","pfs":"Standard","feat":["Dogfang Bite"],"rarity":"common","slug":"feat-2437"},{"skill_mod":{},"summary":"You move quickly, snatching a shiny item that catches your eye.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2438","weakness":{},"name":"Magpie Snatch","trait":["Tengu"],"actions_number":4,"id":"feat-2438","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Magpie Snatch Two Actions Source Ancestry Guide pg. 58 --- You move quickly, snatching a shiny item that catches your eye. Stride twice, and you can Interact to grab an unattended object at any point during your movement.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Magpie Snatch"],"rarity":"common","slug":"feat-2438"},{"skill_mod":{},"summary":"You've learned to bind some of your feathers together into a fan to focus your ancestral magic.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2439","weakness":{},"name":"Tengu Feather Fan","trait":["Tengu"],"id":"feat-2439","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tengu Feather Fan Source Ancestry Guide pg. 58 PFS Note The fan you gain from this feat is a held item. --- You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan : a magic item of light Bulk with a level equal to your level and the evocation and primal traits. You (and only you) can use the tengu feather fan to cast tengu magic. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Further feats might grant you additional activations of your tengu feather fan , but you can never have more than three activations per day, no matter how many such feats you have. The DC for spells you cast with your tengu feather fan is your class DC or spell DC, whichever is higher. You can cast the 1st-level gust of wind spell by activating your tengu feather fan. Activate Interact; Frequency once per day; Effect You cast one of the spells contained in your tengu feather fan . Activating the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day Tengu Feather Fan leads to... Wind God's Fan","category":"feat","pfs":"Standard","feat":["Tengu Feather Fan"],"rarity":"common","slug":"feat-2439"},{"skill_mod":{},"summary":"Your fan can stir up even more powerful winds.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Tengu Feather Fan","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2440","weakness":{},"name":"Wind God's Fan","trait":["Tengu"],"id":"feat-2440","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Wind God's Fan Source Ancestry Guide pg. 58 Prerequisites Tengu Feather Fan --- Your fan can stir up even more powerful winds. You can Activate your tengu feather fan one additional time per day. Add the 3rd-level wall of wind spell to the spells contained within your fan. Wind God's Fan leads to... Thunder God's Fan","category":"feat","pfs":"Standard","feat":["Wind God's Fan"],"rarity":"common","slug":"feat-2440"},{"skill_mod":{},"summary":"You instinctively learn how to use a sword with just a few practice swings.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Eclectic Sword Training","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2441","weakness":{},"name":"Eclectic Sword Mastery","trait":["Concentrate","Tengu"],"actions_number":4,"id":"feat-2441","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Eclectic Sword Mastery Two Actions Source Ancestry Guide pg. 59 Prerequisites Eclectic Sword Training --- You instinctively learn how to use a sword with just a few practice swings. You change one of the swords designated in your Tengu Weapon Familiarity to a new one that you're wielding, provided the sword meets the specifications of Tengu Weapon Familiarity. You can Interact to draw a sword as part of this activity, designating the sword as part of drawing it; disrupting that Interact action prevents you from designating it as one of your swords. This designation lasts until your next daily preparations.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Eclectic Sword Mastery"],"rarity":"common","slug":"feat-2441"},{"remaster_name":["Harbinger's Claw"],"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Misfortune","Tengu"],"id":"feat-2442","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Harbinger's Caw Reaction Source Ancestry Guide pg. 59 Frequency once per day Trigger A creature within 60 feet is about to attempt an attack roll or skill check. --- You caw ominously, cursing the creature with misfortune. The target creature must roll the triggering check twice and take the lower result.","feat":["Harbinger's Caw"],"skill_mod":{},"summary":"You caw ominously, cursing the creature with misfortune.","primary_source":"Ancestry Guide","trait_group":["Sense","Mechanics","Monster","Ancestry","Weapon"],"level":13,"source_category":["Lost Omens"],"trigger":"A creature within 60 feet is about to attempt an attack roll or skill check.","resistance":{},"url":"/Feats.aspx?ID=2442","name":"Harbinger's Caw","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2442"},{"skill_mod":{},"summary":"You can Eat Fortune once per hour, rather than once per day.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Eat Fortune","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2443","weakness":{},"name":"Jinx Glutton","trait":["Tengu"],"id":"feat-2443","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Jinx Glutton Source Ancestry Guide pg. 59 Prerequisites Eat Fortune --- You can Eat Fortune once per hour, rather than once per day.","category":"feat","pfs":"Standard","feat":["Jinx Glutton"],"rarity":"common","slug":"feat-2443"},{"skill_mod":{},"summary":"A wave of your fan unleashes the fury of the storm.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Wind God's Fan","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2444","weakness":{},"name":"Thunder God's Fan","trait":["Tengu"],"id":"feat-2444","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Thunder God's Fan Source Ancestry Guide pg. 59 Prerequisites Wind God's Fan --- A wave of your fan unleashes the fury of the storm. You can Activate your tengu feather fan one additional time per day. Add the 5th-level lightning bolt spell to the spells contained within your fan.","category":"feat","pfs":"Standard","feat":["Thunder God's Fan"],"rarity":"common","slug":"feat-2444"},{"skill_mod":{},"summary":"You're one of Hei Feng's chosen people and have the authority of the Celestial Court on your side.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2445","weakness":{},"name":"Favor of Heaven","trait":["Tengu"],"id":"feat-2445","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Favor of Heaven Source Ancestry Guide pg. 59 --- You're one of Hei Feng's chosen people and have the authority of the Celestial Court on your side. Once per day, you can cast a 6th-level spirit blast as a divine innate spell. In addition, you gain resistance 5 to both good and evil damage.","category":"feat","pfs":"Standard","feat":["Favor of Heaven"],"rarity":"common","slug":"feat-2445"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Tengu"],"id":"feat-2446","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Hurricane Swing Reaction Source Ancestry Guide pg. 59 Frequency once per day Prerequisites Storm's Lash Trigger You critically hit a foe with a Strike with a slashing weapon. --- Choose either lightning bolt or gust of wind . You Cast the chosen Spell as a 6th-level primal innate spell in the direction of the target of the triggering action.","feat":["Hurricane Swing"],"skill_mod":{},"summary":"Choose either lightning bolt or gust of wind .","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"level":17,"prerequisite":"Storm's Lash","source_category":["Lost Omens"],"trigger":"You critically hit a foe with a Strike with a slashing weapon.","resistance":{},"url":"/Feats.aspx?ID=2446","name":"Hurricane Swing","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2446"},{"skill_mod":{},"summary":"Your wings grow stronger.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Soaring Flight","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2447","weakness":{},"name":"Soaring Form","trait":["Tengu"],"id":"feat-2447","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Soaring Form Source Ancestry Guide pg. 59 Prerequisites Soaring Flight --- Your wings grow stronger. You gain the effects of Soaring Flight at all times.","category":"feat","pfs":"Standard","feat":["Soaring Form"],"rarity":"common","slug":"feat-2447"},{"skill_mod":{},"summary":"You can transform yourself or the bodies of others to express your displeasure.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2448","weakness":{},"name":"Trickster Tengu","trait":["Tengu"],"id":"feat-2448","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Trickster Tengu Source Ancestry Guide pg. 59 --- You can transform yourself or the bodies of others to express your displeasure. Once per day, you can cast either aerial form or baleful polymorph as a 7th-level primal innate spell. You must take the form of a bird when using this aerial form.","category":"feat","pfs":"Standard","feat":["Trickster Tengu"],"rarity":"common","slug":"feat-2448"},{"skill_mod":{},"summary":"One of your ancestors was a rakshasa, the corrupt and aristocratic reincarnated souls that call Golarion home.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2449","weakness":{},"name":"Beastbrood","trait":["Lineage","Tiefling"],"id":"feat-2449","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Beastbrood Source Ancestry Guide pg. 61 --- One of your ancestors was a rakshasa, the corrupt and aristocratic reincarnated souls that call Golarion home. You have some dim echo of your ancestor's memories— enough to play the role of noble as needed, no matter your origins. You're trained in Society. If you're already trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Courtly Graces skill feat. Beastbrood leads to... Idol Threat, Jalmeri Rakshasa Magic, Rakshasa Magic, Reveal Hidden Self","category":"feat","pfs":"Standard","feat":["Beastbrood"],"rarity":"common","slug":"feat-2449"},{"skill_mod":{},"summary":"Long ago, qlippoth marked someone in your lineage, most likely through their ancient runestones that dot Golarion's surface.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2450","weakness":{},"name":"Riftmarked","trait":["Lineage","Tiefling"],"id":"feat-2450","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Riftmarked Source Ancestry Guide pg. 62 --- Long ago, qlippoth marked someone in your lineage, most likely through their ancient runestones that dot Golarion's surface. Yours is an old lineage, primordial and twisted, and you have a sense for similarly twisted things. You're trained in Occultism. If you're already trained in Occultism (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Oddity Identification skill feat. Riftmarked leads to... Qlippoth Magic","category":"feat","pfs":"Standard","feat":["Riftmarked"],"rarity":"common","slug":"feat-2450"},{"skill_mod":{},"summary":"Your lineage shows the signs of velstrac tampering, including some curious quirk bequeathed by those shadowy surgeons of flesh and souls.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2451","weakness":{},"name":"Shackleborn","trait":["Lineage","Tiefling"],"id":"feat-2451","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shackleborn Source Ancestry Guide pg. 62 --- Your lineage shows the signs of velstrac tampering, including some curious quirk bequeathed by those shadowy surgeons of flesh and souls. Your flesh heals cleanly and quickly—all the better for you to serve as a subject for their ghastly art. You gain the Fast Recovery feat, even if you don't meet the prerequisites. Shackleborn leads to... Velstrac Magic","category":"feat","pfs":"Standard","feat":["Shackleborn"],"rarity":"common","slug":"feat-2451"},{"skill_mod":{},"summary":"You've learned to draw your fiendish nature into a small ball of corruption and hide it in your soul.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry","School"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2452","weakness":{},"school":"transmutation","name":"Devil in Plain Sight","trait":["Concentrate","Divine","Polymorph","Tiefling","Transmutation"],"actions_number":4,"id":"feat-2452","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Devil in Plain Sight Two Actions Source Ancestry Guide pg. 62 --- You've learned to draw your fiendish nature into a small ball of corruption and hide it in your soul. Your obviously fiendish traits disappear, including any tails, horns, and cloven hooves, though hints remain (claws turn into jagged nails or eyes retain an odd hue, for instance). You're still recognizably yourself, but now appear as a typical, non-tiefling member of your base ancestry. Using Devil in Plain Sight counts as creating a disguise when using Deception to Impersonate, and your transformation automatically defeats Perception DCs to determine if you're a normal member of your base ancestry; only creatures actively rolling Perception to examine you might notice the disguise. While in your shapeshifted form, you can't use unarmed attacks, innate spells, or other abilities that require physical features you receive from a tiefling ancestry feat—for instance, you can't use the Skillful Tail feat. You can remain in your alternate form indefinitely, and can shift back to your tiefling form by using this action again. Devil in Plain Sight leads to... Finest Trick","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Devil in Plain Sight"],"rarity":"common","slug":"feat-2452"},{"skill_mod":{},"summary":"Traditionally, fiends are exceptionally good at persuading people to do things, even when their targets know it's a bad idea.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2453","weakness":{},"name":"Devilish Wiles","trait":["Tiefling"],"id":"feat-2453","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Devilish Wiles Source Ancestry Guide pg. 62 --- Traditionally, fiends are exceptionally good at persuading people to do things, even when their targets know it's a bad idea. You're also rather good at it, compelling the weak and weak-willed to your bidding. You can cast charm once per day as a 1st-level divine innate spell.","category":"feat","pfs":"Standard","feat":["Devilish Wiles"],"rarity":"common","slug":"feat-2453"},{"skill_mod":{},"summary":"You've deeply studied the secrets of your blood and can force reality to act against its own wishes.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Riftmarked","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2454","weakness":{},"name":"Qlippoth Magic","trait":["Tiefling"],"id":"feat-2454","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Qlippoth Magic Source Ancestry Guide pg. 62 Prerequisites Riftmarked --- You've deeply studied the secrets of your blood and can force reality to act against its own wishes. You can cast blur and silence once per day each as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Qlippoth Magic"],"rarity":"common","slug":"feat-2454"},{"skill_mod":{},"summary":"You remember the secrets of your rakshasa forebears and know how to apply those memories to get results.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Beastbrood","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2455","weakness":{},"name":"Rakshasa Magic","trait":["Tiefling"],"id":"feat-2455","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rakshasa Magic Source Ancestry Guide pg. 62 Prerequisites Beastbrood --- You remember the secrets of your rakshasa forebears and know how to apply those memories to get results. You can cast humanoid form and illusory creature once per day each as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Rakshasa Magic"],"rarity":"common","slug":"feat-2455"},{"skill_mod":{},"summary":"You know there's so much more to sensation than whips and chains—but whips and chains also have their place.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Shackleborn","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2456","weakness":{},"name":"Velstrac Magic","trait":["Tiefling"],"id":"feat-2456","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Velstrac Magic Source Ancestry Guide pg. 63 Prerequisites Shackleborn --- You know there's so much more to sensation than whips and chains—but whips and chains also have their place. You can cast telekinetic maneuver and web once per day each as 2nd-level divine innate spells; in both cases, the spells manifest shadowy chains rather than their usual visual signifiers.","category":"feat","pfs":"Standard","feat":["Velstrac Magic"],"rarity":"common","slug":"feat-2456"},{"skill_mod":{},"summary":"Many fiends—rakshasa rajas and demonic succubi most famously—can take on the forms of others.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Devil in Plain Sight","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2457","weakness":{},"name":"Finest Trick","trait":["Tiefling"],"id":"feat-2457","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Finest Trick Source Ancestry Guide pg. 63 Prerequisites Devil in Plain Sight --- Many fiends—rakshasa rajas and demonic succubi most famously—can take on the forms of others. With practice, you can do the same. When you use Devil in Plain Sight, you can alter your appearance to match a generic member of your base ancestry, rather than one that's obviously you without your tieflings features. In addition, you can imitate a specific person's appearance (of any ancestry of the same size and kind as your base ancestry, typically a humanoid for most ancestries) if you consume a bit of their blood, a lock of their hair, or appropriate equivalents as part of the action. You still must know what the creature looks like, and you must be aware that the consumed portion comes from their body.","category":"feat","pfs":"Standard","feat":["Finest Trick"],"rarity":"common","slug":"feat-2457"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"evocation","trait":["Concentrate","Divine","Evocation","Morph","Tiefling","Transmutation"],"id":"feat-2458","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Final Form Three Actions Source Ancestry Guide pg. 63 Frequency once per day --- You embrace your monstrous blood and make it your own, screaming out to the heavens and hells alike in rage, pain, and defiance. Reality buckles and twists under your sudden power—each tiefling has a unique transformation, but it might include sulfurous flames, choruses of shrieks, or twisting, serpentine lightning. Every creature within 10 feet of you is deafened and dazzled for 1 round unless they succeed at a Fortitude save using your class DC or spell DC, whichever is higher. Your final form has the effects of divine vessel for a deity that shares an alignment with your fiendish lineage. Your final form resembles a creature from your fiendish lineage, and you remain in that form for 1 minute. While in your final form, you can cast chilling darkness , fireball , and lightning bolt as 6th-level divine innate spells, once each per use of this feat. When you emerge from your final form, you become drained 3. In addition, if you have this feat, you gain weakness 10 to good even when not in your final form, and you take good damage even if you aren't evil. Special At the GM's discretion, the specific elements of this feat can be adjusted to better fit the tiefling's lineage—for example, a GM might decide that a particular beastbrood tiefling could cast a 6th-level phantasmal killer instead of fireball .","feat":["Final Form"],"skill_mod":{},"summary":"You embrace your monstrous blood and make it your own, screaming out to the heavens and hells alike in rage, pain, and defiance.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Tradition","School","Monster","Ancestry"],"level":17,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2458","name":"Final Form","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2458"},{"skill_mod":{},"summary":"You have a keen interest in the origins of your people.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2459","weakness":{},"name":"Android Lore","trait":["Android"],"id":"feat-2459","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Android Lore Source Ancestry Guide pg. 71 --- You have a keen interest in the origins of your people. You gain the trained proficiency rank in Crafting and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Android Lore.","category":"feat","pfs":"Standard","feat":["Android Lore"],"rarity":"common","slug":"feat-2459"},{"skill_mod":{},"summary":"Your nanites help purge your body of harmful chemicals and toxins.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2460","weakness":{},"name":"Cleansing Subroutine","trait":["Android"],"id":"feat-2460","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cleansing Subroutine Source Ancestry Guide pg. 71 --- Your nanites help purge your body of harmful chemicals and toxins. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison.","category":"feat","pfs":"Standard","feat":["Cleansing Subroutine"],"rarity":"common","slug":"feat-2460"},{"skill_mod":{},"summary":"Your malfunctioning emotional processors make it difficult for you to feel strong emotions.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2461","weakness":{},"name":"Emotionless","trait":["Android"],"id":"feat-2461","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Emotionless Source Ancestry Guide pg. 72 --- Your malfunctioning emotional processors make it difficult for you to feel strong emotions. You gain a +1 circumstance bonus to saving throws against emotion and fear effects. If you roll a success on a saving throw against an emotion or fear effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Emotionless"],"rarity":"common","slug":"feat-2461"},{"skill_mod":{},"summary":"You can hide a small object of up to light Bulk inside a hollow cavity on one of your forearms.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2462","weakness":{},"name":"Internal Compartment","trait":["Android"],"id":"feat-2462","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Internal Compartment Source Ancestry Guide pg. 72 --- You can hide a small object of up to light Bulk inside a hollow cavity on one of your forearms. It takes three Interact actions to store an object in this way. You gain a +4 circumstance bonus to the DCs of checks for others to Seek or Steal objects stored inside your arm. If you store a weapon in your arm, you can use a single action to Interact to draw the weapon into the hand corresponding to your internal cavity, then Strike with the weapon.","category":"feat","pfs":"Standard","feat":["Internal Compartment"],"rarity":"common","slug":"feat-2462"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Android","Concentrate"],"id":"feat-2463","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nanite Surge Reaction Source Ancestry Guide pg. 72 Frequency once per hour Trigger You attempt a skill check requiring three actions or fewer. --- You stimulate your nanites, forcing your body to temporarily increase its efficiency. You gain a +2 status bonus to the triggering skill check. In addition, your circuitry glows, lighting a 10-foot emanation with dim light for 1 round. Nanite Surge leads to... Consistent Surge, Offensive Subroutine, Protective Subroutine","feat":["Nanite Surge"],"skill_mod":{},"summary":"You stimulate your nanites, forcing your body to temporarily increase its efficiency.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Mechanics"],"level":1,"source_category":["Lost Omens"],"trigger":"You attempt a skill check requiring three actions or fewer.","resistance":{},"url":"/Feats.aspx?ID=2463","name":"Nanite Surge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2463"},{"skill_mod":{},"summary":"The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2464","weakness":{},"name":"Nightvision Adaptation","trait":["Android"],"id":"feat-2464","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nightvision Adaptation Source Ancestry Guide pg. 72 --- The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain darkvision.","category":"feat","pfs":"Standard","feat":["Nightvision Adaptation"],"rarity":"common","slug":"feat-2464"},{"skill_mod":{},"summary":"You're unnaturally in tune with your surroundings and react instinctively to danger.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2465","weakness":{},"name":"Proximity Alert","trait":["Android"],"id":"feat-2465","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Proximity Alert Source Ancestry Guide pg. 72 --- You're unnaturally in tune with your surroundings and react instinctively to danger. You gain a +2 circumstance bonus to Perception checks made as initiative rolls.","category":"feat","pfs":"Standard","feat":["Proximity Alert"],"rarity":"common","slug":"feat-2465"},{"skill_mod":{},"summary":"Your biological circuitry emits light like a torch, casting bright light in a 20-foot radius (and dim light for the next 20 feet).","primary_source":"Ancestry Guide","trait_group":["Ancestry","Mechanics"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2466","weakness":{},"name":"Radiant Circuitry","trait":["Android","Concentrate","Light"],"actions_number":2,"id":"feat-2466","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Radiant Circuitry Single Action Source Ancestry Guide pg. 72 --- Your biological circuitry emits light like a torch, casting bright light in a 20-foot radius (and dim light for the next 20 feet). The light shuts off when you take this action again or are knocked unconscious.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Radiant Circuitry"],"rarity":"common","slug":"feat-2466"},{"skill_mod":{},"summary":"Your ocular processors are augmented with advanced targeting systems, which allow you to more easily pinpoint your enemy and read their movements.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2467","weakness":{},"name":"Advanced Targeting System","trait":["Android"],"id":"feat-2467","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Advanced Targeting System Source Ancestry Guide pg. 72 --- Your ocular processors are augmented with advanced targeting systems, which allow you to more easily pinpoint your enemy and read their movements. You can cast true strike once per day as a 1st-level arcane innate spell.","category":"feat","pfs":"Standard","feat":["Advanced Targeting System"],"rarity":"common","slug":"feat-2467"},{"skill_mod":{},"summary":"Your nanites reject diseases with ease.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2468","weakness":{},"name":"Inoculation Subroutine","trait":["Android"],"id":"feat-2468","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Inoculation Subroutine Source Ancestry Guide pg. 72 --- Your nanites reject diseases with ease. Each time you succeed at a Fortitude save against an ongoing disease, you reduce its stage by 2, or by 1 against a virulent disease. Each critical success you achieve against an ongoing disease reduces its stage by 3, or by 2 against a virulent disease.","category":"feat","pfs":"Standard","feat":["Inoculation Subroutine"],"rarity":"common","slug":"feat-2468"},{"skill_mod":{},"summary":"Your nanites fly out of your body, swarming around you in a cloud.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Mechanics"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2469","frequency":"once per day","weakness":{},"name":"Nanite Shroud","trait":["Android","Concentrate"],"actions_number":4,"id":"feat-2469","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Nanite Shroud Two Actions Source Ancestry Guide pg. 73 Frequency once per day --- Your nanites fly out of your body, swarming around you in a cloud. You become concealed for a number of rounds equal to half your level. You can't use this concealment to Hide or Sneak, as normal for concealment that makes your position obvious. While Nanite Shroud is active, you can't use other abilities that require the use of your nanites.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Nanite Shroud"],"rarity":"common","slug":"feat-2469"},{"skill_mod":{},"summary":"Your nanites can augment your defenses.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Nanite Surge","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2470","weakness":{},"name":"Protective Subroutine","trait":["Android"],"id":"feat-2470","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Protective Subroutine Source Ancestry Guide pg. 73 Prerequisites Nanite Surge --- Your nanites can augment your defenses. You can choose to activate Nanite Surge when you attempt a saving throw, instead of when you attempt a skill check. If you do, you gain a +2 status bonus to the triggering saving throw.","category":"feat","pfs":"Standard","feat":["Protective Subroutine"],"rarity":"common","slug":"feat-2470"},{"skill_mod":{},"summary":"Your body can internally synthesize oxygen for limited periods of time.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2471","weakness":{},"name":"Internal Respirator","trait":["Android"],"id":"feat-2471","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Internal Respirator Source Ancestry Guide pg. 73 --- Your body can internally synthesize oxygen for limited periods of time. When you hold your breath, you can do so for an additional hour due to your internal air reservoirs. At the end of this hour, your air reservoirs are expended. Refilling your empty air reservoirs takes 10 minutes of exposure to breathable air.","category":"feat","pfs":"Standard","feat":["Internal Respirator"],"rarity":"common","slug":"feat-2471"},{"skill_mod":{},"summary":"Nanites augment your attacks.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Nanite Surge","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2472","weakness":{},"name":"Offensive Subroutine","trait":["Android"],"id":"feat-2472","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Offensive Subroutine Source Ancestry Guide pg. 73 Prerequisites Nanite Surge --- Nanites augment your attacks. You can choose to activate Nanite Surge when you attempt an attack roll, instead of when you attempt a skill check. If you do, you gain a +1 status bonus to the triggering attack roll.","category":"feat","pfs":"Standard","feat":["Offensive Subroutine"],"rarity":"common","slug":"feat-2472"},{"skill_mod":{},"summary":"You trigger your body's repair programming, causing your body's nanites to heal your wounds.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Mechanics"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2473","frequency":"once per day","weakness":{},"name":"Repair Module","trait":["Android","Concentrate"],"actions_number":2,"id":"feat-2473","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Repair Module Single Action Source Ancestry Guide pg. 73 Frequency once per day --- You trigger your body's repair programming, causing your body's nanites to heal your wounds. You gain fast healing equal to half your level for 1 minute. While Repair Module is active, you can't use other abilities that require the use of your nanites.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Repair Module"],"rarity":"common","slug":"feat-2473"},{"skill_mod":{},"summary":"Your nanites are incredibly effective, capable of improving your body's efficiency regularly.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Nanite Surge","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2474","weakness":{},"name":"Consistent Surge","trait":["Android"],"id":"feat-2474","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Consistent Surge Source Ancestry Guide pg. 73 Prerequisites Nanite Surge --- Your nanites are incredibly effective, capable of improving your body's efficiency regularly. You can use Nanite Surge with a frequency of once per 10 minutes, rather than once per hour.","category":"feat","pfs":"Standard","feat":["Consistent Surge"],"rarity":"common","slug":"feat-2474"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Android"],"id":"feat-2475","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Revivification Protocol Free Action Source Ancestry Guide pg. 73 Frequency once per day Trigger You have the dying condition and are about to attempt a recovery check. --- Your nanites are programmed to automatically revive you. You're restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal when losing the dying condition in this way.","feat":["Revivification Protocol"],"skill_mod":{},"summary":"Your nanites are programmed to automatically revive you.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"level":13,"source_category":["Lost Omens"],"trigger":"You have the dying condition and are about to attempt a recovery check.","resistance":{},"url":"/Feats.aspx?ID=2475","name":"Revivification Protocol","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2475"},{"skill_mod":{},"summary":"You possess a strong understanding of process among mortals and lawful outsiders alike.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2476","weakness":{},"name":"Axiomatic Lore","trait":["Aphorite"],"id":"feat-2476","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Axiomatic Lore Source Ancestry Guide pg. 76 --- You possess a strong understanding of process among mortals and lawful outsiders alike. The source of this knowledge might be intuition, study, or a childhood spent among other aphorites. You gain the trained proficiency rank in Diplomacy and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Axis Lore.","category":"feat","pfs":"Standard","feat":["Axiomatic Lore"],"rarity":"common","slug":"feat-2476"},{"remaster_name":["Aeonbound"],"skill_mod":{},"summary":"Axis's order suffuses your body and helps it maintain coherency.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2477","weakness":{},"name":"Internal Cohesion","trait":["Aphorite"],"id":"feat-2477","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Internal Cohesion Source Ancestry Guide pg. 76 --- Axis's order suffuses your body and helps it maintain coherency. You and your allies can Treat your Wounds without healer's tools. Once per day, when someone rolls a failure or a critical failure on a check to Treat your Wounds, you can focus on your internal cohesion to increase the degree of success by one step.","category":"feat","pfs":"Standard","feat":["Internal Cohesion"],"rarity":"common","slug":"feat-2477"},{"skill_mod":{},"summary":"Your affinity with process and order makes you a natural artisan.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2478","weakness":{},"name":"Intuitive Crafting","trait":["Aphorite"],"id":"feat-2478","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Intuitive Crafting Source Ancestry Guide pg. 76 --- Your affinity with process and order makes you a natural artisan. You gain the trained proficiency rank in Crafting (or another skill of your choice, if you're already trained in Crafting). You gain the Specialty Crafting skill feat in a specialty of your choice.","category":"feat","pfs":"Standard","feat":["Intuitive Crafting"],"rarity":"common","slug":"feat-2478"},{"remaster_name":["Nephilim Eyes"],"skill_mod":{},"summary":"You've solved a tiny stepping stone in your self-discovery, awakening new depths in your sight.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2479","weakness":{},"name":"Lemma of Vision","trait":["Aphorite"],"id":"feat-2479","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lemma of Vision Source Ancestry Guide pg. 76 --- You've solved a tiny stepping stone in your self-discovery, awakening new depths in your sight. You gain darkvision.","category":"feat","pfs":"Standard","feat":["Lemma of Vision"],"rarity":"common","slug":"feat-2479"},{"remaster_name":["Extraplanar Haze"],"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Aphorite"],"id":"feat-2480","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Crystalline Dust Two Actions Source Ancestry Guide pg. 76 Frequency once per day --- You've learned to disperse the crystalline motes coating your body as a haze. You become concealed, though you can't use this concealment to Hide or Sneak, as normal for concealment where your position is still obvious. The motes stay within an inch of your skin, move with you, and last for a number of rounds equal to half your level. Crystalline Dust leads to... Ancillary Motes, Crystalline Cloud","feat":["Crystalline Dust"],"skill_mod":{},"summary":"You've learned to disperse the crystalline motes coating your body as a haze.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2480","name":"Crystalline Dust","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2480"},{"remaster_name":["Resilient Physiology"],"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Aphorite"],"id":"feat-2481","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Intercorporate Single Action Source Ancestry Guide pg. 76 Frequency once per day Requirements You're afflicted by a disease or poison, or are taking persistent damage. --- Your ordered physiology rejects unwelcome elements. Choose one. Disease or Poison Attempt a saving throw against the affliction at its current stage. On a failure, the affliction's stage doesn't increase, but you suffer the effects of the stage you were already on. On a critical failure, the stage only increases by 1. Persistent Damage Attempt a DC 10 flat check to recover from the persistent damage.","feat":["Intercorporate"],"skill_mod":{},"summary":"Your ordered physiology rejects unwelcome elements.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"level":5,"source_category":["Lost Omens"],"requirement":"You're afflicted by a disease or poison , or are taking persistent damage .","resistance":{},"url":"/Feats.aspx?ID=2481","name":"Intercorporate","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2481"},{"skill_mod":{},"summary":"You can enhance your senses and mental state to consider every aspect of an attack.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2482","weakness":{},"name":"Offensive Analysis","trait":["Aphorite"],"id":"feat-2482","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Offensive Analysis Source Ancestry Guide pg. 76 --- You can enhance your senses and mental state to consider every aspect of an attack. You can cast true strike as a divine innate spell once per day.","category":"feat","pfs":"Standard","feat":["Offensive Analysis"],"rarity":"common","slug":"feat-2482"},{"skill_mod":{},"summary":"You can stoke your mind into a burst of analytical prowess.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2483","weakness":{},"name":"Analyze Information","trait":["Aphorite"],"id":"feat-2483","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Analyze Information Source Ancestry Guide pg. 77 --- You can stoke your mind into a burst of analytical prowess. You can cast 3rd-level hypercognition once per day as a divine innate spell.","category":"feat","pfs":"Standard","feat":["Analyze Information"],"rarity":"common","slug":"feat-2483"},{"skill_mod":{},"summary":"You can use Crystalline Dust one more time per day.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Crystalline Dust","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2484","weakness":{},"name":"Ancillary Motes","trait":["Aphorite"],"id":"feat-2484","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ancillary Motes Source Ancestry Guide pg. 77 Prerequisites Crystalline Dust --- You can use Crystalline Dust one more time per day. Special You can take this feat more than once, gaining one more use of Crystalline Dust per day each time.","category":"feat","pfs":"Standard","feat":["Ancillary Motes"],"rarity":"common","slug":"feat-2484"},{"remaster_name":["Extraplanar Cloud"],"skill_mod":{},"summary":"When you use Crystalline Dust, you can spend one additional action to disperse the motes as a 10-foot-radius cloud centered on you instead of as haze; the activity gains the concentrate trait.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Crystalline Dust","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2485","weakness":{},"name":"Crystalline Cloud","trait":["Aphorite"],"id":"feat-2485","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Crystalline Cloud Source Ancestry Guide pg. 77 Prerequisites Crystalline Dust --- When you use Crystalline Dust, you can spend one additional action to disperse the motes as a 10-foot-radius cloud centered on you instead of as haze; the activity gains the concentrate trait. All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it.","category":"feat","pfs":"Standard","feat":["Crystalline Cloud"],"rarity":"common","slug":"feat-2485"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Aphorite"],"id":"feat-2486","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Preemptive Reconfiguration Reaction Source Ancestry Guide pg. 77 Frequency once per day Trigger You would take bludgeoning, piercing, or slashing damage. --- Your body anticipates the blow. The impact area briefly reorganizes into a strengthened tissue lattice that blunts the attack. You gain resistance equal to your level to the triggering damage type, which applies against the triggering damage. If you have the Crystalline Dust feat, you can use Preemptive Reconfiguration without expending a usage of the reaction for the purpose of the feat's Frequency limit. Instead, the usage counts toward your number of Crystalline Dust uses per day, as if you had used that feat instead.","feat":["Preemptive Reconfiguration"],"skill_mod":{},"summary":"Your body anticipates the blow.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"level":9,"source_category":["Lost Omens"],"trigger":"You would take bludgeoning, piercing, or slashing damage.","resistance":{},"url":"/Feats.aspx?ID=2486","name":"Preemptive Reconfiguration","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2486"},{"remaster_name":["Impose Order"],"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Aphorite","Fortune"],"id":"feat-2487","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Impose Order (Aphorite) Reaction Source Ancestry Guide pg. 77 Frequency once per day Trigger You would critically fail a skill check or suffer an effect with the misfortune trait. --- You shift the underlying fabric of reality to impose a baseline of order. If the trigger was a skill check, you instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). If the trigger was an effect with the misfortune trait, the misfortune and fortune effects cancel each other out as normal, negating the triggering misfortune effect.","feat":["Impose Order (Aphorite)"],"skill_mod":{},"summary":"You shift the underlying fabric of reality to impose a baseline of order.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Mechanics"],"level":13,"source_category":["Lost Omens"],"trigger":"You would critically fail a skill check or suffer an effect with the misfortune trait.","resistance":{},"url":"/Feats.aspx?ID=2487","name":"Impose Order (Aphorite)","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2487"},{"skill_mod":{},"summary":"You tap into the Godmind's collective cognitive well, rapidly parsing near-infinite variables to read your surroundings.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2488","frequency":"once per day","weakness":{},"name":"Channel the Godmind","trait":["Aphorite"],"actions_number":4,"id":"feat-2488","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Channel the Godmind Two Actions Source Ancestry Guide pg. 77 Frequency once per day --- You tap into the Godmind's collective cognitive well, rapidly parsing near-infinite variables to read your surroundings. For 1 minute, you gain precise motion sense out to 60 feet, you can see invisible creatures and objects, and you gain the effects of a 9th-level true seeing .","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Channel the Godmind"],"rarity":"common","slug":"feat-2488"},{"skill_mod":{},"summary":"You gain one of the following senses available to your inherent animal: darkvision, low-light vision, or scent (imprecise) 30 feet.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2489","weakness":{},"name":"Animal Senses","trait":["Beastkin"],"id":"feat-2489","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Animal Senses Source Ancestry Guide pg. 80 --- You gain one of the following senses available to your inherent animal: darkvision, low-light vision, or scent (imprecise) 30 feet. You must have low-light vision before you can gain darkvision with this feat. If your inherent animal doesn't typically have a specific type of sense, you can't gain that sense with this feat. Special You can select this feat multiple times, choosing a different sense each time.","category":"feat","pfs":"Standard","feat":["Animal Senses"],"rarity":"common","slug":"feat-2489"},{"skill_mod":{},"summary":"Once per hour, you can use Change Shape to enter a critter shape.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2490","weakness":{},"name":"Critter Shape","trait":["Beastkin"],"id":"feat-2490","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Critter Shape Source Ancestry Guide pg. 80 --- Once per hour, you can use Change Shape to enter a critter shape. While in critter shape, you gain the effect of a 1st-level pest form , except you can only transform into an animal matching your inherent animal. You can remain in critter shape for up to 10 minutes, after which you transform back into your hybrid shape and can't enter your critter shape again for 1 hour. You can instead use Change Shape to return to your humanoid or hybrid shape at any time during the duration of Critter Shape. If your inherent animal is normally larger than Tiny, you transform into a smaller, younger version of the animal, such as a Tiny bear cub. If your inherent animal has a fly Speed, you can turn into that animal (unlike normal for 1st-level pest form ), but you still don't gain a fly Speed.","category":"feat","pfs":"Standard","feat":["Critter Shape"],"rarity":"common","slug":"feat-2490"},{"skill_mod":{},"summary":"Your instincts kick in and you take on an aggressive stance.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"trigger":"You roll initiative.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2491","weakness":{},"name":"Quick Shape","trait":["Beastkin"],"actions_number":0,"id":"feat-2491","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Shape Free Action Source Ancestry Guide pg. 80 Trigger You roll initiative. --- Your instincts kick in and you take on an aggressive stance. You use Change Shape to enter your hybrid form or a new form granted by a beastkin feat.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Quick Shape"],"rarity":"common","slug":"feat-2491"},{"skill_mod":{},"summary":"Your animalistic connections help you resist natural afflictions.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2492","weakness":{},"name":"Animalistic Resistance","trait":["Beastkin"],"id":"feat-2492","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Animalistic Resistance Source Ancestry Guide pg. 80 --- Your animalistic connections help you resist natural afflictions. You gain a +2 circumstance bonus to saves to resist diseases and poisons.","category":"feat","pfs":"Standard","feat":["Animalistic Resistance"],"rarity":"common","slug":"feat-2492"},{"skill_mod":{},"summary":"Your senses advance to match those of your animal aspect.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2493","weakness":{},"name":"Greater Animal Senses","trait":["Beastkin"],"id":"feat-2493","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Greater Animal Senses Source Ancestry Guide pg. 80 --- Your senses advance to match those of your animal aspect. You gain one of the following senses available to your inherent animal: echolocation (imprecise) 30 feet or tremorsense (imprecise) 30 feet. If your inherent animal doesn't typically have a specific type of sense, you can't gain the sense with this feat. Special You can select this feat multiple times, either choosing a different sense or improving an imprecise sense granted by this feat to a precise sense.","category":"feat","pfs":"Standard","feat":["Greater Animal Senses"],"rarity":"common","slug":"feat-2493"},{"skill_mod":{},"summary":"Your shapeshifting grants you a magical connection to the animal world.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2494","weakness":{},"name":"Animal Magic","trait":["Beastkin"],"id":"feat-2494","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Animal Magic Source Ancestry Guide pg. 80 --- Your shapeshifting grants you a magical connection to the animal world. You can cast animal messenger , calm emotions (animals only), and speak with animals as 2nd-level primal innate spells once per day each. These spells use your class DC or spell DC, whichever is higher.","category":"feat","pfs":"Standard","feat":["Animal Magic"],"rarity":"common","slug":"feat-2494"},{"skill_mod":{},"summary":"You have mastered how to hunt with your pack.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2495","weakness":{},"name":"Pack Tactics","trait":["Beastkin"],"id":"feat-2495","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Pack Tactics Source Ancestry Guide pg. 81 --- You have mastered how to hunt with your pack. If an enemy is within reach of you and at least two of your allies, that enemy is flat-footed against you.","category":"feat","pfs":"Standard","feat":["Pack Tactics"],"rarity":"common","slug":"feat-2495"},{"skill_mod":{},"summary":"Your hybrid shape is a hulking beast.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2496","weakness":{},"name":"Dire Form","trait":["Beastkin"],"id":"feat-2496","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Dire Form Source Ancestry Guide pg. 81 --- Your hybrid shape is a hulking beast. While in your hybrid shape, you gain the effects of enlarge .","category":"feat","pfs":"Standard","feat":["Dire Form"],"rarity":"common","slug":"feat-2496"},{"skill_mod":{},"summary":"You can share your power with others, but they can't escape the werecreature's curse as easily as you can.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2497","weakness":{},"name":"Gift of the Moon","trait":["Beastkin"],"id":"feat-2497","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Gift of the Moon Source Ancestry Guide pg. 81 --- You can share your power with others, but they can't escape the werecreature's curse as easily as you can. You can cast a 5th-level moon frenzy as a primal innate spell once per day. At 15th level, you cast a 6th-level moon frenzy instead. At 17th level, your 6th-level moon frenzy grants its standard effects, except the temporary Hit Points increase to 15 and the silver weakness increases to 15. At 20th level, you cast a 10th-level moon frenzy instead. The spell uses your class DC or spell DC, whichever is higher.","category":"feat","pfs":"Standard","feat":["Gift of the Moon"],"rarity":"common","slug":"feat-2497"},{"skill_mod":{},"summary":"You have full control over your shape and can transform into your inherent animal.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2498","weakness":{},"name":"Animal Shape","trait":["Beastkin"],"id":"feat-2498","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Animal Shape Source Ancestry Guide pg. 81 --- You have full control over your shape and can transform into your inherent animal. You can use Change Shape to enter an animal shape. When you gain this feat, choose either aerial form , animal form , dinosaur form , or insect form ; after you choose a form, you can't change the form. While in animal shape, you gain the effects of a 5th-level casting of your chosen form spell, except you always transform into an animal matching your inherent animal and can use your humanoid form's AC if it's higher than what the animal form grants. If your inherent animal isn't among the animals listed in the form, you default to the statistics and abilities of the bird battle form, cat battle form, deinonychus battle form, or ant battle form for aerial form , animal form , dinosaur form , and insect form , respectively (at the GM's discretion, you instead default to a different form that is closest to your inherent animal). You can remain in animal shape indefinitely and can use Change Shape to return to your humanoid or hybrid shape at any time. If you have the Critter Shape feat, you can choose to gain the effects of a 4th-level pest form , can remain in critter shape indefinitely, and can return to your critter shape at any time after leaving the shape, just as you can with Animal Shape.","category":"feat","pfs":"Standard","feat":["Animal Shape"],"rarity":"common","slug":"feat-2498"},{"skill_mod":{},"summary":"You move like an animal.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2499","weakness":{},"name":"Animal Swiftness","trait":["Beastkin"],"id":"feat-2499","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Animal Swiftness Source Ancestry Guide pg. 81 --- You move like an animal. Your Speed increases by 5 feet. In addition, you gain one of the following Speeds available to your inherent animal: climb, fly, or swim. You gain this Speed only while in your hybrid shape. The new movement is as fast as your standard Speed; for example, if you have a 30-foot Speed, you can gain a 30-foot climb Speed. If your inherent animal doesn't typically have a specific type of Speed, you can't gain it with this feat. If your inherent animal doesn't typically have a climb, fly, or swim Speed, your Speed increases by 10 feet instead.","category":"feat","pfs":"Standard","feat":["Animal Swiftness"],"rarity":"common","slug":"feat-2499"},{"skill_mod":{},"summary":"You've learned obscure lessons about your fellow fetchlings.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2500","weakness":{},"name":"Fetchling Lore","trait":["Fetchling"],"id":"feat-2500","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fetchling Lore Source Ancestry Guide pg. 85 --- You've learned obscure lessons about your fellow fetchlings. You're trained in Occultism and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Shadow Plane Lore.","category":"feat","pfs":"Standard","feat":["Fetchling Lore"],"rarity":"common","slug":"feat-2500"},{"skill_mod":{},"summary":"You're accustomed to seeing through shifting darkness and bewildering magic.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2501","weakness":{},"name":"Hard to Fool","trait":["Fetchling"],"id":"feat-2501","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hard to Fool Source Ancestry Guide pg. 86 --- You're accustomed to seeing through shifting darkness and bewildering magic. You gain a +1 circumstance bonus on Perception checks against illusions as well as to Will saves against illusions and shadow effects.","category":"feat","pfs":"Standard","feat":["Hard to Fool"],"rarity":"common","slug":"feat-2501"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","trait":["Fetchling","Illusion","Occult","Shadow"],"id":"feat-2502","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shadow Blending Reaction Source Ancestry Guide pg. 86 Trigger A creature attempts a flat check to target you while you're concealed or hidden due to dim light or darkness. --- You draw shadows close to create a shroud. Increase the DC of the flat check by 2.","feat":["Shadow Blending"],"skill_mod":{},"summary":"You draw shadows close to create a shroud.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","School","Tradition","Planar"],"level":1,"source_category":["Lost Omens"],"trigger":"A creature attempts a flat check to target you while you're concealed or hidden due to dim light or darkness.","resistance":{},"url":"/Feats.aspx?ID=2502","name":"Shadow Blending","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2502"},{"skill_mod":{},"summary":"Choose one cantrip from the occult spell list.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2503","weakness":{},"name":"Shrouded Magic","trait":["Fetchling"],"id":"feat-2503","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shrouded Magic Source Ancestry Guide pg. 86 --- Choose one cantrip from the occult spell list. You can cast this cantrip as an occult innate spell at will, heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Shrouded Magic"],"rarity":"common","slug":"feat-2503"},{"skill_mod":{},"summary":"You're used to dealing with dangerous situations and sinister creatures.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2504","weakness":{},"name":"Shrouded Mien","trait":["Fetchling"],"id":"feat-2504","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shrouded Mien Source Ancestry Guide pg. 86 --- You're used to dealing with dangerous situations and sinister creatures. You become trained in Deception (or another skill of your choice, if you're already trained in Deception), and you gain the Lengthy Diversion skill feat as a bonus feat.","category":"feat","pfs":"Standard","feat":["Shrouded Mien"],"rarity":"common","slug":"feat-2504"},{"skill_mod":{},"summary":"You can move through gloom with the speed of darkness.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2505","weakness":{},"name":"Slink","trait":["Fetchling"],"id":"feat-2505","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Slink Source Ancestry Guide pg. 86 --- You can move through gloom with the speed of darkness. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you end a Sneak action in dim light or darkness, as long as you have cover or greater cover or are concealed at the end of your turn.","category":"feat","pfs":"Standard","feat":["Slink"],"rarity":"common","slug":"feat-2505"},{"skill_mod":{},"summary":"You can perform simple Interact actions with your shadow, such as opening an unlocked door.","primary_source":"Ancestry Guide","trait_group":["School","Monster","Ancestry","Tradition","Planar"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2506","weakness":{},"school":"evocation","name":"Clever Shadow","trait":["Evocation","Fetchling","Occult","Shadow"],"id":"feat-2506","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Clever Shadow Source Ancestry Guide pg. 86 --- You can perform simple Interact actions with your shadow, such as opening an unlocked door. Anything your shadow Interacts with must be within your reach. Your shadow can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. Clever Shadow leads to... Hefting Shadow","category":"feat","pfs":"Standard","feat":["Clever Shadow"],"rarity":"common","slug":"feat-2506"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once every 10 minutes","weakness":{},"school":"evocation","trait":["Darkness","Evocation","Fetchling","Occult"],"id":"feat-2507","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Extinguish Light Two Actions Source Ancestry Guide pg. 86 Frequency once every 10 minutes --- You wrap shadow around a single unattended light source within 120 feet that's no larger than a torch. Any non-magical light source you target is automatically extinguished. For magical light sources, attempt a counteract check using your Fortitude or Thievery modifier against the target's DC. Your counteract level is equal to half your level rounded up. Successfully counteracting the light source suppresses its ability to produce light for 1 minute, but not any other effects. If you're in dim light or darkness when you Extinguish Light, its range is 240 feet.","feat":["Extinguish Light"],"skill_mod":{},"summary":"You wrap shadow around a single unattended light source within 120 feet that's no larger than a torch.","primary_source":"Ancestry Guide","trait_group":["Mechanics","School","Monster","Ancestry","Tradition"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2507","name":"Extinguish Light","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2507"},{"skill_mod":{},"summary":"Your body is almost as flexible as your shadow.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2508","weakness":{},"name":"Lightless Litheness","trait":["Fetchling"],"id":"feat-2508","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Lightless Litheness Source Ancestry Guide pg. 86 --- Your body is almost as flexible as your shadow. When you critically fail at Squeezing, you get a failure instead. Additionally, when you roll a success at an Escape check, you get a critical success instead; if you roll a critical success, you can Step instead of Striding up to 5 feet.","category":"feat","pfs":"Standard","feat":["Lightless Litheness"],"rarity":"common","slug":"feat-2508"},{"skill_mod":{},"summary":"You wrap yourself in shadow to change your appearance.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2509","weakness":{},"name":"Shadowy Disguise","trait":["Fetchling"],"id":"feat-2509","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Shadowy Disguise Source Ancestry Guide pg. 87 --- You wrap yourself in shadow to change your appearance. You can cast illusory disguise as a 1st-level occult innate spell once per day. This spell gains the shadow trait.","category":"feat","pfs":"Standard","feat":["Shadowy Disguise"],"rarity":"common","slug":"feat-2509"},{"skill_mod":{},"summary":"Your shadow can contain objects.","primary_source":"Ancestry Guide","trait_group":["School","Monster","Ancestry","Tradition","Planar"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Clever Shadow","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2510","weakness":{},"school":"conjuration","name":"Hefting Shadow","trait":["Conjuration","Fetchling","Occult","Shadow"],"id":"feat-2510","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Hefting Shadow Source Ancestry Guide pg. 87 PFS Note Creatures other than the PC with the feat can store or retrieve items from the shadow; doing so is equally difficult to storing or retrieving items in a worn backpack (generally requiring Steal or a similar ability if the PC does not consent to have the item taken). Prerequisites Clever Shadow --- Your shadow can contain objects. You can Interact with your shadow to store or retrieve objects, just like you would a mundane container (meaning you spend two Interact actions total to store and then retrieve the object, for example). Your shadow can contain 2 Bulk of objects, which don't count toward the Bulk you're carrying. The items remain solid but take on a shadowy patina while stored this way. Though the items are in your shadow and can be detected normally, you gain a +2 circumstance bonus to Stealth checks to Conceal the Objects unless someone knows to check your shadow for items.","category":"feat","pfs":"Standard","feat":["Hefting Shadow"],"rarity":"common","slug":"feat-2510"},{"skill_mod":{},"summary":"You coax nearby shadows into the shape of a simple weapon or a simple tool or item, using a tiny piece of your shadow to make it solid; in doing so, you lose 1 Hit Point.","primary_source":"Ancestry Guide","trait_group":["School","Monster","Ancestry","Tradition","Planar"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2511","weakness":{},"school":"conjuration","name":"Sculpt Shadows","trait":["Conjuration","Fetchling","Occult","Shadow"],"actions_number":6,"id":"feat-2511","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Sculpt Shadows Three Actions Source Ancestry Guide pg. 87 --- You coax nearby shadows into the shape of a simple weapon or a simple tool or item, using a tiny piece of your shadow to make it solid; in doing so, you lose 1 Hit Point. You can create only level-0 common, non-consumable weapons, or adventuring gear with no intricate parts, written text, or other complicated components. The item lasts until used for a single activity, until you Sculpt Shadows again, or for 1 minute, whichever comes first. Once the duration expires, the object dissipates, and you regain the lost Hit Point unless the item was Broken or Destroyed. As the object holds a tiny sliver of your shadow, you can't recover the lost Hit Point until after the object dissipates.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Sculpt Shadows"],"rarity":"common","slug":"feat-2511"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"transmutation","trait":["Fetchling","Occult","Transmutation"],"id":"feat-2512","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Shadow Sight Single Action Source Ancestry Guide pg. 87 Frequency once per hour --- You draw on your connection with the Shadow Plane to see through all but the deepest darkness. You gain greater darkvision for 1 minute.","feat":["Shadow Sight"],"skill_mod":{},"summary":"You draw on your connection with the Shadow Plane to see through all but the deepest darkness.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Tradition","School"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2512","name":"Shadow Sight","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2512"},{"skill_mod":{},"summary":"Your shadow assaults your foes.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2513","weakness":{},"name":"Shadow's Assault","trait":["Fetchling"],"id":"feat-2513","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Shadow's Assault Source Ancestry Guide pg. 87 --- Your shadow assaults your foes. You can cast shadow blast as a 5th-level occult innate spell once per day. At 17th level, your shadow blast is heightened to 6th level.","category":"feat","pfs":"Standard","feat":["Shadow's Assault"],"rarity":"common","slug":"feat-2513"},{"skill_mod":{},"summary":"You can travel the border between the Material and Shadow Planes and even bring others along.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2514","weakness":{},"name":"Skirt the Light","trait":["Fetchling","Uncommon"],"id":"feat-2514","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Skirt the Light Source Ancestry Guide pg. 87 --- You can travel the border between the Material and Shadow Planes and even bring others along. You can cast shadow walk as an occult innate spell once per day.","category":"feat","pfs":"Standard","feat":["Skirt the Light"],"rarity":"uncommon","slug":"feat-2514"},{"skill_mod":{},"summary":"You tear the veil between the Material Plane and its shadow.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2515","weakness":{},"name":"Pierce the Light","trait":["Fetchling","Uncommon"],"id":"feat-2515","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Pierce the Light Source Ancestry Guide pg. 87 --- You tear the veil between the Material Plane and its shadow. You can cast plane shift twice per week as an occult innate spell that can only target yourself; you can travel only to the Material or Shadow Planes, and your body serves as the focus component.","category":"feat","pfs":"Standard","feat":["Pierce the Light"],"rarity":"uncommon","slug":"feat-2515"},{"skill_mod":{},"summary":"Your mind resonates with the inscrutable thought processes that inhuman aberrations use to communicate.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2516","weakness":{},"name":"Aberration Kinship","trait":["Fleshwarp"],"id":"feat-2516","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Aberration Kinship Source Ancestry Guide pg. 92 --- Your mind resonates with the inscrutable thought processes that inhuman aberrations use to communicate. You can cast mindlink as an innate occult spell once per day, but you can target only aberrations.","category":"feat","pfs":"Standard","feat":["Aberration Kinship"],"rarity":"common","slug":"feat-2516"},{"skill_mod":{},"summary":"Your vision is suited for night or the underground.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2517","weakness":{},"name":"Deepvision","trait":["Fleshwarp"],"id":"feat-2517","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deepvision Source Ancestry Guide pg. 92 --- Your vision is suited for night or the underground. You gain darkvision.","category":"feat","pfs":"Standard","feat":["Deepvision"],"rarity":"common","slug":"feat-2517"},{"skill_mod":{},"summary":"You've learned to use part of your form as a weapon.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2518","weakness":{},"name":"Living Weapon","trait":["Fleshwarp"],"id":"feat-2518","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Living Weapon Source Ancestry Guide pg. 92 --- You've learned to use part of your form as a weapon. When you select this feat, you gain a claws unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits; a horn, jaws, or tusk unarmed attack that deals 1d6 piercing damage and has the versatile S trait; or a tail unarmed attack that deals 1d6 bludgeoning damage and has the backswing trait. Each of these unarmed attacks is in the brawling weapon group. Your features are mutable; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain. Special You can take this feat multiple times. Each time you do, select a new attack from the options above. Living Weapon leads to... Mutate Weapon","category":"feat","pfs":"Standard","feat":["Living Weapon"],"rarity":"common","slug":"feat-2518"},{"skill_mod":{},"summary":"Your appearance is enough to frighten without words.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2519","weakness":{},"name":"Startling Appearance (Fleshwarp)","trait":["Fleshwarp"],"id":"feat-2519","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Startling Appearance (Fleshwarp) Source Ancestry Guide pg. 92 --- You are trained in Intimidation (or another skill of your choice, if you were already trained in Intimidation) and gain the Intimidating Glare skill feat as a bonus feat.","category":"feat","pfs":"Standard","feat":["Startling Appearance (Fleshwarp)"],"rarity":"common","slug":"feat-2519"},{"skill_mod":{},"summary":"The ridges and flaps of your skin steer you through the water.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2520","weakness":{},"name":"Finned Ridges","trait":["Fleshwarp"],"id":"feat-2520","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Finned Ridges Source Ancestry Guide pg. 92 --- The ridges and flaps of your skin steer you through the water. You gain a swim Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Finned Ridges"],"rarity":"common","slug":"feat-2520"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fleshwarp"],"id":"feat-2521","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Gaping Flesh Reaction Source Ancestry Guide pg. 92 Frequency once per day Trigger A creature you are aware of damages you with a melee Strike. --- Your wound yawns open, appalling your attacker. The attacker must succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or become sickened 1 (sickened 2 on a critical failure). It can't recover from the sickened condition while it's adjacent to you.","feat":["Gaping Flesh"],"skill_mod":{},"summary":"Your wound yawns open, appalling your attacker.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"level":5,"source_category":["Lost Omens"],"trigger":"A creature you are aware of damages you with a melee Strike.","resistance":{},"url":"/Feats.aspx?ID=2521","name":"Gaping Flesh","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2521"},{"skill_mod":{},"summary":"deal more damage with your Living Weapon.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Living Weapon","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2522","weakness":{},"name":"Mutate Weapon","trait":["Fleshwarp"],"actions_number":2,"id":"feat-2522","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Mutate Weapon Single Action Source Ancestry Guide pg. 92 Prerequisites Living Weapon --- Select one unarmed attack you gained with Living Weapon. The damage die for that attack increases by one step until the end of your turn. In addition, choose to either have the attack gain a reach of 10 feet until the end of your turn or for you to gain a +1 status bonus to attack rolls with the chosen unarmed attack until the end of your turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mutate Weapon"],"rarity":"common","slug":"feat-2522"},{"skill_mod":{},"summary":"Your stomach is particularly durable.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2523","weakness":{},"name":"Powerful Guts","trait":["Fleshwarp"],"id":"feat-2523","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Powerful Guts Source Ancestry Guide pg. 92 --- Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your sickened value, you reduce it by 2 (or by 3 on a critical success).","category":"feat","pfs":"Standard","feat":["Powerful Guts"],"rarity":"common","slug":"feat-2523"},{"skill_mod":{},"summary":"You have a keen sense of movement around you.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2524","weakness":{},"name":"Uncanny Awareness","trait":["Fleshwarp"],"id":"feat-2524","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Uncanny Awareness Source Ancestry Guide pg. 93 --- You have a keen sense of movement around you. You gain motion sense as an imprecise sense out to 30 feet. Motion sense allows you to detect nearby motion through vibration and air movement.","category":"feat","pfs":"Standard","feat":["Uncanny Awareness"],"rarity":"common","slug":"feat-2524"},{"skill_mod":{},"summary":"You can snare the attentions of onlookers with your unique appearance.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2525","weakness":{},"name":"Captivating Curiosity","trait":["Fleshwarp"],"id":"feat-2525","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Captivating Curiosity Source Ancestry Guide pg. 93 --- You can snare the attentions of onlookers with your unique appearance. You can cast enthrall as a 3rd-level occult innate spell once per day.","category":"feat","pfs":"Standard","feat":["Captivating Curiosity"],"rarity":"common","slug":"feat-2525"},{"skill_mod":{},"summary":"An acidic ooze coats your limbs.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2526","weakness":{},"name":"Coating of Slime","trait":["Fleshwarp"],"id":"feat-2526","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Coating of Slime Source Ancestry Guide pg. 93 --- An acidic ooze coats your limbs. Your unarmed attacks deal an additional 1d4 persistent acid damage on a critical hit.","category":"feat","pfs":"Standard","feat":["Coating of Slime"],"rarity":"common","slug":"feat-2526"},{"skill_mod":{},"summary":"Your limbs and even your torso can collapse in on themselves, allowing you to fit through tight spaces as though you were a Small creature.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Medium size","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2527","weakness":{},"name":"Eerie Compression","trait":["Fleshwarp"],"id":"feat-2527","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Eerie Compression Source Ancestry Guide pg. 93 Prerequisites Medium size --- Your limbs and even your torso can collapse in on themselves, allowing you to fit through tight spaces as though you were a Small creature. You can move at full Speed while Squeezing.","category":"feat","pfs":"Standard","feat":["Eerie Compression"],"rarity":"common","slug":"feat-2527"},{"skill_mod":{},"summary":"Nodules, hooks, or claws on your limbs allow you to cling to surfaces with ease.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2528","weakness":{},"name":"Gripping Limbs","trait":["Fleshwarp"],"id":"feat-2528","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Gripping Limbs Source Ancestry Guide pg. 93 --- Nodules, hooks, or claws on your limbs allow you to cling to surfaces with ease. You gain a climb Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Gripping Limbs"],"rarity":"common","slug":"feat-2528"},{"skill_mod":{},"summary":"You have some feature that allows you to quickly evade effects that restrain you.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Mechanics"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"requirement":"You are grabbed , immobilized , or restrained .","source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2529","weakness":{},"name":"Slip the Grasp","trait":["Fleshwarp","Flourish"],"actions_number":2,"id":"feat-2529","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Slip the Grasp Single Action Source Ancestry Guide pg. 93 Requirements You are grabbed, immobilized, or restrained. --- You have some feature that allows you to quickly evade effects that restrain you. Attempt a check to Escape. If you succeed, you can Stride, Step, or make a Strike with a melee unarmed attack targeting the creature you Escaped from. If you fail, you instead attempt to Escape a second time. You increase your multiple attack penalty as appropriate for the actions you took, but only after completing both actions.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Slip the Grasp"],"rarity":"common","slug":"feat-2529"},{"skill_mod":{},"summary":"You open vestigial eyes, unfurl tympanic flaps of skin, or otherwise enhance your senses.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2530","weakness":{},"name":"Augment Senses","trait":["Fleshwarp"],"actions_number":2,"id":"feat-2530","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Augment Senses Single Action Source Ancestry Guide pg. 93 --- You open vestigial eyes, unfurl tympanic flaps of skin, or otherwise enhance your senses. Until the start of your next turn, you gain the following benefits: you can't be flanked; when you Seek for creatures, you can scan a 60-foot cone or a 30-foot burst instead of the normal area; and when you Seek for hidden objects, you can search a 15-foot square instead of the normal area.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Augment Senses"],"rarity":"common","slug":"feat-2530"},{"skill_mod":{},"summary":"You can open your mouth to an immense size and spew forth an impossibly large field of tentacles.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2531","weakness":{},"name":"Spew Tentacles","trait":["Fleshwarp"],"id":"feat-2531","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Spew Tentacles Source Ancestry Guide pg. 93 --- You can open your mouth to an immense size and spew forth an impossibly large field of tentacles. You can cast black tentacles once per day as an innate occult spell, though when you do so, you spew them from your mouth out to the appropriate range, where they take root and begin Grappling creatures as usual. The tentacles recognize you as a part of them and don't attempt to Grapple you, even if you are in the area.","category":"feat","pfs":"Standard","feat":["Spew Tentacles"],"rarity":"common","slug":"feat-2531"},{"skill_mod":{},"summary":"You have a powerful creative drive, useful for prevarication and performance.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2532","weakness":{},"name":"Creative Prodigy","trait":["Ganzi"],"id":"feat-2532","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Creative Prodigy Source Ancestry Guide pg. 96 --- You have a powerful creative drive, useful for prevarication and performance. You gain the trained proficiency rank in Deception and Performance. If you are already trained in either of these skills, you become trained in a skill of your choice in its place. You also become trained in Art Lore.","category":"feat","pfs":"Standard","feat":["Creative Prodigy"],"rarity":"common","slug":"feat-2532"},{"remaster_name":["Nephilim Eyes"],"skill_mod":{},"summary":"You have unusual sensory abilities passed down from your chaotic forebears.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2533","weakness":{},"name":"Ganzi Gaze","trait":["Ganzi"],"id":"feat-2533","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ganzi Gaze Source Ancestry Guide pg. 96 --- You have unusual sensory abilities passed down from your chaotic forebears. You gain low-light vision. If you already have low-light vision, you gain darkvision instead. Special You can select this feat a second time to gain darkvision in addition to low-light vision.","category":"feat","pfs":"Standard","feat":["Ganzi Gaze"],"rarity":"common","slug":"feat-2533"},{"skill_mod":{},"summary":"Your contrary nature means you bounce back with prejudice.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2534","weakness":{},"name":"Irrepressible (Ganzi)","trait":["Ganzi"],"id":"feat-2534","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Irrepressible (Ganzi) Source Ancestry Guide pg. 96 --- Your contrary nature means you bounce back with prejudice. When you roll a success on a save against an emotion or fear effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Irrepressible (Ganzi)"],"rarity":"common","slug":"feat-2534"},{"remaster_name":["Bestial Manifestation"],"skill_mod":{},"summary":"You have a tail that serves as a potent weapon.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2535","weakness":{},"name":"Smashing Tail","trait":["Ganzi"],"id":"feat-2535","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Smashing Tail Source Ancestry Guide pg. 96 --- You have a tail that serves as a potent weapon. You gain a tail unarmed attack that deals 1d6 bludgeoning damage, has the sweep trait, and is in the brawling weapon group.","category":"feat","pfs":"Standard","feat":["Smashing Tail"],"rarity":"common","slug":"feat-2535"},{"skill_mod":{},"summary":"You possess small, weak wings that aid in balance.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2536","weakness":{},"name":"Vestigial Wings","trait":["Ganzi"],"id":"feat-2536","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vestigial Wings Source Ancestry Guide pg. 96 --- You possess small, weak wings that aid in balance. You gain the Steady Balance and Cat Fall skill feats as bonus feats, even if you aren't trained in Acrobatics.","category":"feat","pfs":"Standard","feat":["Vestigial Wings"],"rarity":"common","slug":"feat-2536"},{"skill_mod":{},"summary":"Your body is supremely flexible.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2537","weakness":{},"name":"Amorphous Aspect","trait":["Ganzi"],"id":"feat-2537","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Amorphous Aspect Source Ancestry Guide pg. 96 --- Your body is supremely flexible. You gain a +1 circumstance bonus on checks to Escape or Squeeze, and when you critically fail when Squeezing, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Amorphous Aspect"],"rarity":"common","slug":"feat-2537"},{"remaster_name":["Skillful Tail"],"skill_mod":{},"summary":"You have a tail or similar body part that is always willing to lend a hand (so to speak).","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2538","weakness":{},"name":"Skillful Tail (Ganzi)","trait":["Ganzi"],"id":"feat-2538","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Skillful Tail (Ganzi) Source Ancestry Guide pg. 96 --- You have a tail or similar body part that is always willing to lend a hand (so to speak). You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. Skillful Tail (Ganzi) leads to... Larcenous Tail, Mischievous Tail","category":"feat","pfs":"Standard","feat":["Skillful Tail (Ganzi)"],"rarity":"common","slug":"feat-2538"},{"skill_mod":{},"summary":"The magic in your blood is unpredictable.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2539","weakness":{},"name":"Anarchic Arcana","trait":["Ganzi"],"id":"feat-2539","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Anarchic Arcana Source Ancestry Guide pg. 97 --- The magic in your blood is unpredictable. When you make your daily preparations, roll 1d12 twice and consult the following list. 1: acid arrow ; 2: blur ; 3: hideous laughter ; 4: humanoid form ; 5: illusory object ; 6: mirror image ; 7: resist energy ; 8: see invisibility ; 9: shatter ; 10: sound burst ; 11: spider climb ; 12: telekinetic maneuver . You can cast each of those two spells once during the following day (or one spell twice if you rolled doubles) as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Anarchic Arcana"],"rarity":"common","slug":"feat-2539"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"necromancy","trait":["Auditory","Ganzi","Healing","Necromancy","Primal"],"id":"feat-2540","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Glory and Valor! Single Action Source Ancestry Guide pg. 97 Frequency once per day --- You are descended from the einherji, the worthy warriors of chaos. You call upon your ascendant blood with a mighty cry that fills you with a revitalizing energy for 1 minute or until you critically fail a Strike, whichever comes first. For the duration, the first time each round you successfully Strike a creature of your level or higher, you regain Hit Points equal to half your level.","feat":["Glory and Valor!"],"skill_mod":{},"summary":"You are descended from the einherji, the worthy warriors of chaos.","primary_source":"Ancestry Guide","trait_group":["Sense","Ancestry","Mechanics","School","Tradition"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2540","name":"Glory and Valor!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2540"},{"skill_mod":{},"summary":"Your tail's chaotic and independent nature causes it to perform mischief even when you don't intend it, and it can somehow steal things it shouldn't be able to handle.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Skillful Tail (Ganzi)","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2541","weakness":{},"name":"Larcenous Tail","trait":["Ganzi"],"id":"feat-2541","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Larcenous Tail Source Ancestry Guide pg. 97 Prerequisites Skillful Tail (Ganzi) --- Your tail's chaotic and independent nature causes it to perform mischief even when you don't intend it, and it can somehow steal things it shouldn't be able to handle. You can use your tail to Steal an object, though your tail still can't hold onto it at the end of your action. If you have a hand free, you can transfer the stolen object to your hand. Otherwise, your tail surreptitiously drops it on the ground in your space, where you can grab it later. Observers other than your target who haven't witnessed you stealing something with your tail are usually distracted, meaning the GM will usually decrease their Perception DCs, as normal for Stealing something.","category":"feat","pfs":"Standard","feat":["Larcenous Tail"],"rarity":"common","slug":"feat-2541"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Ganzi"],"id":"feat-2542","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Alter Resistance Reaction Source Ancestry Guide pg. 97 Frequency once per hour Trigger You take acid, electricity, or sonic damage. --- You focus on your protean forebears to change your energy resistance. The energy resistance you gain from your ganzi heritage changes to match the triggering damage. This change occurs after the damage is dealt.","feat":["Alter Resistance"],"skill_mod":{},"summary":"You focus on your protean forebears to change your energy resistance.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"level":13,"source_category":["Lost Omens"],"trigger":"You take acid, electricity, or sonic damage.","resistance":{},"url":"/Feats.aspx?ID=2542","name":"Alter Resistance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2542"},{"skill_mod":{},"summary":"You are descended from the valkyries who protect worthy souls, and can hold back death's grasp.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2543","weakness":{},"name":"Arise, ye Worthy!","trait":["Ganzi"],"id":"feat-2543","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Arise, ye Worthy! Source Ancestry Guide pg. 97 --- You are descended from the valkyries who protect worthy souls, and can hold back death's grasp. You can cast breath of life as a divine innate spell once per day.","category":"feat","pfs":"Standard","feat":["Arise, ye Worthy!"],"rarity":"common","slug":"feat-2543"},{"skill_mod":{},"summary":"Your tail can bedevil your foes.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Skillful Tail (Ganzi)","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2544","weakness":{},"name":"Mischievous Tail","trait":["Ganzi"],"id":"feat-2544","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Mischievous Tail Source Ancestry Guide pg. 97 Prerequisites Skillful Tail (Ganzi) --- Your tail can bedevil your foes. You can Disarm and Trip creatures with your tail, even if you don't have a free hand. All restrictions of Skillful Tail otherwise continue to apply. If you have Smashing Tail, your tail unarmed attack gains the disarm and trip traits.","category":"feat","pfs":"Standard","feat":["Mischievous Tail"],"rarity":"common","slug":"feat-2544"},{"skill_mod":{},"summary":"You can see in the darkness as easily as an elemental.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"low-light vision","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2545","weakness":{},"name":"Elemental Eyes","trait":["Ardande","Ifrit","Oread","Suli","Sylph","Talos","Undine"],"id":"feat-2545","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elemental Eyes Source Ancestry Guide pg. 99 Prerequisites low-light vision --- You can see in the darkness as easily as an elemental. You gain darkvision. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Elemental Eyes"],"rarity":"common","slug":"feat-2545"},{"skill_mod":{},"summary":"You've devoted yourself to researching the secrets of the Inner Sphere.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2546","weakness":{},"name":"Elemental Lore","trait":["Ardande","Ifrit","Oread","Suli","Sylph","Talos","Undine"],"id":"feat-2546","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elemental Lore Source Ancestry Guide pg. 99 --- You've devoted yourself to researching the secrets of the Inner Sphere. You gain the trained proficiency in your choice of Survival and either Arcana or Nature. If you would automatically become trained in Survival (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in the Lore associated with your Elemental Plane of origin (such as Plane of Fire Lore).","category":"feat","pfs":"Standard","feat":["Elemental Lore"],"rarity":"common","slug":"feat-2546"},{"skill_mod":{},"summary":"You've trained with weapons used by your genie ancestors.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2547","weakness":{},"name":"Genie Weapon Familiarity","trait":["Ardande","Ifrit","Oread","Suli","Sylph","Talos","Undine"],"id":"feat-2547","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Genie Weapon Familiarity Source Ancestry Guide pg. 99 --- You've trained with weapons used by your genie ancestors. You are trained with falchions, ranseurs, scimitars, and tridents. In addition, you gain access to all uncommon geniekin weapons. For the purpose of determining your proficiency, martial geniekin weapons are simple weapons and advanced geniekin weapons are martial weapons. Genie Weapon Familiarity leads to... Genie Weapon Expertise, Genie Weapon Flourish","category":"feat","pfs":"Standard","feat":["Genie Weapon Familiarity"],"rarity":"common","slug":"feat-2547"},{"skill_mod":{},"summary":"Whenever you critically hit using a falchion, ranseur, scimitar, trident, or a geniekin weapon, you apply the weapon's critical specialization effect.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Genie Weapon Familiarity","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2548","weakness":{},"name":"Genie Weapon Flourish","trait":["Ardande","Ifrit","Oread","Suli","Sylph","Talos","Undine"],"id":"feat-2548","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Genie Weapon Flourish Source Ancestry Guide pg. 99 Prerequisites Genie Weapon Familiarity --- Whenever you critically hit using a falchion, ranseur, scimitar, trident, or a geniekin weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Genie Weapon Flourish"],"rarity":"common","slug":"feat-2548"},{"skill_mod":{},"summary":"Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in falchions, ranseurs, scimitars, tridents, and all geniekin weapons in which you are trained.","primary_source":"Ancestry Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Genie Weapon Familiarity","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2550","weakness":{},"name":"Genie Weapon Expertise","trait":["Ardande","Ifrit","Oread","Suli","Sylph","Talos","Undine"],"id":"feat-2550","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Genie Weapon Expertise Source Ancestry Guide pg. 99 Prerequisites Genie Weapon Familiarity --- Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in falchions, ranseurs, scimitars, tridents, and all geniekin weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Genie Weapon Expertise"],"rarity":"common","slug":"feat-2550"},{"skill_mod":{},"summary":"The fire inside you asserts itself as beaming, radiant light.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2551","weakness":{},"name":"Brightsoul","trait":["Ifrit","Lineage"],"id":"feat-2551","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Brightsoul Source Ancestry Guide pg. 102 --- The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in 1d4 rounds. You suffer a –2 circumstance penalty on Stealth checks to Hide or Sneak and gain a +1 circumstance bonus on saves against light effects and effects that inflict the blinded or dazzled conditions.","category":"feat","pfs":"Standard","feat":["Brightsoul"],"rarity":"common","slug":"feat-2551"},{"skill_mod":{},"summary":"The fire of your elemental ancestor manifests like dying embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2552","weakness":{},"name":"Cindersoul","trait":["Ifrit","Lineage"],"id":"feat-2552","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cindersoul Source Ancestry Guide pg. 102 --- The fire of your elemental ancestor manifests like dying embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid. The DC for you to recover from persistent acid, bleed, and poison damage is 10 instead of 15 (or 5 if you have particularly effective assistance).","category":"feat","pfs":"Standard","feat":["Cindersoul"],"rarity":"common","slug":"feat-2552"},{"skill_mod":{},"summary":"Your eyes blaze with inner flame.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2553","weakness":{},"name":"Ember's Eyes","trait":["Ifrit"],"id":"feat-2553","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ember's Eyes Source Ancestry Guide pg. 102 --- Your eyes blaze with inner flame. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.","category":"feat","pfs":"Standard","feat":["Ember's Eyes"],"rarity":"common","slug":"feat-2553"},{"skill_mod":{},"summary":"You can call the fire inside you into the palm of your hand.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2554","weakness":{},"name":"Inner Fire","trait":["Ifrit"],"id":"feat-2554","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Inner Fire Source Ancestry Guide pg. 102 --- You can call the fire inside you into the palm of your hand. You can cast the produce flame cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Inner Fire"],"rarity":"common","slug":"feat-2554"},{"skill_mod":{},"summary":"Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2555","weakness":{},"name":"Lavasoul","trait":["Ifrit","Lineage"],"id":"feat-2555","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lavasoul Source Ancestry Guide pg. 102 --- Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an agile, finesse, unarmed attack in the brawling weapon group that deals 1d4 piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes 1d6 persistent fire damage; you gain a bonus on this persistent damage equal to your item bonus to attack rolls on unarmed attacks.","category":"feat","pfs":"Standard","feat":["Lavasoul"],"rarity":"common","slug":"feat-2555"},{"skill_mod":{},"summary":"You possess horns, a tail, or red eyes, or could otherwise be mistaken for a tiefling.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2556","weakness":{},"name":"Sinister Appearance","trait":["Ifrit"],"id":"feat-2556","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sinister Appearance Source Ancestry Guide pg. 102 --- You possess horns, a tail, or red eyes, or could otherwise be mistaken for a tiefling. You gain the trained proficiency rank in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Intimidating Glare skill feat, as well as a +2 circumstance bonus on Deception checks to Impersonate when pretending to be a version of yourself who is a tiefling.","category":"feat","pfs":"Standard","feat":["Sinister Appearance"],"rarity":"common","slug":"feat-2556"},{"skill_mod":{},"summary":"You can see through the haze of flame.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2557","weakness":{},"name":"Firesight","trait":["Ifrit"],"id":"feat-2557","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Firesight Source Ancestry Guide pg. 102 --- You can see through the haze of flame. You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by smoke and fire.","category":"feat","pfs":"Standard","feat":["Firesight"],"rarity":"common","slug":"feat-2557"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Ifrit"],"id":"feat-2558","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Heatwave Reaction Source Ancestry Guide pg. 103 Frequency once per 10 minutes Trigger An effect would deal fire damage to you, even if you resist all the damage. --- You harness the oncoming flames and twist them into a screen of heat and smoke, granting you concealment until the beginning of your next turn.","feat":["Heatwave"],"skill_mod":{},"summary":"You harness the oncoming flames and twist them into a screen of heat and smoke, granting you concealment until the beginning of your next turn.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":5,"source_category":["Lost Omens"],"trigger":"An effect would deal fire damage to you, even if you resist all the damage.","resistance":{},"url":"/Feats.aspx?ID=2558","name":"Heatwave","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2558"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fire","Ifrit","Metamagic","Spellshape"],"id":"feat-2559","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Charred Remains Free Action Source Ancestry Guide pg. 103 Frequency once per day --- Your next fire spell leaves embers in its wake. If your next action is to Cast a Spell with an area and the fire trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through.","feat":["Charred Remains"],"element":["Fire"],"skill_mod":{},"summary":"Your next fire spell leaves embers in its wake.","primary_source":"Ancestry Guide","trait_group":["Energy","Elemental","Planar","Monster","Ancestry","Mechanics"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2559","name":"Charred Remains","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2559"},{"skill_mod":{},"summary":"The magic of your efreeti ancestors flows through you.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2560","weakness":{},"name":"Efreeti Magic","trait":["Ifrit"],"id":"feat-2560","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Efreeti Magic Source Ancestry Guide pg. 103 --- The magic of your efreeti ancestors flows through you. You can cast enlarge and illusory object once per day each as 2nd-level arcane innate spells.","category":"feat","pfs":"Standard","feat":["Efreeti Magic"],"rarity":"common","slug":"feat-2560"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fire","Ifrit"],"id":"feat-2561","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Scorching Disarm Single Action Source Ancestry Guide pg. 103 Frequency once per day --- You make a weapon unbearable to hold. Attempt an Athletics check to Disarm a target creature. You don't need to have a hand free to make this Disarm attempt. If the Disarm attempt succeeds, the target takes 4d6 fire damage unless it drops the weapon, and on a critical success, it takes 4d6 fire damage and drops the weapon. If you're legendary in Athletics, this increases to 8d6 fire damage.","feat":["Scorching Disarm"],"element":["Fire"],"skill_mod":{},"summary":"You make a weapon unbearable to hold.","primary_source":"Ancestry Guide","trait_group":["Energy","Elemental","Planar","Monster","Ancestry"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2561","name":"Scorching Disarm","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2561"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fire","Ifrit","Incapacitation","Light","Visual"],"id":"feat-2562","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Radiant Burst Two Actions Source Ancestry Guide pg. 103 Frequency once per day --- Your skin glows with intensity. Creatures within 10 feet who can see you must succeed at a Fortitude save against your class DC or spell DC, whichever is higher. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 4 rounds. Critical Failure The creature is blinded for 4 rounds and dazzled for 10 minutes.","feat":["Radiant Burst"],"element":["Fire"],"skill_mod":{},"summary":"Your skin glows with intensity.","primary_source":"Ancestry Guide","trait_group":["Energy","Elemental","Planar","Monster","Ancestry","Mechanics","Sense"],"level":13,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2562","name":"Radiant Burst","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2562"},{"skill_mod":{},"summary":"You can summon an elemental ally.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2563","weakness":{},"name":"Summon Fire Elemental","trait":["Ifrit"],"id":"feat-2563","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Summon Fire Elemental Source Ancestry Guide pg. 103 --- You can summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be a fire elemental.","category":"feat","pfs":"Standard","feat":["Summon Fire Elemental"],"rarity":"common","slug":"feat-2563"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"evocation","trait":["Concentrate","Evocation","Fire","Ifrit","Primal"],"id":"feat-2564","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Blazing Aura Reaction Source Ancestry Guide pg. 103 Frequency once per day Trigger Your turn begins. --- You explode in flame. Enemies in a 20-foot emanation take 7d6 fire damage (basic Reflex save using your class DC or spell DC, whichever is higher). Allies in the area are quickened for 1 round and can use the additional action to Strike or Stride.","feat":["Blazing Aura"],"element":["Fire"],"skill_mod":{},"summary":"You explode in flame.","primary_source":"Ancestry Guide","trait_group":["Mechanics","School","Energy","Elemental","Planar","Monster","Ancestry","Tradition"],"level":17,"source_category":["Lost Omens"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=2564","name":"Blazing Aura","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2564"},{"skill_mod":{},"summary":"Your earth elemental ancestor's influence manifests in you as dust and dirt, like the soil of a field or the hot desert sands.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2565","weakness":{},"name":"Dustsoul","trait":["Lineage","Oread"],"id":"feat-2565","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dustsoul Source Ancestry Guide pg. 106 --- Your earth elemental ancestor's influence manifests in you as dust and dirt, like the soil of a field or the hot desert sands. You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you instead become trained in a skill of your choice. You can sustain yourself on dirt and ash instead of normal food and water.","category":"feat","pfs":"Standard","feat":["Dustsoul"],"rarity":"common","slug":"feat-2565"},{"skill_mod":{},"summary":"You have a strong connection with stone and metal.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2566","weakness":{},"name":"Elemental Trade","trait":["Oread"],"id":"feat-2566","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elemental Trade Source Ancestry Guide pg. 106 --- You have a strong connection with stone and metal. You gain the trained proficiency rank in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Specialty Crafting skill feat for both Stonemasonry and Blacksmithing.","category":"feat","pfs":"Standard","feat":["Elemental Trade"],"rarity":"common","slug":"feat-2566"},{"skill_mod":{},"summary":"The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2567","weakness":{},"name":"Gemsoul","trait":["Lineage","Oread"],"id":"feat-2567","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gemsoul Source Ancestry Guide pg. 106 --- The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold. This shimmering presence inside your being inspires you to flashy and flamboyant performances. You gain the trained proficiency rank in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Impressive Performance skill feat.","category":"feat","pfs":"Standard","feat":["Gemsoul"],"rarity":"common","slug":"feat-2567"},{"skill_mod":{},"summary":"You have a connection to the muddier denizens of the Plane of Earth from its border with the Plane of Water, and your elemental lineage manifests as clay or mud, reflecting that bond.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2568","weakness":{},"name":"Miresoul","trait":["Lineage","Oread"],"id":"feat-2568","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Miresoul Source Ancestry Guide pg. 106 --- You have a connection to the muddier denizens of the Plane of Earth from its border with the Plane of Water, and your elemental lineage manifests as clay or mud, reflecting that bond. Your body's mudlike quality makes it easy for you to compress and squeeze yourself through smaller areas. You gain the trained proficiency rank in Acrobatics. If you would automatically become trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Quick Squeeze skill feat.","category":"feat","pfs":"Standard","feat":["Miresoul"],"rarity":"common","slug":"feat-2568"},{"skill_mod":{},"summary":"Your connection to the earth makes natural uneven surfaces less of a hindrance for you.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2569","weakness":{},"name":"Steady on Stone","trait":["Oread"],"id":"feat-2569","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Steady on Stone Source Ancestry Guide pg. 106 --- Your connection to the earth makes natural uneven surfaces less of a hindrance for you. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone and earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Steady on Stone"],"rarity":"common","slug":"feat-2569"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Oread"],"id":"feat-2570","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Fortify Shield Single Action Source Ancestry Guide pg. 106 Frequency once per day Prerequisites Shield Block --- You reinforce your shield with a rocky outgrowth of metal and stone. You Raise your Shield. If you use the Shield Block reaction before your next turn, add your character level to your shield's Hardness when determining how much damage is blocked.","feat":["Fortify Shield"],"skill_mod":{},"summary":"You reinforce your shield with a rocky outgrowth of metal and stone.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Shield Block","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2570","name":"Fortify Shield","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2570"},{"skill_mod":{},"summary":"You have the power to shatter the earth into a shape of your devising.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2571","frequency":"once every 10 minutes","weakness":{},"name":"Treacherous Earth","trait":["Oread"],"actions_number":2,"id":"feat-2571","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Treacherous Earth Single Action Source Ancestry Guide pg. 107 Frequency once every 10 minutes --- You have the power to shatter the earth into a shape of your devising. You crack the ground beneath you, creating difficult terrain in a 5-foot burst centered on one corner of your space.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Treacherous Earth"],"rarity":"common","slug":"feat-2571"},{"skill_mod":{},"summary":"Your connection to earth and stone allows you to feel the slightest displacement that disturbs them, down to the shift of a pebble.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2572","weakness":{},"name":"Earthsense","trait":["Oread"],"id":"feat-2572","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Earthsense Source Ancestry Guide pg. 107 --- Your connection to earth and stone allows you to feel the slightest displacement that disturbs them, down to the shift of a pebble. You gain tremorsense as an imprecise sense with a range of 30 feet.","category":"feat","pfs":"Standard","feat":["Earthsense"],"rarity":"common","slug":"feat-2572"},{"skill_mod":{},"summary":"The magic of shaitans runs through your blood.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2573","weakness":{},"name":"Shaitan Magic","trait":["Oread"],"id":"feat-2573","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Shaitan Magic Source Ancestry Guide pg. 107 --- The magic of shaitans runs through your blood. You can cast glitterdust and resist energy once per day each as 2nd-level arcane innate spells.","category":"feat","pfs":"Standard","feat":["Shaitan Magic"],"rarity":"common","slug":"feat-2573"},{"skill_mod":{},"summary":"Metallic veins grow throughout your body, giving your unarmed attacks a metallic sheen.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2574","weakness":{},"name":"Metal-Veined Strikes","trait":["Oread"],"id":"feat-2574","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Metal-Veined Strikes Source Ancestry Guide pg. 107 --- Metallic veins grow throughout your body, giving your unarmed attacks a metallic sheen. Choose either cold iron or silver. Your unarmed attacks are treated as the chosen type of metal.","category":"feat","pfs":"Standard","feat":["Metal-Veined Strikes"],"rarity":"common","slug":"feat-2574"},{"skill_mod":{},"summary":"You've learned to harness your connection to the earth to travel through it.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2575","weakness":{},"name":"One with Earth","trait":["Oread"],"id":"feat-2575","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > One with Earth Source Ancestry Guide pg. 107 --- You've learned to harness your connection to the earth to travel through it. You gain a burrow Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["One with Earth"],"rarity":"common","slug":"feat-2575"},{"skill_mod":{},"summary":"When in danger, you can harden the stone in your skin into armor, much like a shaitan.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2576","weakness":{},"name":"Shaitan Skin","trait":["Oread"],"id":"feat-2576","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Shaitan Skin Source Ancestry Guide pg. 107 --- When in danger, you can harden the stone in your skin into armor, much like a shaitan. You can cast stoneskin on yourself only, 3 times per day as a 4th-level arcane innate spell.","category":"feat","pfs":"Standard","feat":["Shaitan Skin"],"rarity":"common","slug":"feat-2576"},{"skill_mod":{},"summary":"You have a connection to the Inner Sphere, allowing you to summon an elemental ally.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2577","weakness":{},"name":"Summon Earth Elemental","trait":["Oread"],"id":"feat-2577","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Summon Earth Elemental Source Ancestry Guide pg. 107 --- You have a connection to the Inner Sphere, allowing you to summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be an earth elemental.","category":"feat","pfs":"Standard","feat":["Summon Earth Elemental"],"rarity":"common","slug":"feat-2577"},{"skill_mod":{},"summary":"You can transform your body into a pure primal manifestation of earth, an elemental.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2578","weakness":{},"name":"Stone Form","trait":["Oread"],"id":"feat-2578","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Stone Form Source Ancestry Guide pg. 107 --- You can transform your body into a pure primal manifestation of earth, an elemental. Once per day, you can cast elemental form as a 7th-level primal innate spell, but you can only choose the earth elemental form.","category":"feat","pfs":"Standard","feat":["Stone Form"],"rarity":"common","slug":"feat-2578"},{"skill_mod":{},"summary":"Your suli heritage can be traced back to two geniekin ancestors of opposing elements, or to an elemental ancestor that embodied two combined elements.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2579","weakness":{},"name":"Dualborn","trait":["Lineage","Suli"],"id":"feat-2579","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dualborn Source Ancestry Guide pg. 110 --- Your suli heritage can be traced back to two geniekin ancestors of opposing elements, or to an elemental ancestor that embodied two combined elements. Choose two of the following elements: air, earth, fire, and water. Once made, this choice can't be changed. You gain resistance equal to half your level (minimum 1) to all damaging effects with the traits of either of your chosen elements. Special If you take the Elemental Assault or Elemental Bulwark ancestry feats, you can use them only with your chosen elements. You can add your resistance from this feat to the resistance you gain from Elemental Bulwark against effects with your elements' traits, for a total of 5 + half your level, or 10 + half your level with Improved Elemental Bulwark. If you take the Tetraelemental Assault feat, you can choose each of your two elements twice each, instead of choosing each of the four elements once each.","category":"feat","pfs":"Standard","feat":["Dualborn"],"rarity":"common","slug":"feat-2579"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"evocation","trait":["Arcane","Concentrate","Evocation","Suli"],"id":"feat-2580","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elemental Assault Single Action Source Ancestry Guide pg. 110 Frequency once per day --- You shroud your arms and held weapons in elemental magic. Choose one element. Until the end of your next turn, your Strikes deal an additional 1d6 damage of the indicated type and have the trait corresponding to the element: electricity for air, bludgeoning for earth, fire for fire, or cold for water. Elemental Assault leads to... Continuous Assault, Tetraelemental Assault","feat":["Elemental Assault"],"skill_mod":{},"summary":"You shroud your arms and held weapons in elemental magic.","primary_source":"Ancestry Guide","trait_group":["Tradition","Monster","Mechanics","School","Ancestry"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2580","name":"Elemental Assault","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2580"},{"skill_mod":{},"summary":"You can summon a harmless but impressive elemental display.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2581","weakness":{},"name":"Elemental Embellish","trait":["Suli"],"id":"feat-2581","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elemental Embellish Source Ancestry Guide pg. 110 --- You can summon a harmless but impressive elemental display. You become trained in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. When you Demoralize a foe, if you choose to Demoralize via an elemental display, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.","category":"feat","pfs":"Standard","feat":["Elemental Embellish"],"rarity":"common","slug":"feat-2581"},{"skill_mod":{},"summary":"Your parents devoted themselves to alchemical experiments involving elemental energy.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2582","weakness":{},"name":"Scholar's Inheritance","trait":["Suli"],"id":"feat-2582","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scholar's Inheritance Source Ancestry Guide pg. 110 --- Your parents devoted themselves to alchemical experiments involving elemental energy. You gain the trained proficiency rank in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Alchemical Crafting skill feat.","category":"feat","pfs":"Standard","feat":["Scholar's Inheritance"],"rarity":"common","slug":"feat-2582"},{"skill_mod":{},"summary":"Your elemental ancestor was a janni, genies that walk the mortal world and embody all four elements together.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2583","weakness":{},"name":"Suli-Jann","trait":["Lineage","Suli"],"id":"feat-2583","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Suli-Jann Source Ancestry Guide pg. 110 --- Your elemental ancestor was a janni, genies that walk the mortal world and embody all four elements together. You inherited a janni's nature as a wanderer and ability to survive in many types of environment, from the hottest desert to the coldest tundra. You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Forager skill feat as a bonus feat.","category":"feat","pfs":"Standard","feat":["Suli-Jann"],"rarity":"common","slug":"feat-2583"},{"skill_mod":{},"summary":"You call upon the corresponding elements of your suli heritage to resist the effect.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"trigger":"An enemy is about to damage you with cold, electricity, or fire, or with a spell that has the air , earth , fire , or water trait.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2584","weakness":{},"name":"Elemental Bulwark","trait":["Suli"],"actions_number":1,"id":"feat-2584","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Elemental Bulwark Reaction Source Ancestry Guide pg. 111 Trigger An enemy is about to damage you with cold, electricity, or fire, or with a spell that has the air, earth, fire, or water trait. --- You call upon the corresponding elements of your suli heritage to resist the effect. You gain resistance 5 against the triggering damage. Elemental Bulwark leads to... Improved Elemental Bulwark","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Elemental Bulwark"],"rarity":"common","slug":"feat-2584"},{"skill_mod":{},"summary":"You can use magic to show others desert hospitality.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2585","weakness":{},"name":"Janni Hospitality","trait":["Suli"],"id":"feat-2585","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Janni Hospitality Source Ancestry Guide pg. 111 --- You can use magic to show others desert hospitality. You can cast 2nd-level create food once per day and create water twice per day as arcane innate spells.","category":"feat","pfs":"Standard","feat":["Janni Hospitality"],"rarity":"common","slug":"feat-2585"},{"skill_mod":{},"summary":"The magic of jann runs through your blood.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2586","weakness":{},"name":"Janni Magic","trait":["Suli"],"id":"feat-2586","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Janni Magic Source Ancestry Guide pg. 111 --- The magic of jann runs through your blood. You can cast enlarge and speak with animals once per day each as 2nd-level arcane innate spells.","category":"feat","pfs":"Standard","feat":["Janni Magic"],"rarity":"common","slug":"feat-2586"},{"skill_mod":{},"summary":"Your Elemental Assault cycles through all four elements.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Elemental Assault","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2587","weakness":{},"name":"Tetraelemental Assault","trait":["Suli"],"id":"feat-2587","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Tetraelemental Assault Source Ancestry Guide pg. 111 Prerequisites Elemental Assault --- Your Elemental Assault cycles through all four elements. When you use Elemental Assault, instead of choosing a single element, you can choose an element from the list when using the action, and then choose a different element at the beginning of each of your next 3 turns without spending an action; once you have chosen an element, you can't choose it again during this Elemental Assault, meaning you must select all four elements over the course of 4 turns. Each time you choose an element, until the beginning of your next turn, your Strikes deal an additional 1d6 damage of the indicated type and have the trait corresponding to that element.","category":"feat","pfs":"Standard","feat":["Tetraelemental Assault"],"rarity":"common","slug":"feat-2587"},{"skill_mod":{},"summary":"You can use Elemental Assault once per hour instead of once per day.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Elemental Assault","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2588","weakness":{},"name":"Continuous Assault","trait":["Suli"],"id":"feat-2588","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Continuous Assault Source Ancestry Guide pg. 111 Prerequisites Elemental Assault --- You can use Elemental Assault once per hour instead of once per day.","category":"feat","pfs":"Standard","feat":["Continuous Assault"],"rarity":"common","slug":"feat-2588"},{"skill_mod":{},"summary":"You gain resistance 10 from Elemental Bulwark instead of 5.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Elemental Bulwark","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2589","weakness":{},"name":"Improved Elemental Bulwark","trait":["Suli"],"id":"feat-2589","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Improved Elemental Bulwark Source Ancestry Guide pg. 111 Prerequisites Elemental Bulwark --- You gain resistance 10 from Elemental Bulwark instead of 5.","category":"feat","pfs":"Standard","feat":["Improved Elemental Bulwark"],"rarity":"common","slug":"feat-2589"},{"skill_mod":{},"summary":"You have power connected to the powerful jann amirs.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2590","weakness":{},"name":"Suli Amir","trait":["Suli","Uncommon"],"id":"feat-2590","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Suli Amir Source Ancestry Guide pg. 111 --- You have power connected to the powerful jann amirs. You can cast read omens and 4th-level invisibility each once per day as arcane innate spells, and you can cast detect magic at will as an arcane innate cantrip, heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Suli Amir"],"rarity":"uncommon","slug":"feat-2590"},{"skill_mod":{},"summary":"The air inside you asserts itself as a toxic miasma, inuring you to most poisons.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2591","weakness":{},"name":"Fumesoul","trait":["Lineage","Sylph"],"id":"feat-2591","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fumesoul Source Ancestry Guide pg. 114 --- The air inside you asserts itself as a toxic miasma, inuring you to most poisons. You gain resistance to poison equal to half your level (minimum 1).","category":"feat","pfs":"Standard","feat":["Fumesoul"],"rarity":"common","slug":"feat-2591"},{"skill_mod":{},"summary":"You have a connection to smoke and haze.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2592","weakness":{},"name":"Smokesoul","trait":["Lineage","Sylph"],"id":"feat-2592","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Smokesoul Source Ancestry Guide pg. 114 --- You have a connection to smoke and haze. You gain the Smoke Blending reaction. Smoke Blending Reaction (sylph) Trigger A creature attempts a flat check to target you because you're concealed or hidden due to fog, haze, mist, or smoke; Effect You shroud yourself in smoke, making it harder for your foe to hit you. If you're concealed, the DC of the flat check increases from 5 to 7; if you're hidden, it increases from 11 to 13.","category":"feat","pfs":"Standard","feat":["Smokesoul"],"rarity":"common","slug":"feat-2592"},{"skill_mod":{},"summary":"Your elemental ancestor's influence manifests in you as tumultuous, thundering storms, with dark clouds and bolts of lightning.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2593","weakness":{},"name":"Stormsoul","trait":["Lineage","Sylph"],"id":"feat-2593","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stormsoul Source Ancestry Guide pg. 114 --- Your elemental ancestor's influence manifests in you as tumultuous, thundering storms, with dark clouds and bolts of lightning. You gain resistance to electricity equal to half your level (minimum 1).","category":"feat","pfs":"Standard","feat":["Stormsoul"],"rarity":"common","slug":"feat-2593"},{"skill_mod":{},"summary":"You move with the wind always at your back.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2594","weakness":{},"name":"Swift","trait":["Sylph"],"id":"feat-2594","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Swift Source Ancestry Guide pg. 114 --- You move with the wind always at your back. Your Speed increases by 5 feet. Special The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf).","category":"feat","pfs":"Standard","feat":["Swift"],"rarity":"common","slug":"feat-2594"},{"skill_mod":{},"summary":"You are at home in tempestuous weather and accustomed to even the harshest winds.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2595","weakness":{},"name":"Wind Tempered","trait":["Sylph"],"id":"feat-2595","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wind Tempered Source Ancestry Guide pg. 114 --- You are at home in tempestuous weather and accustomed to even the harshest winds. You gain a +1 circumstance bonus to saves against air and electricity effects. If you roll a success on a save against an air effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Wind Tempered"],"rarity":"common","slug":"feat-2595"},{"skill_mod":{},"summary":"Your connection to air allows you to see through obscuring mists.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2596","weakness":{},"name":"Cloud Gazer","trait":["Sylph"],"id":"feat-2596","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Cloud Gazer Source Ancestry Guide pg. 114 --- Your connection to air allows you to see through obscuring mists. You can see well enough through fog, mist, and clouds that would normally cause creatures to be concealed that you don't need to succeed at a flat check to target creatures benefiting from such concealment.","category":"feat","pfs":"Standard","feat":["Cloud Gazer"],"rarity":"common","slug":"feat-2596"},{"skill_mod":{},"summary":"You create gusts of wind when you jump, allowing you to carry yourself across greater distances.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Expert in Athletics","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2597","weakness":{},"skill":["Athletics","Athletics"],"name":"Slip with the Breeze","trait":["Sylph"],"id":"feat-2597","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Slip with the Breeze Source Ancestry Guide pg. 115 Prerequisites Expert in Athletics --- You create gusts of wind when you jump, allowing you to carry yourself across greater distances. You gain the Quick Jump and Powerful Leap skill feats as bonus feats.","category":"feat","pfs":"Standard","feat":["Slip with the Breeze"],"rarity":"common","slug":"feat-2597"},{"skill_mod":{},"summary":"The magic of djinn runs through your blood.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2598","weakness":{},"name":"Djinni Magic","trait":["Sylph"],"id":"feat-2598","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Djinni Magic Source Ancestry Guide pg. 115 --- The magic of djinn runs through your blood. You can cast gust of wind and invisibility once per day each as 2nd-level arcane innate spells.","category":"feat","pfs":"Standard","feat":["Djinni Magic"],"rarity":"common","slug":"feat-2598"},{"skill_mod":{},"summary":"Your body is capable of recycling its own air.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2599","weakness":{},"name":"Inner Breath","trait":["Sylph"],"id":"feat-2599","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Inner Breath Source Ancestry Guide pg. 115 --- Your body is capable of recycling its own air. When you hold your breath, you can do so for an additional hour. At the end of this hour, your body needs to rest before it can recycle air again. This rest requires 10 minutes of exposure to breathable air.","category":"feat","pfs":"Standard","feat":["Inner Breath"],"rarity":"common","slug":"feat-2599"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Morph","Primal","Sylph","Transmutation"],"id":"feat-2600","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Wings of Air Two Actions Source Ancestry Guide pg. 115 Frequency once per day --- You can strain to call forth feathered or cloudy wings from your back. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings. Wings of Air leads to... Eternal Wings (Sylph)","feat":["Wings of Air"],"skill_mod":{},"summary":"You can strain to call forth feathered or cloudy wings from your back.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry","School"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2600","name":"Wings of Air","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2600"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Sylph"],"id":"feat-2601","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Airy Step Reaction Source Ancestry Guide pg. 115 Frequency once per day Trigger A creature targets you with an attack or other targeted effect, and you can see the attacker. --- You create a blanket of fog in a 5–foot burst centered on one corner of your space. All creatures within that area are concealed, and all others are concealed to them. This concealment applies to the triggering effect, and the fog lasts for 1 minute or until dispersed by a strong wind. After resolving the triggering effect, you Step. If an effect prevents you from Stepping, you attempt to Escape the effect and Step if you succeed.","feat":["Airy Step"],"skill_mod":{},"summary":"You create a blanket of fog in a 5–foot burst centered on one corner of your space.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"level":13,"source_category":["Lost Omens"],"trigger":"A creature targets you with an attack or other targeted effect, and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=2601","name":"Airy Step","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2601"},{"skill_mod":{},"summary":"You have a connection to the Inner Spheres, allowing you to summon an elemental ally.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2602","weakness":{},"name":"Summon Air Elemental","trait":["Sylph"],"id":"feat-2602","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Summon Air Elemental Source Ancestry Guide pg. 115 --- You have a connection to the Inner Spheres, allowing you to summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be an air elemental.","category":"feat","pfs":"Standard","feat":["Summon Air Elemental"],"rarity":"common","slug":"feat-2602"},{"skill_mod":{},"summary":"Your wings are now a permanent part of your body.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Wings of Air","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2603","weakness":{},"name":"Eternal Wings (Sylph)","trait":["Sylph"],"id":"feat-2603","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Eternal Wings (Sylph) Source Ancestry Guide pg. 115 Prerequisites Wings of Air --- Your wings are now a permanent part of your body. You gain the effects of Wings of Air at all times rather than just once per day for 10 minutes.","category":"feat","pfs":"Standard","feat":["Eternal Wings (Sylph)"],"rarity":"common","slug":"feat-2603"},{"skill_mod":{},"summary":"You can transform into an elemental.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2604","weakness":{},"name":"Storm Form","trait":["Sylph"],"id":"feat-2604","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Storm Form Source Ancestry Guide pg. 115 --- You can transform into an elemental. Once per day, you can cast elemental form as a 7th-level primal innate spell, but you can only choose the air elemental form.","category":"feat","pfs":"Standard","feat":["Storm Form"],"rarity":"common","slug":"feat-2604"},{"skill_mod":{},"summary":"As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2605","weakness":{},"name":"Aquatic Eyes","trait":["Undine"],"id":"feat-2605","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Aquatic Eyes Source Ancestry Guide pg. 118 --- As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.","category":"feat","pfs":"Standard","feat":["Aquatic Eyes"],"rarity":"common","slug":"feat-2605"},{"skill_mod":{},"summary":"Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2606","weakness":{},"name":"Brinesoul","trait":["Lineage","Undine"],"id":"feat-2606","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Brinesoul Source Ancestry Guide pg. 118 --- Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean. You gain the Salt Wound reaction. Salt Wound Reaction (undine) Frequency once per day; Trigger A creature that has blood and is not at its maximum Hit Points hits you with a melee Strike; Effect You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes 1d6 persistent acid damage and is sickened 1 by the pain. On a critical failure, it instead takes 2d6 persistent acid damage and is sickened 2.","category":"feat","pfs":"Standard","feat":["Brinesoul"],"rarity":"common","slug":"feat-2606"},{"skill_mod":{},"summary":"You have a connection to vaporous forms of water, such as fog and mist.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2607","weakness":{},"name":"Mistsoul","trait":["Lineage","Undine"],"id":"feat-2607","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mistsoul Source Ancestry Guide pg. 118 --- You have a connection to vaporous forms of water, such as fog and mist. You gain the Mist Blending reaction. Mist Blending Reaction (undine) Trigger A creature attempts a flat check to target you because you're concealed or hidden due to fog, haze, mist, or smoke; Effect You shroud yourself in mist, making it harder for your foe to hit you. If you're concealed, the DC of the flat check increases from 5 to 7; if you're hidden, it increases from 11 to 13.","category":"feat","pfs":"Standard","feat":["Mistsoul"],"rarity":"common","slug":"feat-2607"},{"skill_mod":{},"summary":"The water inside you is cold and frozen, like sheets of ice and frigid glaciers.","primary_source":"Ancestry Guide","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2608","weakness":{},"name":"Rimesoul","trait":["Lineage","Undine"],"id":"feat-2608","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rimesoul Source Ancestry Guide pg. 118 --- The water inside you is cold and frozen, like sheets of ice and frigid glaciers. You gain resistance to cold equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less severe (incredible cold becomes extreme, extreme cold becomes severe, and so on).","category":"feat","pfs":"Standard","feat":["Rimesoul"],"rarity":"common","slug":"feat-2608"},{"skill_mod":{},"summary":"You're at home in the unpredictable tides.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2609","weakness":{},"name":"Tide-Hardened","trait":["Undine"],"id":"feat-2609","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tide-Hardened Source Ancestry Guide pg. 118 --- You're at home in the unpredictable tides. You gain a +1 circumstance bonus to saves against cold and water effects. If you roll a success on a save against a cold or water effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Tide-Hardened"],"rarity":"common","slug":"feat-2609"},{"skill_mod":{},"summary":"You can ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2610","weakness":{},"name":"Fluid Contortionist","trait":["Undine"],"id":"feat-2610","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Fluid Contortionist Source Ancestry Guide pg. 119 --- You can ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze. When you roll a critical failure on a check to Squeeze, you get a failure instead, and when you roll a success, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Fluid Contortionist"],"rarity":"common","slug":"feat-2610"},{"skill_mod":{},"summary":"You transform your fire spells into steam, making them more effective underwater.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2611","weakness":{},"name":"Steam Spell","trait":["Concentrate","Metamagic","Undine","Spellshape"],"actions_number":2,"id":"feat-2611","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Steam Spell Single Action Source Ancestry Guide pg. 119 --- You transform your fire spells into steam, making them more effective underwater. If your next action is to Cast a Spell with the fire trait, you can cast it underwater. When you do so, it takes the form of scalding steam. Underwater creatures do not gain the normal fire resistance for being underwater against this spell, but they don't light things on fire or cause persistent fire damage, nor do they add other effects that would apply to fire but not steam (at the GM's discretion).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Steam Spell"],"rarity":"common","slug":"feat-2611"},{"skill_mod":{},"summary":"You channel the magic of marids.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2612","weakness":{},"name":"Marid Magic","trait":["Undine"],"id":"feat-2612","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Marid Magic Source Ancestry Guide pg. 119 --- You channel the magic of marids. You can cast hydraulic push and obscuring mist each once per day as 2nd-level arcane innate spells.","category":"feat","pfs":"Standard","feat":["Marid Magic"],"rarity":"common","slug":"feat-2612"},{"skill_mod":{},"summary":"Your swim Speed increases to match your land Speed.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2613","weakness":{},"name":"Strong Swimmer","trait":["Undine"],"id":"feat-2613","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Strong Swimmer Source Ancestry Guide pg. 119 --- Your swim Speed increases to match your land Speed.","category":"feat","pfs":"Standard","feat":["Strong Swimmer"],"rarity":"common","slug":"feat-2613"},{"skill_mod":{},"summary":"You can summon an elemental ally.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2614","weakness":{},"name":"Summon Water Elemental","trait":["Undine"],"id":"feat-2614","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Summon Water Elemental Source Ancestry Guide pg. 119 --- You can summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be a water elemental.","category":"feat","pfs":"Standard","feat":["Summon Water Elemental"],"rarity":"common","slug":"feat-2614"},{"skill_mod":{},"summary":"Your body is translucent while underwater.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2615","weakness":{},"name":"Translucent Skin","trait":["Undine"],"id":"feat-2615","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Translucent Skin Source Ancestry Guide pg. 119 --- Your body is translucent while underwater. Whenever you are fully submerged in water, you can Hide from other creatures even if you don't have cover against them and aren't concealed from them.","category":"feat","pfs":"Standard","feat":["Translucent Skin"],"rarity":"common","slug":"feat-2615"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"abjuration","trait":["Abjuration","Concentrate","Primal","Undine","Water"],"id":"feat-2616","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Tidal Shield Two Actions Source Ancestry Guide pg. 119 Frequency once per day --- You conjure the force of the tides to gain a +4 circumstance bonus to AC until the end of your next turn. Any allies adjacent to you during the duration gain a +2 circumstance bonus to AC as long as they remain adjacent to you. You can Sustain the effect to a maximum duration of 5 rounds. When a creature receiving a circumstance bonus to AC from Tidal Shield would take damage from an attack, as a reaction, you can reduce the damage to that creature by 40; after you do so, Tidal Shield ends.","feat":["Tidal Shield"],"element":["Water"],"skill_mod":{},"summary":"You conjure the force of the tides to gain a +4 circumstance bonus to AC until the end of your next turn.","primary_source":"Ancestry Guide","trait_group":["School","Mechanics","Tradition","Monster","Ancestry","Elemental","Planar"],"level":17,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2616","name":"Tidal Shield","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2616"},{"skill_mod":{},"summary":"A crack of your tail sparks wisps of blue energy.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2617","weakness":{},"name":"Foxfire","trait":["Kitsune"],"id":"feat-2617","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Foxfire Source Ancestry Guide pg. 124 --- A crack of your tail sparks wisps of blue energy. Choose either electricity or fire when you gain this feat. You gain a foxfire ranged unarmed attack with a maximum range of 20 feet. The attack deals 1d4 damage of the chosen type (no ability modifier is added to the damage roll). Your foxfire attack is in the sling weapon group and has the magical trait. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows . Special If you are a frozen wind kitsune, your foxfire deals cold damage instead of electricity or fire. Foxfire leads to... Fox Arson","category":"feat","pfs":"Standard","feat":["Foxfire"],"rarity":"common","slug":"feat-2617"},{"skill_mod":{},"summary":"You excel at navigating social situations and keeping secrets.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2618","weakness":{},"name":"Kitsune Lore","trait":["Kitsune"],"id":"feat-2618","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kitsune Lore Source Ancestry Guide pg. 124 --- You excel at navigating social situations and keeping secrets. You gain the trained proficiency rank in Diplomacy and Deception. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Kitsune Lore.","category":"feat","pfs":"Standard","feat":["Kitsune Lore"],"rarity":"common","slug":"feat-2618"},{"skill_mod":{},"summary":"You've picked up a few magical tricks.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2619","weakness":{},"name":"Kitsune Spell Familiarity","trait":["Kitsune"],"id":"feat-2619","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kitsune Spell Familiarity Source Ancestry Guide pg. 124 --- You've picked up a few magical tricks. During your daily preparations, choose daze , forbidding ward , or ghost sound . Until your next daily preparations, you can cast this cantrip as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Kitsune Spell Familiarity"],"rarity":"common","slug":"feat-2619"},{"skill_mod":{},"summary":"You gain a claw unarmed attack that deals 1d4 slashing damage.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2620","weakness":{},"name":"Retractable Claws","trait":["Kitsune"],"id":"feat-2620","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Retractable Claws Source Ancestry Guide pg. 124 --- You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.","category":"feat","pfs":"Standard","feat":["Retractable Claws"],"rarity":"common","slug":"feat-2620"},{"skill_mod":{},"summary":"A lifetime of experience helps you see through disguises.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2621","weakness":{},"name":"Shapechanger's Intuition","trait":["Kitsune"],"id":"feat-2621","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shapechanger's Intuition Source Ancestry Guide pg. 124 --- A lifetime of experience helps you see through disguises. When you come within 10 feet of a creature that is transformed into another form or is Impersonating a specific creature, the GM rolls a secret Perception check for you to realize that the creature is transformed, even if you didn't spend an action to Seek against that creature.","category":"feat","pfs":"Standard","feat":["Shapechanger's Intuition"],"rarity":"common","slug":"feat-2621"},{"skill_mod":{},"summary":"Your magic has crystallized into a spherical stone.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2622","weakness":{},"name":"Star Orb","trait":["Kitsune"],"id":"feat-2622","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Star Orb Source Ancestry Guide pg. 124 --- Your magic has crystallized into a spherical stone. You gain a familiar, except it's a star orb: a Tiny stone of light Bulk. The familiar has no Speeds and must select a Speed familiar ability before it can move, animating in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day; when it‘s an immobile stone, it can't select any familiar or master abilities that require it to move. It always has the innate surge master ability, which counts against your limit for familiar and master abilities. Star Orb leads to... Killing Stone, Rekindled Light","category":"feat","pfs":"Standard","feat":["Star Orb"],"rarity":"common","slug":"feat-2622"},{"skill_mod":{},"summary":"When you Change Shape, you retain elements of your kitsune form, allowing you to speak in a fox form, use kitsune unarmed attacks in a tailless form, or gain a tail in your tailless form to use abilities that require one.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2623","weakness":{},"name":"Hybrid Form","trait":["Kitsune"],"id":"feat-2623","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Hybrid Form Source Ancestry Guide pg. 124 PFS Note Characters with hybrid form can retain elements of their kitsune form when they use Change Shape, but they do not have to (they can still change fully into their alternative form). --- When you Change Shape, you retain elements of your kitsune form, allowing you to speak in a fox form, use kitsune unarmed attacks in a tailless form, or gain a tail in your tailless form to use abilities that require one. You can Change Shape to alter the details of your hybrid form without fully changing into your true form or your alternate form. While in hybrid form, your foxlike features make it obvious that you aren't a normal humanoid.","category":"feat","pfs":"Standard","feat":["Hybrid Form"],"rarity":"common","slug":"feat-2623"},{"skill_mod":{},"summary":"You know more kitsune magic.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"at least one innate spell from a kitsune heritage or ancestry feat","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2624","weakness":{},"name":"Kitsune Spell Mysteries","trait":["Kitsune"],"id":"feat-2624","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Kitsune Spell Mysteries Source Ancestry Guide pg. 125 Prerequisites at least one innate spell from a kitsune heritage or ancestry feat --- You know more kitsune magic. During your daily preparations, choose bane , illusory object , or sanctuary . You can cast this as a 1st-level divine innate spell once that day. Kitsune Spell Mysteries leads to... Kitsune Spell Expertise","category":"feat","pfs":"Standard","feat":["Kitsune Spell Mysteries"],"rarity":"common","slug":"feat-2624"},{"skill_mod":{},"summary":"With a bit of self-discovery, you find a new form.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2625","weakness":{},"name":"Myriad Forms","trait":["Kitsune"],"id":"feat-2625","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Myriad Forms Source Ancestry Guide pg. 125 --- With a bit of self-discovery, you find a new form. You gain the alternate form of a kitsune heritage other than your own, adding it to the options for your Change Shape.","category":"feat","pfs":"Standard","feat":["Myriad Forms"],"rarity":"common","slug":"feat-2625"},{"skill_mod":{},"summary":"You wear many faces, even those that don't belong to you.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"tailless alternate form","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2626","frequency":"once per day","weakness":{},"name":"Shifting Faces","trait":["Kitsune"],"id":"feat-2626","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Shifting Faces Source Ancestry Guide pg. 125 Frequency once per day Prerequisites tailless alternate form --- You wear many faces, even those that don't belong to you. When you Change Shape into your tailless form, you gain the effects of 3rd-level illusory disguise for 1 hour or until you shift back, except it's a transmutation effect rather than an illusion. Shifting Faces leads to... Larger than Life (Kitsune), Many Guises","category":"feat","pfs":"Standard","feat":["Shifting Faces"],"rarity":"common","slug":"feat-2626"},{"skill_mod":{},"summary":"You always have time for a joke or prank.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2627","frequency":"once per hour","weakness":{},"name":"Fox Trick","trait":["Kitsune"],"actions_number":0,"id":"feat-2627","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fox Trick Free Action Source Ancestry Guide pg. 125 Frequency once per hour --- You always have time for a joke or prank. You Create a Diversion, Conceal an Object, or Hide. All creatures who witnessed your Fox Trick then wise up to it, becoming temporarily immune to your Fox Trick for 24 hours.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Fox Trick"],"rarity":"common","slug":"feat-2627"},{"skill_mod":{},"summary":"Your star orb hides a deadly miasma.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Star Orb","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2628","weakness":{},"name":"Killing Stone","trait":["Kitsune"],"id":"feat-2628","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Killing Stone Source Ancestry Guide pg. 125 Prerequisites Star Orb --- Your star orb hides a deadly miasma. You can cast 5th-level cloudkill as a divine innate spell once per day. The spell's normal components are replaced with a focus component (your star orb) and a somatic component to aim the orb towards the location for the spell.","category":"feat","pfs":"Standard","feat":["Killing Stone"],"rarity":"common","slug":"feat-2628"},{"skill_mod":{},"summary":"Your tails show your magical mastery.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Kitsune Spell Mysteries","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2629","weakness":{},"name":"Kitsune Spell Expertise","trait":["Kitsune"],"id":"feat-2629","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Kitsune Spell Expertise Source Ancestry Guide pg. 125 Prerequisites Kitsune Spell Mysteries --- Your tails show your magical mastery. During your daily preparations, choose confusion , death ward , or illusory scene . You can Cast this Spell as a 5th-level divine innate spell once that day. You become an expert in divine spell DCs and divine spell attack rolls.","category":"feat","pfs":"Standard","feat":["Kitsune Spell Expertise"],"rarity":"common","slug":"feat-2629"},{"skill_mod":{},"summary":"Once per day, when you Change Shape into a fox, you can instead gain the effects of both the canine form of 5th-level animal form and 7th-level fiery body for 1 minute or until you shift back, whichever comes first.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Change Shape with a fox alternate form","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2630","weakness":{},"name":"Rampaging Form","trait":["Kitsune"],"id":"feat-2630","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Rampaging Form Source Ancestry Guide pg. 125 Prerequisites Change Shape with a fox alternate form --- Once per day, when you Change Shape into a fox, you can instead gain the effects of both the canine form of 5th-level animal form and 7th-level fiery body for 1 minute or until you shift back, whichever comes first. You can cast produce flame from the fiery body effect even though you're in a battle form. Special If you are a frozen wind kitsune, your form is ice instead of fire. This changes the immunity and damage from the fiery body effect to cold, changes the weakness to fire, and changes produce flame to ray of frost ","category":"feat","pfs":"Standard","feat":["Rampaging Form"],"rarity":"common","slug":"feat-2630"},{"skill_mod":{},"summary":"The smallest of fey have ridden corgis as mounts since time immemorial, leading to a pattern on corgis' backs called a “faerie saddle.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2631","weakness":{},"name":"Corgi Mount","trait":["Sprite"],"id":"feat-2631","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Corgi Mount Source Ancestry Guide pg. 129 --- The smallest of fey have ridden corgis as mounts since time immemorial, leading to a pattern on corgis' backs called a “faerie saddle.” You have formed a magical connection with a corgi that can serve as your mount. Your corgi familiar is Small rather than Tiny, and it's appropriate for use as your mount, unlike most familiars. It has the scent ability, which counts against your limit for familiar and master abilities as normal. Furthermore, it can never gain a familiar ability that grants it any Speeds other than a land Speed. If you're a pixie, you can't ride a corgi due to your Size, but you can take this feat to gain a corgi familiar.","category":"feat","pfs":"Standard","feat":["Corgi Mount"],"rarity":"common","slug":"feat-2631"},{"skill_mod":{},"summary":"You've manifested wings that can flutter for brief spurts.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2632","frequency":"once per round","weakness":{},"name":"Evanescent Wings","trait":["Sprite"],"actions_number":2,"id":"feat-2632","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Evanescent Wings Single Action Source Ancestry Guide pg. 130 Frequency once per round --- You've manifested wings that can flutter for brief spurts. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren't on solid ground at the end of this movement, you fall. Evanescent Wings leads to... Energize Wings","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Evanescent Wings"],"rarity":"common","slug":"feat-2632"},{"skill_mod":{},"summary":"You've learned the cantrips sprites have used since time immemorial.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2633","weakness":{},"name":"Fey Cantrips","trait":["Sprite"],"id":"feat-2633","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fey Cantrips Source Ancestry Guide pg. 130 --- You've learned the cantrips sprites have used since time immemorial. You gain dancing lights and ghost sound as primal innate cantrips. If you have the grig heritage, you also gain detect magic , and if you have the draxie heritage, you gain prestidigitation .","category":"feat","pfs":"Standard","feat":["Fey Cantrips"],"rarity":"common","slug":"feat-2633"},{"skill_mod":{},"summary":"You can ask questions of, receive answers from, and use the Diplomacy skill with bats.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Nyktera heritage","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2634","weakness":{},"name":"Speak with Bats","trait":["Sprite"],"id":"feat-2634","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Speak with Bats Source Ancestry Guide pg. 130 Prerequisites Nyktera heritage --- You can ask questions of, receive answers from, and use the Diplomacy skill with bats. You gain a +2 circumstance bonus on all Diplomacy checks to Make an Impression on bats or Request something from bats.","category":"feat","pfs":"Standard","feat":["Speak with Bats"],"rarity":"common","slug":"feat-2634"},{"skill_mod":{},"summary":"You can fling a portion of your magic at foes.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2635","weakness":{},"name":"Sprite's Spark","trait":["Sprite"],"id":"feat-2635","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sprite's Spark Source Ancestry Guide pg. 130 --- You can fling a portion of your magic at foes. You gain a ranged unarmed attack in the sling weapon group with a maximum range of 20 feet that deals 1d4 damage. (No ability modifier is added to the damage roll.) The damage type and name of the unarmed attack depends on your heritage, described below; most sprite heritages not presented in this book also use luminous spark. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows . Draxie euphoric spark (mental) Firefly Sprite luminous spark (fire) Grig dissonant note (sonic) Melixie sting shot (poison) Nyktera ultrasonic pulse (sonic) Pixie pixie dust (mental) Sprite's Spark leads to... Elemental Spark New Sprite Sparks The Sprite's Spark feat lets sprites fling magical blasts as an unarmed attack, with a damage type based on their heritage. Dijiang, gandharva, kanchil, and leungli sprites with Sprite's Spark gain the following unarmed attacks. Each has the trait associated with the damage type, except for the leungli's surging splash, which has the water trait. Dijiang primordial pulse (spirit) Gandharva celestial song (sonic) Kanchil puzzling bolt (mental) Leungli surging splash (bludgeoning)","category":"feat","pfs":"Standard","feat":["Sprite's Spark"],"rarity":"common","slug":"feat-2635"},{"skill_mod":{},"summary":"You can speak to all animals, not just a particular subset.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"ability to communicate with some type of animals (such as bats or arthropods)","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2636","weakness":{},"name":"Animal Speaker","trait":["Sprite"],"id":"feat-2636","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Animal Speaker Source Ancestry Guide pg. 130 Prerequisites ability to communicate with some type of animals (such as bats or arthropods) --- You can speak to all animals, not just a particular subset. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).","category":"feat","pfs":"Standard","feat":["Animal Speaker"],"rarity":"common","slug":"feat-2636"},{"skill_mod":{},"summary":"You create a tune so catchy, your foes can't help but dance along.","primary_source":"Ancestry Guide","trait_group":["Sense","Mechanics","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2637","weakness":{},"name":"Catchy Tune","trait":["Auditory","Concentrate","Emotion","Mental","Sprite"],"actions_number":2,"id":"feat-2637","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Catchy Tune Single Action Source Ancestry Guide pg. 130 --- You create a tune so catchy, your foes can't help but dance along. Attempt a Performance check against the Will DCs of all enemies in a 30-foot emanation. Critical Success The target takes a –10-foot status penalty to its Speed and is flat-footed, both for 1 round. Success The target takes a –5-foot status penalty to its Speed for 1 round. Critical Failure The target is temporarily immune for 1 hour.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Catchy Tune"],"rarity":"common","slug":"feat-2637"},{"skill_mod":{},"summary":"You can disguise yourself with magical illusions.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2638","weakness":{},"name":"Fey Disguise","trait":["Sprite"],"id":"feat-2638","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Fey Disguise Source Ancestry Guide pg. 131 --- You can disguise yourself with magical illusions. You can cast illusory disguise once per day as a 1st-level primal innate spell. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.","category":"feat","pfs":"Standard","feat":["Fey Disguise"],"rarity":"common","slug":"feat-2638"},{"skill_mod":{},"summary":"You stoke your magic to energize your wings, temporarily transforming them into glowing, majestic forms.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Evanescent Wings","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2639","weakness":{},"name":"Energize Wings","trait":["Sprite"],"id":"feat-2639","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Energize Wings Source Ancestry Guide pg. 131 Prerequisites Evanescent Wings --- Your magic energizes your wings, allowing you to fly farther. The fly Speed you gain from Evanescent Wings increases to 25 feet. Energize Wings leads to... Hero's Wings","category":"feat","pfs":"Standard","feat":["Energize Wings"],"rarity":"common","slug":"feat-2639"},{"skill_mod":{},"summary":"You can use faerie magic to hide yourself and expose hidden foes.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2640","weakness":{},"name":"Fey Magic","trait":["Sprite"],"id":"feat-2640","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fey Magic Source Ancestry Guide pg. 131 --- You can use faerie magic to hide yourself and expose hidden foes. You can cast faerie fire and invisibility each once per day as primal innate spells.","category":"feat","pfs":"Standard","feat":["Fey Magic"],"rarity":"common","slug":"feat-2640"},{"skill_mod":{},"summary":"While you are more susceptible to cold iron than most of the Wingless, you also have an incredible resilience and a deeper connection to the healing energies of the First World .","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2641","weakness":{},"name":"Fey Skin","trait":["Sprite"],"id":"feat-2641","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Fey Skin Source Ancestry Guide pg. 131 --- While you are more susceptible to cold iron than most of the Wingless, you also have an incredible resilience and a deeper connection to the healing energies of the First World. Increase your maximum Hit Points by an amount equal to your level. If you rest for 10 minutes, brilliant light from the First World seeps into your form from your wings (or the spot where your wings would be), causing you to regain a number of Hit Points equal to your level; this is cumulative with any Hit Points you regain from Treat Wounds. However, you gain weakness 5 to cold iron.","category":"feat","pfs":"Standard","feat":["Fey Skin"],"rarity":"common","slug":"feat-2641"},{"skill_mod":{},"summary":"You have learned how to become invisible and remain so.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2642","weakness":{},"name":"Invisible Trickster","trait":["Sprite"],"id":"feat-2642","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Invisible Trickster Source Ancestry Guide pg. 131 --- You have learned how to become invisible and remain so. You can cast 4th-level invisibility as a primal innate spell once per hour.","category":"feat","pfs":"Standard","feat":["Invisible Trickster"],"rarity":"common","slug":"feat-2642"},{"skill_mod":{},"summary":"You have begun the final steps to reaching your full potential.","primary_source":"Ancestry Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Energize Wings","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2643","weakness":{},"name":"Hero's Wings","trait":["Sprite"],"id":"feat-2643","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Hero's Wings Source Ancestry Guide pg. 131 Prerequisites Energize Wings --- Your wings have grown to their full, majestic form, granting you the unlimited power of flight. You have a fly Speed of 25 feet at all times. Furthermore, sprites recognize you as a powerful hero (or villain) by your unique wings and are appropriately impressed. You gain a +2 circumstance bonus on all Diplomacy and Intimidation checks against sprites and gain the benefits of the Glad-Hand skill feat against other sprites, without taking a –5 penalty to your Diplomacy check. ","category":"feat","pfs":"Standard","feat":["Hero's Wings"],"rarity":"common","slug":"feat-2643"},{"skill_mod":{},"summary":"You're a talented story weaver and use your voice effectively.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2645","weakness":{},"name":"Story Crooner","trait":["Strix"],"id":"feat-2645","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Story Crooner Source Ancestry Guide pg. 136 --- You're a talented story weaver and use your voice effectively. You are trained in Performance. If you would automatically become trained in Performance, you instead become trained in a skill of your choice. You also gain the Impressive Performance skill feat and gain a +1 circumstance bonus when Performing for an audience of strix.","category":"feat","pfs":"Standard","feat":["Story Crooner"],"rarity":"common","slug":"feat-2645"},{"skill_mod":{},"summary":"Your ancestral feud with humans gives you experience dealing with vicious foes, and your vengeance knows no bounds.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2646","weakness":{},"name":"Strix Defender","trait":["Strix"],"id":"feat-2646","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Restricted\" > Strix Defender Source Ancestry Guide pg. 136 --- Your ancestral feud with humans gives you experience dealing with vicious foes, and your vengeance knows no bounds. You gain a +1 circumstance bonus to Intimidation, Perception, and Survival checks against humans, as well as on damage rolls against humans with weapons and unarmed attacks. However, your hatred of humans is immediately obvious, giving you a –2 circumstance penalty to Diplomacy checks against them and usually starting their attitude one step worse towards you.","category":"feat","pfs":"Restricted","feat":["Strix Defender"],"rarity":"common","slug":"feat-2646"},{"skill_mod":{},"summary":"You're well connected to your tribe and perhaps even strix communities beyond your own, where you've learned about the land and techniques of graceful movement.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2647","weakness":{},"name":"Strix Lore","trait":["Strix"],"id":"feat-2647","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Strix Lore Source Ancestry Guide pg. 136 --- You're well connected to your tribe and perhaps even strix communities beyond your own, where you've learned about the land and techniques of graceful movement. You gain the trained proficiency rank in Acrobatics and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Strix Lore.","category":"feat","pfs":"Standard","feat":["Strix Lore"],"rarity":"common","slug":"feat-2647"},{"skill_mod":{},"summary":"To blend in with the grounded and wingless, you fold your wings just so on your back, creating the illusion of a feathered cloak.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2648","weakness":{},"name":"Feathered Cloak","trait":["Strix"],"id":"feat-2648","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Feathered Cloak Source Ancestry Guide pg. 136 --- To blend in with the grounded and wingless, you fold your wings just so on your back, creating the illusion of a feathered cloak. You receive a +2 circumstance bonus to Deception checks to Impersonate a version of yourself who is not a strix. Additionally, your folded wings help you obscure objects on your person, providing a +2 circumstance bonus to Stealth checks to Conceal an Object.","category":"feat","pfs":"Standard","feat":["Feathered Cloak"],"rarity":"common","slug":"feat-2648"},{"skill_mod":{},"summary":"You can fly through the air in short bursts at half your land Speed.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2649","frequency":"once per round","weakness":{},"name":"Fledgling Flight","trait":["Strix"],"actions_number":2,"id":"feat-2649","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fledgling Flight Single Action Source Ancestry Guide pg. 136 Frequency once per round --- You can fly through the air in short bursts. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren't on solid ground at the end of this movement, you fall. Fledgling Flight leads to... Juvenile Flight","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Fledgling Flight"],"rarity":"common","slug":"feat-2649"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Emotion","Mental","Strix"],"id":"feat-2650","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Strix Vengeance Reaction Source Ancestry Guide pg. 137 Frequency once per 10 minutes Trigger You, or a strix ally you can see, are damaged by an enemy's critical hit. --- You dedicate yourself to destroying those who harm your kin. Until the end of your next turn, you deal an additional +1d6 damage on Strikes against the triggering enemy. The bonus increases to +2d6 if you use a striking weapon or unarmed attack and +3d6 if you use a major striking weapon or unarmed attack.","feat":["Strix Vengeance"],"skill_mod":{},"summary":"You dedicate yourself to destroying those who harm your kin.","primary_source":"Ancestry Guide","trait_group":["Mechanics","Ancestry"],"level":5,"source_category":["Lost Omens"],"trigger":"You, or a strix ally you can see, are damaged by an enemy's critical hit.","resistance":{},"url":"/Feats.aspx?ID=2650","name":"Strix Vengeance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2650"},{"skill_mod":{},"summary":"You've learned how to throw your voice through the winds, tricking others as to your location.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2651","weakness":{},"name":"Thrown Voice","trait":["Strix"],"id":"feat-2651","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Thrown Voice Source Ancestry Guide pg. 137 --- You've learned how to throw your voice through the winds, tricking others as to your location. You can cast ventriloquism as a primal innate spell once per day. If you're a songbird strix, you can cast it twice per day instead.","category":"feat","pfs":"Standard","feat":["Thrown Voice"],"rarity":"common","slug":"feat-2651"},{"primary_source_category":"Lost Omens","source":["Ancestry Guide"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Air","Concentrate","Manipulate","Strix"],"id":"feat-2652","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ferocious Gust Two Actions Source Ancestry Guide pg. 137 Frequency once per 10 minutes --- With heavy wing beats, you whip up a furious gust and direct it at your opponents. This air blast has the effects of gust of wind with a DC equal to your class DC or spell DC, whichever is higher.","feat":["Ferocious Gust"],"element":["Air"],"skill_mod":{},"summary":"With heavy wing beats, you whip up a furious gust and direct it at your opponents.","primary_source":"Ancestry Guide","trait_group":["Elemental","Planar","Monster","Mechanics","Ancestry"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2652","name":"Ferocious Gust","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2652"},{"skill_mod":{},"summary":"You unfold your wings for travel and can keep them unfolded for 10 minutes.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Fledgling Flight","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2653","weakness":{},"name":"Juvenile Flight","trait":["Strix"],"id":"feat-2653","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Juvenile Flight Source Ancestry Guide pg. 137 Prerequisites Fledgling Flight --- Your wings become stronger, allowing you to fly farther. The fly Speed you gain from Fledgling Flight increases to 25 feet. Juvenile Flight leads to... Fully Flighted","category":"feat","pfs":"Standard","feat":["Juvenile Flight"],"rarity":"common","slug":"feat-2653"},{"skill_mod":{},"summary":"Ancestral spirits have begun to bond themselves to you, granting you powers characteristic of a rokoa.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2654","weakness":{},"name":"Rokoan Arts","trait":["Strix"],"id":"feat-2654","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rokoan Arts Source Ancestry Guide pg. 137 --- Ancestral spirits have begun to bond themselves to you, granting you powers characteristic of a rokoa. You can cast speak with animals and status as primal innate spells once per day each.","category":"feat","pfs":"Standard","feat":["Rokoan Arts"],"rarity":"common","slug":"feat-2654"},{"skill_mod":{},"summary":"With a sharp flap of your wings, you stay light on your feet as you move.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2655","weakness":{},"name":"Wing Step","trait":["Strix"],"actions_number":2,"id":"feat-2655","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Wing Step Single Action Source Ancestry Guide pg. 137 --- With a sharp flap of your wings, you stay light on your feet as you move. You Step 5 feet twice.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Wing Step"],"rarity":"common","slug":"feat-2655"},{"skill_mod":{},"summary":"You can commune with ancestor spirits to assume the form of an enormous primeval strix.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2656","weakness":{},"name":"Ancestor's Transformation","trait":["Strix"],"id":"feat-2656","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ancestor's Transformation Source Ancestry Guide pg. 137 --- You can commune with ancestor spirits to assume the form of an enormous primeval strix. You can cast 5th-level aerial form as a primal innate spell once per day, but you take the form of a primeval strix, using the statistics for a bird form.","category":"feat","pfs":"Standard","feat":["Ancestor's Transformation"],"rarity":"common","slug":"feat-2656"},{"skill_mod":{},"summary":"You gain the effects of Juvenile Flight at all times, rather than just once per day for 10 minutes.","primary_source":"Ancestry Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Juvenile Flight","source_category":["Lost Omens"],"source":["Ancestry Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2657","weakness":{},"name":"Fully Flighted","trait":["Strix"],"id":"feat-2657","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fully Flighted Source Ancestry Guide pg. 137 Prerequisites Juvenile Flight --- You can take to the skies at any time. You have a fly Speed of 25 feet at all times. Special You can take this feat a second time. If you do, your fly Speed increases to 35 feet.","category":"feat","pfs":"Standard","feat":["Fully Flighted"],"rarity":"common","slug":"feat-2657"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","skill":["Arcana","Occultism","Arcana","Occultism"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-2658","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Eldritch Researcher Dedication May contain spoilers from Abomination Vaults Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Trained in Arcana; Trained in Occultism --- You gain the ability to cast a single arcane or occult cantrip of your choice (which is heightened to a spell level equal to half your level rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls with Intelligence as your spellcasting ability. Regardless of whether you choose an arcane or occult cantrip, you also become an expert in your choice of either Arcana or Occultism. You also gain a +1 circumstance bonus to checks you attempt with the chosen skill when Investigating or Identifying Magic. Special You can't select another dedication feat until you've gained two other feats from the Eldritch Researcher archetype. Eldritch Researcher Dedication leads to... Able Ritualist, Advanced Seeker of Truths, Entities from Afar, Incredible Recollection, Know it All, Lorefinder, Scholarly Defense, Seeker of Truths, Strange Script, Words of Unraveling","feat":["Eldritch Researcher Dedication"],"skill_mod":{},"summary":"An eager student of occult lore, you enjoy reading rare or forgotten tomes with ancient rituals and hidden secrets.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Arcana; Trained in Occultism","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2658","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Eldritch Researcher Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2658"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2659","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Seeker of Truths Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication --- Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear. You gain the cleric's Domain Initiate feat but must select knowledge, secrecy, or truth as your domain. You cast that domain's domain spell as a focus spell of the same tradition as your cantrip from Eldritch Researcher Dedication, and you Refocus by contemplating abstruse mysteries rather than praying to a god. When an ability would manifest a divine symbol—such as the word of truth focus spell—it instead manifests as a strange shape unique to you that seems to defy geometry. Special You can take this feat up to three times, selecting a different domain each time. Seeker of Truths leads to... Advanced Seeker of Truths","feat":["Seeker of Truths"],"skill_mod":{},"summary":"Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":4,"prerequisite":"Eldritch Researcher Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2659","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Seeker of Truths","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2659"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2660","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Strange Script Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication --- You have such familiarity with obscure texts that you can compel them to reveal their secrets. Once per day, you can touch a single text (such as a tome, a wall of hieroglyphics, or something similar) and understand its meaning for 1 hour. If the text is in multiple languages, you gain the ability to understand them all for only the purposes of reading the text. If the text is in a code or cypher, you don't automatically understand the text, but you gain a +2 circumstance bonus to checks to decipher it.","feat":["Strange Script"],"skill_mod":{},"summary":"You have such familiarity with obscure texts that you can compel them to reveal their secrets.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":4,"prerequisite":"Eldritch Researcher Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2660","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Strange Script","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2660"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2661","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Scholarly Defense Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication --- Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them. You gain resistance to physical damage from melee attacks made by aberrations and oozes. This resistance is equal to one-third your level.","feat":["Scholarly Defense"],"skill_mod":{},"summary":"Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":6,"prerequisite":"Eldritch Researcher Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2661","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Scholarly Defense","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2661"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2662","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Able Ritualist Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication --- Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to primary and secondary checks you attempt as part of casting a ritual.","feat":["Able Ritualist"],"skill_mod":{},"summary":"Your readings on rituals make you a skilled participant.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":8,"prerequisite":"Eldritch Researcher Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2662","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Able Ritualist","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2662"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2663","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Lorefinder Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication --- You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them. You deny fate the ability to conceal truths from you. You can cast locate as an innate occult spell once per day. When you reach 14th level, this spell is heightened to 5th level.","feat":["Lorefinder"],"skill_mod":{},"summary":"You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":8,"prerequisite":"Eldritch Researcher Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2663","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Lorefinder","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2663"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2664","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Know it All Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication --- Your knowledge of abstruse topics is unparalleled. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal.","feat":["Know it All"],"skill_mod":{},"summary":"Your knowledge of abstruse topics is unparalleled.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":10,"prerequisite":"Eldritch Researcher Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2664","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Know it All","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2664"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2665","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Advanced Seeker of Truths Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication; Seeker of Truths --- You have unlocked deeper secrets to uncovering and hoarding lore. You gain an advanced domain spell from one domain you selected with Seeker of Truths. Increase the number of Focus Points in your focus pool by 1. Special You can take this feat up to three times, each time selecting a different advanced domain spell from a domain you selected with Seeker of Truths.","feat":["Advanced Seeker of Truths"],"skill_mod":{},"summary":"You have unlocked deeper secrets to uncovering and hoarding lore.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":12,"prerequisite":"Eldritch Researcher Dedication; Seeker of Truths","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2665","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Advanced Seeker of Truths","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2665"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2666","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Words of Unraveling Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication --- You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual. Once per day as an occult innate spell, you can cast daydreamer's curse , outcast's curse , or savant's curse . At the GM's discretion, you can substitute or add additional occult curse spells of 4th level or lower to this list. You can choose a different spell from the list each time you use this ability. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert.","feat":["Words of Unraveling"],"skill_mod":{},"summary":"You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":12,"prerequisite":"Eldritch Researcher Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2666","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Words of Unraveling","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2666"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2667","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Entities from Afar Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication --- You can call in aberrations to fight for you or to answer questions. You can cast summon entity as an innate occult spell once per day. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. As soon as the aberration arrives, instead of giving it any other commands, you can demand that it help you with a single question you pose to it. For the creature to effectively answer, you must Sustain the Spell for 1 minute, and you must understand and be understood by the aberration. If you do, the aberration gives you a cryptic clue as provided by the read omens spell, except that the clue is even more enigmatic than normal; the creature then immediately returns from whence it came without providing you any other benefit. At 16th level and every 2 levels thereafter, the summon entity spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level).","feat":["Entities from Afar"],"skill_mod":{},"summary":"You can call in aberrations to fight for you or to answer questions.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":14,"prerequisite":"Eldritch Researcher Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2667","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Entities from Afar","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2667"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #164: Hands of the Devil"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2668","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Incredible Recollection Single Action Source Pathfinder #164: Hands of the Devil pg. 76 Archetype Eldritch Researcher Prerequisites Eldritch Researcher Dedication --- You can sift through knowledge locked within your mind at an incredible pace. You instantly use up to 5 Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions.","feat":["Incredible Recollection"],"skill_mod":{},"summary":"You can sift through knowledge locked within your mind at an incredible pace.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Feat"],"level":14,"prerequisite":"Eldritch Researcher Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2668","archetype":["Eldritch Researcher"],"source_group":["Abomination Vaults"],"name":"Incredible Recollection","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-2668"},{"skill_mod":{},"summary":"Although you may not even be aware, the alghollthus your ancestors once served maintain a stranglehold on the deepest, tethered parts of your mind.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2669","weakness":{},"name":"Alghollthu Bound","trait":["Azarketi"],"id":"feat-2669","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alghollthu Bound Source Absalom, City of Lost Omens pg. 394, Azarketi Ancestry Web Supplement pg. 4 --- Although you may not even be aware, the alghollthus your ancestors once served maintain a stranglehold on the deepest, tethered parts of your mind. You receive a +2 circumstance bonus to Will saves against mental effects that would make you controlled, and if you roll a success against such an effect, you get a critical success instead. However, you gain none of these benefits against effects originating from alghollthus and instead take a –2 circumstance penalty against mental effects from alghollthus.","category":"feat","pfs":"Standard","feat":["Alghollthu Bound"],"rarity":"common","slug":"feat-2669"},{"skill_mod":{},"summary":"You have learned the history and origins of your people and how to connect to both your land and sea heritage.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2670","weakness":{},"name":"Azarketi Lore","trait":["Azarketi"],"id":"feat-2670","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Azarketi Lore Source Absalom, City of Lost Omens pg. 394, Azarketi Ancestry Web Supplement pg. 4 --- You have learned the history and origins of your people and how to connect to both your land and sea heritage. You become trained in Athletics and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Azarketi Lore.","category":"feat","pfs":"Standard","feat":["Azarketi Lore"],"rarity":"common","slug":"feat-2670"},{"skill_mod":{},"summary":"You are familiar with weapons that excel underwater.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2671","weakness":{},"name":"Azarketi Weapon Familiarity","trait":["Azarketi"],"id":"feat-2671","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Azarketi Weapon Familiarity Source Absalom, City of Lost Omens pg. 394, Azarketi Ancestry Web Supplement pg. 4 --- You are familiar with weapons that excel underwater. You are trained with crossbows, hand crossbows, longspears, spears, and tridents. In addition, you gain access to all uncommon azarketi weapons. For the purpose of determining your proficiency, martial azarketi weapons are simple weapons and advanced azarketi weapons are martial weapons. Azarketi Weapon Familiarity leads to... Azarketi Weapon Aptitude, Azarketi Weapon Expertise","category":"feat","pfs":"Standard","feat":["Azarketi Weapon Familiarity"],"rarity":"common","slug":"feat-2671"},{"skill_mod":{},"summary":"You've been approached with suspicion and distrust throughout your life and return these sentiments back to the strangers you encounter.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2672","weakness":{},"name":"Cynical","trait":["Azarketi"],"id":"feat-2672","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cynical Source Absalom, City of Lost Omens pg. 394, Azarketi Ancestry Web Supplement pg. 4 --- You've been approached with suspicion and distrust throughout your life and return these sentiments back to the strangers you encounter. As a result, you are difficult to deceive. You gain a +1 circumstance bonus to your Perception DC against Lies and Impersonations.","category":"feat","pfs":"Standard","feat":["Cynical"],"rarity":"common","slug":"feat-2672"},{"skill_mod":{},"summary":"You dive into the water with exceptional skill and connection to the waves, urging the water itself to cushion your fall.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2673","weakness":{},"name":"Perfect Dive","trait":["Azarketi"],"actions_number":2,"id":"feat-2673","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Perfect Dive Single Action Source Absalom, City of Lost Omens pg. 394, Azarketi Ancestry Web Supplement pg. 4 --- You dive into the water with exceptional skill and connection to the waves, urging the water itself to cushion your fall. You intentionally Leap or otherwise fall into the water, taking no falling damage regardless of the distance.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Perfect Dive"],"rarity":"common","slug":"feat-2673"},{"skill_mod":{},"summary":"By sinking gently beneath the waves, you obscure your presence and utilize the water as a barrier between you and land combatants.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2674","weakness":{},"name":"Surface Skimmer","trait":["Azarketi"],"id":"feat-2674","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Surface Skimmer Source Absalom, City of Lost Omens pg. 394, Azarketi Ancestry Web Supplement pg. 4 --- By sinking gently beneath the waves, you obscure your presence and utilize the water as a barrier between you and land combatants. While you are submerged just below the water's surface, you have cover from attacks made by creatures out of the water.","category":"feat","pfs":"Standard","feat":["Surface Skimmer"],"rarity":"common","slug":"feat-2674"},{"skill_mod":{},"summary":"You become familiar with using your weapons both in and out of water.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Azarketi Weapon Familiarity","source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2675","weakness":{},"name":"Azarketi Weapon Aptitude","trait":["Azarketi"],"id":"feat-2675","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Azarketi Weapon Aptitude Source Absalom, City of Lost Omens pg. 395, Azarketi Ancestry Web Supplement pg. 5 Prerequisites Azarketi Weapon Familiarity --- You become familiar with using your weapons both in and out of water. Whenever you critically hit using an azarketi weapon or one of the weapons listed in Azarketi Weapon Familiarity, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Azarketi Weapon Aptitude"],"rarity":"common","slug":"feat-2675"},{"skill_mod":{},"summary":"While swimming in water at least 10 feet deep, you grab an adjacent creature (on nearby land or in the water) and pull it below the surface.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2676","weakness":{},"name":"Drag Down","trait":["Azarketi"],"actions_number":4,"id":"feat-2676","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Drag Down Two Actions Source Absalom, City of Lost Omens pg. 395, Azarketi Ancestry Web Supplement pg. 5 --- While swimming in water at least 10 feet deep, you grab an adjacent creature (on nearby land or in the water) and pull it below the surface. Attempt an Athletics check to Grapple the creature. On a success, if the creature is on land, in addition to the normal effects of Grapple, you pull the creature into the water in a space adjacent to you. If the creature is already in the water, on a success, in addition the normal effects of Grapple, you drag the creature 10 feet deeper into the water, moving 10 feet with the creature. Moving a creature into water or deeper into water using Drag Down is forced movement for the creature but not for you. Drag Down leads to... Riptide","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Drag Down"],"rarity":"common","slug":"feat-2676"},{"skill_mod":{},"summary":"You have tapped into the ancient magic used by alghollthu masters to mold the flesh of your ancestors.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2677","weakness":{},"name":"Aboleth Transmutation","trait":["Azarketi"],"id":"feat-2677","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Aboleth Transmutation Source Absalom, City of Lost Omens pg. 395, Azarketi Ancestry Web Supplement pg. 5 --- You have tapped into the ancient magic used by alghollthu masters (also known as aboleths) to mold the flesh of your ancestors. You can use this magic to transfigure other beings. You gain 3rd-level feet to fins and 2nd-level water breathing as arcane innate spells. You can cast each of these arcane innate spells once per day.","category":"feat","pfs":"Standard","feat":["Aboleth Transmutation"],"rarity":"common","slug":"feat-2677"},{"skill_mod":{},"summary":"You draw life from the water around you.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2678","weakness":{},"name":"Replenishing Hydration","trait":["Azarketi"],"id":"feat-2678","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Replenishing Hydration Source Absalom, City of Lost Omens pg. 395, Azarketi Ancestry Web Supplement pg. 5 --- You draw life from the water around you. If you submerge in water and rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level.","category":"feat","pfs":"Standard","feat":["Replenishing Hydration"],"rarity":"common","slug":"feat-2678"},{"primary_source_category":"Lost Omens","source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Azarketi"],"id":"feat-2679","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Riptide Reaction Source Absalom, City of Lost Omens pg. 395, Azarketi Ancestry Web Supplement pg. 5 Prerequisites Drag Down; Expert in Athletics Trigger You successfully Grapple a creature of the same size as you or smaller. Requirements You are within 10 feet of water at least 10 feet deep, and your Speed is sufficient to reach the water in one Stride. --- You Stride up to 10 feet to enter the water, bringing the grabbed creature with you into the water.","feat":["Riptide"],"skill_mod":{},"summary":"Drag a grabbed creature into nearby water","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"level":9,"prerequisite":"Drag Down; Expert in Athletics","source_category":["Lost Omens"],"requirement":"You are within 10 feet of water at least 10 feet deep, and your Speed is sufficient to reach the water in one Stride.","trigger":"You successfully Grapple a creature of the same size as you or smaller.","resistance":{},"url":"/Feats.aspx?ID=2679","name":"Riptide","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2679"},{"skill_mod":{},"summary":"Your mastery with weapons both above and below water is unmatched.","primary_source":"Absalom, City of Lost Omens","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Azarketi Weapon Familiarity","source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens","Azarketi Ancestry Web Supplement"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2680","weakness":{},"name":"Azarketi Weapon Expertise","trait":["Azarketi"],"id":"feat-2680","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Azarketi Weapon Expertise Source Absalom, City of Lost Omens pg. 395, Azarketi Ancestry Web Supplement pg. 5 Prerequisites Azarketi Weapon Familiarity --- Your mastery with weapons both above and below water is unmatched. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in crossbows, hand crossbows, longspears, spears, tridents, and all azarketi weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Azarketi Weapon Expertise"],"rarity":"common","slug":"feat-2680"},{"remaster_name":["Crossbow Infiltrator Dedication"],"primary_source_category":"Adventure Paths","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2683","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Drow Shootist Dedication May contain spoilers from Abomination Vaults Source Pathfinder #165: Eyes of Empty Death pg. 77 Archetype Drow Shootist Prerequisites trained in the hand crossbow --- Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action. Shootist's Draw Single Action Frequency once per round; Effect You Interact to draw a hand crossbow and Strike with it, or you Strike with a loaded hand crossbow you're already holding and then Interact to stow it. Special You can't select another dedication feat until you've gained two other feats from the drow shootist archetype. Drow Shootist Dedication leads to... Lethargy Poisoner, Reloading Trick, Repeating Hand Crossbow Training","feat":["Drow Shootist Dedication"],"skill_mod":{},"summary":"Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. ","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"trained in the hand crossbow","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2683","archetype":["Drow Shootist"],"source_group":["Abomination Vaults"],"spoilers":"Abomination Vaults","name":"Drow Shootist Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2683"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype"],"id":"feat-2684","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Repeating Hand Crossbow Training Source Pathfinder #165: Eyes of Empty Death pg. 77 Archetype Drow Shootist Prerequisites Drow Shootist Dedication --- You become trained in the repeating hand crossbow and gain access to repeating hand crossbows and shootist bandoliers. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a repeating hand crossbow you're using, you gain access to its critical specialization effect. You can perform the Shootist's Draw action with repeating hand crossbows. Special If you have the Running Reload feat, you can reload a repeating hand crossbow magazine on the move. You can use Running Reload as a 3-action activity to reload a magazine into a repeating hand crossbow after you Stride, Step, or Sneak, or as a 2-action activity if you use a magazine from a shootist bandolier.","feat":["Repeating Hand Crossbow Training"],"skill_mod":{},"summary":"You become trained in the repeating hand crossbow and gain access to repeating hand crossbows and shootist bandoliers.","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Feat"],"level":4,"prerequisite":"Drow Shootist Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2684","archetype":["Drow Shootist"],"source_group":["Abomination Vaults"],"name":"Repeating Hand Crossbow Training","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2684"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"primary_source_group":"Abomination Vaults","trait":["Archetype","Manipulate"],"id":"feat-2685","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Reloading Trick Single Action Source Pathfinder #165: Eyes of Empty Death pg. 77 Archetype Drow Shootist Frequency once per round Prerequisites Drow Shootist Dedication Requirements You're holding an unloaded hand crossbow. --- You can fire off a single shot even when unprepared. You Interact to reload your hand crossbow and Strike with it. Special If you have the Repeating Hand Crossbow Training feat, you can use this feat with a repeating hand crossbow to load either a bolt or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action Interact activity to remove the jammed magazine and clear it before it can be used again.","feat":["Reloading Trick"],"skill_mod":{},"summary":"You can fire off a single shot even when unprepared. You Interact to reload your hand crossbow and Strike with it.","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Drow Shootist Dedication","source_category":["Adventure Paths"],"requirement":"You're holding an unloaded hand crossbow.","resistance":{},"url":"/Feats.aspx?ID=2685","archetype":["Drow Shootist"],"source_group":["Abomination Vaults"],"name":"Reloading Trick","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-2685"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #165: Eyes of Empty Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Abomination Vaults","skill":["Crafting","Crafting"],"trait":["Archetype"],"id":"feat-2686","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Lethargy Poisoner Source Pathfinder #165: Eyes of Empty Death pg. 77 Archetype Drow Shootist Prerequisites Drow Shootist Dedication; Trained in Crafting --- You've learned more than the use of hand crossbows from drow lore. During your daily preparations, you can prepare a dose of lethargy poison from ordinary materials in a wilderness or urban area. If you're an expert in Crafting, you can instead craft a dose of stupor poison. You can prepare two doses (of either poison) if you're a master in Crafting and three doses if you're legendary in Crafting. The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat.","feat":["Lethargy Poisoner"],"skill_mod":{},"summary":"You've learned more than the use of hand crossbows from drow lore.","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Feat"],"level":8,"prerequisite":"Drow Shootist Dedication; Trained in Crafting","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2686","archetype":["Drow Shootist"],"source_group":["Abomination Vaults"],"name":"Lethargy Poisoner","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2686"},{"skill_mod":{},"summary":"You gain an additional signature trick.","primary_source":"Come One, Come All, to the Extinction Curse Player's Guide!","trait_group":["AP-Specific","Feat"],"primary_source_category":"Blog Posts","level":3,"prerequisite":"You must have a signature trick","source_category":["Blog Posts"],"source":["Come One, Come All, to the Extinction Curse Player's Guide!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2688","weakness":{},"name":"Additional Circus Trick","trait":["Circus","General"],"id":"feat-2688","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"\" > Additional Circus Trick Source Come One, Come All, to the Extinction Curse Player's Guide! Prerequisites You must have a signature trick --- Your signature trick can have one additional trait beyond the number provided in Table 2: Trick Progression on page 63 of Pathfinder #151: The Show Must Go On . If the trick trait has an associated skill (such as Intimidation with the fire trait) and that skill is one of your trick checks, your checks with that skill to Perform a Trick aren't penalized if you Perform a Trick using a different skill. For example, if your signature trick has Acrobatics and Intimidation as trick checks and you take this feat to add the fire trait, you can Perform a Trick using Acrobatics (at no penalty), then Acrobatics again (at a -5 penalty), and then Intimidation (at no penalty).","category":"feat","feat":["Additional Circus Trick"],"rarity":"common","slug":"feat-2688"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Uncommon","Witch"],"id":"feat-2689","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Syu Tak-Nwa's Skillful Tresses May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 74 Prerequisites Living Hair --- You can expertly control your living hair and use it to perform various tasks. You can perform simple Interact actions with your hair such as opening an unlocked door or picking up objects. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. Your hair can hold items of up to 1 Bulk, but can't Activate or attack with any items it's holding. Feats Source Pathfinder #166: Despair on Danger Island pg. 74 The player characters might learn some of these techniques from friends and rivals during their stay on Bonmu, allowing them to select the feats the next time they would gain a feat. Surviving combat against Syu Tak-nwa allows the characters to take the three witch feats, while defeating or impressing the Ahmoza twins allows them to take Entwined Energy Ki. Lighting the candles and praying in the temple of Irori's prayer room (area A8) gives them access to Wronged Monk's Wrath. Related Feats : Entwined Energy Ki, Syu Tak-Nwa's Deadly Hair, Syu Tak-Nwa's Hexed Locks, Wronged Monk's Wrath","feat":["Syu Tak-Nwa's Skillful Tresses"],"skill_mod":{},"summary":"You can expertly control your living hair and use it to perform various tasks.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Rarity","Class"],"level":4,"prerequisite":"Living Hair","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2689","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Syu Tak-Nwa's Skillful Tresses","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2689"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Uncommon","Witch"],"id":"feat-2690","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Syu Tak-Nwa's Deadly Hair May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 74 Prerequisites Living Hair --- Your hair unarmed attack deals 1d6 bludgeoning damage and gains the grapple trait. Feats Source Pathfinder #166: Despair on Danger Island pg. 74 The player characters might learn some of these techniques from friends and rivals during their stay on Bonmu, allowing them to select the feats the next time they would gain a feat. Surviving combat against Syu Tak-nwa allows the characters to take the three witch feats, while defeating or impressing the Ahmoza twins allows them to take Entwined Energy Ki. Lighting the candles and praying in the temple of Irori's prayer room (area A8) gives them access to Wronged Monk's Wrath. Related Feats : Entwined Energy Ki, Syu Tak-Nwa's Hexed Locks, Syu Tak-Nwa's Skillful Tresses, Wronged Monk's Wrath","feat":["Syu Tak-Nwa's Deadly Hair"],"skill_mod":{},"summary":"Your hair deals increased damage and can grapple.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Rarity","Class"],"level":6,"prerequisite":"Living Hair","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2690","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Syu Tak-Nwa's Deadly Hair","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2690"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Uncommon","Witch"],"id":"feat-2691","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Syu Tak-Nwa's Hexed Locks May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 74 Prerequisites Living Hair --- Your hair unarmed attack gains the reach trait. You can deliver hexes through your hair. When you successfully cast a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect. Feats Source Pathfinder #166: Despair on Danger Island pg. 74 The player characters might learn some of these techniques from friends and rivals during their stay on Bonmu, allowing them to select the feats the next time they would gain a feat. Surviving combat against Syu Tak-nwa allows the characters to take the three witch feats, while defeating or impressing the Ahmoza twins allows them to take Entwined Energy Ki. Lighting the candles and praying in the temple of Irori's prayer room (area A8) gives them access to Wronged Monk's Wrath. Related Feats : Entwined Energy Ki, Syu Tak-Nwa's Deadly Hair, Syu Tak-Nwa's Skillful Tresses, Wronged Monk's Wrath","feat":["Syu Tak-Nwa's Hexed Locks"],"skill_mod":{},"summary":"Your hair attacks gain the reach trait and you can deliver hexes through it.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Rarity","Class"],"level":8,"prerequisite":"Living Hair","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2691","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Syu Tak-Nwa's Hexed Locks","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2691"},{"skill_mod":{},"summary":"You can transform your inner power into a type of energy to empower your ki abilities.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Class","Weapon","Rarity"],"primary_source_category":"Adventure Paths","level":10,"source_category":["Adventure Paths"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2692","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","spoilers":"Fists of the Ruby Phoenix","name":"Entwined Energy Ki","trait":["Monk","Uncommon"],"id":"feat-2692","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Entwined Energy Ki May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 74 --- You can transform your inner power into a type of energy to empower your ki abilities. When you gain this feat, choose either acid, cold, electricity, fire, or sonic damage. When you cast ki blast , you can choose to have the spell deal the type of damage you chose instead of force damage. When you cast ki form or ki strike , add the type of damage you chose to the list of damage types you can select for the spell. Special At the GM's discretion, this feat can alter other ki spells. Feats Source Pathfinder #166: Despair on Danger Island pg. 74 The player characters might learn some of these techniques from friends and rivals during their stay on Bonmu, allowing them to select the feats the next time they would gain a feat. Surviving combat against Syu Tak-nwa allows the characters to take the three witch feats, while defeating or impressing the Ahmoza twins allows them to take Entwined Energy Ki. Lighting the candles and praying in the temple of Irori's prayer room (area A8) gives them access to Wronged Monk's Wrath. Related Feats : Syu Tak-Nwa's Deadly Hair, Syu Tak-Nwa's Hexed Locks, Syu Tak-Nwa's Skillful Tresses, Wronged Monk's Wrath","category":"feat","pfs":"Limited","feat":["Entwined Energy Ki"],"rarity":"uncommon","slug":"feat-2692"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Monk","Uncommon"],"id":"feat-2693","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Wronged Monk's Wrath May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 74 Prerequisites ki spells --- You gain the wronged monk's wrath ki spell. Increase the number of Focus Points in your focus pool by 1. Feats Source Pathfinder #166: Despair on Danger Island pg. 74 The player characters might learn some of these techniques from friends and rivals during their stay on Bonmu, allowing them to select the feats the next time they would gain a feat. Surviving combat against Syu Tak-nwa allows the characters to take the three witch feats, while defeating or impressing the Ahmoza twins allows them to take Entwined Energy Ki. Lighting the candles and praying in the temple of Irori's prayer room (area A8) gives them access to Wronged Monk's Wrath. Related Feats : Entwined Energy Ki, Syu Tak-Nwa's Deadly Hair, Syu Tak-Nwa's Hexed Locks, Syu Tak-Nwa's Skillful Tresses","feat":["Wronged Monk's Wrath"],"skill_mod":{},"summary":"You gain the wronged monk's wrath ki spell.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Class","Weapon","Rarity"],"level":10,"prerequisite":"ki spells","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2693","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Wronged Monk's Wrath","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2693"},{"access":"Defeat a member of the Butterfly Blades in a sanctioned bout.","primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2704","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Butterfly Blade Dedication May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 78 Archetype Butterfly Blade Prerequisites trained in butterfly swords Access Defeat a member of the Butterfly Blades in a sanctioned bout. --- You become trained in Deception and Stealth; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords. Special You cannot select another dedication feat until you have gained two other feats from this archetype. Butterfly Blade Dedication leads to... Butterfly's Kiss, Butterfly's Sting, Deadly Butterfly, Innocent Butterfly, Mastermind's Eye","feat":["Butterfly Blade Dedication"],"skill_mod":{},"summary":"You've trained in one of Goka's oldest traditions of espionage, intimidation, and combat mastery.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"trained in butterfly swords","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2704","archetype":["Butterfly Blade"],"source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Butterfly Blade Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2704"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype"],"id":"feat-2705","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Butterfly's Kiss Source Pathfinder #166: Despair on Danger Island pg. 78 Archetype Butterfly Blade Prerequisites Butterfly Blade Dedication --- You can make nonlethal Strikes with a butterfly sword without taking a penalty.","feat":["Butterfly's Kiss"],"skill_mod":{},"summary":"You can make nonlethal Strikes with a butterfly sword without taking a penalty.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat"],"level":6,"prerequisite":"Butterfly Blade Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2705","archetype":["Butterfly Blade"],"source_group":["Fists of the Ruby Phoenix"],"name":"Butterfly's Kiss","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2705"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype"],"id":"feat-2706","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Butterfly's Sting Source Pathfinder #166: Despair on Danger Island pg. 78 Archetype Butterfly Blade Prerequisites Butterfly Blade Dedication --- You gain the sneak attack class feature. You don't increase the number of dice as you gain levels.","feat":["Butterfly's Sting"],"skill_mod":{},"summary":"You gain the sneak attack class feature.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat"],"level":6,"prerequisite":"Butterfly Blade Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2706","archetype":["Butterfly Blade"],"source_group":["Fists of the Ruby Phoenix"],"name":"Butterfly's Sting","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2706"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype"],"id":"feat-2707","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Mastermind's Eye Source Pathfinder #166: Despair on Danger Island pg. 78 Archetype Butterfly Blade Prerequisites Butterfly Blade Dedication --- When you succeed at identifying a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute. This feat serves as the rogue's mastermind racket for the purpose of meeting prerequisites.","feat":["Mastermind's Eye"],"skill_mod":{},"summary":"When you identify a creature with Recall Knowledge, that creature is flat-footed to you.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat"],"level":6,"prerequisite":"Butterfly Blade Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2707","archetype":["Butterfly Blade"],"source_group":["Fists of the Ruby Phoenix"],"name":"Mastermind's Eye","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2707"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype"],"id":"feat-2708","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Deadly Butterfly Source Pathfinder #166: Despair on Danger Island pg. 78 Archetype Butterfly Blade Prerequisites Butterfly Blade Dedication --- You gain access to the butterfly sword's critical specialization effect. If you already had access to the critical specialization effect or you gain the effect at a later time, you also gain the critical specialization effect for knives when you critically hit with a butterfly sword. You can benefit from only one critical specialization effect at a time.","feat":["Deadly Butterfly"],"skill_mod":{},"summary":"You gain access to the butterfly sword's critical specialization effect.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat"],"level":8,"prerequisite":"Butterfly Blade Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2708","archetype":["Butterfly Blade"],"source_group":["Fists of the Ruby Phoenix"],"name":"Deadly Butterfly","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2708"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype"],"id":"feat-2709","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Innocent Butterfly Source Pathfinder #166: Despair on Danger Island pg. 78 Archetype Butterfly Blade Prerequisites Butterfly Blade Dedication --- You know how to alter the perceptions of others. You can cast aura of the unremarkable once per day as an innate arcane spell. The spell uses your class DC or spell DC, whichever is higher.","feat":["Innocent Butterfly"],"skill_mod":{},"summary":"You know how to alter the perceptions of others.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat"],"level":14,"prerequisite":"Butterfly Blade Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2709","archetype":["Butterfly Blade"],"source_group":["Fists of the Ruby Phoenix"],"name":"Innocent Butterfly","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2709"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Occultism","Religion","Occultism","Religion"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-2710","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Ghost Eater Dedication May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #166: Despair on Danger Island pg. 79 Archetype Ghost Eater Prerequisites Trained in Occultism or Trained in Religion --- You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack Strikes become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune. Special You cannot select another dedication feat until you have gained two other feats from this archetype. Ghost Eater Dedication leads to... Cross the Threshold, Disrupting Strikes, Reach Beyond","feat":["Ghost Eater Dedication"],"skill_mod":{},"summary":"You have trained as a ghost eater, a hunter specialized in the destruction of spirits.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Occultism or Trained in Religion","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2710","archetype":["Ghost Eater"],"source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Ghost Eater Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2710"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype"],"id":"feat-2711","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Reach Beyond Source Pathfinder #166: Despair on Danger Island pg. 79 Archetype Ghost Eater Prerequisites Ghost Eater Dedication --- You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee Strikes against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is hidden, requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the concentrate trait, to focus on a creature inside of a solid object. If you do, the next melee Strike you make this turn requires you to succeed at only a DC 6 flat check to affect the creature.","feat":["Reach Beyond"],"skill_mod":{},"summary":"You've learned to move your spiritual energy past yourself to attack spirits where others can't.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat"],"level":4,"prerequisite":"Ghost Eater Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2711","archetype":["Ghost Eater"],"source_group":["Fists of the Ruby Phoenix"],"name":"Reach Beyond","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2711"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype"],"id":"feat-2712","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Disrupting Strikes Single Action Source Pathfinder #166: Despair on Danger Island pg. 79 Archetype Ghost Eater Prerequisites Ghost Eater Dedication --- You call forth positive energy from within to help you destroy undead. Your weapon and unarmed Strikes gain the effects of a disrupting property rune until the start of your next turn. If you're 14th level or higher, your Strikes instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher.","feat":["Disrupting Strikes"],"skill_mod":{},"summary":"You call forth positive energy from within to help you destroy undead.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat"],"level":6,"prerequisite":"Ghost Eater Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2712","archetype":["Ghost Eater"],"source_group":["Fists of the Ruby Phoenix"],"name":"Disrupting Strikes","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-2712"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #166: Despair on Danger Island"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype"],"id":"feat-2713","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Cross the Threshold Source Pathfinder #166: Despair on Danger Island pg. 79 Archetype Ghost Eater Prerequisites Ghost Eater Dedication --- You can cast ethereal jaunt as an occult innate spell once per day. You don't need to Sustain the Spell; instead, it lasts for 10 minutes or until you choose to return to your material form as a free action.","feat":["Cross the Threshold"],"skill_mod":{},"summary":"You can cast ethereal jaunt as an occult innate spell once per day.","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Feat"],"level":16,"prerequisite":"Ghost Eater Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2713","archetype":["Ghost Eater"],"source_group":["Fists of the Ruby Phoenix"],"name":"Cross the Threshold","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2713"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!","Fists of the Ruby Phoenix Hardcover"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Monk","Stance","Uncommon"],"id":"feat-2729","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Jellyfish Stance Single Action May contain spoilers from Fists of the Ruby Phoenix There is a more recent version of this, click here to view. Source Pathfinder #167: Ready? Fight! pg. 75, Fists of the Ruby Phoenix Hardcover pg. 212 Requirements You are unarmored. --- You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity. You can make stinging lash attacks that deal 1d8 slashing damage. These attacks are in the brawling group, and have the finesse, nonlethal, reach, and unarmed traits. While in Jellyfish Stance, you gain a +2 circumstance bonus to Reflex saves and on checks to Escape and Squeeze.","feat":["Jellyfish Stance"],"skill_mod":{},"summary":"You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Class","Weapon","Class-Specific","Rarity"],"level":6,"source_category":["Adventure Paths"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=2729","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Jellyfish Stance","actions_number":2,"category":"feat","actions":"Single Action","rarity":"uncommon","slug":"feat-2729"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Monk","Uncommon"],"id":"feat-2730","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Sense Ki May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 75 Prerequisites ki spells --- You can read the presence of ki in your area. You gain imprecise lifesense out to a range of 30 feet.","feat":["Sense Ki"],"skill_mod":{},"summary":"You can read the presence of ki in your area.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Class","Weapon","Rarity"],"level":12,"prerequisite":"ki spells","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2730","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Sense Ki","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2730"},{"access":"member of the Magaambya","primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Uncommon","Wizard"],"id":"feat-2731","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Shift Spell Single Action May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 75 Access member of the Magaambya Requirements You have an active spell that affects an area and you are within the spell's range. --- You move the spell's area to a new location within 120 feet. The spell's remaining duration is reduced by half. The spell no longer affects its previous area.","feat":["Shift Spell"],"skill_mod":{},"summary":"You move an active spell's area to a new location.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Rarity","Class"],"level":14,"source_category":["Adventure Paths"],"requirement":"You have an active spell that affects an area and you are within the spell's range.","resistance":{},"url":"/Feats.aspx?ID=2731","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Shift Spell","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-2731"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"evocation","trait":["Electricity","Evocation","Monk","Uncommon"],"id":"feat-2732","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Electric Counter Reaction May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 75 Prerequisites Wild Winds Initiate Trigger You would take damage. Requirements You are in Wild Winds stance. --- You gain resistance to electricity equal to your level until the start of your next turn. If the triggering damage was electricity, this resistance applies to it. If the triggering damage was from a melee attack, the attacker takes 3d6 electricity damage. Special This feat has the trait corresponding to the tradition of ki spells you cast, either divine or occult.","feat":["Electric Counter"],"skill_mod":{},"summary":"You can charge yourself with lighting, gain resistance to electricity or shocking an attacker.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Energy","Monster","School","Class","Weapon","Rarity"],"level":16,"prerequisite":"Wild Winds Initiate","source_category":["Adventure Paths"],"requirement":"You are in Wild Winds stance .","trigger":"You would take damage.","resistance":{},"url":"/Feats.aspx?ID=2732","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Electric Counter","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-2732"},{"skill_mod":{},"summary":"Focusing the powers of your ki to augment your blows, you stretch and lengthen your body in ways that defy logic.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Class","Weapon","Rarity"],"primary_source_category":"Adventure Paths","level":18,"source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2733","weakness":{},"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","spoilers":"Fists of the Ruby Phoenix","name":"Effortless Reach","trait":["Monk","Uncommon"],"id":"feat-2733","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Effortless Reach May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 75 --- Focusing the powers of your ki to augment your blows, you stretch and lengthen your body in ways that defy logic. Your unarmed attacks gain the reach trait.","category":"feat","pfs":"Limited","feat":["Effortless Reach"],"rarity":"uncommon","slug":"feat-2733"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Lore","Lore"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-2734","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Golden League Xun Dedication May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #167: Ready? Fight! pg. 76 Archetype Golden League Xun Prerequisites Master in Underworld Lore --- You are a xun for the Golden League, aiding the organization. You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): Athletics, Deception, Intimidation, or Stealth. In addition, if you use Underworld Lore to Earn Income or Recall Knowledge, when you get a success, you get a critical success instead. Special You can't select another dedication feat until you've gained two other feats from the Golden League Xun archetype. Golden League Xun Dedication leads to... Beneath Notice, Menacing Prowess, Rope Mastery, Silent Sting","feat":["Golden League Xun Dedication"],"skill_mod":{},"summary":"You are a xun for the Golden League, aiding the organization.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Master in Underworld Lore","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2734","archetype":["Golden League Xun"],"source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Golden League Xun Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2734"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Deception","Deception"],"trait":["Archetype"],"id":"feat-2735","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Beneath Notice Source Pathfinder #167: Ready? Fight! pg. 76 Archetype Golden League Xun Prerequisites Golden League Xun Dedication; Expert in Deception --- You are skilled at hiding from your foes and targets among the common populace. You gain the Quick Disguise and Slippery Secrets skill feats. In addition, while in a crowd, you can Impersonate a nondescript member of the crowd as a three action activity (one action if you are legendary in Deception).","feat":["Beneath Notice"],"skill_mod":{},"summary":"You are skilled at hiding from your foes and targets among the common populace.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Feat"],"level":10,"prerequisite":"Golden League Xun Dedication; Expert in Deception","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2735","archetype":["Golden League Xun"],"source_group":["Fists of the Ruby Phoenix"],"name":"Beneath Notice","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2735"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Intimidation","Intimidation"],"trait":["Archetype"],"id":"feat-2736","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Menacing Prowess Source Pathfinder #167: Ready? Fight! pg. 76 Archetype Golden League Xun Prerequisites Golden League Xun Dedication; Expert in Intimidation --- Scaring off multiple people at once is your specialty. When you Demoralize, you can target up to 2 creatures within 30 feet of you at once. If you are a master of Intimidation, you can Demoralize up to 4 creatures at once; if you're legendary, you can Demoralize up to 8 creatures at once.","feat":["Menacing Prowess"],"skill_mod":{},"summary":"Scaring off multiple people at once is your specialty.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Feat"],"level":10,"prerequisite":"Golden League Xun Dedication; Expert in Intimidation","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2736","archetype":["Golden League Xun"],"source_group":["Fists of the Ruby Phoenix"],"name":"Menacing Prowess","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2736"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Athletics"],"trait":["Archetype"],"id":"feat-2737","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Rope Mastery Source Pathfinder #167: Ready? Fight! pg. 76 Archetype Golden League Xun Prerequisites Golden League Xun Dedication; Expert in Athletics --- Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of Quick Climb. In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an Athletics check to Disarm, Grapple, or Trip a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure.","feat":["Rope Mastery"],"skill_mod":{},"summary":"Ropes are your tool of choice, and you deploy them in versatile ways.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Feat"],"level":10,"prerequisite":"Golden League Xun Dedication; Expert in Athletics","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2737","archetype":["Golden League Xun"],"source_group":["Fists of the Ruby Phoenix"],"name":"Rope Mastery","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-2737"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Stealth","Stealth"],"trait":["Archetype"],"id":"feat-2738","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Silent Sting Reaction Source Pathfinder #167: Ready? Fight! pg. 76 Archetype Golden League Xun Prerequisites Golden League Xun Dedication; Expert in Stealth Trigger You make a Strike with a weapon of light bulk. --- You quickly hide your weapon to make it difficult to pin the attack on you. You attempt to Conceal an Object to hide the triggering weapon. Your Stealth check is compared to the Perception DC of all creatures within 30 feet that can see you. You automatically succeed against creatures farther than 30 feet. The target of your Strike gains a +4 circumstance bonus to their Perception DC for this check. If your Stealth check is a success, you hide your weapon so well that the creature can't clearly determine where the attack originated.","feat":["Silent Sting"],"skill_mod":{},"summary":"You quickly hide your weapon to make it difficult to pin the attack on you.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Feat"],"level":10,"prerequisite":"Golden League Xun Dedication; Expert in Stealth","source_category":["Adventure Paths"],"trigger":"You make a Strike with a weapon of light bulk.","resistance":{},"url":"/Feats.aspx?ID=2738","archetype":["Golden League Xun"],"source_group":["Fists of the Ruby Phoenix"],"name":"Silent Sting","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-2738"},{"primary_source_category":"Adventure Paths","source":["Fists of the Ruby Phoenix Hardcover","Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Acrobatics"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-2739","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Sixth Pillar Dedication May contain spoilers from Fists of the Ruby Phoenix Source Fists of the Ruby Phoenix Hardcover pg. 223, Pathfinder #167: Ready? Fight! pg. 77 Archetype Sixth Pillar Prerequisites Dexterity 14; Expert in Acrobatics; ability to cast spells --- You use your physical discipline to channel your magic. If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in Athletics, or in another trained skill if you were already expert in Athletics. Special You can't select another dedication feat until you've gained two other feats from the Sixth Pillar archetype. Sixth Pillar Dedication leads to... Maneuvering Spell, Six Pillars Stance, Sixth Pillar Mastery, Sixth Pillar Mastery, Touch Focus, Touch Focus","feat":["Sixth Pillar Dedication"],"skill_mod":{},"summary":"You use your physical discipline to channel your magic.","primary_source":"Fists of the Ruby Phoenix Hardcover","trait_group":["Feat","Rarity"],"level":10,"prerequisite":"Dexterity 14; Expert in Acrobatics; ability to cast spells","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2739","archetype":["Sixth Pillar"],"source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Sixth Pillar Dedication","category":"feat","rarity":"uncommon","slug":"feat-2739"},{"primary_source_category":"Adventure Paths","source":["Fists of the Ruby Phoenix Hardcover","Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype","Stance"],"id":"feat-2740","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Six Pillars Stance Single Action Source Fists of the Ruby Phoenix Hardcover pg. 223, Pathfinder #167: Ready? Fight! pg. 77 Archetype Sixth Pillar Prerequisites Sixth Pillar Dedication Requirements You are unarmored. --- You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the concentrate or manipulate traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed Strikes gain a +1 circumstance bonus to damage.","feat":["Six Pillars Stance"],"skill_mod":{},"summary":"You stand firm, steeling your mind and body, allowing you to use your magic unperturbed.","primary_source":"Fists of the Ruby Phoenix Hardcover","trait_group":["Feat","Class-Specific"],"level":12,"prerequisite":"Sixth Pillar Dedication","source_category":["Adventure Paths"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=2740","archetype":["Sixth Pillar"],"source_group":["Fists of the Ruby Phoenix"],"name":"Six Pillars Stance","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-2740"},{"primary_source_category":"Adventure Paths","source":["Fists of the Ruby Phoenix Hardcover","Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype"],"id":"feat-2741","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Maneuvering Spell Free Action Source Fists of the Ruby Phoenix Hardcover pg. 223, Pathfinder #167: Ready? Fight! pg. 77 Archetype Sixth Pillar Prerequisites Sixth Pillar Dedication Trigger You begin to Cast a Spell that requires at least 2 actions to cast. --- You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You Step, Leap, or Stand. This action can be before or after you Cast the Spell.","feat":["Maneuvering Spell"],"skill_mod":{},"summary":"You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield.","primary_source":"Fists of the Ruby Phoenix Hardcover","trait_group":["Feat"],"level":12,"prerequisite":"Sixth Pillar Dedication","source_category":["Adventure Paths"],"trigger":"You begin to Cast a Spell that requires at least 2 actions to cast.","resistance":{},"url":"/Feats.aspx?ID=2741","archetype":["Sixth Pillar"],"source_group":["Fists of the Ruby Phoenix"],"name":"Maneuvering Spell","actions_number":0,"category":"feat","actions":"Free Action","rarity":"common","slug":"feat-2741"},{"skill_mod":{},"summary":"Your greater discipline aligns your magical and physical potential.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":16,"prerequisite":"Sixth Pillar Dedication","source_category":["Adventure Paths"],"source":["Pathfinder #167: Ready? Fight!","Fists of the Ruby Phoenix Hardcover"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2742","weakness":{},"archetype":["Sixth Pillar"],"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"Sixth Pillar Mastery","trait":["Archetype"],"id":"feat-2742","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Sixth Pillar Mastery There is a more recent version of this, click here to view. Source Pathfinder #167: Ready? Fight! pg. 77, Fists of the Ruby Phoenix Hardcover pg. 223 Archetype Sixth Pillar Prerequisites Sixth Pillar Dedication --- Your greater discipline aligns your magical and physical potential. If your proficiency rank in unarmed attacks is at least master, your proficiency rank in spell attacks increases to master. Likewise, if your proficiency rank in spell attacks is at least master, your proficiency rank in unarmed attacks improves to master.","category":"feat","feat":["Sixth Pillar Mastery"],"rarity":"common","slug":"feat-2742"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #167: Ready? Fight!","Fists of the Ruby Phoenix Hardcover"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype","Manipulate","Metamagic","Spellshape"],"id":"feat-2743","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Touch Focus Single Action There is a more recent version of this, click here to view. Source Pathfinder #167: Ready? Fight! pg. 77, Fists of the Ruby Phoenix Hardcover pg. 223 Archetype Sixth Pillar Prerequisites Sixth Pillar Dedication --- You can redirect a spell's power through you to deliver it within striking distance. If your next action is to Cast a Spell with 1 or more targets and a range farther than touch, you can change the range to touch. If the altered spell requires a spell attack roll, you gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. After you Cast the Spell, you can Disarm, Shove, Trip, or Strike the target with an unarmed attack.","feat":["Touch Focus"],"skill_mod":{},"summary":"You can redirect a spell's power through you to deliver it within striking distance.","primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Sixth Pillar Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2743","archetype":["Sixth Pillar"],"source_group":["Fists of the Ruby Phoenix"],"name":"Touch Focus","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-2743"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Investigator","Uncommon"],"id":"feat-2744","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > All the Time in the World Three Actions May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 75 Frequency once per hour --- Your firsthand experience of the subjective nature of time and space has given you new observational insights. Your mind processes information so quickly that time appears to stop for all creatures but you. You can take up to 9 actions in 3 sets of up to 3 actions each. During this time, you can use purely mental and observational abilities such as Recall Knowledge, Seek, and Devise a Stratagem, and you can use an action to move a mental projection of yourself to a location within a 60- foot radius to observe objects more closely and from different angles, though you can't affect your surroundings in any way (for instance, you could move your mental projection more closely to a distant door to read a minute inscription on its handle, but you could not open it to observe the other side). When the duration elapses, time resumes its normal flow. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["All the Time in the World"],"skill_mod":{},"summary":"Your firsthand experience of the subjective nature of time and space has given you new observational insights.","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2744","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"All the Time in the World","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"feat-2744"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"frequency":"three times a day","weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Performance","Performance"],"trait":["Cleric","Uncommon"],"id":"feat-2745","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Dance of Intercession Three Actions May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 75 Frequency three times a day Prerequisites Expert in Performance --- You either performed in or stood witness to the dance used to invoke the Celestial Dragon and can harness a sliver of their power. You Stride in a dance up to half your Speed, attempting a DC 35 Performance check. You can perform this dance up to three times per day. The second time you do so in the same day, use the degree of success one worse than your actual roll on the Performance check. The third time in a day, use the degree of success two lower than your actual roll. Critical Success You perform the movements of the Dance of Intercession so gracefully that you evoke a glimmer of the memory of the Celestial Dragon's awesome power. You cast the 3-action version of either 9th-level harm or heal at any point during your Stride. This does not use any spell slots. Success As critical success, but the spell is 7th level instead of 9th as you stumble through the movements. Failure As critical success, but the spell is 5th level instead of 9th as you stumble through the movements. Critical Failure You fail to remember the steps of the dance. You gain no additional effect beyond Striding half your Speed, and you can't attempt the Dance of Intercession again until your next daily preparations. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Dance of Intercession"],"skill_mod":{},"summary":"You either performed in or stood witness to the dance used to invoke the Celestial Dragon and can harness a sliver of their power.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Class","Rarity"],"level":20,"prerequisite":"Expert in Performance","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2745","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Dance of Intercession","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"feat-2745"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Uncommon","Witch"],"id":"feat-2746","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Demon's Hair May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 75 Prerequisites Living Hair --- Your hair constantly wriggles and writhes like that of your rival, Syu Tak-nwa. Your damage die of your hair unarmed Strike increases by one step and it gains the reach and versatile slashing traits. Your familiar assumes partial control over your hair; as long as your familiar is alive and within 30 feet, you are permanently quickened, and you can use the extra action only to make a hair Strike. You can deliver hexes through your hair. When you successfully cast a non-cantrip hex that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair Strike against them before applying any effects of the hex. If this Strike misses, the hex has no effect. Special If your hair already has the reach trait, it instead gains the sweep trait. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Demon's Hair"],"skill_mod":{},"summary":"Your hair constantly wriggles and writhes.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Rarity","Class"],"level":20,"prerequisite":"Living Hair","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2746","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Demon's Hair","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2746"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"abjuration","trait":["Abjuration","Champion","Divine","Uncommon"],"id":"feat-2747","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Everdistant Defense Reaction May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 75 Trigger A creature within your aura is targeted by a ranged attack or a creature moves through your aura. Requirements You have at least one aura from a champion feat or feature. --- The spatial barrier of Syndara's Island has taught you that distance can foil enemies better than any armor. You warp space, causing each square within your aura that the attack or creature would move through to count as triple the distance. If this reaction is used on a ranged attack, the attack takes range increment penalties based on the adjusted range and fails if this would cause it to exceed its maximum range. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Everdistant Defense"],"skill_mod":{},"summary":"You have learned that distance can foil enemies better than any armor.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["School","Class","Tradition","Rarity"],"level":20,"source_category":["Adventure Paths"],"requirement":"You have at least one aura from a champion feat or feature.","trigger":"A creature within your aura is targeted by a ranged attack or a creature moves through your aura.","resistance":{},"url":"/Feats.aspx?ID=2747","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Everdistant Defense","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-2747"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Thievery","Thievery"],"trait":["Extradimensional","Rogue","Uncommon"],"id":"feat-2748","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Extradimensional Stash May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 75 Prerequisites Legendary in Thievery --- When you perform sleight of hand, you fold space so that objects really do disappear. You create a small extradimensional space somewhere within in your clothing that can hold up to 5 Bulk worth of objects. The space functions as a bag of holding , but can hold only up to 5 Bulk, has no Bulk of its own, and can be Interacted with using only one hand. In addition, when you Palm an Object, you can place it directly into this extradimensional space as long as the space has sufficient free space to hold the object. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Extradimensional Stash"],"skill_mod":{},"summary":"When you perform sleight of hand, you fold space so that objects really do disappear.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Mechanics","Class","Rarity"],"level":20,"prerequisite":"Legendary in Thievery","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2748","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Extradimensional Stash","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2748"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Bard","Uncommon"],"id":"feat-2749","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Head of the Night Parade Three Actions May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 75 --- You remember the revelry of the Night Parade and call them to your aid in a riotous display. You Perform and cast 8th-level mad monkeys three times, except that the spell calls various apparitions such as dancing tsukumogami or drinking oni rather than monkeys. Each casting can produce a different kind of mischief. You can Sustain all three Spells each round using a single Perform action. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Head of the Night Parade"],"skill_mod":{},"summary":"You remember the revelry of the Night Parade and call them to your aid in a riotous display.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2749","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Head of the Night Parade","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"feat-2749"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Druid","Uncommon"],"id":"feat-2750","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Heart of the Kaiju May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 76 Prerequisites Monstrosity Shape --- Witnessing the might of the kaiju King Mogaru, Alru, and Toraloa up close awoke a new ferocity within you. When you transform using Monstrosity Shape, you can take on a kaiju form. When you take this feat, choose acid, cold, electricity, fire, or sonic damage; this is the damage your breath weapon deals. You can't change this later. The battle form is Gargantuan size with the following specific abilities; the damage values already include the extra die from being a 9th-level spell. Kaiju Speed 40 feet; physical resistance 5; Melee Single Action jaws (reach 20 feet), Damage 3d12+20 piercing; Melee Single Action claws (agile, reach 20 feet), Damage 3d8+20 slashing; Breath Weapon Two Actions (evocation, primal) Each creature in a 60-foot cone takes 15d6 damage (of your chosen damage type), with a basic Reflex save against your spell DC. Once activated, your breath weapon can't be used again for 1d4 rounds. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Heart of the Kaiju"],"skill_mod":{},"summary":"Witnessing the might of a kaiju up close awoke a new ferocity within you.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Class","Rarity"],"level":20,"prerequisite":"Monstrosity Shape","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2750","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Heart of the Kaiju","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2750"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Alchemist","Uncommon"],"id":"feat-2751","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Plum Deluge Three Actions May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 76 Requirements You have at least three of the same contact poison. --- You have learned to saturate an area with poison in imitation of the techniques of your rival, Blue Viper. As part of this ability, you Interact to draw three vials of the same contact poison and throw them in the air, where they shatter and spread a poisonous deluge affecting a 20-foot burst within 60 feet. All creatures in the burst are automatically exposed to the poison, immediately bypassing any onset time, and must attempt a saving throw against that poison. The three vials must be identical, even if the poison can come in multiple types or different levels. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Plum Deluge"],"skill_mod":{},"summary":"You have learned to saturate an area with poison.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"requirement":"You have at least three of the same contact poison .","resistance":{},"url":"/Feats.aspx?ID=2751","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Plum Deluge","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"feat-2751"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"necromancy","trait":["Healing","Necromancy","Sorcerer","Uncommon"],"id":"feat-2752","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Ruby Resurrection Reaction May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 76 Frequency once per day Trigger You would be reduced to 0 Hit Points. --- In a burst of flame, you return to health like a phoenix rising from the ashes. Change your current Hit Points to 30 and cast a 6th-level fireball centered on yourself. This fireball doesn't affect you. Your hair turns brilliant red for 1 hour. If you haven't used Ruby Resurrection and you die, you stay in initiative order and Ruby Resurrection triggers automatically at the start of your next turn, bringing you back to life at 0 HP before having its normal effects. This happens only if there are some remains to resurrect; for instance, if you were killed by disintegrate you wouldn't return. Special This feat has the trait corresponding to the tradition of spells you cast. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Ruby Resurrection"],"skill_mod":{},"summary":"In a burst of flame, you return to health like a phoenix rising from the ashes.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Mechanics","School","Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"trigger":"You would be reduced to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=2752","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Ruby Resurrection","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-2752"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"necromancy","trait":["Divine","Necromancy","Oracle","Uncommon"],"id":"feat-2753","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Scapegoat Parallel Self Reaction May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 76 Frequency once per day Trigger Your turn starts or your oracular curse would advance. --- Seeing Syndara superimpose creatures with similar metaphysical properties, you've realized a way to manipulate the effects of your oracular curse. You immediately change your curse to its minor, moderate, or major stage, or back to its mild form, exchanging the curse effect with that of a parallel version of yourself in another reality. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Scapegoat Parallel Self"],"skill_mod":{},"summary":"You've realized a way to manipulate the effects of your oracular curse.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Tradition","School","Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"trigger":"Your turn starts or your oracular curse would advance.","resistance":{},"url":"/Feats.aspx?ID=2753","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Scapegoat Parallel Self","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-2753"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"conjuration","trait":["Conjuration","Fighter","Flourish","Teleportation","Uncommon"],"id":"feat-2754","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Sever Space Two Actions May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 77 Requirements You are wielding a weapon that deals slashing damage or have an unarmed Strike that deals slashing damage. --- You destroy the space between you and your targets, allowing you to strike with your melee weapons at great range. Make a melee Strike with the required weapon or unarmed attack. The attack gains an 80-foot reach for this Strike. After the Strike, regardless of whether it succeeded, the world rushes to fill the space you destroyed, bringing you and the target adjacent to each other. You can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to you. If you choose the target, they can negate the teleportation if they succeed at a Fortitude save against your class DC. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Sever Space"],"skill_mod":{},"summary":"You destroy the space between you and your targets, allowing you to strike with your melee weapons at great range.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["School","Class","Mechanics","Rarity"],"level":20,"source_category":["Adventure Paths"],"requirement":"You are wielding a weapon that deals slashing damage or have an unarmed Strike that deals slashing damage.","resistance":{},"url":"/Feats.aspx?ID=2754","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Sever Space","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-2754"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Flourish","Ranger","Uncommon"],"id":"feat-2755","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Time Dilation Cascade Three Actions May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 77 --- You borrow a bit of time from the future to act now. Make six Strikes. Your multiple attack penalty applies normally to these Strikes. If you successfully hit a creature with multiple Strikes, combine those Strikes' damage for the purpose of resistances and weaknesses. On your next turn, you regain 1 action instead of 3. This is before any alteration in your actions due to the quickened, slowed, and stunned conditions. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Time Dilation Cascade"],"skill_mod":{},"summary":"You borrow a bit of time from the future to act now.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Mechanics","Class","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2755","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Time Dilation Cascade","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"feat-2755"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Monk","Stance","Uncommon"],"id":"feat-2756","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Vitality-Manipulating Stance Single Action May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 77 --- You have learned to attack meridians and pressure points like your rival Shino Hakusa. You gain a vitality blast ranged unarmed Strike that deals 1d4 negative damage, has a range of 30 feet, and has the unarmed and versatile positive traits. Additionally, when you use Stunning Fist, instead of saving against being stunned, you can choose to have the target make a Fortitude save against your class DC with the following results. You must choose to do this before the target rolls its save. Critical Success The target is unaffected. Success The target's muscles become temporarily weaker. For 1 round, the target is enfeebled 2, and any time it attempts to take an action with the manipulate trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its enfeebled value. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is 1 minute, the flat check is DC 11, and the target takes –10-foot status penalty to all Speeds for the duration. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vivacious Afterimage, Whirlwind Toss, Worldsphere Gravity","feat":["Vitality-Manipulating Stance"],"skill_mod":{},"summary":"You have learned to attack meridians and pressure points.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Class","Weapon","Class-Specific","Rarity"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2756","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Vitality-Manipulating Stance","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-2756"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","school":"illusion","trait":["Illusion","Occult","Swashbuckler","Uncommon","Visual"],"id":"feat-2757","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Vivacious Afterimage Single Action May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 77 Prerequisites vivacious speed Requirements You have panache. --- You move so quickly that you create a short-lived afterimage, looks exactly like you, in front of you or behind you. You Stride. At any point along your movement, you leave an afterimage of yourself behind. Alternatively, you can stop moving and send your afterimage forward instead, up to the remainder of your Speed. A creature that spends actions to engage with your afterimage can attempt to disbelieve it with a Will save against your class DC. Once an enemy has disbelieved any of your afterimages, they are temporarily immune to all of your Vivacious Afterimages for 10 minutes. As long as a creature has not disbelieved the afterimage, the afterimage counts as a creature for flanking. The afterimage lasts until the beginning of your next turn or until you use Vivacious Afterimage again, whichever comes first. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Whirlwind Toss, Worldsphere Gravity","feat":["Vivacious Afterimage"],"skill_mod":{},"summary":"You move so quickly that you create a short-lived afterimage, looks exactly like you, in front of you or behind you.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["School","Monster","Tradition","Class","Rarity","Sense"],"level":20,"prerequisite":"vivacious speed","source_category":["Adventure Paths"],"requirement":"You have panache.","resistance":{},"url":"/Feats.aspx?ID=2757","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Vivacious Afterimage","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-2757"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Barbarian","Rage","Uncommon"],"id":"feat-2758","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Whirlwind Toss May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 77 Prerequisites Collateral Thrash Requirements You have a foe grabbed. --- You whirl a foe to smash into all nearby creatures before throwing them far away in imitation of the techniques of your rival, Ran-To. You Thrash. During this Thrash, your Collateral Thrash feat applies to all foes adjacent to you. You can then throw the grabbed creature 10 feet, where they fall prone. If the foe you choose for Collateral Thrash is also adjacent to you, they attempt only one save and take the damage only once. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Worldsphere Gravity","feat":["Whirlwind Toss"],"skill_mod":{},"summary":"You whirl a foe to smash into all nearby creatures before throwing them far away.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Class","Class-Specific","Rarity"],"level":20,"prerequisite":"Collateral Thrash","source_category":["Adventure Paths"],"requirement":"You have a foe grabbed .","resistance":{},"url":"/Feats.aspx?ID=2758","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Whirlwind Toss","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-2758"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #168: King of the Mountain"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Metamagic","Uncommon","Wizard","Spellshape"],"id":"feat-2759","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Worldsphere Gravity Single Action May contain spoilers from Fists of the Ruby Phoenix Source Pathfinder #168: King of the Mountain pg. 77 Frequency once per hour --- Though creating demiplanes usually requires lengthy rituals, you know how to establish minor planar effects in imitation of Syndara's masterpieces. If your next action is to Cast a Spell of at least 5th level from your spell slots that affects an area, you can apply one of the following planar effects to a 20-foot burst centered within the spell's area. The effect persists for 1 minute. Gravitational Morass The pull of gravity is amplified here, creating greater difficult terrain. Flying creatures that pass through the area must succeed at a Reflex save against your spell DC or fall to the ground, taking bludgeoning damage equal to half the distance fallen. Flowing Time Erratic timestreams aid you within this space. A creature that starts its turn in the burst is affected by haste on that turn. Capstone Feats Source Pathfinder #168: King of the Mountain pg. 75 Player characters can select one of the following new class feats for their 20th-level class feat upon entering the Glass Lighthouse or by meditating on the cushion in area H4. Related Feats : All the Time in the World, Dance of Intercession, Demon's Hair, Everdistant Defense, Extradimensional Stash, Head of the Night Parade, Heart of the Kaiju, Plum Deluge, Ruby Resurrection, Scapegoat Parallel Self, Sever Space, Time Dilation Cascade, Vitality-Manipulating Stance, Vivacious Afterimage, Whirlwind Toss","feat":["Worldsphere Gravity"],"skill_mod":{},"summary":"Though creating demiplanes usually requires lengthy rituals, you know how to establish minor planar effects.\r\n","primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Mechanics","Rarity","Class"],"level":20,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=2759","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Worldsphere Gravity","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-2759"},{"skill_mod":{},"summary":"You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against demons.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2760","weakness":{},"name":"Demonbane Warrior","trait":["Elf"],"id":"feat-2760","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Demonbane Warrior Source The Mwangi Expanse pg. 59 --- You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against demons. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. If your actions force a demon to take damage from its sin vulnerability, increase that damage by 2","category":"feat","pfs":"Standard","feat":["Demonbane Warrior"],"rarity":"common","slug":"feat-2760"},{"access":"Matanji ethnicity","primary_source_category":"Lost Omens","source":["The Mwangi Expanse"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Orc","Uncommon"],"id":"feat-2761","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Demonblood Frenzy Reaction Source The Mwangi Expanse pg. 93 Frequency once per minute Prerequisites tusks unarmed attack Access Matanji ethnicity Trigger You successfully Strike a living creature that has the fiend trait with your tusks unarmed attack --- Just the taste of fiendish blood is enough to send blood rushing through your veins in a supernatural fury. You become quickened until the end of your next turn and you can use the extra action to make a tusks Strike, Stride, or Step.","feat":["Demonblood Frenzy"],"skill_mod":{},"summary":"Just the taste of fiendish blood is enough to send blood rushing through your veins in a supernatural fury.","primary_source":"The Mwangi Expanse","trait_group":["Half-Orc","Monster","Ancestry","Weapon","Rarity"],"level":5,"prerequisite":"tusks unarmed attack","source_category":["Lost Omens"],"trigger":"You successfully Strike a living creature that has the fiend trait with your tusks unarmed attack","resistance":{},"url":"/Feats.aspx?ID=2761","name":"Demonblood Frenzy","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-2761"},{"skill_mod":{},"summary":"You've learned how to provide for your community, be it through hard-earned sustenance or useful crafts.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2762","weakness":{},"name":"Anadi Lore","trait":["Anadi"],"id":"feat-2762","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Anadi Lore Source The Mwangi Expanse pg. 103 --- You've learned how to provide for your community, be it through hard-earned sustenance or useful crafts. You gain the trained proficiency rank in Crafting and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in Anadi Lore.","category":"feat","pfs":"Standard","feat":["Anadi Lore"],"rarity":"common","slug":"feat-2762"},{"skill_mod":{},"summary":"You serve as an anchor to your close companions, calming them in times of stress.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Sense"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"trigger":"An ally within 30 feet gains the frightened condition","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2763","weakness":{},"name":"Reassuring Presence","trait":["Anadi","Auditory","Visual"],"actions_number":1,"id":"feat-2763","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reassuring Presence Reaction Source The Mwangi Expanse pg. 103 Trigger An ally within 30 feet gains the frightened condition --- You serve as an anchor to your close companions, calming them in times of stress. Decrease the value of the triggering ally's frightened condition by 1. The ally is then temporarily immune to your Reassuring Presence for 1 hour.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Reassuring Presence"],"rarity":"common","slug":"feat-2763"},{"skill_mod":{},"summary":"You can ask questions of, receive answers from, and use the Diplomacy skill with spiders and other arachnids.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2764","weakness":{},"name":"Skittertalk","trait":["Anadi"],"id":"feat-2764","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Skittertalk Source The Mwangi Expanse pg. 103 --- You can ask questions of, receive answers from, and use the Diplomacy skill with spiders and other arachnids. The GM determines which creatures count for this ability.","category":"feat","pfs":"Standard","feat":["Skittertalk"],"rarity":"common","slug":"feat-2764"},{"skill_mod":{},"summary":"You've taken an interest in anadi arcane traditions.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2765","weakness":{},"name":"Studious Magic","trait":["Anadi"],"id":"feat-2765","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Studious Magic Source The Mwangi Expanse pg. 103 --- You've taken an interest in anadi arcane traditions. Choose one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Studious Magic leads to... Studious Adept","category":"feat","pfs":"Standard","feat":["Studious Magic"],"rarity":"common","slug":"feat-2765"},{"skill_mod":{},"summary":"You have plenty of practice navigating webs.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2766","weakness":{},"name":"Web Walker","trait":["Anadi"],"id":"feat-2766","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Web Walker Source The Mwangi Expanse pg. 103 --- You have plenty of practice navigating webs. You gain a +2 circumstance bonus to saves and AC against the web spell, natural webbing, and effects that entrap you in webbing, as well as a +1 circumstance bonus against other effects that snare and entangle you, like the entangle spell. Whenever you roll a success on a saving throw against an effect involving a web, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Web Walker"],"rarity":"common","slug":"feat-2766"},{"skill_mod":{},"summary":"You can produce a soft silk to weave into useful items.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2767","weakness":{},"name":"Web Weaver","trait":["Anadi"],"id":"feat-2767","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Web Weaver Source The Mwangi Expanse pg. 103 --- You can produce a soft silk to weave into useful items. You gain the Specialty Crafting feat with a specialty in weaving. You can use your webbing to Craft simple, nonconsumable threaded items, such as clothing and rope, at zero cost as long as their base Price is 1 sp or less. These items have no resale value, and they naturally degrade after 24 hours without regular (if minor) maintenance. You can maintain up to 10 such items at a time; if you create a new one, your oldest creation breaks down from neglect. These temporary items take you only 1 day to Craft instead of 4. If you're an expert in Crafting, you can Craft these items in 1 hour; if you're a master, you can Craft them in 10 minutes; if you're legendary, you can Craft them in 1 minute.","category":"feat","pfs":"Standard","feat":["Web Weaver"],"rarity":"common","slug":"feat-2767"},{"skill_mod":{},"summary":"The shared bond between you and your allies allows you to act on their behalf.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2768","weakness":{},"name":"Friendform","trait":["Anadi"],"id":"feat-2768","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Friendform Source The Mwangi Expanse pg. 103 PFS Note The Friendform ancestry feat can be used during daily preparations to exchange tokens with other PCs. It cannot be used with NPCs, and the benefits of the ritual do not carry over between adventures. --- The shared bond between you and your allies allows you to act on their behalf. During your daily preparations, you can perform a simple ritual with up to five willing Small or Medium humanoids, where participants exchange minor tokens of personal significance. As long as you hold onto a participant's token, you can assume their form with your Change Shape ability, gaining a +4 status bonus to Deception checks to pass as that person and adding your level to the check even if you're untrained. You lose access to a participant's form if they're not carrying your token or if you use the ritual again.","category":"feat","pfs":"Standard","feat":["Friendform"],"rarity":"common","slug":"feat-2768"},{"skill_mod":{},"summary":"Your fangs are exceptionally painful.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2769","weakness":{},"name":"Hunter's Fangs","trait":["Anadi"],"id":"feat-2769","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Hunter's Fangs Source The Mwangi Expanse pg. 104 --- Your fangs are exceptionally painful. Whenever you score a critical hit with your fangs unarmed attack, you apply the unarmed attack's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Hunter's Fangs"],"rarity":"common","slug":"feat-2769"},{"skill_mod":{},"summary":"Mastery of your shapeshifting lets you combine the best features of your humanoid and spider forms.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2770","weakness":{},"name":"Hybrid Shape","trait":["Anadi"],"id":"feat-2770","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Hybrid Shape Source The Mwangi Expanse pg. 104 --- Mastery of your shapeshifting lets you combine the best features of your humanoid and spider forms. When using your Change Shape ability, you can assume a bipedal hybrid shape. This form gains all the benefits of your spider shape as well as the ability to use items and take manipulate actions just as easily as your human shape.","category":"feat","pfs":"Standard","feat":["Hybrid Shape"],"rarity":"common","slug":"feat-2770"},{"skill_mod":{},"summary":"The venom injected by your fangs disorients your foes.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Venomous Anadi heritage","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2771","weakness":{},"name":"Disorienting Venom","trait":["Anadi"],"id":"feat-2771","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Disorienting Venom Source The Mwangi Expanse pg. 104 Prerequisites Venomous Anadi heritage --- The venom injected by your fangs disorients your foes. A creature damaged by your anadi venom must attempt a Fortitude save against your class DC or spell DC, whichever is higher, or become flat-footed for 1 round.","category":"feat","pfs":"Standard","feat":["Disorienting Venom"],"rarity":"common","slug":"feat-2771"},{"skill_mod":{},"summary":"Your eight legs serve you well when climbing walls and webs alike.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2772","weakness":{},"name":"Strand Strider","trait":["Anadi"],"id":"feat-2772","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Strand Strider Source The Mwangi Expanse pg. 104 --- Your eight legs serve you well when climbing walls and webs alike. You gain a climb speed of 25 feet in your spider shape.","category":"feat","pfs":"Standard","feat":["Strand Strider"],"rarity":"common","slug":"feat-2772"},{"skill_mod":{},"summary":"You achieve a breakthrough in your exploration of magic.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Studious Magic","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2773","weakness":{},"name":"Studious Adept","trait":["Anadi"],"id":"feat-2773","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Studious Adept Source The Mwangi Expanse pg. 104 Prerequisites Studious Magic --- You achieve a breakthrough in your exploration of magic. You gain humanoid form and mirror image as 2nd-level arcane innate spells. You can cast each of these arcane innate spells once per day.","category":"feat","pfs":"Standard","feat":["Studious Adept"],"rarity":"common","slug":"feat-2773"},{"skill_mod":{},"summary":"Through the careful cultivation of highly sensitive hairs, you've developed the ability to sense creatures without seeing them.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2774","weakness":{},"name":"Web Hunter","trait":["Anadi"],"id":"feat-2774","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Web Hunter Source The Mwangi Expanse pg. 104 --- Through the careful cultivation of highly sensitive hairs, you've developed the ability to sense creatures without seeing them. You gain imprecise tremorsense at a range of 15 feet. When you and a creature are both touching the same anchored, threadlike object (such as a rope, webbing, or wire), your imprecise tremorsense can sense that creature at a range of 60 feet.","category":"feat","pfs":"Standard","feat":["Web Hunter"],"rarity":"common","slug":"feat-2774"},{"skill_mod":{},"summary":"Your natural ability to create silken webs blends with your magical powers, allowing you to create impossibly large webs with great frequency.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2775","frequency":"once per 10 minutes","weakness":{},"name":"Webslinger","trait":["Anadi"],"actions_number":6,"id":"feat-2775","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Webslinger Three Actions Source The Mwangi Expanse pg. 104 Frequency once per 10 minutes --- Your natural ability to create silken webs blends with your magical powers, allowing you to create impossibly large webs with great frequency. This has the effects of a 2nd-level web spell using your class DC or spell DC, whichever is higher.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Webslinger"],"rarity":"common","slug":"feat-2775"},{"skill_mod":{},"summary":"You manipulate your exoskeleton to overlap itself.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon","Mechanics"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2776","weakness":{},"name":"Ceremony of Protection","trait":["Conrasu","Manipulate"],"actions_number":2,"id":"feat-2776","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ceremony of Protection Single Action Source The Mwangi Expanse pg. 108 --- You manipulate your exoskeleton to overlap itself. You gain a +1 circumstance bonus to AC until the start of your next turn. Ceremony of Protection leads to... Ceremony of Fortification","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ceremony of Protection"],"rarity":"common","slug":"feat-2776"},{"skill_mod":{},"summary":"You have cultivated your exoskeleton's form for close combat, using knots, whorls, and reinforced branches.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2777","weakness":{},"name":"Ceremony of the Evened Hand","trait":["Conrasu"],"id":"feat-2777","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ceremony of the Evened Hand Source The Mwangi Expanse pg. 108 --- You have cultivated your exoskeleton's form for close combat, using knots, whorls, and reinforced branches. When you select this feat, you gain a claws unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits or a branch unarmed attack that deals 1d6 bludgeoning damage and has the backswing trait. Each of these unarmed attacks is in the brawling weapon group and uses one of your hands. Special You can select this feat twice, choosing the other unarmed attack the second time you take it. Ceremony of the Evened Hand leads to... Ceremony of the Strengthened Hand","category":"feat","pfs":"Standard","feat":["Ceremony of the Evened Hand"],"rarity":"common","slug":"feat-2777"},{"skill_mod":{},"summary":"You have taken it upon yourself to learn the ways of combat to aid with your tasks, perhaps in a role as a corrector.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2778","weakness":{},"name":"Conrasu Weapon Familiarity","trait":["Conrasu"],"id":"feat-2778","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Conrasu Weapon Familiarity Source The Mwangi Expanse pg. 108 --- You have taken it upon yourself to learn the ways of combat to aid with your tasks, perhaps in a role as a corrector. You are trained with the composite shortbow, glaive, longspear, longsword, shortbow, and spear. You also gain access to all uncommon conrasu weapons. For the purpose of determining your proficiency, martial conrasu weapons are simple weapons and advanced conrasu weapons are martial weapons.","category":"feat","pfs":"Standard","feat":["Conrasu Weapon Familiarity"],"rarity":"common","slug":"feat-2778"},{"skill_mod":{},"summary":"You have learned about your history and your people from shapers.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2779","weakness":{},"name":"Conrasu Lore","trait":["Conrasu"],"id":"feat-2779","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Conrasu Lore Source The Mwangi Expanse pg. 108 --- You have learned about your history and your people from shapers. You gain the trained proficiency rank in Crafting and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Conrasu Lore.","category":"feat","pfs":"Standard","feat":["Conrasu Lore"],"rarity":"common","slug":"feat-2779"},{"skill_mod":{},"summary":"You tap into aeon knowledge.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2780","weakness":{},"name":"Ceremony of Knowledge","trait":["Conrasu"],"id":"feat-2780","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ceremony of Knowledge Source The Mwangi Expanse pg. 108 --- You tap into aeon knowledge. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.","category":"feat","pfs":"Standard","feat":["Ceremony of Knowledge"],"rarity":"common","slug":"feat-2780"},{"skill_mod":{},"summary":"You have learned how to master the power contained within sunlight, just like the trees that form your body.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2781","weakness":{},"name":"Ceremony of Sunlight","trait":["Conrasu"],"id":"feat-2781","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ceremony of Sunlight Source The Mwangi Expanse pg. 108 --- You have learned how to master the power contained within sunlight, just like the trees that form your body. Your Sunlight Healing recovers 1d8 Hit Points per level.","category":"feat","pfs":"Standard","feat":["Ceremony of Sunlight"],"rarity":"common","slug":"feat-2781"},{"skill_mod":{},"summary":"You have come to know conrasu weapons as you know yourself.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2782","weakness":{},"name":"Conrasu Weapon Understanding","trait":["Conrasu"],"id":"feat-2782","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Conrasu Weapon Understanding Source The Mwangi Expanse pg. 109 --- You have come to know conrasu weapons as you know yourself. Whenever you critically hit using a composite shortbow, glaive, longspear, longsword, shortbow, spear, or a conrasu weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Conrasu Weapon Understanding"],"rarity":"common","slug":"feat-2782"},{"skill_mod":{},"summary":"Your patron aeon has allowed you to call upon their gifts to serve their ends.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2783","weakness":{},"name":"Ceremony of Aeon's Guidance","trait":["Conrasu"],"id":"feat-2783","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ceremony of Aeon's Guidance Source The Mwangi Expanse pg. 109 --- Your patron aeon has allowed you to call upon their gifts to serve their ends. You can cast augury and calm emotions each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Ceremony of Aeon's Guidance"],"rarity":"common","slug":"feat-2783"},{"skill_mod":{},"summary":"Your patron aeon graced you with powers of protection.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2784","weakness":{},"name":"Ceremony of Aeon's Shield","trait":["Conrasu"],"id":"feat-2784","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ceremony of Aeon's Shield Source The Mwangi Expanse pg. 109 --- Your patron aeon graced you with powers of protection. You can cast resist energy and shield other each once per day as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Ceremony of Aeon's Shield"],"rarity":"common","slug":"feat-2784"},{"skill_mod":{},"summary":"Your exoskeleton arranges itself into an optimal defensive shape.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Ceremony of Protection","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2785","weakness":{},"name":"Ceremony of Fortification","trait":["Conrasu"],"id":"feat-2785","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ceremony of Fortification Source The Mwangi Expanse pg. 109 Prerequisites Ceremony of Protection --- Your exoskeleton arranges itself into an optimal defensive shape. When you use your Ceremony of Protection, you also gain resistance to either bludgeoning, piercing, or slashing damage equal to half your level against the next Strike that hits you and deals one of those types of damage until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Ceremony of Fortification"],"rarity":"common","slug":"feat-2785"},{"skill_mod":{},"summary":"Your exoskeleton's weapons are even more potent.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Ceremony of the Evened Hand","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2786","weakness":{},"name":"Ceremony of the Strengthened Hand","trait":["Conrasu"],"id":"feat-2786","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ceremony of the Strengthened Hand Source The Mwangi Expanse pg. 109 Prerequisites Ceremony of the Evened Hand --- Your exoskeleton's weapons are even more potent. If you have a claws unarmed attack, it gains the deadly d8 trait. If you have a branch unarmed attack, it gains the shove and trip traits.","category":"feat","pfs":"Standard","feat":["Ceremony of the Strengthened Hand"],"rarity":"common","slug":"feat-2786"},{"skill_mod":{},"summary":"Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for conrasu weapons.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2787","weakness":{},"name":"Conrasu Weapon Expertise","trait":["Conrasu"],"id":"feat-2787","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Conrasu Weapon Expertise Source The Mwangi Expanse pg. 109 --- Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for composite shortbow, glaive, longspear, longsword, shortbow, spear, and all conrasu weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Conrasu Weapon Expertise"],"rarity":"common","slug":"feat-2787"},{"skill_mod":{},"summary":"You can alter your exoskeleton's size.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2788","weakness":{},"name":"Ceremony of Growth","trait":["Conrasu"],"id":"feat-2788","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ceremony of Growth Source The Mwangi Expanse pg. 109 --- You can alter your exoskeleton's size. You constantly gain the effects of enlarge . You can dismiss or resume these effects as an action, which has the concentrate trait.","category":"feat","pfs":"Standard","feat":["Ceremony of Growth"],"rarity":"common","slug":"feat-2788"},{"skill_mod":{},"summary":"Your connection to the sun has become an unbreakable bond.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2789","weakness":{},"name":"Ceremony of Sun's Gift","trait":["Conrasu"],"id":"feat-2789","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Ceremony of Sun's Gift Source The Mwangi Expanse pg. 109 --- Your connection to the sun has become an unbreakable bond. You don't become temporarily immune to the effects of your Sunlight Healing, and instead of rolling to recover Hit Points, you gain the maximum number of HP possible (for example, 64 HP instead of 8d8).","category":"feat","pfs":"Standard","feat":["Ceremony of Sun's Gift"],"rarity":"common","slug":"feat-2789"},{"skill_mod":{},"summary":"Your jaws can crush bone and bite through armor.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2790","weakness":{},"name":"Crunch","trait":["Gnoll","Kholo"],"id":"feat-2790","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crunch Source The Mwangi Expanse pg. 112 --- Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals 1d8 piercing damage instead of 1d6 and gains the grapple trait.","category":"feat","pfs":"Standard","feat":["Crunch"],"rarity":"common","slug":"feat-2790"},{"remaster_name":["Kholo Lore"],"skill_mod":{},"summary":"You paid attention to your senior hunters to learn their tricks.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2791","weakness":{},"name":"Gnoll Lore","trait":["Gnoll","Kholo"],"id":"feat-2791","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gnoll Lore Source The Mwangi Expanse pg. 112 --- You paid attention to your senior hunters to learn their tricks. You gain the trained proficiency rank in Stealth and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Gnoll Lore.","category":"feat","pfs":"Standard","feat":["Gnoll Lore"],"rarity":"common","slug":"feat-2791"},{"remaster_name":["Kholo Weapon Familiarity"],"skill_mod":{},"summary":"You were taught to be a hunter and a raider.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2792","weakness":{},"name":"Gnoll Weapon Familiarity","trait":["Gnoll","Kholo"],"id":"feat-2792","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gnoll Weapon Familiarity Source The Mwangi Expanse pg. 112 --- You were taught to be a hunter and a raider. You are trained with flails, khopeshes, mambeles, spears, and war flails. Gnoll Weapon Familiarity leads to... Gnoll Weapon Practicality","category":"feat","pfs":"Standard","feat":["Gnoll Weapon Familiarity"],"rarity":"common","slug":"feat-2792"},{"skill_mod":{},"summary":"Hyenas serve gnolls as pets, trackers, and in your case, vessels for spirits.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2793","weakness":{},"name":"Hyena Familiar","trait":["Gnoll","Kholo"],"id":"feat-2793","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hyena Familiar Source The Mwangi Expanse pg. 112 --- Hyenas serve gnolls as pets, trackers, and in your case, vessels for spirits. You gain a Tiny hyena as a familiar.","category":"feat","pfs":"Standard","feat":["Hyena Familiar"],"rarity":"common","slug":"feat-2793"},{"skill_mod":{},"summary":"You were taught how to hunt as part of a pack.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2794","weakness":{},"name":"Pack Hunter","trait":["Gnoll","Kholo"],"id":"feat-2794","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pack Hunter Source The Mwangi Expanse pg. 112 --- You were taught how to hunt as part of a pack. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you. Pack Hunter leads to... Pack Stalker","category":"feat","pfs":"Standard","feat":["Pack Hunter"],"rarity":"common","slug":"feat-2794"},{"skill_mod":{},"summary":"Your large black nose isn't just for show.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2795","weakness":{},"name":"Sensitive Nose","trait":["Gnoll","Kholo"],"id":"feat-2795","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sensitive Nose Source The Mwangi Expanse pg. 112 --- Your large black nose isn't just for show. You gain imprecise scent with a range of 30 feet. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Sensitive Nose"],"rarity":"common","slug":"feat-2795"},{"skill_mod":{},"summary":"It takes a very brave person to enter the laughter-haunted forest where you dwell.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Witch Gnoll heritage","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2796","weakness":{},"name":"Distant Cackle","trait":["Gnoll","Kholo"],"id":"feat-2796","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Distant Cackle Source The Mwangi Expanse pg. 112 Prerequisites Witch Gnoll heritage --- It takes a very brave person to enter the laughter-haunted forest where you dwell. You can cast ventriloquism once per day as a 1st-level occult innate spell.","category":"feat","pfs":"Standard","feat":["Distant Cackle"],"rarity":"common","slug":"feat-2796"},{"skill_mod":{},"summary":"You have come to know gnoll weapons as you know yourself.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Gnoll Weapon Familiarity","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2797","weakness":{},"name":"Gnoll Weapon Practicality","trait":["Gnoll","Kholo"],"id":"feat-2797","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Gnoll Weapon Practicality Source The Mwangi Expanse pg. 113 Prerequisites Gnoll Weapon Familiarity --- Whenever you critically hit using flails, khopeshes, mambeles, spears, and war flails, you apply the weapon's critical specialization effect. Gnoll Weapon Practicality leads to... Gnoll Weapon Expertise","category":"feat","pfs":"Standard","feat":["Gnoll Weapon Practicality"],"rarity":"common","slug":"feat-2797"},{"skill_mod":{},"summary":"Ambushes are an honored gnoll tradition.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Pack Hunter; Expert in Stealth","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2798","weakness":{},"skill":["Stealth","Stealth"],"name":"Pack Stalker","trait":["Gnoll","Kholo"],"id":"feat-2798","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Pack Stalker Source The Mwangi Expanse pg. 113 Prerequisites Pack Hunter; Expert in Stealth --- Ambushes are an honored gnoll tradition. You gain the Terrain Stalker feat and can extend its effects to a single ally so long as they remain within 10 ft. of you. If you have master proficiency in Stealth, you can extend the effect to two allies. If you have legendary proficiency in Stealth, you can extend it to four allies.","category":"feat","pfs":"Standard","feat":["Pack Stalker"],"rarity":"common","slug":"feat-2798"},{"remaster_name":["Right-hand Blood"],"skill_mod":{},"summary":"It's said that the flesh of the right side of a hyena can heal diseases, but that of the left side is poisonous.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2799","weakness":{},"name":"Right-Hand Blood","trait":["Gnoll","Kholo"],"id":"feat-2799","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Right-Hand Blood Source The Mwangi Expanse pg. 113 --- It's said that the flesh of the right side of a hyena can heal diseases, but that of the left side is poisonous. You can take 1 damage to feed someone blood from your right side and Administer First Aid or take 2d8 damage to Treat Disease or Treat Wounds; in either case, you don't need healer's tools, and gain a +1 item bonus. Blood from your left side causes the check to critically fail automatically.","category":"feat","pfs":"Standard","feat":["Right-Hand Blood"],"rarity":"common","slug":"feat-2799"},{"skill_mod":{},"summary":"You smell of honey and savory things.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Sweetbreath Gnoll heritage","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2800","weakness":{},"name":"Breath Like Honey","trait":["Gnoll","Kholo"],"id":"feat-2800","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Breath Like Honey Source The Mwangi Expanse pg. 113 Prerequisites Sweetbreath Gnoll heritage --- You smell of honey and savory things. You can cast enthrall as a 3rd-level occult innate spell once per day, except the spell has a range of 30 feet and the inhaled trait instead of the auditory trait. Targets don't gain any circumstance bonus for disagreeing with you. Your circumstance bonus to checks to Make an Impression if the target can smell your breath increases to +2.","category":"feat","pfs":"Standard","feat":["Breath Like Honey"],"rarity":"common","slug":"feat-2800"},{"skill_mod":{},"summary":"You carry the bones of your ancestors with you, and you can ask them for counsel.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2801","weakness":{},"name":"Grandmother's Wisdom","trait":["Gnoll","Kholo"],"id":"feat-2801","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Grandmother's Wisdom Source The Mwangi Expanse pg. 113 --- You carry the bones of your ancestors with you, and you can ask them for counsel. You can cast augury twice per day as a 2nd-level occult innate spell.","category":"feat","pfs":"Standard","feat":["Grandmother's Wisdom"],"rarity":"common","slug":"feat-2801"},{"remaster_name":["Laughing Kholo"],"skill_mod":{},"summary":"A gnoll's sinister giggle is a sound of warning and threat.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Master in Intimidation","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2802","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Laughing Gnoll","trait":["Gnoll","Kholo"],"id":"feat-2802","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Laughing Gnoll Source The Mwangi Expanse pg. 113 Prerequisites Master in Intimidation --- A gnoll's sinister giggle is a sound of warning and threat. You gain the Battle Cry skill feat. You don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.","category":"feat","pfs":"Standard","feat":["Laughing Gnoll"],"rarity":"common","slug":"feat-2802"},{"skill_mod":{},"summary":"You transform into an enormous otherworldly hyena.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2803","weakness":{},"name":"Ancestor's Rage","trait":["Gnoll","Kholo"],"id":"feat-2803","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ancestor's Rage Source The Mwangi Expanse pg. 113 --- You transform into an enormous otherworldly hyena. You can cast animal form (canine form only) once per day as a 5th-level occult innate spell.","category":"feat","pfs":"Standard","feat":["Ancestor's Rage"],"rarity":"common","slug":"feat-2803"},{"skill_mod":{},"summary":"You fight with effortless expertise with gnoll weapons.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Gnoll Weapon Practicality","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2804","weakness":{},"name":"Gnoll Weapon Expertise","trait":["Gnoll","Kholo"],"id":"feat-2804","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Gnoll Weapon Expertise Source The Mwangi Expanse pg. 113 Prerequisites Gnoll Weapon Practicality --- Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in flails, khopeshes, mambeles, spears, and war flails.","category":"feat","pfs":"Standard","feat":["Gnoll Weapon Expertise"],"rarity":"common","slug":"feat-2804"},{"skill_mod":{},"summary":"You are quick at recognizing broad details about people and things around you.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2805","weakness":{},"name":"Catch the Details","trait":["Goloma"],"id":"feat-2805","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Catch the Details Source The Mwangi Expanse pg. 116 --- You are quick at recognizing broad details about people and things around you. You are trained in Society and gain the Eye for Numbers skill feat. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice.","category":"feat","pfs":"Standard","feat":["Catch the Details"],"rarity":"common","slug":"feat-2805"},{"skill_mod":{},"summary":"The most important thing you've learned living with fear is how to overcome it.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2806","weakness":{},"name":"Goloma Courage","trait":["Goloma"],"id":"feat-2806","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goloma Courage Source The Mwangi Expanse pg. 116 --- The most important thing you've learned living with fear is how to overcome it. When you roll a success on a saving throw against a fear effect, you get a critical success instead. In addition, you gain a +1 circumstance bonus to Will saves against fear effects and a +2 circumstance bonus to your Will DC against attempts to Demoralize you.","category":"feat","pfs":"Standard","feat":["Goloma Courage"],"rarity":"common","slug":"feat-2806"},{"skill_mod":{},"summary":"You lived an insulated life focused on avoiding danger.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2807","weakness":{},"name":"Goloma Lore","trait":["Goloma"],"id":"feat-2807","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goloma Lore Source The Mwangi Expanse pg. 116 --- You lived an insulated life focused on avoiding danger. You gain the trained proficiency rank in Stealth and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goloma Lore.","category":"feat","pfs":"Standard","feat":["Goloma Lore"],"rarity":"common","slug":"feat-2807"},{"skill_mod":{},"summary":"Your eyes have adapted to see in all circumstances, even without the assistance of light.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"low-light vision","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2808","weakness":{},"name":"Pierce the Darkness","trait":["Goloma"],"id":"feat-2808","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pierce the Darkness Source The Mwangi Expanse pg. 116 Prerequisites low-light vision --- Your eyes have adapted to see in all circumstances, even without the assistance of light. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness you see in black and white only. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Pierce the Darkness"],"rarity":"common","slug":"feat-2808"},{"skill_mod":{},"summary":"You use your many eyes to look in all directions at once, making you extremely observant for a short period of time.","primary_source":"The Mwangi Expanse","trait_group":["Mechanics","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2809","weakness":{},"name":"Watchful Gaze","trait":["Concentrate","Goloma"],"actions_number":2,"id":"feat-2809","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Watchful Gaze Single Action Source The Mwangi Expanse pg. 116 --- You use your many eyes to look in all directions at once, making you extremely observant for a short period of time. You gain all-around vision until the start of your next turn. This lets you see in all directions and prevents you from being flanked. Watchful Gaze leads to... Constant Gaze","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Watchful Gaze"],"rarity":"common","slug":"feat-2809"},{"skill_mod":{},"summary":"You gain a +2 circumstance bonus to Perception checks attempted as initiative rolls.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2810","weakness":{},"name":"Ambush Awareness","trait":["Goloma"],"id":"feat-2810","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ambush Awareness Source The Mwangi Expanse pg. 117 --- You gain a +2 circumstance bonus to Perception checks attempted as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.","category":"feat","pfs":"Standard","feat":["Ambush Awareness"],"rarity":"common","slug":"feat-2810"},{"skill_mod":{},"summary":"The chitin on your claws is so hard you can defend against attacks with them.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Vicious Goloma heritage","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2811","weakness":{},"name":"Protective Claws","trait":["Goloma"],"id":"feat-2811","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Protective Claws Source The Mwangi Expanse pg. 117 Prerequisites Vicious Goloma heritage --- The chitin on your claws is so hard you can defend against attacks with them. Your claw unarmed attack from the vicious goloma heritage gains the parry weapon trait.","category":"feat","pfs":"Standard","feat":["Protective Claws"],"rarity":"common","slug":"feat-2811"},{"skill_mod":{},"summary":"Your eyes keep a continual watch for dangers from all sides.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Watchful Gaze","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2812","weakness":{},"name":"Constant Gaze","trait":["Goloma"],"id":"feat-2812","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Constant Gaze Source The Mwangi Expanse pg. 117 Prerequisites Watchful Gaze --- Your eyes keep a continual watch for dangers from all sides. You can't be flanked by creatures of your level or lower, even when you haven't used Watchful Gaze.","category":"feat","pfs":"Standard","feat":["Constant Gaze"],"rarity":"common","slug":"feat-2812"},{"skill_mod":{},"summary":"Your body tenses up when surrounded, putting you on edge just enough to anticipate an attack.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"requirement":"you are adjacent to at least two enemies","source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2813","weakness":{},"name":"Defensive Instincts","trait":["Goloma"],"actions_number":2,"id":"feat-2813","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Defensive Instincts Single Action Source The Mwangi Expanse pg. 117 Requirements you are adjacent to at least two enemies --- Your body tenses up when surrounded, putting you on edge just enough to anticipate an attack. You gain a +1 circumstance bonus to AC until the beginning of your next turn and Step.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Defensive Instincts"],"rarity":"common","slug":"feat-2813"},{"skill_mod":{},"summary":"You've trained yourself to constantly be on the lookout for magical effects, even when focusing on looking out for other things.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"ability to cast the _detect magic_ cantrip","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2814","weakness":{},"name":"Arcane Sight","trait":["Goloma"],"id":"feat-2814","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Arcane Sight Source The Mwangi Expanse pg. 117 Prerequisites ability to cast the detect magic cantrip --- You've trained yourself to constantly be on the lookout for magical effects, even when focusing on looking out for other things. When you are Searching, you also gain the benefits of Detect Magic unless you choose not to. See page here for more information about exploration activities.","category":"feat","pfs":"Standard","feat":["Arcane Sight"],"rarity":"common","slug":"feat-2814"},{"skill_mod":{},"summary":"You notice things that others can't see at all.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2815","weakness":{},"name":"See the Unseen","trait":["Goloma"],"id":"feat-2815","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > See the Unseen Source The Mwangi Expanse pg. 117 --- You notice things that others can't see at all. While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you. You only need a successful DC 5 flat check to target a hidden creature.","category":"feat","pfs":"Standard","feat":["See the Unseen"],"rarity":"common","slug":"feat-2815"},{"primary_source_category":"Lost Omens","source":["The Mwangi Expanse"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"divination","trait":["Arcane","Concentrate","Divination","Goloma"],"id":"feat-2816","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > True Gaze Single Action Source The Mwangi Expanse pg. 117 Frequency once per hour --- When you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones. When you use True Gaze, you gain the effects of a 6th-level true seeing spell, using your Perception modifier for the counteract check.","feat":["True Gaze"],"skill_mod":{},"summary":"When you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones.","primary_source":"The Mwangi Expanse","trait_group":["Tradition","Monster","Mechanics","School","Ancestry"],"level":17,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2816","name":"True Gaze","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2816"},{"skill_mod":{},"summary":"You are well versed in grippli culture and tactics.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2817","weakness":{},"name":"Grippli Lore","trait":["Grippli"],"id":"feat-2817","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Grippli Lore Source The Mwangi Expanse pg. 119 --- You are well versed in grippli culture and tactics. You gain the trained proficiency in Nature and Stealth. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in Grippli Lore.","category":"feat","pfs":"Standard","feat":["Grippli Lore"],"rarity":"common","slug":"feat-2817"},{"remaster_name":["Tripkee Weapon Familiarity"],"skill_mod":{},"summary":"You've trained with weapons ideally suited to marshes and dense forests.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2818","weakness":{},"name":"Grippli Weapon Familiarity","trait":["Grippli"],"id":"feat-2818","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Grippli Weapon Familiarity Source The Mwangi Expanse pg. 119 --- You've trained with weapons ideally suited to marshes and dense forests. You are trained with blowguns, hatchets, scythes, shortbows, and composite shortbows. You also gain access to all uncommon grippli weapons. For the purpose of determining your proficiency, martial grippli weapons are simple weapons, and advanced grippli weapons are martial weapons. Grippli Weapon Familiarity leads to... Grippli Weapon Expertise, Grippli Weapon Innovator","category":"feat","pfs":"Standard","feat":["Grippli Weapon Familiarity"],"rarity":"common","slug":"feat-2818"},{"primary_source_category":"Lost Omens","source":["The Mwangi Expanse"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Nature","Nature"],"trait":["Grippli"],"id":"feat-2819","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hunter's Defense Reaction Source The Mwangi Expanse pg. 120 Frequency once per hour Prerequisites Trained in Nature Trigger A creature with the animal, beast, elemental, fey, fungus, or plant trait attacks you, and you can see the attacker. --- Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your Nature DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, even though you wouldn't take the –2 circumstance penalty against the attack.","feat":["Hunter's Defense"],"skill_mod":{},"summary":"Your canny understanding of natural and primal creatures helps you predict and dodge their attacks.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"level":1,"prerequisite":"Trained in Nature","source_category":["Lost Omens"],"trigger":"A creature with the animal , beast , elemental , fey , fungus , or plant trait attacks you, and you can see the attacker. ","resistance":{},"url":"/Feats.aspx?ID=2819","name":"Hunter's Defense","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2819"},{"skill_mod":{},"summary":"You are adept at dodging roots, foliage, and other jungle obstacles.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2820","weakness":{},"name":"Jungle Strider","trait":["Grippli"],"id":"feat-2820","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Jungle Strider Source The Mwangi Expanse pg. 120 --- You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of plant material, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Jungle Strider"],"rarity":"common","slug":"feat-2820"},{"skill_mod":{},"summary":"You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2821","weakness":{},"name":"Nocturnal Grippli","trait":["Grippli"],"id":"feat-2821","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nocturnal Grippli Source The Mwangi Expanse pg. 120 --- You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Nocturnal Grippli"],"rarity":"common","slug":"feat-2821"},{"primary_source_category":"Lost Omens","source":["The Mwangi Expanse"],"type":"Feat","speed":{},"weakness":{},"trait":["Grippli"],"id":"feat-2822","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Grippli Glide Single Action Source The Mwangi Expanse pg. 120 Prerequisites Windweb Grippli heritage Requirements You must have at least one hand free. --- You can use your webbed feet to guide your fall. You glide slowly toward the ground, 5 feet down (10 feet if you don't have both hands free) and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.","feat":["Grippli Glide"],"skill_mod":{},"summary":"You can use your webbed feet to guide your fall.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"level":5,"prerequisite":"Windweb Grippli heritage","source_category":["Lost Omens"],"requirement":"You must have at least one hand free.","resistance":{},"url":"/Feats.aspx?ID=2822","name":"Grippli Glide","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2822"},{"skill_mod":{},"summary":"You've learned devious ways to make the most of your grippli weapons.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Grippli Weapon Familiarity","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2823","weakness":{},"name":"Grippli Weapon Innovator","trait":["Grippli"],"id":"feat-2823","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Grippli Weapon Innovator Source The Mwangi Expanse pg. 120 Prerequisites Grippli Weapon Familiarity --- You've learned devious ways to make the most of your grippli weapons. Whenever you critically hit using a blowgun, hatchet, scythe, shortbow, composite shortbow, or grippli weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Grippli Weapon Innovator"],"rarity":"common","slug":"feat-2823"},{"skill_mod":{},"summary":"You've learned to stretch your exceptionally long tongue beyond its original limits.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Snaptongue Grippli heritage","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2824","weakness":{},"name":"Long Tongue","trait":["Grippli"],"id":"feat-2824","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Long Tongue Source The Mwangi Expanse pg. 120 Prerequisites Snaptongue Grippli heritage --- You've learned to stretch your exceptionally long tongue beyond its original limits. When you use your tongue to deliver touch range spells or perform very simple Interact actions, you can do so at a distance that is 5 feet beyond your usual reach.","category":"feat","pfs":"Standard","feat":["Long Tongue"],"rarity":"common","slug":"feat-2824"},{"skill_mod":{},"summary":"Escaping your nets is no simple task.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2825","weakness":{},"name":"Tenacious Net","trait":["Grippli"],"id":"feat-2825","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tenacious Net Source The Mwangi Expanse pg. 121 --- Escaping your nets is no simple task. The Athletics DC to Force Open or Escape your nets increases from 16 to 18. After a creature you grabbed with a net Escapes or Forces Open the net, stray strands of the net cling to the creature, causing them to remain flat-footed until the beginning of their next turn.","category":"feat","pfs":"Standard","feat":["Tenacious Net"],"rarity":"common","slug":"feat-2825"},{"primary_source_category":"Lost Omens","source":["The Mwangi Expanse"],"type":"Feat","speed":{},"weakness":{},"trait":["Grippli"],"id":"feat-2826","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Absorb Toxin Reaction Source The Mwangi Expanse pg. 121 Prerequisites You are not immune to diseases or poisons Trigger You attempt a saving throw against a disease or poison effect that affects an area. --- Your skin readily absorbs poison and can consciously draw toxins into your body to spare others. Attempt a counteract check against the triggering effect; your counteract level equals half your level (rounded up), and for the roll use either your class DC –10 or your spellcasting ability modifier plus your spellcasting proficiency bonus. If you counteract the triggering effect, you end the effect for all other creatures in the area; however, you must still save against the effect with a –2 penalty to the initial save.","feat":["Absorb Toxin"],"skill_mod":{},"summary":"Your skin readily absorbs poison and can consciously draw toxins into your body to spare others.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"level":9,"prerequisite":"You are not immune to diseases or poisons","source_category":["Lost Omens"],"trigger":"You attempt a saving throw against a disease or poison effect that affects an area.","resistance":{},"url":"/Feats.aspx?ID=2826","name":"Absorb Toxin","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2826"},{"skill_mod":{},"summary":"You quickly use your momentum to topple and spring off of foes.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Wall Jump; Master in Athletics","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2827","weakness":{},"skill":["Athletics","Athletics"],"name":"Ricocheting Leap","trait":["Grippli"],"id":"feat-2827","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ricocheting Leap Source The Mwangi Expanse pg. 121 Prerequisites Wall Jump; Master in Athletics --- You quickly use your momentum to topple and spring off of foes. You can use Wall Jump to make additional jumps off of creatures larger than you as if they were walls. Once per turn when you make an additional jump off of a creature in this way, you can also attempt to Shove or Trip that creature as a free action.","category":"feat","pfs":"Standard","feat":["Ricocheting Leap"],"rarity":"common","slug":"feat-2827"},{"skill_mod":{},"summary":"Your tongue can momentarily latch on as readily as your hands.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Snaptongue Grippli heritage","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2828","weakness":{},"name":"Tongue Tether","trait":["Grippli"],"id":"feat-2828","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Tongue Tether Source The Mwangi Expanse pg. 121 Prerequisites Snaptongue Grippli heritage --- Your tongue can momentarily latch on as readily as your hands. So long as you can freely open your mouth, you do not need free hands in order to Disarm, Grab an Edge, or Trip. If you have the Long Tongue feat, you can Disarm, Grab an Edge, and Trip with your tongue at a distance that is 5 feet beyond your normal reach.","category":"feat","pfs":"Standard","feat":["Tongue Tether"],"rarity":"common","slug":"feat-2828"},{"skill_mod":{},"summary":"With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2829","weakness":{},"name":"Envenomed Edge","trait":["Grippli"],"id":"feat-2829","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Envenomed Edge Source The Mwangi Expanse pg. 121 --- With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points. When you critically hit using a Strike with a weapon or unarmed attack and deal slashing or piercing damage with that Strike, you deal an additional 1d4 persistent poison damage to your target.","category":"feat","pfs":"Standard","feat":["Envenomed Edge"],"rarity":"common","slug":"feat-2829"},{"skill_mod":{},"summary":"You fight with effortless expertise with grippli weapons.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Grippli Weapon Familiarity","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2830","weakness":{},"name":"Grippli Weapon Expertise","trait":["Grippli"],"id":"feat-2830","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Grippli Weapon Expertise Source The Mwangi Expanse pg. 121 Prerequisites Grippli Weapon Familiarity --- You fight with effortless expertise with grippli weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the blowgun, hatchet, scythe, shortbow, composite shortbow, or grippli weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Grippli Weapon Expertise"],"rarity":"common","slug":"feat-2830"},{"skill_mod":{},"summary":"You have an amazing memory for sound.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2831","weakness":{},"name":"Eidetic Ear","trait":["Shisk"],"id":"feat-2831","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eidetic Ear Source The Mwangi Expanse pg. 124 --- You have an amazing memory for sound. You gain the Assurance (Performance) feat. With a successful DC 8 flat check, you can accurately recall a sound or a snippet of conversation you heard within the last week. You are memorizing by rote rather than content, and can't use this to cram facts, so this doesn't grant you any extra ability to Recall Knowledge.","category":"feat","pfs":"Standard","feat":["Eidetic Ear"],"rarity":"common","slug":"feat-2831"},{"skill_mod":{},"summary":"You hoard knowledge like a dragon hoards gold.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2832","weakness":{},"name":"Shisk Lore","trait":["Shisk"],"id":"feat-2832","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shisk Lore Source The Mwangi Expanse pg. 124 --- You hoard knowledge like a dragon hoards gold. You gain the trained proficiency rank in three Lore skills of your choice. You also become trained in Shisk Lore.","category":"feat","pfs":"Standard","feat":["Shisk Lore"],"rarity":"common","slug":"feat-2832"},{"skill_mod":{},"summary":"Living underground, you have learned to find your way without landmarks or even solid ground.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2833","weakness":{},"name":"Spelunker","trait":["Shisk"],"id":"feat-2833","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Spelunker Source The Mwangi Expanse pg. 124 --- Living underground, you have learned to find your way without landmarks or even solid ground. If you roll a success on an Survival check to Sense Direction or an Athletics check to Climb, you get a critical success instead. You're not flat-footed when you attempt to Climb.","category":"feat","pfs":"Standard","feat":["Spelunker"],"rarity":"common","slug":"feat-2833"},{"skill_mod":{},"summary":"The quills on your arms are particularly sharp and sturdy.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2834","weakness":{},"name":"Spine Stabber","trait":["Shisk"],"id":"feat-2834","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Spine Stabber Source The Mwangi Expanse pg. 124 --- The quills on your arms are particularly sharp and sturdy. You gain a quills unarmed attack that deals 1d6 piercing damage. Your quills are in the knife weapon group and have the finesse and unarmed traits. Spine Stabber leads to... Piercing Quills","category":"feat","pfs":"Standard","feat":["Spine Stabber"],"rarity":"common","slug":"feat-2834"},{"skill_mod":{},"summary":"You curl into a posture that splays out your bone spines.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2835","weakness":{},"name":"Bristle","trait":["Shisk"],"actions_number":2,"id":"feat-2835","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Bristle Single Action Source The Mwangi Expanse pg. 124 --- You curl into a posture that splays out your bone spines. You gain a +1 circumstance to AC until the start of your next turn. Special If you have the Barbed Quills reaction or a quills unarmed attack, each gains a +1 circumstance bonus to damage rolls until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bristle"],"rarity":"common","slug":"feat-2835"},{"skill_mod":{},"summary":"You have a love for extreme heat.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2836","weakness":{},"name":"Inured to the Heat","trait":["Shisk"],"id":"feat-2836","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Inured to the Heat Source The Mwangi Expanse pg. 124 --- You have a love for extreme heat. You gain resistance 4 to fire. You treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).","category":"feat","pfs":"Standard","feat":["Inured to the Heat"],"rarity":"common","slug":"feat-2836"},{"skill_mod":{},"summary":"Your spines grow back much faster than other shisks.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Quillcoat Shisk heritage","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2837","weakness":{},"name":"Renewing Quills","trait":["Shisk"],"id":"feat-2837","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Renewing Quills Source The Mwangi Expanse pg. 125 Prerequisites Quillcoat Shisk heritage --- Your spines grow back much faster than other shisks. You can use the Barbed Quills reaction once every 10 minutes.","category":"feat","pfs":"Standard","feat":["Renewing Quills"],"rarity":"common","slug":"feat-2837"},{"skill_mod":{},"summary":"You are an endless well of knowledge and can remember several vital pieces of information at once.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2838","weakness":{},"name":"Dig Up Secrets","trait":["Shisk"],"id":"feat-2838","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dig Up Secrets Source The Mwangi Expanse pg. 125 --- You are an endless well of knowledge and can remember several vital pieces of information at once. You can cast hypercognition as an innate occult spell once per day.","category":"feat","pfs":"Standard","feat":["Dig Up Secrets"],"rarity":"common","slug":"feat-2838"},{"skill_mod":{},"summary":"Your quills can dig particularly deep into the flesh of your opponents.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Spine Stabber","source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2839","weakness":{},"name":"Piercing Quills","trait":["Shisk"],"id":"feat-2839","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Piercing Quills Source The Mwangi Expanse pg. 125 Prerequisites Spine Stabber --- Your quills can dig particularly deep into the flesh of your opponents. Your quills unarmed attack deals 1d4 persistent bleed damage on a critical hit.","category":"feat","pfs":"Standard","feat":["Piercing Quills"],"rarity":"common","slug":"feat-2839"},{"primary_source_category":"Lost Omens","source":["The Mwangi Expanse"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Shisk"],"id":"feat-2840","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Quill Spray Two Actions Source The Mwangi Expanse pg. 125 Frequency once per day Prerequisites Quillcoat Shisk heritage or quill unarmed attack --- You can launch a mass of quills at opponents. You spray quills in a 30-foot cone, dealing 5d8 piercing damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. On a critical failure, a creature also takes 5 persistent bleed damage. At 11th level and every even level thereafter, the piercing damage increases by 1d8 and the persistent bleed damage increases by 1.","feat":["Quill Spray"],"skill_mod":{},"summary":"You can launch a mass of quills at opponents.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"level":9,"prerequisite":"Quillcoat Shisk heritage or quill unarmed attack","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=2840","name":"Quill Spray","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2840"},{"skill_mod":{},"summary":"Subterranean life taught you to swim through the ground like water.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2841","weakness":{},"name":"Delver","trait":["Shisk"],"id":"feat-2841","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Delver Source The Mwangi Expanse pg. 125 --- Subterranean life taught you to swim through the ground like water. You gain a burrow Speed of 10 feet through loose soil or dirt.","category":"feat","pfs":"Standard","feat":["Delver"],"rarity":"common","slug":"feat-2841"},{"skill_mod":{},"summary":"Even magical means have a hard time prying information from you.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2842","weakness":{},"name":"None Shall Know","trait":["Shisk"],"id":"feat-2842","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > None Shall Know Source The Mwangi Expanse pg. 125 --- Even magical means have a hard time prying information from you. You gain nondetection as an innate occult spell once per day, which can only be cast on yourself and is automatically heightened to half your level rounded up.","category":"feat","pfs":"Standard","feat":["None Shall Know"],"rarity":"common","slug":"feat-2842"},{"skill_mod":{},"summary":"You can call forth an invisible eye to let you peek on secrets.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2843","weakness":{},"name":"Secret Eyes","trait":["Shisk"],"id":"feat-2843","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Secret Eyes Source The Mwangi Expanse pg. 125 --- You can call forth an invisible eye to let you peek on secrets. Once per day, you can cast prying eye as an innate occult spell.","category":"feat","pfs":"Standard","feat":["Secret Eyes"],"rarity":"common","slug":"feat-2843"},{"skill_mod":{},"summary":"You constantly remember details about the world.","primary_source":"The Mwangi Expanse","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2844","frequency":"once per round","weakness":{},"name":"Fountain of Secrets","trait":["Shisk"],"actions_number":0,"id":"feat-2844","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Fountain of Secrets Free Action Source The Mwangi Expanse pg. 125 Frequency once per round --- You constantly remember details about the world. You attempt a check to Recall Knowledge. If you succeed, you gain additional information or context. If you critically succeed, at the GM's discretion you might gain even more additional information or context than normal. ","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Fountain of Secrets"],"rarity":"common","slug":"feat-2844"},{"remaster_name":["Fossil Rider"],"skill_mod":{},"summary":"Using your ancestors' bones, you manifest their spirits around you in a fossilized form, terrifying your foes.","primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["The Mwangi Expanse"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2845","weakness":{},"name":"Bone Rider","trait":["Lizardfolk"],"id":"feat-2845","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Bone Rider Source The Mwangi Expanse pg. 204 --- Using your ancestors' bones, you manifest their spirits around you in a fossilized form, terrifying your foes. You can cast mask of terror on yourself as a primal innate spell once per day. When you do, you appear as a skeletal lizardfolk ancestor, twisted in a way that inspires the deepest fears of those who observe you.","category":"feat","pfs":"Standard","feat":["Bone Rider"],"rarity":"common","slug":"feat-2845"},{"skill_mod":{},"summary":"You tap into the unstoppable, primeval strength of your ancient kin.","primary_source":"Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2846","weakness":{},"name":"Primal Rampage","trait":["Lizardfolk"],"id":"feat-2846","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"\" > Primal Rampage Source Character Guide pg. 59 --- You tap into the unstoppable, primeval strength of your ancient kin. You gain freedom of movement and stoneskin as 4th-level primal innate spells that you can cast once per day. As a 3-action activity, you can Cast a Spell twice to cast both of these innate spells, as long as they are both still available for the day.","category":"feat","feat":["Primal Rampage"],"rarity":"common","slug":"feat-2846"},{"skill_mod":{},"summary":"You make an assessment informed by your knowledge of how a creature fights.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2847","weakness":{},"name":"Magus's Analysis","trait":["Magus"],"actions_number":2,"id":"feat-2847","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Magus's Analysis Single Action Source Secrets of Magic pg. 42 Prerequisites Spellstrike --- You make an assessment informed by your knowledge of how a creature fights. Attempt a check to Recall Knowledge about a creature. You gain a +1 circumstance bonus to your check if you previously hit the creature with a Strike this turn. If your check is successful, recharge your Spellstrike. The subject of your check is temporarily immune to Magus's Analysis for 1 day.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Magus's Analysis"],"rarity":"common","slug":"feat-2847"},{"skill_mod":{},"summary":"You raise up the book you're holding and flip it open to defend yourself and expedite your studies.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You're holding a book.","source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2848","weakness":{},"name":"Raise a Tome","trait":["Magus"],"actions_number":2,"id":"feat-2848","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Raise a Tome Single Action Source Secrets of Magic pg. 42 Requirements You're holding a book. --- You raise up the book you're holding and flip it open to defend yourself and expedite your studies. The book remains raised until the start of your next turn. While you have a book raised, you gain a +2 circumstance bonus to AC and a +1 circumstance bonus to Recall Knowledge to identify creatures using a skill related to the subject of the book (Arcana if you're using your spellbook). This bonus is in addition to any item bonus the book normally gives to the check. If you have Shield Block, you can use the tome for that feat (Hardness 3, HP 12, BT 6) as though it were a shield. Whenever you use an ability that allows you to Raise a Shield, such as Emergency Targe, you can Raise a Tome instead, changing any requirements that normally require a shield to apply to your book. Raise a Tome leads to... Shielded Tome","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Raise a Tome"],"rarity":"common","slug":"feat-2848"},{"skill_mod":{},"summary":"You can blast the energy of a spell out around the target of your attack.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2849","weakness":{},"name":"Expansive Spellstrike","trait":["Magus"],"id":"feat-2849","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Expansive Spellstrike Source Secrets of Magic pg. 43 Prerequisites Spellstrike --- You can blast the energy of a spell out around the target of your attack. When you Spellstrike with a spell that has an area of a burst, cone, or line, the spell creates an area instead of affecting only the target. The target must be in the area. A burst is centered on a corner of the target’s square; if the target is Large or larger, the burst use the square corner closest to the center of the target and choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you’re not adjacent to the target (using a reach weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the Strike still targets only one creature.","category":"feat","pfs":"Standard","feat":["Expansive Spellstrike"],"rarity":"common","slug":"feat-2849"},{"skill_mod":{},"summary":"You can turn your attack into an unerring blur of force.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"focus pool","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2850","weakness":{},"name":"Force Fang","trait":["Magus"],"id":"feat-2850","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Force Fang Source Secrets of Magic pg. 43 Prerequisites focus pool --- You can turn your attack into an unerring blur of force. You learn the force fang conflux spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Force Fang"],"rarity":"common","slug":"feat-2850"},{"skill_mod":{},"summary":"You infuse magical power into your body or armaments to parry both physical and magical assaults.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"requirement":"You have one or more hands free.","source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2851","weakness":{},"name":"Spell Parry","trait":["Magus"],"actions_number":2,"id":"feat-2851","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Spell Parry Single Action Source Secrets of Magic pg. 43 Requirements You have one or more hands free. --- You infuse magical power into your body or armaments to parry both physical and magical assaults. You raise your guard, gaining a +1 circumstance bonus to AC and to saving throws against spells that target you until the start of your next turn, as long as you continue to meet the requirements. Spell Parry leads to... Preternatural Parry","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spell Parry"],"rarity":"common","slug":"feat-2851"},{"skill_mod":{},"summary":"You've magically constructed an extradimensional sheath for your weapon that you access through your clothing, typically through a pocket, sleeve, or seam.","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","School","Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2852","weakness":{},"school":"conjuration","name":"Spirit Sheath","trait":["Arcane","Conjuration","Extradimensional","Magus"],"id":"feat-2852","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Spirit Sheath Source Secrets of Magic pg. 44 --- You've magically constructed an extradimensional sheath for your weapon that you access through your clothing, typically through a pocket, sleeve, or seam. This sheath is hard to notice, granting a +2 circumstance bonus to your Stealth checks to Conceal an Item within it. A spirit sheath can hold only one weapon at a time, and the weapon must be 1 Bulk or less. During a Spellstrike, you can Interact to draw the weapon before you Cast the Spell. You can draw or return a weapon in a spirit sheath as an Interact action, as can anyone else holding or wearing the clothing that contains the sheath. A dispel magic spell or similar effect can be used against the spirit sheath to expel the weapon. The counteract check is made against your spell DC and uses the sheath's counteract level of 1. The weapon is also expelled if you become unconscious.","category":"feat","pfs":"Standard","feat":["Spirit Sheath"],"rarity":"common","slug":"feat-2852"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2853","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Devastating Spellstrike Two Actions Source Secrets of Magic pg. 44 Prerequisites Arcane Cascade, inexorable iron hybrid study, Spellstrike Requirements You are in Arcane Cascade stance and your Spellstrike is charged. --- Your Spellstrike sweeps are so wide and devastating, they splash onto nearby foes. Make a Spellstrike. Foes adjacent to the target take splash damage equal to 2 + the extra damage from Arcane Cascade. The damage type is the same as Arcane Cascade; if the spell already deals splash damage of the same type, combine the damage together before applying weaknesses or resistances.","feat":["Devastating Spellstrike"],"skill_mod":{},"summary":"Your Spellstrike sweeps are so wide and devastating, they splash onto nearby foes.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":4,"prerequisite":"Arcane Cascade, inexorable iron hybrid study, Spellstrike","source_category":["Rulebooks"],"requirement":"You are in Arcane Cascade stance and your Spellstrike is charged.","resistance":{},"url":"/Feats.aspx?ID=2853","name":"Devastating Spellstrike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2853"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2854","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Distracting Spellstrike Two Actions Source Secrets of Magic pg. 44 Prerequisites laughing shadow hybrid study, Spellstrike Requirements You're in Arcane Cascade stance and have a hand free. --- You weave distracting magic with one hand to enhance your Spellstrike. Make a Spellstrike and Feint against the target of your Strike. Do this immediately before making the Strike, but after choosing your target. The Feint gains the arcane, illusion, and visual traits, and it always has the basic effects of a Feint, rather than applying any adjustments or alternate effects from other feats or abilities.","feat":["Distracting Spellstrike"],"skill_mod":{},"summary":"You weave distracting magic with one hand to enhance your Spellstrike.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":4,"prerequisite":"laughing shadow hybrid study, Spellstrike","source_category":["Rulebooks"],"requirement":"You're in Arcane Cascade stance and have a hand free.","resistance":{},"url":"/Feats.aspx?ID=2854","name":"Distracting Spellstrike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2854"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2855","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Emergency Targe Reaction Source Secrets of Magic pg. 44 Prerequisites sparkling targe hybrid study Trigger An enemy hits you with a melee Strike or a melee spell attack roll, or you fail a save against an enemy's spell. Requirements You are wielding a shield or have the shield spell prepared. --- You immediately Raise a Shield or cast shield . The circumstance bonus applies to your defenses when determining the outcome of the triggering attack or spell.","feat":["Emergency Targe"],"skill_mod":{},"summary":"You immediately Raise a Shield or cast shield .","primary_source":"Secrets of Magic","trait_group":["Class"],"level":4,"prerequisite":"sparkling targe hybrid study","source_category":["Rulebooks"],"requirement":"You are wielding a shield or have the shield spell prepared.","trigger":"An enemy hits you with a melee Strike or a melee spell attack roll, or you fail a save against an enemy's spell.","resistance":{},"url":"/Feats.aspx?ID=2855","name":"Emergency Targe","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2855"},{"skill_mod":{},"summary":"Starlight shines in your sight, enhancing your perception and range.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Arcane Cascade, starlit span hybrid study","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2856","weakness":{},"name":"Starlit Eyes","trait":["Magus"],"id":"feat-2856","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Starlit Eyes Source Secrets of Magic pg. 44 Prerequisites Arcane Cascade, starlit span hybrid study --- Starlight shines in your sight, enhancing your perception and range. When you make a ranged Strike while in Arcane Cascade stance, you lower the DC of your flat check to target a creature that's concealed or hidden from you. The DC is reduced to 3 instead of 5 against a concealed creature and to 9 instead of 11 against a hidden one. When you cast shooting star and target a hidden creature, you don't have to attempt the flat check for targeting a hidden creature with a ranged Strike.","category":"feat","pfs":"Standard","feat":["Starlit Eyes"],"rarity":"common","slug":"feat-2856"},{"skill_mod":{},"summary":"Confident in your technique, you don't easily lose your concentration when you Cast a Spell.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2857","weakness":{},"name":"Steady Spellcasting (Magus)","trait":["Magus"],"id":"feat-2857","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Steady Spellcasting (Magus) Source Secrets of Magic pg. 44 --- Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.","category":"feat","pfs":"Standard","feat":["Steady Spellcasting (Magus)"],"rarity":"common","slug":"feat-2857"},{"skill_mod":{},"summary":"You can attach a scroll to your weapon or handwraps of mighty blows to blend its spell into an attack, carefully folding it around a part of the weapon or sealing it to the weapon's surface.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2858","weakness":{},"name":"Striker's Scroll","trait":["Magus"],"id":"feat-2858","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Striker's Scroll Source Secrets of Magic pg. 45 Prerequisites Spellstrike --- You can attach a scroll to your weapon or handwraps of mighty blows to blend its spell into an attack, carefully folding it around a part of the weapon or sealing it to the weapon's surface. Attaching a scroll requires using the Affix a Talisman action. You can have only one scroll affixed to a weapon at a time, and you can't have both a talisman and scroll attached. You can Cast the Spell from the scroll as part of a Spellstrike, assuming the spell is one you could normally use with Spellstrike. You can't Cast the Spell in any other way while it's affixed, though you can use Affix a Talisman again to remove the scroll and use it as a normal—if a bit crumpled—scroll.","category":"feat","pfs":"Standard","feat":["Striker's Scroll"],"rarity":"common","slug":"feat-2858"},{"skill_mod":{},"summary":"You've studied the staff extensively to learn the hidden capabilities of your chosen weapon.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Arcane Cascade, twisting tree hybrid study","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2859","weakness":{},"name":"Student of the Staff","trait":["Magus"],"id":"feat-2859","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Student of the Staff Source Secrets of Magic pg. 45 Prerequisites Arcane Cascade, twisting tree hybrid study --- You've studied the staff extensively to learn the hidden capabilities of your chosen weapon. When you critically succeed at an attack roll using a staff, you apply the critical specialization effect of the club group. While you're in Arcane Cascade stance, your staff gains the deadly d6 trait, with the damage from the deadly die being the same damage type as the extra damage from Arcane Cascade. In addition, you can place property runes into a magic staff you prepare, even though a magic staff can't typically hold property runes. You must first inscribe the property runes into your spellbook, using the same process as transferring a rune. The rune takes the form of a specialized diagram in your spellbook, occupying one page. You can't inscribe runes that can't be placed on a non-magical staff, nor can you inscribe the shifting rune. When you prepare a staff, you can impart any number of property runes from your spellbook into the staff, up to the limit imposed by the staff's weapon potency rune.","category":"feat","pfs":"Standard","feat":["Student of the Staff"],"rarity":"common","slug":"feat-2859"},{"skill_mod":{},"summary":"When in Arcane Cascade, you can make yourself resistant to magic.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Arcane Cascade, focus pool","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2860","weakness":{},"name":"Cascade Countermeasure","trait":["Magus"],"id":"feat-2860","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cascade Countermeasure Source Secrets of Magic pg. 45 Prerequisites Arcane Cascade, focus pool --- When in Arcane Cascade, you can make yourself resistant to magic. You learn the cascade countermeasure conflux spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Cascade Countermeasure"],"rarity":"common","slug":"feat-2860"},{"skill_mod":{},"summary":"When you critically succeed at a Recall Knowledge check about a creature, you gain a +1 circumstance bonus to your next attack roll against the creature, to your AC against its next attack roll, and to your save against its next effect requiring a save.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2861","weakness":{},"name":"Knowledge is Power","trait":["Magus"],"id":"feat-2861","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Knowledge is Power Source Secrets of Magic pg. 45 --- When you critically succeed at a Recall Knowledge check about a creature, you gain a +1 circumstance bonus to your next attack roll against the creature, to your AC against its next attack roll, and to your save against its next effect requiring a save. If you share this information with your allies, they gain the benefits as well. If not used, these bonuses end after 1 minute.","category":"feat","pfs":"Standard","feat":["Knowledge is Power"],"rarity":"common","slug":"feat-2861"},{"skill_mod":{},"summary":"During your daily preparations, you can magically fuse a shield into your favorite book, where it appears as an elaborate bookmark.","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","Class","School"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Raise a Tome","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2862","weakness":{},"school":"transmutation","name":"Shielded Tome","trait":["Arcane","Magus","Transmutation"],"id":"feat-2862","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Shielded Tome Source Secrets of Magic pg. 45 Prerequisites Raise a Tome --- During your daily preparations, you can magically fuse a shield into your favorite book, where it appears as an elaborate bookmark. While the two are fused, the book shares the Hardness, Hit Points, and Broken Threshold of the shield, and it can be used to Shield Block if you have that reaction, with a requirement of “You have Raised the Tome” instead of the usual requirements. You can switch the fused item's form from a book to a shield with a book-shaped motif as a single action, which has the concentrate trait. When the item is in book form, you can read the book and Raise the Tome, and when it's in shield form, you can Raise the Shield, Activate it, and gain any other benefits or effects the shield normally has (such as a spellguard shield's bonus to saving throws against magic). The fusion lasts until your next daily preparations.","category":"feat","pfs":"Standard","feat":["Shielded Tome"],"rarity":"common","slug":"feat-2862"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2863","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Capture Magic Reaction Source Secrets of Magic pg. 45 Prerequisites Arcane Cascade Trigger You succeed at your save against a foe's harmful spell, or a foe fails a spell attack roll against you from a harmful spell. --- When you resist a spell, you capture some of its magic for your own use. You enter your Arcane Cascade stance, using the triggering spell to determine what damage type your Arcane Cascade deals. Alternatively, if you're already in Arcane Cascade, you can instead amplify its effects temporarily. Until the end of your next turn, you gain a +2 status bonus to the damage from your Arcane Cascade.","feat":["Capture Magic"],"skill_mod":{},"summary":"When you resist a spell, you capture some of its magic for your own use.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":8,"prerequisite":"Arcane Cascade","source_category":["Rulebooks"],"trigger":"You succeed at your save against a foe's harmful spell, or a foe fails a spell attack roll against you from a harmful spell.","resistance":{},"url":"/Feats.aspx?ID=2863","name":"Capture Magic","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2863"},{"skill_mod":{},"summary":"When you prepare a staff, you can hold it up to a weapon to merge the two items.","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","Class","School"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2864","weakness":{},"school":"transmutation","name":"Fused Staff","trait":["Arcane","Magus","Transmutation"],"id":"feat-2864","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Fused Staff Source Secrets of Magic pg. 46 Prerequisites Spellstrike --- When you prepare a staff, you can hold it up to a weapon to merge the two items. You can switch the fused item's form from the weapon to the staff or vice versa as a single action, which has the concentrate trait. When the item is in staff form, you can Cast the Spells from the staff and benefit from any other abilities the staff grants. The staff and the weapon share their fundamental runes, using whichever weapon potency and whichever striking rune is higher level. They don't share any other runes or specific abilities. You can Cast Spells from the staff as part of a Spellstrike even when the staff is in weapon form. Otherwise, you can't cast the staff's spells while it's in weapon form. The fusion lasts until your next daily preparations, though you can spend 10 minutes to separate the two items and meld the staff into a different weapon. The melding works for you alone. A different wielder can use the staff in its current form but can't transform it, get the benefit of the shared runes, or use its spells for a Spellstrike if it's in weapon form.","category":"feat","pfs":"Standard","feat":["Fused Staff"],"rarity":"common","slug":"feat-2864"},{"skill_mod":{},"summary":"You can temporarily replicate the effects of a property rune for your weapon or unarmed attacks.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"focus pool","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2865","weakness":{},"name":"Runic Impression","trait":["Magus"],"id":"feat-2865","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Runic Impression Source Secrets of Magic pg. 46 Prerequisites focus pool --- You can temporarily replicate the effects of a property rune for your weapon or unarmed attacks. You learn the runic impression conflux spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Runic Impression"],"rarity":"common","slug":"feat-2865"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2866","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Spell Swipe Three Actions Source Secrets of Magic pg. 46 Prerequisites Spellstrike Requirements Your Spellstrike is charged. --- You attack in an arc and enact your spell against everyone you hit. Make a Spellstrike, but roll separate Strikes to attack two creatures, each of whom must be within your melee reach and adjacent to each other. If your spell could affect two or more targets, your spell affects whichever foes you hit, not just the first target; otherwise, choose one target to affect with the spell. A Spell Swipe counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after you make both attacks. If you're using a weapon that has the sweep trait, its circumstance bonus applies against both targets. You can use this activity with only melee Strikes, even if you have the starlit span hybrid study or a similar ability. If you use Expansive Spellstrike to Spellstrike with an area spell, apply the area as described in Expansive Spellstrike, choosing one of the creatures you Strike to determine the area and whether the spell fails due to a critically failed Strike. If you use Expansive Spellstrike to Spellstrike with a targeted spell, the spell is lost completely only if both Strikes are critical failures.","feat":["Spell Swipe"],"skill_mod":{},"summary":"You attack in an arc and enact your spell against everyone you hit.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":8,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"requirement":"Your Spellstrike is charged.","resistance":{},"url":"/Feats.aspx?ID=2866","name":"Spell Swipe","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2866"},{"skill_mod":{},"summary":"You've honed one spell as your favored combat technique, and you've practiced it enough that you no longer need to prepare it to cast it.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2867","weakness":{},"name":"Standby Spell","trait":["Magus"],"id":"feat-2867","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Standby Spell Source Secrets of Magic pg. 47 Prerequisites Spellstrike --- You've honed one spell as your favored combat technique, and you've practiced it enough that you no longer need to prepare it to cast it. Choose a spell in your spellbook that you could use with Spellstrike and that has a level no higher than the highest-level magus spell slot you have. You can Cast this Spell without having it prepared ahead of time by expending a spell slot of a sufficient level to cast your chosen spell. You can change this spell whenever you add new spells to your spellbook, or by studying your spellbook for 1 hour.","category":"feat","pfs":"Standard","feat":["Standby Spell"],"rarity":"common","slug":"feat-2867"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Attack","Magus"],"id":"feat-2868","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Cascading Ray Single Action Source Secrets of Magic pg. 47 Prerequisites Spellstrike Requirements Your last action was a successful Spellstrike, and the spell you cast dealt energy damage (acid, cold, electricity, fire, force, negative, positive, or sonic). --- Magical energy spills out to extend beyond the creature you struck. The flowing energy forms a ray with a range of 60 feet from the creature you damaged. You can't target any of the creatures you damaged with your Spellstrike with the ray. Make a spell attack roll against the new target's AC, at the same multiple attack penalty as the Strike. On a hit, the target of the ray takes 1d4 damage per spell level of the same type of energy damage the spell deals (double damage on a critical hit). If you cast the spell in your Spellstrike from a spell slot, the damage from Cascading Ray increases to 1d8 damage per spell level. If the spell deals more than one type of energy damage, you choose only one for the ray. This ray has the attack trait, the school and tradition traits of the original spell, and the trait matching the damage type.","feat":["Cascading Ray"],"skill_mod":{},"summary":"Magical energy spills out to extend beyond the creature you struck.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class"],"level":10,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"requirement":"Your last action was a successful Spellstrike, and the spell you cast dealt energy damage (acid, cold, electricity, fire, force, negative, positive, or sonic).","resistance":{},"url":"/Feats.aspx?ID=2868","name":"Cascading Ray","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2868"},{"skill_mod":{},"summary":"When you use Shield Block, you can create a flash of brilliant, multicolored light in a 15-foot cone.","primary_source":"Secrets of Magic","trait_group":["School","Mechanics","Class","Sense"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Arcane Cascade, sparkling targe hybrid study","source_category":["Rulebooks"],"requirement":"You are in Arcane Cascade stance.","source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2869","weakness":{},"school":"evocation","name":"Dazzling Block","trait":["Evocation","Light","Magus","Visual"],"id":"feat-2869","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dazzling Block Source Secrets of Magic pg. 47 Prerequisites Arcane Cascade, sparkling targe hybrid study Requirements You are in Arcane Cascade stance. --- When you use Shield Block, you can create a flash of brilliant, multicolored light in a 15-foot cone. Each creature in the area must attempt a Fortitude save, with the following effects. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end this blinded condition. Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.","category":"feat","pfs":"Standard","feat":["Dazzling Block"],"rarity":"common","slug":"feat-2869"},{"skill_mod":{},"summary":"You take advantage of teleportation to better hide your position.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"_dimensional assault_ focus spell, laughing shadow hybrid study","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2870","weakness":{},"name":"Dimensional Disappearance","trait":["Magus"],"id":"feat-2870","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dimensional Disappearance Source Secrets of Magic pg. 47 Prerequisites dimensional assault focus spell, laughing shadow hybrid study --- You take advantage of teleportation to better hide your position. When you cast dimensional assault , you're affected by an invisibility spell at the end of the teleport. You can choose not to make the Strike that is normally part of dimensional assault . If you do make the Strike, your invisibility ends after the Strike, as normal for invisibility .","category":"feat","pfs":"Standard","feat":["Dimensional Disappearance"],"rarity":"common","slug":"feat-2870"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Arcane","Magus","Transmutation"],"id":"feat-2871","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Lunging Spellstrike Two Actions Source Secrets of Magic pg. 47 Prerequisites Spellstrike, twisting tree hybrid study Requirements You're wielding a staff. --- Your spell unwinds the structure of your staff to make it exceptionally long, or even separate it into shards held together by magical power. Make a Spellstrike with a staff, with a spell that isn't a cantrip or focus spell. Increase the staff's reach by 5 feet × the spell's level.","feat":["Lunging Spellstrike"],"skill_mod":{},"summary":"Your spell unwinds the structure of your staff to make it exceptionally long, or even separate it into shards held together by magical power.","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","Class","School"],"level":10,"prerequisite":"Spellstrike, twisting tree hybrid study","source_category":["Rulebooks"],"requirement":"You're wielding a staff .","resistance":{},"url":"/Feats.aspx?ID=2871","name":"Lunging Spellstrike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2871"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Arcane","Evocation","Magus"],"id":"feat-2872","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Meteoric Spellstrike Two Actions Source Secrets of Magic pg. 47 Prerequisites Spellstrike, starlit span hybrid study Requirements You're wielding a ranged or thrown weapon, or have a ranged unarmed attack. --- A trail of energy flows from your target back to you. Make a Spellstrike with a ranged weapon or ranged unarmed attack against a target within the ranged weapon or unarmed attack's first range increment. The spell you cast for the Spellstrike can't be a cantrip or focus spell. Each creature in a line between you and the target, excluding you and the target, takes damage equal to double the spell's level. Determine the damage type as described in Arcane Cascade.","feat":["Meteoric Spellstrike"],"skill_mod":{},"summary":"A trail of energy flows from your target back to you.","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","School","Class"],"level":10,"prerequisite":"Spellstrike, starlit span hybrid study","source_category":["Rulebooks"],"requirement":"You're wielding a ranged or thrown weapon, or have a ranged unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=2872","name":"Meteoric Spellstrike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2872"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Magus"],"id":"feat-2873","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Rapid Recharge Free Action Source Secrets of Magic pg. 47 Frequency once per day Prerequisites Spellstrike --- You tap into an arcane trick to recover your ability to meld spells and attacks. You recharge your Spellstrike.","feat":["Rapid Recharge"],"skill_mod":{},"summary":"You tap into an arcane trick to recover your ability to meld spells and attacks.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":10,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2873","name":"Rapid Recharge","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2873"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Arcane","Healing","Magus","Necromancy","Positive","Vitality"],"id":"feat-2874","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sustaining Steel Free Action Source Secrets of Magic pg. 47 Prerequisites Arcane Cascade, inexorable iron hybrid study Trigger You Cast a Spell using a spell slot. Requirements You're in Arcane Cascade stance. --- You pull magic into your weapon, using its substance to transform the magic into restorative energy. You regain Hit Points equal to double the spell's level and roll to end any persistent negative damage you have. If the spell was of the necromancy school, any persistent negative damage you have ends automatically, and you can change the damage type from Arcane Cascade to positive if you wish. (Positive damage typically damages only undead or other creatures with negative healing.)","feat":["Sustaining Steel"],"skill_mod":{},"summary":"You pull magic into your weapon, using its substance to transform the magic into restorative energy.","primary_source":"Secrets of Magic","trait_group":["Tradition","Monster","Mechanics","Class","School","Energy","Planar","Creature Type"],"level":10,"prerequisite":"Arcane Cascade, inexorable iron hybrid study","source_category":["Rulebooks"],"requirement":"You're in Arcane Cascade stance.","trigger":"You Cast a Spell using a spell slot.","resistance":{},"url":"/Feats.aspx?ID=2874","name":"Sustaining Steel","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2874"},{"skill_mod":{},"summary":"You imagine how you'll weave magic and combat into future battles, improving your focus.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"conflux spells","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2875","weakness":{},"name":"Conflux Focus","trait":["Magus"],"id":"feat-2875","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Conflux Focus Source Secrets of Magic pg. 48 Prerequisites conflux spells --- You imagine how you'll weave magic and combat into future battles, improving your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Conflux Focus leads to... Conflux Wellspring","category":"feat","pfs":"Standard","feat":["Conflux Focus"],"rarity":"common","slug":"feat-2875"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2876","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Overwhelming Spellstrike Two Actions Source Secrets of Magic pg. 48 Prerequisites Spellstrike Requirements Your Spellstrike is charged. --- You pierce through your foe's resistance. Make a Spellstrike. The spell you cast as part of the Spellstrike ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. A creature's immunities are unaffected.","feat":["Overwhelming Spellstrike"],"skill_mod":{},"summary":"You pierce through your foe's resistance.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":12,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"requirement":"Your Spellstrike is charged.","resistance":{},"url":"/Feats.aspx?ID=2876","name":"Overwhelming Spellstrike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2876"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"trait":["Concentrate","Magus"],"id":"feat-2877","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Arcane Shroud Single Action Source Secrets of Magic pg. 48 Frequency once per turn Prerequisites Arcane Cascade, Spellstrike Requirements Your most recent action was to Cast a Spell from a spell slot or make a Spellstrike with a spell from a spell slot. --- Your magic has a powerful aftereffect, briefly granting you a certain spell. When you take this feat, choose three of false vitality , fire shield , fleet step , flicker , invisibility , mountain resilience , and see the unseen . You use Arcane Cascade and are subject to an additional aftereffect spell of your choice from the three you selected. This aftereffect spell’s duration lasts until the end of your next turn or its normal duration, whichever is shorter. Using Arcane Shroud again ends any existing spell you gained from Arcane Shroud.","feat":["Arcane Shroud"],"skill_mod":{},"summary":"Your magic has a powerful aftereffect, briefly granting you a certain spell.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class"],"level":14,"prerequisite":"Arcane Cascade, Spellstrike","source_category":["Rulebooks"],"requirement":"Your most recent action was to Cast a Spell from a spell slot or make a Spellstrike with a spell from a spell slot.","resistance":{},"url":"/Feats.aspx?ID=2877","name":"Arcane Shroud","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2877"},{"skill_mod":{},"summary":"You can speed yourself up to move and attack more swiftly.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"focus pool","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2878","weakness":{},"name":"Hasted Assault","trait":["Magus"],"id":"feat-2878","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Hasted Assault Source Secrets of Magic pg. 49 Prerequisites focus pool --- You can speed yourself up to move and attack more swiftly. You learn the hasted assault conflux spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Hasted Assault"],"rarity":"common","slug":"feat-2878"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2879","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Preternatural Parry Reaction Source Secrets of Magic pg. 49 Prerequisites Spell Parry Trigger You're targeted by a Strike or a spell attack roll, or you're about to roll a saving throw against a spell effect. Requirements You have one or more hands free. --- You snap your weapon or limb into place to ward off harm at the last second. You gain a +2 circumstance bonus to AC and saving throws against the triggering effect until the start of your next turn.","feat":["Preternatural Parry"],"skill_mod":{},"summary":"You snap your weapon or limb into place to ward off harm at the last second.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":14,"prerequisite":"Spell Parry","source_category":["Rulebooks"],"requirement":"You have one or more hands free.","trigger":"You're targeted by a Strike or a spell attack roll, or you're about to roll a saving throw against a spell effect.","resistance":{},"url":"/Feats.aspx?ID=2879","name":"Preternatural Parry","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2879"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2880","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Dispelling Spellstrike Three Actions Source Secrets of Magic pg. 49 Prerequisites Spellstrike Requirements Your Spellstrike is charged. --- The spell you deliver tries to force out magic affecting your enemy. Make a Spellstrike. If it hits, you also attempt to counteract a single spell (of your choice) active on the target. The counteract level is half your level rounded up, and the counteract check modifier is the standard modifier for counteracting with a spell (your Intelligence modifier plus your spellcasting proficiency bonus, plus any bonuses or penalties that specifically apply to counteract checks).","feat":["Dispelling Spellstrike"],"skill_mod":{},"summary":"The spell you deliver tries to force out magic affecting your enemy.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":16,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"requirement":"Your Spellstrike is charged.","resistance":{},"url":"/Feats.aspx?ID=2880","name":"Dispelling Spellstrike","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2880"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2881","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Resounding Cascade Free Action Source Secrets of Magic pg. 49 Prerequisites Arcane Cascade Trigger You use Arcane Cascade. --- When you enter your Arcane Cascade, you disperse the magical reinforcement to nearby allies. You grant the extra damage of Arcane Cascade in an aura affecting all allies in a 5-foot emanation. This uses only the base damage of the stance, based on the ally's weapon specialization; it doesn't use any increase you get from bonuses, the laughing shadow hybrid study, or the like. As normal for duplicate effects, multiple Arcane Cascades affecting the same creature aren't cumulative.","feat":["Resounding Cascade"],"skill_mod":{},"summary":"When you enter your Arcane Cascade, you disperse the magical reinforcement to nearby allies.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":16,"prerequisite":"Arcane Cascade","source_category":["Rulebooks"],"trigger":"You use Arcane Cascade.","resistance":{},"url":"/Feats.aspx?ID=2881","name":"Resounding Cascade","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2881"},{"skill_mod":{},"summary":"You've achieved perfect magical and physical balance, allowing magic to flow into and through you more easily.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Conflux Focus","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2882","weakness":{},"name":"Conflux Wellspring","trait":["Magus"],"id":"feat-2882","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Conflux Wellspring Source Secrets of Magic pg. 49 Prerequisites Conflux Focus --- You've achieved perfect magical and physical balance, allowing magic to flow into and through you more easily. You can recover 3 Focus Points when you Refocus instead of 1 if you have spent at least 3 Focus Points since the last time you Refocused.","category":"feat","pfs":"Standard","feat":["Conflux Wellspring"],"rarity":"common","slug":"feat-2882"},{"skill_mod":{},"summary":"You can channel the entire realm of possibilities of your spellbook into an attack.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2883","weakness":{},"name":"Versatile Spellstrike","trait":["Magus"],"id":"feat-2883","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Versatile Spellstrike Source Secrets of Magic pg. 49 Prerequisites Spellstrike --- You can channel the entire realm of possibilities of your spellbook into an attack. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. When you make a Spellstrike, you can expend this special spell slot to immediately prepare and cast a spell from your spellbook at 2 levels lower than the slot's level. (As normal for preparing spells, you can use a spell of an even-lower level, heightening it accordingly.) You don't have any spell prepared in that slot until you cast from that slot.","category":"feat","pfs":"Standard","feat":["Versatile Spellstrike"],"rarity":"common","slug":"feat-2883"},{"skill_mod":{},"summary":"You've made it almost effortless to combine spells and attacks.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2884","weakness":{},"name":"Supreme Spellstrike","trait":["Magus"],"id":"feat-2884","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Supreme Spellstrike Source Secrets of Magic pg. 49 Prerequisites Spellstrike --- You've made it almost effortless to combine spells and attacks. You're permanently quickened. You can use your extra action only to Strike or to recharge Spellstrike.","category":"feat","pfs":"Standard","feat":["Supreme Spellstrike"],"rarity":"common","slug":"feat-2884"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Magus"],"id":"feat-2885","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Whirlwind Spell Three Actions Source Secrets of Magic pg. 49 Prerequisites Spellstrike Requirements Your Spellstrike is charged. --- You combine the might of a multitarget spell with a whirling flurry of attacks. You use Spellstrike, making a melee Strike against each enemy within your reach instead of against one enemy. If your spell can affect multiple targets, your spell affects all foes you hit, not just the first target, up to the spell's normal maximum targets. If you Strike more foes than the spell could target, choose which foes are affected by the spell. Each attack counts toward your multiple attack penalty but doesn't increase your penalty until you've made all your attacks. If you use Expansive Spellstrike to Spellstrike with an area spell, apply the area as described in Expansive Spellstrike, choosing one of the creatures you Strike to determine the area and whether the spell fails due to a critically failed Strike. If you use Expansive Spellstrike to Spellstrike with a targeted spell, each creature you critically fail to Strike is unaffected by the spell, but the spell isn't lost completely from a single critical failure. You can use this activity with only melee Strikes, even if you have the starlit span hybrid study or a similar ability.","feat":["Whirlwind Spell"],"skill_mod":{},"summary":"You combine the might of a multitarget spell with a whirling flurry of attacks.","primary_source":"Secrets of Magic","trait_group":["Class"],"level":20,"prerequisite":"Spellstrike","source_category":["Rulebooks"],"requirement":"Your Spellstrike is charged.","resistance":{},"url":"/Feats.aspx?ID=2885","name":"Whirlwind Spell","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2885"},{"skill_mod":{},"summary":"Your eidolon's attack evolves.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2886","weakness":{},"name":"Advanced Weaponry","trait":["Evolution","Summoner"],"id":"feat-2886","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Advanced Weaponry Source Secrets of Magic pg. 67 --- Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: disarm, grapple, nonlethal, shove, trip, or versatile bludgeoning, piercing, or slashing.","category":"feat","pfs":"Standard","feat":["Advanced Weaponry"],"rarity":"common","slug":"feat-2886"},{"skill_mod":{},"summary":"You and your eidolon have some skills you practice on your own.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2887","weakness":{},"name":"Dual Studies","trait":["Summoner"],"id":"feat-2887","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dual Studies Source Secrets of Magic pg. 67 --- You and your eidolon have some skills you practice on your own. Choose two skills. Your eidolon becomes trained in one of those skills and you become trained in the other skill. At 7th level, you each become an expert in the chosen skills. These skill proficiencies are not shared between you and your eidolon.","category":"feat","pfs":"Standard","feat":["Dual Studies"],"rarity":"common","slug":"feat-2887"},{"skill_mod":{},"summary":"Your eidolon's heart beats with energy.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2888","weakness":{},"name":"Energy Heart","trait":["Evolution","Summoner"],"id":"feat-2888","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Energy Heart Source Secrets of Magic pg. 67 --- Your eidolon's heart beats with energy. Choose an energy damage type other than force. One of its unarmed attacks changes its damage type to the chosen type, and it gains resistance to that type equal to half your level (minimum 1). Energy Heart leads to... Dual Energy Heart, Energy Resistance","category":"feat","pfs":"Standard","feat":["Energy Heart"],"rarity":"common","slug":"feat-2888"},{"skill_mod":{},"summary":"Your eidolon evolves more acute senses.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2889","weakness":{},"name":"Expanded Senses","trait":["Evolution","Summoner"],"id":"feat-2889","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Expanded Senses Source Secrets of Magic pg. 67 --- Your eidolon evolves more acute senses. Your eidolon gains low-light vision and darkvision, as well as scent as an imprecise sense with a range of 30 feet.","category":"feat","pfs":"Standard","feat":["Expanded Senses"],"rarity":"common","slug":"feat-2889"},{"skill_mod":{},"summary":"You can increase the duration of your eidolon's boosts.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2890","weakness":{},"name":"Extend Boost","trait":["Summoner"],"id":"feat-2890","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Extend Boost Source Secrets of Magic pg. 67 --- You can increase the duration of your eidolon's boosts. You learn the extend boost link spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Extend Boost"],"rarity":"common","slug":"feat-2890"},{"skill_mod":{},"summary":"Your eidolon evolves wings, a buoyant body, or some other means to control descent.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Mechanics","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2891","weakness":{},"name":"Glider Form","trait":["Eidolon","Evolution","Move","Summoner"],"actions_number":2,"id":"feat-2891","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Glider Form Single Action Source Secrets of Magic pg. 67 --- Your eidolon evolves wings, a buoyant body, or some other means to control descent. It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn. Glider Form leads to... Airborne Form","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Glider Form"],"rarity":"common","slug":"feat-2891"},{"skill_mod":{},"summary":"Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2892","weakness":{},"name":"Meld into Eidolon","trait":["Summoner"],"actions_number":6,"id":"feat-2892","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Meld into Eidolon Three Actions Source Secrets of Magic pg. 67 --- Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities. You Manifest your Eidolon, but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use Manifest an Eidolon to unmanifest it. Since you can't act, you can't Cast Spells, activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the tandem trait, or use other abilities that require you, and not the eidolon, to act. Your can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, unconscious and dying. You can Meld Into Eidolon while your eidolon is already manifested as long as it's adjacent to you.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Meld into Eidolon"],"rarity":"common","slug":"feat-2892"},{"skill_mod":{},"summary":"You can allow your eidolon to travel far from your side.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2893","weakness":{},"name":"Unfetter Eidolon","trait":["Summoner"],"id":"feat-2893","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unfetter Eidolon Source Secrets of Magic pg. 68 --- You can allow your eidolon to travel far from your side. You learn the unfetter eidolon link spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Unfetter Eidolon"],"rarity":"common","slug":"feat-2893"},{"skill_mod":{},"summary":"Your eidolon moves more quickly.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2894","weakness":{},"name":"Alacritous Action","trait":["Evolution","Summoner"],"id":"feat-2894","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Alacritous Action Source Secrets of Magic pg. 68 --- Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed.","category":"feat","pfs":"Standard","feat":["Alacritous Action"],"rarity":"common","slug":"feat-2894"},{"skill_mod":{},"summary":"Your eidolon adapts to life on land and underwater.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2895","weakness":{},"name":"Amphibious Form","trait":["Evolution","Summoner"],"id":"feat-2895","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Amphibious Form Source Secrets of Magic pg. 68 --- Your eidolon adapts to life on land and underwater. It gains the amphibious trait, allowing it to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed Strikes underwater. It gains a swim Speed equal to its land Speed or 25 feet, whichever is less; or if it is normally aquatic, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less.","category":"feat","pfs":"Standard","feat":["Amphibious Form"],"rarity":"common","slug":"feat-2895"},{"skill_mod":{},"summary":"Your eidolon evolves to cast spells.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2896","weakness":{},"name":"Magical Understudy","trait":["Evolution","Summoner"],"id":"feat-2896","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Magical Understudy Source Secrets of Magic pg. 68 --- Your eidolon evolves to cast spells. It gains the Cast a Spell activity and learns two cantrips of its tradition, which it can cast as innate spells. Magical Understudy leads to... Magical Adept, Share Eidolon Magic","category":"feat","pfs":"Standard","feat":["Magical Understudy"],"rarity":"common","slug":"feat-2896"},{"skill_mod":{},"summary":"Spines, flame jets, and holy blasts are just some of the ways your eidolon might strike from a distance.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2897","weakness":{},"name":"Ranged Combatant","trait":["Evolution","Summoner"],"id":"feat-2897","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ranged Combatant Source Secrets of Magic pg. 68 --- Spines, flame jets, and holy blasts are just some of the ways your eidolon might strike from a distance. It gains a ranged unarmed attack with a range increment of 30 feet that deals 1d4 damage and has the magical and propulsive traits. When you select this feat, choose a damage type: acid, bludgeoning, cold, electricity, fire, negative, piercing, positive, or slashing. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment.","category":"feat","pfs":"Standard","feat":["Ranged Combatant"],"rarity":"common","slug":"feat-2897"},{"skill_mod":{},"summary":"You buffer your eidolon.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2898","weakness":{},"name":"Reinforce Eidolon","trait":["Summoner"],"id":"feat-2898","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Reinforce Eidolon Source Secrets of Magic pg. 68 --- You buffer your eidolon. You gain the reinforce eidolon link cantrip.","category":"feat","pfs":"Standard","feat":["Reinforce Eidolon"],"rarity":"common","slug":"feat-2898"},{"skill_mod":{},"summary":"Your eidolon changes to make it particularly effective as your mount.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2899","weakness":{},"name":"Steed Form","trait":["Evolution","Summoner"],"id":"feat-2899","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Steed Form Source Secrets of Magic pg. 68 --- Your eidolon changes to make it particularly effective as your mount. While you ride it, you get your full number of actions each round instead of reducing them to 2. This applies only when you ride your eidolon, not when anyone else does. Your eidolon still must be at least one size category larger than you to ride it. Since you work together to move, your eidolon's move actions while you're mounted gain the tandem trait. Riding Sapient Creatures Riding along on a sapient creature that isn't a minion requires a lot of coordination and timing. Both the riding creature and the mount regain only 2 actions at the start of their turns each round, as both the mount and the riding creature interfere with one another's actions. If you ride your eidolon, you reduce your total actions to 2 and continue to share actions normally—you don't reduce the number of actions twice.","category":"feat","pfs":"Standard","feat":["Steed Form"],"rarity":"common","slug":"feat-2899"},{"skill_mod":{},"summary":"Your eidolon inflicts bleeding wounds on a telling blow.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2900","weakness":{},"name":"Bloodletting Claws","trait":["Evolution","Summoner"],"id":"feat-2900","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Bloodletting Claws Source Secrets of Magic pg. 68 --- Your eidolon inflicts bleeding wounds on a telling blow. If your eidolon critically hits with a melee unarmed Strike that deals slashing or piercing damage, its target takes 1d6 persistent bleed damage. Your eidolon gains an item bonus to this bleed damage equal to the unarmed attack's item bonus to attack rolls. This is a critical specialization effect. Bloodletting Claws leads to... Blood Frenzy","category":"feat","pfs":"Standard","feat":["Bloodletting Claws"],"rarity":"common","slug":"feat-2900"},{"skill_mod":{},"summary":"Your eidolon blocks attacks against you.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2901","weakness":{},"name":"Defend Summoner","trait":["Eidolon","Evolution","Summoner"],"actions_number":2,"id":"feat-2901","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Defend Summoner Single Action Source Secrets of Magic pg. 69 --- Your eidolon blocks attacks against you. After your eidolon uses this action, you gain a +2 circumstance bonus to AC until the beginning of your next turn. This bonus applies only while you're within your eidolon's reach (in most cases, this means your eidolon is adjacent to you or in your space).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Defend Summoner"],"rarity":"common","slug":"feat-2901"},{"skill_mod":{},"summary":"A second energy dwells in your eidolon.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Energy Heart","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2902","weakness":{},"name":"Dual Energy Heart","trait":["Evolution","Summoner"],"id":"feat-2902","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dual Energy Heart Source Secrets of Magic pg. 69 Prerequisites Energy Heart --- A second energy dwells in your eidolon. Choose an additional energy damage type. Your eidolon's unarmed attack that deals energy damage gains the versatile trait for the second energy damage type, and your eidolon gains resistance to the second type of energy damage equal to half your level.","category":"feat","pfs":"Standard","feat":["Dual Energy Heart"],"rarity":"common","slug":"feat-2902"},{"skill_mod":{},"summary":"You learn the lifelink surge link spell.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2903","weakness":{},"name":"Lifelink Surge","trait":["Summoner"],"id":"feat-2903","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lifelink Surge Source Secrets of Magic pg. 69 --- You learn the lifelink surge link spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Lifelink Surge"],"rarity":"common","slug":"feat-2903"},{"skill_mod":{},"summary":"You abruptly dismiss your eidolon to reduce the damage it takes, though this makes summoning it again more difficult.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"Your eidolon would take damage.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2904","weakness":{},"name":"Reactive Dismissal","trait":["Summoner"],"actions_number":1,"id":"feat-2904","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Reactive Dismissal Reaction Source Secrets of Magic pg. 69 Trigger Your eidolon would take damage. --- You abruptly dismiss your eidolon to reduce the damage it takes, though this makes summoning it again more difficult. Reduce the triggering damage to your eidolon by double your level, and your eidolon unmanifests. You can't Manifest your Eidolon again until after the end of your next turn.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Reactive Dismissal"],"rarity":"common","slug":"feat-2904"},{"skill_mod":{},"summary":"Your eidolon can shrink to fit into small spaces.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class-Specific","Class","School"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2905","weakness":{},"school":"transmutation","name":"Shrink Down","trait":["Concentrate","Eidolon","Evolution","Summoner","Transmutation"],"actions_number":2,"id":"feat-2905","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shrink Down Single Action Source Secrets of Magic pg. 69 --- Your eidolon can shrink to fit into small spaces. Your eidolon reduces in size, to a minimum of size Small. It can use this action again while shrunk to return to its normal size. Its reach becomes 5 feet, or 10 feet if shrinking to Large with Towering Size. Shrink Down leads to... Miniaturize","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Shrink Down"],"rarity":"common","slug":"feat-2905"},{"skill_mod":{},"summary":"Your eidolon gains a 1st-level skill feat and a 2nd-level or lower skill feat.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2906","weakness":{},"name":"Skilled Partner","trait":["Summoner"],"id":"feat-2906","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Skilled Partner Source Secrets of Magic pg. 69 --- Your eidolon gains a 1st-level skill feat and a 2nd-level or lower skill feat. At 7th level, your eidolon gains an additional skill feat, of 7th level or lower.","category":"feat","pfs":"Standard","feat":["Skilled Partner"],"rarity":"common","slug":"feat-2906"},{"skill_mod":{},"summary":"You and your eidolon move together.","primary_source":"Secrets of Magic","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2907","weakness":{},"name":"Tandem Movement","trait":["Summoner","Tandem"],"actions_number":2,"id":"feat-2907","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tandem Movement Single Action Source Secrets of Magic pg. 69 --- You and your eidolon move together. You each use a single action to Stride. Either of you that has the corresponding movement type can Burrow, Climb, Fly, or Swim instead.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Tandem Movement"],"rarity":"common","slug":"feat-2907"},{"skill_mod":{},"summary":"Your eidolon gains tremorsense as an imprecise sense with a range of 30 feet.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2908","weakness":{},"name":"Vibration Sense","trait":["Evolution","Summoner"],"id":"feat-2908","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Vibration Sense Source Secrets of Magic pg. 69 --- Your eidolon gains tremorsense as an imprecise sense with a range of 30 feet. If aquatic, it gains wavesense as an imprecise sense with a range of 30 feet instead. If amphibious, it gains both.","category":"feat","pfs":"Standard","feat":["Vibration Sense"],"rarity":"common","slug":"feat-2908"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Eidolon","Evolution","Summoner"],"id":"feat-2909","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Blood Frenzy Single Action Source Secrets of Magic pg. 69 Prerequisites Bloodletting Claws Requirements Your eidolon's last action dealt bleed damage to a living creature. --- Your eidolon flies into a frenzy. It gains the benefits of boost eidolon and gains temporary HP equal to your level, but takes a –2 penalty to AC. It can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which your eidolon is fatigued for 1 minute and can't start another frenzy for 1 minute.","feat":["Blood Frenzy"],"skill_mod":{},"summary":"Your eidolon flies into a frenzy.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"level":6,"prerequisite":"Bloodletting Claws","source_category":["Rulebooks"],"requirement":"Your eidolon's last action dealt bleed damage to a living creature.","resistance":{},"url":"/Feats.aspx?ID=2909","name":"Blood Frenzy","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2909"},{"skill_mod":{},"summary":"Your eidolon makes a melee Strike against the triggering creature.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"trigger":"A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2910","weakness":{},"name":"Eidolon's Opportunity","trait":["Eidolon","Evolution","Summoner"],"actions_number":1,"id":"feat-2910","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Eidolon's Opportunity Reaction Source Secrets of Magic pg. 69 Trigger A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. --- Your eidolon makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Eidolon's Opportunity"],"rarity":"common","slug":"feat-2910"},{"skill_mod":{},"summary":"Your eidolon gains the eidolon's wrath focus spell, which it casts, instead of you.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2911","weakness":{},"name":"Eidolon's Wrath","trait":["Evolution","Summoner"],"id":"feat-2911","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Eidolon's Wrath Source Secrets of Magic pg. 69 --- Your eidolon gains the eidolon's wrath focus spell, which it casts, instead of you. You determine the damage type when you gain the feat: acid, cold, electricity, fire, negative, positive, or sonic. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment. Increase the number of Focus Points in your focus pool by 1. As normal, your eidolon shares your Focus Points.","category":"feat","pfs":"Standard","feat":["Eidolon's Wrath"],"rarity":"common","slug":"feat-2911"},{"skill_mod":{},"summary":"During daily preparations, you can designate one of your spell slots to become two summoning slots of the same spell level, from which you can cast only summoning or incarnate spells.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2912","weakness":{},"name":"Master Summoner","trait":["Summoner"],"id":"feat-2912","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Master Summoner Source Secrets of Magic pg. 69 --- During daily preparations, you can designate one of your spell slots to become two summoning slots of the same spell level, from which you can cast only summoning or incarnate spells. Master Summoner leads to... Legendary Summoner","category":"feat","pfs":"Standard","feat":["Master Summoner"],"rarity":"common","slug":"feat-2912"},{"skill_mod":{},"summary":"If the next action you take is to Manifest your Eidolon as a three-action activity, or to Cast a three-action summoning Spell, the creature appears in an explosion.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2913","weakness":{},"name":"Ostentatious Arrival","trait":["Concentrate","Manipulate","Metamagic","Summoner","Spellshape"],"actions_number":0,"id":"feat-2913","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ostentatious Arrival Free Action Source Secrets of Magic pg. 69 --- If the next action you take is to Manifest your Eidolon as a three-action activity, or to Cast a three-action summoning Spell, the creature appears in an explosion. All creatures except you in a 10-foot emanation around the creature you summoned or manifested take 1d4 fire damage per spell level for a summoning spell, or 1d4 damage per 2 levels for Manifesting your Eidolon. If the creature you summoned or manifested has the acid, cold, electricity, fire, sonic, or water trait, the damage is that type instead (or cold damage for the water trait). If the creature has more than one of these traits, you choose which damage type to deal.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Ostentatious Arrival"],"rarity":"common","slug":"feat-2913"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Concentrate","Evolution","Summoner","Transmutation"],"id":"feat-2914","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Phase Out Three Actions Source Secrets of Magic pg. 70 PFS Note Using the Phase Out summoner ability means that your eidolon cannot make any Strikes, nor can it take any actions requiring a physical form Prerequisites your eidolon is a phantom --- Your eidolon phases out of reality slightly, gaining resistance to all damage (except force and negative) equal to half your level. It's not incorporeal, but it can't use Strikes or actions that require a fully physical form, such as Grapple, Shove, or Trip. Your eidolon can return to its normal form with a single action, which has the concentrate trait.","feat":["Phase Out"],"skill_mod":{},"summary":"Your eidolon phases out of reality slightly, gaining resistance to all damage (except force and negative) equal to half your level.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class-Specific","Class","School"],"level":6,"prerequisite":"your eidolon is a phantom","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2914","name":"Phase Out","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2914"},{"skill_mod":{},"summary":"You and your eidolon each attack, seamlessly targeting the same foe without interfering with each other's movements.","primary_source":"Secrets of Magic","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"A creature is in your and your eidolon's reach.","source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2915","weakness":{},"name":"Tandem Strike","trait":["Summoner","Tandem"],"actions_number":4,"id":"feat-2915","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Tandem Strike Two Actions Source Secrets of Magic pg. 70 Requirements A creature is in your and your eidolon's reach. --- You and your eidolon each attack, seamlessly targeting the same foe without interfering with each other's movements. Your eidolon makes a melee Strike, and then you make a melee Strike against the same creature. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after both attacks have been made.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Tandem Strike"],"rarity":"common","slug":"feat-2915"},{"skill_mod":{},"summary":"Augmenting your eidolon extends to creatures you summon.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2916","weakness":{},"name":"Boost Summons","trait":["Summoner"],"id":"feat-2916","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Boost Summons Source Secrets of Magic pg. 70 --- Augmenting your eidolon extends to creatures you summon. When you cast boost eidolon , in addition to your eidolon, it also targets your summoned creatures within 60 feet.","category":"feat","pfs":"Standard","feat":["Boost Summons"],"rarity":"common","slug":"feat-2916"},{"skill_mod":{},"summary":"Your eidolon constricts the creature, dealing bludgeoning damage equal to your eidolon's level plus its Strength modifier, with a basic Fortitude save against your spell DC.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"Your eidolon has a creature grabbed or restrained .","source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2917","weakness":{},"name":"Constricting Hold","trait":["Eidolon","Evolution","Summoner"],"actions_number":2,"id":"feat-2917","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Constricting Hold Single Action Source Secrets of Magic pg. 70 Requirements Your eidolon has a creature grabbed or restrained. --- Your eidolon constricts the creature, dealing bludgeoning damage equal to your eidolon's level plus its Strength modifier, with a basic Fortitude save against your spell DC.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Constricting Hold"],"rarity":"common","slug":"feat-2917"},{"skill_mod":{},"summary":"Your eidolon has stronger resistance.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Energy Heart","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2918","weakness":{},"name":"Energy Resistance","trait":["Evolution","Summoner"],"id":"feat-2918","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Energy Resistance Source Secrets of Magic pg. 71 Prerequisites Energy Heart --- Your eidolon has stronger resistance. Its resistance from Energy Heart and Dual Energy Heart increase to your level.","category":"feat","pfs":"Standard","feat":["Energy Resistance"],"rarity":"common","slug":"feat-2918"},{"skill_mod":{},"summary":"Your eidolon grows substantially.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2919","weakness":{},"name":"Hulking Size","trait":["Evolution","Summoner"],"id":"feat-2919","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Hulking Size Source Secrets of Magic pg. 71 --- Your eidolon grows substantially. Your eidolon becomes Large, instead of its previous size, and its reach increases to 10 feet. This doesn't change any of its other statistics. Hulking Size leads to... Towering Size","category":"feat","pfs":"Standard","feat":["Hulking Size"],"rarity":"common","slug":"feat-2919"},{"skill_mod":{},"summary":"Your eidolon gains more magic.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Magical Understudy","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2920","weakness":{},"name":"Magical Adept","trait":["Evolution","Summoner"],"id":"feat-2920","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Magical Adept Source Secrets of Magic pg. 71 Prerequisites Magical Understudy --- Your eidolon gains more magic. Choose one 2nd-level spell and one 1st-level spell of your eidolon's tradition. Your eidolon can cast them each once per day as innate spells. At every even level after you take this feat, your eidolon can swap one of these innate spells for a new innate spell that's 2 or more levels lower than your highest-level spell slot. Magical Adept leads to... Magical Master","category":"feat","pfs":"Standard","feat":["Magical Adept"],"rarity":"common","slug":"feat-2920"},{"skill_mod":{},"summary":"Your eidolon can shrink even further.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Shrink Down","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2921","weakness":{},"name":"Miniaturize","trait":["Evolution","Summoner"],"id":"feat-2921","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Miniaturize Source Secrets of Magic pg. 71 Prerequisites Shrink Down --- Your eidolon can shrink even further. When using Shrink Down, your eidolon can reduce its size to Tiny. When Tiny, its reach is 0 feet.","category":"feat","pfs":"Standard","feat":["Miniaturize"],"rarity":"common","slug":"feat-2921"},{"skill_mod":{},"summary":"Your eidolon can burrow through loose dirt.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2922","weakness":{},"name":"Burrowing Form","trait":["Evolution","Summoner"],"id":"feat-2922","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Burrowing Form Source Secrets of Magic pg. 71 --- Your eidolon can burrow through loose dirt. Your eidolon gains a burrow Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Burrowing Form"],"rarity":"common","slug":"feat-2922"},{"skill_mod":{},"summary":"Your eidolon rends its foes.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"Your eidolon hit the same enemy with two consecutive Strikes with its secondary attack this turn and dealt slashing damage with both.","source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2923","weakness":{},"name":"Merciless Rend","trait":["Eidolon","Evolution","Summoner"],"actions_number":2,"id":"feat-2923","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Merciless Rend Single Action Source Secrets of Magic pg. 71 Requirements Your eidolon hit the same enemy with two consecutive Strikes with its secondary attack this turn and dealt slashing damage with both. --- Your eidolon rends its foes. It automatically deals the damage from its secondary attack to the enemy.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Merciless Rend"],"rarity":"common","slug":"feat-2923"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Summoner"],"id":"feat-2924","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Protective Bond Reaction Source Secrets of Magic pg. 71 Trigger You and your eidolon are in a damaging effect's area. --- The power of your bond can protect you and your eidolon from harm. If you and your eidolon would take different amounts of damage from the area effect, you take the lower amount of damage instead of the greater amount of damage. Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).","feat":["Protective Bond"],"skill_mod":{},"summary":"The power of your bond can protect you and your eidolon from harm.","primary_source":"Secrets of Magic","trait_group":["School","Class"],"level":10,"source_category":["Rulebooks"],"trigger":"You and your eidolon are in a damaging effect's area.","resistance":{},"url":"/Feats.aspx?ID=2924","name":"Protective Bond","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2924"},{"skill_mod":{},"summary":"Your eidolon has an attack that pushes away enemies.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2925","weakness":{},"name":"Pushing Attack","trait":["Evolution","Summoner"],"id":"feat-2925","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Pushing Attack Source Secrets of Magic pg. 71 --- Your eidolon has an attack that pushes away enemies. Choose one of the eidolon's unarmed attacks with the shove trait. It gains the Push action for that attack.","category":"feat","pfs":"Standard","feat":["Pushing Attack"],"rarity":"common","slug":"feat-2925"},{"skill_mod":{},"summary":"You switch places with your eidolon.","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2926","weakness":{},"school":"conjuration","name":"Transpose","trait":["Concentrate","Conjuration","Manipulate","Summoner","Teleportation"],"actions_number":2,"id":"feat-2926","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Transpose Single Action Source Secrets of Magic pg. 71 --- You switch places with your eidolon. You each teleport to the other's position. Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Transpose"],"rarity":"common","slug":"feat-2926"},{"skill_mod":{},"summary":"Your eidolon knocks enemies down.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2927","weakness":{},"name":"Weighty Impact","trait":["Evolution","Summoner"],"id":"feat-2927","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Weighty Impact Source Secrets of Magic pg. 71 --- Your eidolon knocks enemies down. Choose one of the eidolon's unarmed attacks with the trip trait. It gains the Knockdown action for that attack.","category":"feat","pfs":"Standard","feat":["Weighty Impact"],"rarity":"common","slug":"feat-2927"},{"skill_mod":{},"summary":"You've learned how to transmogrify your eidolon to suit the circumstances of the day.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2928","weakness":{},"name":"Flexible Transmogrification","trait":["Summoner"],"id":"feat-2928","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Flexible Transmogrification Source Secrets of Magic pg. 71 --- You've learned how to transmogrify your eidolon to suit the circumstances of the day. Each day, choose one evolution feat of 6th level or lower during your daily preparations. Your eidolon gains that feat until your next daily preparations.","category":"feat","pfs":"Standard","feat":["Flexible Transmogrification"],"rarity":"common","slug":"feat-2928"},{"skill_mod":{},"summary":"Your eidolon grabs enemies.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2929","weakness":{},"name":"Grasping Limbs","trait":["Evolution","Summoner"],"id":"feat-2929","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Grasping Limbs Source Secrets of Magic pg. 71 --- Your eidolon grabs enemies. Choose one of the eidolon's unarmed attacks with the grapple trait. It gains the Grab action on that unarmed attack.","category":"feat","pfs":"Standard","feat":["Grasping Limbs"],"rarity":"common","slug":"feat-2929"},{"skill_mod":{},"summary":"Your focus recovers faster.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"link spells","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2930","weakness":{},"name":"Link Focus","trait":["Summoner"],"id":"feat-2930","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Link Focus Source Secrets of Magic pg. 71 Prerequisites link spells --- Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Link Focus leads to... Link Wellspring","category":"feat","pfs":"Standard","feat":["Link Focus"],"rarity":"common","slug":"feat-2930"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"conjuration","trait":["Concentrate","Conjuration","Summoner","Teleportation"],"id":"feat-2931","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Summoner's Call Reaction Source Secrets of Magic pg. 72 Trigger You or your eidolon take damage from a foe or hazard. Requirements Your eidolon is manifested more than 5 feet away. --- In a moment of danger, you call your eidolon to your side. Your eidolon teleports to an open space adjacent to you. Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).","feat":["Summoner's Call"],"skill_mod":{},"summary":"In a moment of danger, you call your eidolon to your side.","primary_source":"Secrets of Magic","trait_group":["Mechanics","School","Class"],"level":12,"source_category":["Rulebooks"],"requirement":"Your eidolon is manifested more than 5 feet away.","trigger":"You or your eidolon take damage from a foe or hazard.","resistance":{},"url":"/Feats.aspx?ID=2931","name":"Summoner's Call","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2931"},{"skill_mod":{},"summary":"Your eidolon becomes even bigger.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Hulking Size","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2932","weakness":{},"name":"Towering Size","trait":["Evolution","Summoner"],"id":"feat-2932","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Towering Size Source Secrets of Magic pg. 72 Prerequisites Hulking Size --- Your eidolon becomes even bigger. It becomes Huge, instead of Large, and the reach on all its attacks increases to 15 feet.","category":"feat","pfs":"Standard","feat":["Towering Size"],"rarity":"common","slug":"feat-2932"},{"skill_mod":{},"summary":"Your eidolon can fly.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Glider Form","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2933","weakness":{},"name":"Airborne Form","trait":["Evolution","Summoner"],"id":"feat-2933","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Airborne Form Source Secrets of Magic pg. 72 Prerequisites Glider Form --- Your eidolon can fly. It gains a fly Speed equal to its Speed.","category":"feat","pfs":"Standard","feat":["Airborne Form"],"rarity":"common","slug":"feat-2933"},{"skill_mod":{},"summary":"Your eidolon is resilient against attacks.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2934","weakness":{},"name":"Resilient Shell","trait":["Evolution","Summoner"],"id":"feat-2934","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Resilient Shell Source Secrets of Magic pg. 72 --- Your eidolon is resilient against attacks. It gains resistance to physical damage equal to its Constitution modifier. ","category":"feat","pfs":"Standard","feat":["Resilient Shell"],"rarity":"common","slug":"feat-2934"},{"skill_mod":{},"summary":"Your eidolon shares innate spells with you.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Magical Understudy","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2935","weakness":{},"name":"Share Eidolon Magic","trait":["Summoner"],"id":"feat-2935","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Share Eidolon Magic Source Secrets of Magic pg. 72 Prerequisites Magical Understudy --- Your eidolon shares innate spells with you. You can cast the innate spells your eidolon gained from Magical Understudy, Magical Adept, and Magical Master. You and your eidolon share the same daily uses of these innate spells.","category":"feat","pfs":"Standard","feat":["Share Eidolon Magic"],"rarity":"common","slug":"feat-2935"},{"skill_mod":{},"summary":"Your eidolon evolves to protect itself from the danger posed by spells.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2936","weakness":{},"name":"Spell-Repelling Form","trait":["Evolution","Summoner"],"id":"feat-2936","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Spell-Repelling Form Source Secrets of Magic pg. 72 --- Your eidolon evolves to protect itself from the danger posed by spells. It gains a +1 status bonus to all saving throws against magic. ","category":"feat","pfs":"Standard","feat":["Spell-Repelling Form"],"rarity":"common","slug":"feat-2936"},{"skill_mod":{},"summary":"Your eidolon has enhanced senses.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2937","weakness":{},"name":"Ever-Vigilant Senses","trait":["Evolution","Summoner"],"id":"feat-2937","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Ever-Vigilant Senses Source Secrets of Magic pg. 73 --- Your eidolon has enhanced senses. It gains a +2 circumstance bonus to Perception, and can't be flanked except by creatures that are higher level than it. It can see invisible creatures and objects; they appear translucent and are concealed. When your eidolon moves within 30 feet of an illusion that can be disbelieved, the GM rolls a secret check to disbelieve it, even if your eidolon didn't spend an action to Interact.","category":"feat","pfs":"Standard","feat":["Ever-Vigilant Senses"],"rarity":"common","slug":"feat-2937"},{"skill_mod":{},"summary":"Your eidolon Strides up to double its Speed and can move through the spaces of creatures at least one size smaller, Trampling each creature whose space it enters.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2938","weakness":{},"name":"Trample (Summoner)","trait":["Eidolon","Evolution","Summoner"],"actions_number":6,"id":"feat-2938","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Trample (Summoner) Three Actions Source Secrets of Magic pg. 73 --- Your eidolon Strides up to double its Speed and can move through the spaces of creatures at least one size smaller, Trampling each creature whose space it enters. It can attempt to Trample the same creature only once in a single Trample. It deals bludgeoning damage equal to the damage of its secondary attack against these creatures, which can attempt a basic Reflex save against your spell DC.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Trample (Summoner)"],"rarity":"common","slug":"feat-2938"},{"skill_mod":{},"summary":"Your bond replenishes your focus.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Link Focus","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2939","weakness":{},"name":"Link Wellspring","trait":["Summoner"],"id":"feat-2939","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Link Wellspring Source Secrets of Magic pg. 73 Prerequisites Link Focus --- Your bond replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Link Wellspring"],"rarity":"common","slug":"feat-2939"},{"skill_mod":{},"summary":"Your eidolon gains a bevy of lower-level spells.","primary_source":"Secrets of Magic","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Magical Adept","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2940","weakness":{},"name":"Magical Master","trait":["Evolution","Summoner"],"id":"feat-2940","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Magical Master Source Secrets of Magic pg. 73 Prerequisites Magical Adept --- Your eidolon gains a bevy of lower-level spells. Choose an innate spell of your eidolon's tradition of each of the spell levels from 1 to 7 in which your eidolon doesn't currently have an innate spell from Magical Adept. Your eidolon can cast each once per day as innate spells. You can swap these spells at every even level, but your eidolon can never know more than one spell of each spell level 1 through 7.","category":"feat","pfs":"Standard","feat":["Magical Master"],"rarity":"common","slug":"feat-2940"},{"skill_mod":{},"summary":"You transmogrify your eidolon each day.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2941","weakness":{},"name":"True Transmogrification","trait":["Summoner"],"id":"feat-2941","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > True Transmogrification Source Secrets of Magic pg. 73 --- You transmogrify your eidolon each day. During your daily preparations, you can swap out any number of your evolution feats, each for a different evolution feat of an appropriate level for which you meet the prerequisites. These swaps last until your next daily preparations.","category":"feat","pfs":"Standard","feat":["True Transmogrification"],"rarity":"common","slug":"feat-2941"},{"skill_mod":{},"summary":"Your link with your eidolon is so intense that you continuously reinforce its abilities.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2942","weakness":{},"name":"Eternal Boost","trait":["Summoner"],"id":"feat-2942","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Eternal Boost Source Secrets of Magic pg. 73 --- Your link with your eidolon is so intense that you continuously reinforce its abilities. You are permanently quickened; you can use your extra action only to cast boost eidolon or reinforce eidolon . While in exploration mode, you can declare that you are also continually casting boost eidolon or reinforce eidolon even while using a different exploration activity. If you do, even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.","category":"feat","pfs":"Standard","feat":["Eternal Boost"],"rarity":"common","slug":"feat-2942"},{"skill_mod":{},"summary":"Your ability to summon extends past your other spellcasting.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Master Summoner","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2943","weakness":{},"name":"Legendary Summoner","trait":["Summoner"],"id":"feat-2943","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Legendary Summoner Source Secrets of Magic pg. 73 Prerequisites Master Summoner --- Your ability to summon extends past your other spellcasting. When you sacrifice a 9th-level spell slot to gain two summoning slots using Master Summoner, you can use those slots to cast summoning spells heightened to 10th level. You can't use these spell slots for any purpose other than casting the summoning spells, and you don't count as having 10th-level spell slots for other abilities or rules.","category":"feat","pfs":"Standard","feat":["Legendary Summoner"],"rarity":"common","slug":"feat-2943"},{"skill_mod":{},"summary":"You can transform to match your eidolon.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class","School"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2944","weakness":{},"school":"transmutation","name":"Twin Eidolon","trait":["Polymorph","Summoner","Transmutation"],"id":"feat-2944","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Twin Eidolon Source Secrets of Magic pg. 73 --- You can transform to match your eidolon. When you Manifest your Eidolon, you can call upon its powers to transform yourself into a duplicate until it unmanifests. You can't use this if you Manifest your Eidolon in an unusual way, such as Meld into Eidolon. While using Twin Eidolon, you use your eidolon's statistics other than your mental ability modifiers, including its evolutions. You can't cast spells (except spells your eidolon could cast), Activate or otherwise benefit from magic items that normally benefit you and not your eidolon, or use other actions it can't perform. Any of its spells you cast with limited uses count against your eidolon's uses. You can Manifest your Eidolon again to end this effect. Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).","category":"feat","pfs":"Standard","feat":["Twin Eidolon"],"rarity":"common","slug":"feat-2944"},{"skill_mod":{},"summary":"You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength 14 or Dexterity 14; Intelligence 14","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2945","weakness":{},"archetype":["Magus"],"name":"Magus Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-2945","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Magus Dedication Source Secrets of Magic pg. 75 Archetype Magus Prerequisites Strength 14 or Dexterity 14; Intelligence 14 --- You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. You become trained in simple weapons. Special You can't select another dedication feat until you have gained two other feats from the magus archetype. Magus Dedication leads to... Basic Magus Spellcasting, Basic Martial Magic, Hybrid Study Spell, Spellstriker","category":"feat","pfs":"Standard","feat":["Magus Dedication"],"rarity":"common","slug":"feat-2945"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level magus feat of your choice.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Magus Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2946","weakness":{},"archetype":["Magus"],"name":"Basic Martial Magic","trait":["Archetype"],"id":"feat-2946","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Martial Magic Source Secrets of Magic pg. 75 Archetype Magus Prerequisites Magus Dedication --- You gain a 1st- or 2nd-level magus feat of your choice. Basic Martial Magic leads to... Advanced Martial Magic","category":"feat","pfs":"Standard","feat":["Basic Martial Magic"],"rarity":"common","slug":"feat-2946"},{"skill_mod":{},"summary":"Gain the conflux spell from a hybrid study of your choice.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Magus Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2947","weakness":{},"archetype":["Magus"],"name":"Hybrid Study Spell","trait":["Archetype"],"id":"feat-2947","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Hybrid Study Spell Source Secrets of Magic pg. 75 Archetype Magus Prerequisites Magus Dedication --- Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits.","category":"feat","pfs":"Standard","feat":["Hybrid Study Spell"],"rarity":"common","slug":"feat-2947"},{"skill_mod":{},"summary":"You gain the magus's Spellstrike activity.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Magus Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2948","weakness":{},"archetype":["Magus"],"name":"Spellstriker","trait":["Archetype"],"id":"feat-2948","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spellstriker Source Secrets of Magic pg. 75 Archetype Magus Prerequisites Magus Dedication --- You gain the magus's Spellstrike activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges Spellstrike.\n","category":"feat","pfs":"Standard","feat":["Spellstriker"],"rarity":"common","slug":"feat-2948"},{"skill_mod":{},"summary":"You gain one magus feat.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Martial Magic","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2949","weakness":{},"archetype":["Magus"],"name":"Advanced Martial Magic","trait":["Archetype"],"id":"feat-2949","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Martial Magic Source Secrets of Magic pg. 75 Archetype Magus Prerequisites Basic Martial Magic --- You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another magus feat.","category":"feat","pfs":"Standard","feat":["Advanced Martial Magic"],"rarity":"common","slug":"feat-2949"},{"skill_mod":{},"summary":"You gain the basic bounded spellcasting benefits.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Magus Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2950","weakness":{},"archetype":["Magus"],"name":"Basic Magus Spellcasting","trait":["Archetype"],"id":"feat-2950","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Basic Magus Spellcasting Source Secrets of Magic pg. 75 Archetype Magus Prerequisites Magus Dedication --- You gain the basic bounded spellcasting benefits. Basic Magus Spellcasting leads to... Expert Magus Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Magus Spellcasting"],"rarity":"common","slug":"feat-2950"},{"skill_mod":{},"summary":"You gain the expert bounded spellcasting benefits.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Magus Spellcasting; Master in Arcana","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2951","weakness":{},"archetype":["Magus"],"skill":["Arcana","Arcana"],"name":"Expert Magus Spellcasting","trait":["Archetype"],"id":"feat-2951","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Magus Spellcasting Source Secrets of Magic pg. 75 Archetype Magus Prerequisites Basic Magus Spellcasting; Master in Arcana --- You gain the expert bounded spellcasting benefits. Expert Magus Spellcasting leads to... Master Magus Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Magus Spellcasting"],"rarity":"common","slug":"feat-2951"},{"skill_mod":{},"summary":"You gain the master bounded spellcasting benefits.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Magus Spellcasting; Legendary in Arcana; ","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2952","weakness":{},"archetype":["Magus"],"skill":["Arcana","Arcana"],"name":"Master Magus Spellcasting","trait":["Archetype"],"id":"feat-2952","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Magus Spellcasting Source Secrets of Magic pg. 75 Archetype Magus Prerequisites Expert Magus Spellcasting; Legendary in Arcana; --- You gain the master bounded spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Magus Spellcasting"],"rarity":"common","slug":"feat-2952"},{"skill_mod":{},"summary":"You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma 14","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2953","weakness":{},"archetype":["Summoner"],"name":"Summoner Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-2953","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Summoner Dedication Source Secrets of Magic pg. 76 Archetype Summoner Prerequisites Charisma 14 --- You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force. Your bond may be tenuous, but that doesn't make your connection any less special. You gain an eidolon as well as the Manifest Eidolon activity. Due to your tenuous link, you can't gain or use tandem actions. Because you don't have Act Together, only you or your eidolon can perform an exploration activity at one time, so for instance you couldn't both be Searching or Investigating. Your eidolon is trained in unarmed attacks and unarmored defense, and shares your proficiency rank for Perception, saving throws, and skill checks. Choose an eidolon type. You become trained in your eidolon's listed skills. For each of those skills that you are already trained in, you become trained in a different skill of your choice. Your eidolon's initial ability scores are reduced. It starts with a 16 in any ability score listed at 18 for its eidolon array. It otherwise gains the statistics listed for an eidolon of that type. At 5th level, the eidolon's ability score that was reduced to 16 increases to 18, before applying ability boosts. At levels 5, 10, 15, and 20, your eidolon also gets four ability boosts, which follow the same rules as yours. Special You can't select another dedication feat until you have gained two other feats from the summoner archetype. Summoner Dedication leads to... Basic Summoner Spellcasting, Basic Synergy, Expert Combat Eidolon, Initial Eidolon Ability","category":"feat","pfs":"Standard","feat":["Summoner Dedication"],"rarity":"common","slug":"feat-2953"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level summoner feat of your choice.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Summoner Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2954","weakness":{},"archetype":["Summoner"],"name":"Basic Synergy","trait":["Archetype"],"id":"feat-2954","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Synergy Source Secrets of Magic pg. 76 Archetype Summoner Prerequisites Summoner Dedication --- You gain a 1st- or 2nd-level summoner feat of your choice. Basic Synergy leads to... Advanced Synergy","category":"feat","pfs":"Standard","feat":["Basic Synergy"],"rarity":"common","slug":"feat-2954"},{"skill_mod":{},"summary":"Your link to your eidolon becomes stronger, granting it a new ability.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Summoner Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2955","weakness":{},"archetype":["Summoner"],"name":"Initial Eidolon Ability","trait":["Archetype"],"id":"feat-2955","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Initial Eidolon Ability Source Secrets of Magic pg. 77 Archetype Summoner Prerequisites Summoner Dedication --- Your link to your eidolon becomes stronger, granting it a new ability. Your eidolon gains the initial ability for an eidolon of its type.","category":"feat","pfs":"Standard","feat":["Initial Eidolon Ability"],"rarity":"common","slug":"feat-2955"},{"skill_mod":{},"summary":"You gain one summoner feat.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Synergy","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2956","weakness":{},"archetype":["Summoner"],"name":"Advanced Synergy","trait":["Archetype"],"id":"feat-2956","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Synergy Source Secrets of Magic pg. 77 Archetype Summoner Prerequisites Basic Synergy --- You gain one summoner feat. For the purpose of meeting its prerequisites, your summoner level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another summoner feat. Advanced Synergy leads to... Signature Synergy","category":"feat","pfs":"Standard","feat":["Advanced Synergy"],"rarity":"common","slug":"feat-2956"},{"skill_mod":{},"summary":"You gain the basic bounded spellcasting benefits.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Summoner Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2957","weakness":{},"archetype":["Summoner"],"name":"Basic Summoner Spellcasting","trait":["Archetype"],"id":"feat-2957","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Basic Summoner Spellcasting Source Secrets of Magic pg. 77 Archetype Summoner Prerequisites Summoner Dedication --- You gain the basic bounded spellcasting benefits. You gain the Cast a Spell activity. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon's tradition. You become trained in spell attack rolls and spell DCs of that tradition. You gain a spell repertoire and two cantrips. Each time you gain a spell slot of a new level from the summoner archetype, add a spell of that level or lower to your repertoire. Each time you lose spell slots of a particular level, remove those spells from your repertoire. Basic Summoner Spellcasting leads to... Expert Summoner Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Summoner Spellcasting"],"rarity":"common","slug":"feat-2957"},{"skill_mod":{},"summary":"Your eidolon advances its capabilities in combat.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Summoner Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2958","weakness":{},"archetype":["Summoner"],"name":"Expert Combat Eidolon","trait":["Archetype"],"id":"feat-2958","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Combat Eidolon Source Secrets of Magic pg. 77 Archetype Summoner Prerequisites Summoner Dedication --- Your eidolon advances its capabilities in combat. Your eidolon becomes an expert in unarmed attacks. If you are an expert in unarmored defense, your eidolon also becomes an expert in unarmored defense. If you have weapon specialization, your eidolon also gains weapon specialization.","category":"feat","pfs":"Standard","feat":["Expert Combat Eidolon"],"rarity":"common","slug":"feat-2958"},{"skill_mod":{},"summary":"You gain the expert bounded spellcasting benefits.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Summoner Spellcasting; master in the skill associated with your eidolon's tradition","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2959","weakness":{},"archetype":["Summoner"],"name":"Expert Summoner Spellcasting","trait":["Archetype"],"id":"feat-2959","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Summoner Spellcasting Source Secrets of Magic pg. 77 Archetype Summoner Prerequisites Basic Summoner Spellcasting; master in the skill associated with your eidolon's tradition --- You gain the expert bounded spellcasting benefits. Expert Summoner Spellcasting leads to... Master Summoner Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Summoner Spellcasting"],"rarity":"common","slug":"feat-2959"},{"skill_mod":{},"summary":"Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Advanced Synergy","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2960","weakness":{},"archetype":["Summoner"],"name":"Signature Synergy","trait":["Archetype"],"id":"feat-2960","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Signature Synergy Source Secrets of Magic pg. 77 Archetype Summoner Prerequisites Advanced Synergy --- Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies. You gain one evolution feat from the following list: Airborne Form, Burrowing Form, Ever-Vigilant Senses, or Hulking Size. For the purpose of meeting its prerequisites, your summoner level is equal to your character level – 4.","category":"feat","pfs":"Standard","feat":["Signature Synergy"],"rarity":"common","slug":"feat-2960"},{"skill_mod":{},"summary":"You gain the master bounded spellcasting benefits.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Summoner Spellcasting; legendary in the skill associated with your eidolon's tradition","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2961","weakness":{},"archetype":["Summoner"],"name":"Master Summoner Spellcasting","trait":["Archetype"],"id":"feat-2961","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Summoner Spellcasting Source Secrets of Magic pg. 77 Archetype Summoner Prerequisites Expert Summoner Spellcasting; legendary in the skill associated with your eidolon's tradition --- You gain the master bounded spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Summoner Spellcasting"],"rarity":"common","slug":"feat-2961"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8948"],"trait":["General","Skill"],"id":"feat-2962","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Tattoo Artist Source Treasure Vault (Remastered) pg. 118 Archetypes Runelord (Level 2), Runelord (Level 2) Prerequisites Trained in Crafting --- You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you're a master in Crafting, this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower. Tattoo Artist leads to... Legendary Tattoo Artist","feat":["Tattoo Artist"],"skill_mod":{},"summary":"You can craft tattoos, including magical tattoos.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2962","archetype":["Runelord"],"name":"Tattoo Artist","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-2962"},{"skill_mod":{},"summary":"You've learned to harness a particular emotion and mix it into your magic.","primary_source":"Secrets of Magic","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma 14 or ability to cast spells from spell slots","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2963","weakness":{},"archetype":["Cathartic Mage"],"name":"Cathartic Mage Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-2963","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Cathartic Mage Dedication Source Secrets of Magic pg. 194 Archetype Cathartic Mage Prerequisites Charisma 14 or ability to cast spells from spell slots --- You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section below to be your catharsis emotion. If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. You gain the Catharsis reaction and the Settle Emotions activity. Catharsis Reaction (concentrate, emotion, mental) Trigger determined by your catharsis emotion; Effect You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity. Settle Emotions (concentrate, emotion, mental) You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. Special You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype. Cathartic Mage Dedication leads to... Basic Cathartic Spellcasting, Cathartic Focus Spell, Infectious Emotions, Work Yourself Up","category":"feat","pfs":"Limited","feat":["Cathartic Mage Dedication"],"rarity":"uncommon","slug":"feat-2963"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits .","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cathartic Mage Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2964","weakness":{},"archetype":["Cathartic Mage"],"name":"Basic Cathartic Spellcasting","trait":["Archetype"],"id":"feat-2964","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Basic Cathartic Spellcasting Source Secrets of Magic pg. 195 Archetype Cathartic Mage Prerequisites Cathartic Mage Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire—either a common spell or another spell you've learned or discovered. Basic Cathartic Spellcasting leads to... Expert Cathartic Spellcasting","category":"feat","pfs":"Limited","feat":["Basic Cathartic Spellcasting"],"rarity":"common","slug":"feat-2964"},{"skill_mod":{},"summary":"You learn the focus spell listed under your emotion's entry.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cathartic Mage Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2965","weakness":{},"archetype":["Cathartic Mage"],"name":"Cathartic Focus Spell","trait":["Archetype"],"id":"feat-2965","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Cathartic Focus Spell Source Secrets of Magic pg. 195 Archetype Cathartic Mage Prerequisites Cathartic Mage Dedication --- You learn the focus spell listed under your emotion's entry. You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus while you use Settle Emotions.","category":"feat","pfs":"Limited","feat":["Cathartic Focus Spell"],"rarity":"common","slug":"feat-2965"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-2966","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Work Yourself Up Two Actions Source Secrets of Magic pg. 195 Archetype Cathartic Mage Prerequisites Cathartic Mage Dedication Requirements You have a reaction available and aren't prevented from using Catharsis. --- You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn. At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal.","feat":["Work Yourself Up"],"skill_mod":{},"summary":"You concentrate on your mental state, tapping into that raw emotional energy.","primary_source":"Secrets of Magic","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Cathartic Mage Dedication","source_category":["Rulebooks"],"requirement":"You have a reaction available and aren't prevented from using Catharsis.","resistance":{},"url":"/Feats.aspx?ID=2966","archetype":["Cathartic Mage"],"name":"Work Yourself Up","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-2966"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits .","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Cathartic Spellcasting","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2967","weakness":{},"archetype":["Cathartic Mage"],"name":"Expert Cathartic Spellcasting","trait":["Archetype"],"id":"feat-2967","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Expert Cathartic Spellcasting Source Secrets of Magic pg. 195 Archetype Cathartic Mage Prerequisites Basic Cathartic Spellcasting --- You gain the expert spellcasting benefits. Expert Cathartic Spellcasting leads to... Master Cathartic Spellcasting","category":"feat","pfs":"Limited","feat":["Expert Cathartic Spellcasting"],"rarity":"common","slug":"feat-2967"},{"skill_mod":{},"summary":"When you use Catharsis, one ally within 30 feet gains the catharsis activation benefits in addition to you.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Cathartic Mage Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2968","weakness":{},"archetype":["Cathartic Mage"],"name":"Infectious Emotions","trait":["Archetype"],"id":"feat-2968","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Infectious Emotions Source Secrets of Magic pg. 195 Archetype Cathartic Mage Prerequisites Cathartic Mage Dedication --- When you use Catharsis, one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect.","category":"feat","pfs":"Limited","feat":["Infectious Emotions"],"rarity":"common","slug":"feat-2968"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits .","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Cathartic Spellcasting","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2969","weakness":{},"archetype":["Cathartic Mage"],"name":"Master Cathartic Spellcasting","trait":["Archetype"],"id":"feat-2969","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Master Cathartic Spellcasting Source Secrets of Magic pg. 195 Archetype Cathartic Mage Prerequisites Expert Cathartic Spellcasting --- You gain the master spellcasting benefits.","category":"feat","pfs":"Limited","feat":["Master Cathartic Spellcasting"],"rarity":"common","slug":"feat-2969"},{"skill_mod":{},"summary":"A lifetime of proximity to flames has inured your lungs and eyes to smoke.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"flame order","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2970","weakness":{},"name":"Fire Lung","trait":["Druid"],"id":"feat-2970","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fire Lung Source Secrets of Magic pg. 198 Prerequisites flame order --- A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the concealed condition from smoke. You need only a successful DC 10 flat check to recover from persistent fire damage, rather than DC 15 (and the DC when receiving particularly effective assistance is 5 instead of 10).","category":"feat","pfs":"Standard","feat":["Fire Lung"],"rarity":"common","slug":"feat-2970"},{"skill_mod":{},"summary":"The shallows and tide pools have always called to you and let you pass unhindered.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"wave order","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2971","weakness":{},"name":"Shore Step","trait":["Druid"],"id":"feat-2971","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shore Step Source Secrets of Magic pg. 198 Prerequisites wave order --- The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water. In addition, if you roll a success on an Acrobatics check to Balance on a slippery or wet surface, or on an Athletics check to Swim, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Shore Step"],"rarity":"common","slug":"feat-2971"},{"skill_mod":{},"summary":"The earth has taught you how to remain unyielding and firm.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"stone order","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2972","weakness":{},"name":"Steadying Stone","trait":["Druid"],"id":"feat-2972","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Steadying Stone Source Secrets of Magic pg. 198 Prerequisites stone order --- The earth has taught you how to remain unyielding and firm. If you roll a success on an Acrobatics check made to Balance on uneven ground composed of earth or rock, you get a critical success instead. As long as you remain on the ground, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that would attempt to knock you prone. If you're a rock dwarf, this bonus increases to +3.","category":"feat","pfs":"Standard","feat":["Steadying Stone"],"rarity":"common","slug":"feat-2972"},{"skill_mod":{},"summary":"Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"flame order","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2973","weakness":{},"name":"Fire Resistance","trait":["Druid"],"id":"feat-2973","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fire Resistance Source Secrets of Magic pg. 199 Prerequisites flame order --- Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you. You gain fire resistance equal to half your level, and you gain a +1 circumstance bonus to saving throws against fire effects.","category":"feat","pfs":"Standard","feat":["Fire Resistance"],"rarity":"common","slug":"feat-2973"},{"skill_mod":{},"summary":"Water flows around you, letting you cut through the waves as if born to it.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"wave order","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2974","weakness":{},"name":"Natural Swimmer","trait":["Druid"],"id":"feat-2974","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Natural Swimmer Source Secrets of Magic pg. 199 Prerequisites wave order --- Water flows around you, letting you cut through the waves as if born to it. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain.","category":"feat","pfs":"Standard","feat":["Natural Swimmer"],"rarity":"common","slug":"feat-2974"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Druid","Earth","Exploration","Primal"],"id":"feat-2975","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sheltering Cave Source Secrets of Magic pg. 199 Prerequisites stone order Requirements You're standing on ground composed of earth, stone, or a similar material. --- You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the structure trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements. The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close.","feat":["Sheltering Cave"],"element":["Earth"],"skill_mod":{},"summary":"You spend 10 minutes communing with spirits of earth and stone, requesting shelter.","primary_source":"Secrets of Magic","trait_group":["School","Class","Elemental","Planar","Monster","Mechanics","Tradition"],"level":4,"prerequisite":"stone order","source_category":["Rulebooks"],"requirement":"You're standing on ground composed of earth, stone, or a similar material.","resistance":{},"url":"/Feats.aspx?ID=2975","name":"Sheltering Cave","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-2975"},{"skill_mod":{},"summary":"Your connection to one of the great elemental aspects of nature deepens, allowing you further control over its powers.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"flame order, stone order, storm order, or wave order","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2976","weakness":{},"name":"Advanced Elemental Spell","trait":["Druid"],"id":"feat-2976","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Elemental Spell Source Secrets of Magic pg. 199 Prerequisites flame order, stone order, storm order, or wave order --- Your connection to one of the great elemental aspects of nature deepens, allowing you further control over its powers. You gain an advanced order spell associated with your order: if you're a member of the flame order, you gain combustion; if you're a member of the stone order, you gain stone lance ; if you're a member of the storm order, you gain powerful inhalation; if you're a member of the wave order, you gain pulverizing cascade. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Advanced Elemental Spell"],"rarity":"common","slug":"feat-2976"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"school":"evocation","trait":["Druid","Evocation","Fire"],"id":"feat-2977","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Fiery Retort Reaction Source Secrets of Magic pg. 199 Frequency once per minute Prerequisites flame order Trigger An opponent adjacent to you hits you with a melee weapon or a melee unarmed attack. --- Ignoring your pain, you sear your attacker with a wave of flame. The triggering opponent takes fire damage equal to your level. ","feat":["Fiery Retort"],"element":["Fire"],"skill_mod":{},"summary":"Ignoring your pain, you sear your attacker with a wave of flame.","primary_source":"Secrets of Magic","trait_group":["Class","School","Energy","Elemental","Planar","Monster"],"level":8,"prerequisite":"flame order","source_category":["Rulebooks"],"trigger":"An opponent adjacent to you hits you with a melee weapon or a melee unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=2977","name":"Fiery Retort","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2977"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Druid","Earth"],"id":"feat-2978","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Harden Flesh Single Action Source Secrets of Magic pg. 200 Prerequisites stone order Requirements You're standing on earthen or stone ground. --- You fortify your skin with minerals drawn from earth and stone. You gain resistance 3 to physical damage, except adamantine, until the beginning of your next turn. At 12th level, and every 4 levels thereafter, the resistance increases by 1, to a maximum of resistance 6 at 20th level.","feat":["Harden Flesh"],"element":["Earth"],"skill_mod":{},"summary":"You fortify your skin with minerals drawn from earth and stone.","primary_source":"Secrets of Magic","trait_group":["Class","Elemental","Planar","Monster"],"level":10,"prerequisite":"stone order","source_category":["Rulebooks"],"requirement":"You're standing on earthen or stone ground.","resistance":{},"url":"/Feats.aspx?ID=2978","name":"Harden Flesh","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2978"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Druid","Metamagic","Water","Spellshape"],"id":"feat-2979","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Purifying Spell Single Action Source Secrets of Magic pg. 200 Prerequisites wave order --- You purify the water within a creature's body to cleanse them of illness. If the next action you use is to cast heal targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of heal . If you do, heal gains the water trait. ","feat":["Purifying Spell"],"element":["Water"],"skill_mod":{},"summary":"You purify the water within a creature's body to cleanse them of illness.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class","Elemental","Planar","Monster"],"level":12,"prerequisite":"wave order","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2979","name":"Purifying Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2979"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Monk","Stance","Water"],"id":"feat-2980","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reflective Ripple Stance Single Action Source Secrets of Magic pg. 202 Requirements You're unarmored. --- You enter a stance of fluid grace as small amounts of water flow with your movements and attacks. You can make flowing wave attacks that deal 1d6 bludgeoning damage. They are in the brawling group and have the agile, disarm, finesse, nonlethal, trip, unarmed, and water traits. While in Reflective Ripple Stance, you gain a +1 circumstance bonus to Athletics checks to Disarm, Swim, or Trip, and you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed and Tripped. Special This feat gains your choice of either the divine or occult trait, matching your ki spell tradition if possible. Reflective Ripple Stance leads to... Rippling Spin, Wave Spiral","feat":["Reflective Ripple Stance"],"element":["Water"],"skill_mod":{},"summary":"You enter a stance of fluid grace as small amounts of water flow with your movements and attacks.","primary_source":"Secrets of Magic","trait_group":["School","Class","Weapon","Class-Specific","Elemental","Planar","Monster"],"level":1,"source_category":["Rulebooks"],"requirement":"You're unarmored.","resistance":{},"url":"/Feats.aspx?ID=2980","name":"Reflective Ripple Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2980"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Fire","Monk","Stance"],"id":"feat-2981","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stoked Flame Stance Single Action Source Secrets of Magic pg. 202 Requirements You're unarmored. --- You enter a stance of fast, fiery movements. You can make flashing spark attacks that deal 1d8 slashing damage. They are in the brawling group and have the forceful, nonlethal, sweep, and unarmed traits. If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical Strike dealt damage, the target takes 1d6 persistent fire damage. While in Stoked Flame Stance, you gain a +5-foot status bonus to your Speed. If you have incredible movement, increase the benefit from incredible movement to a +15-foot status bonus plus 5 feet for every 4 levels beyond 3rd. Special This feat gains your choice of either the divine or occult trait, matching your ki spell tradition if possible. Stoked Flame Stance leads to... Blazing Streak, Inner Fire (SoM)","feat":["Stoked Flame Stance"],"element":["Fire"],"skill_mod":{},"summary":"You enter a stance of fast, fiery movements.","primary_source":"Secrets of Magic","trait_group":["School","Energy","Elemental","Planar","Monster","Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You're unarmored.","resistance":{},"url":"/Feats.aspx?ID=2981","name":"Stoked Flame Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2981"},{"skill_mod":{},"summary":"While you're in Stoked Flame Stance, you have cold and fire resistance, and any creature touches you takes fire damage.","primary_source":"Secrets of Magic","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Stoked Flame Stance","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2982","weakness":{},"name":"Inner Fire (SoM)","trait":["Monk"],"id":"feat-2982","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Inner Fire (SoM) Source Secrets of Magic pg. 202 Prerequisites Stoked Flame Stance --- While you're in Stoked Flame Stance, you have cold and fire resistance equal to half your level, and any creature that hits you with an unarmed attack, tries to Grab or Grapple you, or otherwise touches you takes fire damage equal to your Wisdom modifier (minimum 1). A creature can take this damage no more than once per turn.","category":"feat","pfs":"Standard","feat":["Inner Fire (SoM)"],"rarity":"common","slug":"feat-2982"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-2983","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Rippling Spin Reaction Source Secrets of Magic pg. 202 Prerequisites Reflective Ripple Stance Trigger You are hit by a physical melee attack by an attacker you can see that's in reach. Requirements You're in Reflective Ripple Stance. --- After the triggering attack is done, Step. You must end this Step within the attacker's reach. Then, you can attempt an Athletics check to Disarm or Trip the attacker.","feat":["Rippling Spin"],"skill_mod":{},"summary":"After the triggering attack is done, Step.","primary_source":"Secrets of Magic","trait_group":["Class","Weapon"],"level":8,"prerequisite":"Reflective Ripple Stance","source_category":["Rulebooks"],"requirement":"You're in Reflective Ripple Stance.","trigger":"You are hit by a physical melee attack by an attacker you can see that's in reach.","resistance":{},"url":"/Feats.aspx?ID=2983","name":"Rippling Spin","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2983"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Flourish","Monk"],"id":"feat-2984","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Blazing Streak Three Actions Source Secrets of Magic pg. 202 Prerequisites Stoked Flame Stance Requirements You're in Stoked Flame Stance. --- Stride twice, making Strikes against up to four different creatures within reach at any point during your movement. Flashing sparks Strikes made during Blazing Streak deal fire damage instead of slashing.","feat":["Blazing Streak"],"skill_mod":{},"summary":"Stride twice, making Strikes against up to four different creatures within reach at any point during your movement.","primary_source":"Secrets of Magic","trait_group":["Mechanics","Class","Weapon"],"level":10,"prerequisite":"Stoked Flame Stance","source_category":["Rulebooks"],"requirement":"You're in Stoked Flame Stance.","resistance":{},"url":"/Feats.aspx?ID=2984","name":"Blazing Streak","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-2984"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Monk","Water"],"id":"feat-2985","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wave Spiral Two Actions Source Secrets of Magic pg. 202 Frequency once per minute Prerequisites Reflective Ripple Stance Requirements You're in Reflective Ripple Stance. --- You dip and spin, unleashing a wide whirlpool of water. Make an Athletics check to Trip each creature standing on the ground in a 10-foot emanation. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks.","feat":["Wave Spiral"],"element":["Water"],"skill_mod":{},"summary":"You dip and spin, unleashing a wide whirlpool of water.","primary_source":"Secrets of Magic","trait_group":["Class","Weapon","Elemental","Planar","Monster"],"level":12,"prerequisite":"Reflective Ripple Stance","source_category":["Rulebooks"],"requirement":"You're in Reflective Ripple Stance.","resistance":{},"url":"/Feats.aspx?ID=2985","name":"Wave Spiral","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-2985"},{"skill_mod":{},"summary":"Each day when you make your daily preparations, you can attune yourself to one element of your choice: air , earth , fire , or water .","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"elemental magic","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2986","weakness":{},"archetype":["Elementalist"],"name":"Elementalist Dedication","trait":["Archetype","Class","Dedication"],"id":"feat-2986","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Elementalist Dedication Source Secrets of Magic pg. 206 Archetype Elementalist Prerequisites elemental magic --- Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait. This attunement lasts until you next make your daily preparations. Special You can't select another dedication feat until you've gained two other feats from the elementalist archetype. Elementalist Dedication leads to... Burning Spell, Dousing Spell, Elemental Familiar, Metabolize Element, Redirect Elements, Rockslide Spell, Wind-Tossed Spell","category":"feat","pfs":"Standard","feat":["Elementalist Dedication"],"rarity":"common","slug":"feat-2986"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Metamagic","Water","Spellshape"],"id":"feat-2987","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dousing Spell Single Action Source Secrets of Magic pg. 206 Archetype Elementalist Prerequisites Elementalist Dedication --- You enhance your spell with elemental water, soaking the target. If the next action you use is to Cast a Spell targeting a single creature, you soak the target of the spell with water. If the target has persistent acid or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately. The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water).","feat":["Dousing Spell"],"element":["Water"],"skill_mod":{},"summary":"You enhance your spell with elemental water, soaking the target.","primary_source":"Secrets of Magic","trait_group":["Feat","Mechanics","Elemental","Planar","Monster"],"level":4,"prerequisite":"Elementalist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2987","archetype":["Elementalist"],"name":"Dousing Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2987"},{"skill_mod":{},"summary":"Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Elementalist Dedication; Familiar","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2988","weakness":{},"archetype":["Elementalist"],"name":"Elemental Familiar","trait":["Archetype"],"id":"feat-2988","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Elemental Familiar Source Secrets of Magic pg. 206 Archetype Elementalist Prerequisites Elementalist Dedication; Familiar --- Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching elemental trait. You can't select more than one elemental familiar ability at a time. Air If your familiar stays completely still for 1 round, it becomes invisible until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect. Earth Your familiar gains resistance to physical damage (except adamantine) equal to half your level. Fire Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a 15-foot emanation don't take damage from severe environmental cold. Water Your familiar can move through a gap at least 2 inches wide without Squeezing and can Squeeze through a gap at least 1 inch wide. ","category":"feat","pfs":"Standard","feat":["Elemental Familiar"],"rarity":"common","slug":"feat-2988"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Fire","Metamagic","Spellshape"],"id":"feat-2989","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Burning Spell Single Action Source Secrets of Magic pg. 207 Archetype Elementalist Prerequisites Elementalist Dedication --- You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non-cantrip Spell that deals damage at a single target, the spell deals additional persistent fire damage equal to the spell level, in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the fire trait.","feat":["Burning Spell"],"element":["Fire"],"skill_mod":{},"summary":"You enhance your spell with elemental fire, causing it to set the target on fire.","primary_source":"Secrets of Magic","trait_group":["Feat","Energy","Elemental","Planar","Monster","Mechanics"],"level":6,"prerequisite":"Elementalist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2989","archetype":["Elementalist"],"name":"Burning Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2989"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2990","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Metabolize Element Reaction Source Secrets of Magic pg. 207 Archetype Elementalist Prerequisites Elementalist Dedication Trigger You take damage from a foe's spell or magical ability with the air, earth, fire, or water trait. --- Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the quickened condition until the end of your next turn. You can use the extra action only to Step or Stride.","feat":["Metabolize Element"],"skill_mod":{},"summary":"Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy.","primary_source":"Secrets of Magic","trait_group":["Feat"],"level":8,"prerequisite":"Elementalist Dedication","source_category":["Rulebooks"],"trigger":"You take damage from a foe's spell or magical ability with the air , earth , fire , or water trait.","resistance":{},"url":"/Feats.aspx?ID=2990","archetype":["Elementalist"],"name":"Metabolize Element","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2990"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Earth","Metamagic","Spellshape"],"id":"feat-2991","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Rockslide Spell Single Action Source Secrets of Magic pg. 207 Archetype Elementalist Prerequisites Elementalist Dedication --- You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the earth trait.","feat":["Rockslide Spell"],"element":["Earth"],"skill_mod":{},"summary":"You enhance your spell with elemental earth, causing chunks of stone to litter the ground.","primary_source":"Secrets of Magic","trait_group":["Feat","Elemental","Planar","Monster","Mechanics"],"level":10,"prerequisite":"Elementalist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2991","archetype":["Elementalist"],"name":"Rockslide Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2991"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-2992","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Redirect Elements Reaction Source Secrets of Magic pg. 207 Archetype Elementalist Prerequisites Elementalist Dedication Trigger The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails. --- You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target.","feat":["Redirect Elements"],"skill_mod":{},"summary":"You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area.","primary_source":"Secrets of Magic","trait_group":["Feat"],"level":12,"prerequisite":"Elementalist Dedication","source_category":["Rulebooks"],"trigger":"The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails.","resistance":{},"url":"/Feats.aspx?ID=2992","archetype":["Elementalist"],"name":"Redirect Elements","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-2992"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Air","Archetype","Concentrate","Metamagic","Spellshape"],"id":"feat-2993","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Wind-Tossed Spell Single Action Source Secrets of Magic pg. 207 Archetype Elementalist Prerequisites Elementalist Dedication --- You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's concealed condition and any cover they have from you. The spell gains the air trait.","feat":["Wind-Tossed Spell"],"element":["Air"],"skill_mod":{},"summary":"You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover.","primary_source":"Secrets of Magic","trait_group":["Elemental","Planar","Monster","Feat","Mechanics"],"level":14,"prerequisite":"Elementalist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=2993","archetype":["Elementalist"],"name":"Wind-Tossed Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2993"},{"skill_mod":{},"summary":"You now have four cantrips per day instead of three.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"flexible spell preparation","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2994","weakness":{},"archetype":["Flexible Spellcaster"],"name":"Flexible Spellcaster Dedication","trait":["Archetype","Class","Dedication"],"id":"feat-2994","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Flexible Spellcaster Dedication Source Secrets of Magic pg. 209 Archetype Flexible Spellcaster Prerequisites flexible spell preparation --- You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four.","category":"feat","pfs":"Standard","feat":["Flexible Spellcaster Dedication"],"rarity":"common","slug":"feat-2994"},{"skill_mod":{},"summary":"You feel a deep connection to the world no matter where you are, a phenomenon known as “terrain attunement.” When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Nature; ability to cast spells from spell slots; at least one spell with the air, cold, earth, fire, plant, or water trait","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2995","weakness":{},"archetype":["Geomancer"],"skill":["Nature","Nature"],"name":"Geomancer Dedication","trait":["Archetype","Dedication"],"id":"feat-2995","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Geomancer Dedication Source Secrets of Magic pg. 212 Archetype Geomancer Prerequisites Trained in Nature; ability to cast spells from spell slots; at least one spell with the air, cold, earth, fire, plant, or water trait --- You feel a deep connection to the world no matter where you are, a phenomenon known as “terrain attunement.” When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type. Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect. Aquatic (water) You ride the currents of water for 1 round. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. Arctic (cold) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure). Desert (fire) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're fatigued until they drink water or another potable liquid. Forest (plant) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become clumsy 1 for 1 round (clumsy 2 on a critical failure). Mountain (earth) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. Plains (plant) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. Sky (air) A gust of wind carries you aloft. You can Fly up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. Swamp (plant) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take persistent poison damage equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. Underground (earth) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain darkvision as well as imprecise tremorsense out to 15 feet. Special You can't select another dedication feat until you've gained two other feats from the geomancer archetype. Geomancer Dedication leads to... Attuned Stride, Attunement Shift, Draw from the Land, Quickened Attunement, Read the Land, Rough Terrain Stance, Shared Attunement, Terrain Shield","category":"feat","pfs":"Standard","feat":["Geomancer Dedication"],"rarity":"common","slug":"feat-2995"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-2996","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Attunement Shift Free Action Source Secrets of Magic pg. 212 Archetype Geomancer Frequency once per 10 minutes Prerequisites Geomancer Dedication Requirements Your previous action was to cast a spell with the air, cold, earth, fire, plant, or water trait. --- The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast tanglefoot , your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell. Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift.","feat":["Attunement Shift"],"skill_mod":{},"summary":"The magic of your spell floods into you, overriding your connection to the land around you.","primary_source":"Secrets of Magic","trait_group":["Feat"],"level":4,"prerequisite":"Geomancer Dedication","source_category":["Rulebooks"],"requirement":"Your previous action was to cast a spell with the air , cold , earth , fire , plant , or water trait.","resistance":{},"url":"/Feats.aspx?ID=2996","archetype":["Geomancer"],"name":"Attunement Shift","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-2996"},{"skill_mod":{},"summary":"When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Geomancer Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2997","weakness":{},"archetype":["Geomancer"],"name":"Shared Attunement","trait":["Archetype"],"id":"feat-2997","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shared Attunement Source Secrets of Magic pg. 212 Archetype Geomancer Prerequisites Geomancer Dedication --- When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself. This has no effect if the terrain attunement affects your foes instead of granting you a benefit.","category":"feat","pfs":"Standard","feat":["Shared Attunement"],"rarity":"common","slug":"feat-2997"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"trait":["Archetype","Stance"],"id":"feat-2998","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Rough Terrain Stance Single Action Source Secrets of Magic pg. 212 Archetype Geomancer Prerequisites Geomancer Dedication; Expert in Nature Requirements You gained a terrain attunement benefit this turn. You need to meet this requirement only to enter the stance, not to remain in it. --- You enter a stance that makes it difficult to move around you. Each square adjacent to you becomes difficult terrain that matches the terrain attunement you gained (rime forms in an arctic terrain, momentary undergrowth shoots up in a forest terrain, and so on). You ignore this difficult terrain. This stance ends if you move into a different type of terrain. Rough Terrain Stance leads to... Shifting Terrain","feat":["Rough Terrain Stance"],"skill_mod":{},"summary":"You enter a stance that makes it difficult to move around you.","primary_source":"Secrets of Magic","trait_group":["Feat","Class-Specific"],"level":6,"prerequisite":"Geomancer Dedication; Expert in Nature","source_category":["Rulebooks"],"requirement":"You gained a terrain attunement benefit this turn. You need to meet this requirement only to enter the stance, not to remain in it.","resistance":{},"url":"/Feats.aspx?ID=2998","archetype":["Geomancer"],"name":"Rough Terrain Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-2998"},{"skill_mod":{},"summary":"You can move freely through terrain you're attuned to.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Geomancer Dedication; Expert in Nature","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=2999","weakness":{},"archetype":["Geomancer"],"skill":["Nature","Nature"],"name":"Attuned Stride","trait":["Archetype"],"id":"feat-2999","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Attuned Stride Source Secrets of Magic pg. 213 Archetype Geomancer Prerequisites Geomancer Dedication; Expert in Nature --- You can move freely through terrain you're attuned to. When you gain a terrain attunement benefit, you ignore difficult terrain in the corresponding type of terrain until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Attuned Stride"],"rarity":"common","slug":"feat-2999"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"trait":["Archetype"],"id":"feat-3000","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Draw from the Land Single Action Source Secrets of Magic pg. 213 Archetype Geomancer Prerequisites Geomancer Dedication; Expert in Nature Requirements You gained a terrain attunement benefit this turn, and it matched the terrain you're in. --- You pull strength from the surrounding terrain. You gain temporary Hit Points equal to your level. They last for 1 round. If you previously gained the plains terrain attunement effect this turn, combine the temporary Hit Points together.","feat":["Draw from the Land"],"skill_mod":{},"summary":"You pull strength from the surrounding terrain.","primary_source":"Secrets of Magic","trait_group":["Feat"],"level":10,"prerequisite":"Geomancer Dedication; Expert in Nature","source_category":["Rulebooks"],"requirement":"You gained a terrain attunement benefit this turn, and it matched the terrain you're in.","resistance":{},"url":"/Feats.aspx?ID=3000","archetype":["Geomancer"],"name":"Draw from the Land","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3000"},{"skill_mod":{},"summary":"You've learned how to commune with the land to learn information.","primary_source":"Secrets of Magic","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Geomancer Dedication; Master in Nature","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3001","weakness":{},"archetype":["Geomancer"],"skill":["Nature","Nature"],"name":"Read the Land","trait":["Archetype","Uncommon"],"id":"feat-3001","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Read the Land Source Secrets of Magic pg. 213 Archetype Geomancer Prerequisites Geomancer Dedication; Master in Nature --- You've learned how to commune with the land to learn information. You learn the commune with nature ritual if you didn't know it already. You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster.","category":"feat","pfs":"Standard","feat":["Read the Land"],"rarity":"uncommon","slug":"feat-3001"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"skill":["Nature","Nature"],"trait":["Archetype"],"id":"feat-3002","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Terrain Shield Reaction Source Secrets of Magic pg. 213 Archetype Geomancer Frequency once per 10 minutes Prerequisites Geomancer Dedication; Master in Nature Trigger A Strike would damage you. Requirements You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in. --- You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence. For instance, a branch suddenly falls from a nearby tree to take the brunt of a sword swing or a surprising change of current disrupts an enemy's attack. You gain resistance to physical damage equal to double your level against the triggering Strike.","feat":["Terrain Shield"],"skill_mod":{},"summary":"You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence.","primary_source":"Secrets of Magic","trait_group":["Feat"],"level":14,"prerequisite":"Geomancer Dedication; Master in Nature","source_category":["Rulebooks"],"requirement":"You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in.","trigger":"A Strike would damage you.","resistance":{},"url":"/Feats.aspx?ID=3002","archetype":["Geomancer"],"name":"Terrain Shield","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3002"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"trait":["Archetype"],"id":"feat-3003","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Shifting Terrain Single Action Source Secrets of Magic pg. 213 Archetype Geomancer Prerequisites Rough Terrain Stance; Master in Nature Requirements Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance. --- You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance. Each creature within your area of difficult terrain from Rough Terrain Stance must attempt a Reflex saving throw against your spell DC with the following effects. After you use this action, you can't use it again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is clumsy 1 for 1 round. Failure The creature is clumsy 2 for 1 round. Critical Failure The creature is clumsy 2 for 1 round and falls prone.","feat":["Shifting Terrain"],"skill_mod":{},"summary":"You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance.","primary_source":"Secrets of Magic","trait_group":["Feat"],"level":14,"prerequisite":"Rough Terrain Stance; Master in Nature","source_category":["Rulebooks"],"requirement":"Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance.","resistance":{},"url":"/Feats.aspx?ID=3003","archetype":["Geomancer"],"name":"Shifting Terrain","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3003"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Nature","Nature"],"trait":["Archetype","Concentrate","Metamagic","Spellshape"],"id":"feat-3004","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Quickened Attunement Free Action Source Secrets of Magic pg. 213 Archetype Geomancer Frequency once per day Prerequisites Geomancer Dedication; Legendary in Nature Requirements Your previous action was Attunement Shift. --- If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action). Special You can't use Quickened Attunement and Quickened Casting in the same round.","feat":["Quickened Attunement"],"skill_mod":{},"summary":"If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action).","primary_source":"Secrets of Magic","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Geomancer Dedication; Legendary in Nature","source_category":["Rulebooks"],"requirement":"Your previous action was Attunement Shift.","resistance":{},"url":"/Feats.aspx?ID=3004","archetype":["Geomancer"],"name":"Quickened Attunement","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3004"},{"skill_mod":{},"summary":"You increase your ability to cast simple spells.","primary_source":"Secrets of Magic","trait_group":["Variant Rules","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3005","weakness":{},"name":"Cantrip Casting","trait":["Pervasive Magic","Rare"],"id":"feat-3005","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Cantrip Casting Source Secrets of Magic pg. 219 --- You increase your ability to cast simple spells. You gain two additional cantrips from the tradition matching your trait. Cantrip Casting leads to... Basic Spellcasting","category":"feat","pfs":"Limited","feat":["Cantrip Casting"],"rarity":"rare","slug":"feat-3005"},{"skill_mod":{},"summary":"You increase your ability to cast spells.","primary_source":"Secrets of Magic","trait_group":["Variant Rules","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cantrip Casting","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3006","weakness":{},"name":"Basic Spellcasting","trait":["Pervasive Magic","Rare"],"id":"feat-3006","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Basic Spellcasting Source Secrets of Magic pg. 219 Prerequisites Cantrip Casting --- You increase your ability to cast spells. You gain the basic spellcasting benefits granted by spellcasting archetypes, gaining a spell repertoire. Each time you gain a spell slot of a new level from the basic, expert, and master spellcasting benefits from pervasive magic feats, add a spell of the appropriate spell level to your repertoire: a common spell of the magical tradition matching your trait, or another spell of that tradition that you have learned or discovered. Basic Spellcasting leads to... Expert Spellcasting","category":"feat","pfs":"Limited","feat":["Basic Spellcasting"],"rarity":"rare","slug":"feat-3006"},{"skill_mod":{},"summary":"You gain the expert spellcasting archetype benefits .","primary_source":"Secrets of Magic","trait_group":["Variant Rules","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Spellcasting","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3007","weakness":{},"name":"Expert Spellcasting","trait":["Pervasive Magic","Rare"],"id":"feat-3007","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Expert Spellcasting Source Secrets of Magic pg. 219 Prerequisites Basic Spellcasting --- You gain the expert spellcasting archetype benefits. Expert Spellcasting leads to... Master Spellcasting","category":"feat","pfs":"Limited","feat":["Expert Spellcasting"],"rarity":"rare","slug":"feat-3007"},{"skill_mod":{},"summary":"You gain the master spellcasting archetype benefits .","primary_source":"Secrets of Magic","trait_group":["Variant Rules","Rarity"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Spellcasting","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3008","weakness":{},"name":"Master Spellcasting","trait":["Pervasive Magic","Rare"],"id":"feat-3008","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Master Spellcasting Source Secrets of Magic pg. 219 Prerequisites Expert Spellcasting --- You gain the master spellcasting archetype benefits.","category":"feat","pfs":"Limited","feat":["Master Spellcasting"],"rarity":"rare","slug":"feat-3008"},{"skill_mod":{},"summary":"You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic.","primary_source":"Secrets of Magic","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"ability to cast spells","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3009","weakness":{},"archetype":["Shadowcaster"],"name":"Shadowcaster Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-3009","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shadowcaster Dedication Source Secrets of Magic pg. 226 Archetype Shadowcaster Prerequisites ability to cast spells --- You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the light trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a light spell, such as the Domain Initiate feat granting you the dazzling flash spell, you don't gain that spell. You gain the cloak of shadow domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites. Special You can't select another dedication feat until you've gained two other feats from the shadowcaster archetype. Shadowcaster Dedication leads to... Disciple of Shade, Shadow Reservoir, Shadow Spell, Shadow Spells, Unending Emptiness","category":"feat","pfs":"Standard","feat":["Shadowcaster Dedication"],"rarity":"uncommon","slug":"feat-3009"},{"skill_mod":{},"summary":"Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Shadowcaster Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3010","weakness":{},"archetype":["Shadowcaster"],"name":"Shadow Spells","trait":["Archetype"],"id":"feat-3010","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shadow Spells Source Secrets of Magic pg. 226 Archetype Shadowcaster Prerequisites Shadowcaster Dedication --- Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. Add replicate , shadow army , shadow blast , shadow projectile , shadow raid , shadow siphon , and shadow walk to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.","category":"feat","pfs":"Standard","feat":["Shadow Spells"],"rarity":"common","slug":"feat-3010"},{"skill_mod":{},"summary":"You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Shadowcaster Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3011","weakness":{},"archetype":["Shadowcaster"],"name":"Disciple of Shade","trait":["Archetype"],"id":"feat-3011","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Disciple of Shade Source Secrets of Magic pg. 226 Archetype Shadowcaster Prerequisites Shadowcaster Dedication --- You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the inscrutable mask domain spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Disciple of Shade"],"rarity":"common","slug":"feat-3011"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Metamagic","Shadow","Spellshape"],"id":"feat-3012","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Shadow Spell Single Action Source Secrets of Magic pg. 226 Archetype Shadowcaster Prerequisites Shadowcaster Dedication --- You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to Cast a Spell that has the shadow trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to Stealth or takes a –2 status penalty to Perception (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. The effects of Shadow Spell end if you use Shadow Spell again.","feat":["Shadow Spell"],"skill_mod":{},"summary":"You attach a piece of your shadow to a spell to cloud the senses and cause mischief.","primary_source":"Secrets of Magic","trait_group":["Feat","Mechanics","Planar"],"level":8,"prerequisite":"Shadowcaster Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3012","archetype":["Shadowcaster"],"name":"Shadow Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3012"},{"skill_mod":{},"summary":"Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"ability to cast spells from spell slots; Shadowcaster Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3013","weakness":{},"archetype":["Shadowcaster"],"name":"Shadow Reservoir","trait":["Archetype"],"id":"feat-3013","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shadow Reservoir Source Secrets of Magic pg. 226 Archetype Shadowcaster Prerequisites ability to cast spells from spell slots; Shadowcaster Dedication --- Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire. Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot. Spells cast from your shadow reservoir gain the shadow trait, and affected creatures might be able to disbelieve them. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir. Shadow Reservoir leads to... Secrets of Shadow","category":"feat","pfs":"Standard","feat":["Shadow Reservoir"],"rarity":"common","slug":"feat-3013"},{"skill_mod":{},"summary":"Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Shadow Reservoir","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3014","weakness":{},"archetype":["Shadowcaster"],"name":"Secrets of Shadow","trait":["Archetype"],"id":"feat-3014","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Secrets of Shadow Source Secrets of Magic pg. 226 Archetype Shadowcaster Prerequisites Shadow Reservoir --- Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. Your shadow reservoir gains an additional spell 1 level below the highest level spell you can cast, in addition to the spells it already contains for all the levels below that. In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain negative resistance equal to the highest level of spell you can cast from spell slots; if you have negative healing (or are otherwise harmed by positive damage and not negative damage), you instead gain positive resistance in the same amount.","category":"feat","pfs":"Standard","feat":["Secrets of Shadow"],"rarity":"common","slug":"feat-3014"},{"skill_mod":{},"summary":"You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"focus pool; Shadowcaster Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3015","weakness":{},"archetype":["Shadowcaster"],"name":"Unending Emptiness","trait":["Archetype"],"id":"feat-3015","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Unending Emptiness Source Secrets of Magic pg. 226 Archetype Shadowcaster Prerequisites focus pool; Shadowcaster Dedication --- You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Unending Emptiness"],"rarity":"common","slug":"feat-3015"},{"skill_mod":{},"summary":"You can manifest the power of your spirit in combat to realize your motivations.","primary_source":"Secrets of Magic","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Wisdom 14 or ability to cast divine spells","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3016","weakness":{},"archetype":["Soulforger"],"name":"Soulforger Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-3016","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Soulforger Dedication Source Secrets of Magic pg. 236 Archetype Soulforger Prerequisites Wisdom 14 or ability to cast divine spells --- You can manifest the power of your spirit in combat to realize your motivations. You manifest an armor, shield, or weapon as a soulforged armament. Choose one essence power for the armament (below). Changing an essence power requires 1 week of retraining, and you can't retrain it while you have soulforged corruption. You can Manifest Soulforged Armament to summon your armaments in combat. Manifest Soulforged Armament Single Action (concentrate, conjuration, divine, extradimensional) Requirements If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor; Effect You immediately wield or wear the soulforged armament bound to you. The soulforged armament remains manifested until you Dismiss this effect. Once per day when you use this ability, you can manifest the armament's essence form. You gain the armament's essence power until it's Dismissed. After 1 minute, the essence form armament is automatically Dismissed. Special You can't select another dedication feat before gaining two other feats from this archetype. Soulforger Dedication leads to... Rapid Manifestation, Soul Arsenal, Soul Flare","category":"feat","pfs":"Limited","feat":["Soulforger Dedication"],"rarity":"uncommon","slug":"feat-3016"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-3017","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Soul Flare Reaction Source Secrets of Magic pg. 236 Archetype Soulforger Prerequisites Soulforger Dedication Trigger An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised. Requirements Your soulforged armament is manifested. --- You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5 flat check. If you fail, your soulforged armament is Dismissed—your weapon if you attacked or your armor or shield if you were defending.","feat":["Soul Flare"],"skill_mod":{},"summary":"You strive to change the outcome with sheer zeal.","primary_source":"Secrets of Magic","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Soulforger Dedication","source_category":["Rulebooks"],"requirement":"Your soulforged armament is manifested.","trigger":"An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised.","resistance":{},"url":"/Feats.aspx?ID=3017","archetype":["Soulforger"],"name":"Soul Flare","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-3017"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3018","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Rapid Manifestation Free Action Source Secrets of Magic pg. 236 Archetype Soulforger Prerequisites Soulforger Dedication Trigger You roll initiative or a hazard attacks you. --- Your unwavering soul brings up your defenses as soon as you're in danger. You Manifest your Soulforged Armament.","feat":["Rapid Manifestation"],"skill_mod":{},"summary":"Your unwavering soul brings up your defenses as soon as you're in danger.","primary_source":"Secrets of Magic","trait_group":["Feat"],"level":6,"prerequisite":"Soulforger Dedication","source_category":["Rulebooks"],"trigger":"You roll initiative or a hazard attacks you.","resistance":{},"url":"/Feats.aspx?ID=3018","archetype":["Soulforger"],"name":"Rapid Manifestation","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"common","slug":"feat-3018"},{"skill_mod":{},"summary":"Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Soulforger Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3019","weakness":{},"archetype":["Soulforger"],"name":"Soul Arsenal","trait":["Archetype"],"id":"feat-3019","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Soul Arsenal Source Secrets of Magic pg. 236 Archetype Soulforger Prerequisites Soulforger Dedication --- Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it. Upgrade and change armaments individually. When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the Requirements for each), and when you Dismiss the effect, you can choose to Dismiss some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day. When you gain soulforged corruption , choose one armament's corruption flaw to affect you for stage 1. At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate flat check to manifest its essence form, and failing prevents you from manifesting only that armament's essence form. Special You can select this feat a second time at 12th level or higher, choosing the final item type.","category":"feat","pfs":"Limited","feat":["Soul Arsenal"],"rarity":"common","slug":"feat-3019"},{"skill_mod":{},"summary":"Your rune magic increases, and you practice with your school's associated weapon.","primary_source":"Secrets of Magic","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"runelord specialization","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3020","weakness":{},"archetype":["Runelord"],"name":"Runelord Dedication","trait":["Archetype","Class","Dedication","Rare"],"id":"feat-3020","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Runelord Dedication Source Secrets of Magic pg. 240 Archetype Runelord Prerequisites runelord specialization --- Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add. Special You can't select another dedication feat until you have gained two other feats from the runelord archetype. Runelord Dedication leads to... Embed Aeon Stone, Fused Polearm, Polearm Tricks, School Counterspell, School Spell Redirection, Sin Reservoir","category":"feat","pfs":"Standard","feat":["Runelord Dedication"],"rarity":"rare","slug":"feat-3020"},{"skill_mod":{},"summary":"You discover the secrets to embedding aeon stones into your flesh.","primary_source":"Secrets of Magic","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Runelord Dedication; Trained in Crafting","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3021","weakness":{},"archetype":["Runelord"],"skill":["Crafting","Crafting"],"name":"Embed Aeon Stone","trait":["Archetype","Downtime","Skill"],"id":"feat-3021","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Embed Aeon Stone Source Secrets of Magic pg. 240 Archetype Runelord Prerequisites Runelord Dedication; Trained in Crafting --- You discover the secrets to embedding aeon stones into your flesh. You spend 1 day attuning to an aeon stone and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. Aeon stones in your flesh must be invested to function, as usual. You can also use this activity to safely remove an embedded aeon stone in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 Medicine check, or hastily by simply ripping it from a corpse. Embed Aeon Stone leads to... Aeon Resonance","category":"feat","pfs":"Standard","feat":["Embed Aeon Stone"],"rarity":"common","slug":"feat-3021"},{"skill_mod":{},"summary":"You gain the resonant power of one embedded aeon stone as if it were placed in a wayfinder .","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Embed Aeon Stone","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3022","weakness":{},"archetype":["Runelord"],"name":"Aeon Resonance","trait":["Archetype"],"id":"feat-3022","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aeon Resonance Source Secrets of Magic pg. 240 Archetype Runelord Prerequisites Embed Aeon Stone --- You gain the resonant power of one embedded aeon stone as if it were placed in a wayfinder . While you can embed multiple aeon stones in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations. Special At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested aeon stones instead of only one.","category":"feat","pfs":"Standard","feat":["Aeon Resonance"],"rarity":"common","slug":"feat-3022"},{"skill_mod":{},"summary":"Your connection to rune magic has revealed tricks to make polearms deadlier in your hands.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Runelord Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3023","weakness":{},"archetype":["Runelord"],"name":"Polearm Tricks","trait":["Archetype"],"id":"feat-3023","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Polearm Tricks Source Secrets of Magic pg. 240 Archetype Runelord Prerequisites Runelord Dedication --- Your connection to rune magic has revealed tricks to make polearms deadlier in your hands. You gain the critical specialization effects of polearms.","category":"feat","pfs":"Standard","feat":["Polearm Tricks"],"rarity":"common","slug":"feat-3023"},{"skill_mod":{},"summary":"During daily preparations, you can indulge in your associated sin.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Runelord Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3024","weakness":{},"archetype":["Runelord"],"name":"Sin Reservoir","trait":["Archetype"],"id":"feat-3024","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sin Reservoir Source Secrets of Magic pg. 240 Archetype Runelord Prerequisites Runelord Dedication --- During daily preparations, you can indulge in your associated sin. When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only a spell of your specialized school in this slot. As with any other act, indulging in your sin might change your alignment if your behavior harms someone else.","category":"feat","pfs":"Standard","feat":["Sin Reservoir"],"rarity":"common","slug":"feat-3024"},{"skill_mod":{},"summary":"During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Runelord Dedication","source_category":["Rulebooks"],"requirement":"Your arcane bonded item is a polearm .","source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3025","weakness":{},"archetype":["Runelord"],"name":"Fused Polearm","trait":["Archetype"],"id":"feat-3025","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Fused Polearm Source Secrets of Magic pg. 241 Archetype Runelord Prerequisites Runelord Dedication Requirements Your arcane bonded item is a polearm. --- During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon. You prepare the staff at the same time you do this, and you can do this only with a staff you're able to prepare. This fusion lasts until the next time you make your daily preparations. The staff and the weapon share their fundamental runes, using whichever weapon potency and whichever striking rune is higher level. They don’t share any other runes or specific abilities; use the polearm's. While the two are fused, the weapon’s haft takes on aesthetic aspects of the staff, and it can't change forms, such as with the shifting rune.","category":"feat","pfs":"Standard","feat":["Fused Polearm"],"rarity":"common","slug":"feat-3025"},{"skill_mod":{},"summary":"Your intricate knowledge of your school lets you easily negate spells from that school.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Counterspell; Runelord Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3026","weakness":{},"archetype":["Runelord"],"name":"School Counterspell","trait":["Archetype"],"id":"feat-3026","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > School Counterspell Source Secrets of Magic pg. 241 Archetype Runelord Prerequisites Counterspell; Runelord Dedication --- Your intricate knowledge of your school lets you easily negate spells from that school. Instead of being able to counter a foe's spell with Counterspell only if you have the same spell prepared, if the foe casts a spell from the school matching your specialization, you can Counterspell it with any other spell of the same school.","category":"feat","pfs":"Standard","feat":["School Counterspell"],"rarity":"common","slug":"feat-3026"},{"skill_mod":{},"summary":"When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered.","primary_source":"Secrets of Magic","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Counterspell; Runelord Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3027","weakness":{},"archetype":["Runelord"],"name":"School Spell Redirection","trait":["Archetype"],"id":"feat-3027","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > School Spell Redirection Source Secrets of Magic pg. 241 Archetype Runelord Prerequisites Counterspell; Runelord Dedication --- When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered. You choose the target, area, and other aspects of the spell and use your own spell DC, spell attack roll, or other statistics as appropriate to determine the effects.","category":"feat","pfs":"Standard","feat":["School Spell Redirection"],"rarity":"common","slug":"feat-3027"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Arcana","Nature","Occultism","Religion","Intimidation","Arcana","Nature","Occultism","Religion","Intimidation","Arcana","Nature","Occultism","Religion"],"trait":["Auditory","Concentrate","Emotion","General","Mental","Rare","Skill","True Name"],"id":"feat-3028","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Reveal True Name Two Actions Source Secrets of Magic pg. 246 Prerequisites trained in Intimidation and at least one of Arcana, Nature, Occult, and Religion --- You attempt to get a creature to do as you wish by threatening them with your knowledge of their true name. You must know and speak the creature's true name and say what you want the creature to do. Attempt an Intimidation check against the target's Will DC. Critical Success The target does as you say out of a sense of self-preservation, and will not harm itself in any way. It becomes unfriendly (if it wasn't already unfriendly or hostile) but continues to comply for up to 1 day. The target is too scared of you to retaliate or flee, certain you would find them wherever they might go. Success As critical success, but once the target becomes unfriendly, they avoid you and might act against you in an indirect manner, such as alerting your enemies to your location. Failure The target refuses to comply and typically flees your presence to avoid your further use of their true name. If they were not already unfriendly or hostile, they become unfriendly. They avoid you in the future and are likely to take indirect action against you. Critical Failure The target refuses to comply and becomes hostile, if it wasn't already. If they perceive you as weak, they might attack you; otherwise, they likely flee to avoid your further use of their true name.","feat":["Reveal True Name"],"skill_mod":{},"summary":"You attempt to get a creature to do as you wish by threatening them with your knowledge of their true name.","primary_source":"Secrets of Magic","trait_group":["Sense","Mechanics","Feat","Rarity","Variant Rules"],"level":1,"prerequisite":"trained in Intimidation and at least one of Arcana, Nature, Occult, and Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3028","name":"Reveal True Name","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"feat-3028"},{"skill_mod":{},"summary":"There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic.","primary_source":"Secrets of Magic","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"wellspring magic","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3029","weakness":{},"archetype":["Wellspring Mage"],"name":"Wellspring Mage Dedication","trait":["Archetype","Class","Dedication","Rare"],"id":"feat-3029","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Wellspring Mage Dedication Source Secrets of Magic pg. 249 Archetype Wellspring Mage Prerequisites wellspring magic --- There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic. Special You can't select another dedication feat until you gain two other feats from the wellspring mage archetype. Wellspring Mage Dedication leads to... Interfering Surge, Urgent Upwelling, Wellspring Control","category":"feat","pfs":"Limited","feat":["Wellspring Mage Dedication"],"rarity":"rare","slug":"feat-3029"},{"skill_mod":{},"summary":"When you generate a wellspring surge, roll twice on the Wellspring Surges Table and take the result of your choice.","primary_source":"Secrets of Magic","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Wellspring Mage Dedication","source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3030","weakness":{},"archetype":["Wellspring Mage"],"name":"Wellspring Control","trait":["Archetype","Fortune"],"id":"feat-3030","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Wellspring Control Source Secrets of Magic pg. 249 Archetype Wellspring Mage Prerequisites Wellspring Mage Dedication --- When you generate a wellspring surge, roll twice on the Wellspring Surges Table and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge.","category":"feat","pfs":"Limited","feat":["Wellspring Control"],"rarity":"common","slug":"feat-3030"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-3031","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Urgent Upwelling Reaction Source Secrets of Magic pg. 249 Archetype Wellspring Mage Frequency once per 10 minutes Prerequisites Wellspring Mage Dedication Trigger An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect. --- Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy.","feat":["Urgent Upwelling"],"skill_mod":{},"summary":"Defeat lets you to tap into your wellspring.","primary_source":"Secrets of Magic","trait_group":["Feat"],"level":6,"prerequisite":"Wellspring Mage Dedication","source_category":["Rulebooks"],"trigger":"An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect.","resistance":{},"url":"/Feats.aspx?ID=3031","archetype":["Wellspring Mage"],"name":"Urgent Upwelling","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-3031"},{"primary_source_category":"Rulebooks","source":["Secrets of Magic"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Archetype"],"id":"feat-3032","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Interfering Surge Reaction Source Secrets of Magic pg. 249 Archetype Wellspring Mage Prerequisites Wellspring Mage Dedication Trigger A creature you can see Casts a Spell. Requirements You have an unexpended spell slot and can see the triggering spell's manifestations. --- You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a –2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a –5 penalty if it was cast using a different tradition. If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).","feat":["Interfering Surge"],"skill_mod":{},"summary":"You overcharge the triggering spell with magic.","primary_source":"Secrets of Magic","trait_group":["School","Feat"],"level":12,"prerequisite":"Wellspring Mage Dedication","source_category":["Rulebooks"],"requirement":"You have an unexpended spell slot and can see the triggering spell's manifestations.","trigger":"A creature you can see Casts a Spell.","resistance":{},"url":"/Feats.aspx?ID=3032","archetype":["Wellspring Mage"],"name":"Interfering Surge","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-3032"},{"skill_mod":{},"summary":"Your physical training encompasses unarmed combat forms.","primary_source":"Secrets of Magic","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3033","weakness":{},"name":"Arcane Fists","trait":["Magus"],"id":"feat-3033","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Arcane Fists Source Secrets of Magic pg. 42 --- Your physical training encompasses unarmed combat forms. The damage die for your fist changes to 1d6 instead of 1d4. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. Your unarmed attacks gain the arcane trait, making them magical. At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group, and the critical specialization effect uses your spell DC instead of your class DC.","category":"feat","pfs":"Standard","feat":["Arcane Fists"],"rarity":"common","slug":"feat-3033"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","skill":["Performance","Performance"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3034","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Folklorist Dedication May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 78 Archetype Folklorist Prerequisites Trained in Performance --- You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action. Spin Tale Single Action (auditory, linguistic) Frequency once every 10 minutes; Effect You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are arcane illusion effects that have no mechanical impact other than illustrating your tale. Special You can't select another dedication feat until you've gained two other feats from the folklorist archetype. Folklorist Dedication leads to... Communal Tale, Folktales Lore, Narrative Conduit, Rule of Three","feat":["Folklorist Dedication"],"skill_mod":{},"summary":"You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Performance","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3034","archetype":["Folklorist"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Folklorist Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3034"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype"],"id":"feat-3035","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Folktales Lore Source Pathfinder #170: Spoken on the Song Wind pg. 78 Archetype Folklorist Prerequisites Folklorist Dedication --- You can pull bits of wisdom from any tale. You become trained in Folktales Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Folktales Lore, you get the effects of the Dubious Knowledge skill feat. If you are legendary in the Performance skill, you gain expert proficiency in Folktales Lore, but you can't increase your proficiency rank in Folktales Lore by any other means.","feat":["Folktales Lore"],"skill_mod":{},"summary":"You can pull bits of wisdom from any tale.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat"],"level":4,"prerequisite":"Folklorist Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3035","archetype":["Folklorist"],"source_group":["Strength of Thousands"],"name":"Folktales Lore","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3035"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Auditory","Linguistic","Magical"],"id":"feat-3036","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Narrative Conduit Source Pathfinder #170: Spoken on the Song Wind pg. 78 Archetype Folklorist Prerequisites Folklorist Dedication --- You act as a conduit for your companions just as your stories are a conduit between teller and listener. When you Spin a Tale and the hero of your tale Casts a Spell against the villain, you warp the world, allowing the hero to calculate range and cover to the villain from your space instead of their own if they prefer. The hero must choose to calculate both range and cover from the same space; they can't use one space for range and the other for cover.","feat":["Narrative Conduit"],"skill_mod":{},"summary":"You act as a conduit for your companions just as your stories are a conduit between teller and listener.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Folklorist Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3036","archetype":["Folklorist"],"source_group":["Strength of Thousands"],"name":"Narrative Conduit","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3036"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Auditory","Linguistic","Magical"],"id":"feat-3037","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Rule of Three Reaction Source Pathfinder #170: Spoken on the Song Wind pg. 78 Archetype Folklorist Prerequisites Folklorist Dedication Trigger The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn. Requirements You have Spun a Tale. --- Heroes learn from their previous failures, often succeeding on the third attempt. You narrate a tale of the hero's success, granting them a +2 circumstance bonus to their AC or saving throw against the triggering effect. If the villain has used the same effect against the hero on both of their last two turns, and you used Rule of Three on that effect last turn as well, the bonus increases to +4.","feat":["Rule of Three"],"skill_mod":{},"summary":"Heroes learn from their previous failures, often succeeding on the third attempt.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat","Sense","Mechanics"],"level":8,"prerequisite":"Folklorist Dedication","source_category":["Adventure Paths"],"requirement":"You have Spun a Tale.","trigger":"The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn.","resistance":{},"url":"/Feats.aspx?ID=3037","archetype":["Folklorist"],"source_group":["Strength of Thousands"],"name":"Rule of Three","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-3037"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype"],"id":"feat-3038","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Communal Tale Source Pathfinder #170: Spoken on the Song Wind pg. 78 Archetype Folklorist Prerequisites Folklorist Dedication --- Stories are an experience meant to be shared as a group. When you Spin a Tale, you can designate up to six non-minion allies as the heroes of your story. Each hero, once during the tale, can continue the story in your stead by spending an action to Spin the Tale; if they do, the story continues for another round, as if you had Spun the Tale at the start of your turn. This could allow the story to continue for up to 6 additional rounds, if all possible allies Spin the Tale, though you can continue to Spin the Tale on your own as normal.","feat":["Communal Tale"],"skill_mod":{},"summary":"Stories are an experience meant to be shared as a group.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat"],"level":10,"prerequisite":"Folklorist Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3038","archetype":["Folklorist"],"source_group":["Strength of Thousands"],"name":"Communal Tale","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3038"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","skill":["Performance","Society","Performance","Society"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3039","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Nantambu Chime-Ringer Dedication May contain spoilers from Strength of Thousands Source Pathfinder #170: Spoken on the Song Wind pg. 79 Archetype Nantambu Chime-Ringer Prerequisites Trained in Performance; Trained in Society --- You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes. You gain a single arcane or occult cantrip of your choice, heightened to a spell level equal to half your level, rounded up. If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Charisma as your spellcasting ability if you choose occult. Regardless of your choice, you also either become trained in Arcana or Occultism, or an expert in one of these skills if you are already trained in both. Special You can't select another dedication feat until you have gained two other feats from the Nantambu Chime-Ringer archetype. Nantambu Chime-Ringer Dedication leads to... Deny the Songs of War, Fleet Tempo, Sing to the Steel, Song of Grace and Speed","feat":["Nantambu Chime-Ringer Dedication"],"skill_mod":{},"summary":"You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Performance; Trained in Society","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3039","archetype":["Nantambu Chime-Ringer"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Nantambu Chime-Ringer Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3039"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","trait":["Archetype","Auditory","Transmutation"],"id":"feat-3040","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Fleet Tempo Two Actions Source Pathfinder #170: Spoken on the Song Wind pg. 79 Archetype Nantambu Chime-Ringer Frequency once per hour Prerequisites Nantambu Chime-Ringer Dedication --- To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute.","feat":["Fleet Tempo"],"skill_mod":{},"summary":"To rush after a criminal or reach someone in need, you ring a sprightly tone.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat","Sense","School"],"level":4,"prerequisite":"Nantambu Chime-Ringer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3040","archetype":["Nantambu Chime-Ringer"],"source_group":["Strength of Thousands"],"name":"Fleet Tempo","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-3040"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype"],"id":"feat-3041","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Deny the Songs of War Source Pathfinder #170: Spoken on the Song Wind pg. 79 Archetype Nantambu Chime-Ringer Prerequisites Nantambu Chime-Ringer Dedication --- To keep the peace, you disrupt those who seek to break it. You can cast deafness and 4th-level silence once per day each as innate spells. The tradition of these spells is the one you chose for the Nantambu Chime-Ringer Dedication feat.","feat":["Deny the Songs of War"],"skill_mod":{},"summary":"To keep the peace, you disrupt those who seek to break it.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat"],"level":10,"prerequisite":"Nantambu Chime-Ringer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3041","archetype":["Nantambu Chime-Ringer"],"source_group":["Strength of Thousands"],"name":"Deny the Songs of War","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3041"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Strength of Thousands","school":"evocation","trait":["Archetype","Auditory","Evocation"],"id":"feat-3042","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Sing to the Steel Two Actions Source Pathfinder #170: Spoken on the Song Wind pg. 79 Archetype Nantambu Chime-Ringer Frequency once per hour Prerequisites Nantambu Chime-Ringer Dedication --- You strike magical tones that can turn the tide of combat. You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: corrosive , disrupting , flaming , frost , ghost touch , shock , or thundering . The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks. You choose the rune and the effect applies to all creatures. You can use an action, which has the concentrate trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends.","feat":["Sing to the Steel"],"skill_mod":{},"summary":"You strike magical tones that can turn the tide of combat.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat","Sense","School"],"level":12,"prerequisite":"Nantambu Chime-Ringer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3042","archetype":["Nantambu Chime-Ringer"],"source_group":["Strength of Thousands"],"name":"Sing to the Steel","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-3042"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Strength of Thousands","school":"transmutation","trait":["Archetype","Auditory","Transmutation"],"id":"feat-3043","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Song of Grace and Speed Two Actions Source Pathfinder #170: Spoken on the Song Wind pg. 79 Archetype Nantambu Chime-Ringer Frequency once per day Prerequisites Nantambu Chime-Ringer Dedication --- You instill great swiftness into your allies. You and all allies within 30 feet become quickened for 1 minute and can use the additional action to Strike, Stride, or Step. ","feat":["Song of Grace and Speed"],"skill_mod":{},"summary":"You instill great swiftness into your allies.","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Feat","Sense","School"],"level":16,"prerequisite":"Nantambu Chime-Ringer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3043","archetype":["Nantambu Chime-Ringer"],"source_group":["Strength of Thousands"],"name":"Song of Grace and Speed","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-3043"},{"skill_mod":{},"summary":"You've built tools into your innovation so you can access and use them easily.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3044","weakness":{},"name":"Built-In Tools","legacy_id":["feat-8546"],"trait":["Inventor","Modification"],"id":"feat-3044","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Built-In Tools Source Guns & Gears (Remastered) pg. 24 --- You've built tools into your innovation so you can access and use them easily. When you take this feat, choose up to two sets of tools you own, such as thieves' tools or healer's tools, that weigh a total of 2 Bulk or less. These tools become part of your innovation. The innovation's Bulk doesn't increase from this addition. As long as you are wielding, wearing, or adjacent to your innovation, you have the same quick access to these tools as the tools you are wearing, and they don't count against the usual limit of tools you can wear.","category":"feat","pfs":"Standard","feat":["Built-In Tools"],"rarity":"common","slug":"feat-3044"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8547"],"trait":["Fire","Inventor","Move","Unstable"],"id":"feat-3045","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Explosive Leap Single Action Source Guns & Gears (Remastered) pg. 24 --- You aim an explosion from your innovation downward to launch yourself into the air. You jump up to 30 feet in any direction without touching the ground. You must land on a space of solid ground, or else you fall after using your next action. As normal for effects where you fall after using your next action, you still fall at the end of your turn, even if you don't use any further actions that turn. Special If your innovation is a minion, it can take this action rather than you.","feat":["Explosive Leap"],"element":["Fire"],"skill_mod":{},"summary":"You aim an explosion from your innovation downward to launch yourself into the air.","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Class","Mechanics","Class-Specific"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3045","name":"Explosive Leap","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3045"},{"skill_mod":{},"summary":"You quickly fix your innovation, at the cost of its stability.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3046","weakness":{},"name":"Haphazard Repair","legacy_id":["feat-8548"],"trait":["Inventor","Unstable"],"actions_number":2,"id":"feat-3046","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Haphazard Repair Single Action Source Guns & Gears (Remastered) pg. 25 --- You quickly fix your innovation, at the cost of its stability. You Repair your innovation almost immediately. You don't have to place the innovation on a flat surface, but you do need to be adjacent to it (including holding or wearing it), as well as having a repair kit as normal.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Haphazard Repair"],"rarity":"common","slug":"feat-3046"},{"legacy_name":["No! No! I Created You! "],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-8549"],"trait":["Auditory","Concentrate","Inventor"],"id":"feat-3047","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > No! No! I Created You! Reaction Source Guns & Gears (Remastered) pg. 25 Archetype Lepidstadt Surgeon (Level 6) Frequency once per minute Prerequisites construct companion Trigger Your construct companion would become confused or controlled. --- You appeal to your construct companion's bond with its creator to have it break free of a controlling effect. Attempt to counteract the effect that confused or controlled your construct companion, using your Crafting modifier for the counteract check and half your level rounded up for the counteract level.","feat":["No! No! I Created You!"],"skill_mod":{},"summary":"You appeal to your construct companion's bond with its creator to have it break free of a controlling effect.","primary_source":"Guns & Gears (Remastered)","trait_group":["Sense","Mechanics","Class"],"level":1,"prerequisite":"construct companion","source_category":["Rulebooks"],"trigger":"Your construct companion would become confused or controlled .","resistance":{},"url":"/Feats.aspx?ID=3047","archetype":["Lepidstadt Surgeon"],"name":"No! No! I Created You!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3047"},{"skill_mod":{},"summary":"You have created a construct companion, and while it might not be an innovation, it serves as a trustworthy minion.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3048","weakness":{},"name":"Prototype Companion","legacy_id":["feat-8550"],"trait":["Inventor"],"id":"feat-3048","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Prototype Companion Source Guns & Gears (Remastered) pg. 25 --- You have created a construct companion, and while it might not be an innovation, it serves as a trustworthy minion. You gain a prototype construct companion.","category":"feat","pfs":"Standard","feat":["Prototype Companion"],"rarity":"common","slug":"feat-3048"},{"skill_mod":{},"summary":"You tamper with a foe's weapon or armor, using a free hand.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3049","weakness":{},"name":"Tamper","legacy_id":["feat-8551"],"trait":["Inventor","Manipulate"],"actions_number":2,"id":"feat-3049","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tamper Single Action Source Guns & Gears (Remastered) pg. 25 --- You tamper with a foe's weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC. Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used. Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it. Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Tamper"],"rarity":"common","slug":"feat-3049"},{"skill_mod":{},"summary":"You adjust your innovation's core, changing the way it explodes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3050","weakness":{},"name":"Variable Core","legacy_id":["feat-8552"],"trait":["Inventor","Modification"],"id":"feat-3050","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Variable Core Source Guns & Gears (Remastered) pg. 25 --- You adjust your innovation's core, changing the way it explodes. When you choose this feat, select acid, cold, or electricity. Your innovation's core runs on that power source. When using the Explode action, or any time your innovation explodes on a critical failure and damages you, change the damage type from fire damage to the type you chose. If you have the offensive boost class feature and retrain Variable Core to a different damage type, you can also switch to a different offensive boost that deals the same damage type if you wish.","category":"feat","pfs":"Standard","feat":["Variable Core"],"rarity":"common","slug":"feat-3050"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8553"],"trait":["Inventor","Manipulate","Modification"],"id":"feat-3051","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Collapse Armor Single Action Source Guns & Gears (Remastered) pg. 25 Prerequisites armor innovation Requirements You are wearing your armor innovation, or holding it in both hands in its compact form (see text). --- You've modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant. If you’re wearing your innovation when you Collapse your Armor, you remove it instantly, and it compresses into its compact form, after which it latches onto your body, typically by attaching to a belt, bandoleer, or other convenient carrying surface as a nondescript satchel. If your armor is stowed and carried on your person in its compact form when you take this action, it unfolds back into its armor form onto your body. In compact form, your armor innovation is easier to carry, with a Bulk 1 lower than the Bulk listed for it, to a minimum of light Bulk (carried armor normally has a Bulk 1 higher than listed in the armor entry).","feat":["Collapse Armor"],"skill_mod":{},"summary":"You've modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics","Class-Specific"],"level":2,"prerequisite":"armor innovation","source_category":["Rulebooks"],"requirement":"You are wearing your armor innovation, or holding it in both hands in its compact form (see text).","resistance":{},"url":"/Feats.aspx?ID=3051","name":"Collapse Armor","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3051"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8554"],"trait":["Inventor","Manipulate","Modification"],"id":"feat-3052","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Collapse Construct Single Action Source Guns & Gears (Remastered) pg. 25 Prerequisites construct innovation --- You've modified your construct companion and built it out of light materials, enabling you to collapse it into a carrying case or other compact and innocuous form. Either your construct or you (if you're adjacent to it) can Collapse your Construct to turn it into its compact form or back into its normal form. In compact form, your construct can't act but is easily carried, with a Bulk of 2 if it's Small, 4 if it's Medium, or 8 if it's Large. The compact form has wheels, so you can easily drag it behind you at half your Speed (rather than the usual slower Speed for dragging).","feat":["Collapse Construct"],"skill_mod":{},"summary":"You've modified your construct companion and built it out of light materials, enabling you to collapse it into a carrying case or other compact and innocuous form.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics","Class-Specific"],"level":2,"prerequisite":"construct innovation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3052","name":"Collapse Construct","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3052"},{"skill_mod":{},"summary":"You are incredibly skilled at reverse engineering items to learn their formulas, or disassembling them just to disable them.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3053","weakness":{},"skill":["Crafting","Crafting"],"name":"Reverse Engineer","legacy_id":["feat-8555"],"trait":["Inventor"],"id":"feat-3053","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Reverse Engineer Source Guns & Gears (Remastered) pg. 25 Prerequisites Trained in Crafting --- You are incredibly skilled at reverse engineering items to learn their formulas or disassembling them just to disable them. If you are using the Critical Crafting alternate rules and you get a critical success on your Crafting check to reverse engineer an item, you can reassemble the original item with one of the critical success crafting benefits (as determined by your GM.) Furthermore, you can use Crafting instead of Thievery to Disable a Device or Pick a Lock.","category":"feat","pfs":"Standard","feat":["Reverse Engineer"],"rarity":"common","slug":"feat-3053"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8556"],"trait":["Fire","Healing","Inventor","Manipulate","Unstable"],"id":"feat-3054","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Searing Restoration Single Action Source Guns & Gears (Remastered) pg. 26 --- They told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance. At 3rd level, and every 2 levels thereafter, increase the healing by 1d10. Special If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself.","feat":["Searing Restoration"],"element":["Fire"],"skill_mod":{},"summary":"They told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs.","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Class","Class-Specific"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3054","name":"Searing Restoration","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3054"},{"skill_mod":{},"summary":"You've upgraded your construct companion's power and decision-making ability.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"construct companion","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3055","weakness":{},"name":"Advanced Construct Companion","legacy_id":["feat-8557"],"trait":["Inventor"],"id":"feat-3055","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Advanced Construct Companion Source Guns & Gears (Remastered) pg. 26 Prerequisites construct companion --- You've upgraded your construct companion's power and decision-making ability. It becomes an advanced construct companion. During an encounter, even if you don't use the Command a Construct action, your construct companion can still use 1 action on your turn that round to Stride or Strike. Advanced Construct Companion leads to... Incredible Construct Companion","category":"feat","pfs":"Standard","feat":["Advanced Construct Companion"],"rarity":"common","slug":"feat-3055"},{"skill_mod":{},"summary":"You've modified your armor with fins, rotors, and other devices to make it easy for you to move through the water, plus mechanical gills that can help you extract breathable air from water.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"armor innovation","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3056","weakness":{},"name":"Diving Armor","legacy_id":["feat-8558"],"trait":["Inventor","Modification"],"id":"feat-3056","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Diving Armor Source Guns & Gears (Remastered) pg. 26 Prerequisites armor innovation --- You've modified your armor with fins, rotors, and other devices to make it easy for you to move through the water, plus mechanical gills that can help you extract breathable air from water. While wearing your armor innovation, you can breathe underwater and gain a swim Speed equal to your land Speed. Diving Armor leads to... Xidao Sea Mine Drop","category":"feat","pfs":"Standard","feat":["Diving Armor"],"rarity":"common","slug":"feat-3056"},{"skill_mod":{},"summary":"You've built your innovation with replaceable interlocking pieces that you can use to transform it into another type of weapon entirely.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"weapon innovation; expert overdrive","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3057","weakness":{},"name":"Dual-Form Weapon","legacy_id":["feat-8559"],"trait":["Inventor","Modification"],"id":"feat-3057","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dual-Form Weapon Source Guns & Gears (Remastered) pg. 26 Prerequisites weapon innovation; expert overdrive --- You've built your innovation with replaceable interlocking pieces that you can use to transform it into another type of weapon entirely. When you select this feat, choose a level 0 or 1st-level simple or martial weapon. It must be either a common weapon or another to which you have access. This weapon becomes your innovation's second configuration. Select a new set of weapon modifications for this new configuration. You can spend two Interact actions to switch your weapon innovation between the two configurations. These actions don't need to be taken consecutively, but if you've provided the first and not the second, the weapon is non-functional as it is stranded between states. Your weapon's Bulk is always the greater Bulk of the two configurations, regardless of which configuration it's in—if one weapon is smaller than the other, you still need to keep any weapon parts on hand. Any runes on your weapon innovation affect the second weapon configuration as long as it would normally qualify for them.","category":"feat","pfs":"Standard","feat":["Dual-Form Weapon"],"rarity":"common","slug":"feat-3057"},{"skill_mod":{},"summary":"Rather than just using your gadgets for various boosts and tweaks, you also craft a few specific temporary consumable gadgets each day.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3058","weakness":{},"skill":["Crafting","Crafting"],"name":"Gadget Specialist","legacy_id":["feat-8560"],"trait":["Inventor"],"id":"feat-3058","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gadget Specialist Source Guns & Gears (Remastered) pg. 26 Prerequisites Expert in Crafting --- Rather than just using your gadgets for various boosts and tweaks, you also craft a few specific temporary consumable gadgets each day. You gain the formulas for three common or uncommon gadgets. Each day during your daily preparations, you can create two temporary gadgets from your formula book. Gadgets prepared in this way don't cost you any resources to Craft and don't have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven't already used them. If you're a master in Crafting, you can create three gadgets per day, and you gain three additional common or uncommon gadget formulas. If you're legendary in Crafting, you can create four gadgets per day, and you gain another additional three common or uncommon gadget formulas, for a total of nine. Gadget Specialist leads to... Contingency Gadgets, Ubiquitous Gadgets","category":"feat","pfs":"Standard","feat":["Gadget Specialist"],"rarity":"common","slug":"feat-3058"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8561"],"trait":["Inventor"],"id":"feat-3059","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Megaton Strike Two Actions Source Guns & Gears (Remastered) pg. 27 Prerequisites armor, construct, or weapon innovation --- You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful attack. You make a Strike, dealing an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. The type of Strike you can make depends on your innovation. Armor You Strike with a melee unarmed attack or a melee weapon. To use a melee weapon for this, you must have prepared it in advance with special contraptions when you make your daily preparations. Construct Your minion innovation Strikes. Weapon You Strike with your weapon innovation. Unstable Function You put even more force into the Strike, though you risk stress fractures to your innovation. Add the unstable trait to Megaton Strike. The Strike deals another extra damage die, for a total of two extra dice at 4th level, three at 10th level, and four at 18th level. Special If your innovation is a minion, it can take this action rather than you. Megaton Strike leads to... Gigaton Strike","feat":["Megaton Strike"],"skill_mod":{},"summary":"You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful attack.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":4,"prerequisite":"armor, construct, or weapon innovation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3059","name":"Megaton Strike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3059"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8562"],"trait":["Inventor","Manipulate","Unstable"],"id":"feat-3060","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Clockwork Celerity Free Action Source Guns & Gears (Remastered) pg. 27 Prerequisites armor, construct, or weapon innovation Trigger Your turn begins. --- You can use unstable clockwork devices in your innovation to push your invention to act more quickly. You are quickened for this turn. How you can use the extra action depends on your innovation. Armor You can use the extra action to Step, Stride, or use another movement action granted by your innovation (such as Swim if you have the Diving Armor feat). Construct You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you spend 2 actions to Command your construct). Weapon You can use the extra action to Strike with your innovation or Reload your innovation. ","feat":["Clockwork Celerity"],"skill_mod":{},"summary":"You can use unstable clockwork devices in your innovation to push your invention to act more quickly.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics","Class-Specific"],"level":6,"prerequisite":"armor, construct, or weapon innovation","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=3060","name":"Clockwork Celerity","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3060"},{"skill_mod":{},"summary":"You've adjusted your construct innovation so that when you ride it, special plates, hollows, or similar form partial barriers around you to add additional protection.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"construct innovation","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3061","weakness":{},"name":"Construct Shell","legacy_id":["feat-8563"],"trait":["Inventor"],"id":"feat-3061","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Construct Shell Source Guns & Gears (Remastered) pg. 27 Prerequisites construct innovation --- You've adjusted your construct innovation so that when you ride it, special plates, hollows, or similar form partial barriers around you to add additional protection. You have lesser cover from all attacks when mounted on your construct innovation, not just from attacks where the construct would be in the way. Additionally, if your construct uses an emanation while you're riding on it, such as Explode, you can choose not to be affected by the emanation.","category":"feat","pfs":"Standard","feat":["Construct Shell"],"rarity":"common","slug":"feat-3061"},{"skill_mod":{},"summary":"You bleed off some electric power from your innovation in the shape of a damaging bolt.","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3062","weakness":{},"name":"Megavolt","legacy_id":["feat-8564"],"trait":["Electricity","Inventor","Manipulate"],"actions_number":4,"id":"feat-3062","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Megavolt Two Actions Source Guns & Gears (Remastered) pg. 27 --- You bleed off some electric power from your innovation in the shape of a damaging bolt. Creatures in a 20-foot line from your innovation take 3d4 electricity damage, with a basic Reflex save against your class DC. The electricity damage increases by 1d4 at 8th level and every 2 levels thereafter. Unstable Function You overload and supercharge the voltage even higher. Add the unstable trait to Megavolt. The area increases to a 60-foot line and the damage increases from d4s to d12s. If you have the breakthrough innovation class feature, you can choose a 60-foot or 90-foot line for the area when you use an unstable Megavolt; if you also have the revolutionary innovation class feature, you can choose a 60-foot, 90-foot, or 120-foot line. Special If your innovation is a minion, it can take this action rather than you. Megavolt leads to... Gigavolt","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Megavolt"],"rarity":"common","slug":"feat-3062"},{"skill_mod":{},"summary":"You've found a way to use a hodgepodge combination of devices to enhance your visual abilities in every situation.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3063","weakness":{},"name":"Visual Fidelity","legacy_id":["feat-8565"],"trait":["Inventor"],"id":"feat-3063","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Visual Fidelity Source Guns & Gears (Remastered) pg. 27 --- You've found a way to use a hodgepodge combination of devices to enhance your visual abilities in every situation. You gain darkvision and low-light vision, and you can see invisible creatures and objects as translucent shapes, though these shapes are indistinct enough to be concealed to you. If an effect would give you the blinded condition, the effect must attempt a counteract check against your class DC, with your counteract level equaling half your level, rounded up. On a failed counteract check, you aren't blinded—your various devices are able to compensate.","category":"feat","pfs":"Standard","feat":["Visual Fidelity"],"rarity":"common","slug":"feat-3063"},{"skill_mod":{},"summary":"When you use a full-power Megaton Strike, you can knock your foe back.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Megaton Strike","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3064","weakness":{},"name":"Gigaton Strike","legacy_id":["feat-8566"],"trait":["Inventor"],"id":"feat-3064","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Gigaton Strike Source Guns & Gears (Remastered) pg. 27 Prerequisites Megaton Strike --- When you use a full-power Megaton Strike, you can knock your foe back. When you succeed at your Strike while using an unstable Megaton Strike, your target must attempt a Fortitude save against your class DC. Critical Success The creature is unaffected. Success The creature is pushed back 5 feet. Failure The creature is pushed back 10 feet. Critical Failure The creature is pushed back 20 feet. Special If your innovation is a minion, this benefit applies on its unstable Megaton Strikes.","category":"feat","pfs":"Standard","feat":["Gigaton Strike"],"rarity":"common","slug":"feat-3064"},{"skill_mod":{},"summary":"Thanks to your continual tinkering, your construct companion has advanced to an astounding new stage of engineering, enhancing all its attributes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Advanced Construct Companion","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3065","weakness":{},"name":"Incredible Construct Companion","legacy_id":["feat-8567"],"trait":["Inventor"],"id":"feat-3065","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Construct Companion Source Guns & Gears (Remastered) pg. 28 Prerequisites Advanced Construct Companion --- Thanks to your continual tinkering, your construct companion has advanced to an astounding new stage of engineering, enhancing all its attributes. Your construct companion becomes an incredible construct companion. Incredible Construct Companion leads to... Paragon Companion","category":"feat","pfs":"Standard","feat":["Incredible Construct Companion"],"rarity":"common","slug":"feat-3065"},{"skill_mod":{},"summary":"You've modified your innovation using clever workarounds, so you can include another initial modification without compromising its structure.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"initial modification","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3066","weakness":{},"name":"Manifold Modifications","legacy_id":["feat-8568"],"trait":["Inventor","Modification"],"id":"feat-3066","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Manifold Modifications Source Guns & Gears (Remastered) pg. 28 Prerequisites initial modification --- You've modified your innovation using clever workarounds, so you can include another initial modification without compromising its structure. Your innovation gains an additional initial modification from the list for innovations of its type.","category":"feat","pfs":"Standard","feat":["Manifold Modifications"],"rarity":"common","slug":"feat-3066"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8569"],"trait":["Inventor","Manipulate"],"id":"feat-3067","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Overdrive Ally Single Action Source Guns & Gears (Remastered) pg. 28 Prerequisites Overdrive Requirements You are currently in overdrive. --- You quickly fling some of your powered-up mechanisms to an ally, sharing your benefits with them briefly. Choose an ally within 30 feet. Until the end of their next turn, that ally's Strikes deal additional damage equal to half your Intelligence modifier, or your full Intelligence modifier if you were in critical overdrive. The ally doesn't gain the increased damage from expert, master, or legendary overdrive. Overdrive Ally leads to... Shared Overdrive","feat":["Overdrive Ally"],"skill_mod":{},"summary":"You quickly fling some of your powered-up mechanisms to an ally, sharing your benefits with them briefly.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics"],"level":8,"prerequisite":"Overdrive","source_category":["Rulebooks"],"requirement":"You are currently in overdrive.","resistance":{},"url":"/Feats.aspx?ID=3067","name":"Overdrive Ally","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3067"},{"skill_mod":{},"summary":"They thought you had used up all your devices, but they thought wrong! You have a few more gadgets up your sleeve than others expect.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Gadget Specialist","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3068","weakness":{},"name":"Ubiquitous Gadgets","legacy_id":["feat-8570"],"trait":["Inventor"],"id":"feat-3068","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ubiquitous Gadgets Source Guns & Gears (Remastered) pg. 28 Prerequisites Gadget Specialist --- They thought you had used up all your devices, but they thought wrong! You have a few more gadgets up your sleeve than others expect. Increase the number of temporary gadgets you can create each day by 2. Special You can select this feat a second time if you are 14th level or higher.","category":"feat","pfs":"Standard","feat":["Ubiquitous Gadgets"],"rarity":"common","slug":"feat-3068"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8571"],"trait":["Inventor","Manipulate"],"id":"feat-3069","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Distracting Explosion Reaction Source Guns & Gears (Remastered) pg. 28 Prerequisites offensive boost Trigger A creature within your reach uses a concentrate action. --- Your enemies think they can concentrate on something else while you're nearby? Oh, you'll give them a distraction, all right! Make a melee Strike against the triggering creature with a weapon or unarmed attack that is benefiting from your offensive boost. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. Unstable Function You pull out all the stops to create an explosive distraction. Add the unstable trait to Distracting Explosion. If the attack hits, you disrupt the triggering concentrate action. Special If your innovation is a minion, it can take this reaction instead of you, even though minions can't normally take reactions or act when it's not their turn. It uses your reaction for the turn to do so.","feat":["Distracting Explosion"],"skill_mod":{},"summary":"Your enemies think they can concentrate on something else while you're nearby? Oh, you'll give them a distraction, all right!","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"offensive boost","source_category":["Rulebooks"],"trigger":"A creature within your reach uses a concentrate action.","resistance":{},"url":"/Feats.aspx?ID=3069","name":"Distracting Explosion","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3069"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8572"],"trait":["Inventor","Manipulate"],"id":"feat-3070","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Electrify Armor Single Action Source Guns & Gears (Remastered) pg. 29 Prerequisites armor innovation Requirements You are wearing your armor innovation. --- You electrify your armor to punish foes who dare to attack you. For 1 round, any creature that touches you, or that hits you with a melee unarmed attack or a non-reach melee weapon attack, takes 1d4 electricity damage. The effect ends if you cease wearing your armor innovation. If you have the revolutionary innovation class feature, the damage increases to 2d4. Unstable Function You create an unstable chain reaction, sending countless sparks dancing across your armor. Add the unstable trait to Electrify Armor. The effects last for 1 minute instead of 1 round, and the damage dice increase from d4s to d12s.","feat":["Electrify Armor"],"skill_mod":{},"summary":"You electrify your armor to punish foes who dare to attack you.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"armor innovation","source_category":["Rulebooks"],"requirement":"You are wearing your armor innovation.","resistance":{},"url":"/Feats.aspx?ID=3070","name":"Electrify Armor","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3070"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"legacy_id":["feat-8573"],"trait":["Inventor","Manipulate"],"id":"feat-3071","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Helpful Tinkering Single Action Source Guns & Gears (Remastered) pg. 29 Frequency once per 10 minutes Prerequisites offensive boost --- You don't just tinker with your own innovation, you fiddle with your allies' weapons as well (for their benefit, of course). Choose an ally in your reach and one of their weapons. Attempt a Crafting check against a high DC for your level. Success For 1 minute, the chosen ally's Strikes with the chosen weapon gain the same offensive boost your innovation has. Critical Failure Your ally takes damage of the type and amount that your offensive boost normally deals on a successful Strike.","feat":["Helpful Tinkering"],"skill_mod":{},"summary":"You don't just tinker with your own innovation, you fiddle with your allies' weapons as well (for their benefit, of course).","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"offensive boost","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3071","name":"Helpful Tinkering","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3071"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8574"],"trait":["Inventor"],"id":"feat-3072","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Lock On Single Action Source Guns & Gears (Remastered) pg. 29 Prerequisites construct innovation --- Aha! You lock on to your enemy's weak point to assist your construct companion in destroying it. When you Lock On, designate an enemy you can see. If your next action is to Command your construct, the construct gains a +2 circumstance bonus to attack rolls against the designated enemy until the end of the turn. If you use 2 actions for the Command, the bonus is instead a +3 circumstance bonus, or a +4 circumstance bonus if you're legendary in Crafting.","feat":["Lock On"],"skill_mod":{},"summary":"Aha! You lock on to your enemy's weak point to assist your construct companion in destroying it.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":10,"prerequisite":"construct innovation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3072","name":"Lock On","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3072"},{"skill_mod":{},"summary":"You aren't satisfied with keeping to just one kind of boost from your constant tinkering, so you've learned to modulate between several possibilities at once.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"offensive boost","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3073","weakness":{},"name":"Boost Modulation","legacy_id":["feat-8575"],"trait":["Inventor","Manipulate"],"id":"feat-3073","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Boost Modulation Source Guns & Gears (Remastered) pg. 29 Prerequisites offensive boost --- You aren't satisfied with keeping to just one kind of boost from your constant tinkering, so you've learned to modulate between several possibilities at once. Choose two additional offensive boosts. You can use an Interact action to change the offensive boost currently affecting your weapon, choosing between the one you chose for the class feature and the two you chose for this modification. If your weapon has the modular trait, you can swap the offensive boost as part of the Interact action you take to use that trait.","category":"feat","pfs":"Standard","feat":["Boost Modulation"],"rarity":"common","slug":"feat-3073"},{"skill_mod":{},"summary":"You are too brilliant to be caught off guard, and you always have just the right gadget for the situation.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Gadget Specialist","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3074","weakness":{},"name":"Contingency Gadgets","legacy_id":["feat-8576"],"trait":["Inventor"],"id":"feat-3074","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Contingency Gadgets Source Guns & Gears (Remastered) pg. 29 Prerequisites Gadget Specialist --- You are too brilliant to be caught off guard, and you always have just the right gadget for the situation. When you prepare your gadgets during your daily preparations, you can choose to leave one of them as a contingency gadget that you keep ready for just this situation, rather than declaring which gadget you're making. You can pull the contingency gadget out using an Interact action, at which point you must choose which gadget you had prepared as a contingency. If you're legendary in Crafting, you can leave two contingency gadgets during your daily preparations, instead of just one.","category":"feat","pfs":"Standard","feat":["Contingency Gadgets"],"rarity":"common","slug":"feat-3074"},{"skill_mod":{},"summary":"You vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down.","primary_source":"Guns & Gears (Remastered)","trait_group":["Energy","Monster","Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3075","weakness":{},"name":"Deep Freeze","legacy_id":["feat-8577"],"trait":["Cold","Inventor","Manipulate"],"actions_number":4,"id":"feat-3075","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Deep Freeze Two Actions Source Guns & Gears (Remastered) pg. 29 --- You vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down. Target one creature within 60 feet. That creature takes cold damage equal to your level, with effects depending on its Reflex save. Critical Success The target is unaffected. Success The target takes half damage and takes a –5-foot status penalty to its Speeds for 1 round. Failure The target takes full damage and takes a –10-foot status penalty to its Speeds for 1 round. Critical Failure The target takes double damage, is slowed 1 for 1 round, and takes a –15-foot status penalty to its Speeds for 1 round. Unstable Function Your innovation discharges an enormous cone of supercooled fluid, potentially causing cascading failures. Add the unstable trait to Deep Freeze. The ability affects all creatures within a 60-foot cone instead of a single target, and it deals cold damage equal to double your level instead of equal to your level. If you have the revolutionary innovation class feature, you can choose a 60-foot or 90-foot cone when you use an unstable Deep Freeze. Special If your innovation is a minion, it can take this action rather than you.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Deep Freeze"],"rarity":"common","slug":"feat-3075"},{"skill_mod":{},"summary":"When you unleash electricity from your innovation, you can bounce it off obstacles, creating a field of electric death.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Megavolt","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3076","weakness":{},"name":"Gigavolt","legacy_id":["feat-8578"],"trait":["Inventor"],"id":"feat-3076","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Gigavolt Source Guns & Gears (Remastered) pg. 30 Prerequisites Megavolt --- When you unleash electricity from your innovation, you can bounce it off obstacles, creating a field of electric death. When you use Megavolt, each time your line of electricity hits a solid barrier, such as a wall, it bounces off at an angle of your choice and continues until you have reached the full length of the line. Even if a creature is in the area from multiple bounces, it takes the damage only once.","category":"feat","pfs":"Standard","feat":["Gigavolt"],"rarity":"common","slug":"feat-3076"},{"skill_mod":{},"summary":"You've experimented enough on your teammates to transfer a substantial number of powered-up gizmos to them, enabling one of your allies to benefit from the full effects and duration of your Overdrive.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Overdrive Ally","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3077","weakness":{},"name":"Shared Overdrive","legacy_id":["feat-8579"],"trait":["Inventor"],"id":"feat-3077","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Overdrive Source Guns & Gears (Remastered) pg. 30 Prerequisites Overdrive Ally --- You've experimented enough on your teammates to transfer a substantial number of powered-up gizmos to them, enabling one of your allies to benefit from the full effects and duration of your Overdrive. The first time you use Overdrive Ally during a given Overdrive, the effect lasts for the remainder of the duration of your Overdrive, instead of just until the end of the target's next turn. Any further uses of Overdrive Ally during the same Overdrive have their normal duration, per Overdrive Ally. Shared Overdrive leads to... Ubiquitous Overdrive","category":"feat","pfs":"Standard","feat":["Shared Overdrive"],"rarity":"common","slug":"feat-3077"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8580"],"trait":["Inventor"],"id":"feat-3078","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Explosive Maneuver Single Action Source Guns & Gears (Remastered) pg. 30 Prerequisites weapon innovation Requirements Your last action was a successful Strike against a foe using your weapon innovation. --- Thanks to a hidden experimental feature you built into your weapon, your weapon explosively deploys levers, tangling hooks, or similar mechanisms to provide significant assistance when you perform a combat maneuver. When you use Explosive Maneuver, choose Grapple, Shove, or Trip. Your weapon innovation must have a weapon trait that matches the action you chose (for instance, to choose Grapple, your weapon must have the grapple trait). You take the chosen action against the same foe as your previous successful Strike, using the same multiple attack penalty as your previous successful Strike. You still increase your multiple attack penalty after the Grapple, Shove, or Trip, as normal.","feat":["Explosive Maneuver"],"skill_mod":{},"summary":"Thanks to a hidden experimental feature you built into your weapon, your weapon explosively deploys levers, tangling hooks, or similar mechanisms to provide significant assistance when you perform a combat maneuver.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":14,"prerequisite":"weapon innovation","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike against a foe using your weapon innovation.","resistance":{},"url":"/Feats.aspx?ID=3078","name":"Explosive Maneuver","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3078"},{"skill_mod":{},"summary":"Your construct companion has reached the pinnacle of form and function.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Incredible Construct Companion","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3079","weakness":{},"name":"Paragon Companion","legacy_id":["feat-8581"],"trait":["Inventor"],"id":"feat-3079","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Paragon Companion Source Guns & Gears (Remastered) pg. 30 Prerequisites Incredible Construct Companion --- Your construct companion has reached the pinnacle of form and function. Your construct companion becomes a paragon construct companion.","category":"feat","pfs":"Standard","feat":["Paragon Companion"],"rarity":"common","slug":"feat-3079"},{"skill_mod":{},"summary":"You've managed to free your innovation from the bonds of gravity!","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"armor innovation","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3080","weakness":{},"name":"Soaring Armor","legacy_id":["feat-8582"],"trait":["Inventor","Modification"],"id":"feat-3080","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Soaring Armor Source Guns & Gears (Remastered) pg. 30 Prerequisites armor innovation --- Whether through a release of jets of flame, propeller blades, sonic bursts, streamlined aerodynamic structure, electromagnetic fields, or some combination of the above, you've managed to free your innovation from the bonds of gravity! While wearing your innovation, you gain a fly Speed equal to your land Speed.","category":"feat","pfs":"Standard","feat":["Soaring Armor"],"rarity":"common","slug":"feat-3080"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8583"],"trait":["Inventor"],"id":"feat-3081","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Unstable Redundancies Free Action Source Guns & Gears (Remastered) pg. 31 Trigger You would attempt the flat check for an unstable action, but you haven't rolled the flat check yet. --- You've built triple redundancies into your innovation and added all sorts of buffers to protect it from the harm of your unstable experiments. You automatically succeed at the triggering flat check. You can't rely on your Unstable Redundancies again until you spend 10 minutes setting them back up. If you spend 10 minutes retuning your innovation so you can use unstable actions again, you can set up your Unstable Redundancies during the same time.","feat":["Unstable Redundancies"],"skill_mod":{},"summary":"You've built triple redundancies into your innovation and added all sorts of buffers to protect it from the harm of your unstable experiments.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"trigger":"You would attempt the flat check for an unstable action, but you haven't rolled the flat check yet.","resistance":{},"url":"/Feats.aspx?ID=3081","name":"Unstable Redundancies","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3081"},{"skill_mod":{},"summary":"Need to balance on a razor's edge, force open an iron door, or persuade a dragon to negotiate? Never fear! No matter the situation, you always have just the thing.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3082","frequency":"once per hour","weakness":{},"name":"Just the Thing!","legacy_id":["feat-8584"],"trait":["Inventor"],"id":"feat-3082","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Just the Thing! Source Guns & Gears (Remastered) pg. 31 Frequency once per hour --- Need to balance on a razor's edge, force open an iron door, or persuade a dragon to negotiate? Never fear! No matter the situation, you always have just the thing. You attempt a skill action that takes 1 minute or less to complete, using the same number of actions or amount of time as normal. However, as you take the action, describe a device you pull out and use to accomplish the skill. The specifics of how you accomplish this are up to you, but they should fit the challenge at hand. For instance, you might use gravitic stabilizers to balance on the razor's edge, a force battering ram gizmo to open the iron door, or a device that produces an aroma with the ability to pacify wyrms to persuade the dragon. Using an invention in this way lets you alter how you calculate the skill check used in the action. Instead of the normal skill modifier associated with that skill action, you use your Crafting modifier.","category":"feat","pfs":"Standard","feat":["Just the Thing!"],"rarity":"common","slug":"feat-3082"},{"skill_mod":{},"summary":"Your innovation sets foes on fire, covers them in acid, leaves barbed thorns behind, or otherwise deals persistent damage to your foes that sticks around long after you deliver your boosted attack.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"offensive boost","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3083","weakness":{},"name":"Persistent Boost","legacy_id":["feat-8585"],"trait":["Inventor"],"id":"feat-3083","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Persistent Boost Source Guns & Gears (Remastered) pg. 31 Prerequisites offensive boost --- Your innovation sets foes on fire, covers them in acid, leaves barbed thorns behind, or otherwise deals persistent damage to your foes that sticks around long after you deliver your boosted attack. When you or your construct innovation damage a foe with offensive boost, that foe also takes 1d8 persistent damage of the same damage type as the offensive boost damage.","category":"feat","pfs":"Standard","feat":["Persistent Boost"],"rarity":"common","slug":"feat-3083"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8586"],"trait":["Inventor"],"id":"feat-3084","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > You Failed to Account for… This! Reaction Source Guns & Gears (Remastered) pg. 31 Trigger A creature you can see targets you with an attack against your AC. --- When your foes try to attack you, you always seem to have some outlandish invention you can pull out at the last second to protect you from whatever attack they throw at you. Describe a device you’re attempting to use to protect yourself from the foe’s attack—for instance, when attacked by an elemental hurricane's lightning lash Strike, you might pull out a specially grounded lightning rod from that time you tried to power an invention by harnessing a thunderstorm! Using an invention to defend in this way means that the attack roll for the triggering attack targets your Crafting DC instead of your AC. Since you’re using your Crafting DC instead of your AC, any penalties to your AC don’t apply, but this doesn’t remove any conditions or other effects that are causing you such penalties. For instance, if you were off-guard and used an invention to defend against a sneak attack, you’d still take the extra precision damage if you were hit, even though the –2 penalty to AC from being off-guard wouldn’t apply to your Crafting DC.","feat":["You Failed to Account for… This!"],"skill_mod":{},"summary":"When your foes try to attack you, you always seem to have some outlandish invention you can pull out at the last second to protect you from whatever attack they throw at you.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"trigger":"A creature you can see targets you with an attack against your AC.","resistance":{},"url":"/Feats.aspx?ID=3084","name":"You Failed to Account for… This!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3084"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8587"],"trait":["Inventor"],"id":"feat-3085","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Devastating Weaponry Three Actions Source Guns & Gears (Remastered) pg. 31 Prerequisites weapon innovation --- You release a volley of projectiles from your weapon, or power it to fly in every direction across the battlefield and Strike multiple creatures. Make a Strike with your weapon innovation against each foe within 30 feet of you. Don't increase your multiple attack penalty until after making all the attacks. If your innovation is a melee weapon and any of the attacks are outside your reach, you Release the weapon before the Strikes, and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space. As normal, if your weapon innovation requires one or more actions to reload between Strikes, you can't use it to make multiple attacks with Devastating Weaponry.","feat":["Devastating Weaponry"],"skill_mod":{},"summary":"You release a volley of projectiles from your weapon, or power it to fly in every direction across the battlefield and Strike multiple creatures.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":18,"prerequisite":"weapon innovation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3085","name":"Devastating Weaponry","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3085"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8588"],"trait":["Inventor"],"id":"feat-3086","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Engine of Destruction Three Actions Source Guns & Gears (Remastered) pg. 31 Prerequisites construct innovation --- Your construct unleashes a broad swath of devastation by separating its limbs, deploying hidden armaments, or using a similar technique to wreak havoc. You Command your innovation. Instead of its normal actions, it Strides once, then makes a Strike against each foe within 30 feet of it with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the construct makes all the attacks.","feat":["Engine of Destruction"],"skill_mod":{},"summary":"Your construct unleashes a broad swath of devastation by separating its limbs, deploying hidden armaments, or using a similar technique to wreak havoc.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":18,"prerequisite":"construct innovation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3086","name":"Engine of Destruction","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3086"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8589"],"trait":["Inventor"],"id":"feat-3087","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Negate Damage Reaction Source Guns & Gears (Remastered) pg. 31 Prerequisites armor innovation Trigger You would take damage --- Your armor innovation activates various devices you prepared ahead of time, and you use one of them to reduce the damage you would take by 15. Unstable Function You activate all the precautions at once, violently repelling the incoming attack to blunt its force. Add the unstable trait to Negate Damage and reduce the damage you would take by 50.","feat":["Negate Damage"],"skill_mod":{},"summary":"Your armor innovation activates various devices you prepared ahead of time, and you use one of them to reduce the damage you would take by 15.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":18,"prerequisite":"armor innovation","source_category":["Rulebooks"],"trigger":"You would take damage","resistance":{},"url":"/Feats.aspx?ID=3087","name":"Negate Damage","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3087"},{"skill_mod":{},"summary":"You become so entwined with your innovations that you can use them without a second thought.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"armor, construct, or weapon innovation","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3088","weakness":{},"name":"Full Automation","legacy_id":["feat-8590"],"trait":["Inventor"],"id":"feat-3088","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Full Automation Source Guns & Gears (Remastered) pg. 32 Prerequisites armor, construct, or weapon innovation --- You become so entwined with your innovations that you can use them without a second thought. You're permanently quickened. How you can use the extra action depends on your innovation. Armor Your armor responds to the most subtle stimuli to move you in the right direction as long as you are wearing it. You can use the extra action to Stride, Step, or use a form of movement provided by your innovation (such as Fly or Swim). Construct Your ability to command your construct becomes instinctive. You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you choose to spend 2 actions to Command your construct). Weapon Your weapon becomes easier to wield with deadly efficacy, almost as if it is an extension of your body. It speeds effortlessly toward whatever target you choose as long as you are holding it. You can use the extra action to Strike with your innovation. ","category":"feat","pfs":"Standard","feat":["Full Automation"],"rarity":"common","slug":"feat-3088"},{"skill_mod":{},"summary":"You prepare a variety of incredible gizmos on each of your allies, linking them together through careful modification to enable you to power them up all at once.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Shared Overdrive","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3089","weakness":{},"name":"Ubiquitous Overdrive","legacy_id":["feat-8591"],"trait":["Inventor"],"id":"feat-3089","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ubiquitous Overdrive Source Guns & Gears (Remastered) pg. 32 Prerequisites Shared Overdrive --- You prepare a variety of incredible gizmos on each of your allies, linking them together through careful modification to enable you to power them up all at once. During your daily preparations, select up to six willing allies. Whenever you Overdrive, you grant the benefits of your overdrive to any of these allies you choose who are within 30 feet of you. The allies don't gain the increased damage from expert, master, or legendary overdrive.","category":"feat","pfs":"Standard","feat":["Ubiquitous Overdrive"],"rarity":"common","slug":"feat-3089"},{"skill_mod":{},"summary":"You've been provided a body part designed for combat.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3090","weakness":{},"name":"Automaton Armament","legacy_id":["feat-8592"],"trait":["Automaton"],"id":"feat-3090","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Automaton Armament Source Guns & Gears (Remastered) pg. 39 --- You've been provided a body part designed for combat. You gain either a claw or pincer unarmed attack. The claw deals 1d4 slashing damage, is in the brawling group, and has the agile, finesse, and unarmed traits. The pincer deals 1d6 piercing damage, is in the brawling group, and has the grapple and unarmed traits. Your body can be reconfigured; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain. Enhancement Your attacking part is reinforced. Increase the damage die of the unarmed attack you gain from this feat by one step (from 1d4 to 1d6, or from 1d6 to 1d8).","category":"feat","pfs":"Standard","feat":["Automaton Armament"],"rarity":"common","slug":"feat-3090"},{"skill_mod":{},"summary":"You can deliver silent messages.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3091","weakness":{},"name":"Arcane Communication","legacy_id":["feat-8593"],"trait":["Automaton"],"id":"feat-3091","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Arcane Communication Source Guns & Gears (Remastered) pg. 40 --- You can deliver silent messages. You gain touch telepathy, allowing you to communicate silently and mentally with any creature you're touching, as long as you share a language. Enhancement You can send your messages even further. Your telepathy gains a range of 10 feet, but you still have to share a language with your target.","category":"feat","pfs":"Standard","feat":["Arcane Communication"],"rarity":"common","slug":"feat-3091"},{"skill_mod":{},"summary":"Your eye has been magically enhanced to pierce darkness.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3092","weakness":{},"name":"Arcane Eye","legacy_id":["feat-8594"],"trait":["Automaton"],"id":"feat-3092","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Arcane Eye Source Guns & Gears (Remastered) pg. 40 Prerequisites low-light vision --- Your eye has been magically enhanced to pierce darkness. You gain darkvision. Enhancement Your eye can see invisible creatures in brief spurts. You can cast see invisibility as an arcane innate spell once per hour.","category":"feat","pfs":"Standard","feat":["Arcane Eye"],"rarity":"common","slug":"feat-3092"},{"skill_mod":{},"summary":"You have come to better understand the process that made your body and the magic that powers it.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3093","weakness":{},"name":"Automaton Lore","legacy_id":["feat-8595"],"trait":["Automaton"],"id":"feat-3093","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Automaton Lore Source Guns & Gears (Remastered) pg. 40 --- You have come to better understand the process that made your body and the magic that powers it. You gain the trained proficiency rank in Arcana and Crafting. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore feat for Automaton Lore. Enhancement Increase your proficiency rank in your choice of either Arcana or Crafting to expert.","category":"feat","pfs":"Standard","feat":["Automaton Lore"],"rarity":"common","slug":"feat-3093"},{"skill_mod":{},"summary":"You can channel your core's power through the magical gem that serves as your eye.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3094","weakness":{},"name":"Energy Beam","legacy_id":["feat-8596"],"trait":["Automaton"],"id":"feat-3094","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Energy Beam Source Guns & Gears (Remastered) pg. 40 --- You can channel your core's power through the magical gem that serves as your eye. You gain an energy beam ranged unarmed attack that deals 1d4 fire damage. The energy beam has a range increment of 20 feet. On a critical hit, the target takes persistent fire damage equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects. Enhancement You channel greater power. Increase the damage die of your energy beam by one step, from 1d4 to 1d6.","category":"feat","pfs":"Standard","feat":["Energy Beam"],"rarity":"common","slug":"feat-3094"},{"skill_mod":{},"summary":"Your body is designed to be particularly resilient.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3095","weakness":{},"name":"Reinforced Chassis","legacy_id":["feat-8597"],"trait":["Automaton"],"id":"feat-3095","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reinforced Chassis Source Guns & Gears (Remastered) pg. 40 --- Your body is designed to be particularly resilient. Your chassis is made from reinforced armor plating that grants a +3 item bonus to AC with a Dexterity cap of +1. If you are at least 5th level, the item bonus increases to +4 and at 10th level it increases to +5. You can never wear other armor or remove your chassis; however, you still don’t become fatigued from sleeping. Finally, you can etch armor runes onto your chassis. Your chassis is medium armor in the plate group for abilities and for etching runes. Enhancement Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction.\n","category":"feat","pfs":"Standard","feat":["Reinforced Chassis"],"rarity":"common","slug":"feat-3095"},{"skill_mod":{},"summary":"The magic powering you makes it difficult for outside magic to affect you.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3096","weakness":{},"name":"Arcane Safeguards","legacy_id":["feat-8598"],"trait":["Automaton"],"id":"feat-3096","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Arcane Safeguards Source Guns & Gears (Remastered) pg. 41 --- The magic powering you makes it difficult for outside magic to affect you. You gain the Resist Magic reaction. Enhancement Your safeguards improve. When you Resist Magic, you gain a number of temporary Hit Points equal to the spell level of the triggering effect.","category":"feat","pfs":"Standard","feat":["Arcane Safeguards"],"rarity":"common","slug":"feat-3096"},{"skill_mod":{},"summary":"Your mechanical body houses a weapon or shield that you can quickly draw and stow, leaving you prepared for combat at all times.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3097","weakness":{},"name":"Integrated Armament","legacy_id":["feat-8599"],"trait":["Automaton"],"id":"feat-3097","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Integrated Armament Source Guns & Gears (Remastered) pg. 41 --- Your mechanical body houses a weapon or shield that you can quickly draw and stow, leaving you prepared for combat at all times. You can use a 1-minute activity, which has the manipulate trait, to integrate a single, one-handed weapon or shield into one of your arms. You can draw or stow this item as an Interact action. Creatures don't automatically see this integrated item when it's stowed and must actively Seek in order to find it. They take a –2 circumstance penalty to any checks to do so. While you are wielding the item, it can't be Disarmed and you can't drop or Release it; you must Interact to store the weapon and free that hand. A creature determined to retrieve the item can do so, but it requires either 1 minute to remove it or extreme violence to your arm—such as physically removing portions of the limb. You can only have one integrated armament at a time, though you can use the 1-minute activity to replace the item or swap the arm in which it's stored. Enhancement Your body has more space for integration. You can now either integrate two one-handed weapons, a one-handed weapon and a shield, or a single two-handed weapon which is split across both arms. You can use a single Interact action to draw or store both integrated armaments. When you draw a single weapon, you can choose to hold it with either one hand or both hands.","category":"feat","pfs":"Standard","feat":["Integrated Armament"],"rarity":"common","slug":"feat-3097"},{"skill_mod":{},"summary":"Your animating magic provides some defense.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3098","weakness":{},"name":"Magical Resistance","legacy_id":["feat-8600"],"trait":["Automaton"],"id":"feat-3098","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Magical Resistance Source Guns & Gears (Remastered) pg. 41 --- Your animating magic provides some defense. Choose one of the following energy damage types: cold, electricity, or sonic. You gain resistance 5 to that damage type. Enhancement You tap deeper into your animating magic, and your resistances improve. Choose one of the following benefits: you gain resistance 5 to the remaining two damage types from the above list, or your chosen resistance increases to a value equal to 1 + half your level.","category":"feat","pfs":"Standard","feat":["Magical Resistance"],"rarity":"common","slug":"feat-3098"},{"skill_mod":{},"summary":"You have developed magical techniques to aid you with stalking your prey.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Hunter Automaton heritage","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3099","weakness":{},"name":"Arcane Camouflage","legacy_id":["feat-8601"],"trait":["Automaton"],"id":"feat-3099","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Arcane Camouflage Source Guns & Gears (Remastered) pg. 41 Prerequisites Hunter Automaton heritage --- You have developed magical techniques to aid you with stalking your prey. You can cast blur and invisibility each once per day as 2nd-level arcane innate spells. Enhancement Your camouflage is more potent. Your blur spell now lasts 10 minutes and when you cast invisibility , you can choose to gain the effects of the 4th-level version of the spell. In addition, you can now cast blur and invisibility each twice per day.","category":"feat","pfs":"Standard","feat":["Arcane Camouflage"],"rarity":"common","slug":"feat-3099"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-8602"],"trait":["Arcane","Automaton"],"id":"feat-3100","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Arcane Propulsion Two Actions Source Guns & Gears (Remastered) pg. 41 Frequency once per day --- You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time. You can maintain this redirected energy for 5 minutes. You gain a fly Speed equal to your Speed while redirecting the energy. Enhancement You can maintain your flight for longer. You can redirect your energy at all times, allowing you to fly whenever you want, rather than just once per day for 5 minutes.","feat":["Arcane Propulsion"],"skill_mod":{},"summary":"You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time.","primary_source":"Guns & Gears (Remastered)","trait_group":["Tradition","Monster","Ancestry"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3100","name":"Arcane Propulsion","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3100"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8603"],"trait":["Automaton"],"id":"feat-3101","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Arcane Slam Two Actions Source Guns & Gears (Remastered) pg. 41 Prerequisites Warrior Automaton heritage Requirements You have a creature grabbed or restrained. --- You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground. Attempt an Athletics check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that. Critical Success You slam the foe down and the magical energy overwhelms it. The creature is knocked prone, becomes dazzled for 1 round, and takes damage equal to 2d6 plus your Strength modifier. The foe is no longer grabbed or restrained by you. Success You slam the foe down. The creature is knocked prone and takes damage equal to your Strength modifier. The foe is no longer grabbed or restrained by you. Failure You are unable to slam the creature, but your hold on the creature remains. Critical Failure The creature breaks free and is no longer grabbed or restrained by you. Enhancement Your arms better channel your core's power. You no longer take penalties for attempting to slam larger foes. Your foe takes damage equal to 2d6 plus your Strength modifier on a success (or double that on a critical success).","feat":["Arcane Slam"],"skill_mod":{},"summary":"You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"level":9,"prerequisite":"Warrior Automaton heritage","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3101","name":"Arcane Slam","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3101"},{"skill_mod":{},"summary":"Your core allows you to draw more power from it.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Mage Automaton heritage","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3102","weakness":{},"name":"Core Attunement","legacy_id":["feat-8604"],"trait":["Automaton"],"id":"feat-3102","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Core Attunement Source Guns & Gears (Remastered) pg. 42 Prerequisites Mage Automaton heritage --- Your core allows you to draw more power from it. Select one 1st-rank arcane spell and one 2nd-rank or lower arcane spell, to which you have access. You can cast your chosen spells as arcane innate spells each once per day. Enhancement Your attunement grows stronger. Select one 5th-level or lower arcane spell and one 6th-level or lower arcane spell, to which you have access. You can cast them as arcane innate spells each once per day, in addition to the original spells.","category":"feat","pfs":"Standard","feat":["Core Attunement"],"rarity":"common","slug":"feat-3102"},{"skill_mod":{},"summary":"You've focused on enhancing yourself and have received an improvement to one of your existing abilities.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3103","weakness":{},"name":"Lesser Augmentation","legacy_id":["feat-8605"],"trait":["Automaton"],"id":"feat-3103","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Lesser Augmentation Source Guns & Gears (Remastered) pg. 42 --- You've focused on enhancing yourself and have received an improvement to one of your existing abilities. You gain the enhancement benefits of one of your 1st- or 5th-level automaton ancestry feats. You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat. Enhancement You gain the enhancement benefits of another 1st- or 5th-level automaton ancestry feat. Also, your reconfigurations take less time. You only need to spend 1 day of downtime to change any of your enhancements. If you have multiple enhancements, changing each one requires a separate day.","category":"feat","pfs":"Standard","feat":["Lesser Augmentation"],"rarity":"common","slug":"feat-3103"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-8606"],"trait":["Automaton"],"id":"feat-3104","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rain of Bolts Two Actions Source Guns & Gears (Remastered) pg. 42 Frequency once per day Prerequisites Sharpshooter Automaton heritage --- Throughout the day, your body produces powerful projectiles within your chassis. You fire them all at once in either a 30-foot cone or a 10-foot emanation. Foes in the area take 6d6 piercing damage with a basic Reflex save against the higher of your class DC or spell DC. This increases to 7d6 at 12th level, 8d6 at 15th level, and 9d6 at 18th level. Enhancement The projectiles regenerate quicker, they are much more powerful, and you can refine the metallic content to harm certain creatures. You can use Rain of Bolts once per hour instead of once per day. The damage increases to 12d6 and each time you use the action, you can choose adamantine, cold iron, or silver. The damage from Rain of Bolts is treated as the metal you chose. At 20th level, the damage increases to 13d6.","feat":["Rain of Bolts"],"skill_mod":{},"summary":"Throughout the day, your body produces powerful projectiles within your chassis.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"level":9,"prerequisite":"Sharpshooter Automaton heritage","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3104","name":"Rain of Bolts","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3104"},{"skill_mod":{},"summary":"You've modified your body to allow you to augment your movement.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3105","weakness":{},"name":"Arcane Locomotion","legacy_id":["feat-8607"],"trait":["Automaton"],"id":"feat-3105","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Arcane Locomotion Source Guns & Gears (Remastered) pg. 42 --- You've modified your body to allow you to augment your movement. You gain either a climb Speed of 20 feet or a swim Speed of 20 feet, your choice. Enhancement Your body allows for even further forms of movement. You can either select the option from this feat you haven't chosen yet (climb Speed or swim Speed), or you can increase your land Speed by 5 feet and increase the Speed you chose from this feat increase to be equal to your adjusted land Speed.","category":"feat","pfs":"Standard","feat":["Arcane Locomotion"],"rarity":"common","slug":"feat-3105"},{"skill_mod":{},"summary":"You've attuned your core to allow you to phase in and out of the Astral Plane, allowing you to teleport periodically.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3106","weakness":{},"name":"Astral Blink","legacy_id":["feat-8608"],"trait":["Automaton"],"id":"feat-3106","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Astral Blink Source Guns & Gears (Remastered) pg. 42 --- You've attuned your core to allow you to phase in and out of the Astral Plane, allowing you to teleport periodically. You can cast dimension door once per hour as a 4th-level innate arcane spell. Enhancement Your attunement allows you to teleport in a series of quick jumps rather than in one big leap. You can expend your hourly use of dimension door as a free action when you begin your turn. If you do, your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Speed instead of traversing normally to the location. While augmented, your Strides gain the conjuration and teleportation traits. Your augmented Strides don't trigger reactions that can be triggered by move actions or upon leaving or entering a square, unless those reactions trigger on teleportation.","category":"feat","pfs":"Standard","feat":["Astral Blink"],"rarity":"common","slug":"feat-3106"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-8609"],"trait":["Automaton"],"id":"feat-3107","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Core Rejuvenation Free Action Source Guns & Gears (Remastered) pg. 43 Frequency once per day Trigger You have the dying condition and are about to attempt a recovery check. --- Your soul taps into your core's power to push against the grasp of death and allow you to recover consciousness. You're restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal when losing the dying condition in this way. Enhancement Your soul can draw even more power from your core, granting you additional benefits. When you use Core Rejuvenation, you also gain a number of temporary Hit Points equal to three times your level. These Hit Points remain for 1 minute.","feat":["Core Rejuvenation"],"skill_mod":{},"summary":"Your soul taps into your core's power to push against the grasp of death and allow you to recover consciousness.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"level":13,"source_category":["Rulebooks"],"trigger":"You have the dying condition and are about to attempt a recovery check.","resistance":{},"url":"/Feats.aspx?ID=3107","name":"Core Rejuvenation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3107"},{"skill_mod":{},"summary":"You've empowered your core to support a larger body, granting you size and additional reach.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Medium or Small size","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3108","weakness":{},"name":"Enlarged Chassis","legacy_id":["feat-8610"],"trait":["Automaton"],"id":"feat-3108","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Enlarged Chassis Source Guns & Gears (Remastered) pg. 43 Prerequisites Medium or Small size --- You've empowered your core to support a larger body, granting you size and additional reach. You gain the effects of enlarge constantly. Enhancement Your core's empowerment has stabilized, allowing for greater support. You are no longer clumsy due to the effects of enlarge .","category":"feat","pfs":"Standard","feat":["Enlarged Chassis"],"rarity":"common","slug":"feat-3108"},{"skill_mod":{},"summary":"You have reconfigured the magical resonance of your core to attune to the planar energies of Axis.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3109","weakness":{},"name":"Axial Recall","legacy_id":["feat-8611"],"trait":["Automaton","Uncommon"],"id":"feat-3109","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Restricted\" > Axial Recall Source Guns & Gears (Remastered) pg. 43 --- You have reconfigured the magical resonance of your core to attune to the planar energies of Axis. You can cast interplanar teleport twice per week as an arcane innate spell that can only target yourself; you can travel only to Axis or the Universe, and your body serves as the focus component.","category":"feat","pfs":"Restricted","feat":["Axial Recall"],"rarity":"uncommon","slug":"feat-3109"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","legacy_id":["feat-8612"],"trait":["Arcane","Automaton","Concentrate","Polymorph","Transmutation"],"id":"feat-3110","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Core Cannon Two Actions Source Guns & Gears (Remastered) pg. 43 Frequency once per day --- Your body transforms into a powerful magical cannon. While immobile as a cannon, you can fire blasts of energy directly from your core, devastating your foes. You become immobilized until you use an Interact action to revert back to your standard form. While in your cannon form, the only actions you can use are to Strike with an energy blast unarmed attack or to Interact to revert back to your standard form. You can remain in your cannon form for up to 1 minute or until you take the action to revert back to your standard form, whichever comes first. Energy blasts are a special ranged unarmed attack. You can only make energy blast Strikes while you're in your cannon form. Your energy blasts deal 3d8 fire damage and 3d6 force damage, which increases to 4d8 fire damage and 3d6 force damage at level 20. You gain the item bonus to attack rolls with your energy blasts from the highest potency rune on any handwraps of mighty blows you are wearing or any weapon you are wielding, but striking and property runes have no effect on your energy blasts. Energy blasts have a range increment of 120 feet. On a critical hit with an energy blast, the target takes 10 persistent fire damage. Your energy blast doesn't add critical specialization effects. If it matters for an effect dependent on weapon damage dice, an energy blast's number of weapon damage dice is three, or four at level 20.","feat":["Core Cannon"],"skill_mod":{},"summary":"Your body transforms into a powerful magical cannon.","primary_source":"Guns & Gears (Remastered)","trait_group":["Tradition","Monster","Ancestry","Mechanics","School"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3110","name":"Core Cannon","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3110"},{"skill_mod":{},"summary":"You've greatly improved your abilities and your core can support further augmentations.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3111","weakness":{},"name":"Greater Augmentation","legacy_id":["feat-8613"],"trait":["Automaton"],"id":"feat-3111","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Greater Augmentation Source Guns & Gears (Remastered) pg. 43 --- You've greatly improved your abilities and your core can support further augmentations. You gain the enhancement benefits of one of your 1st-, 5th-, 9th-, or 13th-level automaton ancestry feats. You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat.","category":"feat","pfs":"Standard","feat":["Greater Augmentation"],"rarity":"common","slug":"feat-3111"},{"skill_mod":{},"summary":"You become trained in Crafting and inventor class DC.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence +2","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3112","weakness":{},"archetype":["Inventor"],"name":"Inventor Dedication","legacy_id":["feat-8614"],"trait":["Archetype","Dedication","Multiclass","Uncommon"],"id":"feat-3112","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Inventor Dedication Source Guns & Gears (Remastered) pg. 49 Archetype Inventor Prerequisites Intelligence +2 --- You become trained in Crafting and inventor class DC. You gain the Inventor skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that innovation, though you don't gain any other abilities that modify or use that innovation, such as modifications or Explode. Inventor Dedication leads to... Basic Breakthrough, Basic Modification, Brilliant Crafter, Explosion","category":"feat","pfs":"Standard","feat":["Inventor Dedication"],"rarity":"uncommon","slug":"feat-3112"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level inventor feat of your choice.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Inventor Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3113","weakness":{},"archetype":["Inventor"],"name":"Basic Breakthrough","legacy_id":["feat-8615"],"trait":["Archetype"],"id":"feat-3113","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Breakthrough Source Guns & Gears (Remastered) pg. 49 Archetype Inventor Prerequisites Inventor Dedication --- You gain a 1st- or 2nd-level inventor feat of your choice. Basic Breakthrough leads to... Advanced Breakthrough","category":"feat","pfs":"Standard","feat":["Basic Breakthrough"],"rarity":"common","slug":"feat-3113"},{"skill_mod":{},"summary":"Your skill at crafting is unparalleled.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Inventor Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3114","weakness":{},"archetype":["Inventor"],"name":"Brilliant Crafter","legacy_id":["feat-8616"],"trait":["Archetype"],"id":"feat-3114","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Brilliant Crafter Source Guns & Gears (Remastered) pg. 49 Archetype Inventor Prerequisites Inventor Dedication --- Your skill at crafting is unparalleled. You become an expert in Crafting. At 7th level you become a master in Crafting, and at 15th level, you become legendary in Crafting and you become an expert in your inventor class DC.","category":"feat","pfs":"Standard","feat":["Brilliant Crafter"],"rarity":"common","slug":"feat-3114"},{"skill_mod":{},"summary":"You gain one inventor feat.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Breakthrough","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3115","weakness":{},"archetype":["Inventor"],"name":"Advanced Breakthrough","legacy_id":["feat-8617"],"trait":["Archetype"],"id":"feat-3115","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Breakthrough Source Guns & Gears (Remastered) pg. 49 Archetype Inventor Prerequisites Basic Breakthrough --- You gain one inventor feat. For the purpose of meeting its prerequisites, your inventor level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another inventor feat.","category":"feat","pfs":"Standard","feat":["Advanced Breakthrough"],"rarity":"common","slug":"feat-3115"},{"skill_mod":{},"summary":"Your innovation can explode on command.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Inventor Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3116","weakness":{},"archetype":["Inventor"],"name":"Explosion","legacy_id":["feat-8618"],"trait":["Archetype"],"id":"feat-3116","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Explosion Source Guns & Gears (Remastered) pg. 49 Archetype Inventor Prerequisites Inventor Dedication --- Your innovation can explode on command. You gain the Explode action.","category":"feat","pfs":"Standard","feat":["Explosion"],"rarity":"common","slug":"feat-3116"},{"skill_mod":{},"summary":"You've learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Inventor Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3117","weakness":{},"archetype":["Inventor"],"name":"Basic Modification","legacy_id":["feat-8619"],"trait":["Archetype"],"id":"feat-3117","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Basic Modification Source Guns & Gears (Remastered) pg. 49 Archetype Inventor Prerequisites Inventor Dedication --- You've learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish. You gain a basic modification of your choice for your innovation. Your innovation must meet any requirements for the modification you choose, as normal.","category":"feat","pfs":"Standard","feat":["Basic Modification"],"rarity":"common","slug":"feat-3117"},{"skill_mod":{},"summary":"You have an innate knack for tactical observation, and you've innovated to apply that knack in a variety of ways that allow you to assist your allies.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"expert in Perception","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3118","weakness":{},"archetype":["Overwatch"],"name":"Overwatch Dedication","legacy_id":["feat-8620"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3118","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Overwatch Dedication Source Guns & Gears (Remastered) pg. 50 Archetype Overwatch Prerequisites expert in Perception --- You have an innate knack for tactical observation, and you've innovated to apply that knack in a variety of ways that allow you to assist your allies. With the help of enhanced visual gear (such as a specially modified telescope, goggled visor, or binoculars), you're keenly aware of the movement of combatants on the battlefield. You quickly and efficiently disperse that information to your nearby allies so they can use it to direct their own observations and reactions to danger. You're surrounded by an overwatch field aura in a 30-foot emanation. Your overwatch field aura grants you increased perception and allows you to call out warnings to your allies within the aura to point out threats. This aura has the auditory and visual traits. You and allies within your overwatch field receive a +2 circumstance bonus when using Perception for Initiative checks. Overwatch Dedication leads to... Control Tower, Converge, Forewarn, Master Spotter, Spyglass Modification, Swift Intervention, Topple Giants, Wide Overwatch","category":"feat","pfs":"Standard","feat":["Overwatch Dedication"],"rarity":"uncommon","slug":"feat-3118"},{"skill_mod":{},"summary":"Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Overwatch Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3119","weakness":{},"archetype":["Overwatch"],"name":"Spyglass Modification","legacy_id":["feat-8621"],"trait":["Archetype"],"id":"feat-3119","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spyglass Modification Source Guns & Gears (Remastered) pg. 50 Archetype Overwatch Prerequisites Overwatch Dedication --- Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field. This permits your overwatch field to extend around a single corner or turn and allows you to see around that corner as well. This ability doesn't let you see through walls or other barriers. You can't use it to see around a second or further corner, and it doesn't allow you to make ranged attacks or perform other actions that require line of effect with your target.","category":"feat","pfs":"Standard","feat":["Spyglass Modification"],"rarity":"common","slug":"feat-3119"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8622"],"trait":["Archetype"],"id":"feat-3120","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Swift Intervention Reaction Source Guns & Gears (Remastered) pg. 50 Archetype Overwatch Prerequisites Overwatch Dedication Trigger An ally within your overwatch field fails in their attempt to Arrest a Fall, Balance, Grab a Ledge, or Maneuver in Flight. Requirements You are wielding a ranged weapon. --- You're burdened with noticing potential threats at all times. Because of this, you've learned that a well-placed shot can prevent disaster. You make a shot to either pin an ally's clothing to stop a fall or secure them against a ledge, or you bounce an attack off their armor to correct their course as they stumble while attempting to balance or fly. Make a single ranged attack roll against the DC of the triggering check; your ally uses the result of your ranged attack roll in place of their original roll. You must have line of effect to your ally, and your attack roll includes any normal bonuses or penalties for a ranged attack with that weapon (such as the penalty for making a ranged attack beyond your first range increment).","feat":["Swift Intervention"],"skill_mod":{},"summary":"You're burdened with noticing potential threats at all times.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":6,"prerequisite":"Overwatch Dedication","source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon.","trigger":"An ally within your overwatch field fails in their attempt to Arrest a Fall , Balance , Grab a Ledge , or Maneuver in Flight .","resistance":{},"url":"/Feats.aspx?ID=3120","archetype":["Overwatch"],"name":"Swift Intervention","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3120"},{"skill_mod":{},"summary":"When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Overwatch Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3121","weakness":{},"archetype":["Overwatch"],"name":"Topple Giants","legacy_id":["feat-8623"],"trait":["Archetype"],"id":"feat-3121","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Topple Giants Source Guns & Gears (Remastered) pg. 51 Archetype Overwatch Prerequisites Overwatch Dedication --- When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job, using the opening from the first attempt to keep your foe off-balance and ensure your eventual success. When an ally within your overwatch field attempts to Disarm, Shove, or Trip an opponent within your overwatch field and fails, you coordinate efforts to provide a +2 circumstance bonus to the next Athletics check rolled by a different ally to attempt the same action on the same target before that target's next turn.","category":"feat","pfs":"Standard","feat":["Topple Giants"],"rarity":"common","slug":"feat-3121"},{"skill_mod":{},"summary":"Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Overwatch Dedication; master in Perception","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3122","weakness":{},"archetype":["Overwatch"],"name":"Wide Overwatch","legacy_id":["feat-8624"],"trait":["Archetype"],"id":"feat-3122","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Wide Overwatch Source Guns & Gears (Remastered) pg. 51 Archetype Overwatch Prerequisites Overwatch Dedication; master in Perception --- Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance. Increase the size of your overwatch field from 30 feet to 60 feet.","category":"feat","pfs":"Standard","feat":["Wide Overwatch"],"rarity":"common","slug":"feat-3122"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-8625"],"trait":["Archetype"],"id":"feat-3123","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Forewarn Reaction Source Guns & Gears (Remastered) pg. 51 Archetype Overwatch Frequency once per minute Prerequisites Overwatch Dedication; master in Perception Trigger An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field. --- Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there's a limit to how often you can guide your allies away from a foe's relentless assaults. The triggering attack roll targets your Perception DC instead of your ally's AC. Though this allows your ally to avoid taking penalties to their AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to your ally if they are flat-footed, even though they wouldn't take the –2 circumstance penalty when defending against the attack.","feat":["Forewarn"],"skill_mod":{},"summary":"Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there's a limit to how often you can guide your allies away from a foe's relentless assaults.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":12,"prerequisite":"Overwatch Dedication; master in Perception","source_category":["Rulebooks"],"trigger":"An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field.","resistance":{},"url":"/Feats.aspx?ID=3123","archetype":["Overwatch"],"name":"Forewarn","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3123"},{"skill_mod":{},"summary":"Your incredible perception and trusty enhanced visual gear allow you to see things others miss.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Overwatch Dedication; expert in Perception","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3124","weakness":{},"archetype":["Overwatch"],"name":"Master Spotter","legacy_id":["feat-8626"],"trait":["Archetype"],"id":"feat-3124","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Master Spotter Source Guns & Gears (Remastered) pg. 51 Archetype Overwatch Prerequisites Overwatch Dedication; expert in Perception --- Your incredible perception and trusty enhanced visual gear allow you to see things others miss. Your proficiency rank in Perception increases to master.","category":"feat","pfs":"Standard","feat":["Master Spotter"],"rarity":"common","slug":"feat-3124"},{"skill_mod":{},"summary":"Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Overwatch Dedication; master in Perception","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3125","weakness":{},"archetype":["Overwatch"],"name":"Control Tower","legacy_id":["feat-8627"],"trait":["Archetype"],"id":"feat-3125","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Control Tower Source Guns & Gears (Remastered) pg. 51 Archetype Overwatch Prerequisites Overwatch Dedication; master in Perception --- Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes. You and allies in your overwatch field gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within the overwatch field. You and your allies don't have to succeed at a flat check to target a concealed creature within your overwatch field. When you or an ally targets a hidden creature in your overwatch field, reduce the DC of the flat check to 5.","category":"feat","pfs":"Standard","feat":["Control Tower"],"rarity":"common","slug":"feat-3125"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8628"],"trait":["Archetype"],"id":"feat-3126","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Converge Reaction Source Guns & Gears (Remastered) pg. 51 Archetype Overwatch Prerequisites Overwatch Dedication; master in Perception Trigger You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field. --- Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time. Your ally can make a melee Strike against the triggering foe as a reaction. This Strike doesn't count toward that ally's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike. If your ally's Strike is successful, combine the damage from your successful ranged attack with the damage from your ally's melee attack for the purpose of determining resistances and weaknesses.","feat":["Converge"],"skill_mod":{},"summary":"Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":16,"prerequisite":"Overwatch Dedication; master in Perception","source_category":["Rulebooks"],"trigger":"You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field.","resistance":{},"url":"/Feats.aspx?ID=3126","archetype":["Overwatch"],"name":"Converge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3126"},{"skill_mod":{},"summary":"You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non-prehensile limb, such as a tail.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3127","weakness":{},"archetype":["Sterling Dynamo"],"name":"Sterling Dynamo Dedication","legacy_id":["feat-8629"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3127","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sterling Dynamo Dedication Source Guns & Gears (Remastered) pg. 52 Archetype Sterling Dynamo --- You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non-prehensile limb, such as a tail. While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character's number of hands or prehensile limbs beyond two, even in combination with other abilities or effects. Your sterling dynamo prosthesis is especially optimized for combat, granting you a dynamo melee unarmed attack that is in the brawling weapon group and is made of silver (which makes it more effective against certain types of creatures, such as devils and werewolves). You have several options to customize your sterling dynamo. First, choose whether you have a power driver dynamo, which deals 1d6 bludgeoning damage and has the shove trait, or a percussive striker dynamo, which deals 1d4 bludgeoning damage and has the agile and finesse traits. Most dynamos are automated, so they don't require a free hand to use, like other unarmed attacks. However, you can instead choose to make your dynamo be manually controlled via a handheld switch, lever, or other device; to make an attack with a manually controlled dynamo, you must have a hand free to operate it, but the benefit is great control and a more devastating strike. This increases the damage die by one size, to a 1d8 for a power drive dynamo or 1d6 for a percussive striker dynamo. Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes. Manual control is required only in the heat of combat, not for less strenuous adventuring or everyday activities. You need to keep your sterling dynamo wound, but the process isn't particularly onerous, so in most situations, it won't be an issue. If you spend 1 minute winding up your dynamo, it can remain active for 24 hours before needing additional winding. However, enemies can attempt to Disable the dynamo, which has a level equal to your own, to reduce the remaining operational time by 1 hour, or 2 hours on a critical success. Certain other abilities that adversely affect technology might also reduce the dynamo's remaining operational time. When your dynamo is out of operational time, you can still use it as a normal prosthetic, but you cannot use your dynamo unarmed attack or any other abilities from this archetype until you wind the dynamo again. You can wind the dynamo for 1 minute at any time to return it to the maximum 24 hours of operational time. Sterling Dynamo Dedication leads to... Beast Dynamo Howl, Golem Dynamo, Modular Dynamo, Piston Punch, Soaring Dynamo, Stasian Smash","category":"feat","pfs":"Standard","feat":["Sterling Dynamo Dedication"],"rarity":"uncommon","slug":"feat-3127"},{"skill_mod":{},"summary":"Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3128","weakness":{},"archetype":["Sterling Dynamo"],"name":"Modular Dynamo","legacy_id":["feat-8630"],"trait":["Archetype"],"id":"feat-3128","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Modular Dynamo Source Guns & Gears (Remastered) pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication --- Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat. Your dynamo attack gains the modular trait, as well as one of the following configurations of your choice: power driver (1d6 bludgeoning damage; shove), percussive striker (1d4 bludgeoning damage; agile, finesse), rotating sickle (1d6 slashing damage; trip), or entangling barbs (1d6 piercing damage; grapple). If you have a manually controlled dynamo, these damage dice increase by 1 size, as usual, and you can also choose the extendable baton (1d4 bludgeoning damage; finesse, reach), which has the damage increase already factored in. When you use an Interact action to switch configurations using the modular trait, you switch between the initial configuration of dynamo you chose with the Sterling Dynamo Dedication and the new configuration you chose with Modular Dynamo. Special You can select this feat multiple times. Each time, you choose another configuration and add it to the list of options you can choose when you use an Interact action with the modular trait.","category":"feat","pfs":"Standard","feat":["Modular Dynamo"],"rarity":"common","slug":"feat-3128"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8631"],"trait":["Archetype"],"id":"feat-3129","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Piston Punch Two Actions Source Guns & Gears (Remastered) pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication --- You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row. Make a single bludgeoning or piercing dynamo Strike and compare the attack roll result to the ACs of up to two foes. The first foe must be within your melee reach and the second foe must be adjacent to the first foe in a straight line away from you. Roll damage only once and apply it to each creature you hit. A Piston Punch counts as two attacks for your multiple attack penalty. Reduce the operational time of your sterling dynamo by 1 hour.","feat":["Piston Punch"],"skill_mod":{},"summary":"You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":6,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3129","archetype":["Sterling Dynamo"],"name":"Piston Punch","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3129"},{"access":"You are from Ustalav.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8632"],"trait":["Archetype","Uncommon"],"id":"feat-3130","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Stasian Smash Two Actions Source Guns & Gears (Remastered) pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication Access You are from Ustalav. --- You've modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity. Make a dynamo Strike. On a success, the Strike deals an additional 1d12 electricity damage to the target, as well as 1d4 electricity damage to up to two other foes within 10 feet as sparks leap across the gaps. If you critically fail your dynamo Strike, you take 1d12 electricity damage. This counts as two attacks when calculating your multiple attack penalty. At 18th level, the additional electricity damage to the target increases to 2d12, and the additional electricity damage to the other foes increases to 2d4. Reduce the operational time of your sterling dynamo by 1 hour.","feat":["Stasian Smash"],"skill_mod":{},"summary":"You've modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3130","archetype":["Sterling Dynamo"],"name":"Stasian Smash","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-3130"},{"access":"You are from Arcadia.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8633"],"trait":["Archetype","Uncommon"],"id":"feat-3131","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Beast Dynamo Howl Two Actions Source Guns & Gears (Remastered) pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication Access You are from Arcadia. --- You've incorporated beast tech from Arcadia into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis's capabilities. The beast parts can unleash a disturbing howl as you make a powerful attack with your dynamo. Attempt Intimidation checks to Demoralize against each enemy within 30 feet; you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. Then, make a dynamo Strike. Reduce the operational time of your sterling dynamo by 1 hour.","feat":["Beast Dynamo Howl"],"skill_mod":{},"summary":"You've incorporated beast tech from Arcadia into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis's capabilities.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"level":10,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3131","archetype":["Sterling Dynamo"],"name":"Beast Dynamo Howl","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-3131"},{"access":"You are an automaton or are otherwise from the ancient Jistka Imperium.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8634"],"trait":["Archetype","Uncommon"],"id":"feat-3132","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Golem Dynamo Source Guns & Gears (Remastered) pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication Access You are an automaton or are otherwise from the ancient Jistka Imperium. --- You've learned the secrets of Jistkan golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic. You gain a +1 status bonus to saving throws against magic, and your dynamo Strikes become magical.","feat":["Golem Dynamo"],"skill_mod":{},"summary":"You've learned the secrets of Jistkan golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3132","archetype":["Sterling Dynamo"],"name":"Golem Dynamo","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-3132"},{"skill_mod":{},"summary":"You've built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3133","weakness":{},"archetype":["Sterling Dynamo"],"name":"Soaring Dynamo","legacy_id":["feat-8635"],"trait":["Archetype"],"id":"feat-3133","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Soaring Dynamo Source Guns & Gears (Remastered) pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication --- You've built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly. You gain a fly Speed equal to your Speed. Each minute of flight reduces the operational time of your sterling dynamo by 1 hour, measured from the first time you use the Fly action in a given minute.","category":"feat","pfs":"Standard","feat":["Soaring Dynamo"],"rarity":"common","slug":"feat-3133"},{"skill_mod":{},"summary":"You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Snarecrafter Dedication or Snare Specialist","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3134","weakness":{},"archetype":["Trapsmith"],"name":"Trapsmith Dedication","legacy_id":["feat-8636"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3134","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Trapsmith Dedication Source Guns & Gears (Remastered) pg. 54 Archetype Trapsmith Prerequisites Snarecrafter Dedication or Snare Specialist --- You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts. Your snares include clockwork and steam-powered cogwheels and gears, and their gush of steam can hinder those you ensnare. If you choose to construct a snare using gears and a creature fails their saving throw against the snare, all creatures are concealed to that creature for 1 round, as a burst of steam obscures its vision. Trapsmith Dedication leads to... Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheel, Repurposed Parts","category":"feat","pfs":"Standard","feat":["Trapsmith Dedication"],"rarity":"uncommon","slug":"feat-3134"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8637"],"trait":["Archetype","Skill"],"id":"feat-3135","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gear Gnash Source Guns & Gears (Remastered) pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication; Expert in Crafting --- Snares you create have complicated inner workings that are quite difficult to disable. Creatures attempting to Disable your snares that use gears must succeed at an additional Thievery check in order to disable the snare. On a failed check, while the snare doesn't fully trigger, the grinding mechanisms deal bludgeoning damage to the creature equal to half your level. The snare still triggers on a critical failure, as normal.","feat":["Gear Gnash"],"skill_mod":{},"summary":"Snares you create have complicated inner workings that are quite difficult to disable.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":4,"prerequisite":"Trapsmith Dedication; Expert in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3135","archetype":["Trapsmith"],"name":"Gear Gnash","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3135"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8638"],"trait":["Archetype","Skill"],"id":"feat-3136","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Propeller Attachment Source Guns & Gears (Remastered) pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication; Master in Crafting --- You've mastered attaching clockwork propellers to your daily quick-deploy snares that use gears. This allows you to place your snares in the air or underwater, where they remain in place for up to 10 minutes, after which the propeller runs out of power and they fall or sink. Unless you use additional precautions to hide it, a propeller snare's location is usually obvious.","feat":["Propeller Attachment"],"skill_mod":{},"summary":"You've mastered attaching clockwork propellers to your daily quick-deploy snares that use gears.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":7,"prerequisite":"Trapsmith Dedication; Master in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3136","archetype":["Trapsmith"],"name":"Propeller Attachment","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3136"},{"skill_mod":{},"summary":"You're able to scavenge the cogwheels from your daily quick-deploy snares that use gears.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Trapsmith Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3137","weakness":{},"archetype":["Trapsmith"],"name":"Recycled Cogwheel","legacy_id":["feat-8639"],"trait":["Archetype"],"id":"feat-3137","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Recycled Cogwheel Source Guns & Gears (Remastered) pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication --- You're able to scavenge the cogwheels from your daily quick-deploy snares that use gears. This allows you to deconstruct a snare that didn't trigger in order to set the snare up somewhere else. Doing so takes the same number of actions as setting the snare did. When you do, you recover the snare and can deploy it in another location.","category":"feat","pfs":"Standard","feat":["Recycled Cogwheel"],"rarity":"common","slug":"feat-3137"},{"skill_mod":{},"summary":"You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Trapsmith Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3138","weakness":{},"archetype":["Trapsmith"],"name":"Repurposed Parts","legacy_id":["feat-8640"],"trait":["Archetype"],"id":"feat-3138","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Repurposed Parts Source Guns & Gears (Remastered) pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication --- You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly. Using two of the snares you prepared for quick deployment during daily preparations, you can quickly deploy a different snare that you know how to Craft, even if you didn't prepare that snare during your daily preparations.","category":"feat","pfs":"Standard","feat":["Repurposed Parts"],"rarity":"common","slug":"feat-3138"},{"skill_mod":{},"summary":"You've learned how to build snares that trigger based on visual stimuli.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Trapsmith Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3139","weakness":{},"archetype":["Trapsmith"],"name":"Finessed Features","legacy_id":["feat-8641"],"trait":["Archetype"],"id":"feat-3139","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Finessed Features Source Guns & Gears (Remastered) pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication --- You've learned how to build snares that trigger based on visual stimuli. When you construct a snare using gears, you can cause it to trigger based on the visual features of a creature. For example, you could lay a snare that can only be triggered by a Large or Larger creatures, or one that only activates when a creature wearing red clothing would trigger it. You can use this ability to specify your snares to trigger on creatures that typically do not trigger snares, such as creatures smaller than Small, though the creature must still otherwise satisfy the snare's trigger as normal.","category":"feat","pfs":"Standard","feat":["Finessed Features"],"rarity":"common","slug":"feat-3139"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Arcana"],"legacy_id":["feat-8642"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3140","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Trick Driver Dedication Source Guns & Gears (Remastered) pg. 55 Archetype Trick Driver Prerequisites Trained in Driving Lore --- You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling. Whenever piloting a vehicle requires a Piloting Lore or Sailing Lore check, you can use your Driving Lore proficiency instead. You can use Dexterity in place of Intelligence when attempting piloting checks with Driving Lore. You become an expert in Driving Lore. At 7th level, you become a master in Driving Lore, and at 15th level, you become legendary in Driving Lore. Trick Driver Dedication leads to... Drive-By Attack, Express Driver, Power Slide, Push it, Roadkill, Take the Wheel","feat":["Trick Driver Dedication"],"skill_mod":{},"summary":"You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Driving Lore","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3140","archetype":["Trick Driver"],"name":"Trick Driver Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-3140"},{"skill_mod":{},"summary":"You can optimize your vehicle's performance, coaxing extra speed and choosing paths to avoid slowdowns.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trick Driver Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3141","weakness":{},"archetype":["Trick Driver"],"name":"Express Driver","legacy_id":["feat-8643"],"trait":["Archetype","Exploration","Skill"],"id":"feat-3141","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Express Driver Source Guns & Gears (Remastered) pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication --- You can optimize your vehicle's performance, coaxing extra speed and choosing paths to avoid slowdowns. When calculating your travel speed for the day while piloting a vehicle, you can attempt a Driving Lore check to increase your vehicle's travel speed. The DC is determined by the GM but is typically based on the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle's travel speed by half. This has no effect on your vehicle's movement in encounters.","category":"feat","pfs":"Standard","feat":["Express Driver"],"rarity":"common","slug":"feat-3141"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Lore","Lore","Lore","Lore"],"legacy_id":["feat-8644"],"trait":["Archetype","Flourish"],"id":"feat-3142","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Take the Wheel Single Action Source Guns & Gears (Remastered) pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication; Expert in Driving Lore; Trained in Driving Lore Requirements You are adjacent to a vehicle's point of entry. --- Diving into a moving vehicle and seizing the controls is nothing new for you. You Board and Take Control of the adjacent vehicle.","feat":["Take the Wheel"],"skill_mod":{},"summary":"Diving into a moving vehicle and seizing the controls is nothing new for you.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Trick Driver Dedication; Expert in Driving Lore; Trained in Driving Lore","source_category":["Rulebooks"],"requirement":"You are adjacent to a vehicle's point of entry.","resistance":{},"url":"/Feats.aspx?ID=3142","archetype":["Trick Driver"],"name":"Take the Wheel","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3142"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8645"],"trait":["Archetype","Move","Reckless","Skill"],"id":"feat-3143","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Power Slide Single Action to Three Actions Source Guns & Gears (Remastered) pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication Requirements You are piloting a vehicle. --- You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear. You Drive with a –2 penalty to your piloting check, gaining the effects of the Drive action for the same number of actions you spent to Power Slide. At the end of the movement, if you succeed, you can turn the vehicle up to 90 degrees. If you critically succeed at your piloting check, you can instead turn the vehicle up to 180 degrees.","feat":["Power Slide"],"skill_mod":{},"summary":"You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Trick Driver Dedication","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle .","resistance":{},"url":"/Feats.aspx?ID=3143","archetype":["Trick Driver"],"name":"Power Slide","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action to Three Actions","rarity":"common","slug":"feat-3143"},{"legacy_name":["Push It"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Lore","Lore"],"legacy_id":["feat-8646"],"trait":["Archetype","Skill"],"id":"feat-3144","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Push it Source Guns & Gears (Remastered) pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication; Master in Driving Lore --- You can push your vehicle's performance beyond the limits envisioned by its makers. Whenever you succeed at a piloting check, the vehicle you are piloting gains a +5-foot circumstance bonus to all its Speeds until the end of your turn. If you critically succeed, this bonus increases to +10 feet.","feat":["Push it"],"skill_mod":{},"summary":"You can push your vehicle's performance beyond the limits envisioned by its makers.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":7,"prerequisite":"Trick Driver Dedication; Master in Driving Lore","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3144","archetype":["Trick Driver"],"name":"Push it","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3144"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8647"],"trait":["Archetype"],"id":"feat-3145","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Roadkill Source Guns & Gears (Remastered) pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication Requirements You are piloting a vehicle. --- In your hands, any vehicle is a weapon. When you use Run Over, you can use your class DC in place of the vehicle's collision DC. Your vehicle can Run Over any number of creatures up to one Size smaller than the vehicle or ram any one target creature or object in your path up to the size of your vehicle.","feat":["Roadkill"],"skill_mod":{},"summary":"In your hands, any vehicle is a weapon.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":10,"prerequisite":"Trick Driver Dedication","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle .","resistance":{},"url":"/Feats.aspx?ID=3145","archetype":["Trick Driver"],"name":"Roadkill","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3145"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8648"],"trait":["Archetype","Flourish"],"id":"feat-3146","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Drive-By Attack Single Action to Three Actions Source Guns & Gears (Remastered) pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication Requirements You are piloting a vehicle. --- You can smoothly line up an attack without disrupting your control. You Drive, gaining the effects of the Drive action for the same number of actions you spent to Drive-By Attack. At any point during your vehicle's movement, you Strike.","feat":["Drive-By Attack"],"skill_mod":{},"summary":"You can smoothly line up an attack without disrupting your control.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Trick Driver Dedication","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle .","resistance":{},"url":"/Feats.aspx?ID=3146","archetype":["Trick Driver"],"name":"Drive-By Attack","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action to Three Actions","rarity":"common","slug":"feat-3146"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8649"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3147","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Vehicle Mechanic Dedication Source Guns & Gears (Remastered) pg. 56 Archetype Vehicle Mechanic Prerequisites Intelligence +2; Trained in Crafting --- You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular. You become an expert in Crafting, and you choose one vehicle you own—or your party owns collectively—to be your signature vehicle: the vehicle you spend time customizing to grant it various advantages. You can spend 1 week of downtime with a new vehicle to designate it as your signature vehicle instead. Due to your amazing customizations and adjustments, pilots gain a +1 circumstance bonus to any piloting checks they make to control your signature vehicle. If you are a master in Crafting, this bonus increases to +2. Vehicle Mechanic Dedication leads to... Efficient Controls, Engine Bay, Impervious Vehicle, Miraculous Flight, Patch Job, Superior Propulsion","feat":["Vehicle Mechanic Dedication"],"skill_mod":{},"summary":"You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Intelligence +2; Trained in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3147","archetype":["Vehicle Mechanic"],"name":"Vehicle Mechanic Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-3147"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8650"],"trait":["Archetype","Skill"],"id":"feat-3148","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Engine Bay Source Guns & Gears (Remastered) pg. 56 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication; Expert in Crafting --- You are practiced at working in vast garages of vehicles and can work on many machines at a time. You gain the Quick Repair skill feat. If you already have that feat, you gain a different 1st-level skill feat you qualify for instead. In addition, when you successfully Repair a vehicle you restore an additional 10 Hit Points, or 20 Hit Points on a critical success.","feat":["Engine Bay"],"skill_mod":{},"summary":"You are practiced at working in vast garages of vehicles and can work on many machines at a time.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":4,"prerequisite":"Vehicle Mechanic Dedication; Expert in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3148","archetype":["Vehicle Mechanic"],"name":"Engine Bay","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3148"},{"skill_mod":{},"summary":"You can patch up damage to an object with a quick fix.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vehicle Mechanic Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3149","weakness":{},"archetype":["Vehicle Mechanic"],"name":"Patch Job","legacy_id":["feat-8651"],"trait":["Archetype"],"id":"feat-3149","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Patch Job Source Guns & Gears (Remastered) pg. 56 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication --- You can patch up damage to an object with a quick fix. You gain the Improvised Repair general feat. When you use Improvised Repair, you can attempt a Crafting check with the same DC as Repair. If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type.","category":"feat","pfs":"Standard","feat":["Patch Job"],"rarity":"common","slug":"feat-3149"},{"skill_mod":{},"summary":"By experimenting with the effects of momentum gained from your signature vehicle's movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Vehicle Mechanic Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3150","weakness":{},"archetype":["Vehicle Mechanic"],"name":"Superior Propulsion","legacy_id":["feat-8652"],"trait":["Archetype"],"id":"feat-3150","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Superior Propulsion Source Guns & Gears (Remastered) pg. 57 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication --- By experimenting with the effects of momentum gained from your signature vehicle's movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit. Each time the pilot Drives your signature vehicle as a 2- or 3-action activity and succeeds at the Piloting check, the vehicle produces an additional effect, depending on its method of propulsion. If your signature vehicle has more than one propulsion method, the pilot can select which benefit to gain each time they succeed at the Piloting check to Drive the vehicle as a 2- or 3-action activity. Alchemical The caustic runoff from the alchemical engines is now weaponized. Creatures adjacent to your signature vehicle when it begins its movement take acid damage equal to your level. Clockwork More resilient gears allow the vehicle to remain functional, even when damaged. If your signature vehicle is broken, it does not need to make the flat check to avoid losing operating time. Magical The residual magic from your signature vehicle interferes with hostile spells. Pilots, crew, and passengers of the vehicle gain a +1 circumstance bonus to saving throws against spells until the start of the pilot's next turn. Pulled You have eased the amount of effort needed for those pulling your signature vehicle to move it. The vehicle gains a +10 circumstance bonus to its Speed. Rowed Reinforced ports protect the rowers below decks from harm. Rowers of your signature vehicle who are below decks have greater cover from attacks from outside the vehicle and are not damaged when the vehicle takes collision damage. Steam The outlet of steam forms a cloud around the vehicle as it moves. For the duration of its movement, your signature vehicle is concealed. Wind The draft of the wind helps the vehicle turn. During this movement, your signature vehicle can turn normally, rather than needing to move in a straight line as normal for a 2- or 3-action Drive.","category":"feat","pfs":"Standard","feat":["Superior Propulsion"],"rarity":"common","slug":"feat-3150"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8653"],"trait":["Archetype","Skill"],"id":"feat-3151","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Efficient Controls Source Guns & Gears (Remastered) pg. 57 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication; Master in Crafting --- By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew. Reduce the number of crew required to operate your signature vehicle by 25%. For example, you would reduce a sailing ship from needing 1 pilot and 8 crew to 1 pilot and 6 crew. This adjustment only affects the number of crew needed to operate the vehicle; it doesn't reduce the vehicle's need for a pilot.","feat":["Efficient Controls"],"skill_mod":{},"summary":"By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":7,"prerequisite":"Vehicle Mechanic Dedication; Master in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3151","archetype":["Vehicle Mechanic"],"name":"Efficient Controls","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3151"},{"skill_mod":{},"summary":"From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Vehicle Mechanic Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3152","weakness":{},"archetype":["Vehicle Mechanic"],"name":"Impervious Vehicle","legacy_id":["feat-8654"],"trait":["Archetype"],"id":"feat-3152","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Impervious Vehicle Source Guns & Gears (Remastered) pg. 57 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication --- From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat. Your signature vehicle gains a +1 circumstance bonus to AC and Fortitude saves, and increases its Hit Points by an amount equal to twice your level.","category":"feat","pfs":"Standard","feat":["Impervious Vehicle"],"rarity":"common","slug":"feat-3152"},{"skill_mod":{},"summary":"With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Vehicle Mechanic Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3153","weakness":{},"archetype":["Vehicle Mechanic"],"name":"Miraculous Flight","legacy_id":["feat-8655"],"trait":["Archetype","Magical"],"id":"feat-3153","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Miraculous Flight Source Guns & Gears (Remastered) pg. 57 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication --- With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon. The vehicle gains magical propulsion and a fly Speed equal to its fastest current Speed. If your signature vehicle already had a fly Speed, reduce the distance the vehicle needs to make a 90-degree turn to half the usual length (typically half the length of the vehicle).","category":"feat","pfs":"Standard","feat":["Miraculous Flight"],"rarity":"common","slug":"feat-3153"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8656"],"trait":["Attack","Gunslinger"],"id":"feat-3154","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Blast Lock Single Action Source Guns & Gears (Remastered) pg. 111 Requirements You're wielding a loaded firearm. --- Sometimes taking the shortest distance between two points involves removing an obstacle or two. You shoot your firearm at a lock within 10 feet. Make an attack roll against the DC required to Pick the Lock. Critical Success You open the lock, or you achieve two successes toward opening a complex lock. Success You open the lock, or you achieve one success toward opening a complex lock. Failure You fail to open the lock, and your shot makes it harder to open. Future attempts to Pick the Lock or Blast the Lock take a –2 circumstance penalty. Critical Failure You fail to open the lock, and your shot makes it much harder to open. Future attempts to Pick the Lock or Blast the Lock take a –4 circumstance penalty.","feat":["Blast Lock"],"skill_mod":{},"summary":"Sometimes taking the shortest distance between two points involves removing an obstacle or two.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=3154","name":"Blast Lock","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3154"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"legacy_id":["feat-8657"],"trait":["Gunslinger"],"id":"feat-3155","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cover Fire Single Action Source Guns & Gears (Remastered) pg. 111 Archetypes Sniping Duo (Level 4), Sniping Duo (Level 4) Frequency once per round Requirements You're wielding a loaded firearm or crossbow. --- You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow Strike; the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a –2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that Strike.","feat":["Cover Fire"],"skill_mod":{},"summary":"You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=3155","archetype":["Sniping Duo"],"name":"Cover Fire","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3155"},{"skill_mod":{},"summary":"You have a deep understanding of the crossbow.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3156","weakness":{},"name":"Crossbow Crack Shot","legacy_id":["feat-8658"],"trait":["Gunslinger"],"id":"feat-3156","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crossbow Crack Shot Source Guns & Gears (Remastered) pg. 111 --- You’re exceptionally skilled with the crossbow. The first time each round that you Interact to reload a crossbow you are wielding, including Interact actions as part of your slinger’s reload and similar effects, you increase the range increment for your next Strike with that weapon by 10 feet and deal 1 additional precision damage per weapon damage die with that Strike. If your crossbow has the backstabber trait and you are attacking an off-guard target, instead of the normal benefits of this feat backstabber deals 2 additional precision damage per weapon damage die in place of its normal effects.","category":"feat","pfs":"Standard","feat":["Crossbow Crack Shot"],"rarity":"common","slug":"feat-3156"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8660"],"trait":["Gunslinger"],"id":"feat-3157","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hit the Dirt! Reaction Source Guns & Gears (Remastered) pg. 111 Archetypes Unexpected Sharpshooter (Level 4), Unexpected Sharpshooter (Level 4) Trigger A creature you can see attempts a ranged Strike against you. --- You fling yourself out of harm's way. You Leap. Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone after completing your Leap. Hit the Dirt! leads to... Leap and Fire","feat":["Hit the Dirt!"],"skill_mod":{},"summary":"You fling yourself out of harm's way.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"trigger":"A creature you can see attempts a ranged Strike against you.","resistance":{},"url":"/Feats.aspx?ID=3157","archetype":["Unexpected Sharpshooter"],"name":"Hit the Dirt!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3157"},{"skill_mod":{},"summary":"Bullets and bombs can be scarce in some parts, so you've learned to make your own.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3158","weakness":{},"name":"Munitions Crafter","legacy_id":["feat-8661"],"trait":["Gunslinger"],"id":"feat-3158","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Munitions Crafter Source Guns & Gears (Remastered) pg. 111 --- Bullets and bombs can be scarce in some parts, so you’ve learned to make your own. You become trained in Crafting and gain the advanced alchemy benefits. You can use the advanced alchemy benefits to create a number of daily consumables equal to 4 + half your level (rounded up); these consumables must be bombs or alchemical ammunition. You gain a formula book that includes the formula for black powder and four 1st-level types of common or uncommon alchemical ammunition or bombs of your choice. When crafting alchemical ammunition, including black powder in doses or rounds, using advanced alchemy, you create the ammunition in batches of 4 (meaning that if you were 4th level and used all of your advanced alchemy consumables to create alchemical ammunition, you could create a maximum of 24 rounds). You cannot use advanced alchemy to Craft horns or kegs of black powder. Munitions Crafter leads to... Munitions Machinist","category":"feat","pfs":"Standard","feat":["Munitions Crafter"],"rarity":"common","slug":"feat-3158"},{"skill_mod":{},"summary":"You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3159","weakness":{},"archetype":["Pistol Phenom"],"name":"Sword and Pistol","legacy_id":["feat-8662"],"trait":["Gunslinger"],"id":"feat-3159","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sword and Pistol Source Guns & Gears (Remastered) pg. 111 Archetypes Pistol Phenom (Level 4), Pistol Phenom (Level 4) --- You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is off-guard against your next melee attack with a one-handed melee weapon. When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Reactive Strike. Either of these benefits is lost if not used by the end of your next turn.","category":"feat","pfs":"Standard","feat":["Sword and Pistol"],"rarity":"common","slug":"feat-3159"},{"skill_mod":{},"summary":"You use bulky firearms or crossbows to shield your body from your foes' attacks.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3160","weakness":{},"name":"Defensive Armaments","legacy_id":["feat-8663"],"trait":["Gunslinger"],"id":"feat-3160","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Defensive Armaments Source Guns & Gears (Remastered) pg. 111 --- You use bulky firearms or crossbows to shield your body. Any two-handed firearms and two-handed crossbows you wield gain the parry trait. If an appropriate weapon already has the parry trait, increase the circumstance bonus to AC it grants when used to parry from +1 to +2. While parrying with your weapon, you are immune to splash damage.","category":"feat","pfs":"Standard","feat":["Defensive Armaments"],"rarity":"common","slug":"feat-3160"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8664"],"trait":["Gunslinger","Visual"],"id":"feat-3161","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fake Out Reaction Source Guns & Gears (Remastered) pg. 112 PFS Note For the purpose of gunslinger feats and abilities, if the ability states that you fire your weapon, you fire your weapon; if it does not state as such, you do not have to fire your weapon. Notably, Fake Out does not require you to actually fire your weapon. Trigger An ally is about to use an action that requires an attack roll, targeting a creature within your weapon's first range increment. Requirements You're wielding a loaded firearm or crossbow. --- With a skilled flourish of your weapon, you force an enemy to acknowledge you as a threat. Make an attack roll to Aid the triggering attack. If you dealt damage to that enemy with the same weapon since the start of your last turn, you gain a +1 circumstance bonus to this roll.","feat":["Fake Out"],"skill_mod":{},"summary":"With a skilled flourish of your weapon, you force an enemy to acknowledge you as a threat.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class","Sense"],"level":2,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or crossbow.","trigger":"An ally is about to use an action that requires an attack roll, targeting a creature within your weapon's first range increment.","resistance":{},"url":"/Feats.aspx?ID=3161","name":"Fake Out","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3161"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-8665"],"trait":["Gunslinger"],"id":"feat-3162","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pistol Twirl Single Action Source Guns & Gears (Remastered) pg. 112 Archetype Bullet Dancer (Level 4) Prerequisites Trained in Deception Requirements You're wielding a loaded one-handed ranged weapon. --- Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks. You Feint against an opponent within the required weapon’s first range increment, rather than an opponent within melee reach. If you succeed, the foe is off-guard against your melee and ranged attacks, rather than only your melee attacks. On a critical failure, you’re off-guard against the target’s melee and ranged attacks, rather than only its melee attacks. Pistol Twirl leads to... Showstopper","feat":["Pistol Twirl"],"skill_mod":{},"summary":"Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":2,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"requirement":"You're wielding a loaded one-handed ranged weapon.","resistance":{},"url":"/Feats.aspx?ID=3162","archetype":["Bullet Dancer"],"name":"Pistol Twirl","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3162"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8667"],"trait":["Flourish","Gunslinger"],"id":"feat-3163","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Risky Reload Single Action Source Guns & Gears (Remastered) pg. 112 Archetypes Unexpected Sharpshooter (Level 4), Unexpected Sharpshooter (Level 4) Requirements You're wielding a firearm. --- You've practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm's functionality. Interact to reload a firearm, then make a Strike with that firearm. If the Strike fails, the firearm misfires.","feat":["Risky Reload"],"skill_mod":{},"summary":"You've practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm's functionality.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":2,"source_category":["Rulebooks"],"requirement":"You're wielding a firearm.","resistance":{},"url":"/Feats.aspx?ID=3163","archetype":["Unexpected Sharpshooter"],"name":"Risky Reload","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3163"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-8668"],"trait":["Gunslinger"],"id":"feat-3164","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Warning Shot Single Action Source Guns & Gears (Remastered) pg. 112 Prerequisites Trained in Intimidation Requirements You're wielding a loaded firearm. --- Who needs words when the roar of a gun is so much more succinct? You attempt to Demoralize a foe by firing your weapon into the air, using the firearm's maximum range rather than the usual range of 30 feet. This check doesn't take the –4 circumstance penalty if the target doesn't share a language with you.","feat":["Warning Shot"],"skill_mod":{},"summary":"Who needs words when the roar of a gun is so much more succinct?","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":2,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=3164","name":"Warning Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3164"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8669"],"trait":["Gunslinger"],"id":"feat-3165","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Alchemical Shot Two Actions Source Guns & Gears (Remastered) pg. 112 PFS Note For the gunslinger’s Alchemical Shot feat and any similar abilities that change a weapon’s damage type, only the primary damage’s type is affected; any secondary effects (such as precision damage or damage applied from a rune) are not affected. Requirements You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow. --- You've practiced a technique for mixing alchemical bombs with your loaded shot. You Interact to retrieve the bomb (if it's not already in your hand) and pour its contents onto your ammunition, consuming the bomb, then resume your grip on the required weapon. Next, Strike with your firearm. The Strike deals damage of the same type as the bomb (for instance, fire damage for alchemist's fire), and it deals an additional 1d6 persistent damage of the same type as the bomb. If the Strike is a failure, you take 1d6 damage of the same type as the bomb you used, and the firearm misfires. The persistent damage increases to 2d6 if the bomb is 11th level or higher, or 3d6 if it's 17th level or higher.","feat":["Alchemical Shot"],"skill_mod":{},"summary":"You've practiced a technique for mixing alchemical bombs with your loaded shot.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=3165","name":"Alchemical Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3165"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8670"],"trait":["Gunslinger"],"id":"feat-3166","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Black Powder Boost Single Action or Two Actions Source Guns & Gears (Remastered) pg. 112 Archetypes Bullet Dancer (Level 6), Bullet Dancer (Level 6) Requirements You're wielding a loaded firearm. --- You fire your weapon as you jump, using the kickback to go farther. You Leap and discharge your firearm to add a +10-foot status bonus to the distance traveled. If you spend 2 actions for Black Powder Boost, you High Jump or Long Jump instead. Special An ability that allows you to High Jump or Long Jump as a single action (like the Quick Jump skill feat) lets you use Black Powder Boost as a single action for those jumps as well. Black Powder Boost leads to... Black Powder Blaze, Reach for the Stars","feat":["Black Powder Boost"],"skill_mod":{},"summary":"You fire your weapon as you jump, using the kickback to go farther.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=3166","archetype":["Bullet Dancer"],"name":"Black Powder Boost","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","rarity":"common","slug":"feat-3166"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8671"],"trait":["Gunslinger"],"id":"feat-3167","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Instant Backup Reaction Source Guns & Gears (Remastered) pg. 112 Trigger Your attack with a firearm misfires. --- Even as your firearm misfires, you quickly draw a backup. Release the misfired weapon and Interact to draw a different weapon that requires the same number of hands or fewer.","feat":["Instant Backup"],"skill_mod":{},"summary":"Even as your firearm misfires, you quickly draw a backup weapon.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"trigger":"Your attack with a firearm misfires.","resistance":{},"url":"/Feats.aspx?ID=3167","name":"Instant Backup","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3167"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8672"],"trait":["Gunslinger"],"id":"feat-3168","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Paired Shots Two Actions Source Guns & Gears (Remastered) pg. 112 Requirements You're wielding two weapons, each of which can be either a loaded one-handed firearm or loaded one-handed crossbow. --- Your shots hit simultaneously. Make two Strikes, one with each of your two ranged weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If both attacks hit, combine their damage and then add any applicable effects from both weapons. You add any precision damage, only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.","feat":["Paired Shots"],"skill_mod":{},"summary":"Your shots hit simultaneously.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You're wielding two weapons, each of which can be either a loaded one-handed firearm or loaded one-handed crossbow.","resistance":{},"url":"/Feats.aspx?ID=3168","name":"Paired Shots","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3168"},{"skill_mod":{},"summary":"You've dedicated your training to the most complex and weird weapons of your favorite group.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3169","weakness":{},"name":"Advanced Shooter","legacy_id":["feat-8674"],"trait":["Gunslinger"],"id":"feat-3169","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Shooter Source Guns & Gears (Remastered) pg. 113 --- You’ve dedicated your training to mastering even the most complex and weird firearms and crossbows from across the world. You gain proficiency with all advanced firearms as if they were martial firearms and with all advanced crossbows as if they were martial crossbows.","category":"feat","pfs":"Standard","feat":["Advanced Shooter"],"rarity":"common","slug":"feat-3169"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8675"],"trait":["Flourish","Gunslinger"],"id":"feat-3170","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cauterize Single Action Source Guns & Gears (Remastered) pg. 113 Trigger You're wielding a loaded firearm and you or an adjacent ally are taking persistent bleed damage. --- You use the smoking barrel of your firearm to sear shut a bleeding wound. Make a Strike with your firearm. You then press the heated barrel to the wounds of you or an ally within reach that is taking persistent bleed damage, giving an immediate flat check to end the bleed with the lower DC for particularly effective assistance.","feat":["Cauterize"],"skill_mod":{},"summary":"You use the smoking barrel of your firearm to sear shut a bleeding wound.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":6,"source_category":["Rulebooks"],"trigger":"You're wielding a loaded firearm and you or an adjacent ally are taking persistent bleed damage .","resistance":{},"url":"/Feats.aspx?ID=3170","name":"Cauterize","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3170"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8676"],"trait":["Flourish","Gunslinger"],"id":"feat-3171","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Drifter's Juke Two Actions Source Guns & Gears (Remastered) pg. 113 Prerequisites way of the drifter Requirements You're wielding a firearm or crossbow in one hand, and your other hand is either wielding a melee weapon or is empty. --- You move in and out of range to complement your attacks. You Step, make a Strike, Step, and make another Strike. One Strike must be a ranged Strike using your firearm or crossbow, and the other must be a melee Strike using your melee weapon or unarmed attack. You can choose not to take one or both Steps.","feat":["Drifter's Juke"],"skill_mod":{},"summary":"You move in and out of range to complement your attacks.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":6,"prerequisite":"way of the drifter","source_category":["Rulebooks"],"requirement":"You're wielding a firearm or crossbow in one hand, and your other hand is either wielding a melee weapon or is empty.","resistance":{},"url":"/Feats.aspx?ID=3171","name":"Drifter's Juke","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3171"},{"skill_mod":{},"summary":"You're particularly adept at crafting ammunition and bombs.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Munitions Crafter; Expert in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3172","weakness":{},"skill":["Crafting","Crafting"],"name":"Munitions Machinist","legacy_id":["feat-8677"],"trait":["Gunslinger"],"id":"feat-3172","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Munitions Machinist Source Guns & Gears (Remastered) pg. 113 Prerequisites Munitions Crafter; Expert in Crafting --- You're adept at crafting ammunition. You gain the Quick Alchemy benefits, creating up to 4 versatile vials during your daily preparations. You can use Quick Alchemy only to create bombs or alchemical ammunition. Using Quick Alchemy to create alchemical ammunition also counts as 1 action toward activating that ammunition. Munitions Machinist leads to... Precious Munitions","category":"feat","pfs":"Standard","feat":["Munitions Machinist"],"rarity":"common","slug":"feat-3172"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8678"],"trait":["Gunslinger"],"id":"feat-3173","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Phalanx Breaker Two Actions Source Guns & Gears (Remastered) pg. 113 Prerequisites way of the vanguard Requirements You're wielding a two-handed firearm or a two-handed crossbow. --- You know that to take out an enemy formation, you must punch a hole through its center. Make a ranged Strike with the required weapon against a target within the weapon's first range increment. The target is pushed directly back 10 feet (20 feet on a critical hit), and if this pushes the target into an obstacle, the target takes bludgeoning damage equal to half your level.","feat":["Phalanx Breaker"],"skill_mod":{},"summary":"You know that to take out an enemy formation, you must punch a hole through its center.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":6,"prerequisite":"way of the vanguard","source_category":["Rulebooks"],"requirement":"You're wielding a two-handed firearm or a two-handed crossbow.","resistance":{},"url":"/Feats.aspx?ID=3173","name":"Phalanx Breaker","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3173"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8679"],"trait":["Auditory","Flourish","Gunslinger","Linguistic","Mental"],"id":"feat-3174","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Pistolero's Challenge Single Action Source Guns & Gears (Remastered) pg. 114 Prerequisites way of the pistolero --- With a stern call, carefully chosen barb, or some other challenging declaration, you demand your foe's attention in a duel. Choose an opponent within 30 feet who you can perceive and can hear you, and make your choice of a Deception or Intimidation check against the target's Will DC. No matter the result of the check, the foe is temporarily immune to your Pistolero's Challenge until noon the next day. Success Both you and the opponent gain a +2 status bonus to damage rolls with Strikes made against each other. If you're a master in the skill you used for the check, the status bonus to damage rolls increases to +3, and if you're legendary, it increases to +4. You can have only one challenge in effect at a time; challenging a new opponent ends this effect on any current target. Otherwise, the effect lasts until one of you is defeated, flees, or the encounter ends. Critical Failure You become frightened 1 and can't use this ability again for 1 minute. Pistolero's Challenge leads to... Come at Me!","feat":["Pistolero's Challenge"],"skill_mod":{},"summary":"With a stern call, carefully chosen barb, or some other challenging declaration, you demand your foe's attention in a duel.","primary_source":"Guns & Gears (Remastered)","trait_group":["Sense","Mechanics","Class"],"level":6,"prerequisite":"way of the pistolero","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3174","name":"Pistolero's Challenge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3174"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8680"],"trait":["Gunslinger"],"id":"feat-3175","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scatter Blast Two Actions Source Guns & Gears (Remastered) pg. 114 Requirements You're wielding a loaded firearm that has the scatter trait. --- You pack your weapon with additional shot and powder, creating a risky but devastating wave of destruction. Make a ranged Strike with the firearm. The firearm's range increment increases by 20 feet and the radius of its scatter increases by 20 feet. The Strike gains the following failure conditions. Failure The firearm misfires, but it doesn't cause the other critical failure effects listed below. Critical Failure The firearm misfires and also explodes. It becomes broken, and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon's fundamental and property runes.","feat":["Scatter Blast"],"skill_mod":{},"summary":"You pack your weapon with additional shot and powder, creating a risky but devastating wave of destruction.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm that has the scatter trait.","resistance":{},"url":"/Feats.aspx?ID=3175","name":"Scatter Blast","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3175"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8681"],"trait":["Concentrate","Gunslinger"],"id":"feat-3176","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sniper's Aim Two Actions Source Guns & Gears (Remastered) pg. 114 Prerequisites way of the sniper --- You take an extra moment to carefully sync your aim and breathing, then fire a shot with great accuracy. Make a ranged weapon Strike. You gain a +2 circumstance bonus to this Strike's attack roll and ignore the target's concealment. If you're using a kickback firearm, you don't take the normal circumstance penalty on this Strike for not having the required Strength score or firing without using a stabilizer.","feat":["Sniper's Aim"],"skill_mod":{},"summary":"You take an extra moment to carefully sync your aim and breathing, then fire a shot with great accuracy.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":6,"prerequisite":"way of the sniper","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3176","name":"Sniper's Aim","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3176"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8682"],"trait":["Flourish","Gunslinger"],"id":"feat-3177","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bullet Split Single Action Source Guns & Gears (Remastered) pg. 114 Requirements You're wielding a firearm or crossbow in one hand and a slashing (or versatile S) melee weapon in the other. --- You carefully align your weapon with the edge of your blade, splitting the projectile in two as you fire to attack two different targets. Make two Strikes, one each against two separate targets. The targets must be adjacent to each other and within your weapon's maximum range. Each of these attacks takes a –2 penalty to the attack roll, but the two count as only one attack when calculating your multiple attack penalty.","feat":["Bullet Split"],"skill_mod":{},"summary":"You carefully align your weapon with the edge of your blade, splitting the projectile in two as you fire to attack two different targets.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":8,"source_category":["Rulebooks"],"requirement":"You're wielding a firearm or crossbow in one hand and a slashing (or versatile S ) melee weapon in the other.","resistance":{},"url":"/Feats.aspx?ID=3177","name":"Bullet Split","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3177"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-8683"],"trait":["Fortune","Gunslinger"],"id":"feat-3178","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Grit and Tenacity Reaction Source Guns & Gears (Remastered) pg. 115 Frequency once per hour Trigger You fail a Fortitude or Will save. --- You call upon deep reserves of toughness and mental fortitude to power through an otherwise debilitating effect. Reroll the triggering save with a +2 circumstance bonus; you must use the second result. Grit and Tenacity leads to... Unshakable Grit","feat":["Grit and Tenacity"],"skill_mod":{},"summary":"You call upon deep reserves of toughness and mental fortitude to power through an otherwise debilitating effect.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":8,"source_category":["Rulebooks"],"trigger":"You fail a Fortitude or Will save.","resistance":{},"url":"/Feats.aspx?ID=3178","name":"Grit and Tenacity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3178"},{"skill_mod":{},"summary":"You're quick enough to line up a shot even while diving to the ground.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Hit the Dirt!","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3179","weakness":{},"name":"Leap and Fire","legacy_id":["feat-8684"],"trait":["Gunslinger"],"id":"feat-3179","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Leap and Fire Source Guns & Gears (Remastered) pg. 115 Prerequisites Hit the Dirt! --- You're quick enough to line up a shot even while diving to the ground. When you use your Hit the Dirt! reaction, at any point during your Leap you can also make a ranged Strike with a loaded firearm or crossbow, targeting the creature whose attack triggered the reaction.","category":"feat","pfs":"Standard","feat":["Leap and Fire"],"rarity":"common","slug":"feat-3179"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8685"],"trait":["Gunslinger"],"id":"feat-3180","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Smoke Curtain Two Actions Source Guns & Gears (Remastered) pg. 115 Requirements You're wielding a loaded firearm and are wearing or holding a dose of black powder. --- You load an extra dose of powder into your shot, causing it to belch a cloud of smoke. You make a Strike with your firearm and create a cloud of smoke in a 20-foot emanation centered on your location. Creatures are concealed while within the smoke, and creatures outside the area are concealed to creatures within the smoke. The smoke dissipates at the start of your next turn. If your Strike is a critical failure, your firearm misfires.","feat":["Smoke Curtain"],"skill_mod":{},"summary":"You load an extra dose of powder into your shot, causing it to belch a cloud of smoke.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm and are wearing or holding a dose of black powder.","resistance":{},"url":"/Feats.aspx?ID=3180","name":"Smoke Curtain","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3180"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8686"],"trait":["Flourish","Gunslinger"],"id":"feat-3181","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Stab and Blast Single Action Source Guns & Gears (Remastered) pg. 115 Requirements You're wielding a firearm with an attached bayonet or reinforced stock, a fire lance, or a combination weapon. --- You slice or smash your opponent with the melee portion of your weapon before pulling the trigger at point-blank range. Make a melee Strike with the required weapon. If the Strike is successful, you can immediately make a ranged Strike against the same target with a +2 circumstance bonus to the attack roll. This counts as two attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making both attacks.","feat":["Stab and Blast"],"skill_mod":{},"summary":"You slice or smash your opponent with the melee portion of your weapon before pulling the trigger at point-blank range.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":8,"source_category":["Rulebooks"],"requirement":"You're wielding a firearm with an attached bayonet or reinforced stock , a fire lance , or a combination weapon.","resistance":{},"url":"/Feats.aspx?ID=3181","name":"Stab and Blast","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3181"},{"skill_mod":{},"summary":"You target a specific area of your foe's anatomy to debilitating effect.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3182","weakness":{},"name":"Called Shot","legacy_id":["feat-8687"],"trait":["Flourish","Gunslinger"],"actions_number":4,"id":"feat-3182","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Called Shot Two Actions Source Guns & Gears (Remastered) pg. 115 --- You target a specific area of your foe's anatomy to debilitating effect. Declare a part of your foe's anatomy to target and make a ranged weapon Strike. If you hit and deal damage, the target takes one of the following effects, based on the body part you targeted. The GM should use the stated effects as a guideline when attacking creatures with stranger anatomy—for instance, applying the “arms” effect to a creature's tentacles if those are what the creature uses to attack. Arms The target is enfeebled 2 until the end of your next turn. On a critical hit, it's also enfeebled 1 for 1 minute. Head The target is stupefied 2 until the end of your next turn. On a critical hit, it's also stupefied 1 for 1 minute. Legs The target takes a –10-foot status penalty to its Speeds until the end of your next turn. On a critical hit, it also takes a –5-foot penalty to its Speeds for 1 minute. Wings If the target is flying using its wings, it immediately falls 20 feet, or 40 feet on a critical hit. The fall is gradual enough that if the target hits the ground, it takes no damage from the fall. ","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Called Shot"],"rarity":"common","slug":"feat-3182"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8688"],"trait":["Gunslinger"],"id":"feat-3183","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Deflecting Shot Reaction Source Guns & Gears (Remastered) pg. 115 Archetypes Sniping Duo (Level 12), Sniping Duo (Level 12) Trigger An ally within the first range increment of your firearm or crossbow is hit by an attack, and you can see the attacker. Requirements You're wielding a loaded firearm or crossbow. --- You're always ready to take a quick shot to deflect a weapon or distract a foe enough to render them off target. The ally gains a +2 circumstance bonus to their AC against the triggering attack. You use this reaction after the result of the attack roll is revealed, so you know whether the +2 will make a sufficient difference.","feat":["Deflecting Shot"],"skill_mod":{},"summary":"You're always ready to take a quick shot to deflect a weapon or distract a foe enough to render them off target.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or crossbow.","trigger":"An ally within the first range increment of your firearm or crossbow is hit by an attack, and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=3183","archetype":["Sniping Duo"],"name":"Deflecting Shot","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3183"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8689"],"trait":["Gunslinger"],"id":"feat-3184","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Penetrating Fire Two Actions Source Guns & Gears (Remastered) pg. 115 Requirements You're wielding a loaded firearm or crossbow. --- You blast a bullet through one foe and into another. Choose two targets, one of which would give the other lesser cover against your ranged attacks. Make a single ranged Strike with the required weapon against both targets. This attack ignores any lesser cover the nearer target provides the other. Roll damage only once and apply it to each creature you hit. Penetrating Fire counts as two attacks for your multiple attack penalty.","feat":["Penetrating Fire"],"skill_mod":{},"summary":"You blast a bullet through one foe and into another.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=3184","name":"Penetrating Fire","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3184"},{"skill_mod":{},"summary":"You mix flecks of precious materials you've gathered on your journeys into your custom bullets to bring out those properties in your temporary ammunition.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Munitions Machinist","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3185","weakness":{},"name":"Precious Munitions","legacy_id":["feat-8690"],"trait":["Gunslinger"],"id":"feat-3185","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Precious Munitions Source Guns & Gears (Remastered) pg. 115 Prerequisites Munitions Machinist --- You mix flecks of precious materials you've gathered on your journeys into your custom bullets to bring out those properties in your temporary ammunition. You can use advanced alchemy to create standard-grade adamantine, cold iron, or silver ammunition, spending 1 batch of reagents per piece of ammunition. At 15th level, you can create high-grade adamantine, cold iron, or silver ammunition.","category":"feat","pfs":"Standard","feat":["Precious Munitions"],"rarity":"common","slug":"feat-3185"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8691"],"trait":["Gunslinger"],"id":"feat-3186","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Rebounding Assault Two Actions Source Guns & Gears (Remastered) pg. 115 Requirements You're wielding a loaded firearm or loaded crossbow in one hand and a bludgeoning or slashing melee weapon in the other. --- You hurl your melee weapon at an opponent, then fire a bullet into the weapon's hilt, making it bounce back to your grasp. Make a thrown ranged Strike with the melee weapon, then a ranged Strike with your firearm. Both Strikes use your current multiple attack penalty and this counts as two attacks when calculating your multiple attack penalty. If the melee weapon doesn't already have the thrown trait, it gains the thrown 10 feet trait during a Rebounding Assault. If both attacks are successful, the bolt or bullet hits the thrown melee weapon instead of your target, adding its force into one attack. Combine the damage from both Strikes, using the thrown weapon's damage type, and add an additional 1d6 precision damage. The impact sends the melee weapon rebounding off the target and back to your hand. In any circumstance other than both attacks hitting, carry out the individual Strikes normally. The thrown weapon doesn't rebound and remains in the target's space as normal for thrown weapons.","feat":["Rebounding Assault"],"skill_mod":{},"summary":"You hurl your melee weapon at an opponent, then fire a bullet into the weapon's hilt, making it deal additional damage and bounce back to your grasp.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or loaded crossbow in one hand and a bludgeoning or slashing melee weapon in the other.","resistance":{},"url":"/Feats.aspx?ID=3186","name":"Rebounding Assault","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3186"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8692"],"trait":["Fortune","Gunslinger"],"id":"feat-3187","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Redirecting Shot Reaction Source Guns & Gears (Remastered) pg. 116 Archetypes Sniping Duo (Level 12), Sniping Duo (Level 12) Trigger An ally misses with a ranged attack that uses a thrown weapon or ammunition. The ally must be willing to accept your assistance, you must see the attack's target, and the attack's target must be within the first range increment of your firearm or crossbow. Requirements You're wielding a loaded firearm or crossbow. --- Seeing your ally's attack about to go astray, you fire your weapon to right its course. Discharge your firearm and roll a d20. Your ally uses this roll instead of their own, and the attack ignores bonuses the target would gain against the attack from lesser or standard cover.","feat":["Redirecting Shot"],"skill_mod":{},"summary":"Seeing your ally's attack about to go astray, you fire your weapon to right its course.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or crossbow.","trigger":"An ally misses with a ranged attack that uses a thrown weapon or ammunition. The ally must be willing to accept your assistance, you must see the attack's target, and the attack's target must be within the first range increment of your firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=3187","archetype":["Sniping Duo"],"name":"Redirecting Shot","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3187"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8693"],"trait":["Gunslinger"],"id":"feat-3188","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Trick Shot Two Actions Source Guns & Gears (Remastered) pg. 116 Archetypes Bullet Dancer (Level 12), Pistol Phenom (Level 12), Unexpected Sharpshooter (Level 10), Bullet Dancer (Level 12), Pistol Phenom (Level 12), Unexpected Sharpshooter (Level 10) Requirements You're wielding a loaded crossbow or firearm. --- You shoot not at your foe but at an object nearby. Make a Strike with your firearm against an AC equal to an easy DC for your level. On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects. Dislodge Object Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table. Explosive Barrel Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take 6d6 damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by 1d6 for every 2 levels you have above 10th. Trick Shot leads to... Ranged Disarm","feat":["Trick Shot"],"skill_mod":{},"summary":"You shoot not at your foe but at an object nearby.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded crossbow or firearm.","resistance":{},"url":"/Feats.aspx?ID=3188","archetype":["Bullet Dancer","Pistol Phenom","Unexpected Sharpshooter"],"name":"Trick Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3188"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8694"],"trait":["Gunslinger"],"id":"feat-3189","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Twin Shot Knockdown Two Actions Source Guns & Gears (Remastered) pg. 116 Requirements You're wielding a loaded crossbow or loaded firearm in each hand. --- You fire at an enemy while targeting a part of its anatomy that will disrupt its balance. Make two Strikes against the same target, one with each of the required weapons. If both Strikes are successful, the target is also knocked prone.","feat":["Twin Shot Knockdown"],"skill_mod":{},"summary":"You fire at an enemy while targeting a part of its anatomy that will disrupt its balance.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded crossbow or loaded firearm in each hand.","resistance":{},"url":"/Feats.aspx?ID=3189","name":"Twin Shot Knockdown","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3189"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8695"],"trait":["Concentrate","Gunslinger"],"id":"feat-3190","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blood in the Air Single Action Source Guns & Gears (Remastered) pg. 116 Requirements An enemy you've damaged with a ranged weapon during the last minute is concealed or hidden from you. --- Once you've locked on to a target, little can obscure your aim. Make a ranged weapon Strike against the required target. This Strike ignores the target's concealed condition and reduces the flat check for the hidden condition from 11 to 5.","feat":["Blood in the Air"],"skill_mod":{},"summary":"Once you've locked on to a target, little can obscure your aim.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":12,"source_category":["Rulebooks"],"requirement":"An enemy you've damaged with a ranged weapon during the last minute is concealed or hidden from you.","resistance":{},"url":"/Feats.aspx?ID=3190","name":"Blood in the Air","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3190"},{"skill_mod":{},"summary":"You relax your eyes, taking in the presence of hidden things, granting you the ability to locate invisible creatures.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3191","weakness":{},"name":"Deadeye","legacy_id":["feat-8696"],"trait":["Concentrate","Gunslinger"],"actions_number":2,"id":"feat-3191","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Deadeye Single Action Source Guns & Gears (Remastered) pg. 117 --- You relax your eyes, taking in the smallest movements of objects, stirring of grass and leaves, and other signs of the presence of hidden things, granting you the ability to locate invisible creatures. Until the start of your next turn, you can see invisible creatures and objects as silhouettes defined by the movement of air, slight depressions in the ground, and other tells that less-keen eyes would overlook, which makes them merely concealed from you.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Deadeye"],"rarity":"common","slug":"feat-3191"},{"skill_mod":{},"summary":"You fire to ensure that even if your shot doesn't land cleanly, it still lands close enough to deal some damage.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3192","weakness":{},"name":"Flesh Wound","legacy_id":["feat-8697"],"trait":["Gunslinger"],"actions_number":2,"id":"feat-3192","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Flesh Wound Single Action Source Guns & Gears (Remastered) pg. 117 --- You fire to ensure that even if your shot doesn't land cleanly, it still lands close enough to deal some damage. Make a ranged Strike. It gains the following effect on a failure (though not a critical failure). Failure Though your attack misses, it still deals one die of damage plus any damage from your weapon specialization class feature. This uses your weapon's normal damage die and damage type. This attack doesn't add extra damage from any other sources or abilities.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Flesh Wound"],"rarity":"common","slug":"feat-3192"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8698"],"trait":["Concentrate","Gunslinger"],"id":"feat-3193","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Ricochet Shot Single Action Source Guns & Gears (Remastered) pg. 117 Archetypes Bullet Dancer (Level 14), Bullet Dancer (Level 14) --- You bounce your shot off a nearby surface to strike your opponent from an unexpected angle. Attempt a Strike with a firearm or crossbow. When determining whether a target has cover from this Strike, you can choose one solid surface within your weapon’s first range increment to ricochet your shot off of. If you do, you determine the target’s cover from the point where you ricochet your shot instead of from you. Ricochet Shot leads to... Ricochet Master","feat":["Ricochet Shot"],"skill_mod":{},"summary":"You bounce your shot off a nearby surface to strike your opponent from an unexpected angle.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3193","archetype":["Bullet Dancer"],"name":"Ricochet Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3193"},{"legacy_name":["Scattering Shot"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8699"],"trait":["Gunslinger"],"id":"feat-3194","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shattering Shot Single Action Source Guns & Gears (Remastered) pg. 117 Requirements You're wielding a loaded firearm or loaded crossbow and are wearing or holding an alchemical bomb. --- You fling a bomb into the air and then shoot it with your gun before it falls, raining destruction down over a wide area. If necessary, you Interact to draw the bomb and regrip your weapon. You throw your bomb to the corner of a square within your firearm's first range increment and shoot it with your firearm. All creatures in a 15-foot burst of the bomb take the bomb's normal damage with a basic Reflex save against your class DC. They don't take any splash or persistent damage the bomb would deal normally.","feat":["Shattering Shot"],"skill_mod":{},"summary":"You fling a bomb into the air and then shoot it with your gun before it falls, raining destruction down over a wide area.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":12,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or loaded crossbow and are wearing or holding an alchemical bomb .","resistance":{},"url":"/Feats.aspx?ID=3194","name":"Shattering Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3194"},{"skill_mod":{},"summary":"You specialize in blending into a particular type of environment, able to disappear after taking your shot.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3195","weakness":{},"skill":["Stealth","Stealth"],"name":"Shooter's Camouflage","legacy_id":["feat-8700"],"trait":["Gunslinger"],"id":"feat-3195","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shooter's Camouflage Source Guns & Gears (Remastered) pg. 117 Prerequisites Master in Stealth --- You specialize in blending into a particular type of environment, able to disappear after taking your shot. Choose either natural or urban terrain. In the chosen terrain, you can Hide and Sneak even without cover or being concealed.","category":"feat","pfs":"Standard","feat":["Shooter's Camouflage"],"rarity":"common","slug":"feat-3195"},{"skill_mod":{},"summary":"You've become hardened by conflict after everything you've faced, and you possess a certain intractable stubbornness.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Grit and Tenacity","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3196","weakness":{},"name":"Unshakable Grit","legacy_id":["feat-8701"],"trait":["Gunslinger"],"id":"feat-3196","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Unshakable Grit Source Guns & Gears (Remastered) pg. 117 Prerequisites Grit and Tenacity --- You've become hardened by conflict after everything you've faced, and you possess a certain intractable stubbornness. If the reroll granted to you by your Grit and Tenacity reaction is a success, you get a critical success instead; if it's a critical failure, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Unshakable Grit"],"rarity":"common","slug":"feat-3196"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8702"],"trait":["Gunslinger"],"id":"feat-3197","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Blast Tackle Two Actions Source Guns & Gears (Remastered) pg. 117 Prerequisites way of the vanguard Requirements You're wielding a two-handed crossbow or a firearm that has the kickback or scatter trait. --- You throw yourself at an enemy, bracing your weapon against it and pulling it close before releasing a destructive shot. Attempt to Grapple; if you're wielding your weapon in both hands, you Release one hand to do so. If your Grapple succeeds, you can immediately Strike the target of the Grapple with the required weapon, even if it's a two-handed weapon you're holding in one hand. This Strike deals an additional 3d6 precision damage. As long the creature remains grabbed or restrained, you can use just one hand to reload the weapon and Strike that creature with it.","feat":["Blast Tackle"],"skill_mod":{},"summary":"You throw yourself at an enemy, bracing your weapon against it and pulling it close before releasing a destructive shot.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":14,"prerequisite":"way of the vanguard","source_category":["Rulebooks"],"requirement":"You're wielding a two-handed crossbow or a firearm that has the kickback or scatter trait.","resistance":{},"url":"/Feats.aspx?ID=3197","name":"Blast Tackle","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3197"},{"skill_mod":{},"summary":"You're a legendary duelist, welcoming all challengers, enabling you to challenge many foes even while other challenges are active.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Pistolero's Challenge","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3198","weakness":{},"name":"Come at Me!","legacy_id":["feat-8703"],"trait":["Gunslinger"],"id":"feat-3198","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Come at Me! Source Guns & Gears (Remastered) pg. 117 Prerequisites Pistolero's Challenge --- You're a legendary duelist, welcoming all challengers, enabling you to challenge many foes even while other challenges are active. There is no longer a limit to the number of Pistolero's Challenges you can have in effect at one time.","category":"feat","pfs":"Standard","feat":["Come at Me!"],"rarity":"common","slug":"feat-3198"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-8704"],"trait":["Concentrate","Gunslinger"],"id":"feat-3199","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Dance of Thunder Three Actions Source Guns & Gears (Remastered) pg. 117 PFS Note For the gunslinger’s Dance of Thunder feat, the first set of three actions must be resolved before subsequent sets of actions can be taken. Frequency once per minute Requirements You're wielding a loaded firearm or crossbow and are not fatigued. --- Your steps echo with the thunderous retort of exploding black powder as you dance a dance of death. Take any of the following actions you choose in any order: Step, Strike against a target within your firearm's first range increment, and Interact to reload. If you attempted a Strike and it succeeded, you can repeat these three actions again in any order. If you attempted a Strike in the second set and succeeded, you can repeat the actions one last time. After using Dance of Thunder, you become fatigued for 1 minute.","feat":["Dance of Thunder"],"skill_mod":{},"summary":"Your steps echo with the thunderous retort of exploding black powder as you dance a dance of death.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":14,"source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or crossbow and are not fatigued .","resistance":{},"url":"/Feats.aspx?ID=3199","name":"Dance of Thunder","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3199"},{"skill_mod":{},"summary":"You use cacophonous blasts from your gun or distracting shots from your crossbow to cause momentary diversions, letting you move about the battlefield with impunity.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"way of the drifter","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3200","weakness":{},"name":"Disruptive Blur","legacy_id":["feat-8705"],"trait":["Gunslinger"],"id":"feat-3200","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Disruptive Blur Source Guns & Gears (Remastered) pg. 118 Prerequisites way of the drifter --- You use cacophonous blasts from your gun or distracting shots from your crossbow to cause momentary diversions, letting you move about the battlefield with impunity. After you make a Strike with a firearm or crossbow, creatures can't take reactions that would be triggered by your movement for the rest of your turn.","category":"feat","pfs":"Standard","feat":["Disruptive Blur"],"rarity":"common","slug":"feat-3200"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8706"],"trait":["Concentrate","Gunslinger"],"id":"feat-3201","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Headshot Two Actions Source Guns & Gears (Remastered) pg. 118 Prerequisites way of the sniper Requirements You're wielding a loaded firearm or crossbow. --- You attempt to finish your target with a final, well-placed shot. Make a crossbow or firearm Strike. If you've damaged the target within the last minute with the same weapon and you get a critical success on your attack roll, the target must succeed at a Fortitude save against your class DC or die; this is a death and incapacitation effect. A creature that survives is temporarily immune for 1 day. Creatures with no head (such as dullahans or oozes) are immune to this ability, and creatures with redundant heads (such as ettins) might survive the destruction of a head.","feat":["Headshot"],"skill_mod":{},"summary":"You attempt to finish your target with a final, well-placed shot.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":14,"prerequisite":"way of the sniper","source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=3201","name":"Headshot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3201"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-8707"],"trait":["Gunslinger"],"id":"feat-3202","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Showstopper Source Guns & Gears (Remastered) pg. 118 Archetypes Bullet Dancer (Level 16), Pistol Phenom (Level 16), Bullet Dancer (Level 16), Pistol Phenom (Level 16) Prerequisites Pistol Twirl; Master in Deception --- Your twirling weapons create a grand distraction that's difficult to look away from. When using Pistol Twirl to Feint, you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target's Perception DC.","feat":["Showstopper"],"skill_mod":{},"summary":"Your twirling weapons create a grand distraction that's difficult to look away from.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":14,"prerequisite":"Pistol Twirl; Master in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3202","archetype":["Bullet Dancer","Pistol Phenom"],"name":"Showstopper","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3202"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8708"],"trait":["Flourish","Gunslinger"],"id":"feat-3203","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Two-Weapon Fusillade Single Action Source Guns & Gears (Remastered) pg. 118 Archetypes Bullet Dancer (Level 16), Bullet Dancer (Level 16) Requirements You're wielding two weapons, each in a different hand. At least one of these weapons must be a loaded firearm or loaded crossbow. --- You attack with both your weapons in a furious barrage. Strike twice, once with each weapon.","feat":["Two-Weapon Fusillade"],"skill_mod":{},"summary":"You attack with both your weapons in a furious barrage.","primary_source":"Guns & Gears (Remastered)","trait_group":["Mechanics","Class"],"level":14,"source_category":["Rulebooks"],"requirement":"You're wielding two weapons, each in a different hand. At least one of these weapons must be a loaded firearm or loaded crossbow.","resistance":{},"url":"/Feats.aspx?ID=3203","archetype":["Bullet Dancer"],"name":"Two-Weapon Fusillade","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3203"},{"skill_mod":{},"summary":"You're especially talented at striking your enemies in their most vulnerable areas.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3204","weakness":{},"name":"Fatal Bullet","legacy_id":["feat-8709"],"trait":["Gunslinger"],"id":"feat-3204","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Fatal Bullet Source Guns & Gears (Remastered) pg. 118 --- You're especially talented at striking your enemies in their most vulnerable areas. When you critically hit with a fatal firearm, you deal an additional die of the appropriate size and damage type for the fatal trait after doubling the weapon's damage. For example, after getting a critical hit with a fatal d12 weapon, you add an additional 1d12 damage to the attack after doubling its damage.","category":"feat","pfs":"Standard","feat":["Fatal Bullet"],"rarity":"common","slug":"feat-3204"},{"skill_mod":{},"summary":"No one can react faster than you can pull your trigger.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"initial deed that allows you to Interact to draw a weapon","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3205","weakness":{},"name":"Hair Trigger","legacy_id":["feat-8710"],"trait":["Gunslinger"],"id":"feat-3205","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Hair Trigger Source Guns & Gears (Remastered) pg. 118 Prerequisites initial deed that allows you to Interact to draw a weapon --- No one can react faster than you can pull your trigger. When using your initial deed, instead of Interacting to draw a weapon, you can Strike with a firearm or crossbow you're already wielding. If this Strike hits, the target is also flat-footed until the end of your first turn of the encounter. Special If your initial deed allows you to Interact to draw a weapon more than once, this feat allows you to replace one of these Interact actions and use the other one to draw a weapon. You can't replace both Interact actions with Strikes, but you can draw a loaded firearm or crossbow with one of the actions and immediately shoot it with the other.","category":"feat","pfs":"Standard","feat":["Hair Trigger"],"rarity":"common","slug":"feat-3205"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8711"],"trait":["Gunslinger"],"id":"feat-3206","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Instant Return Reaction Source Guns & Gears (Remastered) pg. 119 Trigger An enemy misses you with a ranged attack using a type of ammunition appropriate to your weapon (a bullet if you're wielding a firearm). Requirements You're wielding an unloaded firearm or crossbow. --- With a single fluid gesture, you catch a projectile out of the air, load it in your weapon, and shoot it back at the attacker. Interact to load the projectile into your weapon, then make a Strike with the required weapon against the triggering opponent. Since you're using the foe's ammunition, this Strike applies any special effects that ammunition would have (for instance, if it was explosive ammunition , it would explode in a burst of fire if your Strike hits).","feat":["Instant Return"],"skill_mod":{},"summary":"With a single fluid gesture, you catch a projectile out of the air, load it in your weapon, and shoot it back at the attacker.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"requirement":"You're wielding an unloaded firearm or crossbow.","trigger":"An enemy misses you with a ranged attack using a type of ammunition appropriate to your weapon (a bullet if you're wielding a firearm).","resistance":{},"url":"/Feats.aspx?ID=3206","name":"Instant Return","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3206"},{"skill_mod":{},"summary":"You have an eye for angles and can find shots that others believe are impossible.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Ricochet Shot","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3207","weakness":{},"name":"Ricochet Master","legacy_id":["feat-8712"],"trait":["Gunslinger"],"id":"feat-3207","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Ricochet Master Source Guns & Gears (Remastered) pg. 119 Prerequisites Ricochet Shot --- You have an eye for angles and can find shots that others believe are impossible. When using Ricochet Shot, you can bounce your bullet off up to two solid surfaces within your weapon's first range increment instead of just one. In addition, a creature is off-guard the first time you attack it with a Ricochet Shot during an encounter. Ricochet Master leads to... Ricochet Legend","category":"feat","pfs":"Standard","feat":["Ricochet Master"],"rarity":"common","slug":"feat-3207"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8713"],"trait":["Gunslinger"],"id":"feat-3208","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Final Shot Three Actions Source Guns & Gears (Remastered) pg. 119 Requirements You're wielding an unloaded firearm. --- You jam a triple charge of black powder into your weapon to unleash a devastating but risky and inaccurate attack. Interact to reload, expending three doses of black powder in addition to your normal black powder or ammunition, then Strike with your firearm against a creature within the weapon's first range increment. If you roll a success, the attack is instead a critical success, but if you roll a failure, the weapon misfires. Regardless of your roll, after the attack you're flat-footed until the start of your next turn and stunned 1.","feat":["Final Shot"],"skill_mod":{},"summary":"You jam a triple charge of black powder into your weapon to unleash a devastating but risky and inaccurate attack.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"level":18,"source_category":["Rulebooks"],"requirement":"You're wielding an unloaded firearm.","resistance":{},"url":"/Feats.aspx?ID=3208","name":"Final Shot","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3208"},{"skill_mod":{},"summary":"Your attacks with your preferred weapons deal especially devastating wounds.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3209","weakness":{},"name":"Piercing Critical","legacy_id":["feat-8714"],"trait":["Gunslinger"],"id":"feat-3209","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Piercing Critical Source Guns & Gears (Remastered) pg. 119 --- Your attacks with your preferred weapons deal especially devastating wounds. When you Strike with a firearm or crossbow for which you have legendary proficiency, you critically succeed if you roll a 19 on the die, as long as that result is a success.","category":"feat","pfs":"Standard","feat":["Piercing Critical"],"rarity":"common","slug":"feat-3209"},{"skill_mod":{},"summary":"Your senses are finely tuned to the slightest variations in the air, so much that you can place your shot exactly where you intend to aim it from any range possible with your weapon.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3210","weakness":{},"name":"Unerring Shot","legacy_id":["feat-8715"],"trait":["Gunslinger"],"id":"feat-3210","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Unerring Shot Source Guns & Gears (Remastered) pg. 119 --- Your senses are finely tuned to the slightest variations in the air, so much that you can place your shot exactly where you intend to aim it from any range possible with your weapon. When attacking with a ranged weapon in which you have master or greater proficiency, ignore the penalty from its range increment. (The weapon's maximum range is unchanged.) In addition, if your target has cover against your attack with such a weapon, it doesn't gain the bonus to AC if it has lesser cover, gets only the bonus of lesser cover if it has standard cover, or gains only the bonus of standard cover if it has greater cover.","category":"feat","pfs":"Standard","feat":["Unerring Shot"],"rarity":"common","slug":"feat-3210"},{"skill_mod":{},"summary":"The sky's the limit, as long as you've got enough black powder.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Black Powder Boost","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3211","weakness":{},"name":"Reach for the Stars","legacy_id":["feat-8716"],"trait":["Gunslinger"],"id":"feat-3211","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Reach for the Stars Source Guns & Gears (Remastered) pg. 119 Prerequisites Black Powder Boost --- The sky's the limit, as long as you've got enough black powder. When you use Black Powder Boost, you can expend additional black powder or ammunition to boost yourself farther. For each dose of black powder or piece of firearm ammunition you spend in addition to your shot, you add another 10 feet to the height or distance of your Leap, to a maximum of 5 boosts (a +50-foot status bonus). You must be wearing a dose of black powder or piece of ammunition, or have it in hand, to detonate it for a boost. You can choose at which points in your Leap you detonate each boost, allowing you to change direction each time. You must then move in a straight line until you boost again or end your Leap.","category":"feat","pfs":"Standard","feat":["Reach for the Stars"],"rarity":"common","slug":"feat-3211"},{"skill_mod":{},"summary":"You prepare to fire with an instinctive speed and muscle memory that go beyond your conscious thoughts.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3212","weakness":{},"name":"Perfect Readiness","legacy_id":["feat-8717"],"trait":["Gunslinger"],"id":"feat-3212","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Perfect Readiness Source Guns & Gears (Remastered) pg. 119 --- You prepare to fire with an instinctive speed and muscle memory that go beyond your conscious thoughts. You're permanently quickened. You can use your extra action only to Step or Interact to reload.","category":"feat","pfs":"Standard","feat":["Perfect Readiness"],"rarity":"common","slug":"feat-3212"},{"skill_mod":{},"summary":"The more obstacles between you and your target, the deadlier your shots become, as you ricochet off multiple surfaces to hit them.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Ricochet Master","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3213","weakness":{},"name":"Ricochet Legend","legacy_id":["feat-8718"],"trait":["Gunslinger"],"id":"feat-3213","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ricochet Legend Source Guns & Gears (Remastered) pg. 119 Prerequisites Ricochet Master --- The more obstacles between you and your target, the deadlier your shots become, as you ricochet off multiple surfaces to hit them. When using Ricochet Shot, your shot can bounce off of any surface within your weapon's first three range increments and the target can't benefit from cover unless they have total cover on all sides. In addition, a creature must attempt a Will save against your class DC the first time in an encounter you attack it with a Ricochet Shot. If it fails, it's stunned 2 and is unable to determine where your shot originated.","category":"feat","pfs":"Standard","feat":["Ricochet Legend"],"rarity":"common","slug":"feat-3213"},{"skill_mod":{},"summary":"Your ability to react to unexpected circumstances is preternaturally sharp.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3214","weakness":{},"name":"Slinger's Reflexes","legacy_id":["feat-8719"],"trait":["Gunslinger"],"id":"feat-3214","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Slinger's Reflexes Source Guns & Gears (Remastered) pg. 119 --- Your ability to react to unexpected circumstances is preternaturally sharp. At the start of each creature's turn, you gain an additional reaction you can use on only that turn to use a gunslinger reaction.","category":"feat","pfs":"Standard","feat":["Slinger's Reflexes"],"rarity":"common","slug":"feat-3214"},{"skill_mod":{},"summary":"You become trained in simple and martial crossbows and simple and martial firearms.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Dexterity +2","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3215","weakness":{},"archetype":["Gunslinger"],"name":"Gunslinger Dedication","legacy_id":["feat-8720"],"trait":["Archetype","Dedication","Multiclass","Uncommon"],"id":"feat-3215","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Gunslinger Dedication Source Guns & Gears (Remastered) pg. 127 Archetype Gunslinger Prerequisites Dexterity +2 --- You excel in using specific types of ranged weapons. You have familiarity with martial crossbows and firearms, treating them as simple weapons for the purposes of proficiency. You gain access to uncommon martial and simple crossbows and firearms that do not have an ancestry trait. You become trained in gunslinger class DC. Choose a gunslinger way. You become trained in your way's associated skill; if you were already trained in this skill, you become trained in a skill of your choice. You don't gain any other abilities from your choice of way. Gunslinger Dedication leads to... Advanced Firearm Familiarity, Basic Shooting, Eagle Eye, Practiced Reloads, Slinger's Readiness","category":"feat","pfs":"Standard","feat":["Gunslinger Dedication"],"rarity":"uncommon","slug":"feat-3215"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level gunslinger feat of your choice.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Gunslinger Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3216","weakness":{},"archetype":["Gunslinger"],"name":"Basic Shooting","legacy_id":["feat-8721"],"trait":["Archetype"],"id":"feat-3216","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Shooting Source Guns & Gears (Remastered) pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication --- You gain a 1st- or 2nd-level gunslinger feat of your choice. Basic Shooting leads to... Advanced Shooting","category":"feat","pfs":"Standard","feat":["Basic Shooting"],"rarity":"common","slug":"feat-3216"},{"skill_mod":{},"summary":"You gain one gunslinger feat.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Shooting","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3217","weakness":{},"archetype":["Gunslinger"],"name":"Advanced Shooting","legacy_id":["feat-8722"],"trait":["Archetype"],"id":"feat-3217","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Shooting Source Guns & Gears (Remastered) pg. 127 Archetype Gunslinger Prerequisites Basic Shooting --- You gain one gunslinger feat. For the purpose of meeting its prerequisites, your gunslinger level is equal to half your level. Special You can select this feat more than once. Each time you select it, you gain another gunslinger feat.","category":"feat","pfs":"Standard","feat":["Advanced Shooting"],"rarity":"common","slug":"feat-3217"},{"skill_mod":{},"summary":"You've learned a gunslinger's tricks for staking out your territory in a fight.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Gunslinger Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3218","weakness":{},"archetype":["Gunslinger"],"name":"Slinger's Readiness","legacy_id":["feat-8723"],"trait":["Archetype"],"id":"feat-3218","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Slinger's Readiness Source Guns & Gears (Remastered) pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication --- You've learned a gunslinger's tricks for staking out your territory in a fight. You gain the initial deed for the way you selected with Gunslinger's Dedication.","category":"feat","pfs":"Standard","feat":["Slinger's Readiness"],"rarity":"common","slug":"feat-3218"},{"skill_mod":{},"summary":"You've mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Gunslinger Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3219","weakness":{},"archetype":["Gunslinger"],"name":"Practiced Reloads","legacy_id":["feat-8724"],"trait":["Archetype"],"id":"feat-3219","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Practiced Reloads Source Guns & Gears (Remastered) pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication --- You've mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals. You gain the slinger's reload for the way you selected with Gunslinger's Dedication.","category":"feat","pfs":"Standard","feat":["Practiced Reloads"],"rarity":"common","slug":"feat-3219"},{"skill_mod":{},"summary":"Your practice with crossbows and firearms has sharpened your attention to detail.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Gunslinger Dedication; expert in Perception","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3220","weakness":{},"archetype":["Gunslinger"],"name":"Eagle Eye","legacy_id":["feat-8725"],"trait":["Archetype"],"id":"feat-3220","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Eagle Eye Source Guns & Gears (Remastered) pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication; expert in Perception --- Your practice with crossbows and firearms has sharpened your attention to detail. You become a master in Perception.","category":"feat","pfs":"Standard","feat":["Eagle Eye"],"rarity":"common","slug":"feat-3220"},{"legacy_name":["Firearm Expert"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8726"],"trait":["Archetype"],"id":"feat-3221","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Advanced Firearm Familiarity Source Guns & Gears (Remastered) pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication; expert in any kind of weapon or unarmed attack --- You have familiarity with advanced firearms, treating them as martial weapons for the purposes of proficiency. You gain access to all uncommon firearms.","feat":["Advanced Firearm Familiarity"],"skill_mod":{},"summary":"You have familiarity with advanced firearms, treating them as martial weapons for the purposes of proficiency.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":12,"prerequisite":"Gunslinger Dedication; expert in any kind of weapon or unarmed attack","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3221","archetype":["Gunslinger"],"name":"Advanced Firearm Familiarity","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3221"},{"skill_mod":{},"summary":"Artillery is a team sport, where every member of the crew has to rely on the other members.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in martial weapons","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3222","weakness":{},"archetype":["Artillerist"],"name":"Artillerist Dedication","legacy_id":["feat-8727"],"trait":["Archetype","Dedication"],"id":"feat-3222","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Artillerist Dedication Source Guns & Gears (Remastered) pg. 128 Archetype Artillerist Prerequisites trained in martial weapons --- Artillery is a team sport, where every member of the crew has to rely on the other members. At best, a mistake might just waste time. At worst, a misaligned fuse or a badly set pin could cause the whole thing to explode. You've taken these lessons to heart, and so your presence on an artillery team assists the entire team at every aspect of the siege weapon's deployment and usage. If you're serving on a siege weapon crew, you and all other members gain a +2 circumstance bonus to any checks to Load, Aim, move, or Repair the weapon. When you Aim a siege weapon, you can move the weapon's aim twice as far as normal. Artillerist Dedication leads to... Cannon Corner Shot, Live Ammunition, Master Siege Engineer, Shorthanded","category":"feat","pfs":"Limited","feat":["Artillerist Dedication"],"rarity":"common","slug":"feat-3222"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8728"],"trait":["Archetype","Skill"],"id":"feat-3223","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Named Artillery Source Guns & Gears (Remastered) pg. 128 Archetype Artillerist Prerequisites Trained in Crafting --- It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood. You've gone a step further, and you always make sure that your named artillery has the best possible maintenance and upkeep. You can spend a full day adjusting and working on a single siege weapon to designate it as your named artillery. The siege weapon you designated as your named artillery gains a +2 circumstance bonus to AC, Fortitude saves, and Reflex saves as well as additional Hit Points equal to twice your level. During your daily preparations, you must spend at least one hour on maintenance to service your named artillery. If you fail to do so, or if you spend a full day designating a new piece of named artillery, the previous named artillery loses any benefits from this feat. Only one artillerist can designate a particular siege weapon as their named artillery, even if several artillerists are serving on the same siege weapon's crew (though it's typically more efficient for a group with several artillerists to divide them up, assigning one to each siege weapon).","feat":["Named Artillery"],"skill_mod":{},"summary":"It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":4,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3223","archetype":["Artillerist"],"name":"Named Artillery","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3223"},{"skill_mod":{},"summary":"You can operate a siege weapon with fewer than the minimum number of crew, at an increasing penalty.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Artillerist Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3224","weakness":{},"archetype":["Artillerist"],"name":"Shorthanded","legacy_id":["feat-8729"],"trait":["Archetype"],"id":"feat-3224","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Shorthanded Source Guns & Gears (Remastered) pg. 129 Archetype Artillerist Prerequisites Artillerist Dedication --- Typically, a siege weapon is meant to be run by a crew with a very specific minimum number of members designed to ensure that your crew can account for every possible variable and necessity in loading, aiming, and firing the weapon. In a pinch, however, you can operate it with fewer people, provided you know what you're doing. You can operate a siege weapon with fewer than the minimum number of crew, at an increasing penalty. You and your crew take a –2 penalty to checks to Load, Aim, Launch, move, or Repair the weapon for each person below the minimum crew. The maximum number of missing minimum crew members you can handle with this feat is 5. For example, if a siege weapon had a minimum crew size of 8, you would still need a crew of 3, and you would take a –10 penalty when doing so.","category":"feat","pfs":"Limited","feat":["Shorthanded"],"rarity":"common","slug":"feat-3224"},{"skill_mod":{},"summary":"By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Artillerist Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3225","weakness":{},"archetype":["Artillerist"],"name":"Cannon Corner Shot","legacy_id":["feat-8730"],"trait":["Archetype"],"id":"feat-3225","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Cannon Corner Shot Source Guns & Gears (Remastered) pg. 129 Archetype Artillerist Prerequisites Artillerist Dedication --- By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine. If you personally contribute an additional Load action to the siege weapon's loading, above the minimum, you can change a burst into a line twice as long as the size of the burst, or vice versa (so a 10-foot burst turns into a 20-foot line, or a 20-foot line turns into a 10-foot burst).","category":"feat","pfs":"Limited","feat":["Cannon Corner Shot"],"rarity":"common","slug":"feat-3225"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8731"],"trait":["Archetype"],"id":"feat-3226","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Field Artillery Single Action Source Guns & Gears (Remastered) pg. 129 Archetypes Artillerist, Munitions Master (Level 6) Prerequisites Expert in Crafting --- While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. You can Interact with an adjacent mounted siege weapon to increase its Speed by 10 feet for one round.","feat":["Field Artillery"],"skill_mod":{},"summary":"While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":6,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3226","archetype":["Artillerist","Munitions Master"],"name":"Field Artillery","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-3226"},{"skill_mod":{},"summary":"There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Artillerist Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3227","weakness":{},"archetype":["Artillerist"],"name":"Live Ammunition","legacy_id":["feat-8732"],"trait":["Archetype"],"id":"feat-3227","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Live Ammunition Source Guns & Gears (Remastered) pg. 129 Archetype Artillerist Prerequisites Artillerist Dedication --- There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation. While it's more humane to use this strategy with mindless constructs or undead, occasionally an exceedingly foolhardy adventurer demands the opportunity to try it. Loading a creature requires two additional Load actions, which you must conduct personally. The creature must be willing, unconscious, or restrained throughout the process, and the siege weapon must be physically capable of firing the creature in question, based on their size and shape. Typically, that means ballistas don't qualify, for example—nor do auto-catapults which require specifically-sized balls—but normal catapults and onagers work just fine. When you Launch the weapon, if the weapon usually targets an area, you target a single 5-foot square instead. The siege weapon deals its normal damage to its target, or to the modified area, and to the creature fired.","category":"feat","pfs":"Limited","feat":["Live Ammunition"],"rarity":"common","slug":"feat-3227"},{"skill_mod":{},"summary":"What you don't know about artillery isn't worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon's crew.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Artillerist Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3228","weakness":{},"archetype":["Artillerist","Munitions Master"],"name":"Master Siege Engineer","legacy_id":["feat-8733"],"trait":["Archetype"],"id":"feat-3228","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Master Siege Engineer Source Guns & Gears (Remastered) pg. 129 Archetypes Artillerist, Munitions Master (Level 16) Prerequisites Artillerist Dedication --- What you don't know about artillery isn't worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon's crew. You're permanently quickened. You can only use the extra action to Aim or Launch a siege weapon.","category":"feat","pfs":"Limited","feat":["Master Siege Engineer"],"rarity":"common","slug":"feat-3228"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Crafting","Arcana","Crafting"],"legacy_id":["feat-8734"],"trait":["Archetype","Dedication","Magical","Uncommon"],"id":"feat-3229","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Beast Gunner Dedication Source Guns & Gears (Remastered) pg. 130 Archetype Beast Gunner Prerequisites Trained in Arcana; Trained in Crafting; expert with at least one type of firearm, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above) --- You've bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun. The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting ability for these spells is either Charisma or Intelligence, chosen when you take this feat. If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. You also gain Spellsling. Spellsling Three Actions Requirements You’re wielding your bonded beast gun or another magic firearm; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the beast gun you're wielding. Make a Strike with that beast gun. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the purposes of determining your multiple attack penalty, but you don't apply the penalty until after you've completed resolving the attack and spell. Special If you also have the Spell-Woven Shot action you can load and activate a piece of magical ammunition as a free action before making a Spellsling attack once per 10 minutes. Beast Gunner Dedication leads to... Basic Beast Gunner Spellcasting, Controlled Bullet, Drain Vitality","feat":["Beast Gunner Dedication"],"skill_mod":{},"summary":"You've bonded to your beast gun and unlocked the first hints of its hidden potential.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":6,"prerequisite":"Trained in Arcana; Trained in Crafting; expert with at least one type of firearm, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above)","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3229","archetype":["Beast Gunner"],"name":"Beast Gunner Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-3229"},{"skill_mod":{},"summary":"You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Beast Gunner Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3230","weakness":{},"archetype":["Beast Gunner"],"name":"Basic Beast Gunner Spellcasting","legacy_id":["feat-8735"],"trait":["Archetype"],"id":"feat-3230","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Basic Beast Gunner Spellcasting Source Guns & Gears (Remastered) pg. 131 Archetype Beast Gunner Prerequisites Beast Gunner Dedication --- You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic.You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you've learned or discovered. Basic Beast Gunner Spellcasting leads to... Expert Beast Gunner Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Beast Gunner Spellcasting"],"rarity":"common","slug":"feat-3230"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"school":"necromancy","legacy_id":["feat-8736"],"trait":["Archetype","Magical","Necromancy"],"id":"feat-3231","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Drain Vitality Single Action Source Guns & Gears (Remastered) pg. 131 Archetype Beast Gunner Frequency once per minute Prerequisites Beast Gunner Dedication Requirements You have possession of your bonded beast gun. --- You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence. You gain temporary Hit Points equal to your level and attempt a flat check against any ongoing persistent damage, using the DC appropriate for particularly effective assistance. Using this ability depletes the magic within your bonded beast gun, preventing you from using any of its activated abilities until the end of your next turn.","feat":["Drain Vitality"],"skill_mod":{},"summary":"You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics","School"],"level":10,"prerequisite":"Beast Gunner Dedication","source_category":["Rulebooks"],"requirement":"You have possession of your bonded beast gun .","resistance":{},"url":"/Feats.aspx?ID=3231","archetype":["Beast Gunner"],"name":"Drain Vitality","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3231"},{"skill_mod":{},"summary":"You've learned the deeper secrets of beast guns, making you an expert in the magic they grant you.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Beast Gunner Spellcasting or Basic Wizard Spellcasting","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3232","weakness":{},"archetype":["Beast Gunner"],"name":"Expert Beast Gunner Spellcasting","legacy_id":["feat-8737"],"trait":["Archetype"],"id":"feat-3232","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Beast Gunner Spellcasting Source Guns & Gears (Remastered) pg. 131 Archetype Beast Gunner Prerequisites Basic Beast Gunner Spellcasting or Basic Wizard Spellcasting --- You've learned the deeper secrets of beast guns, making you an expert in the magic they grant you. You gain the expert spellcasting benefits. Expert Beast Gunner Spellcasting leads to... Master Beast Gunner Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Beast Gunner Spellcasting"],"rarity":"common","slug":"feat-3232"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"evocation","legacy_id":["feat-8738"],"trait":["Archetype","Evocation","Magical"],"id":"feat-3233","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Controlled Bullet Two Actions Source Guns & Gears (Remastered) pg. 131 Archetype Beast Gunner Frequency once per day Prerequisites Beast Gunner Dedication --- You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun Strike against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a Strike against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun's range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle . On a hit, you can direct the bullet toward a new target. You can continue to make Strikes against new targets in this same way until your attack misses, at which point your shot dissipates. You can't make a Strike against a target you already attacked during this use of Controlled Bullet, but you can otherwise continue to make attacks against valid targets until you miss. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you've made all your attacks.","feat":["Controlled Bullet"],"skill_mod":{},"summary":"You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","School","Mechanics"],"level":16,"prerequisite":"Beast Gunner Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3233","archetype":["Beast Gunner"],"name":"Controlled Bullet","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3233"},{"skill_mod":{},"summary":"You've learned the final truth of beast guns, making you a master in the magic they grant you.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Beast Gunner Spellcasting or Expert Wizard Spellcasting","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3234","weakness":{},"archetype":["Beast Gunner"],"name":"Master Beast Gunner Spellcasting","legacy_id":["feat-8739"],"trait":["Archetype"],"id":"feat-3234","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Beast Gunner Spellcasting Source Guns & Gears (Remastered) pg. 131 Archetype Beast Gunner Prerequisites Expert Beast Gunner Spellcasting or Expert Wizard Spellcasting --- You've learned the final truth of beast guns, making you a master in the magic they grant you. You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Beast Gunner Spellcasting"],"rarity":"common","slug":"feat-3234"},{"skill_mod":{},"summary":"You've learned how to synchronize traditional martial arts and guns.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"expert in unarmored defense and trained in unarmed attack","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3235","weakness":{},"archetype":["Bullet Dancer"],"name":"Bullet Dancer Dedication","legacy_id":["feat-8740"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3235","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bullet Dancer Dedication Source Guns & Gears (Remastered) pg. 132 Archetype Bullet Dancer Prerequisites expert in unarmored defense and trained in unarmed attack --- You mix guns and melee into a deadly art. You gain the Bullet Dancer Stance action. You are also granted familiarity with bayonets, reinforced stocks, martial firearms, and martial combination weapons; for the purposes of proficiency and abilities from this archetype, you treat bayonets, reinforced stocks, martial firearms, and martial combination weapons as simple weapons. You gain access to uncommon combination weapons that have a firearm ranged form. Bullet Dancer Stance Single Action (stance) Requirements You're unarmored and wielding a simple firearm or simple combination weapon; Effect You enter a specialized stance for a unique martial art centered around the use of simple firearms. While in this stance, the only Strikes you can make are those using bayonets, reinforced stocks, and simple firearms. You can use Flurry of Blows with these weapons. You can use your other monk feats or monk abilities that normally require unarmed attacks with bayonets and reinforced stocks, so long as the feat or ability doesn't require a single, specific Strike. You can also use them with simple firearms when attacking within half the first range increment. Bullet Dancer Dedication leads to... Bullet Dancer Burn, Ranged Disarm","category":"feat","pfs":"Standard","feat":["Bullet Dancer Dedication"],"rarity":"uncommon","slug":"feat-3235"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8741"],"trait":["Archetype"],"id":"feat-3236","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Bullet Dancer Burn Source Guns & Gears (Remastered) pg. 132 Archetype Bullet Dancer Prerequisites Bullet Dancer Dedication Requirements You're wielding a firearm with an attached bayonet or reinforced stock. --- The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught. While in Bullet Dancer Stance, when you successfully Strike an opponent with a bayonet or reinforced stock attached to your firearm, the next ranged Strike you make against that opponent doesn't trigger reactions that would trigger on a ranged attack, such as Reactive Strike. While in Bullet Dancer Stance, when you make a successful ranged Strike against an opponent within your melee reach using a firearm, the next reinforced stock or bayonet attack attached to that firearm deals an additional 1 fire damage and 1 persistent fire damage per weapon damage die. The benefit on your next Strike from either use of Bullet Dancer Burn is lost if not used by the end of your next turn. Bullet Dancer Burn leads to... Bullet Dancer Reload","feat":["Bullet Dancer Burn"],"skill_mod":{},"summary":"The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":4,"prerequisite":"Bullet Dancer Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a firearm with an attached bayonet or reinforced stock.","resistance":{},"url":"/Feats.aspx?ID=3236","archetype":["Bullet Dancer"],"name":"Bullet Dancer Burn","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3236"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8742"],"trait":["Archetype"],"id":"feat-3237","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Black Powder Blaze Two Actions Source Guns & Gears (Remastered) pg. 132 Archetype Bullet Dancer Prerequisites Black Powder Boost Requirements You're wielding a loaded firearm. --- You learn to take advantage of every shot, flying across the battlefield with the help of your weapon's recoil. Stride and use Black Powder Boost. Make a melee Strike with the required weapon at any point during the Black Powder Boost. Special If you have Bullet Dancer Burn, apply the additional fire damage to the granted Strike.","feat":["Black Powder Blaze"],"skill_mod":{},"summary":"You learn to take advantage of every shot, flying across the battlefield with the help of your weapon's recoil.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":8,"prerequisite":"Black Powder Boost","source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=3237","archetype":["Bullet Dancer"],"name":"Black Powder Blaze","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3237"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8743"],"trait":["Archetype","Flourish"],"id":"feat-3238","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Bullet Dancer Reload Single Action Source Guns & Gears (Remastered) pg. 132 Archetype Bullet Dancer Prerequisites Bullet Dancer Burn Requirements You're in Bullet Dancer Stance. --- You've learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata. You Strike with a simple firearm, and then Interact to reload that same firearm. You don't need a free hand to reload your simple firearm in this way.","feat":["Bullet Dancer Reload"],"skill_mod":{},"summary":"You've learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Bullet Dancer Burn","source_category":["Rulebooks"],"requirement":"You're in Bullet Dancer Stance.","resistance":{},"url":"/Feats.aspx?ID=3238","archetype":["Bullet Dancer"],"name":"Bullet Dancer Reload","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3238"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8744"],"trait":["Archetype"],"id":"feat-3239","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Ranged Disarm Single Action Source Guns & Gears (Remastered) pg. 132 Archetype Bullet Dancer Prerequisites Bullet Dancer Dedication; Trick Shot Requirements You're wielding a simple firearm. --- When using a simple firearm, you can shoot objects right out of your enemy's hands. Attempt to Disarm the target using a ranged attack roll with your simple firearm, instead of attempting an Athletics check against the target's Reflex DC.","feat":["Ranged Disarm"],"skill_mod":{},"summary":"When using a simple firearm, you can shoot objects right out of your enemy's hands.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":14,"prerequisite":"Bullet Dancer Dedication; Trick Shot","source_category":["Rulebooks"],"requirement":"You're wielding a simple firearm.","resistance":{},"url":"/Feats.aspx?ID=3239","archetype":["Bullet Dancer"],"name":"Ranged Disarm","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3239"},{"skill_mod":{},"summary":"You know how to set explosives to cause the maximum possible damage to buildings and other structures.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3240","weakness":{},"archetype":["Demolitionist"],"name":"Demolitionist Dedication","legacy_id":["feat-8745"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3240","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Restricted\" > Demolitionist Dedication Source Guns & Gears (Remastered) pg. 133 Archetype Demolitionist --- You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in Engineering Lore or become an expert in it if you were already trained. You gain the Set Explosives action. Set Explosives Two Actions (concentrate) Requirements You have 1 or 2 bombs in hand; Effect You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, the bomber research field field discovery and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate. Demolitionist Dedication leads to... Collapse Wall, Controlled Blast, Explosive Entry, Safety Measures","category":"feat","pfs":"Restricted","feat":["Demolitionist Dedication"],"rarity":"uncommon","slug":"feat-3240"},{"skill_mod":{},"summary":"You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Demolitionist Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3241","weakness":{},"archetype":["Demolitionist"],"name":"Safety Measures","legacy_id":["feat-8746"],"trait":["Archetype"],"id":"feat-3241","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Safety Measures Source Guns & Gears (Remastered) pg. 133 Archetype Demolitionist Prerequisites Demolitionist Dedication --- You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter. When you have cover from a bomb, you gain resistance to damage caused by that bomb equal to half your level, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own bombs regardless of whether you have cover.","category":"feat","pfs":"Restricted","feat":["Safety Measures"],"rarity":"common","slug":"feat-3241"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Lore","Lore"],"legacy_id":["feat-8747"],"trait":["Archetype"],"id":"feat-3242","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Restricted\" > Explosive Entry Two Actions Source Guns & Gears (Remastered) pg. 133 Archetype Demolitionist Prerequisites Demolitionist Dedication; Master in Engineering Lore --- You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course! You Set Explosives on a door, window, container, or heavy gate. When the explosives detonate, you can attempt an Engineering Lore check to Force Open the target. If a bomb would add an item bonus to attack rolls, add that item bonus to your Engineering Lore check. Since you're blasting your way in, you can't avoid breaking the object or structure. If you roll a critical success, you get a success instead.","feat":["Explosive Entry"],"skill_mod":{},"summary":"You know exactly how to make a memorable entrance.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":7,"prerequisite":"Demolitionist Dedication; Master in Engineering Lore","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3242","archetype":["Demolitionist"],"name":"Explosive Entry","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-3242"},{"skill_mod":{},"summary":"You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Demolitionist Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3243","weakness":{},"archetype":["Demolitionist"],"name":"Controlled Blast","legacy_id":["feat-8748"],"trait":["Archetype"],"id":"feat-3243","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Controlled Blast Source Guns & Gears (Remastered) pg. 133 Archetype Demolitionist Prerequisites Demolitionist Dedication --- You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. If you have the Directional Bombs feats, you can use it with Set Explosives or Demolition Charge, even though you didn't throw the bombs. If you have the bomber research field field discovery, you can apply the additional splash damage to one of the bombs when you Set Explosives or use Demolition Charge, and you can apply the increased splash area from Expanded Splash to all the bombs.","category":"feat","pfs":"Restricted","feat":["Controlled Blast"],"rarity":"common","slug":"feat-3243"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8749"],"trait":["Archetype"],"id":"feat-3244","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Collapse Wall Reaction Source Guns & Gears (Remastered) pg. 133 Archetype Demolitionist Prerequisites Demolitionist Dedication Trigger A creature moves into the bombs' splash area. Requirements You're within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge. --- You detonate the required bombs in order to bring a wall down on a creature. If your bombs deal enough damage to reduce the wall's Hit Points below its Broken Threshold, the wall partially collapses on the creature. The creature takes bludgeoning damage equal to the damage dealt to the wall (basic Reflex save; the DC for this save is equal to your class DC or spell DC, whichever is higher). On a failure, they must spend an Interact action to dig themselves out of the collapse, and on a critical failure, they must spend 2 Interact actions to do so.","feat":["Collapse Wall"],"skill_mod":{},"summary":"You detonate the required bombs in order to bring a wall down on a creature.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":12,"prerequisite":"Demolitionist Dedication","source_category":["Rulebooks"],"requirement":"You're within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge.","trigger":"A creature moves into the bombs' splash area.","resistance":{},"url":"/Feats.aspx?ID=3244","archetype":["Demolitionist"],"name":"Collapse Wall","actions_number":1,"category":"feat","pfs":"Restricted","actions":"Reaction","rarity":"common","slug":"feat-3244"},{"skill_mod":{},"summary":"You've learned the secrets of making fire and sound bloom using black powder, metals, and paper.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3245","weakness":{},"archetype":["Firework Technician"],"skill":["Crafting","Crafting"],"name":"Firework Technician Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-3245","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Firework Technician Dedication There is a more recent version of this, click here to view. Source Guns & Gears (Remastered) pg. 134, Guns & Gears (Remastered) pg. 134 Archetype Firework Technician Prerequisites Trained in Crafting --- You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck. You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the Alchemical Crafting feat, the advanced alchemy benefits, and the Quick Alchemy benefits, creating up to 4 versatile vials during your daily preparations. You can replenish these vials during exploration just like an alchemist can. You can use your versatile vials to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). You can also create a special item called a fireworks display using your daily alchemical consumables from your advanced alchemy benefits. These displays are designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks action and learn some basic effects. You can learn additional, more complex displays that use your daily fireworks display resources through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher. Launch Fireworks Single Action to Two Actions (see below); (manipulate) Cost 1 versatile vial; Requirements You have a free hand; Effect You set off a fireworks display. You can launch a normal firework to simply create a visual or audible signal within 20 feet or you can choose one of the following special effects. A firework display has the listed traits, and if it costs more than 1 batch of infused reagents, it is noted in its Cost entry. Comet (visual) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also Point Out a single creature in the line, and your allies do not need to hear or understand you. Flower Single Action (visual) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky. Each enemy with 20 feet of you must attempt a Fortitude save. On a failure, the enemy is dazzled for 1 round, and on a critical failure they are dazzled for 2 rounds. Salute Single Action (auditory) You create a startling bang or whistle, adding an auditory component to your fireworks display. When you launch a salute display, you can choose a confused or fascinated ally within 60 feet. If the ally you chose is fascinated, the noise is so violent that it acts as a hostile effect for the purpose of their fascinated condition (though it has no negative repercussions) automatically ending most applications of the fascinated condition. If they're confused, the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the confused condition which normally occurs when a creature is damaged. If the confused condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute. Firework Technician Dedication leads to... Banshee Cry Display, Coughing Dragon Display, Expert Fireworks Crafter, Goblin Jubilee Display, Jumping Jenny Display","category":"feat","pfs":"Standard","feat":["Firework Technician Dedication"],"rarity":"uncommon","slug":"feat-3245"},{"skill_mod":{},"summary":"This display emits a cascade of loud bangs or glittering trails.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3246","weakness":{},"archetype":["Firework Technician"],"name":"Coughing Dragon Display","trait":["Archetype"],"id":"feat-3246","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Coughing Dragon Display There is a more recent version of this, click here to view. Source Guns & Gears (Remastered) pg. 134, Guns & Gears (Remastered) pg. 134 Archetype Firework Technician Prerequisites Firework Technician Dedication --- This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing auditory or visual effects behind your magnificent display. You gain the Coughing Dragon fireworks display. Coughing Dragon Two Actions Cost 1 fireworks display; Effect Choose either auditory or visual effects. The display gains that trait, and you attempt to counteract one or more effects within 60 feet that have this trait. On a success, the effect is suppressed until the start of your next turn, rather than ending entirely. Use your Fireworks Lore modifier as your counteract modifier, and your counteract level is equal to half your level (rounded up). A coughing dragon costs 2 batches of infused reagents rather than 1, but you can increase the cost to 3 batches and spend an additional action to create an even bigger coughing dragon display that attempts to counteract both auditory and visual effects at the same time.","category":"feat","pfs":"Standard","feat":["Coughing Dragon Display"],"rarity":"common","slug":"feat-3246"},{"skill_mod":{},"summary":"You're particularly adept at crafting fireworks, allowing you to create much more powerful fireworks than you otherwise could.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Firework Technician Dedication; Expert in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3247","weakness":{},"archetype":["Firework Technician"],"skill":["Crafting","Crafting"],"name":"Expert Fireworks Crafter","trait":["Archetype"],"id":"feat-3247","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expert Fireworks Crafter There is a more recent version of this, click here to view. Source Guns & Gears (Remastered) pg. 134, Guns & Gears (Remastered) pg. 135 Archetype Firework Technician Prerequisites Firework Technician Dedication; Expert in Crafting --- You’re particularly adept at crafting fireworks, allowing you to create more powerful fireworks than you otherwise could. When creating fireworks displays using your advanced alchemy benefits, you create 2 fireworks displays for each of your daily consumables that you expend.","category":"feat","pfs":"Standard","feat":["Expert Fireworks Crafter"],"rarity":"common","slug":"feat-3247"},{"skill_mod":{},"summary":"This multi-sequence rocket blasts confetti at a series of altitudes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3248","weakness":{},"archetype":["Firework Technician"],"name":"Jumping Jenny Display","trait":["Archetype"],"id":"feat-3248","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Jumping Jenny Display There is a more recent version of this, click here to view. Source Guns & Gears (Remastered) pg. 134, Guns & Gears (Remastered) pg. 135 Archetype Firework Technician Prerequisites Firework Technician Dedication --- This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the Jumping Jenny fireworks display. Jumping Jenny Single Action Cost 1 fireworks display; Effect Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to Fly, they must succeed at an Acrobatics check to Maneuver in Flight against the DC of your fireworks display, or the Fly action is disrupted. If all the creature's attempts to Fly are disrupted, at the end of its turn, it falls harmlessly to the ground below. A jumping jenny costs 2 batches of infused reagents, rather than 1.","category":"feat","pfs":"Standard","feat":["Jumping Jenny Display"],"rarity":"common","slug":"feat-3248"},{"skill_mod":{},"summary":"Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3249","weakness":{},"archetype":["Firework Technician"],"name":"Goblin Jubilee Display","trait":["Archetype"],"id":"feat-3249","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Goblin Jubilee Display There is a more recent version of this, click here to view. Source Guns & Gears (Remastered) pg. 134, Guns & Gears (Remastered) pg. 135 Archetype Firework Technician Prerequisites Firework Technician Dedication --- Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the Goblin Jubilee fireworks display. Goblin Jubilee Three Actions (fire, sonic, visual) Cost 1 fireworks display; Effect Chaos fills a 20-foot burst within 120 feet. All creatures in the area takes 3d6 fire damage and 3d6 sonic damage and must attempt a Fortitude save. You can expend versatile vials to increase the potency of this effect; for each versatile vial you expend as part of this display, increase the fire and sonic damage by 1d6 each. Critical Success The creature is unaffected. Success The creature is dazzled and deafened until the end of its next turn and takes half damage. Failure The creature is dazzled and deafened for 1 minute and takes full damage. Critical Failure The creature is blinded for 1 round, dazzled and deafened for 1 minute, and takes double damage.","category":"feat","pfs":"Standard","feat":["Goblin Jubilee Display"],"rarity":"common","slug":"feat-3249"},{"skill_mod":{},"summary":"You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3250","weakness":{},"archetype":["Firework Technician"],"name":"Banshee Cry Display","trait":["Archetype"],"id":"feat-3250","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Banshee Cry Display There is a more recent version of this, click here to view. Source Guns & Gears (Remastered) pg. 134, Guns & Gears (Remastered) pg. 135 Archetype Firework Technician Prerequisites Firework Technician Dedication --- You’ve learned how to unleash a sudden and disruptive noisemaker at just the right moment in your display, a technique that can cause a spellcaster to fumble the phrasing of their magic. You gain the Banshee Cry fireworks display. Banshee Cry Reaction Trigger A creature within 30 feet Casts a Spell or Activates an Item using a concentrate Activation; Effect You expend 1 fireworks display or 3 versatile vials to set off a firework that explodes with a loud screech near the creature. The creature must attempt a Will save Success The creature is unaffected. Failure The creature must use an additional action on the triggering action or activity, or it's disrupted. Critical Failure The triggering action is disrupted.","category":"feat","pfs":"Standard","feat":["Banshee Cry Display"],"rarity":"common","slug":"feat-3250"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Performance","Deception","Performance"],"legacy_id":["feat-8756"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3251","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pistol Phenom Dedication Source Guns & Gears (Remastered) pg. 135 Archetype Pistol Phenom Prerequisites trained in at least one type of one-handed firearm; Trained in Deception; Trained in Performance --- You catch an opponent off-guard by spinning your weapon. You gain the Pistol Twirl gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment. This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn't count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication's special entry and taking another archetype. Whenever you Feint with a one-handed firearm, you can choose to attempt a Performance check instead of a Deception check. Pistol Phenom Dedication leads to... Dazzling Bullet, Gunpowder Gauntlet, Hot Foot, Phenom's Verve, Reach for the Sky, Whirling Knockdown","feat":["Pistol Phenom Dedication"],"skill_mod":{},"summary":"You catch an opponent off-guard by spinning your weapon.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"trained in at least one type of one-handed firearm; Trained in Deception; Trained in Performance","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3251","archetype":["Pistol Phenom"],"name":"Pistol Phenom Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-3251"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8757"],"trait":["Archetype"],"id":"feat-3252","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gunpowder Gauntlet Single Action Source Guns & Gears (Remastered) pg. 135 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication Requirements You're wielding a loaded one-handed firearm. --- Your flair keeps foes' attention, as your motions with your gun draw your foes into a deadly game. As you toy with them and performatively brandish your weapon, you build their tunnel vision, leaving them trapped in a perceptual gauntlet of your own making. Attempt a Performance check against the Will DC of a single target within your one-handed firearm's first range increment. Critical Success The target takes a –2 status penalty to attack rolls against creatures other than you until the beginning of your next turn. Success The target takes a –1 status penalty to attack rolls against creatures other than you until the beginning of your next turn.","feat":["Gunpowder Gauntlet"],"skill_mod":{},"summary":"Your flair keeps foes' attention, as your motions with your gun draw your foes into a deadly game.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":4,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a loaded one-handed firearm.","resistance":{},"url":"/Feats.aspx?ID=3252","archetype":["Pistol Phenom"],"name":"Gunpowder Gauntlet","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3252"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8758"],"trait":["Archetype","Flourish"],"id":"feat-3253","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dazzling Bullet Single Action Source Guns & Gears (Remastered) pg. 136 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication --- Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs). Attempt a Performance check against the target creature's Will DC and make a ranged firearm Strike against that target. If the Strike deals damage to the target creature and you succeed at the Performance check, the creature is dazzled for 1 round.","feat":["Dazzling Bullet"],"skill_mod":{},"summary":"Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3253","archetype":["Pistol Phenom"],"name":"Dazzling Bullet","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3253"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8759"],"trait":["Archetype"],"id":"feat-3254","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Hot Foot Single Action Source Guns & Gears (Remastered) pg. 136 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication Requirements You're wielding a loaded firearm. --- Using a carefully aimed shot, you make a creature “dance.” You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment. Critical Success The creature can't use reactions, is flat-footed, and takes a –2 circumstance penalty to Reflex saves. These effects last until the start of its next turn. Success The creature can't use reactions until the start of its next turn.","feat":["Hot Foot"],"skill_mod":{},"summary":"Using a carefully aimed shot, you make a creature “dance.”","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":8,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=3254","archetype":["Pistol Phenom"],"name":"Hot Foot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3254"},{"skill_mod":{},"summary":"You're possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3255","weakness":{},"archetype":["Pistol Phenom"],"name":"Phenom's Verve","legacy_id":["feat-8760"],"trait":["Archetype"],"id":"feat-3255","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Phenom's Verve Source Guns & Gears (Remastered) pg. 136 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication --- You're possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms. Using that distinctive verve, when you perform impeccably and control the scene with your abilities, you also manage to set up your foes for disaster and ensure they remain in your sights for any follow-up attacks you want to make against them. If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn.","category":"feat","pfs":"Standard","feat":["Phenom's Verve"],"rarity":"common","slug":"feat-3255"},{"legacy_name":["Reach For the Sky"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8761"],"trait":["Archetype","Auditory","Visual"],"id":"feat-3256","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reach for the Sky Two Actions Source Guns & Gears (Remastered) pg. 136 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication Requirements You're wielding a loaded firearm. --- You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air. You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these frightened creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute.","feat":["Reach for the Sky"],"skill_mod":{},"summary":"You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Sense"],"level":12,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=3256","archetype":["Pistol Phenom"],"name":"Reach for the Sky","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3256"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8762"],"trait":["Archetype"],"id":"feat-3257","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Whirling Knockdown Two Actions Source Guns & Gears (Remastered) pg. 136 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication Requirements You're wielding a loaded one-handed firearm and a one-handed melee weapon. --- You fire your gun while throwing off a target's balance with your melee weapon. Then, you topple your foe to the ground with the quick orchestrated combination. You don't need to use brute force to do so, or even necessarily to hit with your gunshot; the effect is all about performing perfectly and eliminating your target's movements and options, leaving them no choice but to fall. Make a ranged firearm Strike against a creature within the reach of your melee weapon and then attempt a Performance check against the creature's Reflex DC. If the Strike critically succeeds, the target takes a –2 circumstance penalty to its Reflex DC against this check. The Performance check has the following effects. Critical Success The target falls and lands prone. It takes 2d6 bludgeoning damage from the fall. Success The target falls and lands prone. Critical Failure Your plans backfired on you, and you're forced to drop your melee weapon in your space.","feat":["Whirling Knockdown"],"skill_mod":{},"summary":"You fire your gun while throwing off a target's balance with your melee weapon.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":14,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a loaded one-handed firearm and a one-handed melee weapon.","resistance":{},"url":"/Feats.aspx?ID=3257","archetype":["Pistol Phenom"],"name":"Whirling Knockdown","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3257"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["feat-8763"],"trait":["Archetype","Dedication"],"id":"feat-3258","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sniping Duo Dedication Source Guns & Gears (Remastered) pg. 137 Archetype Sniping Duo Prerequisites trained in at least one type of weapon in the crossbow or firearm groups; Trained in Stealth --- When you take this dedication, choose one willing, non-minion ally to act as your spotter. As part of your training in this archetype, you train your spotter in the necessary habits and techniques to use your abilities automatically; your spotter doesn't need to spend any feats of their own to grant the effects. You only gain the benefits of your Sniping Duo archetype feats if both you and your spotter are alive and conscious. You and your spotter don't grant your foes lesser cover against one another's Strikes. Whenever you or your spotter successfully Strikes a target, the other member of your duo gains a +1 circumstance bonus per weapon damage die on the damage roll of their next Strike made against that target before the end of their next turn. You can change your designated spotter by spending 3 days of downtime training with another ally. Sniping Duo Dedication leads to... Concentrated Assault, Duo's Aim, Eagle Eyes, Exploit Opening, Tag Team, Targeted Redirection, Triangulate, Vantage Shot","feat":["Sniping Duo Dedication"],"skill_mod":{},"summary":"You can choose one willing, non-minion ally to act as your spotter.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":2,"prerequisite":"trained in at least one type of weapon in the crossbow or firearm groups; Trained in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3258","archetype":["Sniping Duo"],"name":"Sniping Duo Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-3258"},{"skill_mod":{},"summary":"Your spotter's quick signals help you make even difficult shots seem simple.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Sense"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3259","weakness":{},"archetype":["Sniping Duo"],"name":"Triangulate","legacy_id":["feat-8764"],"trait":["Archetype","Auditory","Visual"],"id":"feat-3259","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Triangulate Source Guns & Gears (Remastered) pg. 137 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- Your spotter's quick signals help you make even difficult shots seem simple. As long as both you and your spotter can see the target of your attacks, you don't take a penalty for attacking within your weapon's second range increment. The penalty you take for firing into further range increments is –3 for the third range increment, with an additional –2 penalty for each additional increment beyond the third (–5 for the fourth range increment, –7 for the fifth, and –9 for the sixth).","category":"feat","pfs":"Standard","feat":["Triangulate"],"rarity":"common","slug":"feat-3259"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8765"],"trait":["Archetype"],"id":"feat-3260","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Exploit Opening Reaction Source Guns & Gears (Remastered) pg. 137 Archetype Sniping Duo Prerequisites Sniping Duo Dedication Trigger Your spotter critically succeeds at a Strike against a creature, and that creature is within your crossbow or firearm’s first range increment. --- You take advantage of your spotter’s devastating attack to unleash your own follow-up attack. Make a ranged Strike with a +2 circumstance bonus using a loaded crossbow or firearm against the target of the triggering attack.","feat":["Exploit Opening"],"skill_mod":{},"summary":"You take advantage of your spotter’s devastating attack to unleash your own follow-up attack.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":6,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"trigger":"Your spotter critically succeeds at a Strike against a creature, and that creature is within your crossbow or firearm’s first range increment. ","resistance":{},"url":"/Feats.aspx?ID=3260","archetype":["Sniping Duo"],"name":"Exploit Opening","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3260"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8766"],"trait":["Archetype"],"id":"feat-3261","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Targeted Redirection Single Action Source Guns & Gears (Remastered) pg. 137 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe's cover. If your next action is to make a ranged Strike, you treat your spotter's position as your own for the purposes of determining cover and range. Your spotter must be within your weapon's first range increment and they must use a reaction to redirect your shot.","feat":["Targeted Redirection"],"skill_mod":{},"summary":"You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe's cover.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":6,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3261","archetype":["Sniping Duo"],"name":"Targeted Redirection","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3261"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8767"],"trait":["Archetype","Concentrate"],"id":"feat-3262","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Duo's Aim Two Actions Source Guns & Gears (Remastered) pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- With assistance from your spotter, you aim for an especially accurate attack. Make a ranged weapon Strike against a foe either within your spotter's melee reach or the first range increment of a ranged weapon your spotter is wielding. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's concealment. If you're using a firearm with the kickback trait, you don't take the normal circumstance penalty to this Strike for not having the required Strength score or firing without using a tripod.","feat":["Duo's Aim"],"skill_mod":{},"summary":"With assistance from your spotter, you aim for an especially accurate attack.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3262","archetype":["Sniping Duo"],"name":"Duo's Aim","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3262"},{"skill_mod":{},"summary":"You and your spotter take advantage of each other's attacks to momentarily hide and throw your foes off-balance against your follow-up attack.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3263","weakness":{},"archetype":["Sniping Duo"],"name":"Vantage Shot","legacy_id":["feat-8768"],"trait":["Archetype"],"id":"feat-3263","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Vantage Shot Source Guns & Gears (Remastered) pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- You and your spotter take advantage of each other's attacks to momentarily hide and throw your foes off-balance against your follow-up attack. When you successfully make a ranged Strike against a foe, your spotter can use a reaction to attempt a Stealth check against the foe's Perception DC. On a success, the foe is flat-footed against the spotter's next attack before the end of your spotter's next turn. Similarly, when your spotter successfully makes a ranged Strike against a foe, you can use a reaction to attempt a Stealth check against the foe's Perception DC. On a success, the foe is flat-footed against your next attack against them before the end of your next turn.","category":"feat","pfs":"Standard","feat":["Vantage Shot"],"rarity":"common","slug":"feat-3263"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8769"],"trait":["Archetype"],"id":"feat-3264","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tag Team Reaction Source Guns & Gears (Remastered) pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication Trigger You or your spotter misses with a Strike against a creature, and the creature is within the other's melee reach or first range increment. --- Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other's failures as opportunities to strike. If you used Tag Team after your spotter missed the triggering Strike, make a ranged Strike against the same target with a –2 penalty. If you used this reaction after you missed the triggering Strike, your spotter can use their reaction to make a melee or ranged Strike against the same target. Strikes granted by this feat don't count toward your or your spotter's multiple attack penalty and your or your spotter's multiple attack penalty doesn't apply to the granted Strike.","feat":["Tag Team"],"skill_mod":{},"summary":"Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other's failures as opportunities to strike.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":10,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"trigger":"You or your spotter misses with a Strike against a creature, and the creature is within the other's melee reach or first range increment.","resistance":{},"url":"/Feats.aspx?ID=3264","archetype":["Sniping Duo"],"name":"Tag Team","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3264"},{"skill_mod":{},"summary":"You and your spotter are adept at watching out for one another.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Sense"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3265","weakness":{},"archetype":["Sniping Duo"],"name":"Eagle Eyes","legacy_id":["feat-8770"],"trait":["Archetype","Auditory","Visual"],"id":"feat-3265","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Eagle Eyes Source Guns & Gears (Remastered) pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- You and your spotter are adept at watching out for one another. As long as you can see or hear each other, neither of you is flat-footed to hidden, undetected, or flanking creatures of your level or lower, or to creatures of your level or lower using a surprise attack. However, they can still help their allies flank.","category":"feat","pfs":"Standard","feat":["Eagle Eyes"],"rarity":"common","slug":"feat-3265"},{"skill_mod":{},"summary":"You and your spotter combine your efforts to bring down your target.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3266","weakness":{},"archetype":["Sniping Duo"],"name":"Concentrated Assault","legacy_id":["feat-8771"],"trait":["Archetype"],"id":"feat-3266","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Concentrated Assault Source Guns & Gears (Remastered) pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- You and your spotter combine your efforts to bring down your target. If you and your spotter both use the Ready activity to make a Strike against the same opponent and choose the same trigger for the readied action, resolve your attacks at the same time. Each of you can use the higher of the two attack rolls for your Strikes, each using your own modifier; this is a fortune effect. If both attacks are successful, total the damage for both attacks for the purpose of resistances and weaknesses.","category":"feat","pfs":"Standard","feat":["Concentrated Assault"],"rarity":"common","slug":"feat-3266"},{"skill_mod":{},"summary":"You've steeped yourself in magic and gunplay to the extent that you can conjure bullets from thin air.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"way of the spellshot","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3267","weakness":{},"archetype":["Spellshot"],"name":"Spellshot Dedication","legacy_id":["feat-8772"],"trait":["Archetype","Class","Dedication","Uncommon"],"id":"feat-3267","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Spellshot Dedication Source Guns & Gears (Remastered) pg. 140 Archetype Spellshot Prerequisites way of the spellshot --- You cast arcane spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for spellshot archetype spells is Intelligence, and they are arcane spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. This counts as the wizard archetype for the benefits of Basic Wizard Spellcasting. Special You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the spellshot or beast gunner archetypes. Spellshot Dedication leads to... Black Powder Embodiment, Call Gun, Fulminating Shot, Phase Bullet, Spell-Woven Shot","category":"feat","pfs":"Standard","feat":["Spellshot Dedication"],"rarity":"uncommon","slug":"feat-3267"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per round.","weakness":{},"legacy_id":["feat-8773"],"trait":["Archetype","Magical"],"id":"feat-3268","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fulminating Shot Single Action Source Guns & Gears (Remastered) pg. 141 Archetype Spellshot Frequency once per round. Prerequisites Spellshot Dedication --- You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal 1d6 additional damage of this type. At 12th level, this increases to 2d6 additional damage, and at 18th level, it increases to 3d6 additional damage.","feat":["Fulminating Shot"],"skill_mod":{},"summary":"You channel potent magic into your next shot, empowering it with a blast of crackling energy.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Spellshot Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3268","archetype":["Spellshot"],"name":"Fulminating Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3268"},{"skill_mod":{},"summary":"You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Spellshot Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3269","weakness":{},"archetype":["Spellshot","Beast Gunner"],"name":"Call Gun","legacy_id":["feat-8774"],"trait":["Archetype","Magical","Teleportation"],"id":"feat-3269","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Call Gun Source Guns & Gears (Remastered) pg. 141 PFS Note The Spellshot archetype’s Call Gun action can only be used on a gun in the character’s possession. Archetypes Spellshot, Beast Gunner (Level 8), Beast Gunner (Level 8) Prerequisites Spellshot Dedication --- You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the Call Gun action to call the gun to your hand. Call Gun Single Action (magical) Effect You hold aloft a free hand and call the firearm or crossbow you chose during your daily preparations into your hand. As long as the weapon you chose is on the same plane, it appears in your hand.","category":"feat","pfs":"Standard","feat":["Call Gun"],"rarity":"common","slug":"feat-3269"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-8775"],"trait":["Archetype","Magical"],"id":"feat-3270","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Phase Bullet Single Action Source Guns & Gears (Remastered) pg. 141 Archetype Spellshot Frequency once per day Prerequisites Spellshot Dedication --- You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, removing all obstacles between you and your target. Attempt a crossbow or firearm Strike against a foe who’s observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non‑magical barriers or walls in its way, though magical barriers and force effects stop the bullet. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike’s damage can’t be reduced with a Shield Block reaction using a non‑magical shield.","feat":["Phase Bullet"],"skill_mod":{},"summary":"You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, removing all obstacles between you and your target.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Spellshot Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3270","archetype":["Spellshot"],"name":"Phase Bullet","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3270"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Arcana"],"legacy_id":["feat-8776"],"trait":["Archetype","Teleportation"],"id":"feat-3271","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Black Powder Embodiment Two Actions Source Guns & Gears (Remastered) pg. 141 Archetype Spellshot Prerequisites Spellshot Dedication; Master in Arcana Requirements You're wielding a loaded magical firearm or crossbow. --- You merge your body with your ammunition, enabling you to travel the same path as your bolt or bullet. Strike a creature with the required weapon. On a success, if the target was within 120 feet, you and all your gear are teleported to an open space of your choice within 10 feet of the target.","feat":["Black Powder Embodiment"],"skill_mod":{},"summary":"You merge your body with your ammunition, enabling you to travel the same path as your bolt or bullet.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":18,"prerequisite":"Spellshot Dedication; Master in Arcana","source_category":["Rulebooks"],"requirement":"You're wielding a loaded magical firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=3271","archetype":["Spellshot"],"name":"Black Powder Embodiment","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3271"},{"skill_mod":{},"summary":"Who needs skill when you've got dumb luck?","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3272","frequency":"once per day","weakness":{},"archetype":["Unexpected Sharpshooter"],"name":"Unexpected Sharpshooter Dedication","legacy_id":["feat-8777"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3272","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Unexpected Sharpshooter Dedication Source Guns & Gears (Remastered) pg. 142 Archetype Unexpected Sharpshooter Frequency once per day --- Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity. Accidental Shot Two Actions (fortune) Frequency once per day; Effect You make a Strike with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. Unexpected Sharpshooter Dedication leads to... Chain Reaction, I Meant to Do That, Lucky Escape, No Hard Feelings, That was a Close One, Huh?, Unbelievable Escape, Unbelievable Luck","category":"feat","pfs":"Standard","feat":["Unexpected Sharpshooter Dedication"],"rarity":"uncommon","slug":"feat-3272"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-8778"],"trait":["Archetype","Misfortune"],"id":"feat-3273","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lucky Escape Reaction Source Guns & Gears (Remastered) pg. 142 Archetype Unexpected Sharpshooter Frequency once per day Prerequisites Unexpected Sharpshooter Dedication Trigger A creature targets you with an attack, even if you aren't aware of it. --- Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss. The attacker must roll the attack twice and use the worse result.","feat":["Lucky Escape"],"skill_mod":{},"summary":"Force your foe to reroll the triggering attack","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"trigger":"A creature targets you with an attack, even if you aren't aware of it.","resistance":{},"url":"/Feats.aspx?ID=3273","archetype":["Unexpected Sharpshooter"],"name":"Lucky Escape","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3273"},{"skill_mod":{},"summary":"Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight—at least sometimes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3274","weakness":{},"archetype":["Unexpected Sharpshooter"],"name":"No Hard Feelings","legacy_id":["feat-8779"],"trait":["Archetype"],"id":"feat-3274","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > No Hard Feelings Source Guns & Gears (Remastered) pg. 142 Archetype Unexpected Sharpshooter Prerequisites Unexpected Sharpshooter Dedication --- Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight—at least sometimes. You can choose to add the nonlethal trait to your ranged weapons, making the choice of whether to add the trait or not just before each Strike.","category":"feat","pfs":"Standard","feat":["No Hard Feelings"],"rarity":"common","slug":"feat-3274"},{"legacy_name":["That Was a Close One, Huh?"],"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-8780"],"trait":["Archetype","Skill"],"id":"feat-3275","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > That was a Close One, Huh? Single Action Source Guns & Gears (Remastered) pg. 142 Archetype Unexpected Sharpshooter Frequency once per round Prerequisites Unexpected Sharpshooter Dedication; Master in Deception Requirements Either you used Accidental Shot and hit your opponent with the Strike this turn, or you used Lucky Escape since your last turn and the triggering attack missed you. --- You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it's a good idea to oppose you in battle. Attempt to Demoralize either the foe you hit with Accidental Shot or the foe that missed you due to Lucky Escape. You use Deception instead of Intimidation to attempt the check to Demoralize.","feat":["That was a Close One, Huh?"],"skill_mod":{},"summary":"You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it's a good idea to oppose you in battle.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":7,"prerequisite":"Unexpected Sharpshooter Dedication; Master in Deception","source_category":["Rulebooks"],"requirement":"Either you used Accidental Shot and hit your opponent with the Strike this turn, or you used Lucky Escape since your last turn and the triggering attack missed you.","resistance":{},"url":"/Feats.aspx?ID=3275","archetype":["Unexpected Sharpshooter"],"name":"That was a Close One, Huh?","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3275"},{"skill_mod":{},"summary":"While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3276","weakness":{},"archetype":["Unexpected Sharpshooter"],"name":"Unbelievable Luck","legacy_id":["feat-8781"],"trait":["Archetype"],"id":"feat-3276","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unbelievable Luck Source Guns & Gears (Remastered) pg. 143 Archetype Unexpected Sharpshooter Prerequisites Unexpected Sharpshooter Dedication --- While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the Accidental Shot activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day.","category":"feat","pfs":"Standard","feat":["Unbelievable Luck"],"rarity":"common","slug":"feat-3276"},{"skill_mod":{},"summary":"Your ability to narrowly evade danger defies all logic.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3277","weakness":{},"archetype":["Unexpected Sharpshooter"],"name":"Unbelievable Escape","legacy_id":["feat-8782"],"trait":["Archetype"],"id":"feat-3277","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unbelievable Escape Source Guns & Gears (Remastered) pg. 143 Archetype Unexpected Sharpshooter Prerequisites Unexpected Sharpshooter Dedication --- Your ability to narrowly evade danger defies all logic. You can use Lucky Escape once per hour instead of once per day.","category":"feat","pfs":"Standard","feat":["Unbelievable Escape"],"rarity":"common","slug":"feat-3277"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-8783"],"trait":["Archetype"],"id":"feat-3278","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > I Meant to Do That Single Action Source Guns & Gears (Remastered) pg. 143 Archetype Unexpected Sharpshooter Frequency once per hour Prerequisites Unexpected Sharpshooter Dedication; Trained in Deception Requirements Your previous action was a ranged weapon Strike that missed a foe within 60 feet. --- Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe's weapon away or they stumble over stray debris in an attempt to dodge your bullets. Roll a Deception check to attempt to Shove, Trip, or Disarm the foe you missed.","feat":["I Meant to Do That"],"skill_mod":{},"summary":"Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe's weapon away or they stumble over stray debris in an attempt to dodge your bullets.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":10,"prerequisite":"Unexpected Sharpshooter Dedication; Trained in Deception","source_category":["Rulebooks"],"requirement":"Your previous action was a ranged weapon Strike that missed a foe within 60 feet.","resistance":{},"url":"/Feats.aspx?ID=3278","archetype":["Unexpected Sharpshooter"],"name":"I Meant to Do That","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3278"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"legacy_id":["feat-8784"],"trait":["Archetype"],"id":"feat-3279","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Chain Reaction Three Actions Source Guns & Gears (Remastered) pg. 143 Archetype Unexpected Sharpshooter Frequency once per 10 minutes Prerequisites Unexpected Sharpshooter Dedication --- You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone. Make a Strike with a ranged weapon, and if you hit, you can make another Strike at a target within 30 feet of the first target. If you hit the second target, attempt to Strike a third target within 30 feet of the second target, and so on, continuing until you miss a target. You can cease the chain at any point; otherwise, it ends when you first miss an attack. However, you can't target the same creature more than once; each time you move to a new target, it must be a target you haven't made a Strike against yet during this particular use of Chain Reaction. This damage is caused by some improbable set of events that injures one target after another, rather than from actually making several shots. Perhaps you shot at a tree branch that then fell on the targets, or one target's scream caused another to accidentally set off their gun and shoot themselves in the foot. This means that only the first target suffers any special effects tied to the bullet (if it was magical ammunition, for example), but each target you hit still takes the same damage dealt by your Strike. Normally, all damage is of the same damage type as the initial bullet. However, the GM might choose to change the damage type based on their description of the chain reaction. For example, if one target was burned by fire, that target might take fire damage instead of physical damage.","feat":["Chain Reaction"],"skill_mod":{},"summary":"You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":12,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3279","archetype":["Unexpected Sharpshooter"],"name":"Chain Reaction","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3279"},{"skill_mod":{},"summary":"After years of using black powder weaponry in dimly lit spaces, you've become accustomed to dazzling flashes of light and sudden shifts in illumination.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3280","weakness":{},"name":"Adaptive Vision","legacy_id":["feat-8785"],"trait":["Dwarf","Uncommon"],"id":"feat-3280","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adaptive Vision Source Guns & Gears (Remastered) pg. 200 Access You are from Dongun Hold or Alkenstar. --- After years of using black powder weaponry in dimly lit spaces, you've become accustomed to dazzling flashes of light and sudden shifts in illumination. You gain a +1 circumstance bonus to saving throws against visual effects. If you roll a success on a saving throw against a visual effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Adaptive Vision"],"rarity":"uncommon","slug":"feat-3280"},{"skill_mod":{},"summary":"Raised in the ancient halls of Dongun Hold or the surrounding region, you display your lineage with a clan pistol, rather than a clan dagger.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3281","weakness":{},"name":"Clan Pistol","legacy_id":["feat-8786"],"trait":["Dwarf","Uncommon"],"id":"feat-3281","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Clan Pistol Source Guns & Gears (Remastered) pg. 200 Access You are from Dongun Hold or Alkenstar. --- Raised in the ancient halls of Dongun Hold or the surrounding region, you display your lineage with a clan pistol, rather than a clan dagger. You get one clan pistol of your clan for free, as it was given to you at birth. This replaces your clan dagger. Selling this pistol is a terrible taboo and earns you the disdain of other dwarves. You are trained with the clan pistol. In addition, when your clan pistol is visible, you gain a +1 circumstance bonus on checks to Gather Information or Make an Impression when interacting with citizens of Alkenstar, Dongun Hold, or their allies.","category":"feat","pfs":"Standard","feat":["Clan Pistol"],"rarity":"uncommon","slug":"feat-3281"},{"skill_mod":{},"summary":"You're knowledgeable in trades that are important to your people's survival and commercial interests.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3282","weakness":{},"name":"Dongun Education","legacy_id":["feat-8787"],"trait":["Dwarf","Uncommon"],"id":"feat-3282","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dongun Education Source Guns & Gears (Remastered) pg. 200 Access You are from Dongun Hold or Alkenstar. --- You're knowledgeable in trades that are important to your people's survival and commercial interests. Pick two of the following Lore skills: Engineering Lore, Explosive Lore, or Firearm Lore. At 2nd level, you gain expert proficiency in these Lore skills; at 7th level, you gain master proficiency in these Lore skills; and at 15th level, you gain legendary proficiency in them.","category":"feat","pfs":"Standard","feat":["Dongun Education"],"rarity":"uncommon","slug":"feat-3282"},{"skill_mod":{},"summary":"A lifetime wielding firearms and explosive ordinance amid the chaos of battle has granted you great skill with volatile weapons.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3283","weakness":{},"name":"Explosive Savant","legacy_id":["feat-8788"],"trait":["Dwarf","Uncommon"],"id":"feat-3283","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Explosive Savant Source Guns & Gears (Remastered) pg. 200 Access You are from Dongun Hold or Alkenstar. --- ”You've spent a lifetime wielding guns and explosive ordinance. You have familiarity with bombs and firearms; for the purposes of proficiency you treat bombs and martial firearms as simple weapons, and advanced firearms as martial weapons. Explosive Savant leads to... Explosive Expert","category":"feat","pfs":"Standard","feat":["Explosive Savant"],"rarity":"uncommon","slug":"feat-3283"},{"skill_mod":{},"summary":"You've grown up around a forge and are well-suited to dealing with smoke and flame.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3284","weakness":{},"name":"Fire Savvy","legacy_id":["feat-8789"],"trait":["Dwarf","Uncommon"],"id":"feat-3284","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fire Savvy Source Guns & Gears (Remastered) pg. 200 Access You are from Dongun Hold or Alkenstar. --- You've grown up around a forge and are well-suited to dealing with smoke and flame. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 with appropriate assistance. In addition, if you roll a success on a saving throw against suffocation or choking due to smoke or ash, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Fire Savvy"],"rarity":"uncommon","slug":"feat-3284"},{"skill_mod":{},"summary":"You're used to the clamor of steel, the crack of a firearm, and the thunderous blast of explosions.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3285","weakness":{},"name":"Blast Resistance","legacy_id":["feat-8790"],"trait":["Dwarf","Uncommon"],"id":"feat-3285","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Blast Resistance Source Guns & Gears (Remastered) pg. 200 Access You are from Dongun Hold or Alkenstar. --- You're used to the clamor of steel, the crack of a firearm, and the thunderous blast of explosions. You gain resistance 3 to fire and sonic. If you roll a success on a saving throw against an effect that causes the dazzled or deafened conditions, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Blast Resistance"],"rarity":"uncommon","slug":"feat-3285"},{"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8791"],"trait":["Dwarf","Fire","Manipulate","Uncommon"],"id":"feat-3286","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Spark Fist Single Action Source Guns & Gears (Remastered) pg. 200 Frequency once per minute Prerequisites Expert in Crafting Access You are from Dongun Hold or Alkenstar. --- You dust explosive black powder on your fist or glove before attacking, which combusts as you hit an opponent. The resulting pops of flame harm both you and your enemy. Until the end of your next turn, your fist loses the nonlethal trait and deals an additional 1 fire damage on a successful Strike. Each time you succeed on a fist Strike, you take 1 fire damage. If your fist would deal more than one weapon damage die, the fire damage dealt on a successful Strike, to both you and your opponent, is equal to the number of weapon damage dice.","feat":["Spark Fist"],"element":["Fire"],"skill_mod":{},"summary":"You dust explosive black powder on your fist or glove before attacking, which combusts as you hit an opponent.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":5,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3286","name":"Spark Fist","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3286"},{"skill_mod":{},"summary":"You know how to destroy objects with a well-placed explosion.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3287","weakness":{},"name":"Demolitionist","legacy_id":["feat-8792"],"trait":["Dwarf","Uncommon"],"id":"feat-3287","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Demolitionist Source Guns & Gears (Remastered) pg. 201 Access You are from Dongun Hold or Alkenstar. --- You know how to destroy objects with a well-placed explosion. Whenever you hit with a bomb Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.","category":"feat","pfs":"Standard","feat":["Demolitionist"],"rarity":"uncommon","slug":"feat-3287"},{"skill_mod":{},"summary":"You're used to fighting and hiding in a haze of smoke and flame.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3288","weakness":{},"name":"Smoke Sight","legacy_id":["feat-8793"],"trait":["Dwarf","Uncommon"],"id":"feat-3288","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Smoke Sight Source Guns & Gears (Remastered) pg. 201 Access You are from Dongun Hold or Alkenstar. --- You're used to fighting and hiding in a haze of smoke and flame. You automatically succeed at the DC 5 flat check to target a concealed creature if that creature is concealed only by smoke. When you are concealed or hidden in smoke, increase the DC of the flat check to target you to 6 if you're concealed or 12 if you're hidden.","category":"feat","pfs":"Standard","feat":["Smoke Sight"],"rarity":"uncommon","slug":"feat-3288"},{"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8794"],"trait":["Dwarf","Fortune","Uncommon"],"id":"feat-3289","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Crafter's Instinct Reaction Source Guns & Gears (Remastered) pg. 201 Frequency once per day Prerequisites Master in Crafting Access You are from Dongun Hold or Alkenstar. Trigger You misfire with a firearm or you roll a failure on a Strike with a ranged weapon. --- You sense a minor flaw in the weapon as you fire it, and quickly adjust your aim on the fly to avoid the flaw. If the triggering Strike was a misfire, you get a normal failure instead. If the triggering Strike was a failure, it becomes a glancing blow that deals minimum damage for the Strike (adding any bonuses as normal but getting a result of 1 for all damage dice that would be rolled on a success). The glancing blow does not apply other effects that would normally happen only on a hit.","feat":["Crafter's Instinct"],"skill_mod":{},"summary":"You sense a minor flaw in the weapon as you fire it, and quickly adjust your aim on the fly to avoid the flaw.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Mechanics","Rarity"],"level":13,"prerequisite":"Master in Crafting","source_category":["Rulebooks"],"trigger":"You misfire with a firearm or you roll a failure on a Strike with a ranged weapon.","resistance":{},"url":"/Feats.aspx?ID=3289","name":"Crafter's Instinct","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-3289"},{"skill_mod":{},"summary":"You have continued training in volatile weapons and gained a deeper understanding.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":13,"prerequisite":"Explosive Savant","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3290","weakness":{},"name":"Explosive Expert","legacy_id":["feat-8795"],"trait":["Dwarf","Uncommon"],"id":"feat-3290","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Explosive Expert Source Guns & Gears (Remastered) pg. 201 Prerequisites Explosive Savant Access You are from Dongun Hold or Alkenstar. --- You have continued training in volatile weapons and gained a deeper understanding. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for simple and martial bombs and firearms.","category":"feat","pfs":"Standard","feat":["Explosive Expert"],"rarity":"uncommon","slug":"feat-3290"},{"skill_mod":{},"summary":"Your family's traditions of defending against Geb's undead have granted you a sixth sense for detecting spirits, haunts, and other restless dead, no matter their form or the strength of their presence.","primary_source":"Guns & Gears (Remastered)","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3291","weakness":{},"name":"Scrutinizing Gaze","legacy_id":["feat-8796"],"trait":["Dwarf","Uncommon"],"id":"feat-3291","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Scrutinizing Gaze Source Guns & Gears (Remastered) pg. 201 Access You are from Dongun Hold or Alkenstar. --- Your family's traditions of defending against Geb's undead have granted you a sixth sense for detecting spirits, haunts, and other restless dead, no matter their form or the strength of their presence. You gain a +2 circumstance bonus to Perception checks to Sense Motive when trying to determine if a creature is possessed or under the influence of an effect that would make them controlled, a +2 circumstance bonus to Perception checks made to see through disguises worn by undead, and a +2 circumstance bonus when using the Seek action to find hidden or undetected haunts or undead within 30 feet of you. If you aren't using the Seek action or searching, the GM automatically rolls a secret check for you to notice haunts or undead within 30 feet anyway. This check doesn't gain the usual +2 circumstance bonus, and instead takes a –2 circumstance penalty.","category":"feat","pfs":"Standard","feat":["Scrutinizing Gaze"],"rarity":"uncommon","slug":"feat-3291"},{"legacy_name":["Forge-Blessd Shot"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-8797"],"trait":["Divine","Dwarf","Uncommon"],"id":"feat-3292","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Forge-Blessed Shot Free Action Source Guns & Gears (Remastered) pg. 201 Frequency once per day Prerequisites worshipper of Torag or Angradd Access You are from Dongun Hold or Alkenstar. Trigger You attempt a ranged Strike. --- You intone a prayer to the dwarven deities Torag or Angradd, willing a higher power to guide your aim in the heat of battle. On your next Strike with a ranged weapon before the end of your turn, you gain a +2 circumstance bonus to your attack roll and ignore your target's concealed condition, as well as your target's lesser, standard, and greater cover.","feat":["Forge-Blessed Shot"],"skill_mod":{},"summary":"You intone a prayer to the dwarven deities Torag or Angradd, willing a higher power to guide your aim in the heat of battle.","primary_source":"Guns & Gears (Remastered)","trait_group":["Tradition","Ancestry","Weapon","Rarity"],"level":17,"prerequisite":"worshipper of Torag or Angradd","source_category":["Rulebooks"],"trigger":"You attempt a ranged Strike.","resistance":{},"url":"/Feats.aspx?ID=3292","name":"Forge-Blessed Shot","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-3292"},{"skill_mod":{},"summary":"You carry your ammunition in a way that allows you to reload while holding two weapons.","primary_source":"Guns & Gears (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.","source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3294","weakness":{},"name":"Dual-Weapon Reload (Gunslinger)","legacy_id":["feat-8659"],"trait":["Gunslinger"],"id":"feat-3294","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dual-Weapon Reload (Gunslinger) Source Guns & Gears (Remastered) pg. 111 PFS Note The Dual-Weapon Reload gunslinger feat should not have the action symbol. Requirements You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. --- You carry your ammunition in a way that allows you to reload while holding two weapons. While you’re wielding two one-handed weapons, each in a different hand, you don’t need a free hand to reload a one-handed ranged weapon you’re wielding.","category":"feat","pfs":"Standard","feat":["Dual-Weapon Reload (Gunslinger)"],"rarity":"common","slug":"feat-3294"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","trait":["Archetype"],"id":"feat-3329","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Executioner Weapon Training Source Night of the Gray Death pg. 64 Archetype Gray Gardener Prerequisites Vigilante Dedication; member of the Gray Gardeners --- Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: battle axe, falchion, greataxe, and scimitar. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons.","feat":["Executioner Weapon Training"],"skill_mod":{},"summary":"Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck.","primary_source":"Night of the Gray Death","trait_group":["Feat"],"level":4,"prerequisite":"Vigilante Dedication; member of the Gray Gardeners","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=3329","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Executioner Weapon Training","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3329"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","trait":["Archetype","Vigilante"],"id":"feat-3330","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Harsh Judgment Single Action Source Night of the Gray Death pg. 64 Archetype Gray Gardener Prerequisites Vigilante Dedication; member of the Gray Gardeners --- Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to Perception checks to Seek your condemned foe and on Intimidation checks to Demoralize them. You have a –1 circumstance penalty to Perception checks to Seek creatures other than your condemned foe and on Intimidation checks to Demoralize anyone other than your condemned foe. You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter. Harsh Judgment leads to... Accurate Swing, Execution, Frightful Condemnation","feat":["Harsh Judgment"],"skill_mod":{},"summary":"You loudly declare the creature's life forfeit by your judgment","primary_source":"Night of the Gray Death","trait_group":["Feat","Class-Specific"],"level":4,"prerequisite":"Vigilante Dedication; member of the Gray Gardeners","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=3330","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Harsh Judgment","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-3330"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","skill":["Intimidation","Intimidation"],"trait":["Archetype","Auditory","Vigilante"],"id":"feat-3331","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Voice of Authority Source Night of the Gray Death pg. 64 Archetype Gray Gardener Prerequisites Expert in Intimidation; Vigilante Dedication; member of the Gray Gardeners --- You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter. Your voice can be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate silence or similar efect. If you roll Intimidation for initiative, on the frst round of combat, creatures that haven't acted yet are flat-footed to you. Voice of Authority leads to... Strident Command","feat":["Voice of Authority"],"skill_mod":{},"summary":"You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter.","primary_source":"Night of the Gray Death","trait_group":["Feat","Sense","Class-Specific"],"level":4,"prerequisite":"Expert in Intimidation; Vigilante Dedication; member of the Gray Gardeners","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=3331","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Voice of Authority","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3331"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","trait":["Archetype"],"id":"feat-3332","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Discerning Gaze Source Night of the Gray Death pg. 65 Archetype Gray Gardener Prerequisites Vigilante Dedication; member of the Gray Gardeners --- You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret Perception checks to Sense Motive. If you use Sense Motive on a creature you have currently condemned with Harsh Judgment, your GM rolls the Perception check twice and takes the higher result (this is a fortune effect).","feat":["Discerning Gaze"],"skill_mod":{},"summary":"You have a sense for when people are lying.","primary_source":"Night of the Gray Death","trait_group":["Feat"],"level":6,"prerequisite":"Vigilante Dedication; member of the Gray Gardeners","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=3332","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Discerning Gaze","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3332"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","trait":["Archetype","Emotion","Fear","Mental","Vigilante"],"id":"feat-3333","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Frightful Condemnation Free Action Source Night of the Gray Death pg. 65 Archetype Gray Gardener Prerequisites Harsh Judgment; Vigilante Dedication; member of the Gray Gardeners Trigger You hit your condemned foe with a melee Strike in the same turn during which you condemned it with Harsh Judgment. Requirements You have condemned a foe to death with Harsh Judgment. --- Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. Your condemned foe is frightened 1, or frightened 2 if the triggering Strike was a critical hit.","feat":["Frightful Condemnation"],"skill_mod":{},"summary":"Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned.","primary_source":"Night of the Gray Death","trait_group":["Feat","Mechanics","Class-Specific"],"level":6,"prerequisite":"Harsh Judgment; Vigilante Dedication; member of the Gray Gardeners","source_category":["Adventures"],"requirement":"You have condemned a foe to death with\r\nHarsh Judgment.","trigger":"You hit your condemned foe with a melee Strike in the same turn during which you condemned it with Harsh Judgment. ","resistance":{},"url":"/Feats.aspx?ID=3333","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Frightful Condemnation","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"common","slug":"feat-3333"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","trait":["Archetype","Vigilante"],"id":"feat-3334","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Accurate Swing Source Night of the Gray Death pg. 65 Archetype Gray Gardener Prerequisites Vigilante Dedication; Harsh Judgment; member of the Gray Gardeners --- You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you Strike a creature you condemned with Harsh Judgment that has the frightened condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the Strike's damage equal to the number of weapon damage dice your weapon deals.","feat":["Accurate Swing"],"skill_mod":{},"summary":"You strike cleanly with wide, sweeping attacks to inflict maximum damage","primary_source":"Night of the Gray Death","trait_group":["Feat","Class-Specific"],"level":8,"prerequisite":"Vigilante Dedication; Harsh Judgment; member of the Gray Gardeners","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=3334","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Accurate Swing","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3334"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Night of the Gray Death","trait":["Archetype","Vigilante"],"id":"feat-3335","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Gardener's Resolve Reaction Source Night of the Gray Death pg. 65 Archetype Gray Gardener Frequency once per day Prerequisites Vigilante Dedication; member of the Gray Gardeners Trigger You roll a failure (but not a critical failure) on a Will save against a fear effect --- The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success.","feat":["Gardener's Resolve"],"skill_mod":{},"summary":"The Gray Gardeners are known for having nerves of steel and an unbreakable resolve.","primary_source":"Night of the Gray Death","trait_group":["Feat","Class-Specific"],"level":8,"prerequisite":"Vigilante Dedication; member of the Gray Gardeners","source_category":["Adventures"],"trigger":"You roll a failure (but not a critical failure) on a Will save against a fear effect","resistance":{},"url":"/Feats.aspx?ID=3335","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Gardener's Resolve","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-3335"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","skill":["Intimidation","Intimidation"],"trait":["Archetype","Vigilante"],"id":"feat-3336","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Reminder of the Greater Fear Reaction Source Night of the Gray Death pg. 65 Archetype Vigilante Prerequisites Master in Intimidation; Vigilante Dedication Trigger Another creature within 30 feet of you that can see you would gain the frightened condition. --- You give a target a stern glower to remind them that it is you, and no one else, they should truly fear. Reduce the value of the frightened condition the creature would take by 1.","feat":["Reminder of the Greater Fear"],"skill_mod":{},"summary":"You give a target a stern glower to remind them that it is you, and no one else, they should truly fear.","primary_source":"Night of the Gray Death","trait_group":["Feat","Class-Specific"],"level":8,"prerequisite":"Master in Intimidation; Vigilante Dedication","source_category":["Adventures"],"trigger":"Another creature within 30 feet of you that can see you would gain the frightened condition.","resistance":{},"url":"/Feats.aspx?ID=3336","archetype":["Vigilante"],"source_group":["Night of the Gray Death"],"name":"Reminder of the Greater Fear","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-3336"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","skill":["Intimidation","Intimidation"],"trait":["Archetype"],"id":"feat-3337","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Strident Command Source Night of the Gray Death pg. 65 Archetype Gray Gardener Prerequisites Master in Intimidation; Vigilante Dedication; Voice of Authority; member of the Gray Gardeners --- The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast command once every 10 minutes as a 1st-level occult innate spell. If you're in your vigilante identity, you can command the target only to approach you, drop prone, or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding.","feat":["Strident Command"],"skill_mod":{},"summary":"The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle.","primary_source":"Night of the Gray Death","trait_group":["Feat"],"level":10,"prerequisite":"Master in Intimidation; Vigilante Dedication; Voice of Authority; member of the Gray Gardeners","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=3337","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Strident Command","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3337"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","trait":["Archetype","Vigilante"],"id":"feat-3338","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Execution Two Actions Source Night of the Gray Death pg. 65 Archetype Gray Gardener Prerequisites Harsh Judgment; Vigilante Dedication; member of the Gray Gardeners Requirements You have condemned a foe with Harsh Judgment. --- You swing wide, attempting to behead your condemned foe. Make a melee Strike against your condemned foe. If you hit, your condemned foe takes 8d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day.","feat":["Execution"],"skill_mod":{},"summary":"You swing wide, attempting to behead your condemned foe.","primary_source":"Night of the Gray Death","trait_group":["Feat","Class-Specific"],"level":14,"prerequisite":"Harsh Judgment; Vigilante Dedication; member of the Gray Gardeners","source_category":["Adventures"],"requirement":"You have condemned a foe with Harsh Judgment. ","resistance":{},"url":"/Feats.aspx?ID=3338","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Execution","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-3338"},{"primary_source_category":"Adventures","source":["Night of the Gray Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Night of the Gray Death","trait":["Archetype","Vigilante"],"id":"feat-3339","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Terrifying Countenance Free Action Source Night of the Gray Death pg. 65 Archetype Gray Gardener Prerequisites Vigilante Dedication; member of the Gray Gardeners --- You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast mask of terror as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends.","feat":["Terrifying Countenance"],"skill_mod":{},"summary":"You can erect a magical cowl that terrorizes your enemies.","primary_source":"Night of the Gray Death","trait_group":["Feat","Class-Specific"],"level":18,"prerequisite":"Vigilante Dedication; member of the Gray Gardeners","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=3339","archetype":["Gray Gardener"],"source_group":["Night of the Gray Death"],"name":"Terrifying Countenance","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"common","slug":"feat-3339"},{"skill_mod":{},"summary":"You look like nothing more than an ordinary toy, doll, or statuette, and you can fool others with your innocuous appearance.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3340","weakness":{},"name":"Harmless Doll","trait":["Poppet"],"id":"feat-3340","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Harmless Doll Source Grand Bazaar pg. 63 --- You look like nothing more than an ordinary toy, doll, or statuette, and you can fool others with your innocuous appearance. You gain the trained proficiency rank in Deception (or another skill if you're already trained in Deception), and you can Impersonate an inanimate toy or a mindless poppet. You can Hide without any cover or concealment from creatures that don't realize you're alive, so long as you're in a location where a toy of your shape wouldn't be out of place, like a carnival booth, city street, or toy shop (at the GM's discretion). If you succeed, onlookers still see you, but they mistake you for an inanimate toy. After being fooled once, they realize you're alive, and you can't Hide from them in that way again.","category":"feat","pfs":"Standard","feat":["Harmless Doll"],"rarity":"common","slug":"feat-3340"},{"skill_mod":{},"summary":"You're particularly skilled at helping others with a task.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3341","weakness":{},"name":"Helpful Poppet","trait":["Poppet"],"id":"feat-3341","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Helpful Poppet Source Grand Bazaar pg. 63 --- You're particularly skilled at helping others with a task. You gain a +2 circumstance bonus on checks to Aid, and you don't give your ally a –1 circumstance penalty to their check if you critically fail your attempt to Aid.","category":"feat","pfs":"Standard","feat":["Helpful Poppet"],"rarity":"common","slug":"feat-3341"},{"skill_mod":{},"summary":"You were crafted in a form with four legs rather than two.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3342","weakness":{},"name":"Quadruped","trait":["Poppet"],"id":"feat-3342","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quadruped Source Grand Bazaar pg. 63 --- You were crafted in a form with four legs rather than two. Your Speed is 30 feet. Special You can take this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Quadruped"],"rarity":"common","slug":"feat-3342"},{"skill_mod":{},"summary":"You've polished your eyes to reflect the smallest details in dimmest light.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3343","weakness":{},"name":"Shiny Button Eyes","trait":["Poppet"],"id":"feat-3343","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shiny Button Eyes Source Grand Bazaar pg. 64 --- You've polished your eyes to reflect the smallest details in dimmest light. You gain the Canny Acumen skill feat as a bonus feat, but you must choose Perception. Additionally, you gain a +1 circumstance bonus to Perception checks against visual illusions.","category":"feat","pfs":"Standard","feat":["Shiny Button Eyes"],"rarity":"common","slug":"feat-3343"},{"skill_mod":{},"summary":"Toxins seep out of your artificial body quickly.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3344","weakness":{},"name":"Wash Out","trait":["Poppet"],"id":"feat-3344","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wash Out Source Grand Bazaar pg. 64 --- Toxins seep out of your artificial body quickly. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison.","category":"feat","pfs":"Standard","feat":["Wash Out"],"rarity":"common","slug":"feat-3344"},{"skill_mod":{},"summary":"Time spent tending to your own form has unlocked your ability to fix other things.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3345","weakness":{},"name":"Cunning Tinker","trait":["Poppet"],"id":"feat-3345","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Cunning Tinker Source Grand Bazaar pg. 64 --- Time spent tending to your own form has unlocked your ability to fix other things. You can cast 1st-level mending once per day as an arcane innate spell. At 7th level, the spell is heightened to 2nd level, and every 3 levels thereafter, the spell is heightened an additional spell level. Even though you're alive and not an object, and you can't normally recover Hit Points from effects that repair objects (like the Repair skill), you can target yourself with this innate spell and use it to recover Hit Points.","category":"feat","pfs":"Standard","feat":["Cunning Tinker"],"rarity":"common","slug":"feat-3345"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Mental","Poppet"],"id":"feat-3346","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Histrionic Injury Reaction Source Grand Bazaar pg. 64 Frequency once per hour Trigger A creature you can see damages you with a melee Strike. --- You respond with a startled look, dramatic pratfall, or theatrical arm-flailing that stymies your attacker. The attacker must succeed at a Will saving throw against your class DC or spell DC, whichever is higher, or become stupefied 1 for 1 round (stupefied 2 on a critical failure).","feat":["Histrionic Injury"],"skill_mod":{},"summary":"You respond with a startled look, dramatic pratfall, or theatrical arm-flailing that stymies your attacker.","primary_source":"Grand Bazaar","trait_group":["Mechanics","Ancestry"],"level":5,"source_category":["Lost Omens"],"trigger":"A creature you can see damages you with a melee Strike.","resistance":{},"url":"/Feats.aspx?ID=3346","name":"Histrionic Injury","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3346"},{"skill_mod":{},"summary":"Your fluffy interior lacks specific organs and struts, with few weak spots to injure.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Stuffed Poppet heritage","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3347","weakness":{},"name":"Nothing but Fluff","trait":["Poppet"],"id":"feat-3347","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Nothing but Fluff Source Grand Bazaar pg. 64 Prerequisites Stuffed Poppet heritage --- Your fluffy interior lacks specific organs and struts, with few weak spots to injure. You gain resistance to precision damage equal to half your level.","category":"feat","pfs":"Standard","feat":["Nothing but Fluff"],"rarity":"common","slug":"feat-3347"},{"skill_mod":{},"summary":"You've reinforced your interior parts with sealant or other flame-retardant materials, protecting you from fire.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3348","weakness":{},"name":"Sealed Poppet","trait":["Poppet"],"id":"feat-3348","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Sealed Poppet Source Grand Bazaar pg. 64 --- You've reinforced your interior parts with sealant or other flame-retardant materials, protecting you from fire. You no longer have the weakness to fire from the flammable ability. Special You can't take this feat if you're a stuffed poppet.","category":"feat","pfs":"Standard","feat":["Sealed Poppet"],"rarity":"common","slug":"feat-3348"},{"skill_mod":{},"summary":"You touch a creature with the minion trait and share the heightened sense of autonomy you've discovered.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3349","weakness":{},"name":"Spark of Independence","trait":["Poppet"],"actions_number":4,"id":"feat-3349","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Spark of Independence Two Actions Source Grand Bazaar pg. 64 --- You touch a creature with the minion trait and share the heightened sense of autonomy you've discovered. The minion is quickened for 1 round and is then temporarily immune for 10 minutes. It can use this extra action to Step, Stride, or Strike.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Spark of Independence"],"rarity":"common","slug":"feat-3349"},{"skill_mod":{},"summary":"Your fins, flippers, or other accessories assist with steering you through water.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3350","weakness":{},"name":"Swimming Poppet","trait":["Poppet"],"id":"feat-3350","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Swimming Poppet Source Grand Bazaar pg. 65 --- Your fins, flippers, or other accessories assist with steering you through water. You gain a swim Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Swimming Poppet"],"rarity":"common","slug":"feat-3350"},{"skill_mod":{},"summary":"Your construction integrates ropes, hooks, or other tools to help you move across steep surfaces.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3351","weakness":{},"name":"Scaling Poppet","trait":["Poppet"],"id":"feat-3351","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Scaling Poppet Source Grand Bazaar pg. 65 --- Your construction integrates ropes, hooks, or other tools to help you move across steep surfaces. You gain a climb Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Scaling Poppet"],"rarity":"common","slug":"feat-3351"},{"skill_mod":{},"summary":"You make capering motions and silly sounds to captivate onlookers.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3352","weakness":{},"name":"Wheedle and Jig","trait":["Poppet"],"id":"feat-3352","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Wheedle and Jig Source Grand Bazaar pg. 65 --- You make capering motions and silly sounds to captivate onlookers. You can cast enthrall as a 3rd-level arcane innate spell once per day.","category":"feat","pfs":"Standard","feat":["Wheedle and Jig"],"rarity":"common","slug":"feat-3352"},{"skill_mod":{},"summary":"You can speak to inanimate objects, finding a magical spark within them similar to the one that animated you.","primary_source":"Grand Bazaar","trait_group":["Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3353","weakness":{},"name":"Impossible Gossip","trait":["Poppet","Uncommon"],"id":"feat-3353","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Impossible Gossip Source Grand Bazaar pg. 65 --- You can speak to inanimate objects, finding a magical spark within them similar to the one that animated you. You can cast stone tell once per day as an arcane innate spell, but instead of speaking with natural or worked stone, you speak with toys, statues, or other three-dimensional inanimate objects crafted to mimic a creature's appearance, regardless of their composition. The GM has discretion over which objects you can speak with and what they know, although objects generally have a good opinion of those who have cared for them and a poor opinion of those who have neglected or ignored them.","category":"feat","pfs":"Standard","feat":["Impossible Gossip"],"rarity":"uncommon","slug":"feat-3353"},{"skill_mod":{},"summary":"The magic that animates you strains to keep you alive.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"You have the dying condition and are about to attempt a recovery check.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3354","frequency":"once per day","weakness":{},"name":"Reanimating Spark","trait":["Poppet"],"id":"feat-3354","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Reanimating Spark Source Grand Bazaar pg. 65 Frequency once per day Trigger You have the dying condition and are about to attempt a recovery check. --- The magic that animates you strains to keep you alive. You're restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal when losing the dying condition in this way.","category":"feat","pfs":"Standard","feat":["Reanimating Spark"],"rarity":"common","slug":"feat-3354"},{"skill_mod":{},"summary":"You're used to slipping out of a bigger creature's grasp or escaping a child's overly enthusiastic hug.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"trigger":"A creature grabs , immobilizes , or restrains you.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3355","weakness":{},"name":"Squirm Free","trait":["Poppet"],"actions_number":1,"id":"feat-3355","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Squirm Free Reaction Source Grand Bazaar pg. 65 Trigger A creature grabs, immobilizes, or restrains you. --- You're used to slipping out of a bigger creature's grasp or escaping a child's overly enthusiastic hug. You attempt to Escape.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Squirm Free"],"rarity":"common","slug":"feat-3355"},{"skill_mod":{},"summary":"You've learned how to sew even the most terrible tears and wounds together.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3356","weakness":{},"name":"Restitch","trait":["Poppet"],"id":"feat-3356","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Restitch Source Grand Bazaar pg. 65 --- You've learned how to sew even the most terrible tears and wounds together. You can cast regenerate as a 7th-level arcane innate spell once per day.","category":"feat","pfs":"Standard","feat":["Restitch"],"rarity":"common","slug":"feat-3356"},{"skill_mod":{},"summary":"Your construction has flaps of cloth or wicker that can keep you aloft.","primary_source":"Grand Bazaar","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3357","weakness":{},"name":"Soaring Poppet","trait":["Poppet"],"id":"feat-3357","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Soaring Poppet Source Grand Bazaar pg. 65 --- Your construction has flaps of cloth or wicker that can keep you aloft. You gain a fly Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Soaring Poppet"],"rarity":"common","slug":"feat-3357"},{"skill_mod":{},"summary":"Your ability to captivate others borders on the preternatural.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Charisma 14; Trained in Deception or Trained in Diplomacy","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3358","weakness":{},"archetype":["Captivator"],"skill":["Deception","Diplomacy","Deception","Diplomacy"],"name":"Captivator Dedication","trait":["Archetype","Dedication"],"id":"feat-3358","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Captivator Dedication Source Grand Bazaar pg. 120 Archetype Captivator Prerequisites Charisma 14; Trained in Deception or Trained in Diplomacy --- Your ability to captivate others borders on the preternatural. You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose Deception or Diplomacy. You become trained in that skill, or become an expert if you were already trained. Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the Cast a Spell activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma. Special You can't select another dedication feat until you have gained two other feats from the captivator archetype. Captivator Dedication leads to... Basic Captivator Spellcasting, Effortless Captivation, Heightened Captivation, Look Again, Reactive Charm","category":"feat","pfs":"Standard","feat":["Captivator Dedication"],"rarity":"common","slug":"feat-3358"},{"skill_mod":{},"summary":"Your innate ability to fascinate others develops into full-fledged spellcasting.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Captivator Dedication","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3359","weakness":{},"archetype":["Captivator"],"name":"Basic Captivator Spellcasting","trait":["Archetype"],"id":"feat-3359","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Captivator Spellcasting Source Grand Bazaar pg. 120 Archetype Captivator Prerequisites Captivator Dedication --- Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you, rather than as a product of training. Choose a 1st-level occult spell from either the enchantment or illusion school. You can Cast this Spell as an occult innate spell. At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from either the enchantment or illusion school. Basic Captivator Spellcasting leads to... Captivating Intensity, Countercharm, Expert Captivator Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Captivator Spellcasting"],"rarity":"common","slug":"feat-3359"},{"skill_mod":{},"summary":"Your ability to captivate others has grown, and you can use your captivator abilities more often.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Basic Captivator Spellcasting","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3360","weakness":{},"archetype":["Captivator"],"name":"Captivating Intensity","trait":["Archetype"],"id":"feat-3360","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Captivating Intensity Source Grand Bazaar pg. 121 Archetype Captivator Prerequisites Basic Captivator Spellcasting --- Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each occult innate spell granted by captivator archetype feats one additional time per day. You can do this for spells of all levels granted, other than your two highest spell levels from non-cantrip captivator spells. If you have Heightened Captivation, you can Cast the chosen Spell a second time each day, though one of the two times you cast it, it's heightened two levels lower than your highest level of non-cantrip captivator spells, as long as the spell can be cast at that spell level.","category":"feat","pfs":"Standard","feat":["Captivating Intensity"],"rarity":"common","slug":"feat-3360"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3361","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Countercharm Reaction Source Grand Bazaar pg. 121 Archetype Captivator Prerequisites Basic Captivator Spellcasting Trigger A creature Casts a Spell from the enchantment or illusion school. Requirements You have an innate non-cantrip captivator spell of the same school. --- Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others. When a foe casts an enchantment or illusion spell and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell of the same school as the triggering spell as if you had Cast the Spell. You then attempt to counteract the triggering spell with your spell.","feat":["Countercharm"],"skill_mod":{},"summary":"Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others.","primary_source":"Grand Bazaar","trait_group":["Feat"],"level":8,"prerequisite":"Basic Captivator Spellcasting","source_category":["Lost Omens"],"requirement":"You have an innate non-cantrip captivator spell of the same school.","trigger":"A creature Casts a Spell from the enchantment or illusion school.","resistance":{},"url":"/Feats.aspx?ID=3361","archetype":["Captivator"],"name":"Countercharm","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3361"},{"skill_mod":{},"summary":"You can infuse your enchantments and illusions with more power.","primary_source":"Grand Bazaar","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Captivator Dedication","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3362","weakness":{},"archetype":["Captivator"],"name":"Heightened Captivation","trait":["Archetype","Metamagic","Spellshape"],"id":"feat-3362","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Heightened Captivation Source Grand Bazaar pg. 121 Archetype Captivator Prerequisites Captivator Dedication --- You can infuse your enchantments and illusions with more power. Choose one of your spells granted by captivator archetype feats; this spell can't be from your highest level of non-cantrip captivator spells. The spell you choose is heightened to the highest level of captivator spell you can cast, not including cantrips. You can't later change the spell that is heightened by this feat. Special You can select this feat more than once. Each time you select it, you choose a different spell.","category":"feat","pfs":"Standard","feat":["Heightened Captivation"],"rarity":"common","slug":"feat-3362"},{"skill_mod":{},"summary":"You learn more powerful spells to enchant and deceive.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Basic Captivator Spellcasting","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3363","weakness":{},"archetype":["Captivator"],"name":"Expert Captivator Spellcasting","trait":["Archetype"],"id":"feat-3363","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Expert Captivator Spellcasting Source Grand Bazaar pg. 121 Archetype Captivator Prerequisites Basic Captivator Spellcasting --- You learn more powerful spells to enchant and deceive. You learn a 4th-level occult spell. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. Each of these spells must come from either the enchantment or illusion school. You Cast these Spells as occult innate spells. You become an expert with spell attack rolls and spell DCs for occult spells. Expert Captivator Spellcasting leads to... Master Captivator Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Captivator Spellcasting"],"rarity":"common","slug":"feat-3363"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-3364","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Reactive Charm Reaction Source Grand Bazaar pg. 121 Archetype Captivator Frequency once per day Prerequisites Captivator Dedication Trigger You are the target of a spell or attack. --- You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker. You cast any of your 1st-level enchantment spells that normally take two actions or fewer to cast. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions based on the effects (for instance, if you charm the attacker and it becomes friendly to you, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area.","feat":["Reactive Charm"],"skill_mod":{},"summary":"You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker.","primary_source":"Grand Bazaar","trait_group":["Feat"],"level":10,"prerequisite":"Captivator Dedication","source_category":["Lost Omens"],"trigger":"You are the target of a spell or attack.","resistance":{},"url":"/Feats.aspx?ID=3364","archetype":["Captivator"],"name":"Reactive Charm","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3364"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Metamagic","Spellshape"],"id":"feat-3365","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Effortless Captivation Free Action Source Grand Bazaar pg. 121 Archetype Captivator Prerequisites Captivator Dedication Trigger Your turn begins. --- You maintain your innate enchantments and illusions with hardly a thought. You immediately gain the effects of the Sustain a Spell action, which you can use only to extend the duration of an enchantment or illusion spell.","feat":["Effortless Captivation"],"skill_mod":{},"summary":"You maintain your innate enchantments and illusions with hardly a thought.","primary_source":"Grand Bazaar","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Captivator Dedication","source_category":["Lost Omens"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=3365","archetype":["Captivator"],"name":"Effortless Captivation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3365"},{"skill_mod":{},"summary":"You master the most powerful spells that enchant and deceive.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Expert Captivator Spellcasting","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3366","weakness":{},"archetype":["Captivator"],"name":"Master Captivator Spellcasting","trait":["Archetype"],"id":"feat-3366","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Master Captivator Spellcasting Source Grand Bazaar pg. 121 Archetype Captivator Prerequisites Expert Captivator Spellcasting --- You master the most powerful spells that enchant and deceive. You learn a 7th-level occult spell. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from either the enchantment or illusion school. You cast these spells as occult innate spells. You become a master with spell attack rolls and spell DCs for occult spells.","category":"feat","pfs":"Standard","feat":["Master Captivator Spellcasting"],"rarity":"common","slug":"feat-3366"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Metamagic","Spellshape"],"id":"feat-3367","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Look Again Single Action Source Grand Bazaar pg. 121 Archetype Captivator Frequency once per day Prerequisites Captivator Dedication --- If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not. Look Again works only with spells that require targets and doesn't do anything if you cast a targeted spell but didn't select any targets.","feat":["Look Again"],"skill_mod":{},"summary":"If your illusions or enchantments fail to ensnare the minds of others, you can cast them again.","primary_source":"Grand Bazaar","trait_group":["Feat","Mechanics"],"level":18,"prerequisite":"Captivator Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3367","archetype":["Captivator"],"name":"Look Again","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3367"},{"skill_mod":{},"summary":"Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Able to cast spells; Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3368","weakness":{},"archetype":["Spell Trickster"],"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Spell Trickster Dedication","trait":["Archetype","Dedication"],"id":"feat-3368","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Spell Trickster Dedication Source Grand Bazaar pg. 122 Archetype Spell Trickster Prerequisites Able to cast spells; Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion --- Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal. Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite. Special You can’t select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don’t count toward this total. Spell Trickster Dedication leads to... Agile Hand, Animate Net, Barrier Shield, Confounding Image, Directed Poison, Disk Rider, Drenching Mist, Forceful Push, Lingering Flames, Obscured Terrain, Scattered Fire, Shining Arms, Siphoning Touch, Smoldering Explosion, Steal Vitality, Summon Ensemble, Surrounding Flames, Toppling Tentacles, Tracing Sigil, Uneasy Rest, Volatile Grease, Wild Lights","category":"feat","pfs":"Standard","feat":["Spell Trickster Dedication"],"rarity":"common","slug":"feat-3368"},{"skill_mod":{},"summary":"When you cast mage hand , you can modify it to control a set of thieves' tools.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spell Trickster Dedication; ability to cast _mage hand_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3369","weakness":{},"archetype":["Spell Trickster"],"name":"Agile Hand","trait":["Archetype"],"id":"feat-3369","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Agile Hand Source Grand Bazaar pg. 122 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast mage hand --- When you cast mage hand , you can modify its target to be a set of thieves' tools. When you Cast the Spell in this way, the tools move up to 20 feet towards a device or lock. After you Sustain the Spell on future turns, you can use the tools to attempt Thievery checks to Disable a Device or Pick a Lock within the spell's range, but you take a –2 penalty to your Thievery check. If you critically fail, the spell ends and you can't use this modification again for 24 hours. Agile Hand leads to... Larcenous Hand","category":"feat","pfs":"Standard","feat":["Agile Hand"],"rarity":"common","slug":"feat-3369"},{"skill_mod":{},"summary":"When you cast shield , you can modify the spell to create a solid barrier you can use for cover, but not for blocking.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spell Trickster Dedication; ability to cast _shield_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3370","weakness":{},"archetype":["Spell Trickster"],"name":"Barrier Shield","trait":["Archetype"],"id":"feat-3370","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Barrier Shield Source Grand Bazaar pg. 122 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast shield --- When you cast shield , you can modify the spell to create a solid barrier you can use for cover, but not for blocking. You can't use the Shield Block reaction when the spell is modified in this way, but you (and only you) can spend an action to Take Cover to gain standard cover from it.","category":"feat","pfs":"Standard","feat":["Barrier Shield"],"rarity":"common","slug":"feat-3370"},{"skill_mod":{},"summary":"When you cast mage hand , you can modify it to shove a creature.","primary_source":"Grand Bazaar","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spell Trickster Dedication; ability to cast _mage hand_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3371","weakness":{},"archetype":["Spell Trickster"],"name":"Forceful Push","trait":["Archetype","Attack"],"id":"feat-3371","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Forceful Push Source Grand Bazaar pg. 122 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast mage hand --- When you cast mage hand , you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you.","category":"feat","pfs":"Standard","feat":["Forceful Push"],"rarity":"common","slug":"feat-3371"},{"skill_mod":{},"summary":"When you cast light , you can modify its target to be 1 melee weapon.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spell Trickster Dedication; ability to cast _light_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3372","weakness":{},"archetype":["Spell Trickster"],"name":"Shining Arms","trait":["Archetype"],"id":"feat-3372","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shining Arms Source Grand Bazaar pg. 122 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast light --- When you cast light , you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can Dismiss the Spell as a reaction, causing the foe to be dazzled for 1 round. After you use this reaction, you can't use this modification again for 10 minutes.","category":"feat","pfs":"Standard","feat":["Shining Arms"],"rarity":"common","slug":"feat-3372"},{"skill_mod":{},"summary":"When you cast summon instrument , you can modify it to summon multiple instruments.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spell Trickster Dedication; ability to cast _summon instrument_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3373","weakness":{},"archetype":["Spell Trickster"],"name":"Summon Ensemble","trait":["Archetype"],"id":"feat-3373","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Summon Ensemble Source Grand Bazaar pg. 123 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast summon instrument --- When you cast summon instrument , you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you Sustain the Spell, choose an opponent within 30 feet who can hear your performance. The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes flat-footed for 1 round. The target is then temporarily immune for 24 hours.","category":"feat","pfs":"Standard","feat":["Summon Ensemble"],"rarity":"common","slug":"feat-3373"},{"skill_mod":{},"summary":"When you cast sigil , you can modify the spell to allow you to track the target.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spell Trickster Dedication; ability to cast _sigil_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3374","weakness":{},"archetype":["Spell Trickster"],"name":"Tracing Sigil","trait":["Archetype"],"id":"feat-3374","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tracing Sigil Source Grand Bazaar pg. 123 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast sigil --- When you cast sigil , you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to Track the target, substituting an Arcana, Nature, Occultism, or Religion check (whichever matches the magical tradition of your sigil spell) for the Survival check. Much like Tracking with Survival, this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the sigil spell on the first target ends, and your mark fades. Tracing Sigil leads to... Beacon Mark","category":"feat","pfs":"Standard","feat":["Tracing Sigil"],"rarity":"common","slug":"feat-3374"},{"skill_mod":{},"summary":"When you cast dancing lights , you can modify it to create a single floating light in the shape of a Tiny creature.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spell Trickster Dedication; ability to cast _dancing lights_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3375","weakness":{},"archetype":["Spell Trickster"],"name":"Wild Lights","trait":["Archetype"],"id":"feat-3375","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Wild Lights Source Grand Bazaar pg. 123 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast dancing lights --- When you cast dancing lights , you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the concentrate trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately.","category":"feat","pfs":"Standard","feat":["Wild Lights"],"rarity":"common","slug":"feat-3375"},{"skill_mod":{},"summary":"When you cast animate rope , you can modify it to animate a net.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spell Trickster Dedication; ability to cast _animate rope_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3376","weakness":{},"archetype":["Spell Trickster"],"name":"Animate Net","trait":["Archetype"],"id":"feat-3376","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Animate Net Source Grand Bazaar pg. 123 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast animate rope --- When you cast animate rope , you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also immobilized until it Escapes. The Escape DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the Escape DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can Interact to remove the net.","category":"feat","pfs":"Standard","feat":["Animate Net"],"rarity":"common","slug":"feat-3376"},{"skill_mod":{},"summary":"When you cast mirror image , you can modify it to create a duplicate of yourself.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spell Trickster Dedication; ability to cast _mirror image_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3377","weakness":{},"archetype":["Spell Trickster"],"name":"Confounding Image","trait":["Archetype"],"id":"feat-3377","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Confounding Image Source Grand Bazaar pg. 123 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast mirror image --- When you cast mirror image , you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC – 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you Sustain the Spell, you can move the image to an unoccupied square within range.","category":"feat","pfs":"Standard","feat":["Confounding Image"],"rarity":"common","slug":"feat-3377"},{"skill_mod":{},"summary":"When you cast floating disk , you can modify it to ride atop.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spell Trickster Dedication; ability to cast _floating disk_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3378","weakness":{},"archetype":["Spell Trickster"],"name":"Disk Rider","trait":["Archetype"],"id":"feat-3378","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Disk Rider Source Grand Bazaar pg. 123 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast floating disk --- When you cast floating disk , you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects. Heightened (3rd) The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being encumbered. If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you Sustain the Spell. While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends.","category":"feat","pfs":"Standard","feat":["Disk Rider"],"rarity":"common","slug":"feat-3378"},{"skill_mod":{},"summary":"When you cast obscuring mist , you can modify it to extinguish flames.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spell Trickster Dedication; ability to cast _obscuring mist_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3379","weakness":{},"archetype":["Spell Trickster"],"name":"Drenching Mist","trait":["Archetype"],"id":"feat-3379","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Drenching Mist Source Grand Bazaar pg. 123 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast obscuring mist --- When you cast obscuring mist , you can modify it to add the following heightened entry to its effects. Heightened (3rd) Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it.","category":"feat","pfs":"Standard","feat":["Drenching Mist"],"rarity":"common","slug":"feat-3379"},{"skill_mod":{},"summary":"When you cast obscuring mist , you can modify the spell to blanket the area, making it difficult to see the ground.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spell Trickster Dedication; ability to cast _obscuring mist_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3380","weakness":{},"archetype":["Spell Trickster"],"name":"Obscured Terrain","trait":["Archetype"],"id":"feat-3380","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Obscured Terrain Source Grand Bazaar pg. 124 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast obscuring mist --- When you cast obscuring mist , you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can Dismiss the cloud.","category":"feat","pfs":"Standard","feat":["Obscured Terrain"],"rarity":"common","slug":"feat-3380"},{"skill_mod":{},"summary":"When you cast sleep , you can modify the spell to make subjects of your spell experience troubled dreams.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spell Trickster Dedication; ability to cast _sleep_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3381","weakness":{},"archetype":["Spell Trickster"],"name":"Uneasy Rest","trait":["Archetype"],"id":"feat-3381","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Uneasy Rest Source Grand Bazaar pg. 124 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast sleep --- When you cast sleep , you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is frightened 1.","category":"feat","pfs":"Standard","feat":["Uneasy Rest"],"rarity":"common","slug":"feat-3381"},{"skill_mod":{},"summary":"When you cast grease , you can modify it to cover a creature in flammable grease.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spell Trickster Dedication; ability to cast _grease_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3382","weakness":{},"archetype":["Spell Trickster"],"name":"Volatile Grease","trait":["Archetype"],"id":"feat-3382","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Volatile Grease Source Grand Bazaar pg. 124 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast grease --- When you cast grease , you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save. Critical Success The target is unaffected. Success The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an Interact action, ending the effect. Failure As success, except the weakness to fire lasts for 1 minute. --- Heightened (+2) The weakness increases by 1.","category":"feat","pfs":"Standard","feat":["Volatile Grease"],"rarity":"common","slug":"feat-3382"},{"skill_mod":{},"summary":"When you cast sigil , you can modify the spell to allow you to determine the target's location.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Tracing Sigil","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3383","weakness":{},"archetype":["Spell Trickster"],"name":"Beacon Mark","trait":["Archetype"],"id":"feat-3383","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Beacon Mark Source Grand Bazaar pg. 124 Archetype Spell Trickster Prerequisites Tracing Sigil --- When you cast sigil , you can modify the spell to add the following heightened entry. Heightened (4th) You attune yourself to the marked target. While the spell lasts, you can spend a single action, which has the concentrate, detection, and divination traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you Cast this Spell again on a second target, the sigil spell on the first target ends, and your mark fades.","category":"feat","pfs":"Standard","feat":["Beacon Mark"],"rarity":"common","slug":"feat-3383"},{"skill_mod":{},"summary":"When you cast mage hand , you can modify it to steal an object from the target.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Agile Hand; Pickpocket","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3384","weakness":{},"archetype":["Spell Trickster"],"name":"Larcenous Hand","trait":["Archetype"],"id":"feat-3384","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Larcenous Hand Source Grand Bazaar pg. 124 Archetype Spell Trickster Prerequisites Agile Hand; Pickpocket --- When you cast mage hand , you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. If the creature is unwilling, you must attempt to Steal the target object with a Thievery check. The usual restrictions on attempts to Steal an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't Steal from a creature in combat or otherwise on guard. On a successful Steal check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action.","category":"feat","pfs":"Standard","feat":["Larcenous Hand"],"rarity":"common","slug":"feat-3384"},{"skill_mod":{},"summary":"When you cast fireball , you can modify its effects to set creatures in its area aflame.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Spell Trickster Dedication; ability to cast _fireball_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3385","weakness":{},"archetype":["Spell Trickster"],"name":"Lingering Flames","trait":["Archetype"],"id":"feat-3385","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Lingering Flames Source Grand Bazaar pg. 124 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast fireball --- When you cast fireball , you can modify its effects, decreasing the base damage to 5d6 and causing it to deal 2 persistent fire damage to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following. Heightened (+1) The damage is increased by 1d6 and the persistent fire damage is increased by 2.","category":"feat","pfs":"Standard","feat":["Lingering Flames"],"rarity":"common","slug":"feat-3385"},{"skill_mod":{},"summary":"When you cast fireball , you can modify its area to be two non-overlapping 10-foot bursts.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Spell Trickster Dedication; ability to cast _fireball_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3386","weakness":{},"archetype":["Spell Trickster"],"name":"Scattered Fire","trait":["Archetype"],"id":"feat-3386","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Scattered Fire Source Grand Bazaar pg. 124 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast fireball --- When you cast fireball , you can modify its area to be two non-overlapping 10-foot bursts.","category":"feat","pfs":"Standard","feat":["Scattered Fire"],"rarity":"common","slug":"feat-3386"},{"skill_mod":{},"summary":"When you cast vampiric touch , you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Spell Trickster Dedication; ability to cast _vampiric touch_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3387","weakness":{},"archetype":["Spell Trickster"],"name":"Siphoning Touch","trait":["Archetype"],"id":"feat-3387","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Siphoning Touch Source Grand Bazaar pg. 124 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast vampiric touch --- When you cast vampiric touch , you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain.","category":"feat","pfs":"Standard","feat":["Siphoning Touch"],"rarity":"common","slug":"feat-3387"},{"skill_mod":{},"summary":"When you cast fireball , you can modify the spell to leave behind a brief cloud of smoke in its area.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Spell Trickster Dedication; ability to cast _fireball_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3388","weakness":{},"archetype":["Spell Trickster"],"name":"Smoldering Explosion","trait":["Archetype"],"id":"feat-3388","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Smoldering Explosion Source Grand Bazaar pg. 124 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast fireball --- When you cast fireball heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your fireball leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of obscuring mist , except that it lasts only 1 round. Smoldering Explosion leads to... Choking Smoke","category":"feat","pfs":"Standard","feat":["Smoldering Explosion"],"rarity":"common","slug":"feat-3388"},{"skill_mod":{},"summary":"When you cast vampiric touch , you can modify it to remove your enfeebled or clumsy condition.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Spell Trickster Dedication; ability to cast _vampiric touch_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3389","weakness":{},"archetype":["Spell Trickster"],"name":"Steal Vitality","trait":["Archetype"],"id":"feat-3389","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Steal Vitality Source Grand Bazaar pg. 125 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast vampiric touch --- When you cast vampiric touch , you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the clumsy or enfeebled conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.","category":"feat","pfs":"Standard","feat":["Steal Vitality"],"rarity":"common","slug":"feat-3389"},{"skill_mod":{},"summary":"When you cast wall of fire , you can modify it to create a 10-foot-radius hemisphere of fire.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Spell Trickster Dedication; ability to cast _wall of fire_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3390","weakness":{},"archetype":["Spell Trickster"],"name":"Surrounding Flames","trait":["Archetype"],"id":"feat-3390","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Surrounding Flames Source Grand Bazaar pg. 125 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast wall of fire --- When you cast wall of fire , you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire.","category":"feat","pfs":"Standard","feat":["Surrounding Flames"],"rarity":"common","slug":"feat-3390"},{"skill_mod":{},"summary":"When you cast black tentacles , you can modify it to trip the targets.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Spell Trickster Dedication; ability to cast _black tentacles_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3391","weakness":{},"archetype":["Spell Trickster"],"name":"Toppling Tentacles","trait":["Archetype"],"id":"feat-3391","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Toppling Tentacles Source Grand Bazaar pg. 125 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast black tentacles --- When you cast black tentacles , replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to Trip each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked prone and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to Trip that creature if it isn't already prone, and they deal 1d6 bludgeoning damage to any creature already prone. Creatures treat the spell's area as difficult terrain.","category":"feat","pfs":"Standard","feat":["Toppling Tentacles"],"rarity":"common","slug":"feat-3391"},{"skill_mod":{},"summary":"When you cast fireball , you can modify it to create a cloud of smoking smoke.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Smoldering Explosion","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3392","weakness":{},"archetype":["Spell Trickster"],"name":"Choking Smoke","trait":["Archetype"],"id":"feat-3392","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Choking Smoke Source Grand Bazaar pg. 125 Archetype Spell Trickster Prerequisites Smoldering Explosion --- When you cast fireball heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by 6d6. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of stinking cloud .","category":"feat","pfs":"Standard","feat":["Choking Smoke"],"rarity":"common","slug":"feat-3392"},{"skill_mod":{},"summary":"When you cast cloudkill , you can modify it to be under your control.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Spell Trickster Dedication; ability to cast _cloudkill_","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3393","weakness":{},"archetype":["Spell Trickster"],"name":"Directed Poison","trait":["Archetype"],"id":"feat-3393","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Directed Poison Source Grand Bazaar pg. 125 Archetype Spell Trickster Prerequisites Spell Trickster Dedication; ability to cast cloudkill --- When you cast cloudkill , modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. Once per round when you Sustain the Spell, you can move the cloud 10 feet in the direction of your choice.","category":"feat","pfs":"Standard","feat":["Directed Poison"],"rarity":"common","slug":"feat-3393"},{"skill_mod":{},"summary":"Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Athletics; trained in unarmed attacks, and unarmored defense","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3394","weakness":{},"archetype":["Wrestler"],"skill":["Athletics","Athletics"],"name":"Wrestler Dedication","trait":["Archetype","Dedication"],"id":"feat-3394","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wrestler Dedication Source Grand Bazaar pg. 126 Archetype Wrestler Prerequisites Trained in Athletics; trained in unarmed attacks, and unarmored defense --- Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in Athletics and gain the Titan Wrestler skill feat. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to Grapple you or Swallow you Whole. Special You can't select another dedication feat until you have gained two other feats from the wrestler archetype. Wrestler Dedication leads to... Aerial Piledriver, Clinch Strike, Disengaging Twist, Elbow Breaker, Form Lock (Wrestler), Inescapable Grasp, Running Tackle, Spinebreaker, Strangle, Submission Hold, Suplex","category":"feat","pfs":"Standard","feat":["Wrestler Dedication"],"rarity":"common","slug":"feat-3394"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3395","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Disengaging Twist Reaction Source Grand Bazaar pg. 126 Archetype Wrestler Prerequisites Wrestler Dedication Trigger A creature gives you the grabbed or restrained condition. --- Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check.","feat":["Disengaging Twist"],"skill_mod":{},"summary":"Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments.","primary_source":"Grand Bazaar","trait_group":["Feat"],"level":4,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"trigger":"A creature gives you the grabbed or restrained condition.","resistance":{},"url":"/Feats.aspx?ID=3395","archetype":["Wrestler"],"name":"Disengaging Twist","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3395"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3396","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Elbow Breaker Single Action Source Grand Bazaar pg. 126 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects. Critical Success You knock one held item out of the creature's grasp. It falls to the ground in the creature's space. Success You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.","feat":["Elbow Breaker"],"skill_mod":{},"summary":"You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip.","primary_source":"Grand Bazaar","trait_group":["Feat"],"level":4,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3396","archetype":["Wrestler"],"name":"Elbow Breaker","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3396"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3397","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Suplex Single Action Source Grand Bazaar pg. 127 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained; on a success, the target lands prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.","feat":["Suplex"],"skill_mod":{},"summary":"Flexing your entire body, you heave your opponent over your head and slam them into the ground.","primary_source":"Grand Bazaar","trait_group":["Feat"],"level":4,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3397","archetype":["Wrestler"],"name":"Suplex","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3397"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3398","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Clinch Strike Reaction Source Grand Bazaar pg. 127 Archetype Wrestler Prerequisites Wrestler Dedication Trigger A creature you had grabbed or restrained successfully Escapes. --- Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature.","feat":["Clinch Strike"],"skill_mod":{},"summary":"Your opponents can't slip your grasp without receiving further punishment.","primary_source":"Grand Bazaar","trait_group":["Feat"],"level":6,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"trigger":"A creature you had grabbed or restrained successfully Escapes .","resistance":{},"url":"/Feats.aspx?ID=3398","archetype":["Wrestler"],"name":"Clinch Strike","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3398"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Open"],"id":"feat-3399","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Running Tackle Two Actions Source Grand Bazaar pg. 127 Archetype Wrestler Prerequisites Wrestler Dedication --- You charge toward your opponent, throwing your body at them in a vicious tackle. Stride up to your Speed and then make an unarmed melee Strike. If you hit, you can attempt to Shove the target.","feat":["Running Tackle"],"skill_mod":{},"summary":"You charge toward your opponent, throwing your body at them in a vicious tackle.","primary_source":"Grand Bazaar","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3399","archetype":["Wrestler"],"name":"Running Tackle","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3399"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3400","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Strangle Single Action Source Grand Bazaar pg. 127 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- You twist and squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech. For an action requiring speech that is also a manipulate action, like Casting a Spell with somatic and verbal components, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being grabbed.","feat":["Strangle"],"skill_mod":{},"summary":"You twist and squeeze the breath out of your foe.","primary_source":"Grand Bazaar","trait_group":["Feat"],"level":8,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3400","archetype":["Wrestler"],"name":"Strangle","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3400"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3401","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Submission Hold Single Action Source Grand Bazaar pg. 127 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- Your iron grip slowly saps your opponent's strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects. Critical Success The target is enfeebled 2 until the end of its next turn and enfeebled 1 for 1 minute. Success The target is enfeebled 1 until the end of its next turn.","feat":["Submission Hold"],"skill_mod":{},"summary":"Your iron grip slowly saps your opponent's strength.","primary_source":"Grand Bazaar","trait_group":["Feat"],"level":8,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3401","archetype":["Wrestler"],"name":"Submission Hold","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3401"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Attack"],"id":"feat-3402","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Aerial Piledriver Two Actions Source Grand Bazaar pg. 127 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure. Success The target lands prone. Failure You lose your grip on the target, and it is no longer grabbed or restrained by you. Critical Failure You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.","feat":["Aerial Piledriver"],"skill_mod":{},"summary":"Heaving both yourself and your opponent into the air, you bring them crashing to the ground.","primary_source":"Grand Bazaar","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3402","archetype":["Wrestler"],"name":"Aerial Piledriver","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3402"},{"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3403","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Spinebreaker Single Action Source Grand Bazaar pg. 127 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects. Critical Success The target is clumsy 2 until the end of its next turn and clumsy 1 for 1 minute. Success The target is clumsy 1 until the end of its next turn.","feat":["Spinebreaker"],"skill_mod":{},"summary":"You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points.","primary_source":"Grand Bazaar","trait_group":["Feat"],"level":10,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3403","archetype":["Wrestler"],"name":"Spinebreaker","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3403"},{"skill_mod":{},"summary":"Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance.","primary_source":"Grand Bazaar","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"source":["Grand Bazaar"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3404","weakness":{},"archetype":["Wrestler"],"name":"Inescapable Grasp","trait":["Archetype"],"id":"feat-3404","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Inescapable Grasp Source Grand Bazaar pg. 127 Archetype Wrestler Prerequisites Wrestler Dedication --- Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. If a creature you have grabbed attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have grabbed attempts to Escape while under the effect of freedom of movement , it must succeed at a DC 15 flat check or be forced to roll the Escape attempt normally, rather than automatically succeeding.","category":"feat","pfs":"Standard","feat":["Inescapable Grasp"],"rarity":"common","slug":"feat-3404"},{"remaster_name":["Form Lock"],"primary_source_category":"Lost Omens","source":["Grand Bazaar"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Attack"],"id":"feat-3405","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Form Lock (Wrestler) Single Action Source Grand Bazaar pg. 127 Archetypes Wrestler, Wrestler (Level 14) Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.","feat":["Form Lock (Wrestler)"],"skill_mod":{},"summary":"Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms.","primary_source":"Grand Bazaar","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Wrestler Dedication","source_category":["Lost Omens"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3405","archetype":["Wrestler"],"name":"Form Lock (Wrestler)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3405"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #171: Hurricane's Howl"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Uncommon"],"id":"feat-3406","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Cloud Walk May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 79 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication --- Your growing link to cloud dragons has granted you the ability to walk on clouds. Once per hour, you can cast air walk on yourself as an innate arcane spell, but only to walk on clouds or fog. Bloodsalt Dragon Disciple Feats Source Pathfinder #171: Hurricane's Howl pg. 79 The following archetype feats are for the dragon disciple archetype. You must take the Dragon Disciple Dedication feat before selecting any of these feats, and you must select cloud dragon (which is associated with the electricity energy type) as the type of dragon you've studied. The feats below are dragon disciple archetype feats. By studying the ruins (see the AP for full details), you gain access to the dragon disciple archetype and to these feats If you have the draconic sorcerer bloodline, you must choose cloud dragon as your dragon type. This choice affects the dragon breath and dragon claws bloodline spells and several of the feats below. Related Feats : Deflecting Cloud, Mighty Wings, Shape of the Cloud Dragon","feat":["Cloud Walk"],"skill_mod":{},"summary":"Your growing link to cloud dragons has granted you the ability to walk on clouds.","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Feat","Rarity"],"level":10,"prerequisite":"Dragon Disciple Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3406","archetype":["Dragon Disciple"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Cloud Walk","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3406"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #171: Hurricane's Howl"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Uncommon"],"id":"feat-3407","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Shape of the Cloud Dragon May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 79 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication --- You've discovered how to transform yourself into a cloud dragon. Once per day, you can cast 7th-level dragon form as an innate arcane spell, transforming into a cloud dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. On a critical hit with an unarmed Strike gained from dragon form , you recharge the spell's breath weapon immediately. While in this form, you gain the following cloud dragon–specific abilities: Cloud cloud walk (you can walk on clouds or fog); Melee Single Action jaws, Damage 2d10 piercing plus 1d12 electricity; Melee Single Action claw (agile), Damage 3d10 slashing; Melee Single Action tail (reach 10 feet), Damage 3d10 bludgeoning; Melee Single Action horn (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 6d12 electricity. Special You can use this feat in place of Shape of the Dragon to fulfill feat requirements. Bloodsalt Dragon Disciple Feats Source Pathfinder #171: Hurricane's Howl pg. 79 The following archetype feats are for the dragon disciple archetype. You must take the Dragon Disciple Dedication feat before selecting any of these feats, and you must select cloud dragon (which is associated with the electricity energy type) as the type of dragon you've studied. The feats below are dragon disciple archetype feats. By studying the ruins (see the AP for full details), you gain access to the dragon disciple archetype and to these feats If you have the draconic sorcerer bloodline, you must choose cloud dragon as your dragon type. This choice affects the dragon breath and dragon claws bloodline spells and several of the feats below. Related Feats : Cloud Walk, Deflecting Cloud, Mighty Wings","feat":["Shape of the Cloud Dragon"],"skill_mod":{},"summary":"You've discovered how to transform yourself into a cloud dragon.","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Feat","Rarity"],"level":14,"prerequisite":"Dragon Disciple Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3407","archetype":["Dragon Disciple"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Shape of the Cloud Dragon","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3407"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #171: Hurricane's Howl"],"type":"Feat","speed":{},"frequency":"once every 10 minutes","weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Uncommon"],"id":"feat-3408","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Deflecting Cloud Reaction May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 79 Archetype Dragon Disciple Frequency once every 10 minutes Prerequisites Dragon Disciple Dedication; dragon wings sorcerer bloodline spell Trigger You are the target of a ranged attack. Requirements You are aware of the attack and currently have dragon wings active. --- You've mastered a defensive technique unique to the ancient dragons of Bloodsalt: beating your wings to create a billowing cloud of mist. You become momentarily hidden from the triggering attack if vision is the attacker's only precise sense. Normally this means the attacker must succeed at a DC 11 flat check to target you. You also gain a +4 circumstance bonus to AC against the triggering attack. Bloodsalt Dragon Disciple Feats Source Pathfinder #171: Hurricane's Howl pg. 79 The following archetype feats are for the dragon disciple archetype. You must take the Dragon Disciple Dedication feat before selecting any of these feats, and you must select cloud dragon (which is associated with the electricity energy type) as the type of dragon you've studied. The feats below are dragon disciple archetype feats. By studying the ruins (see the AP for full details), you gain access to the dragon disciple archetype and to these feats If you have the draconic sorcerer bloodline, you must choose cloud dragon as your dragon type. This choice affects the dragon breath and dragon claws bloodline spells and several of the feats below. Related Feats : Cloud Walk, Mighty Wings, Shape of the Cloud Dragon","feat":["Deflecting Cloud"],"skill_mod":{},"summary":"You've mastered a defensive technique unique to the ancient dragons of Bloodsalt: beating your wings to create a billowing cloud of mist.","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Feat","Rarity"],"level":16,"prerequisite":"Dragon Disciple Dedication; _dragon wings_ sorcerer bloodline spell","source_category":["Adventure Paths"],"requirement":"You are aware of the attack and currently have dragon wings active.","trigger":"You are the target of a ranged attack.","resistance":{},"url":"/Feats.aspx?ID=3408","archetype":["Dragon Disciple"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Deflecting Cloud","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-3408"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #171: Hurricane's Howl"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Uncommon"],"id":"feat-3409","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Mighty Wings May contain spoilers from Strength of Thousands Source Pathfinder #171: Hurricane's Howl pg. 79 Archetype Dragon Disciple Prerequisites Dragon Disciple Dedication; dragon wings sorcerer bloodline spell --- Your dragon wings are now a permanent part of your body, giving you a fly Speed equal to your Speed. If you spend 1 Focus Point to cast dragon wings , your fly Speed increases to 90 feet for the duration, unless your Speed is faster, and you gain the effects of dragon claws for the duration. Bloodsalt Dragon Disciple Feats Source Pathfinder #171: Hurricane's Howl pg. 79 The following archetype feats are for the dragon disciple archetype. You must take the Dragon Disciple Dedication feat before selecting any of these feats, and you must select cloud dragon (which is associated with the electricity energy type) as the type of dragon you've studied. The feats below are dragon disciple archetype feats. By studying the ruins (see the AP for full details), you gain access to the dragon disciple archetype and to these feats If you have the draconic sorcerer bloodline, you must choose cloud dragon as your dragon type. This choice affects the dragon breath and dragon claws bloodline spells and several of the feats below. Related Feats : Cloud Walk, Deflecting Cloud, Shape of the Cloud Dragon","feat":["Mighty Wings"],"skill_mod":{},"summary":"Your dragon wings are now a permanent part of your body, giving you a fly Speed equal to your Speed.","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Feat","Rarity"],"level":18,"prerequisite":"Dragon Disciple Dedication; _dragon wings_ sorcerer bloodline spell","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3409","archetype":["Dragon Disciple"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Mighty Wings","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3409"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype"],"id":"feat-3410","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Blessing of the Sun Gods Source Pathfinder #172: Secrets of the Temple City pg. 79 Archetype Bright Lion Prerequisites Bright Lion Dedication --- The Old Sun Gods share their power with you. Select the ambition, cities, darkness, dreams, family, fire, freedom, healing, moon, passion, or sun domain. You gain an initial domain spell for that domain. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score. Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. Blessing of the Sun Gods leads to... Greater Sun Blessing","feat":["Blessing of the Sun Gods"],"skill_mod":{},"summary":"The Old Sun Gods share their power with you.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Feat"],"level":4,"prerequisite":"Bright Lion Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3410","archetype":["Bright Lion"],"source_group":["Strength of Thousands"],"name":"Blessing of the Sun Gods","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3410"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype"],"id":"feat-3411","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Lion's Might Source Pathfinder #172: Secrets of the Temple City pg. 79 Archetype Bright Lion Prerequisites Bright Lion Dedication --- You've trained with the weapons of the Bright Lions. You gain access to lion scythes and sun slings. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank with lion scythes and sun slings. Lion's Might leads to... Lion's Fury","feat":["Lion's Might"],"skill_mod":{},"summary":"You've trained with the weapons of the Bright Lions.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Feat"],"level":4,"prerequisite":"Bright Lion Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3411","archetype":["Bright Lion"],"source_group":["Strength of Thousands"],"name":"Lion's Might","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3411"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype"],"id":"feat-3412","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Lion's Fury Source Pathfinder #172: Secrets of the Temple City pg. 79 Archetype Bright Lion Prerequisites Lion's Might --- You gain access to the lion scythe's and sun sling's critical specialization effects.","feat":["Lion's Fury"],"skill_mod":{},"summary":"You gain access to the lion scythe's and sun sling's critical specialization effects.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Feat"],"level":8,"prerequisite":"Lion's Might","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3412","archetype":["Bright Lion"],"source_group":["Strength of Thousands"],"name":"Lion's Fury","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3412"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #172: Secrets of the Temple City"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype"],"id":"feat-3413","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Greater Sun Blessing Source Pathfinder #172: Secrets of the Temple City pg. 79 Archetype Bright Lion Prerequisites Blessing of the Sun Gods --- Your connection to the Old Sun Gods grows stronger. You gain an advanced domain spell from a domain you chose with Blessing of the Sun Gods. Increase the number of Focus Points in your focus pool by 1. Special You can select this feat multiple times. Each time you do so, you must select a different domain for which you have an initial domain spell from Blessing of the Sun Gods.","feat":["Greater Sun Blessing"],"skill_mod":{},"summary":"Your connection to the Old Sun Gods grows stronger.","primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Feat"],"level":12,"prerequisite":"Blessing of the Sun Gods","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3413","archetype":["Bright Lion"],"source_group":["Strength of Thousands"],"name":"Greater Sun Blessing","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3413"},{"skill_mod":{},"summary":"You befriended one of the last saumen kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact.","primary_source":"Monsters of Myth","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Nature; Erutaki or Giant language, must have earned the trust of a saumen kar who initiates you into the archetype","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3414","weakness":{},"archetype":["Pactbound Initiate"],"skill":["Nature","Nature"],"name":"Pactbound Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3414","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pactbound Dedication Source Monsters of Myth pg. 10 Archetype Pactbound Initiate Prerequisites Trained in Nature; Erutaki or Giant language, must have earned the trust of a saumen kar who initiates you into the archetype --- You befriended one of the last saumen kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact. You gain cold resistance equal to half your level. You can Hide and Sneak while it's snowing even lightly, even if it wouldn't be thick enough to normally grant concealment. Finally, all saumen kar can sense the mark of their pact upon you, and their attitude toward you is typically one step better than it would be otherwise (hostile to unfriendly, unfriendly to indifferent, etc.) Most saumen kar are unfriendly to outsiders; this would make them indifferent to you. Special You can't select another dedication feat until you've gained two other feats from the pactbound initiate archetype. Pactbound Dedication leads to... Crown of the Saumen Kar, Frostbite Runes, Ice Crafter","category":"feat","pfs":"Standard","feat":["Pactbound Dedication"],"rarity":"rare","slug":"feat-3414"},{"skill_mod":{},"summary":"The ancient ice-crafting techniques of the saumen kar awaken within you.","primary_source":"Monsters of Myth","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Pactbound Dedication","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3415","weakness":{},"archetype":["Pactbound Initiate"],"name":"Ice Crafter","trait":["Archetype"],"id":"feat-3415","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ice Crafter Source Monsters of Myth pg. 10 Archetype Pactbound Initiate Prerequisites Pactbound Dedication --- The ancient ice-crafting techniques of the saumen kar awaken within you. You become trained in Crafting, or become an expert if you were already trained. You gain the Magical Crafting skill feat. You can craft permanent items out of ice instead of metal or wood; these items are a translucent crystal-blue in color, resemble icicles and glacier ice, and have the same statistics and properties as cold iron, including the price and the ability to deal additional damage to certain kinds of creatures. Any creature who wields or wears a piece of ice-crafted equipment takes 1 cold damage each round from contact with the primal cold of the crafted ice.","category":"feat","pfs":"Standard","feat":["Ice Crafter"],"rarity":"common","slug":"feat-3415"},{"skill_mod":{},"summary":"Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar.","primary_source":"Monsters of Myth","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Pactbound Dedication","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3416","weakness":{},"archetype":["Pactbound Initiate"],"name":"Crown of the Saumen Kar","trait":["Archetype"],"id":"feat-3416","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Crown of the Saumen Kar Source Monsters of Myth pg. 10 Archetype Pactbound Initiate Prerequisites Pactbound Dedication --- Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain scent as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to Stealth checks made to Sneak or Hide in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals 1d8 bludgeoning damage. Your horns are in the brawling group and have the shove and trip traits.","category":"feat","pfs":"Standard","feat":["Crown of the Saumen Kar"],"rarity":"common","slug":"feat-3416"},{"skill_mod":{},"summary":"Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face.","primary_source":"Monsters of Myth","trait_group":["Feat","School","Tradition"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Pactbound Dedication","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3417","weakness":{},"archetype":["Pactbound Initiate"],"school":"evocation","name":"Frostbite Runes","trait":["Archetype","Evocation","Primal"],"id":"feat-3417","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Frostbite Runes Source Monsters of Myth pg. 11 Archetype Pactbound Initiate Prerequisites Pactbound Dedication --- Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against evil and necromancy spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the negative healing ability, like dhampir. You deal an additional 1 cold damage with all Strikes made with an ice-crafted weapon. If you have the Crown of the Saumen Kar feat, you deal an additional 1 cold damage with your unarmed horns Strikes. Frostbite Runes leads to... Bound in Ice, Curse of the Saumen Kar","category":"feat","pfs":"Standard","feat":["Frostbite Runes"],"rarity":"common","slug":"feat-3417"},{"primary_source_category":"Lost Omens","source":["Monsters of Myth"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"conjuration","trait":["Archetype","Conjuration","Primal"],"id":"feat-3418","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Curse of the Saumen Kar Two Actions Source Monsters of Myth pg. 11 Archetype Pactbound Initiate Frequency once per day Prerequisites Frostbite Runes --- You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit your target. The target, and any creatures sharing its space, must attempt a Reflex save, with a DC using the higher of your class DC and spell DC. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails. The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until you use this ability to create a new prison, or until you die.","feat":["Curse of the Saumen Kar"],"skill_mod":{},"summary":"You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet.","primary_source":"Monsters of Myth","trait_group":["Feat","School","Tradition"],"level":14,"prerequisite":"Frostbite Runes","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3418","archetype":["Pactbound Initiate"],"name":"Curse of the Saumen Kar","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3418"},{"skill_mod":{},"summary":"You become a hybrid of your ancestry and a saumen kar.","primary_source":"Monsters of Myth","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Frostbite Runes","source_category":["Lost Omens"],"source":["Monsters of Myth"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3419","weakness":{},"archetype":["Pactbound Initiate"],"name":"Bound in Ice","trait":["Archetype"],"id":"feat-3419","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Bound in Ice Source Monsters of Myth pg. 11 Archetype Pactbound Initiate Prerequisites Frostbite Runes --- You become a hybrid of your ancestry and a saumen kar. Your size increases to Large, and your reach becomes 10 feet. Your cold resistance increases to be equal to your level, and you gain fire resistance equal to half your level. You also gain the Blizzard Evasion reaction. Blizzard Evasion Reaction Frequency once per day; Trigger You take 40 or more physical damage from a single attack; Effect You discorporate into a whirling blizzard for up to 3 rounds. During this time, you gain resistance 10 to physical damage and weakness 10 to force damage. You gain a fly speed of 40 feet, but the only action you can take is to Fly. The first time each round you enter another creature's space while discorporated, or the first time a creature enters your space, that creature takes 4d8 cold damage and must succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or else be stunned 1. At the start of your turn, you can end this effect as a free action.","category":"feat","pfs":"Standard","feat":["Bound in Ice"],"rarity":"common","slug":"feat-3419"},{"skill_mod":{},"summary":"Your face bears an intricate magical tattoo known as the irezoko , a badge of your understanding of your chosen field of magic and a recognition of your advancement within Absalom's College of Mysteries.","primary_source":"Absalom, City of Lost Omens","trait_group":["Class","Weapon","Rarity"],"access":"You are a member of the College of Mysteries","primary_source_category":"Lost Omens","level":4,"prerequisite":"Expert in Arcana or Expert in Occultism","source_category":["Lost Omens"],"source":["Absalom, City of Lost Omens"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3421","weakness":{},"skill":["Arcana","Occultism","Arcana","Occultism"],"name":"Irezoko Tattoo","trait":["Bard","Champion","Cleric","Druid","Magus","Monk","Oracle","Psychic","Ranger","Sorcerer","Summoner","Uncommon","Witch","Wizard"],"id":"feat-3421","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Irezoko Tattoo Source Absalom, City of Lost Omens pg. 185 Prerequisites Expert in Arcana or Expert in Occultism Access You are a member of the College of Mysteries --- Your face bears an intricate magical tattoo known as the irezoko , a badge of your understanding of your chosen field of magic and a recognition of your advancement within Absalom's College of Mysteries. Choose a class that you are a member of that grants you access to a focus pool. When you take this feat, it gains the trait that applies to your chosen class. Once per day, you may concentrate upon the pattern of your irezoko to recover 1 Focus Point as a three-action activity.","category":"feat","feat":["Irezoko Tattoo"],"rarity":"uncommon","slug":"feat-3421"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","skill":["Survival","Survival"],"trait":["General","Skill","Uncommon"],"id":"feat-3422","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > All of the Animal May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 78 Prerequisites Trained in Survival --- You know how to make the best and most efficient use of a hunted animal's carcass. Choose a Large or larger corpse of an animal that died within the past day. While using Survival to Subsist near the carcass, you always receive enough food for yourself and one additional Medium creature, using up the meat from the carcass to do so. Since you're using all of the animal, others can't use the carcass's meat for any other purpose, including their own use of All of the Animal. Skill Feats Source Pathfinder #175: Broken Tusk Moon pg. 78 Characters can gain access to the following new skill feats throughout “Broken Tusk Moon.” All of the Animal : Head scout Wipa teaches this skill feat to characters who help her butcher an animal for meat, such as the moose at the beginning of the adventure or another animal slain throughout the course of the Broken Tusk following's journey. Spirit Speaker : Mammoth Lord Argakoa, also known as Argakoa the Songsinger, might teach a fraction of her tremendous skill to a young scout who joins her in song. Tame Animal : The young herd tender Imek has a natural way with animals. She is happy to teach what she knows to any characters who display a similar reverence toward living creatures, such as by peacefully resolving their encounter with the giant porcupine in Chapter 1 of this adventure. Although this feat is particularly useful to characters who want to recruit animal followers throughout the Quest for the Frozen Flame Adventure Path, it isn't strictly necessary for the party to succeed in their adventures. It can be a great boon to parties taking part in other quests, as well. Related Feats : Spirit Speaker, Tame Animal","feat":["All of the Animal"],"skill_mod":{},"summary":"You know how to make the best and most efficient use of a hunted animal's carcass.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Feat","Rarity"],"level":1,"prerequisite":"Trained in Survival","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3422","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"All of the Animal","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3422"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"necromancy","skill":["Nature","Nature"],"trait":["General","Necromancy","Secret","Skill","Uncommon"],"id":"feat-3423","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Spirit Speaker May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 78 Prerequisites Expert in Nature --- You know that when an animal dies, its spirit lingers briefly before moving on. Using low chants, body language that shows respect, and special movements that demonstrate to the spirit that you are an ally, you glean information from a spirit before it departs. This is a 1-minute activity. You must begin the activity while adjacent to the body of an animal or beast that died within the last 1 minute. As part of the activity, you ask one simple question of the spirit. Attempt a Nature check at a DC determined by the GM (normally, this is the appropriate DC for the level of the animal or beast when it was alive). Regardless of the result of your check, the spirit immediately departs and can't be used for Spirit Speaker again. If the creature had the confused or frightened condition when it died, you can't get a result better than a critical failure. Only one creature can use Spirit Speaker on a given dead animal, as the effort takes the spirit's full attention. Critical Success The spirit answers you truthfully. The spirit's answer is likely to be terse or cryptic compared to normal communication with an animal, and it can pertain only to things the creature directly experienced or considered important. The spirit doesn't remember anything that happened more than 1 day ago. Success As critical success, but the spirit doesn't recall anything that happened more than 1 hour ago. Failure The spirit doesn't answer you. Critical Failure The spirit is wracked with misery or bewilderment and gives you an erroneous answer. Skill Feats Source Pathfinder #175: Broken Tusk Moon pg. 78 Characters can gain access to the following new skill feats throughout “Broken Tusk Moon.” All of the Animal : Head scout Wipa teaches this skill feat to characters who help her butcher an animal for meat, such as the moose at the beginning of the adventure or another animal slain throughout the course of the Broken Tusk following's journey. Spirit Speaker : Mammoth Lord Argakoa, also known as Argakoa the Songsinger, might teach a fraction of her tremendous skill to a young scout who joins her in song. Tame Animal : The young herd tender Imek has a natural way with animals. She is happy to teach what she knows to any characters who display a similar reverence toward living creatures, such as by peacefully resolving their encounter with the giant porcupine in Chapter 1 of this adventure. Although this feat is particularly useful to characters who want to recruit animal followers throughout the Quest for the Frozen Flame Adventure Path, it isn't strictly necessary for the party to succeed in their adventures. It can be a great boon to parties taking part in other quests, as well. Related Feats : All of the Animal, Tame Animal","feat":["Spirit Speaker"],"skill_mod":{},"summary":"You know that when an animal dies, its spirit lingers briefly before moving on.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Feat","School","Mechanics","Rarity"],"level":2,"prerequisite":"Expert in Nature","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3423","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Spirit Speaker","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3423"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","skill":["Nature","Nature"],"trait":["Exploration","General","Skill","Uncommon"],"id":"feat-3424","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Tame Animal May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 78 Prerequisites Trained in Nature --- Animals born and raised far from humanoid settlements rarely get along with two-legged beings, whom they assume to be dangerous predators. In spite of this, you know how to approach and entreat a wild animal so that it's more receptive to your presence and requests. To use this feat, choose a wild animal that isn't actively hostile to you and which isn't confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically too scared to be tamed). Attempt a Nature check against a DC determined by the GM; this is usually the animal's Will DC, but circumstances might adjust the precise DC. This attempt usually takes an hour, but you can perform it in 10 minutes if you have expert proficiency in Nature, 1 minute if you have master proficiency, or as a three-action activity if you have legendary proficiency. Critical Success You form a friendly bond with the animal. As long as it isn't starving, the animal won't attack you or creatures obviously allied with you, even if they're creatures the animal would normally prey upon. This effect is permanent. Success As critical success, but the effect lasts for 1 month. If you or an ally teach the animal a basic action during that time with the Train Animal skill feat, the effect is permanent. Failure You fail to make any kind of meaningful impression on the animal. Critical Failure The animal does its best to attack you and is immune to Tame Animal for 1 month. Skill Feats Source Pathfinder #175: Broken Tusk Moon pg. 78 Characters can gain access to the following new skill feats throughout “Broken Tusk Moon.” All of the Animal : Head scout Wipa teaches this skill feat to characters who help her butcher an animal for meat, such as the moose at the beginning of the adventure or another animal slain throughout the course of the Broken Tusk following's journey. Spirit Speaker : Mammoth Lord Argakoa, also known as Argakoa the Songsinger, might teach a fraction of her tremendous skill to a young scout who joins her in song. Tame Animal : The young herd tender Imek has a natural way with animals. She is happy to teach what she knows to any characters who display a similar reverence toward living creatures, such as by peacefully resolving their encounter with the giant porcupine in Chapter 1 of this adventure. Although this feat is particularly useful to characters who want to recruit animal followers throughout the Quest for the Frozen Flame Adventure Path, it isn't strictly necessary for the party to succeed in their adventures. It can be a great boon to parties taking part in other quests, as well. Related Feats : All of the Animal, Spirit Speaker","feat":["Tame Animal"],"skill_mod":{},"summary":"Animals born and raised far from humanoid settlements rarely get along with two-legged beings, whom they assume to be dangerous predators.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Mechanics","Feat","Rarity"],"level":1,"prerequisite":"Trained in Nature","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3424","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Tame Animal","category":"feat","rarity":"uncommon","slug":"feat-3424"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","skill":["Survival","Survival"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3425","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Game Hunter Dedication May contain spoilers from Quest for the Frozen Flame Source Pathfinder #175: Broken Tusk Moon pg. 81 Archetype Game Hunter Prerequisites Trained in Survival --- You are skilled at tracking big game animals and similar creatures. You gain the Hunt Prey action, but you can designate only animals, beasts, and dragons as prey. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to Stealth checks against your hunted prey. When you succeed at a Strike against your hunted prey while it's flat-footed, it must attempt a Fortitude save against your class DC. On a failure, the prey's Speeds are each reduced by 10 feet for 1 round; on a critical failure, the duration of this effect is 1 minute. The prey is then temporarily immune to this effect for 10 minutes. If you already have Hunt Prey, you become an expert in Survival. You apply the Stealth bonus and the Speed reduction only when your prey is an animal, beast, or dragon. Special You can't select another dedication feat until you have gained two other feats from the game hunter archetype. Game Hunter Dedication leads to... Big Game Trapper, Keep Pace, Quick Positioning","feat":["Game Hunter Dedication"],"skill_mod":{},"summary":"You are skilled at tracking big game animals and similar creatures.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Survival","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3425","archetype":["Game Hunter"],"source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Game Hunter Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3425"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype"],"id":"feat-3426","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Big Game Trapper Source Pathfinder #175: Broken Tusk Moon pg. 81 Archetype Game Hunter Prerequisites Game Hunter Dedication; Snare Crafting --- You can set snares specifically for big prey, leaving smaller creatures unscathed. Each time you set a snare, you can choose Small, Medium, Large, or Huge. That snare can be triggered only by creatures of that size or larger.","feat":["Big Game Trapper"],"skill_mod":{},"summary":"You can set snares specifically for big prey, leaving smaller creatures unscathed.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Feat"],"level":4,"prerequisite":"Game Hunter Dedication; Snare Crafting","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3426","archetype":["Game Hunter"],"source_group":["Quest for the Frozen Flame"],"name":"Big Game Trapper","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3426"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype"],"id":"feat-3427","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Keep Pace Reaction Source Pathfinder #175: Broken Tusk Moon pg. 81 Archetype Game Hunter Prerequisites Game Hunter Dedication Trigger Your prey is within reach and attempts to move away from you. --- When your hunted prey tries to bolt, you follow. You Stride up to your Speed, following your hunted prey and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the appropriate movement type.","feat":["Keep Pace"],"skill_mod":{},"summary":"When your hunted prey tries to bolt, you follow.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Feat"],"level":6,"prerequisite":"Game Hunter Dedication","source_category":["Adventure Paths"],"trigger":"Your prey is within reach and attempts to move away from you.","resistance":{},"url":"/Feats.aspx?ID=3427","archetype":["Game Hunter"],"source_group":["Quest for the Frozen Flame"],"name":"Keep Pace","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-3427"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #175: Broken Tusk Moon"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype"],"id":"feat-3428","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Quick Positioning Free Action Source Pathfinder #175: Broken Tusk Moon pg. 81 Archetype Game Hunter Prerequisites Game Hunter Dedication Requirements You could see your hunted prey when you rolled initiative at the beginning of the encounter, and this is your first action on your first turn of the encounter. --- You're always ready to get the jump on your target. You Step up to twice.","feat":["Quick Positioning"],"skill_mod":{},"summary":"You're always ready to get the jump on your target.","primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Feat"],"level":8,"prerequisite":"Game Hunter Dedication","source_category":["Adventure Paths"],"requirement":"You could see your hunted prey when you rolled initiative at the beginning of the encounter, and this is your first action on your first turn of the encounter.","resistance":{},"url":"/Feats.aspx?ID=3428","archetype":["Game Hunter"],"source_group":["Quest for the Frozen Flame"],"name":"Quick Positioning","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"common","slug":"feat-3428"},{"access":"Pine leshies have access to this feat","primary_source_category":"Adventure Paths","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Leshy","Uncommon"],"id":"feat-3429","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Pyrophilic Recovery May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 77 Access Pine leshies have access to this feat --- You rely on fire and extreme heat to sprout and regrow. Whenever you take fire damage, at the beginning of your next turn, you regain Hit Points equal to half your character level (minimum 1). The total number of Hit Points you recover in this way, including any adjustments that increase the effects of healing, can't exceed half the Hit Points you lost from the fire damage you took. For example, if an effect deals 15 fire damage and you have fire resistance 5, you would take 10 fire damage and Pyrophilic Recovery could recover at most 5 Hit Points, regardless of any other effects that increase healing. If you take fire damage more than once before your next turn, the Hit Points recovered from Pyrophilic Recovery are cumulative, though still no more than half the fire damage taken each time.","feat":["Pyrophilic Recovery"],"skill_mod":{},"summary":"You rely on fire and extreme heat to sprout and regrow.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Ancestry","Rarity"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3429","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Pyrophilic Recovery","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3429"},{"access":"Pine leshies have access to this feat","primary_source_category":"Adventure Paths","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Leshy","Uncommon"],"id":"feat-3430","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > Climate Adaptation May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 77 Access Pine leshies have access to this feat --- Like evergreen trees, which stay healthy and vibrant from winter through summer, you too can adapt to a variety of extreme climates. You're unaffected by mild cold or heat environmental effects, and when you're in severe cold or heat, you take the effects of mild cold or heat instead (see Table 10–13). This doesn't protect you from extreme or incredible cold or heat.","feat":["Climate Adaptation"],"skill_mod":{},"summary":"Like evergreen trees, which stay healthy and vibrant from winter through summer, you too can adapt to a variety of extreme climates.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Ancestry","Rarity"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3430","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Climate Adaptation","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3430"},{"access":"Pine leshies have access to this feat","primary_source_category":"Adventure Paths","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Leshy","Uncommon"],"id":"feat-3431","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > Defensive Needles May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 77 Prerequisites Cactus Leshy heritage or Pine Leshy heritage Access Pine leshies have access to this feat --- Your body is covered in sharp needles or spines which you can use to defend yourself. Each time you become grabbed by a creature or an adjacent creature hits you with an unarmed attack, you twist and thrash your body around, dealing 2 piercing damage to that creature. This damage increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.","feat":["Defensive Needles"],"skill_mod":{},"summary":"Your body is covered in sharp needles or spines which you can use to defend yourself.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Ancestry","Rarity"],"level":5,"prerequisite":"Cactus Leshy heritage or Pine Leshy heritage","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3431","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Defensive Needles","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3431"},{"access":"Pine leshies have access to this feat","primary_source_category":"Adventure Paths","source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Leshy","Uncommon"],"id":"feat-3432","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Limited\" > Towering Growth May contain spoilers from Quest for the Frozen Flame Source Pathfinder #176: Lost Mammoth Valley pg. 77 Prerequisites Pine Leshy heritage Access Pine leshies have access to this feat --- You're capable of growing as tall as a pine tree for a short time. You gain 2nd-level enlarge as a primal innate spell. You can cast this spell twice per day and you must target yourself.","feat":["Towering Growth"],"skill_mod":{},"summary":"You're capable of growing as tall as a pine tree for a short time.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Ancestry","Rarity"],"level":9,"prerequisite":"Pine Leshy heritage","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3432","source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Towering Growth","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3432"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3433","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Cunning Trickster Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 78 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to Feint a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a –2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the Conceal Spell feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Emancipator's Mask, Grand Medic's Mask, Protective Spirit Mask, Sky Master Mask, Stalking Feline Mask, Storyteller's Mask, Thick Hide Mask, Tireless Guide's Mask, Vigilant Mask","feat":["Cunning Trickster Mask"],"skill_mod":{},"summary":"Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3433","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Cunning Trickster Mask","category":"feat","rarity":"rare","slug":"feat-3433"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3434","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Emancipator's Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 78 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to Escape. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Cunning Trickster Mask, Grand Medic's Mask, Protective Spirit Mask, Sky Master Mask, Stalking Feline Mask, Storyteller's Mask, Thick Hide Mask, Tireless Guide's Mask, Vigilant Mask","feat":["Emancipator's Mask"],"skill_mod":{},"summary":"Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3434","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Emancipator's Mask","category":"feat","rarity":"rare","slug":"feat-3434"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3435","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Grand Medic's Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 78 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Cunning Trickster Mask, Emancipator's Mask, Protective Spirit Mask, Sky Master Mask, Stalking Feline Mask, Storyteller's Mask, Thick Hide Mask, Tireless Guide's Mask, Vigilant Mask","feat":["Grand Medic's Mask"],"skill_mod":{},"summary":"Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3435","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Grand Medic's Mask","category":"feat","rarity":"rare","slug":"feat-3435"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3436","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Protective Spirit Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 78 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. You also gain the Protector's Interdiction reaction. Protector's Interdiction Reaction Trigger An adjacent ally is hit or critically hit by an attack; Effect You interpose yourself between your ally and the attack. The attack hits you instead, or critically hits you if it critically hit your ally. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Cunning Trickster Mask, Emancipator's Mask, Grand Medic's Mask, Sky Master Mask, Stalking Feline Mask, Storyteller's Mask, Thick Hide Mask, Tireless Guide's Mask, Vigilant Mask","feat":["Protective Spirit Mask"],"skill_mod":{},"summary":"Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3436","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Protective Spirit Mask","category":"feat","rarity":"rare","slug":"feat-3436"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3437","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Sky Master Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 78 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Cunning Trickster Mask, Emancipator's Mask, Grand Medic's Mask, Protective Spirit Mask, Stalking Feline Mask, Storyteller's Mask, Thick Hide Mask, Tireless Guide's Mask, Vigilant Mask","feat":["Sky Master Mask"],"skill_mod":{},"summary":"Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3437","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Sky Master Mask","category":"feat","rarity":"rare","slug":"feat-3437"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3438","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Stalking Feline Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 78 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to Hide or Sneak as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or hidden to Sneak. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Cunning Trickster Mask, Emancipator's Mask, Grand Medic's Mask, Protective Spirit Mask, Sky Master Mask, Storyteller's Mask, Thick Hide Mask, Tireless Guide's Mask, Vigilant Mask","feat":["Stalking Feline Mask"],"skill_mod":{},"summary":"Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3438","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Stalking Feline Mask","category":"feat","rarity":"rare","slug":"feat-3438"},{"access":" dokkaebi goblin heritage ","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","trait":["Goblin","Illusion","Occult","Visual"],"id":"feat-6825","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Phantom Visage Single Action Source Tian Xia Character Guide pg. 34 Prerequisites Dokkaebi Goblin heritage Access dokkaebi goblin heritage --- You cloak yourself in illusions to mask your nature. Your Phantom Visage is a specific alternate form of a Small or Medium humanoid ancestry prevalent where you grew up (typically human), though it doesn’t need to have analogous physical features to your natural goblin form. Your Phantom Visage counts as setting up a disguise for the Impersonate use of Deception. If you use any unarmed attacks you gained from a goblin heritage or ancestry feats while in your Phantom Visage, the illusion immediately breaks. You can maintain your Phantom Visage indefinitely, and you can shift back to your true goblin form by using this action again. Phantom Visage leads to... Phantom Resemblance","feat":["Phantom Visage"],"skill_mod":{},"summary":"You cloak yourself in illusions to mask your nature.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon","School","Monster","Tradition","Sense"],"level":1,"prerequisite":"Dokkaebi Goblin heritage","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=6825","name":"Phantom Visage","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6825"},{"skill_mod":{},"summary":"Dokkaebi have a strong tradition of wrestling.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":" dokkaebi goblin heritage or Tian Xia origin","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6826","weakness":{},"name":"Tangle of Limbs","trait":["Goblin","Uncommon"],"id":"feat-6826","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tangle of Limbs Source Tian Xia Character Guide pg. 34 Access dokkaebi goblin heritage or Tian Xia origin --- Dokkaebi have a strong tradition of wrestling. You become trained in Athletics, and you gain the Titan Wrestler feat. If you would automatically become trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice.","category":"feat","pfs":"Standard","feat":["Tangle of Limbs"],"rarity":"uncommon","slug":"feat-6826"},{"skill_mod":{},"summary":"Your can now draw from experience to wear any face you remember.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Phantom Visage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6827","frequency":"once per day","weakness":{},"name":"Phantom Resemblance","trait":["Goblin"],"id":"feat-6827","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Phantom Resemblance Source Tian Xia Character Guide pg. 34 Frequency once per day Prerequisites Phantom Visage --- Your can now draw from experience to wear any face you remember. When you use Phantom Visage, you gain the effects of a 3rd-rank illusory disguise for 1 hour or until you shift back, whichever comes first.","category":"feat","pfs":"Standard","feat":["Phantom Resemblance"],"rarity":"common","slug":"feat-6827"},{"access":" dokkaebi goblin heritage ","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Goblin","Occult"],"id":"feat-6828","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Glorious Gamtu Single Action Source Tian Xia Character Guide pg. 35 Frequency once per day Prerequisites Dokkaebi Goblin heritage Access dokkaebi goblin heritage --- You can access the mystical power that dokkaebi refer to as a hat. You conjure a magical gamtu hat, which is a magic item of light Bulk. The gamtu persists for 1 hour, and you can give the gamtu to another creature to wear. Activate—Hat Trick Two Actions (manipulate) Effect You tap the hat and gain the effects of a 2nd-rank invisibility spell, which lasts for the spell's normal duration, until the hat is removed, or until the hat's normal duration runs out, whichever comes first. After the spell ends, the gamtu disappears. Glorious Gamtu leads to... Perfected Gamtu","feat":["Glorious Gamtu"],"skill_mod":{},"summary":"You can access the mystical power that dokkaebi refer to as a hat.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon","Tradition","Monster"],"level":5,"prerequisite":"Dokkaebi Goblin heritage","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=6828","name":"Glorious Gamtu","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6828"},{"access":" dokkaebi goblin heritage ","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Goblin","Occult"],"id":"feat-6829","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Goblin Club Single Action Source Tian Xia Character Guide pg. 35 Frequency once per day Prerequisites Dokkaebi Goblin heritage Access dokkaebi goblin heritage --- You can summon a mass of magic energy in your hand that, naturally, you use to smack those who offend you. You conjure forth a spectral bangmangi club for 1 minute, which appears in your hands, though you can give it to another creature to wield. This weapon is a +1 striking ghost touch club. At 13th level, the bangmangi is a +2 greater striking ghost touch club.","feat":["Goblin Club"],"skill_mod":{},"summary":"You can summon a mass of magic energy in your hand that, naturally, you use to smack those who offend you.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon","Tradition","Monster"],"level":9,"prerequisite":"Dokkaebi Goblin heritage","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=6829","name":"Goblin Club","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6829"},{"skill_mod":{},"summary":"You weave your illusions with greater ability, allowing you to play tricks and slip through the night.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon"],"access":" dokkaebi goblin heritage ","primary_source_category":"Lost Omens","level":9,"prerequisite":"Dokkaebi Goblin heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6830","weakness":{},"name":"Whispers in the Night","trait":["Goblin"],"id":"feat-6830","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Whispers in the Night Source Tian Xia Character Guide pg. 35 Prerequisites Dokkaebi Goblin heritage Access dokkaebi goblin heritage --- You weave your illusions with greater ability, allowing you to play tricks and slip through the night. You can cast darkness and ventriloquism as 2nd-rank innate occult spells, each once per day.","category":"feat","pfs":"Standard","feat":["Whispers in the Night"],"rarity":"common","slug":"feat-6830"},{"skill_mod":{},"summary":"Dokkaebi were among the first goblins to pioneer gazing through flames, spectral or physical, to cast their senses far and wide.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":" dokkaebi goblin heritage or Tian Xia origin","primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6831","weakness":{},"name":"Flames of Vision","trait":["Goblin","Uncommon"],"id":"feat-6831","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Flames of Vision Source Tian Xia Character Guide pg. 35 Access dokkaebi goblin heritage or Tian Xia origin --- Dokkaebi were among the first goblins to pioneer gazing through flames, spectral or physical, to cast their senses far and wide. You can cast clairvoyance as a 4th rank innate occult spell twice per day. To see through the spell’s eye, you must be staring into a source of fire. Special If you can cast ignition , including from the Dokkaebi Fire feat, then you can cast that spell as part of casting clairvoyance. Instead of the cantrip’s normal effect, you conjure flames in your hand, which persist for the duration of your clairvoyance spell for you to gaze through.","category":"feat","pfs":"Standard","feat":["Flames of Vision"],"rarity":"uncommon","slug":"feat-6831"},{"skill_mod":{},"summary":"Your hat embodies the illusory grandeur of a master dokkaebi.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon","Tradition","Monster"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Glorious Gamtu","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6832","weakness":{},"name":"Perfected Gamtu","trait":["Goblin","Occult"],"id":"feat-6832","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Perfected Gamtu Source Tian Xia Character Guide pg. 35 Prerequisites Glorious Gamtu --- Your hat embodies the illusory grandeur of a master dokkaebi. Your gamtu now grants its wearer a +1 item bonus to Stealth checks when worn, and its Hat Trick activation can grant your choice of 2nd-rank invisibility or 6th-rank invisibility . In addition, the gamtu can be removed while Hat Trick is activated. Doing so removes the effects of invisibility from the original wearer, but the spell doesn’t end. Instead, the effect continues to elapse; if another creature puts the gamtu on, they’re immediately affected by invisibility , which lasts for the remaining duration of Hat Trick. ","category":"feat","pfs":"Standard","feat":["Perfected Gamtu"],"rarity":"common","slug":"feat-6832"},{"skill_mod":{},"summary":"Your eyes can see through darkness with an oni’s visual acuity.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6833","weakness":{},"name":"Hungry Eyes","trait":["Hungerseed"],"id":"feat-6833","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hungry Eyes Source Tian Xia Character Guide pg. 36 --- Your eyes can see through darkness with an oni’s visual acuity. You gain low-light vision, or you gain darkvision if you already have low-light vision. Special You can select this feat twice, once to gain low-light vision and a second time to gain darkvision.","category":"feat","pfs":"Standard","feat":["Hungry Eyes"],"rarity":"common","slug":"feat-6833"},{"skill_mod":{},"summary":"Oni prefer large, cruel weapons for smashing their foes to pieces, and so do you.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6834","weakness":{},"name":"Oni Weapon Familiarity","trait":["Hungerseed"],"id":"feat-6834","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Oni Weapon Familiarity Source Tian Xia Character Guide pg. 36 PFS Note The Oni Weapon Familiarity feat also grants access to the listed weapons. --- Oni prefer large, cruel weapons for smashing their foes to pieces, and so do you. For the purposes of proficiency, you treat the khakkhara, nodachi, ogre hook, and tetsubo as simple weapons. The ogre hook is an uncommon martial weapon that costs 1 gp, deals 1d10 piercing damage, has 2 Bulk, requires two hands to use, is in the pick weapon group, and has the deadly d10 and trip weapon traits. At 5th level, whenever you get a critical hit with one of these weapons, or with your horns unarmed Strike, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Oni Weapon Familiarity"],"rarity":"common","slug":"feat-6834"},{"skill_mod":{},"summary":"Your horns flash briefly as you grow in size and ferocity.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Ancestry","Tradition","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6835","frequency":"once per 10 minutes","weakness":{},"name":"Oni Form","trait":["Concentrate","Hungerseed","Polymorph","Primal"],"actions_number":2,"id":"feat-6835","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Oni Form Single Action Source Tian Xia Character Guide pg. 36 Frequency once per 10 minutes --- Your horns flash briefly as you grow in size and ferocity. Your size increases to Large, and you’re clumsy 1. This doesn’t change your Speed, reach, or other statistics except as noted here. Your worn equipment automatically resizes to suit your new form, though it immediately returns to its original size if it leaves your possession. This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Oni Form counts as creating a disguise for the Impersonate use of Deception. You can Sustain your Oni Form for up to 10 minutes, though you must then spend at least 10 minutes in your natural form before using Oni Form again. Oni Form leads to... Greater Transformation","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Oni Form"],"rarity":"common","slug":"feat-6835"},{"skill_mod":{},"summary":"Injuries don’t bother you anymore—in fact, the pain invigorates you.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6836","weakness":{},"name":"Bloodsoaked Dash","trait":["Hungerseed"],"id":"feat-6836","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Bloodsoaked Dash Source Tian Xia Character Guide pg. 36 --- Injuries don’t bother you anymore—in fact, the pain invigorates you. If you’re at or below half of your maximum Hit Points, you gain a 10-foot status bonus to all of your Speeds.","category":"feat","pfs":"Standard","feat":["Bloodsoaked Dash"],"rarity":"common","slug":"feat-6836"},{"skill_mod":{},"summary":"You aren’t as malleable as your oni ancestors but still can disguise yourself.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6837","weakness":{},"name":"Oni's Mask","trait":["Hungerseed"],"id":"feat-6837","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Oni's Mask Source Tian Xia Character Guide pg. 37 --- You aren’t as malleable as your oni ancestors but still can disguise yourself. You can cast illusory disguise as a 1st-rank primal innate spell once per day. This spell can’t disguise your horns, though you can still hide them normally with a hairstyle or a hood.","category":"feat","pfs":"Standard","feat":["Oni's Mask"],"rarity":"common","slug":"feat-6837"},{"skill_mod":{},"summary":"You can open or energize a notable third eye on your forehead to strike with storming power.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Tradition","Monster"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6838","weakness":{},"name":"Storming Gaze","trait":["Hungerseed","Primal"],"actions_number":4,"id":"feat-6838","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Storming Gaze Two Actions Source Tian Xia Character Guide pg. 37 --- You can open or energize a notable third eye on your forehead to strike with storming power. You deal 3d4 electricity or sonic damage in a 15-foot cone; Storming Gaze gains this trait. Each creature in the area must attempt a basic Reflex saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds. At 7th level and every 2 levels thereafter, the damage increases by 1d4. Storming Gaze leads to... Tempest Gaze","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Storming Gaze"],"rarity":"common","slug":"feat-6838"},{"skill_mod":{},"summary":"You tap into a bottomless hunger for carnage.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6839","weakness":{},"name":"Blood Must Have Blood","trait":["Hungerseed"],"id":"feat-6839","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Blood Must Have Blood Source Tian Xia Character Guide pg. 37 --- You tap into a bottomless hunger for carnage. You can cast blood vendetta and share life as 2nd-rank primal spells, each once per day as 2nd-rank divine innate spells, each once per day.","category":"feat","pfs":"Standard","feat":["Blood Must Have Blood"],"rarity":"common","slug":"feat-6839"},{"skill_mod":{},"summary":"Your third eye grows stronger and more powerful.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Storming Gaze","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6840","weakness":{},"name":"Tempest Gaze","trait":["Hungerseed"],"id":"feat-6840","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Tempest Gaze Source Tian Xia Character Guide pg. 37 Prerequisites Storming Gaze --- Your third eye grows stronger and more powerful. When you use Storming Gaze, you can increase the area to a 30-foot cone and double the number of damage dice; half deal electricity damage, and half deal sonic damage. If you Storming Gaze in this way, you can’t use it again for 1 hour.","category":"feat","pfs":"Standard","feat":["Tempest Gaze"],"rarity":"common","slug":"feat-6840"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Hungerseed"],"id":"feat-6841","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Oni Rampage Reaction Source Tian Xia Character Guide pg. 37 Frequency once per day Trigger You're reduced to less than half your maximum Hit Points by a creature within your reach. --- Nothing invigorates you more than your own freshly spilled blood. You gain the effects of haste for 1 minute.","feat":["Oni Rampage"],"skill_mod":{},"summary":"Nothing invigorates you more than your own freshly spilled blood.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"level":13,"source_category":["Lost Omens"],"trigger":"You're reduced to less than half your maximum Hit Points by a creature within your reach.","resistance":{},"url":"/Feats.aspx?ID=6841","name":"Oni Rampage","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6841"},{"skill_mod":{},"summary":"Your eyes glow a deep red and your body courses with adrenaline as you obtain a fraction of the power of the kishin oni.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Mechanics","Tradition","Monster"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6842","frequency":"once per day","weakness":{},"name":"Kishin Rage","trait":["Hungerseed","Morph","Primal"],"actions_number":2,"id":"feat-6842","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Kishin Rage Single Action Source Tian Xia Character Guide pg. 37 Frequency once per day --- Your eyes glow a deep red and your body courses with adrenaline as you obtain a fraction of the power of the kishin oni. You attempt to Demoralize all creatures within a 10 foot radius; you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. You also gain the following abilities for 1 minute. 40 temporary Hit Points. A fly Speed equal to your Speed. The effects of 6th-rank runic body , and your horns deal an additional 1d4 electricity damage. Bloodsense as a precise sense with a range of 60 feet, allowing you to detect freshly spilled blood; this allows you to accurately detect creatures taking persistent bleed damage, creatures whose Hit Points are currently at half or less of their maximum, and freestanding puddles or droplets of recently spilled blood. Kishin Rage lasts for 1 minute. Once it ends, you're stunned 3 as you recharge and recenter yourself.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Kishin Rage"],"rarity":"common","slug":"feat-6842"},{"skill_mod":{},"summary":"You can gain the magic of the seas by eating your favorite seafood.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Kijimuna Gnome heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6843","frequency":"once per day","weakness":{},"name":"Fisheye","trait":["Gnome"],"id":"feat-6843","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fisheye Source Tian Xia Character Guide pg. 38 Frequency once per day Prerequisites Kijimuna Gnome heritage --- You can gain the magic of the seas by eating your favorite seafood. This gives you an advantage when diving, escaping notice after pilfering a valuable artifact from a local warlord, moving through poisonous fumes, or sleeping next to a particularly gassy adventuring partner. If you eat the left eye of a fish, you gain the Breath Control feat for the next hour, and that feat’s benefits apply against effects that have the olfactory trait in addition to those that have the inhaled 38 trait. As this feat is temporary, you can’t use it as a prerequisite for a permanent character option like a feat or access to a spell.","category":"feat","pfs":"Standard","feat":["Fisheye"],"rarity":"common","slug":"feat-6843"},{"skill_mod":{},"summary":"You can survive off the sea as well as gain insight from its waters.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Kijimuna Gnome heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6844","weakness":{},"name":"Briny Beverage","trait":["Gnome"],"id":"feat-6844","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Briny Beverage Source Tian Xia Character Guide pg. 39 Prerequisites Kijimuna Gnome heritage --- You can survive off the sea as well as gain insight from its waters. You can drink saltwater and quench your thirst as though it’s freshwater. In addition, once per day, you can take a gulp of seawater using an Interact action to gain imprecise wavesense with a range of 20 feet, which lasts for 1 minute. This wavesense functions only within the body of water you drank from.","category":"feat","pfs":"Standard","feat":["Briny Beverage"],"rarity":"common","slug":"feat-6844"},{"skill_mod":{},"summary":"The innate magic in your blood turns your signature crimson tresses into more than just a stylish coiffure.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Kijimuna Gnome heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6845","weakness":{},"name":"Scarlet Strands","trait":["Gnome"],"id":"feat-6845","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Scarlet Strands Source Tian Xia Character Guide pg. 39 Prerequisites Kijimuna Gnome heritage --- The innate magic in your blood turns your signature crimson tresses into more than just a stylish coiffure. If you pluck three strands of your bright red hair and spend 1 minute braiding them together, they magically transform into a strong, 50-foot, crimson rope. This rope can hold 1,000 pounds—great for lashing down sails in a storm, rappelling down a cliff to a hidden treasure, or tying up a Minkaian criminal with a sizable bounty on her head. You can have only one hair rope in existence at a time; if you braid a second, your first rope unravels back into three hairs. Your hairs can also form a net to catch fish or foes. Once per day, you can cast 4th-rank web as an innate primal spell, which takes the form of a crimson fishing net. You must have a hand free to pluck a few strands of your hair that you throw as part of the spell. The hairs regrow when the spell ends.","category":"feat","pfs":"Standard","feat":["Scarlet Strands"],"rarity":"common","slug":"feat-6845"},{"skill_mod":{},"summary":"With your close connection to primal energies and the First World, you can communicate with trees.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":"kijimuna gnome heritage or Tian Xia origin","primary_source_category":"Lost Omens","level":13,"prerequisite":"Kijimuna Gnome heritage or at least one primal innate spell from a gnome heritage or feat","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6846","weakness":{},"name":"Arboreal Conversationalist","trait":["Gnome","Uncommon"],"id":"feat-6846","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Arboreal Conversationalist Source Tian Xia Character Guide pg. 39 Prerequisites Kijimuna Gnome heritage or at least one primal innate spell from a gnome heritage or feat Access kijimuna gnome heritage or Tian Xia origin --- With your close connection to primal energies and the First World, you can communicate with trees. You can cast speak with plants as a 4th-rank innate primal spell twice per day.","category":"feat","pfs":"Standard","feat":["Arboreal Conversationalist"],"rarity":"uncommon","slug":"feat-6846"},{"skill_mod":{},"summary":"Your connection to nature—and trees, in particular—has become so strong that you can summon the plants you befriended in the forests of your youth.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon","Rarity"],"access":"kijimuna gnome heritage or Tian Xia origin","primary_source_category":"Lost Omens","level":13,"prerequisite":"Kijimuna Gnome heritage or at least one primal innate spell from a gnome heritage or feat","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6847","weakness":{},"name":"Kijimuna Whistle","trait":["Gnome","Uncommon"],"id":"feat-6847","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Kijimuna Whistle Source Tian Xia Character Guide pg. 39 Prerequisites Kijimuna Gnome heritage or at least one primal innate spell from a gnome heritage or feat Access kijimuna gnome heritage or Tian Xia origin --- Your connection to nature—and trees, in particular—has become so strong that you can summon the plants you befriended in the forests of your youth. Once per day, you can whistle the distinct, cheery sound that’s a signature of the kijimuna gnome community to cast summon plant or fungus as a 5th-rank primal innate spell. The spell loses the manipulate trait as the incantations and gestures used for this spell involve only whistling. Nearby kijimuna gnomes automatically recognize this celebratory trill and will usually answer or join in the music making if they can.","category":"feat","pfs":"Standard","feat":["Kijimuna Whistle"],"rarity":"uncommon","slug":"feat-6847"},{"skill_mod":{},"summary":"Due to their beautiful colors, ornamental koi are often found in parks and gardens where townsfolk roam.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Weapon","Rarity"],"access":"Tian Xia origin","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6848","weakness":{},"name":"Koi Secrets","trait":["Kobold","Uncommon"],"id":"feat-6848","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Koi Secrets Source Tian Xia Character Guide pg. 41 Access Tian Xia origin --- Due to their beautiful colors, ornamental koi are often found in parks and gardens where townsfolk roam. They hear the gossip and rumors that folks above the water spread. You can ask questions of, receive answers from, and use the Diplomacy skill with fish. As you are a friend of koi—who also strive to be a mighty being one day—koi (as well as carp and goldfish) have a starting attitude toward you of one step better (typically making them friendly).","category":"feat","pfs":"Standard","feat":["Koi Secrets"],"rarity":"uncommon","slug":"feat-6848"},{"skill_mod":{},"summary":"Your long experience with your erratic patrons and their peers has given you a lot of practice in hitting the deck when you hear the rumbling of a powerful entity.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6849","weakness":{},"name":"Duck!","trait":["Kobold"],"id":"feat-6849","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Duck! Source Tian Xia Character Guide pg. 41 --- Your long experience with your erratic patrons and their peers has given you a lot of practice in hitting the deck when you hear the rumbling of a powerful entity. When you roll a critical failure on a Reflex saving throw against an ability that targets an area and was caused by a Huge or larger creature, you get a failure instead, and when you roll a success against such an effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Duck!"],"rarity":"common","slug":"feat-6849"},{"skill_mod":{},"summary":"You come from a long line of imperial kobolds—if you meet a stranger who has some political standing in Tian Xia, they might know someone from your family line.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Heavenscribe Kobold heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6850","weakness":{},"name":"Friend of the Family","trait":["Kobold"],"id":"feat-6850","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Friend of the Family Source Tian Xia Character Guide pg. 41 Prerequisites Heavenscribe Kobold heritage --- You come from a long line of imperial kobolds—if you meet a stranger who has some political standing in Tian Xia, they might know someone from your family line. You gain a +2 circumstance bonus to Diplomacy checks to Make an Impression or Request when speaking to politicians or other officials.","category":"feat","pfs":"Standard","feat":["Friend of the Family"],"rarity":"common","slug":"feat-6850"},{"skill_mod":{},"summary":"During your daily preparations , you can spend 10 minutes to create a variant energy breath potion, which has the kobold trait in addition to its normal traits.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Expert in Crafting; Heavenscribe Kobold heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6851","weakness":{},"skill":["Crafting","Crafting"],"name":"Imperial Dragon Potion","trait":["Kobold"],"id":"feat-6851","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Imperial Dragon Potion Source Tian Xia Character Guide pg. 41 PFS Note The Imperial Dragon Potion feat grants the greater version of the energy breath potion. Prerequisites Expert in Crafting; Heavenscribe Kobold heritage --- During your daily preparations, you can spend 10 minutes to create a variant energy breath potion, which has the kobold trait in addition to its normal traits. The variant potion is influenced by imperial dragon magic, granting it the effect corresponding to your dragon benefactor; the DC for the breath is the higher of your class DC or spell DC. The potion becomes inert if not used by your next daily preparations, so it has no value if sold. ## Dragon Effect (Save) Forest Insects dealing piercing damage in a 15-foot cone (Reflex) Sea Water dealing bludgeoning damage in a 30-foot line (Reflex) Sky Lightning dealing electricity damage in a 30-foot line (Reflex) Sovereign A psychic roar dealing mental damage in a 15-foot cone (Will) Underworld Flames that deal fire damage in a 15-foot cone (Reflex) ","category":"feat","pfs":"Standard","feat":["Imperial Dragon Potion"],"rarity":"common","slug":"feat-6851"},{"skill_mod":{},"summary":"You channel the might and mass of a kaiju.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Mightyfall Kobold heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6852","weakness":{},"name":"Kaiju's Footfalls","trait":["Kobold"],"id":"feat-6852","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Kaiju's Footfalls Source Tian Xia Character Guide pg. 41 Prerequisites Mightyfall Kobold heritage --- You channel the might and mass of a kaiju. You can cast enlarge as an innate primal spell twice per day, targeting yourself. The first time each turn you High Jump, Leap, or Long Jump while affected by this spell, creatures of your size or smaller adjacent to where you land must attempt a Reflex save against your class DC or spell DC, whichever is higher. Failure The creature is knocked prone. Critical Failure The creature is knocked prone and takes 2d6 bludgeoning damage. At 17th level, you can choose to heighten this innate enlarge spell to 4th rank.","category":"feat","pfs":"Standard","feat":["Kaiju's Footfalls"],"rarity":"common","slug":"feat-6852"},{"skill_mod":{},"summary":"You’re adept at hiding your plantlike features to pass as a human.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Chrysanthemum Leshy heritage or Peachchild Leshy heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6853","weakness":{},"name":"Childlike Plant","trait":["Leshy"],"id":"feat-6853","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Childlike Plant Source Tian Xia Character Guide pg. 42 Prerequisites Chrysanthemum Leshy heritage or Peachchild Leshy heritage --- You’re adept at hiding your plantlike features to pass as a human. You become trained in Deception (or another skill if you’re already trained in Deception). You don’t require a disguise kit when attempting Deception checks to Impersonate a human. In addition, you gain a +4 circumstance bonus to Impersonate checks to pretend that you’re a human version of yourself, rather than a leshy. This bonus doesn’t apply to other checks to Impersonate humans.","category":"feat","pfs":"Standard","feat":["Childlike Plant"],"rarity":"common","slug":"feat-6853"},{"skill_mod":{},"summary":"You have a talent for making friends through simple kindness, often among stray animals or other creatures that people tend to overlook, and your inherent magic can make these acts take on additional power.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Rarity"],"access":" peachchild leshy heritage ","primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6854","frequency":"once per day","weakness":{},"name":"Unassuming Heroes","trait":["Leshy","Uncommon"],"id":"feat-6854","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Unassuming Heroes Source Tian Xia Character Guide pg. 42 Frequency once per day Access peachchild leshy heritage --- You have a talent for making friends through simple kindness, often among stray animals or other creatures that people tend to overlook, and your inherent magic can make these acts take on additional power. As an Interact action, you can feed a small treat, such as a millet dumpling, to an animal that has an indifferent or better attitude toward you. For the next 1 minute, one of the animal’s unarmed attacks becomes a +1 striking unarmed attack. If it was already a +1 striking attack, it instead gains the effects of the ghost touch rune.","category":"feat","pfs":"Standard","feat":["Unassuming Heroes"],"rarity":"uncommon","slug":"feat-6854"},{"access":" chrysanthemum leshy heritage ","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Emotion","Leshy","Mental","Uncommon","Visual"],"id":"feat-6855","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Noble Bloom Reaction Source Tian Xia Character Guide pg. 43 Frequency once per day Access chrysanthemum leshy heritage Trigger An ally within 30 feet would be reduced to 0 Hit Points but not immediately killed. --- Certain plants and flowers hold a reputation throughout Tian Xia for being strong and upstanding, able to weather adversity. In the moment your ally would succumb to their injuries, you stand tall and bloom proudly, radiating this strength for them. Your ally avoids being knocked out and remains at 1 Hit Point, and their wounded condition increases by 1, as does your own.","feat":["Noble Bloom"],"skill_mod":{},"summary":"Certain plants and flowers hold a reputation throughout Tian Xia for being strong and upstanding, able to weather adversity.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Monster","Ancestry","Rarity","Sense"],"level":5,"source_category":["Lost Omens"],"trigger":"An ally within 30 feet would be reduced to 0 Hit Points but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=6855","name":"Noble Bloom","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-6855"},{"skill_mod":{},"summary":"The small spirits known as kodama pride themselves in taking care of trees and other vegetation, and they’ll happily come to your aid as well.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Rarity"],"access":"Tian Xia origin","primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6856","weakness":{},"name":"Kodama Call","trait":["Leshy","Uncommon"],"id":"feat-6856","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Kodama Call Source Tian Xia Character Guide pg. 43 Access Tian Xia origin --- The small spirits known as kodama pride themselves in taking care of trees and other vegetation, and they’ll happily come to your aid as well. You can cast helpful wood spirits as a 2nd-rank innate primal spell twice per day.","category":"feat","pfs":"Standard","feat":["Kodama Call"],"rarity":"uncommon","slug":"feat-6856"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"Once per 10 Minutes","weakness":{},"trait":["Leshy"],"id":"feat-6857","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Green Dash Single Action Source Tian Xia Character Guide pg. 43 Frequency Once per 10 Minutes Requirements You're adjacent to a tree, shrub, or plant that occupies at least a 5-foot square. --- The spirits of vegetation send you on your way, letting you move in a burst of speed. You Stride with a +15-foot status bonus to your Speed. You can Burrow, Climb, Fly, or Swim instead if you have the corresponding movement type.","feat":["Green Dash"],"skill_mod":{},"summary":"The spirits of vegetation send you on your way, letting you move in a burst of speed.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"level":9,"source_category":["Lost Omens"],"requirement":"You're adjacent to a tree, shrub, or plant that occupies at least a 5-foot square.","resistance":{},"url":"/Feats.aspx?ID=6857","name":"Green Dash","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6857"},{"skill_mod":{},"summary":"At your request, the nature spirits of the air and wind spin themselves into an iridescent sash loosely draped around your shoulders that buoys you through the sky.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Rarity"],"access":"Tian Xia origin","primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6858","weakness":{},"name":"Sash of the Wind","trait":["Leshy","Uncommon"],"id":"feat-6858","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Sash of the Wind Source Tian Xia Character Guide pg. 43 Access Tian Xia origin --- At your request, the nature spirits of the air and wind spin themselves into an iridescent sash loosely draped around your shoulders that buoys you through the sky. You can cast fly on yourself as a 4th-rank innate primal spell once per day. If the sash created by this feat is removed, the spell immediately ends.","category":"feat","pfs":"Standard","feat":["Sash of the Wind"],"rarity":"uncommon","slug":"feat-6858"},{"skill_mod":{},"summary":"You call on a guardian of the wild to burst forth from the land to aid you.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Rarity"],"access":"Tian Xia origin","primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6859","weakness":{},"name":"Flower Chimera","trait":["Leshy","Uncommon"],"id":"feat-6859","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Flower Chimera Source Tian Xia Character Guide pg. 43 Access Tian Xia origin --- You call on a guardian of the wild to burst forth from the land to aid you. You can cast spiritual guardian as a 5th-rank innate primal spell once per day, even if you don’t have a deity; this guardian manifests as a kami or other nature spirit. When you reach 17th level, you can heighten this spell to 7th rank.","category":"feat","pfs":"Standard","feat":["Flower Chimera"],"rarity":"uncommon","slug":"feat-6859"},{"skill_mod":{},"summary":"Once per month, when you die, you can instead choose to fade away.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6860","weakness":{},"name":"Return to the Seed","trait":["Leshy"],"id":"feat-6860","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Return to the Seed Source Tian Xia Character Guide pg. 43 --- Once per month, when you die, you can instead choose to fade away. Your corpse is swallowed by the earth, leaving behind only a seed. This seed is very fragile with an AC of 10 and only 1 Hit Point. Another creature can spend 1 minute to plant the seed in a safe space and water it. If so cared for, the next morning a tree grows from it with a single large fruit or flower bud that splits open to reveal you, alive and returned to maximum Hit Points.","category":"feat","pfs":"Standard","feat":["Return to the Seed"],"rarity":"common","slug":"feat-6860"},{"skill_mod":{},"summary":"Your egg contained your twin, a crocodile.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Bakuwa Lizardfolk heritage or Makari Lizardfolk heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6861","weakness":{},"name":"Crocodile's Twin","trait":["Lizardfolk"],"id":"feat-6861","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crocodile's Twin Source Tian Xia Character Guide pg. 44 Prerequisites Bakuwa Lizardfolk heritage or Makari Lizardfolk heritage --- Your egg contained your twin, a crocodile. Considered a rare and auspicious event, you share a magical bond with this sibling. You gain a tiny crocodile as a familiar. Special You can only take this feat at 1st level.","category":"feat","pfs":"Standard","feat":["Crocodile's Twin"],"rarity":"common","slug":"feat-6861"},{"skill_mod":{},"summary":"A hump forms on your back that allows you to attack and trap spirits.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Rarity"],"access":" bakuwa lizardfolk heritage or Tian Xia origin","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6862","weakness":{},"name":"Spirit Coffin","trait":["Lizardfolk","Uncommon"],"id":"feat-6862","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Spirit Coffin Source Tian Xia Character Guide pg. 44 Access bakuwa lizardfolk heritage or Tian Xia origin --- A hump forms on your back that allows you to attack and trap spirits. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they’re already magical, they instead gain the effects of a ghost touch rune. Special If you have access to this feat but aren’t a bakuwa lizardfolk, your body doesn’t change when you take this feat. You must instead wear a physical coffin, which is a small wooden chest of light Bulk that you specially anoint during your daily preparations. If your chest is missing or destroyed, you lose the benefits of spirit coffin until you’ve replaced and re-anointed it. Spirit Coffin leads to... Spiritual Headhunter","category":"feat","pfs":"Standard","feat":["Spirit Coffin"],"rarity":"uncommon","slug":"feat-6862"},{"skill_mod":{},"summary":"Casting your memory back deep into the past, you take the form of an ancestral guardian.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Bakuwa Lizardfolk heritage or Makari Lizardfolk heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6863","weakness":{},"name":"Ancestral Form","trait":["Lizardfolk"],"id":"feat-6863","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ancestral Form Source Tian Xia Character Guide pg. 45 Prerequisites Bakuwa Lizardfolk heritage or Makari Lizardfolk heritage --- Casting your memory back deep into the past, you take the form of an ancestral guardian. You can cast animal form on yourself as a 3rd-rank primal innate spell once per day. You must choose the crocodile form.","category":"feat","pfs":"Standard","feat":["Ancestral Form"],"rarity":"common","slug":"feat-6863"},{"skill_mod":{},"summary":"Webbing sprouts on your legs and tail as you shift to a more aquatic form.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Makari Lizardfolk heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6864","weakness":{},"name":"River Adaptation","trait":["Lizardfolk"],"id":"feat-6864","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > River Adaptation Source Tian Xia Character Guide pg. 45 Prerequisites Makari Lizardfolk heritage --- Webbing sprouts on your legs and tail as you shift to a more aquatic form. You can cast feet to fins as an innate divine spell once per day. This innate magic relies on your makari heritage, limiting the effect to yourself but allowing you to cast it more easily than a common mage; you can target only yourself with the spell, but you can Cast the Spell as a free action if you’re within a body of water when you cast it. River Adaptation leads to... Ferry Through Waves","category":"feat","pfs":"Standard","feat":["River Adaptation"],"rarity":"common","slug":"feat-6864"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Lizardfolk"],"id":"feat-6865","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ferry Through Waves Two Actions or Three Actions Source Tian Xia Character Guide pg. 45 Prerequisites River Adaptation Requirements You are swimming and have a free hand. --- The waters around you permit you passage, a privilege you can share with a willing ally. You hold on to an adjacent ally and Swim, carrying them along with you. If you spend three actions Ferrying through Waves, you instead Swim twice. If your ally would need to attempt any Athletics checks to Swim while you’re Ferrying through Waves, you roll the check and your result applies to them.","feat":["Ferry Through Waves"],"skill_mod":{},"summary":"The waters around you permit you passage, a privilege you can share with a willing ally.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"level":13,"prerequisite":"River Adaptation","source_category":["Lost Omens"],"requirement":"You are swimming and have a free hand.","resistance":{},"url":"/Feats.aspx?ID=6865","name":"Ferry Through Waves","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions or Three Actions","rarity":"common","slug":"feat-6865"},{"skill_mod":{},"summary":"You call on the spirit of the dragon that devoured the moon to temporarily swallow a celestial body and blind onlookers with its visage.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Tradition","Rarity"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Bakuwa Lizardfolk heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6867","weakness":{},"name":"Mooneater","trait":["Lizardfolk","Primal","Uncommon"],"actions_number":4,"id":"feat-6867","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Mooneater Two Actions Source Tian Xia Character Guide pg. 45 Prerequisites Bakuwa Lizardfolk heritage --- You call on the spirit of the dragon that devoured the moon to temporarily swallow a celestial body and blind onlookers with its visage. You can cast eclipse burst as a primal innate spell once per day. When you Cast the Spell, the sun or moon appears to eclipse to all creatures within 500 feet of you. For 1 round after Casting the Spell, the area is reduced to dim light.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Mooneater"],"rarity":"uncommon","slug":"feat-6867"},{"skill_mod":{},"summary":"When you sleep, you turn into an inanimate object a little smaller than a human’s thumb—easily overlooked and carried.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6868","weakness":{},"name":"Charmed Sleep","trait":["Sprite"],"id":"feat-6868","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Charmed Sleep Source Tian Xia Character Guide pg. 47 --- When you sleep, you turn into an inanimate object a little smaller than a human’s thumb—easily overlooked and carried. Being in your Charmed Sleep counts as setting up a disguise for the Impersonate use of Deception (except that you Impersonate an object instead of a creature), it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you’re untrained. While in your Charmed Sleep, you can be picked up and carried as easily as any small object. This effect immediately ends as soon as you wake.","category":"feat","pfs":"Standard","feat":["Charmed Sleep"],"rarity":"common","slug":"feat-6868"},{"skill_mod":{},"summary":"You can speak to all inanimate objects and the slumbering spirits within them.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Rarity"],"access":"Tian Xia origin","primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6869","weakness":{},"name":"Speak with the Sleeping","trait":["Sprite","Uncommon"],"id":"feat-6869","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Speak with the Sleeping Source Tian Xia Character Guide pg. 47 Access Tian Xia origin --- You can speak to all inanimate objects and the slumbering spirits within them. Once per day, you can speak to an object and ask it a question to gain the effects of object reading , though the object gives you its response 1 minute later (as it takes the spirit within the object some time to rouse). An object’s ability to answer is limited by its particular nature; a pair of shoes might know where their owner has walked, while a house knows the history of the denizens within, but not what they do elsewhere.","category":"feat","pfs":"Standard","feat":["Speak with the Sleeping"],"rarity":"uncommon","slug":"feat-6869"},{"skill_mod":{},"summary":"You’ve learned to alter the magic of your sprite’s spark, imparting them with elemental energies.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Rarity"],"access":"Tian Xia origin (but see special)","primary_source_category":"Lost Omens","level":5,"prerequisite":"Sprite's Spark","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6870","weakness":{},"name":"Elemental Spark","trait":["Sprite","Uncommon"],"id":"feat-6870","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Elemental Spark Source Tian Xia Character Guide pg. 47 Prerequisites Sprite's Spark Access Tian Xia origin (but see special) --- You’ve learned to alter the magic of your sprite’s spark, imparting them with elemental energies. The range of the unarmed strike from your sprite’s spark increases to 30 feet. Choose one of the elements below. Your sprite’s spark gains the versatile trait, allowing you to choose a different damage type when attacking with it. When dealing this different damage type, your sprite’s spark gains the element’s trait. Water versatile B Wood versatile vitality Fire versatile fire Earth versatile P Metal versatile S Special If you're a kineticist, an elemental sorcerer, or a geniekin versatile heritage other than suli, you also have access to Elemental Spark, though you must take the corresponding element; for instance, a hydrokineticist would have access to water, or an ardande geniekin would have access to wood.","category":"feat","pfs":"Standard","feat":["Elemental Spark"],"rarity":"uncommon","slug":"feat-6870"},{"skill_mod":{},"summary":"Once per year, when you die, you turn into an immaterial ball of light.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Rarity"],"access":"Tian Xia origin, or you're a follower of Sangpotshi .","primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6871","weakness":{},"name":"Along the Deep River","trait":["Sprite","Uncommon"],"id":"feat-6871","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Along the Deep River Source Tian Xia Character Guide pg. 47 Access Tian Xia origin, or you're a follower of Sangpotshi . --- Once per year, when you die, you turn into an immaterial ball of light. After a week, you return to life with the effects of a successful (but not critically successful) 9th-rank reincarnate ritual. You always reincarnate into a sprite, but you reincarnate as a randomly selected sprite heritage.","category":"feat","pfs":"Standard","feat":["Along the Deep River"],"rarity":"uncommon","slug":"feat-6871"},{"skill_mod":{},"summary":"You can use your body as a deadly weapon.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Tsukumogami Poppet heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6872","weakness":{},"name":"Made for Combat","trait":["Poppet"],"id":"feat-6872","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Made for Combat Source Tian Xia Character Guide pg. 48 Prerequisites Tsukumogami Poppet heritage --- You can use your body as a deadly weapon. You gain one of the following melee unarmed attacks, which must be one that matches your body (for instance, tsukumogami wrap for a tsukumogami that’s a bolt of cotton). • A blade unarmed attack that deals 1d6 slashing, has the versatile P trait, and is in the sword weapon group. • A spoke unarmed attack that deals 1d4 piercing, has the agile and finesse traits, and is in the knife weapon group. • A wrap unarmed attack that deals 1d4 bludgeoning, has the grapple, nonlethal, and trip traits, and is in the flail weapon group. Special You can take this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Made for Combat"],"rarity":"common","slug":"feat-6872"},{"skill_mod":{},"summary":"You leverage your body’s amorphous nature to spook others.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Tsukumogami Poppet heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6873","weakness":{},"name":"Sudden Terror","trait":["Poppet"],"actions_number":2,"id":"feat-6873","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sudden Terror Single Action Source Tian Xia Character Guide pg. 48 Prerequisites Tsukumogami Poppet heritage --- You leverage your body’s amorphous nature to spook others. Attempt to Demoralize a creature within 30 feet. Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. If you were hidden to the creature, you gain a +2 circumstance bonus to your check, and if you succeed, the creature is frightened 2 instead of frightened 1. All creatures that witnessed you use Sudden Terror are then temporarily immune to your Sudden Terror for 24 hours.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Sudden Terror"],"rarity":"common","slug":"feat-6873"},{"skill_mod":{},"summary":"You’ve found a fellow poppet on the cusp of awakening and decided to help.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6874","weakness":{},"name":"Minuscule Mentee","trait":["Poppet"],"id":"feat-6874","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Minuscule Mentee Source Tian Xia Character Guide pg. 49 --- You’ve found a fellow poppet on the cusp of awakening and decided to help. You gain a poppet familiar.","category":"feat","pfs":"Standard","feat":["Minuscule Mentee"],"rarity":"common","slug":"feat-6874"},{"skill_mod":{},"summary":"You’ve used insulating wraps or special glazes to reduce your weakness to current and temperature.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Tsukumogami Poppet heritage; you have a metal or ceramic body","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6875","weakness":{},"name":"Insulated Poppet","trait":["Poppet"],"id":"feat-6875","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Insulated Poppet Source Tian Xia Character Guide pg. 49 Prerequisites Tsukumogami Poppet heritage; you have a metal or ceramic body --- You’ve used insulating wraps or special glazes to reduce your weakness to current and temperature. You no longer have the weakness to either electricity or cold caused by your tsukumogami heritage.","category":"feat","pfs":"Standard","feat":["Insulated Poppet"],"rarity":"common","slug":"feat-6875"},{"skill_mod":{},"summary":"After a lifetime of using temporary, ghostly limbs to manipulate objects, you hardly need real hands.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Tsukumogami Poppet heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6876","weakness":{},"name":"No Hands, No Problems","trait":["Poppet"],"id":"feat-6876","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > No Hands, No Problems Source Tian Xia Character Guide pg. 49 Prerequisites Tsukumogami Poppet heritage --- After a lifetime of using temporary, ghostly limbs to manipulate objects, you hardly need real hands. You can extend your limbs to perform simple Interact actions at a range 5 feet beyond your normal range, after which your limbs contract back to their normal length. You can also cast the telekinetic hand cantrip as an arcane or occult innate spell at will, which always takes the ghostlike form of telekinetic hand and is tethered to your body via a snaking, illusory arm. A cantrip is heightened to a spell rank equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["No Hands, No Problems"],"rarity":"common","slug":"feat-6876"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"Once per 10 Minutes","weakness":{},"trait":["Poppet"],"id":"feat-6877","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Solidarity Single Action Source Tian Xia Character Guide pg. 49 Frequency Once per 10 Minutes Prerequisites Tsukumogami Poppet heritage --- You bestow some of your own life energies to mend damage. You touch a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less, and you restore Hit Points to the target equal to twice your level. You lose as many Hit Points as the target regained. This direct transfer of vitality means that no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. You can’t reduce your Hit Points below 1 using Solidarity. You can’t replace lost pieces or repair an object that has been completely destroyed. Special If you have the Minuscule Mentee feat, you can use Solidarity to heal your familiar.","feat":["Solidarity"],"skill_mod":{},"summary":"You bestow some of your own life energies to mend damage.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"level":9,"prerequisite":"Tsukumogami Poppet heritage","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=6877","name":"Solidarity","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6877"},{"skill_mod":{},"summary":"Not every tool is well cared for, and those that are treated badly might awaken as malevolent spirits.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Tsukumogami Poppet heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6878","weakness":{},"name":"Awaken the Obake","trait":["Poppet"],"id":"feat-6878","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Awaken the Obake Source Tian Xia Character Guide pg. 49 Prerequisites Tsukumogami Poppet heritage --- Not every tool is well cared for, and those that are treated badly might awaken as malevolent spirits. You can temporarily evoke the spirit within a nearby mistreated tool to cast fear as a 5th-rank innate arcane spell once per day. When you do so, the terrifying magic of the spell originates from a single unattended object within 30 feet of you instead of from you, and you measure the spell’s range from that object. If a target becomes fleeing as a result of the spell, they’re fleeing from that object instead of from you as their mind fills with the absolute certainty that the object will come to life and attack them with malicious glee.","category":"feat","pfs":"Standard","feat":["Awaken the Obake"],"rarity":"common","slug":"feat-6878"},{"skill_mod":{},"summary":"While kitsune are known for their magical illusion powers, you’re skilled at stage magic, especially costuming and quick changes.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Trained in Performance","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6879","weakness":{},"skill":["Performance","Performance"],"name":"Seven Changes Performance","trait":["Kitsune"],"id":"feat-6879","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Seven Changes Performance Source Tian Xia Character Guide pg. 50 Prerequisites Trained in Performance --- While kitsune are known for their magical illusion powers, you’re skilled at stage magic, especially costuming and quick changes. You gain the Quick Disguise feat. You can use Performance in place of Deception for the purposes of Impersonating someone.","category":"feat","pfs":"Standard","feat":["Seven Changes Performance"],"rarity":"common","slug":"feat-6879"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"Once per day","weakness":{},"trait":["Healing","Kitsune","Vitality","Positive"],"id":"feat-6880","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Rekindled Light Reaction Source Tian Xia Character Guide pg. 50 Frequency Once per day Prerequisites Star Orb Trigger You or an ally within 30 feet of your star orb familiar would be reduced to 0 Hit Points but not immediately killed. --- You temporarily drain your star orb familiar’s energy to save an ally. The target avoids being knocked out and remains at 1 Hit Point, and their wounded condition increases by 1. The target then regains Hit Points equal to your level. When the familiar’s energy is drained, it becomes dormant until your next daily preparations.","feat":["Rekindled Light"],"skill_mod":{},"summary":"You temporarily drain your star orb familiar’s energy to save an ally.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Ancestry","Energy","Planar","Creature Type"],"level":5,"prerequisite":"Star Orb","source_category":["Lost Omens"],"trigger":"You or an ally within 30 feet of your star orb familiar would be reduced to 0 Hit Points but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=6880","name":"Rekindled Light","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6880"},{"skill_mod":{},"summary":"You’re especially nimble while in your full fox shape.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"fox alternative form","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6881","weakness":{},"name":"Vulpine Scamper","trait":["Kitsune"],"id":"feat-6881","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Vulpine Scamper Source Tian Xia Character Guide pg. 50 Prerequisites fox alternative form --- You’re especially nimble while in your full fox shape. While you’ve Changed Shape into a fox, you gain the following benefits. You can use your own Speed if it’s higher than 20 feet. You can use your own Athletics modifier for checks to High Jump or Long Jump. You can scale short distances with a bit of a running start. When you attempt to Climb, and your previous action was to Stride at least 20 feet along solid ground, you gain a climb Speed of 20 feet for the duration of that Climb action. ","category":"feat","pfs":"Standard","feat":["Vulpine Scamper"],"rarity":"common","slug":"feat-6881"},{"skill_mod":{},"summary":"When you critically hit with a foxfire Strike, the target takes an additional 1d4 persistent damage of the same type as the foxfire.","primary_source":"Tian Xia Character Guide","trait_group":["Energy","Elemental","Planar","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Foxfire","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6882","weakness":{},"name":"Fox Arson","trait":["Fire","Kitsune"],"id":"feat-6882","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fox Arson Source Tian Xia Character Guide pg. 50 Prerequisites Foxfire --- When you critically hit with a foxfire Strike, the target takes an additional 1d4 persistent damage of the same type as the foxfire. You gain an item bonus to this persistent damage equal to the foxfire’s item bonus to attack rolls. When the target taking persistent damage comes into physical contact with another creature (for instance, if one of its allies touches it while Administering First Aid), you can use a reaction to command the flame to leap to the second target, ending the persistent damage on the first creature and moving it to the second.","category":"feat","pfs":"Standard","feat":["Fox Arson"],"element":["Fire"],"rarity":"common","slug":"feat-6882"},{"skill_mod":{},"summary":"You can use Shifting Faces three times per day instead of once per day.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Shifting Faces","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6883","weakness":{},"name":"Many Guises","trait":["Kitsune"],"id":"feat-6883","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Many Guises Source Tian Xia Character Guide pg. 50 Prerequisites Shifting Faces --- You can use Shifting Faces three times per day instead of once per day.","category":"feat","pfs":"Standard","feat":["Many Guises"],"rarity":"common","slug":"feat-6883"},{"skill_mod":{},"summary":"When you Change Shape , you can assume the form of a creature that’s Large or Huge in size.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Shifting Faces","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6884","weakness":{},"name":"Larger than Life (Kitsune)","trait":["Kitsune"],"id":"feat-6884","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Larger than Life (Kitsune) Source Tian Xia Character Guide pg. 50 Prerequisites Shifting Faces --- When you Change Shape, you can assume the form of a creature that’s Large or Huge in size. In addition to your increased space, you gain a +1 circumstance bonus to Intimidation checks.","category":"feat","pfs":"Standard","feat":["Larger than Life (Kitsune)"],"rarity":"common","slug":"feat-6884"},{"skill_mod":{},"summary":"You can project a spiritual form to possess another.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6885","weakness":{},"name":"Fox Possession","trait":["Kitsune","Uncommon"],"id":"feat-6885","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Fox Possession Source Tian Xia Character Guide pg. 50 --- You can project a spiritual form to possess another. You can cast possession as an innate divine spell once per day. The target of your possession assumes one or more unusual quirks, such as more angular features or strange food preferences, giving the target a –1 circumstance penalty to their Deception DC when someone uses Sense Motive to see if they're possessed.","category":"feat","pfs":"Standard","feat":["Fox Possession"],"rarity":"uncommon","slug":"feat-6885"},{"skill_mod":{},"summary":"Your community bond creates better dynamics when working together.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6886","weakness":{},"name":"It Takes a Village","trait":["Nagaji"],"id":"feat-6886","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > It Takes a Village Source Tian Xia Character Guide pg. 51 --- Your community bond creates better dynamics when working together. You gain a +4 circumstance bonus to checks to Aid.","category":"feat","pfs":"Standard","feat":["It Takes a Village"],"rarity":"common","slug":"feat-6886"},{"skill_mod":{},"summary":"Your slit eyes expand to absorb light and can see in the darkest of places.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6887","weakness":{},"name":"Nalinivati's Light","trait":["Nagaji"],"id":"feat-6887","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nalinivati's Light Source Tian Xia Character Guide pg. 51 --- Your slit eyes expand to absorb light and can see in the darkest of places. You gain darkvision. Special You can select this feat only at 1st level, and you can’t retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Nalinivati's Light"],"rarity":"common","slug":"feat-6887"},{"skill_mod":{},"summary":"You’ve trained to use unique nagaji eating habits to your advantage.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6888","weakness":{},"name":"Throat Pocket","trait":["Nagaji"],"id":"feat-6888","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Throat Pocket Source Tian Xia Character Guide pg. 51 --- You’ve trained to use unique nagaji eating habits to your advantage. By manipulating your throat muscles, you can create a pocket of air to store up to four items of light Bulk or less without risk of dissolving. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your throat pocket, your speech is noticeably difficult to understand, and you have a visible bulge in your neck. Placing an item in your throat pocket or retrieving one is an Interact action. You can empty your throat pocket with a single action, causing everything you had stored in it to fall to the ground in your square. Any item that was covered in dirt or grime comes out clean.","category":"feat","pfs":"Standard","feat":["Throat Pocket"],"rarity":"common","slug":"feat-6888"},{"skill_mod":{},"summary":"You're able to better control your body's metabolism to preserve energy.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6889","weakness":{},"name":"Metabolic Control","trait":["Nagaji"],"id":"feat-6889","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Metabolic Control Source Tian Xia Character Guide pg. 51 --- You're able to better control your body's metabolism to preserve energy. After eating a proper meal, you can go without food and water for 1 week before taking damage from starvation and thirst. You aren't fatigued during this week.","category":"feat","pfs":"Standard","feat":["Metabolic Control"],"rarity":"common","slug":"feat-6889"},{"skill_mod":{},"summary":"You can store prepared venom in your throat and spit it at your foes in addition to your own toxic spray.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"nagaji venomous spit unarmed attack","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6890","weakness":{},"name":"Venom Gulp","trait":["Nagaji"],"id":"feat-6890","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Venom Gulp Source Tian Xia Character Guide pg. 51 Prerequisites nagaji venomous spit unarmed attack --- You can store prepared venom in your throat and spit it at your foes in addition to your own toxic spray. You can Interact to store a dose of injury or touch poison in your throat; when using this action, you do not risk envenoming yourself as long as the poison is your level or lower. The next time you attack a target with your venomous spit unarmed attack, the poison is expended. If you successfully hit the target, they are exposed to the poison in addition to the other effects of your spit. As long as you are holding venom in your throat, your speech is noticeably difficult to understand. You can hold only one dose of poison like this at a time.","category":"feat","pfs":"Standard","feat":["Venom Gulp"],"rarity":"common","slug":"feat-6890"},{"skill_mod":{},"summary":"You can widen your field of vision, allowing you to affect more creatures with your Hypnotic Lure .","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Hypnotic Lure","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6891","weakness":{},"name":"Hypnotic Gaze","trait":["Nagaji"],"id":"feat-6891","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Hypnotic Gaze Source Tian Xia Character Guide pg. 51 Prerequisites Hypnotic Lure --- You can widen your field of vision, allowing you to affect more creatures with your Hypnotic Lure. Once per day, when you use Hypnotic Lure, you can affect all creatures in a 30- foot cone, rather than one creature within 30 feet.","category":"feat","pfs":"Standard","feat":["Hypnotic Gaze"],"rarity":"common","slug":"feat-6891"},{"skill_mod":{},"summary":"You’ve learned to travel at your ally’s rhythm and use their movement to adjust your own position.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"An ally within your reach leaves a square during a move action they're using and ends their movement adjacent to an enemy.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6892","weakness":{},"name":"Synchronous Slither","trait":["Nagaji"],"actions_number":1,"id":"feat-6892","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Synchronous Slither Reaction Source Tian Xia Character Guide pg. 51 Trigger An ally within your reach leaves a square during a move action they're using and ends their movement adjacent to an enemy. --- You’ve learned to travel at your ally’s rhythm and use their movement to adjust your own position. You Stride up to half your speed. This movement doesn’t trigger reactions from the enemy your ally moved adjacent to.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Synchronous Slither"],"rarity":"common","slug":"feat-6892"},{"skill_mod":{},"summary":"You channel the blessings of Nalinivati to transform into a manifestation of her will.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry","Rarity"],"access":"Tian Xia origin or follower of Nalinivati ","primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6893","weakness":{},"name":"Form of the Beloved Mother","trait":["Nagaji","Uncommon"],"id":"feat-6893","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Form of the Beloved Mother Source Tian Xia Character Guide pg. 51 Access Tian Xia origin or follower of Nalinivati --- You channel the blessings of Nalinivati to transform into a manifestation of her will. You can cast 5th-rank animal form as an occult innate spell once per day, but you can choose only snake form with the spell. You can spend an additional action casting animal form to also cast 5th-rank slither centered on your location; Nalinivati’s will ensures that the shadow snakes created by the spell never harm you, so you’re unaffected by the spell. If you Dismiss animal form, the effects of slither end as well.","category":"feat","pfs":"Standard","feat":["Form of the Beloved Mother"],"rarity":"uncommon","slug":"feat-6893"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Fortune","Mental","Samsaran"],"id":"feat-6894","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > All This Will Happen Again Reaction Source Tian Xia Character Guide pg. 55 Frequency once per day Trigger You fail or critically fail a Will save against an emotion effect. --- Even in the face of overwhelming tribulation, you find solace in the notion that this feeling is fleeting; all things are merely part of a never-ending cycle. Reroll the triggering saving throw with a +1 status bonus. You must use the second result, even if it’s worse. All This Will Happen Again leads to... And Will Do So Once More","feat":["All This Will Happen Again"],"skill_mod":{},"summary":"Even in the face of overwhelming tribulation, you find solace in the notion that this feeling is fleeting; all things are merely part of a never-ending cycle.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Ancestry","Monster"],"level":1,"source_category":["Lost Omens"],"trigger":"You fail or critically fail a Will save against an emotion effect.","resistance":{},"url":"/Feats.aspx?ID=6894","name":"All This Will Happen Again","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6894"},{"skill_mod":{},"summary":"Your eyes have seen many things in your past lives, and your sight seems to have grown more powerful over your lifetimes.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6895","weakness":{},"name":"Elucidating Vision","trait":["Samsaran"],"id":"feat-6895","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elucidating Vision Source Tian Xia Character Guide pg. 55 --- Your eyes have seen many things in your past lives, and your sight seems to have grown more powerful over your lifetimes. You gain darkvision.","category":"feat","pfs":"Standard","feat":["Elucidating Vision"],"rarity":"common","slug":"feat-6895"},{"skill_mod":{},"summary":"Vague connections to the knowledge and prowess of your past help guide you in tasks that this life might not understand.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6896","weakness":{},"name":"Innate Understanding","trait":["Samsaran"],"id":"feat-6896","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Innate Understanding Source Tian Xia Character Guide pg. 55 --- Vague connections to the knowledge and prowess of your past help guide you in tasks that this life might not understand. You can attempt skill actions that normally require a character to be trained even if you’re untrained, and you gain a +2 circumstance bonus to the check when doing so.","category":"feat","pfs":"Standard","feat":["Innate Understanding"],"rarity":"common","slug":"feat-6896"},{"skill_mod":{},"summary":"Memories of your first life are strong and continually return to you, even after several incarnations.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6897","weakness":{},"name":"Remnants of the Past","trait":["Samsaran"],"id":"feat-6897","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Remnants of the Past Source Tian Xia Character Guide pg. 56 PFS Note The Adopted Ancestry feat granted by Remnants of the Past can only be used to select common ancestries or ancestries which all Pathfinder agents have access to. --- Memories of your first life are strong and continually return to you, even after several incarnations. You gain the Adopted Ancestry feat and can choose any common or uncommon humanoid ancestry with the feat. You also gain the Additional Lore general feat for your chosen ancestry’s Lore, such as Dwarven Lore or Ratfolk Lore.","category":"feat","pfs":"Standard","feat":["Remnants of the Past"],"rarity":"common","slug":"feat-6897"},{"skill_mod":{},"summary":"You have untold ages of knowledge beneath your belt, focused on the pursuit of enlightenment.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6898","weakness":{},"name":"Samsaran Lore","trait":["Samsaran"],"id":"feat-6898","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Samsaran Lore Source Tian Xia Character Guide pg. 56 --- You have untold ages of knowledge beneath your belt, focused on the pursuit of enlightenment. You gain the trained proficiency rank in Religion and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Samsaran Lore.","category":"feat","pfs":"Standard","feat":["Samsaran Lore"],"rarity":"common","slug":"feat-6898"},{"skill_mod":{},"summary":"The training of your past lives and even of those of samsarans who came before is deep-seated and guides your movements in combat.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6899","weakness":{},"name":"Samsaran Weapon Memory","trait":["Samsaran"],"id":"feat-6899","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Samsaran Weapon Memory Source Tian Xia Character Guide pg. 56 --- The training of your past lives and even of those of samsarans who came before is deep-seated and guides your movements in combat. Choose two weapons with an ancestry trait from two different common humanoid ancestries, or other ancestries you have access to. You gain access to your chosen weapons. You have familiarity with these weapons—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Samsaran Weapon Memory"],"rarity":"common","slug":"feat-6899"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Samsaran"],"id":"feat-6900","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > All This Has Happened Before Reaction Source Tian Xia Character Guide pg. 56 Frequency once per day Trigger You're about to roll initiative. --- You instantly recall a memory from one of your countless past lives that heightens your awareness of your surroundings and quickens your response. You gain a +4 circumstance bonus to the triggering roll. You become quickened for 1 round and can use your extra action only to Recall Knowledge or Step.","feat":["All This Has Happened Before"],"skill_mod":{},"summary":"You instantly recall a memory from one of your countless past lives that heightens your awareness of your surroundings and quickens your response.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"level":5,"source_category":["Lost Omens"],"trigger":"You're about to roll initiative.","resistance":{},"url":"/Feats.aspx?ID=6900","name":"All This Has Happened Before","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6900"},{"skill_mod":{},"summary":"You’ve learned how to let go of most worries and move past them.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"All This Will Happen Again","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6901","weakness":{},"name":"And Will Do So Once More","trait":["Samsaran"],"id":"feat-6901","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > And Will Do So Once More Source Tian Xia Character Guide pg. 56 Prerequisites All This Will Happen Again --- You’ve learned how to let go of most worries and move past them. The trigger for All This Will Happen Again instead becomes, “You fail or critically fail a Fortitude, Reflex, or Will saving throw.” You still can use All This Will Happen Again only once per day. And Will Do So Once More leads to... This Too Shall Pass","category":"feat","pfs":"Standard","feat":["And Will Do So Once More"],"rarity":"common","slug":"feat-6901"},{"skill_mod":{},"summary":"The watery fluid in your veins doesn’t flow in the same way as traditional blood.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6902","weakness":{},"name":"Blood Like Water","trait":["Samsaran"],"id":"feat-6902","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Blood Like Water Source Tian Xia Character Guide pg. 56 --- The watery fluid in your veins doesn’t flow in the same way as traditional blood. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.","category":"feat","pfs":"Standard","feat":["Blood Like Water"],"rarity":"common","slug":"feat-6902"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Occult","Samsaran"],"id":"feat-6903","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Thousand-Year Grudge Reaction Source Tian Xia Character Guide pg. 56 Frequency once per day Trigger You succeed at a Demoralize check. --- You can call upon your former lives and project all of your accumulated frustration, failure, and despair through your eyes at a target, overwhelming their senses. One creature you successfully Demoralized becomes sickened instead of frightened, with the same condition value. The DC to recover from the sickened condition is your Intimidation DC.","feat":["Thousand-Year Grudge"],"skill_mod":{},"summary":"You can call upon your former lives and project all of your accumulated frustration, failure, and despair through your eyes at a target, overwhelming their senses.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"level":5,"source_category":["Lost Omens"],"trigger":"You succeed at a Demoralize check.","resistance":{},"url":"/Feats.aspx?ID=6903","name":"Thousand-Year Grudge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6903"},{"skill_mod":{},"summary":"Your special connection to death and rebirth allows you to sense when it’s your time to enter the Great Beyond, and now isn’t the time.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6904","weakness":{},"name":"I Will Return","trait":["Samsaran"],"id":"feat-6904","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > I Will Return Source Tian Xia Character Guide pg. 56 --- Your special connection to death and rebirth allows you to sense when it’s your time to enter the Great Beyond, and now isn’t the time. You gain +2 status bonus to saving throws against death effects. You gain the Diehard feat. The first time each day that you lose the dying condition, you do not increase your wounded condition.","category":"feat","pfs":"Standard","feat":["I Will Return"],"rarity":"common","slug":"feat-6904"},{"skill_mod":{},"summary":"Your journey to enlightenment has made your blood possess nigh-immortal properties, allowing you to heal others.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Ancestry","Monster","Energy","Planar","Creature Type"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6905","weakness":{},"name":"Life's Blood","trait":["Healing","Samsaran","Vitality","Positive"],"actions_number":4,"id":"feat-6905","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Life's Blood Two Actions Source Tian Xia Character Guide pg. 56 --- Your journey to enlightenment has made your blood possess nigh-immortal properties, allowing you to heal others. You sacrifice some of your vitality to heal another willing living creature that’s adjacent to you, coating its wounds with your blood. You lose 3d6 Hit Points, plus an additional 1d6 Hit Points for every 2 levels you have beyond 10th. This damage can’t be resisted, prevented, or negated in any way. The target creature regains a number of Hit Points equal to the damage you took. Creatures you heal in this manner are then temporarily immune to your Life’s Blood for 24 hours.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Life's Blood"],"rarity":"common","slug":"feat-6905"},{"skill_mod":{},"summary":"Your years of training in a previous life didn’t go to waste with your death, and you can call upon this training when you most need it.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6906","frequency":"once per day","weakness":{},"name":"Memory of Skill","trait":["Samsaran"],"actions_number":2,"id":"feat-6906","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Memory of Skill Single Action Source Tian Xia Character Guide pg. 57 Frequency once per day --- Your years of training in a previous life didn’t go to waste with your death, and you can call upon this training when you most need it. Choose one skill. You temporarily increase your proficiency rank with that skill by one step for 1 minute (from untrained to trained, trained to expert, and expert to master). This temporary increase adjusts your proficiency bonus and allows you to use skill actions based on this increased proficiency as normal. Memory of Skill can’t increase a skill’s proficiency rank beyond master. Memory of Skill leads to... Memory of Mastery","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Memory of Skill"],"rarity":"common","slug":"feat-6906"},{"skill_mod":{},"summary":"You’ve established a stronger connection with your past selves and can play out the memories of your lifetimes in an instant, helping you draw on knowledge that lives deep within your mind.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6907","weakness":{},"name":"Secrets of the Past","trait":["Samsaran"],"id":"feat-6907","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Secrets of the Past Source Tian Xia Character Guide pg. 57 --- You’ve established a stronger connection with your past selves and can play out the memories of your lifetimes in an instant, helping you draw on knowledge that lives deep within your mind. You can cast hypercognition as an occult innate spell once per day.","category":"feat","pfs":"Standard","feat":["Secrets of the Past"],"rarity":"common","slug":"feat-6907"},{"skill_mod":{},"summary":"Flashes of past selves surface in an instant, especially when you’re under duress.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Memory of Skill","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6908","weakness":{},"name":"Memory of Mastery","trait":["Samsaran"],"id":"feat-6908","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Memory of Mastery Source Tian Xia Character Guide pg. 57 Prerequisites Memory of Skill --- Flashes of past selves surface in an instant, especially when you’re under duress. You can use Memory of Skill once per hour instead of once per day.","category":"feat","pfs":"Standard","feat":["Memory of Mastery"],"rarity":"common","slug":"feat-6908"},{"skill_mod":{},"summary":"You allow your body to collapse into water, then reconstitute your corporeal form elsewhere.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6909","weakness":{},"name":"Water to Water","trait":["Samsaran"],"id":"feat-6909","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Water to Water Source Tian Xia Character Guide pg. 57 --- You allow your body to collapse into water, then reconstitute your corporeal form elsewhere. You can cast translocate as an occult innate spell twice per day; the spell additionally gains the water trait. If you Cast this Spell while standing in a body of water of at least ankle depth, you don’t need to perform any incantations or gestures to Cast the Spell (typically preventing reactions, such as Reactive Strike), and the spell gains the subtle trait as you simply fall into the water without so much as a splash.","category":"feat","pfs":"Standard","feat":["Water to Water"],"rarity":"common","slug":"feat-6909"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Samsaran"],"id":"feat-6910","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > The Cycle Continues Reaction Source Tian Xia Character Guide pg. 57 Frequency once per day Trigger You are reduced to 0 Hit Points and would gain the dying condition or would otherwise die. --- Death is as natural as breathing to you, and you can move past it as easily as the other troubles in your life. You prevent yourself from dying and regain Hit Points equal to 6d8 plus half your level. If the cause of your death was a condition or effect that would still cause you to die after regaining Hit Points, such as a high value on the doomed condition, you suppress that effect for 1 minute.","feat":["The Cycle Continues"],"skill_mod":{},"summary":"Death is as natural as breathing to you, and you can move past it as easily as the other troubles in your life.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"level":17,"source_category":["Lost Omens"],"trigger":"You are reduced to 0 Hit Points and would gain the dying condition or would otherwise die.","resistance":{},"url":"/Feats.aspx?ID=6910","name":"The Cycle Continues","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6910"},{"skill_mod":{},"summary":"Mortal worries are such simple matters to you that you leave them behind almost as quickly as you experience them.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"And Will Do So Once More","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6911","weakness":{},"name":"This Too Shall Pass","trait":["Samsaran"],"id":"feat-6911","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > This Too Shall Pass Source Tian Xia Character Guide pg. 57 Prerequisites And Will Do So Once More --- Mortal worries are such simple matters to you that you leave them behind almost as quickly as you experience them. You can use All This Will Happen Again once per hour, rather than once per day.","category":"feat","pfs":"Standard","feat":["This Too Shall Pass"],"rarity":"common","slug":"feat-6911"},{"skill_mod":{},"summary":"You once held the head gem of a deceased ancestor or loved one, and it awakened a mysterious power in your own.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6912","weakness":{},"name":"Awakened Jewel","trait":["Occult","Sarangay"],"id":"feat-6912","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Awakened Jewel Source Tian Xia Character Guide pg. 61 --- You once held the head gem of a deceased ancestor or loved one, and it awakened a mysterious power in your own. You gain one cantrip from the occult spell list. As long as you possess your head gem, you can cast this spell as an innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. Awakened Jewel leads to... Ancestral Healer, Spiritual Echo","category":"feat","pfs":"Standard","feat":["Awakened Jewel"],"rarity":"common","slug":"feat-6912"},{"skill_mod":{},"summary":"When you came of age, you were blessed by the Mother Earth with a thickened skull, which was celebrated as an auspicious sign among your community.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6913","weakness":{},"name":"Crown of Bone","trait":["Sarangay"],"id":"feat-6913","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crown of Bone Source Tian Xia Character Guide pg. 61 --- When you came of age, you were blessed by the Mother Earth with a thickened skull, which was celebrated as an auspicious sign among your community. Your horns come together to form a bony plate that protects your head from heavy impacts. The damage die for your horns unarmed attack increases to 1d8, and it gains the concussive trait.","category":"feat","pfs":"Standard","feat":["Crown of Bone"],"rarity":"common","slug":"feat-6913"},{"skill_mod":{},"summary":"Your community recognizes you as a shaman or other animist, a status you obtained through lineage, apprenticeship, or a supernatural event.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6914","weakness":{},"name":"Folk Healer","trait":["Sarangay"],"id":"feat-6914","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Folk Healer Source Tian Xia Character Guide pg. 61 --- Your community recognizes you as a shaman or other animist, a status you obtained through lineage, apprenticeship, or a supernatural event. You’re trained in Medicine and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You gain a +1 circumstance bonus to Medicine checks to Treat Wounds and Treat Disease.","category":"feat","pfs":"Standard","feat":["Folk Healer"],"rarity":"common","slug":"feat-6914"},{"skill_mod":{},"summary":"You listened carefully to the tales passed down among your community.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6915","weakness":{},"name":"Sarangay Lore","trait":["Sarangay"],"id":"feat-6915","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sarangay Lore Source Tian Xia Character Guide pg. 61 --- You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in Nature and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Sarangay Lore.","category":"feat","pfs":"Standard","feat":["Sarangay Lore"],"rarity":"common","slug":"feat-6915"},{"skill_mod":{},"summary":"On your travels, you’ve resolved countless disputes and counseled those in need.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Half Moon Sarangay heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6916","weakness":{},"name":"Traveler's Counsel","trait":["Sarangay"],"id":"feat-6916","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Traveler's Counsel Source Tian Xia Character Guide pg. 61 Prerequisites Half Moon Sarangay heritage --- On your travels, you’ve resolved countless disputes and counseled those in need. You’re trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice. The first time each day you would roll a critical failure when Gathering Information or Making an Impression, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Traveler's Counsel"],"rarity":"common","slug":"feat-6916"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Occult","Sarangay"],"id":"feat-6917","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Deflecting Jewel Reaction Source Tian Xia Character Guide pg. 61 Frequency once per hour Trigger You're the target of a ranged attack while you possess your head gem. Requirements You're aware of the triggering attack. --- You walk the line between two sides of something, such as belonging to two clans, having a mixed allegiance or faith, or being caught between two possible fates. Your dual nature has attuned your head gem to the half moon, and it has manifested the power to ward away attacks by drawing a line between them and you. You gain a +2 circumstance bonus to AC against the triggering attack.","feat":["Deflecting Jewel"],"skill_mod":{},"summary":"You walk the line between two sides of something, such as belonging to two clans, having a mixed allegiance or faith, or being caught between two possible fates.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"level":5,"source_category":["Lost Omens"],"requirement":"You're aware of the triggering attack.","trigger":"You're the target of a ranged attack while you possess your head gem. ","resistance":{},"url":"/Feats.aspx?ID=6917","name":"Deflecting Jewel","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6917"},{"skill_mod":{},"summary":"You’ve learned to create minor illusions by collecting strands of moonlight and weaving them together to create small images or cloaking veils.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6918","weakness":{},"name":"The Moon Weaver's Art","trait":["Sarangay"],"id":"feat-6918","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > The Moon Weaver's Art Source Tian Xia Character Guide pg. 62 --- You’ve learned to create minor illusions by collecting strands of moonlight and weaving them together to create small images or cloaking veils. You can cast either illusory object or invisible item as an occult innate spell once per day.","category":"feat","pfs":"Standard","feat":["The Moon Weaver's Art"],"rarity":"common","slug":"feat-6918"},{"skill_mod":{},"summary":"You’ve spent significant time slipping silently between bamboo thickets, and your light-footedness allows you to navigate even the thickest forests and brush with ease.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"New Moon Sarangay heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6919","weakness":{},"name":"Smoke Through Bamboo","trait":["Sarangay"],"id":"feat-6919","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Smoke Through Bamboo Source Tian Xia Character Guide pg. 62 Prerequisites New Moon Sarangay heritage --- You’ve spent significant time slipping silently between bamboo thickets, and your light-footedness allows you to navigate even the thickest forests and brush with ease. When you Step, you can move 10 feet instead of 5. This enables you to Step into and within difficult terrain as long as you can meet the extra movement cost.","category":"feat","pfs":"Standard","feat":["Smoke Through Bamboo"],"rarity":"common","slug":"feat-6919"},{"skill_mod":{},"summary":"You trained your footwork by dancing to music between snapping bamboo poles, and your increased mobility helps you succeed when hunting dangerous beasts or fighting multiple opponents.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"You roll a critical hit on a melee Strike against an enemy.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6920","weakness":{},"name":"Tikling Bird Twirl","trait":["Sarangay"],"actions_number":1,"id":"feat-6920","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tikling Bird Twirl Reaction Source Tian Xia Character Guide pg. 62 Trigger You roll a critical hit on a melee Strike against an enemy. --- You trained your footwork by dancing to music between snapping bamboo poles, and your increased mobility helps you succeed when hunting dangerous beasts or fighting multiple opponents. This style of bobbing and weaving and alternating fight and flight disorients your enemies and allows you to choose your engagements. After resolving your attack, you can immediately Step, Stride, or Swim.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Tikling Bird Twirl"],"rarity":"common","slug":"feat-6920"},{"skill_mod":{},"summary":"A life of hunting and battle has caused your head gem to attune to the waxing moon, which has manifested in the power to protect you from harm.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6921","weakness":{},"name":"Warding Jewel","trait":["Occult","Sarangay"],"id":"feat-6921","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Warding Jewel Source Tian Xia Character Guide pg. 62 --- A life of hunting and battle has caused your head gem to attune to the waxing moon, which has manifested in the power to protect you from harm. Your head gem protects you by making your skin difficult to pierce. While you possess your head gem, you gain resistance 2 to piercing damage and resistance 1 to slashing damage. The resistance to each type of damage increases by 1 at 9th level and every 4 levels thereafter.","category":"feat","pfs":"Standard","feat":["Warding Jewel"],"rarity":"common","slug":"feat-6921"},{"skill_mod":{},"summary":"Following the traditions of those who came before you, you’ve learned how to banish effects that cloud the mind, body, and spirit.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Awakened Jewel","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6922","weakness":{},"name":"Ancestral Healer","trait":["Sarangay"],"id":"feat-6922","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ancestral Healer Source Tian Xia Character Guide pg. 62 Prerequisites Awakened Jewel --- Following the traditions of those who came before you, you’ve learned how to banish effects that cloud the mind, body, and spirit. You can cast a 4th-rank clear mind or sound body as an innate occult spell once per day.","category":"feat","pfs":"Standard","feat":["Ancestral Healer"],"rarity":"common","slug":"feat-6922"},{"skill_mod":{},"summary":"Your dedication to the ideals of art and beauty allows your head gem to access the power of the waning moon.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6923","frequency":"once per day","weakness":{},"name":"Paralyzing Jewel","trait":["Incapacitation","Occult","Sarangay"],"actions_number":2,"id":"feat-6923","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Paralyzing Jewel Single Action Source Tian Xia Character Guide pg. 62 Frequency once per day --- Your dedication to the ideals of art and beauty allows your head gem to access the power of the waning moon. While you possess your head gem, you can overwhelm foes with a sense of reverent wonder. Enemies within a 15-foot emanation must attempt a Will save against the higher of your class DC or spell DC. Critical Success The enemy is unaffected. Success The enemy is fascinated for 1 round. Failure The enemy is stunned 1. Critical Failure The enemy is paralyzed for 1 round.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Paralyzing Jewel"],"rarity":"common","slug":"feat-6923"},{"skill_mod":{},"summary":"You possess the head gem of a deceased ancestor or loved one, which has begun to resonate with your own.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Awakened Jewel","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6924","weakness":{},"name":"Spiritual Echo","trait":["Occult","Sarangay"],"id":"feat-6924","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Spiritual Echo Source Tian Xia Character Guide pg. 62 Prerequisites Awakened Jewel --- You possess the head gem of a deceased ancestor or loved one, which has begun to resonate with your own. While you possess this gem, you gain the ability to Cast a Spell as a 4th-rank occult innate spell once per day. The type of spell is determined by the clan of the sarangay to whom the head gem belonged, which you choose when you take this feat. In addition, choose a Lore skill to represent knowledge the deceased had. You become trained in that Lore skill. If the gem is lost or destroyed, it can be regrown as if it were your own head gem. Full Moon spirit sense Half Moon status New Moon darkness . Waning Moon creation Waxing Moon blood vendetta ","category":"feat","pfs":"Standard","feat":["Spiritual Echo"],"rarity":"common","slug":"feat-6924"},{"skill_mod":{},"summary":"Your ability to walk unseen through the world has given you the new moon’s blessing.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6925","weakness":{},"name":"Light-bending Jewel","trait":["Sarangay"],"id":"feat-6925","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Light-bending Jewel Source Tian Xia Character Guide pg. 63 --- Your ability to walk unseen through the world has given you the new moon’s blessing. Once per day, while you possess your head gem, you can cast either invisibility or translocate as a 4th-rank innate occult spell.","category":"feat","pfs":"Standard","feat":["Light-bending Jewel"],"rarity":"common","slug":"feat-6925"},{"skill_mod":{},"summary":"You rejuvenate your spirit by taking your rest where Mother Earth embraces Father Moon.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6926","weakness":{},"name":"Rejuvenating Embrace","trait":["Sarangay"],"id":"feat-6926","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Rejuvenating Embrace Source Tian Xia Character Guide pg. 63 --- You rejuvenate your spirit by taking your rest where Mother Earth embraces Father Moon. When you rest outdoors, you can choose one of the following benefits, which lasts until your next sleep cycle and can’t be changed. Father Moon’s Vigilance While sleeping, you don’t take a penalty to Perception rolls for being unconscious. Mother Earth’s Care After 8 hours of sleep, you regain additional Hit Points equal to your Constitution modifier plus your level.","category":"feat","pfs":"Standard","feat":["Rejuvenating Embrace"],"rarity":"common","slug":"feat-6926"},{"skill_mod":{},"summary":"Your head gem has accessed the power of the full moon through your determination to heal and protect your loved ones.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6927","weakness":{},"name":"Sheltering Jewel","trait":["Sarangay"],"id":"feat-6927","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Sheltering Jewel Source Tian Xia Character Guide pg. 63 --- Your head gem has accessed the power of the full moon through your determination to heal and protect your loved ones. You can cast vital beacon as a 5th-rank innate occult spell once per day, so long as you possess your head gem.","category":"feat","pfs":"Standard","feat":["Sheltering Jewel"],"rarity":"common","slug":"feat-6927"},{"skill_mod":{},"summary":"You call upon Mother Earth and Father Moon to fill you with light.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6928","frequency":"once per day","weakness":{},"name":"Convocation of Earth and Moon","trait":["Concentrate","Occult","Polymorph","Sarangay"],"actions_number":2,"id":"feat-6928","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Convocation of Earth and Moon Single Action Source Tian Xia Character Guide pg. 63 Frequency once per day --- You call upon Mother Earth and Father Moon to fill you with light. A cocoon of moonlight momentarily envelops you, and you emerge in a towering form made of swirling energy, tattooed in stardust and clad in regalia of silver and mother of pearl. When you use this ability, you gain the benefits of both the 4th-rank enlarge and fly spells. This form lasts for 5 minutes or until you use this action again to return to your normal form. If you have your head gem, it radiates an aura of moonlight, causing creatures that start their turn adjacent to you to become dazzled until the beginning of their turn unless they succeed at a Will save against your class DC or spell DC, whichever is higher.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Convocation of Earth and Moon"],"rarity":"common","slug":"feat-6928"},{"skill_mod":{},"summary":"You know how to leverage your size and momentum when using your horns attack, and can use your movement speed to overrun your foes.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6929","weakness":{},"name":"Trample","trait":["Sarangay"],"actions_number":6,"id":"feat-6929","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Trample Three Actions Source Tian Xia Character Guide pg. 63 --- You know how to leverage your size and momentum when using your horns attack, and can use your movement speed to overrun your foes. You Stride up to double your Speed and can move through the spaces of creatures at least one size smaller than you, Trampling each creature whose space you enter. You can attempt to Trample the same creature only once in a single Trample. You deal piercing damage equal to the damage of your horns unarmed attack against these creatures, which can attempt a basic Reflex save against the higher of your class DC or spell DC.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Trample"],"rarity":"common","slug":"feat-6929"},{"skill_mod":{},"summary":"There’s nothing better than being a tanuki, but sometimes you need a less conspicuous form when going into the big city or other crowded places.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6930","weakness":{},"name":"Everyday Form","trait":["Tanuki"],"id":"feat-6930","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Everyday Form Source Tian Xia Character Guide pg. 66 --- There’s nothing better than being a tanuki, but sometimes you need a less conspicuous form when going into the big city or other crowded places. When you Change Shape, you can assume the form of a common Small or Medium humanoid ancestry prevalent where you grew up, typically human. This everyday form is a specific form with the same age and body type as your true tanuki form and has roughly analogous physical traits, such as hair color. Everyday Form leads to... False Priest Form, Many Faces","category":"feat","pfs":"Standard","feat":["Everyday Form"],"rarity":"common","slug":"feat-6930"},{"skill_mod":{},"summary":"A good laugh comes from the belly, and by laughing every day, yours has grown quite strong.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6931","weakness":{},"name":"Iron Belly","trait":["Tanuki"],"id":"feat-6931","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Iron Belly Source Tian Xia Character Guide pg. 66 --- A good laugh comes from the belly, and by laughing every day, yours has grown quite strong. You have a belly melee unarmed Strike, which deals 1d6 bludgeoning damage, is in the brawling group, and has the forceful trait.","category":"feat","pfs":"Standard","feat":["Iron Belly"],"rarity":"common","slug":"feat-6931"},{"skill_mod":{},"summary":"By ritualistically marking your fur with fire, like an infamous tanuki of legend, you protect yourself against future flames.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6932","weakness":{},"name":"Scorched on the Crackling Mountain","trait":["Tanuki"],"id":"feat-6932","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scorched on the Crackling Mountain Source Tian Xia Character Guide pg. 66 --- By ritualistically marking your fur with fire, like an infamous tanuki of legend, you protect yourself against future flames. You gain a black stripe down your back that looks charred. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which can be reduced to DC 5 with appropriate assistance. The first time each day you would be reduced to 0 Hit Points by a fire effect, you avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Two hairs plucked from your tail can be used as flint and steel to create a fire, emitting a strange crackling sound as they ignite.","category":"feat","pfs":"Standard","feat":["Scorched on the Crackling Mountain"],"rarity":"common","slug":"feat-6932"},{"skill_mod":{},"summary":"Tanuki love to play two things: tricks and music.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6933","weakness":{},"name":"Tanuki Lore","trait":["Tanuki"],"id":"feat-6933","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tanuki Lore Source Tian Xia Character Guide pg. 67 --- Tanuki love to play two things: tricks and music. You become trained in Deception and Performance. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Tanuki Lore.","category":"feat","pfs":"Standard","feat":["Tanuki Lore"],"rarity":"common","slug":"feat-6933"},{"skill_mod":{},"summary":"Your shapeshifting is advanced enough to take the form of not just creatures, but objects as well.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6934","weakness":{},"name":"Teakettle Form","trait":["Tanuki"],"id":"feat-6934","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Teakettle Form Source Tian Xia Character Guide pg. 67 --- Your shapeshifting is advanced enough to take the form of not just creatures, but objects as well. When you Change Shape, you can assume the form of a simple tool or object of 1 Bulk or less, such as a teakettle or umbrella. When transformed into an object, you can function as that object for allies to use; for instance, turning into a crowbar so you can help an ally pry open a crate. You can speak while in object form, but you can’t attack, cast spells, or move except to Crawl (usually by hopping or flopping across the ground in an undignified manner). Teakettle Form leads to... Rolling White Bottle Form, Statue Form","category":"feat","pfs":"Standard","feat":["Teakettle Form"],"rarity":"common","slug":"feat-6934"},{"skill_mod":{},"summary":"Nobody respects tanuki, but most everyone respects an esteemed priest, so what better form to take if you want to get by a little easier? When you Change Shape, you can assume the shape of a priest or other religious official from a religion of your choosing.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Everyday Form","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6935","weakness":{},"name":"False Priest Form","trait":["Tanuki"],"id":"feat-6935","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > False Priest Form Source Tian Xia Character Guide pg. 67 Prerequisites Everyday Form --- Nobody respects tanuki, but most everyone respects an esteemed priest, so what better form to take if you want to get by a little easier? When you Change Shape, you can assume the shape of a priest or other religious official from a religion of your choosing. While in your false priest form, you can attempt Deception checks to Recall Knowledge about Religion, and you can cast divine lance and haunting hymn as primal innate cantrips. If you critically fail at a Deception check while in your false priest form, your transformation is broken, returning you to your tanuki form, and you’re so embarrassed that you can’t resume your False Priest Form until your next daily preparations, after you’ve taken a night to sleep on it.","category":"feat","pfs":"Standard","feat":["False Priest Form"],"rarity":"common","slug":"feat-6935"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Emotion","Tanuki","Visual"],"id":"feat-6936","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Hasty Celebration Reaction Source Tian Xia Character Guide pg. 67 Frequency once per hour Trigger You critically succeed at an attack roll against an enemy, or an enemy critically fails their saving throw against one of your effects. --- After even the briefest success, you get caught up in the moment and begin to party, cheering your allies on. You grant all allies within 60 feet a +2 circumstance bonus to attack rolls and damage until the end of your next turn. Unfortunately, while you sing and dance, you aren’t keeping an eye on your surroundings like you should, making you off-guard to all enemies until the end of your next turn as well.","feat":["Hasty Celebration"],"skill_mod":{},"summary":"After even the briefest success, you get caught up in the moment and begin to party, cheering your allies on.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Ancestry","Sense"],"level":5,"source_category":["Lost Omens"],"trigger":"You critically succeed at an attack roll against an enemy, or an enemy critically fails their saving throw against one of your effects.","resistance":{},"url":"/Feats.aspx?ID=6936","name":"Hasty Celebration","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6936"},{"skill_mod":{},"summary":"You know how to run an enterprise that others would never be able to get off the ground—some say it’s your savvy acumen or jovial manner, but you know it’s because you can cut costs by transforming leaves into money.","primary_source":"Tian Xia Character Guide","trait_group":["School","Monster","Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6937","weakness":{},"school":"illusion","name":"Leaf Transformation","trait":["Illusion","Tanuki","Uncommon"],"id":"feat-6937","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Leaf Transformation Source Tian Xia Character Guide pg. 67 --- You know how to run an enterprise that others would never be able to get off the ground—some say it’s your savvy acumen or jovial manner, but you know it’s because you can cut costs by transforming leaves into money. You can use Deception to Earn Income, and you gain a +1 status bonus to your check if you do so. The illusion doesn’t hold long, though! The GM rolls a secret d20; that many hours after concluding your check, the money transforms back, likely inviting consequences depending on how far the bills traveled from you in the time they were transformed.","category":"feat","pfs":"Standard","feat":["Leaf Transformation"],"rarity":"uncommon","slug":"feat-6937"},{"skill_mod":{},"summary":"No true tanuki would ever be caught without a musical instrument to play under the full moon.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6938","weakness":{},"name":"Ponpoko","trait":["Tanuki"],"id":"feat-6938","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ponpoko Source Tian Xia Character Guide pg. 68 --- No true tanuki would ever be caught without a musical instrument to play under the full moon. You can attempt Performance checks and cast spells by drumming on your belly; this requires that you have at least one hand free, and like playing an instrument, it grants the Perform action the auditory and manipulate traits. When Casting a Spell, your gestures can include drumming your belly. If you do, any attempt to recognize a spell cast this way gains a -2 circumstance penalty.","category":"feat","pfs":"Standard","feat":["Ponpoko"],"rarity":"common","slug":"feat-6938"},{"skill_mod":{},"summary":"An inconspicuous statue in front of a shop is the perfect form to wait for things to blow over.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Teakettle Form","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6939","weakness":{},"name":"Statue Form","trait":["Tanuki"],"id":"feat-6939","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Statue Form Source Tian Xia Character Guide pg. 68 Prerequisites Teakettle Form --- An inconspicuous statue in front of a shop is the perfect form to wait for things to blow over. When you Change Shape, you can assume the form of a statue, shop sign, or other heavy object of up to Large size. Using statue form counts as setting up a disguise for the Impersonate use of Deception, except that you can Impersonate an object instead of a creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you’re untrained. Your weight increases to match the object you’re impersonating while in statue form, allowing you to use your spell DC or your class DC instead of the relevant DC to resist forced movement (usually Fortitude), if they’re higher. You can speak while in statue form, but you can’t attack, cast spells, or move.","category":"feat","pfs":"Standard","feat":["Statue Form"],"rarity":"common","slug":"feat-6939"},{"skill_mod":{},"summary":"Putting on a new face offers a great way to get a fresh perspective on life.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Everyday Form","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6940","frequency":"three times per day","weakness":{},"name":"Many Faces","trait":["Tanuki"],"id":"feat-6940","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Many Faces Source Tian Xia Character Guide pg. 68 Frequency three times per day Prerequisites Everyday Form --- Putting on a new face offers a great way to get a fresh perspective on life. When you Change Shape into your everyday form, you gain the effects of a 3rd-rank illusory disguise for 1 hour or until you shift back, whichever comes first, except it’s a polymorph effect rather than an illusion. However, your transformations can be broken with a good shock; if you gain the frightened or stunned condition while transformed, your transformation ends, returning you to your tanuki form, and your confidence is so shaken you can’t attempt to resume that specific disguise again until your next daily preparations.","category":"feat","pfs":"Standard","feat":["Many Faces"],"rarity":"common","slug":"feat-6940"},{"skill_mod":{},"summary":"You instinctively create magical boats that keep your feet dry (mostly).","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6941","weakness":{},"name":"Mud Boat's Passage","trait":["Primal","Tanuki"],"id":"feat-6941","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Mud Boat's Passage Source Tian Xia Character Guide pg. 68 --- You instinctively create magical boats that keep your feet dry (mostly). You can walk on the surface of water and other non-damaging liquids, moving at half your normal Speed, as a magical boat forms under your feet to carry you. Unfortunately, this magical boat is made out of mud, so you can’t get very far—if you end your turn without reaching solid ground, the boat dissolves, and you sink.","category":"feat","pfs":"Standard","feat":["Mud Boat's Passage"],"rarity":"common","slug":"feat-6941"},{"skill_mod":{},"summary":"An easy way to trick others is to throw your voice into a nearby forest or thicket to make strange noises.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6942","weakness":{},"name":"Phantom Orchestra","trait":["Tanuki"],"id":"feat-6942","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Phantom Orchestra Source Tian Xia Character Guide pg. 68 --- An easy way to trick others is to throw your voice into a nearby forest or thicket to make strange noises. You can cast 2nd-rank ventriloquism as an innate primal spell once per day. You can also cast the figment cantrip as a primal innate spell at will, heightened to a spell rank equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Phantom Orchestra"],"rarity":"common","slug":"feat-6942"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Tanuki"],"id":"feat-6943","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rolling White Bottle Form Reaction Source Tian Xia Character Guide pg. 68 Prerequisites Teakettle Form Trigger You Drop Prone or othwerwise become prone --- As you fall to the ground, you transform into a white bottle, gourd, or sake jar, then roll away before anyone can pick you up. You Crawl up to two times, and your movement doesn’t provoke reactions—you somehow always roll just out of reach. When you come to a stop, you return to your tanuki form, face down on the ground.","feat":["Rolling White Bottle Form"],"skill_mod":{},"summary":"As you fall to the ground, you transform into a white bottle, gourd, or sake jar, then roll away before anyone can pick you up.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"level":9,"prerequisite":"Teakettle Form","source_category":["Lost Omens"],"trigger":"You Drop Prone or othwerwise become prone ","resistance":{},"url":"/Feats.aspx?ID=6943","name":"Rolling White Bottle Form","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6943"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"Once per hour","weakness":{},"trait":["Polymorph","Tanuki"],"id":"feat-6944","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Combined Form Reaction Source Tian Xia Character Guide pg. 68 PFS Note The Combined Form tanuki feat overrides the normal restrictions that a target can only be under the effect of one polymorph effect at a time. Frequency Once per hour Trigger An ally within 30 feet uses a polymorph effect. --- Cooperation and coordination are the secrets to getting by in tanuki society. When the triggering ally transforms, you Stride to their square and join shape with them, melding into their transformation. While you’re melded in this way, you grant them the effects of either a 2nd- or 4th‑rank enlarge spell as well as temporary Hit Points equal to your level; if their polymorph effect would normally grant them temporary Hit Points, you increase the amount by your level instead. While you’re melded, you can’t be separately targeted and you can’t act except to speak or to use Change Shape to exit the Combined Form, which ends the effects of enlarge on your ally and removes any remaining temporary Hit Points they received from this ability at the time. If the triggering ally becomes unconscious or the triggering polymorph effect ends, you automatically exit the Combined Form.","feat":["Combined Form"],"skill_mod":{},"summary":"Cooperation and coordination are the secrets to getting by in tanuki society.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Ancestry"],"level":13,"source_category":["Lost Omens"],"trigger":"An ally within 30 feet uses a polymorph effect.","resistance":{},"url":"/Feats.aspx?ID=6944","name":"Combined Form","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6944"},{"skill_mod":{},"summary":"Whether it’s because you play especially vigorously or are simply off-key, the music of your belly drum can physically wound your foes.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Energy","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"requirement":" Ponpoko ","source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6945","weakness":{},"name":"Ponpoko-pon!","trait":["Primal","Sonic","Tanuki"],"actions_number":4,"id":"feat-6945","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ponpoko-pon! Two Actions Source Tian Xia Character Guide pg. 69 Requirements Ponpoko --- Whether it’s because you play especially vigorously or are simply off-key, the music of your belly drum can physically wound your foes. You deal 7d4 sonic damage to all creatures in a 30-foot cone, with a basic Fortitude save equal to your spell DC or class DC, whichever is higher. Such vigorous drumming does leave your belly a bit sore, though, preventing you from using this ability again for 1d4 rounds. At 15th level and every 2 levels thereafter, the damage increases by 1d4.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Ponpoko-pon!"],"rarity":"common","slug":"feat-6945"},{"skill_mod":{},"summary":"You cover your surroundings in outlandish fantasy.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6946","weakness":{},"name":"Splendid Illusion","trait":["Tanuki"],"id":"feat-6946","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Splendid Illusion Source Tian Xia Character Guide pg. 69 --- You cover your surroundings in outlandish fantasy. You can cast 6th-rank illusory scene as a primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Splendid Illusion"],"rarity":"common","slug":"feat-6946"},{"skill_mod":{},"summary":"While walking down the road on a moonlit night, one might be puzzled to find a shop or hill that wasn’t there before.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6947","frequency":"once per day","weakness":{},"name":"Landscape Form","trait":["Tanuki"],"id":"feat-6947","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Landscape Form Source Tian Xia Character Guide pg. 69 Frequency once per day --- While walking down the road on a moonlit night, one might be puzzled to find a shop or hill that wasn’t there before. In reality, this is a tanuki at the height of their power. When you Change Shape, you can transform into a building or terrain feature up to 50 feet tall and up to 50 feet on a side. Mundane features of your landscape form function as normal—for instance, if you transform into a hot spring, the hot spring contains relaxing hot water, and if you transform into an inn, the inn contains bedrooms, beds, and delicious food—though no aspect of your landscape form can be an active hazard that can cause damage or impose conditions, and any objects created within your landscape form turn into leaves if taken outside of it. You can speak while in landscape form, but you can’t attack, cast spells, or move. You can remain in landscape form for up to 8 hours, and when you exit landscape form, it dissolves around anyone who was inside of it.","category":"feat","pfs":"Standard","feat":["Landscape Form"],"rarity":"common","slug":"feat-6947"},{"skill_mod":{},"summary":"No distance can stop tanuki from making their way to a good party.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6948","frequency":"once per day","weakness":{},"name":"Start the Festival!","trait":["Tanuki"],"actions_number":6,"id":"feat-6948","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Start the Festival! Three Actions Source Tian Xia Character Guide pg. 69 Frequency once per day --- No distance can stop tanuki from making their way to a good party. You whistle and point, and 808 tanuki, in their raccoon dog forms, somehow appear from the surrounding terrain and fill a 30-foot burst within 120 feet. The tanuki scurry over the ground, leap through the air, and climb up walls and surfaces, dealing 6d8 bludgeoning damage to all enemies in the area as they’re trampled and danced upon. The tanuki continue to party in the area for the next minute, dealing 3d8 bludgeoning damage to any enemy that ends its turn in the area and transforming the area into difficult terrain (though the tanuki allow you and your allies to pass normally). Creatures in raccoon dog form can attempt to Hide within the mass of tanuki. After 1 minute, the tanuki clap 30 times and run off to the next party. You can Dismiss the effect, though if you do, the tanuki grumble as the party ends early.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Start the Festival!"],"rarity":"common","slug":"feat-6948"},{"skill_mod":{},"summary":"You are a friend of shadows and know how to avoid the troubles they bring.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6949","weakness":{},"name":"Aegis of the Dissolution","trait":["Wayang"],"id":"feat-6949","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Aegis of the Dissolution Source Tian Xia Character Guide pg. 72 --- You are a friend of shadows and know how to avoid the troubles they bring. You gain a +1 circumstance bonus to saving throws against effects with the darkness or shadow traits.","category":"feat","pfs":"Standard","feat":["Aegis of the Dissolution"],"rarity":"common","slug":"feat-6949"},{"skill_mod":{},"summary":"You move your body in a pattern that evokes the small and clever Sister Mousedeer, misdirecting enemies and filling their vision with shadows to hide behind.","primary_source":"Tian Xia Character Guide","trait_group":["School","Monster","Tradition","Planar","Sense","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6950","weakness":{},"school":"illusion","name":"Dance of the Mousedeer","trait":["Illusion","Occult","Shadow","Visual","Wayang"],"actions_number":2,"id":"feat-6950","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dance of the Mousedeer Single Action Source Tian Xia Character Guide pg. 72 --- You move your body in a pattern that evokes the small and clever Sister Mousedeer, misdirecting enemies and filling their vision with shadows to hide behind. Attempt a Performance check against the Perception DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success Imaginary shadows rise up in the target’s vision, hiding you from sight. You gain greater cover against that enemy, which provides a +4 circumstance bonus to AC and to Stealth checks to Hide, Sneak, or otherwise avoid detection. As the shadows are illusory, you don’t gain the typical bonus to Reflex saves from greater cover. These benefits last until the beginning of your next turn, or until you move from your current space, use an attack action, or become unconscious, whichever comes first. Success As critical success, except you gain only standard cover (a +2 circumstance bonus instead). Critical Failure The opponent grasps the movements of your dance, becoming temporarily immune to your Dance of the Mousedeer for 1 day.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dance of the Mousedeer"],"rarity":"common","slug":"feat-6950"},{"skill_mod":{},"summary":"Whether you always carried it or perhaps only recently inherited, you have a pusaka— an heirloom containing a spirit who you communicate with in your dreams.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6951","weakness":{},"name":"Inherit the Dreaming Heirloom","trait":["Wayang"],"id":"feat-6951","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Inherit the Dreaming Heirloom Source Tian Xia Character Guide pg. 73 --- Whether you always carried it or perhaps only recently inherited, you have a pusaka— an heirloom containing a spirit who you communicate with in your dreams. Choose one item of light Bulk to be your pusaka. It becomes a magic item that has the occult trait. As long as you sleep with this item in reach and spend 10 minutes during your daily preparations pampering the spirit within, you can Activate the pusaka that day. Activate—Ancestral Recollection Single Action (concentrate) Frequency once per day; Effect The spirit within the pusaka advises you on a subject they knew in life. When you gain this feat, select one Lore skill about a profession and one about a type of environment, such as Accounting Lore and Forest Lore. When you Activate the pusaka, you attempt to Recall Knowledge using one of these skills (you become temporarily trained in these skills for this check). Once you make your choice of Lore skills, they can’t be changed. Activate—Guide My Dreams Two Actions (concentrate) Effect You ask the spirit within the pusaka to show you the way. You cast guidance as an occult cantrip. A cantrip is heightened to a spell rank equal to half your level rounded up. Inherit the Dreaming Heirloom leads to... Rouse the Dreaming Relic, Sever the Dreaming Shadow","category":"feat","pfs":"Standard","feat":["Inherit the Dreaming Heirloom"],"rarity":"common","slug":"feat-6951"},{"skill_mod":{},"summary":"The ability to move elegantly and undetected through darkness aided your people as they fled the Netherworld.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6952","weakness":{},"name":"Refined Motion in Darkness","trait":["Wayang"],"id":"feat-6952","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Refined Motion in Darkness Source Tian Xia Character Guide pg. 73 --- The ability to move elegantly and undetected through darkness aided your people as they fled the Netherworld. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you end a Sneak action in dim light or darkness, as long as you have cover or greater cover or are concealed at the end of your turn.","category":"feat","pfs":"Standard","feat":["Refined Motion in Darkness"],"rarity":"common","slug":"feat-6952"},{"skill_mod":{},"summary":"You can use your knowledge to enhance your performances or aid you in hiding.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6953","weakness":{},"name":"Wayang Lore","trait":["Wayang"],"id":"feat-6953","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wayang Lore Source Tian Xia Character Guide pg. 73 --- You can use your knowledge to enhance your performances or aid you in hiding. You gain the trained proficiency rank in Performance and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Wayang Lore.","category":"feat","pfs":"Standard","feat":["Wayang Lore"],"rarity":"common","slug":"feat-6953"},{"skill_mod":{},"summary":"You learned to fight with weapons that help you keep your distance or make the most of striking from shadows.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6954","weakness":{},"name":"Wayang Weapon Familiarity","trait":["Wayang"],"id":"feat-6954","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wayang Weapon Familiarity Source Tian Xia Character Guide pg. 73 --- You learned to fight with weapons that help you keep your distance or make the most of striking from shadows. You gain access to and familiarity with the blowgun, fighting fan, kris, longspear, machete, sai, and trident. You have familiarity with these weapons—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Wayang Weapon Familiarity"],"rarity":"common","slug":"feat-6954"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Wayang"],"id":"feat-6955","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Dissolution's Clarity Free Action Source Tian Xia Character Guide pg. 74 Frequency once per day Prerequisites focus pool Requirements You're in an area of darkness. --- The Dissolution teaches that darkness can bring clarity and focus, serenity and strength—and so you draw on nearby shadows to replenish your magic. You regain 1 Focus Point, up to your usual maximum.","feat":["Dissolution's Clarity"],"skill_mod":{},"summary":"The Dissolution teaches that darkness can bring clarity and focus, serenity and strength—and so you draw on nearby shadows to replenish your magic.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"level":5,"prerequisite":"focus pool","source_category":["Lost Omens"],"requirement":"You're in an area of darkness.","resistance":{},"url":"/Feats.aspx?ID=6955","name":"Dissolution's Clarity","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6955"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","trait":["Illusion","Occult","Shadow","Wayang"],"id":"feat-6956","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Shadowplay Single Action Source Tian Xia Character Guide pg. 74 Requirements Your last action was a melee Strike that damaged your opponent. --- As your blow lands, you detach from your shadow to get the drop on your enemy. You attempt to Tumble Through the opponent’s space, with a +2 circumstance bonus to the Acrobatics check. If you succeed, your shadow rises up from the ground, flanking your opponent until the beginning of your next turn.","feat":["Shadowplay"],"skill_mod":{},"summary":"As your blow lands, you detach from your shadow to get the drop on your enemy.","primary_source":"Tian Xia Character Guide","trait_group":["School","Monster","Tradition","Planar","Ancestry"],"level":5,"source_category":["Lost Omens"],"requirement":"Your last action was a melee Strike that damaged your opponent.","resistance":{},"url":"/Feats.aspx?ID=6956","name":"Shadowplay","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6956"},{"skill_mod":{},"summary":"Tales tell of the Tiger stalking the Mousedeer for days, hidden and instilling dread upon its prey.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6957","weakness":{},"name":"Dance of the Tiger","trait":["Emotion","Fear","Mental","Occult","Wayang"],"actions_number":2,"id":"feat-6957","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dance of the Tiger Single Action Source Tian Xia Character Guide pg. 74 --- Tales tell of the Tiger stalking the Mousedeer for days, hidden and instilling dread upon its prey. Your dance embodies the character role so well you can trail an opponent from its own shadow. Attempt a Performance check against the Will DC of a single adjacent enemy. Critical Success You step on the foe’s shadow, bringing a cold dread. The opponent is frightened 2; its shadow remains pinned underfoot, stretching and deforming to remain connected to your square, and indicates where it has gone even if you lose sight of the foe. The creature can’t reduce its frightened condition below 1 as long as you remain on its shadow. Your connection to its shadow breaks if the distance between you and the target exceeds 120 feet or if you don’t end your turn adjacent to the target. Once your connection to its shadow breaks, the enemy is immune to Dance of the Tiger for 1 hour. Success As critical success, except the creature is only frightened 1 and your connection to its shadow breaks at 60 feet instead of 120.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dance of the Tiger"],"rarity":"common","slug":"feat-6957"},{"skill_mod":{},"summary":"Accepting your inner darkness means that no outer darkness can obscure your sight.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6958","frequency":"once per hour","weakness":{},"name":"Dissolution's Sight","trait":["Occult","Wayang"],"actions_number":2,"id":"feat-6958","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dissolution's Sight Single Action Source Tian Xia Character Guide pg. 74 Frequency once per hour --- Accepting your inner darkness means that no outer darkness can obscure your sight. You gain greater darkvision for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dissolution's Sight"],"rarity":"common","slug":"feat-6958"},{"skill_mod":{},"summary":"The spirit within your pusaka resonates with other magical items in your possession.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Inherit the Dreaming Heirloom","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6959","weakness":{},"name":"Rouse the Dreaming Relic","trait":["Wayang"],"id":"feat-6959","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rouse the Dreaming Relic Source Tian Xia Character Guide pg. 74 Prerequisites Inherit the Dreaming Heirloom --- The spirit within your pusaka resonates with other magical items in your possession. Your pusaka gains the following activation. Activate—Replenish Heirloom Free Action (concentrate) Frequency once per day; Effect Your pusaka uses its power to spark one of your depleted magic items to life. You Activate an Item you’ve invested even after you’ve used that activation the maximum number of times for its frequency. You can do so only if the item’s level is half your level or lower, the activation has a frequency of once per day or more frequent, and you haven’t already used the activation this round.","category":"feat","pfs":"Standard","feat":["Rouse the Dreaming Relic"],"rarity":"common","slug":"feat-6959"},{"skill_mod":{},"summary":"As your ally moves past you, you match your movements to their rhythm, following them across the battlefield.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"An ally within your reach uses a move action or leaves a square during a move action they're using.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6960","weakness":{},"name":"Shadow Tempo","trait":["Wayang"],"actions_number":1,"id":"feat-6960","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Shadow Tempo Reaction Source Tian Xia Character Guide pg. 74 Trigger An ally within your reach uses a move action or leaves a square during a move action they're using. --- As your ally moves past you, you match your movements to their rhythm, following them across the battlefield. You Stride up to your Speed but must follow the same path that the triggering ally takes. You must end your movement adjacent to the triggering ally (or in the last square you were able to move if your ally is able to move farther than your Speed).","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Shadow Tempo"],"rarity":"common","slug":"feat-6960"},{"skill_mod":{},"summary":"You move your shadow as a master puppeteer, allowing it to dance around your enemies and serve you in combat.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Planar","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6961","frequency":"once per hour","weakness":{},"name":"Dalang's Ally","trait":["Occult","Shadow","Wayang"],"actions_number":2,"id":"feat-6961","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Dalang's Ally Single Action Source Tian Xia Character Guide pg. 74 Frequency once per hour --- You move your shadow as a master puppeteer, allowing it to dance around your enemies and serve you in combat. Until the start of your next turn, your shadow darts around with your foes, providing flanking for you against all enemies within your reach. Flanking with your shadow is the same as flanking with an ally and so is subject to effects like all-around vision or the deny advantage class feature.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dalang's Ally"],"rarity":"common","slug":"feat-6961"},{"skill_mod":{},"summary":"Through your incredible dance skill, you can embody the character of the Jester, able to take control of the shadows of other players on stage (much to your amusement).","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6962","weakness":{},"name":"Dance of the Jester","trait":["Wayang"],"actions_number":4,"id":"feat-6962","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Dance of the Jester Two Actions Source Tian Xia Character Guide pg. 75 --- Through your incredible dance skill, you can embody the character of the Jester, able to take control of the shadows of other players on stage (much to your amusement). Attempt a Performance check against the Fortitude DC of a single enemy within 30 feet. Critical Success Your shadow and the opponent’s synchronize, forcing your target to match your movements step for step. You perform any two of the following actions: Drop Prone, Release an object, Stand, Step, or Stride. You must perform two different actions. Your opponent also takes these actions, moving in the same direction as you (for instance, if you Stride north, so does your opponent) or Releasing an object when you do. The target is then temporarily immune to your Dance of the Jester for 1 day. Success As critical success, except you can take only one action, not two, before your target becomes temporarily immune to your dance, and you cannot move the target into hazardous terrain.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Dance of the Jester"],"rarity":"common","slug":"feat-6962"},{"skill_mod":{},"summary":"You can make yourself as flat as a paper doll or shadow.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6963","frequency":"once per day","weakness":{},"name":"Palm-leaf Silhouette","trait":["Exploration","Extradimensional","Occult","Wayang"],"id":"feat-6963","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Palm-leaf Silhouette Source Tian Xia Character Guide pg. 75 Frequency once per day --- You can make yourself as flat as a paper doll or shadow. You can spend 1 minute in motionless meditation before performing an odd step that takes you partially out of this plane, leaving your body completely flat. In this state, you can slip under doors, through tiny cracks, or anywhere a single sheet of paper could, but you can’t cast spells, activate items, or use actions that have the attack or manipulate traits. You remain in this state for 1 minute unless you choose to return to normal sooner as an action, which has the concentrate trait.","category":"feat","pfs":"Standard","feat":["Palm-leaf Silhouette"],"rarity":"common","slug":"feat-6963"},{"skill_mod":{},"summary":"In the darkness, your attacks can bring any red-faced giant to their knees.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6964","weakness":{},"name":"Slay Giants Unseen","trait":["Wayang"],"id":"feat-6964","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Slay Giants Unseen Source Tian Xia Character Guide pg. 75 --- In the darkness, your attacks can bring any red-faced giant to their knees. Once per hour, if you critically succeed at an attack roll against a Large or larger enemy and you’re in an area of darkness, unseen hands reach from the shadows and pull the target to the ground, knocking them prone.","category":"feat","pfs":"Standard","feat":["Slay Giants Unseen"],"rarity":"common","slug":"feat-6964"},{"skill_mod":{},"summary":"With discipline born from a lifetime in darkness, you convince the shadow of an enemy to fight by your side.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6965","weakness":{},"name":"Dissolution's Sovereignty","trait":["Wayang"],"id":"feat-6965","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Dissolution's Sovereignty Source Tian Xia Character Guide pg. 75 --- With discipline born from a lifetime in darkness, you convince the shadow of an enemy to fight by your side. You can cast duplicate foe as an occult innate spell once per day. The duplicate is the target’s shadow, which takes three-dimensional form and grants it the shadow trait; for the duration of the spell, the target loses their shadow. If the target is in an area of darkness when the spell is cast, the created duplicate has 15 more Hit Points.","category":"feat","pfs":"Standard","feat":["Dissolution's Sovereignty"],"rarity":"common","slug":"feat-6965"},{"skill_mod":{},"summary":"As you whisper to your pusaka, it attempts to cut away an enemy’s shadow, leaving them in an eternal sleep.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Inherit the Dreaming Heirloom","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6966","weakness":{},"name":"Sever the Dreaming Shadow","trait":["Wayang"],"id":"feat-6966","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Sever the Dreaming Shadow Source Tian Xia Character Guide pg. 75 Prerequisites Inherit the Dreaming Heirloom --- As you whisper to your pusaka, it attempts to cut away an enemy’s shadow, leaving them in an eternal sleep. Your pusaka gains the following Activation. Activate—Cut the Shadow Two Actions (concentrate, manipulate, mental) Frequency once per day; Effect Your pusaka becomes a kris made of darkness and drives itself into an adjacent enemy’s shadow. That enemy takes 80 mental damage with a basic Fortitude save against your spell DC or class DC, whichever is higher. If this reduces the creature to 0 Hit Points, the target doesn’t die, but its shadow is severed from its body, becoming a shadow spawn that attempts to flee from the target’s body. As long as the shadow spawn exists, the target remains in a dreamless slumber; if destroyed, the target regains its shadow and awakens (if its body was kept properly while unconscious).","category":"feat","pfs":"Standard","feat":["Sever the Dreaming Shadow"],"rarity":"common","slug":"feat-6966"},{"skill_mod":{},"summary":"Neither cinders nor winds shall prevent you from seeing those who need help.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6967","weakness":{},"name":"Ash-piercing Gaze","trait":["Yaksha"],"id":"feat-6967","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ash-piercing Gaze Source Tian Xia Character Guide pg. 78 --- Neither cinders nor winds shall prevent you from seeing those who need help. You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by smoke or mist.","category":"feat","pfs":"Standard","feat":["Ash-piercing Gaze"],"rarity":"common","slug":"feat-6967"},{"skill_mod":{},"summary":"You become trained in the Lore skill corresponding to one creature type mentioned by your vow (for example, Fey Lore if your heritage is deny the firstborn pursuit).","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Yaksha heritage with an edict that requires you to confront a certain type of creature.","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6968","weakness":{},"name":"Avowed Insight","trait":["Yaksha"],"id":"feat-6968","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Avowed Insight Source Tian Xia Character Guide pg. 79 Prerequisites Yaksha heritage with an edict that requires you to confront a certain type of creature. --- You become trained in the Lore skill corresponding to one creature type mentioned by your vow (for example, Fey Lore if your heritage is deny the firstborn pursuit). Whenever you successfully Recall Knowledge about this type of creature, you gain a +1 circumstance bonus to AC and saving throws against that creature’s attacks and abilities for 1 round.","category":"feat","pfs":"Standard","feat":["Avowed Insight"],"rarity":"common","slug":"feat-6968"},{"skill_mod":{},"summary":"At home among mire and copse, you flit from river to tree with a dragonfly’s shimmering grace.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6969","weakness":{},"name":"Bamboo and Silt Repose","trait":["Yaksha"],"id":"feat-6969","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bamboo and Silt Repose Source Tian Xia Character Guide pg. 79 --- At home among mire and copse, you flit from river to tree with a dragonfly’s shimmering grace. You ignore non-magical difficult terrain due to light undergrowth and shallow bogs, mud, and water, and you treat non-magical greater difficult terrain due to these features as difficult terrain instead.","category":"feat","pfs":"Standard","feat":["Bamboo and Silt Repose"],"rarity":"common","slug":"feat-6969"},{"skill_mod":{},"summary":"Pulling your hair loose into flames and gnashing your teeth into ragged fangs, you howl a vow of ire, and your form surges to meet the demands of your deadly promise.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6970","frequency":"once per 10 minutes","weakness":{},"name":"Howling Aspect","trait":["Morph","Primal","Yaksha"],"actions_number":2,"id":"feat-6970","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Howling Aspect Single Action Source Tian Xia Character Guide pg. 79 Frequency once per 10 minutes --- Pulling your hair loose into flames and gnashing your teeth into ragged fangs, you howl a vow of ire, and your form surges to meet the demands of your deadly promise. For the next minute, you gain two unarmed attacks. You gain a tusks melee unarmed attack that deals 1d6 piercing damage, is in the brawling group, and has the finesse and unarmed traits. You also gain a flame-hair melee unarmed attack that deals 1d4 fire damage, is in the brawling group, and has the agile, finesse, and unarmed traits.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Howling Aspect"],"rarity":"common","slug":"feat-6970"},{"skill_mod":{},"summary":"Waste not, want not; your steady eye allows you to restore craftwork quickly while conserving valuable material.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6971","weakness":{},"name":"Meticulous Restorer","trait":["Yaksha"],"id":"feat-6971","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Meticulous Restorer Source Tian Xia Character Guide pg. 79 --- Waste not, want not; your steady eye allows you to restore craftwork quickly while conserving valuable material. You gain the Quick Repair feat. In addition, when you roll a critical failure while attempting to Repair an item, you get a failure instead. Meticulous Restorer leads to... World-protector's Hospitality","category":"feat","pfs":"Standard","feat":["Meticulous Restorer"],"rarity":"common","slug":"feat-6971"},{"skill_mod":{},"summary":"The epics of your people’s tragic yet proud history blaze like burning leaves in the forests of ancestral memory.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6972","weakness":{},"name":"Sage of Scattered Leaves","trait":["Yaksha"],"id":"feat-6972","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sage of Scattered Leaves Source Tian Xia Character Guide pg. 79 --- The epics of your people’s tragic yet proud history blaze like burning leaves in the forests of ancestral memory. You gain the trained proficiency rank in Nature and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Yaksha Lore.","category":"feat","pfs":"Standard","feat":["Sage of Scattered Leaves"],"rarity":"common","slug":"feat-6972"},{"skill_mod":{},"summary":"Your talent for language is a blessing from the yaksha makers of old.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6973","weakness":{},"name":"Tangle-tongue's Wit","trait":["Yaksha"],"id":"feat-6973","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tangle-tongue's Wit Source Tian Xia Character Guide pg. 79 --- Your talent for language is a blessing from the yaksha makers of old. You learn two new languages, chosen from languages you have access to. You also gain a +2 circumstance bonus to your saving throws against linguistic effects.","category":"feat","pfs":"Standard","feat":["Tangle-tongue's Wit"],"rarity":"common","slug":"feat-6973"},{"skill_mod":{},"summary":"Sharp-eyed and sure-footed, your presence is a boon to those you guide.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6974","weakness":{},"name":"Unwavering Guide","trait":["Yaksha"],"id":"feat-6974","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unwavering Guide Source Tian Xia Character Guide pg. 79 --- Sharp-eyed and sure-footed, your presence is a boon to those you guide. When you Scout, you grant your party a +2 circumstance bonus to initiative rolls instead of the normal +1. When your group uses the Hustle activity, they can use your Constitution modifier to determine how fast the group can Hustle together, even if it isn’t the lowest in the group.","category":"feat","pfs":"Standard","feat":["Unwavering Guide"],"rarity":"common","slug":"feat-6974"},{"skill_mod":{},"summary":"Forbidding valleys and sheer cliffs can’t curb your vows to reunite the lost.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6975","weakness":{},"name":"Colugo's Traversal","trait":["Primal","Yaksha"],"id":"feat-6975","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Colugo's Traversal Source Tian Xia Character Guide pg. 80 --- Forbidding valleys and sheer cliffs can’t curb your vows to reunite the lost. You can cast your choice of gentle landing or jump as a primal innate spell once per day. At 9th level, these spells are heightened to 3rd rank.","category":"feat","pfs":"Standard","feat":["Colugo's Traversal"],"rarity":"common","slug":"feat-6975"},{"skill_mod":{},"summary":"You can cast protector tree as a 1st-rank primal innate spell once per day.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6977","weakness":{},"name":"Stem the Tide","trait":["Primal","Yaksha"],"id":"feat-6977","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Stem the Tide Source Tian Xia Character Guide pg. 80 --- You can cast protector tree as a 1st-rank primal innate spell once per day. At 7th level, the spell is heightened to 2nd rank, and every 2 levels thereafter, the spell is heightened an additional spell rank.","category":"feat","pfs":"Standard","feat":["Stem the Tide"],"rarity":"common","slug":"feat-6977"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Yaksha"],"id":"feat-6978","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Withstand the Storm Reaction Source Tian Xia Character Guide pg. 80 Frequency once per day Trigger You would take cold, electricity, fire, poison, or sonic damage. --- Your skin hardens like bark and gains the sheen of glazed clay, lessening the wild’s ruinous sting against your body. You gain resistance equal to your level against the triggering damage type.","feat":["Withstand the Storm"],"skill_mod":{},"summary":"Your skin hardens like bark and gains the sheen of glazed clay, lessening the wild’s ruinous sting against your body.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"level":5,"source_category":["Lost Omens"],"trigger":"You would take cold , electricity , fire , poison , or sonic damage.","resistance":{},"url":"/Feats.aspx?ID=6978","name":"Withstand the Storm","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6978"},{"skill_mod":{},"summary":"Your vow reminds you that there can be brackish vinegar hiding within honeyed words, helping you detect attempts to influence your mind.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6979","weakness":{},"name":"Abjure the False Kin","trait":["Yaksha"],"id":"feat-6979","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Abjure the False Kin Source Tian Xia Character Guide pg. 80 --- Your vow reminds you that there can be brackish vinegar hiding within honeyed words, helping you detect attempts to influence your mind. If you roll a success on a saving throw against a mental effect that doesn’t deal damage, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Abjure the False Kin"],"rarity":"common","slug":"feat-6979"},{"skill_mod":{},"summary":" Fiends unfortunate enough to be trampled beneath your feet or rent within your grasp are swiftly granulated into bone kindling and blood powder, and the pain of your strikes prevents them from action.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6980","weakness":{},"name":"Fiend-trampling Stature","trait":["Yaksha"],"id":"feat-6980","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fiend-trampling Stature Source Tian Xia Character Guide pg. 80 --- Fiends unfortunate enough to be trampled beneath your feet or rent within your grasp are swiftly granulated into bone kindling and blood powder, and the pain of your strikes prevents them from action. Whenever you critically hit a creature that’s prone, grabbed, or restrained, it can’t use reactions for 1 round.","category":"feat","pfs":"Standard","feat":["Fiend-trampling Stature"],"rarity":"common","slug":"feat-6980"},{"skill_mod":{},"summary":"You intone vows to shoulder others’ pains; in response, your torso sprouts an additional pair of arms to help you bear those burdens.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6981","frequency":"once per day","weakness":{},"name":"Four-armed Aspect","trait":["Morph","Primal","Yaksha"],"actions_number":2,"id":"feat-6981","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Four-armed Aspect Single Action Source Tian Xia Character Guide pg. 80 Frequency once per day --- You intone vows to shoulder others’ pains; in response, your torso sprouts an additional pair of arms to help you bear those burdens. For the following minute, you can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk. You can also use these arms as free hands to perform only the following actions or activities: Disarm, Grapple, Shove, and Trip. After this minute or when you become unconscious, whichever comes first, these additional arms fade away.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Four-armed Aspect"],"rarity":"common","slug":"feat-6981"},{"skill_mod":{},"summary":"You invoke mantras of tellurian rebirth.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6982","weakness":{},"name":"Horn and Bone Incantation","trait":["Primal","Yaksha"],"id":"feat-6982","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Horn and Bone Incantation Source Tian Xia Character Guide pg. 80 --- You invoke mantras of tellurian rebirth. You gain the ability to cast animal form and humanoid form as 2nd-rank primal innate spells, each once per day.","category":"feat","pfs":"Standard","feat":["Horn and Bone Incantation"],"rarity":"common","slug":"feat-6982"},{"skill_mod":{},"summary":"Through your spiritual power, you impede starvation and restore pantries.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Meticulous Restorer","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6984","weakness":{},"name":"World-protector's Hospitality","trait":["Primal","Yaksha"],"id":"feat-6984","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > World-protector's Hospitality Source Tian Xia Character Guide pg. 81 Prerequisites Meticulous Restorer --- Through your spiritual power, you impede starvation and restore pantries. You can cast create food and cleanse cuisine as 2nd-rank primal innate spells, each once per day. Additionally, when you cast these spells, you instantly restore Hit Points to the containers storing these magical comestibles as though you’ve succeeded at a Repair action using your proficiency in your spell DC in place of your Crafting proficiency.","category":"feat","pfs":"Standard","feat":["World-protector's Hospitality"],"rarity":"common","slug":"feat-6984"},{"skill_mod":{},"summary":"You attain your true potential as a tutelary spirit.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6985","weakness":{},"name":"Adamantine Mantra","trait":["Primal","Yaksha"],"id":"feat-6985","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Adamantine Mantra Source Tian Xia Character Guide pg. 81 --- You attain your true potential as a tutelary spirit. You can cast blessing of defiance as a 5th-rank primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Adamantine Mantra"],"rarity":"common","slug":"feat-6985"},{"skill_mod":{},"summary":"Vitality floods your trammeled soul, offering you rejuvenation, if not quite rest.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6986","frequency":"once per day","weakness":{},"name":"Germination of Resolve","trait":["Yaksha"],"actions_number":0,"id":"feat-6986","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Germination of Resolve Free Action Source Tian Xia Character Guide pg. 81 Frequency once per day --- Vitality floods your trammeled soul, offering you rejuvenation, if not quite rest. For each effect that causes the enfeebled or fatigued conditions to affect you, attempt a Nature check to counteract that effect. The counteract rank of Germination of Resolve is equal to half your level rounded up.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Germination of Resolve"],"rarity":"common","slug":"feat-6986"},{"skill_mod":{},"summary":"Your broken bones jut at odd angles, yet this pain only adds to your anger and prowess.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6987","weakness":{},"name":"Wild-haired Fury","trait":["Yaksha"],"id":"feat-6987","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Wild-haired Fury Source Tian Xia Character Guide pg. 81 --- Your broken bones jut at odd angles, yet this pain only adds to your anger and prowess. You add the combined value of your doomed and wounded conditions as a circumstance bonus to damage rolls with your melee attacks (for example, if you were doomed 1 and wounded 2, you would gain a +3 circumstance bonus to your melee damage rolls).","category":"feat","pfs":"Standard","feat":["Wild-haired Fury"],"rarity":"common","slug":"feat-6987"},{"skill_mod":{},"summary":"You meditate for 24 hours in a one-time ceremony within a forest or cave; after your seclusion, your frame and limbs swell with warlike might to enact your vows.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6988","weakness":{},"name":"Strength of Eight Legions","trait":["Polymorph","Primal","Yaksha"],"id":"feat-6988","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Strength of Eight Legions Source Tian Xia Character Guide pg. 81 --- You meditate for 24 hours in a one-time ceremony within a forest or cave; after your seclusion, your frame and limbs swell with warlike might to enact your vows. You permanently gain the effects of enlarge , and your maximum Hit Points increase by your level. The ceremony transforms most of your gear to the appropriate size for your new body (though powerful items like artifacts or items strongly tied to their original size can’t transform, at the GM’s discretion).","category":"feat","pfs":"Standard","feat":["Strength of Eight Legions"],"rarity":"common","slug":"feat-6988"},{"skill_mod":{},"summary":"As the earth drinks the light of sun and moon, so does your steady vow imbibe superlunary forces, ready to be unleashed with a moment’s mantra.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6989","weakness":{},"name":"Transcend the Azimuth","trait":["Primal","Yaksha"],"id":"feat-6989","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Transcend the Azimuth Source Tian Xia Character Guide pg. 81 --- As the earth drinks the light of sun and moon, so does your steady vow imbibe superlunary forces, ready to be unleashed with a moment’s mantra. You can cast cosmic form on yourself as a 7th-rank primal innate spell once per day, your shadow lengthening and becoming a mandala of fundamental energies. In addition to the spell’s normal effects, you can Sustain the spell to switch between the sun battle form and the moon battle form once per turn.","category":"feat","pfs":"Standard","feat":["Transcend the Azimuth"],"rarity":"common","slug":"feat-6989"},{"skill_mod":{},"summary":"You can transform into a small animal or celestial creature to scurry and spy.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Born of Animal heritage or Born of Celestial heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6990","weakness":{},"name":"Crawling Form","trait":["Yaoguai"],"id":"feat-6990","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crawling Form Source Tian Xia Character Guide pg. 85 Prerequisites Born of Animal heritage or Born of Celestial heritage --- You can transform into a small animal or celestial creature to scurry and spy. You can Change Shape to assume a crawling form. While in crawling form, you gain the effect of a 1st-rank pest form , except you can transform only into a shape matching your heritage; for example, if you were once were a wolf, you turn into a wolf puppy.","category":"feat","pfs":"Standard","feat":["Crawling Form"],"rarity":"common","slug":"feat-6990"},{"skill_mod":{},"summary":"You can lash out with a portion of your previous self.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6991","weakness":{},"name":"Morphic Strike","trait":["Yaoguai"],"id":"feat-6991","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Morphic Strike Source Tian Xia Character Guide pg. 85 --- You can lash out with a portion of your previous self. You gain a melee unarmed Strike depending on your heritage, described below. You can use this unarmed Strike in either your humanoid form or your yaoguai form. These Strikes are in the brawling group. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows. Animal Single Action claw (agile, finesse), Damage 1d6 slashing Celestial Single Action spirit touch (magical, sanctified, spirit), Damage 1d4 spirit Elements Single Action elemental current (magical), Damage 1d4; this ability deals the same damage type and gains the same elemental traits of the cantrip you gained from your heritage Object Single Action striking surface (sweep), Damage 1d8 bludgeoning or slashing (chosen when you gain this feat) Vegetation Single Action root (reach), Damage 1d6 bludgeoning ","category":"feat","pfs":"Standard","feat":["Morphic Strike"],"rarity":"common","slug":"feat-6991"},{"skill_mod":{},"summary":"You can distill your natural shapeshifting ability into an elixir that grants a lesser ability to morph.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6992","weakness":{},"name":"Natural Mutagen","trait":["Yaoguai"],"id":"feat-6992","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Natural Mutagen Source Tian Xia Character Guide pg. 85 --- You can distill your natural shapeshifting ability into an elixir that grants a lesser ability to morph. When you gain this feat, select a common 1st-level mutagen. Each day during your daily preparations, you can make one temporary vial of the selected mutagen. It dissipates by your next daily preparations if not consumed. If the mutagen has multiple versions (such as a greater version), your mutagen automatically becomes this higher-level version when your level equals the mutagen’s level.","category":"feat","pfs":"Standard","feat":["Natural Mutagen"],"rarity":"common","slug":"feat-6992"},{"skill_mod":{},"summary":"You polymorph into a tiny vermin, a cloud of leaves, or another shape that allows you to escape.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Mechanics","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"trigger":"You would become grabbed , immobilized , prone , or restrained .","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6993","weakness":{},"name":"Polymorphic Escape","trait":["Occult","Polymorph","Yaoguai"],"actions_number":1,"id":"feat-6993","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Polymorphic Escape Reaction Source Tian Xia Character Guide pg. 85 Trigger You would become grabbed, immobilized, prone, or restrained. --- You polymorph into a tiny vermin, a cloud of leaves, or another shape that allows you to escape. Attempt a DC 16 flat check; on a success, you ignore the triggering effect and can Step. You then return to your humanoid shape.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Polymorphic Escape"],"rarity":"common","slug":"feat-6993"},{"skill_mod":{},"summary":"You’re accustomed to shaded forests and caves.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6994","weakness":{},"name":"Twilight Dweller","trait":["Yaoguai"],"id":"feat-6994","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Twilight Dweller Source Tian Xia Character Guide pg. 85 --- You’re accustomed to shaded forests and caves. You gain low-light vision. If you already have low-light vision, you gain darkvision. Special You can select this feat twice. ","category":"feat","pfs":"Standard","feat":["Twilight Dweller"],"rarity":"common","slug":"feat-6994"},{"skill_mod":{},"summary":"You know extensively about your own kind.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6995","weakness":{},"name":"Yaoguai Historian","trait":["Yaoguai"],"id":"feat-6995","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Yaoguai Historian Source Tian Xia Character Guide pg. 86 --- You know extensively about your own kind. You gain the trained proficiency rank in Occultism. If you would automatically become trained in this skill (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Yaoguai Lore. Once per day, you can gain the benefits of the Assurance feat for either Occultism or Yaoguai Lore. You choose to use this as a free action when you attempt the affected skill check. Yaoguai Historian leads to... Kin Hunter","category":"feat","pfs":"Standard","feat":["Yaoguai Historian"],"rarity":"common","slug":"feat-6995"},{"skill_mod":{},"summary":"Your talents in shapechanging allow you to pass unseen.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Mechanics","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6996","frequency":"once per day","weakness":{},"name":"Among Humanity","trait":["Occult","Polymorph","Yaoguai"],"id":"feat-6996","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Among Humanity Source Tian Xia Character Guide pg. 86 Frequency once per day --- Your talents in shapechanging allow you to pass unseen. When you Change Shape into your humanoid form, you gain the effects of 3rd-rank illusory disguise for 1 hour or until you shift back, except it’s a polymorph effect rather than an illusion. Among Humanity leads to... Forever Among Humanity","category":"feat","pfs":"Standard","feat":["Among Humanity"],"rarity":"common","slug":"feat-6996"},{"skill_mod":{},"summary":"You’ve delved into the power of your legacy.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"You have a versatile heritage.","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6997","weakness":{},"name":"Awakened Yaoguai Heritage","trait":["Yaoguai"],"id":"feat-6997","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Awakened Yaoguai Heritage Source Tian Xia Character Guide pg. 86 Prerequisites You have a versatile heritage. --- You’ve delved into the power of your legacy. You gain all the mechanical benefits of the yaoguai heritage you selected at first level, allowing you to take feats and gain any benefits that require a specific yaoguai heritage.","category":"feat","pfs":"Standard","feat":["Awakened Yaoguai Heritage"],"rarity":"common","slug":"feat-6997"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per 10 minutes.","weakness":{},"trait":["Fortune","Yaoguai"],"id":"feat-6998","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Bold Defiance Free Action Source Tian Xia Character Guide pg. 86 Frequency once per 10 minutes. Trigger You Change Shape. --- You harden your form as you dance between shapes. You gain temporary Hit Points equal to your level that last for 1 minute.","feat":["Bold Defiance"],"skill_mod":{},"summary":"You harden your form as you dance between shapes.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Ancestry"],"level":5,"source_category":["Lost Omens"],"trigger":"You Change Shape .","resistance":{},"url":"/Feats.aspx?ID=6998","name":"Bold Defiance","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6998"},{"skill_mod":{},"summary":"You take on the shape you had before you awoke to hide in plain sight.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Born of Item heritage, Born of Elements heritage, or Born of Vegetation heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6999","weakness":{},"name":"Immobile Form","trait":["Yaoguai"],"id":"feat-6999","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Immobile Form Source Tian Xia Character Guide pg. 86 Prerequisites Born of Item heritage, Born of Elements heritage, or Born of Vegetation heritage --- You take on the shape you had before you awoke to hide in plain sight. When you Change Shape, you can assume the form of an immobile plant, object, or natural feature of Tiny, Small, or Medium size, as suits your heritage. Using your immobile form counts as setting up a disguise for the Impersonate use of Deception, except that you can Impersonate an object instead of a creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you’re untrained. You can speak while in immobile form, but you can’t attack, cast spells, or move.","category":"feat","pfs":"Standard","feat":["Immobile Form"],"rarity":"common","slug":"feat-6999"},{"skill_mod":{},"summary":"You’re adept at combating other supernatural creatures.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Yaoguai Historian","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7000","weakness":{},"name":"Kin Hunter","trait":["Yaoguai"],"id":"feat-7000","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Kin Hunter Source Tian Xia Character Guide pg. 86 Prerequisites Yaoguai Historian --- You’re adept at combating other supernatural creatures. When you succeed at a Recall Knowledge check using Occultism or Yaoguai Lore, you gain a +1 circumstance bonus to damage with weapons and unarmed attacks against that creature and all creatures of the exact same type for the next minute. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. Additionally, you gain a +1 circumstance bonus to saving throws against their abilities for the next minute. For example, if you’re facing three jiang-shi, you would gain these bonuses against all three of them.","category":"feat","pfs":"Standard","feat":["Kin Hunter"],"rarity":"common","slug":"feat-7000"},{"skill_mod":{},"summary":"Your energy saturates one of your weapons; it might be one inherited or one tied to your history.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7001","weakness":{},"name":"Signature Weapon","trait":["Yaoguai"],"id":"feat-7001","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Signature Weapon Source Tian Xia Character Guide pg. 86 --- Your energy saturates one of your weapons; it might be one inherited or one tied to your history. Pick a weapon and give it a name; this weapon gains the unique trait. You gain access to its critical specialization effect. You can spend one action saying the name of your weapon, summoning it into your empty hand if the weapon is unattended and within 1 mile; this is an occult teleportation effect. If your signature weapon is destroyed, you can spend three days and three nights saturating a new weapon with your energy, creating a new signature weapon. Signature Weapon leads to... Improved Signature Weapon","category":"feat","pfs":"Standard","feat":["Signature Weapon"],"rarity":"common","slug":"feat-7001"},{"skill_mod":{},"summary":"You ignore concealment from clouds, dust, fog, mist, smoke, and similarly loose matter.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7002","weakness":{},"name":"Brilliant Vision","trait":["Yaoguai"],"id":"feat-7002","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Brilliant Vision Source Tian Xia Character Guide pg. 87 --- You ignore concealment from clouds, dust, fog, mist, smoke, and similarly loose matter. You can also cast see the unseen as an innate occult spell once per day. Brilliant Vision leads to... Elucidation","category":"feat","pfs":"Standard","feat":["Brilliant Vision"],"rarity":"common","slug":"feat-7002"},{"skill_mod":{},"summary":"Passing unseen within society is second nature to you now.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Among Humanity","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7003","weakness":{},"name":"Forever Among Humanity","trait":["Yaoguai"],"id":"feat-7003","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Forever Among Humanity Source Tian Xia Character Guide pg. 87 Prerequisites Among Humanity --- Passing unseen within society is second nature to you now. You can use Among Humanity three times per day instead of once per day.","category":"feat","pfs":"Standard","feat":["Forever Among Humanity"],"rarity":"common","slug":"feat-7003"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Yaoguai"],"id":"feat-7004","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Quick Recovery (Yaoguai) Free Action Source Tian Xia Character Guide pg. 87 Frequency once per day Trigger Your turn begins, and you have the wounded condition. --- You use your command over your form to repair lifethreatening wounds. Reduce your wounded condition by 1.","feat":["Quick Recovery (Yaoguai)"],"skill_mod":{},"summary":"You use your command over your form to repair lifethreatening wounds.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"level":9,"source_category":["Lost Omens"],"trigger":"Your turn begins, and you have the wounded condition.","resistance":{},"url":"/Feats.aspx?ID=7004","name":"Quick Recovery (Yaoguai)","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7004"},{"skill_mod":{},"summary":"As you enter your yaoguai form, you draw upon your internal magic to assume an even greater form.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7005","frequency":"once per day","weakness":{},"name":"Unleash Yaoguai Might","trait":["Yaoguai"],"id":"feat-7005","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Unleash Yaoguai Might Source Tian Xia Character Guide pg. 87 Frequency once per day --- As you enter your yaoguai form, you draw upon your internal magic to assume an even greater form. When you Change Shape to enter your yaoguai form, you can spend an additional action to gain the effects of enlarge and an additional effect based on your heritage. This effect persists for 1 minute or until you Change Shape again. Animal Your hide thickens, granting a +1 circumstance bonus to AC. Celestial You recover some of your celestial perfection, granting you and all allies within 15 feet a +1 status bonus to attack rolls. Elements You’re surrounded in wind and dust, granting concealment each round that you spend at least 1 action that has the move trait. You can’t use this concealment to Hide or Sneak, as normal for sources of obvious concealment. Object Your skin transmutes partially into an inorganic substance, granting resistance 5 to your choice of bludgeoning, piercing, or slashing. Vegetation You trigger an accelerated growth, gaining fast healing 5. Unleash Yaoguai Might leads to... Legendary Monster","category":"feat","pfs":"Standard","feat":["Unleash Yaoguai Might"],"rarity":"common","slug":"feat-7005"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Yaoguai"],"id":"feat-7006","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Elucidation Free Action Source Tian Xia Character Guide pg. 87 Prerequisites Brilliant Vision Trigger You succeed at a saving throw to disbelieve an illusion. --- You can cut through illusions with such precision that all those around you find their senses sharpened as well. Whenever you disbelieve an illusion, all allies within 15 feet can use a free action to attempt a saving throw to disbelieve the illusion as well.","feat":["Elucidation"],"skill_mod":{},"summary":"You can cut through illusions with such precision that all those around you find their senses sharpened as well.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"level":13,"prerequisite":"Brilliant Vision","source_category":["Lost Omens"],"trigger":"You succeed at a saving throw to disbelieve an illusion.","resistance":{},"url":"/Feats.aspx?ID=7006","name":"Elucidation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7006"},{"skill_mod":{},"summary":"Your signature weapon takes on the properties of mystical materials renowned for defeating undead, spirits, and other such creatures.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Signature Weapon","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7007","weakness":{},"name":"Improved Signature Weapon","trait":["Yaoguai"],"id":"feat-7007","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Improved Signature Weapon Source Tian Xia Character Guide pg. 87 Prerequisites Signature Weapon --- Your signature weapon takes on the properties of mystical materials renowned for defeating undead, spirits, and other such creatures. Your signature weapon is treated as dawnsilver, duskwood, and peachwood for the purposes of overcoming resistance.","category":"feat","pfs":"Standard","feat":["Improved Signature Weapon"],"rarity":"common","slug":"feat-7007"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Emotion","Fear","Mental","Yaoguai"],"id":"feat-7008","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Unnerving Terror Two Actions Source Tian Xia Character Guide pg. 87 Frequency once per day Requirements You’re in yaoguai form. --- You let out a mighty howl, chant of death, or speak with eerie repetition that plants fear in others. All enemies within 30 feet must attempt a Will save against your class DC or spell DC, whichever is higher. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 1 and off-guard. Critical Failure The target is frightened 2 and off-guard.","feat":["Unnerving Terror"],"skill_mod":{},"summary":"You let out a mighty howl, chant of death, or speak with eerie repetition that plants fear in others.","primary_source":"Tian Xia Character Guide","trait_group":["Sense","Mechanics","Ancestry"],"level":13,"source_category":["Lost Omens"],"requirement":"You’re in yaoguai form.","resistance":{},"url":"/Feats.aspx?ID=7008","name":"Unnerving Terror","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7008"},{"skill_mod":{},"summary":"You were once born from the energies of the land and nature, and by their power, you can return to life again.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7009","weakness":{},"name":"Gentle Death and Rebirth","trait":["Occult","Yaoguai"],"id":"feat-7009","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Gentle Death and Rebirth Source Tian Xia Character Guide pg. 87 --- You were once born from the energies of the land and nature, and by their power, you can return to life again. Once per year, when you die, your remains become protected as if under the effects of a 5th-rank peaceful rest spell. If your remains are brought and buried within 1 mile of where you were born, after a week, you return to life with the effects of a successful (but not critically successful) 9th-rank resurrect ritual.","category":"feat","pfs":"Standard","feat":["Gentle Death and Rebirth"],"rarity":"common","slug":"feat-7009"},{"skill_mod":{},"summary":"Your yaoguai form has reached its pinnacle, allowing you to assume (or perhaps, return to) the form of a monster of legend.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Unleash Yaoguai Might","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7010","weakness":{},"name":"Legendary Monster","trait":["Yaoguai"],"id":"feat-7010","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Legendary Monster Source Tian Xia Character Guide pg. 87 Prerequisites Unleash Yaoguai Might --- Your yaoguai form has reached its pinnacle, allowing you to assume (or perhaps, return to) the form of a monster of legend. You can Unleash Yaoguai Might any number of times per day. Once per day when you Unleash Yaoguai Might, you can gain one of the following additional benefits, which persists for 1 minute or until you Change Shape again. Your body grows to impossible heights. Your enlarge effect is heightened to 4th rank. Your spiritual power erupts to punish your enemies. You deal an additional 1d4 spirit damage with all Strikes and attack spells, and your Strikes and attack spells gain the spirit trait. You can leap off the air itself. You gain the effects of the fly spell. ","category":"feat","pfs":"Standard","feat":["Legendary Monster"],"rarity":"common","slug":"feat-7010"},{"skill_mod":{},"summary":"You flow like the elemental cycle, adapting your stance and techniques constantly in response to whatever circumstances you face.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Rarity"],"access":"Tian Xia origin or exposure to Tian elementalism","primary_source_category":"Lost Omens","level":6,"prerequisite":"Two of the five elemental stances (Ironblood Stance, Mountain Stance, Reflective Ripple Stance, Stoked Flame Stance, and Tangled Forest Stance)","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7011","weakness":{},"archetype":["Five-breath Vanguard"],"name":"Five-breath Vanguard Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-7011","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Five-breath Vanguard Dedication Source Tian Xia Character Guide pg. 90 Archetype Five-breath Vanguard Prerequisites Two of the five elemental stances (Ironblood Stance, Mountain Stance, Reflective Ripple Stance, Stoked Flame Stance, and Tangled Forest Stance) Access Tian Xia origin or exposure to Tian elementalism --- You flow like the elemental cycle, adapting your stance and techniques constantly in response to whatever circumstances you face. You gain the Cycle Elemental Stance action. Activate Single Action Cycle Elemental Stance; Requirements You’re in one of the elemental stances; Effect Stride or Step, and then enter a different elemental stance from the one you’re currently in. Five-breath Vanguard Dedication leads to... General's Gambit, Induce Imbalance, Protective Cycle, Renewing Cycle","category":"feat","pfs":"Standard","feat":["Five-breath Vanguard Dedication"],"rarity":"uncommon","slug":"feat-7011"},{"skill_mod":{},"summary":"The first time each round that you Cycle Elemental Stance, you gain temporary Hit Points equal to half your level that last until the start of your next turn.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Five-breath Vanguard Dedication","source_category":["Lost Omens"],"requirement":"You're in an elemental stance.","source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7012","weakness":{},"archetype":["Five-breath Vanguard"],"name":"Renewing Cycle","trait":["Archetype","Healing","Magical"],"id":"feat-7012","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Renewing Cycle Source Tian Xia Character Guide pg. 90 Archetype Five-breath Vanguard Prerequisites Five-breath Vanguard Dedication Requirements You're in an elemental stance. --- The first time each round that you Cycle Elemental Stance, you gain temporary Hit Points equal to half your level that last until the start of your next turn. After you’ve gained temporary Hit Points for entering a specific elemental stance, you can’t gain temporary Hit Points from entering that stance again until you’ve entered every other elemental stance you know or 10 minutes passes, whichever comes first.","category":"feat","pfs":"Standard","feat":["Renewing Cycle"],"rarity":"common","slug":"feat-7012"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7013","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Induce Imbalance Two Actions Source Tian Xia Character Guide pg. 90 Archetype Five-breath Vanguard Prerequisites Five-breath Vanguard Dedication Requirements You're in an elemental stance. --- Your blows can disrupt the delicate balance of elemental energies that keep a body in good health. Strike the target using the unarmed attack associated with your current elemental stance. On a success, the target must attempt a Fortitude save against your class DC. On a failure, the target is clumsy 2 until the end of your next turn. On a critical failure, the target is clumsy 3 for 1 minute. Elementals take a –2 circumstance penalty to their save. Induce Imbalance leads to... Five Breaths, One Death","feat":["Induce Imbalance"],"skill_mod":{},"summary":"Your blows can disrupt the delicate balance of elemental energies that keep a body in good health.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Five-breath Vanguard Dedication","source_category":["Lost Omens"],"requirement":"You're in an elemental stance.","resistance":{},"url":"/Feats.aspx?ID=7013","archetype":["Five-breath Vanguard"],"name":"Induce Imbalance","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7013"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7014","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Protective Cycle Reaction Source Tian Xia Character Guide pg. 90 Archetype Five-breath Vanguard Prerequisites Five-breath Vanguard Dedication Trigger You take damage from an attack. Requirements You're in an elemental stance. --- You react to harm by flowing into an elemental stance with new advantages. You Cycle Elemental Stance and gain a +2 circumstance bonus to AC until the end of your next turn.","feat":["Protective Cycle"],"skill_mod":{},"summary":"You react to harm by flowing into an elemental stance with new advantages.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":16,"prerequisite":"Five-breath Vanguard Dedication","source_category":["Lost Omens"],"requirement":"You're in an elemental stance.","trigger":"You take damage from an attack.","resistance":{},"url":"/Feats.aspx?ID=7014","archetype":["Five-breath Vanguard"],"name":"Protective Cycle","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7014"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-7015","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Five Breaths, One Death Two Actions Source Tian Xia Character Guide pg. 90 Archetype Five-breath Vanguard Frequency once per 10 minutes Prerequisites Induce Imbalance Requirements You're in an elemental stance, and the target is under the effects of Induce Imbalance. --- You cycle through the elements in a devastating combination attack. Strike the target using the unarmed attack associated with your current elemental stance, then Cycle Elemental Stance. Then, Strike the target with the unarmed attack associated with your new elemental stance. You can continue to Cycle Elemental Stance and Strike until you’ve made a Strike using the unarmed attack of every elemental stance you know, applying the multiple attack penalty as usual. If you successfully hit the target with all five elemental Strikes using this ability, it must attempt a Fortitude save against your class DC or die as each elementally associated organ within its body shuts down; this is a death effect.","feat":["Five Breaths, One Death"],"skill_mod":{},"summary":"You cycle through the elements in a devastating combination attack.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":18,"prerequisite":"Induce Imbalance","source_category":["Lost Omens"],"requirement":"You're in an elemental stance, and the target is under the effects of Induce Imbalance.","resistance":{},"url":"/Feats.aspx?ID=7015","archetype":["Five-breath Vanguard"],"name":"Five Breaths, One Death","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7015"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Lore","Society","Lore"],"trait":["Archetype","Stance"],"id":"feat-7016","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Strategist Stance Single Action Source Tian Xia Character Guide pg. 91 Archetype Marshal Prerequisites Marshal Dedication; Trained in Society or Trained in Lore; Warfare Lore --- You find the most strategic options for you and your allies. When you use this action, attempt a Society or Warfare Lore check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. Critical Success Your marshal’s aura increases to a 20-foot emanation, and it grants you and allies a +1 status bonus to Reflex saving throws. Once per turn, when you succeed or critically succeed at a Recall Knowledge check to gain information about an enemy creature, the target of the Recall Knowledge check becomes off-guard to the next attack made against it by you or an ally in your aura. Success As critical success, but your aura’s size doesn’t increase. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can’t take this action again for 1 minute. Strategist Stance leads to... Know Your Enemy","feat":["Strategist Stance"],"skill_mod":{},"summary":"You find the most strategic options for you and your allies.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Class-Specific"],"level":4,"prerequisite":"Marshal Dedication; Trained in Society or Trained in Lore; Warfare Lore","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7016","archetype":["Marshal"],"name":"Strategist Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7016"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7017","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Know Your Enemy Single Action Source Tian Xia Character Guide pg. 91 Archetype Marshal Prerequisites Marshal Dedication; Strategist Stance Requirements Strategist Stance --- You aim to turn knowledge into power against your foes. Attempt a Recall Knowledge check against an enemy you’re observing. Any ally within your aura who’s trained in the skill you use to attempt the Recall Knowledge check can use their reaction to Aid you on the check without having prepared to help first.","feat":["Know Your Enemy"],"skill_mod":{},"summary":"You aim to turn knowledge into power against your foes.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":8,"prerequisite":"Marshal Dedication; Strategist Stance","source_category":["Lost Omens"],"requirement":"Strategist Stance","resistance":{},"url":"/Feats.aspx?ID=7017","archetype":["Marshal"],"name":"Know Your Enemy","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7017"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Flourish"],"id":"feat-7018","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Form Up! Two Actions Source Tian Xia Character Guide pg. 91 Archetype Marshal Prerequisites Marshal Dedication --- You’ve trained in battle formations for a plethora of situations. Choose a formation. Allies within your aura can use their reaction to Stride up to their Speed and take a place in the chosen formation. Allies can’t benefit from this movement if there isn’t room for them in the chosen formation. If there are more eligible allies than there are available spaces in the chosen formation, you choose which allies benefit. Line Your allies gather adjacent to you and each other to form a straight line in a direction of your choosing. Wedge Your allies gather into any space that would be covered by a 15-foot cone originating from you in a direction of your choosing. Cluster Your allies gather into any space that would be covered by a 15-foot emanation in an aura around you.","feat":["Form Up!"],"skill_mod":{},"summary":"You’ve trained in battle formations for a plethora of situations.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Sense","Mechanics"],"level":10,"prerequisite":"Marshal Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7018","archetype":["Marshal"],"name":"Form Up!","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7018"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7019","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > General's Gambit Three Actions Source Tian Xia Character Guide pg. 91 Archetype Marshal Prerequisites Marshal Dedication; Five-breath Vanguard Dedication --- You move strategically forward to draw the enemy’s attention away from your allies. You Stride toward an enemy and attempt to Create a Diversion, except you can use Society or Warfare Lore instead of Deception. On a success, in addition to the normal outcome for Creating a Diversion, the enemy becomes fascinated with you until the start of your next turn and can’t use reactions against allies in your aura. On a critical success, the enemy becomes fascinated with you until the end of your next turn.","feat":["General's Gambit"],"skill_mod":{},"summary":"You move strategically forward to draw the enemy’s attention away from your allies.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":12,"prerequisite":"Marshal Dedication; Five-breath Vanguard Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7019","archetype":["Marshal"],"name":"General's Gambit","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7019"},{"skill_mod":{},"summary":"You’re a warrior who trains your spirit and body to work in perfect harmony, enhancing your attacks with your spiritual energy while fighting with a ferocious martial technique that combines blade and fist.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Rarity"],"access":"Tian Xia origin","primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7020","weakness":{},"archetype":["Spirit Warrior"],"name":"Spirit Warrior Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-7020","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Spirit Warrior Dedication Source Tian Xia Character Guide pg. 92 Archetype Spirit Warrior Access Tian Xia origin --- You’re a warrior who trains your spirit and body to work in perfect harmony, enhancing your attacks with your spiritual energy while fighting with a ferocious martial technique that combines blade and fist. The damage die for your fist changes to 1d6 instead of 1d4, and your fist gains the parry trait. You don’t take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. You gain the Overwhelming Combination action. Activate—Overwhelming Combination Single Action (flourish) Requirements You’re wielding a one-handed melee weapon or a melee weapon with the agile or finesse trait; Effect Make two Strikes against a target within your reach, one with the required weapon and one with your fist unarmed attack. If both hit the same target, combine their damage for the purposes of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. Spirit Warrior Dedication leads to... Cutting Heaven, Crushing Earth, Flowing Palm Deflection, Gods' Palm, Intercepting Hand, Kaiju Defense Oath, Sacred Wilds Oath, Sheltering Pulse, Spirit of the Blade, Sword of Sealing, Sword-light Wave, Transcendent Deflection, Tricksterbane Oath","category":"feat","pfs":"Standard","feat":["Spirit Warrior Dedication"],"rarity":"uncommon","slug":"feat-7020"},{"skill_mod":{},"summary":"You’ve sworn an oath to defend the helpless from dangerous titanic beasts, including kaiju that roam the surface of Golarion.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7021","weakness":{},"archetype":["Spirit Warrior"],"name":"Kaiju Defense Oath","trait":["Archetype"],"id":"feat-7021","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Kaiju Defense Oath Source Tian Xia Character Guide pg. 92 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- You’ve sworn an oath to defend the helpless from dangerous titanic beasts, including kaiju that roam the surface of Golarion. Attacks made as part of your Overwhelming Combination ability gain a +4 circumstance bonus to damage against a creature at least 2 sizes larger than you, or +6 if you have master proficiency with the weapon you used. You also gain a +2 circumstance bonus to saving throws and DCs against kaiju hazards. You gain the following edict. Edict You must do everything within your power to protect others from massive creatures they can’t defend themselves from; in the event the victims are evil or actively trying to harm you or other innocents, you don’t have to save them.","category":"feat","pfs":"Standard","feat":["Kaiju Defense Oath"],"rarity":"common","slug":"feat-7021"},{"skill_mod":{},"summary":"You’ve sworn an oath to protect the holy places within nature and the spirits that dwell within, from ancient trees to primordial wild guardians.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7022","weakness":{},"archetype":["Spirit Warrior"],"name":"Sacred Wilds Oath","trait":["Archetype"],"id":"feat-7022","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sacred Wilds Oath Source Tian Xia Character Guide pg. 92 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- You’ve sworn an oath to protect the holy places within nature and the spirits that dwell within, from ancient trees to primordial wild guardians. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case. You gain a +2 circumstance bonus to Diplomacy checks to Make an Impression when interacting with a beast, fey, or kami. You gain the following edict. Edict You must aid any animal or nature spirit in need unless it violates your other tenets or puts someone else at risk of immediate harm.","category":"feat","pfs":"Standard","feat":["Sacred Wilds Oath"],"rarity":"common","slug":"feat-7022"},{"skill_mod":{},"summary":"You’ve sworn an oath to ferret out and destroy malevolent shapechangers who pose as mortals with evil intent.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7023","weakness":{},"archetype":["Spirit Warrior"],"name":"Tricksterbane Oath","trait":["Archetype"],"id":"feat-7023","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tricksterbane Oath Source Tian Xia Character Guide pg. 92 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- You’ve sworn an oath to ferret out and destroy malevolent shapechangers who pose as mortals with evil intent. You gain a +4 circumstance bonus to Perception checks to detect a shapechanged creature’s disguise, and a +2 circumstance bonus to attempts to Recall Knowledge about shapechangers. Whenever you use Overwhelming Combination against a shapechanged creature, you attempt to counteract one polymorph effect on that creature. The counteract rank is half your level rounded up, and the counteract check modifier is your Charisma modifier + your proficiency bonus with the weapon used to Strike as part of your Overwhelming Combination. You gain the following edict. Edict You must reveal and slay evil or predatory shapechangers you discover or encounter, as long as you have a reasonable chance of success.","category":"feat","pfs":"Standard","feat":["Tricksterbane Oath"],"rarity":"common","slug":"feat-7023"},{"skill_mod":{},"summary":"Your skill in combining fist and blade has grown into a seamless art where each attack makes an opponent more vulnerable to the next.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7024","weakness":{},"archetype":["Spirit Warrior"],"name":"Cutting Heaven, Crushing Earth","trait":["Archetype"],"id":"feat-7024","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cutting Heaven, Crushing Earth Source Tian Xia Character Guide pg. 92 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- Your skill in combining fist and blade has grown into a seamless art where each attack makes an opponent more vulnerable to the next. As long as you have invested and are wearing a set of handwraps of mighty blows, you also apply their runes to a single weapon you’re wielding that can be used with your Overwhelming Combination ability. You gain the following benefits. When you successfully Strike an opponent with this weapon, it’s off-guard to the next Strike you make against it with a fist unarmed attack before the end of your next turn. When you successfully Strike an opponent with your fist unarmed attack, it’s off-guard to the next Strike you make against it with a one-handed, agile, or finesse melee weapon before the end of your next turn. ","category":"feat","pfs":"Standard","feat":["Cutting Heaven, Crushing Earth"],"rarity":"common","slug":"feat-7024"},{"skill_mod":{},"summary":"The simple and precise movements of your hands allow you to deflect blows with the same efficacy as a raised shield .","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7025","weakness":{},"archetype":["Spirit Warrior"],"name":"Flowing Palm Deflection","trait":["Archetype"],"id":"feat-7025","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Flowing Palm Deflection Source Tian Xia Character Guide pg. 92 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- The simple and precise movements of your hands allow you to deflect blows with the same efficacy as a raised shield. When you parry with your fist, increase the circumstance bonus to AC it grants from +1 to +2.","category":"feat","pfs":"Standard","feat":["Flowing Palm Deflection"],"rarity":"common","slug":"feat-7025"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7026","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spirit of the Blade Single Action Source Tian Xia Character Guide pg. 93 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- You charge your blade with spiritual energy, allowing it to cut through spirits and fiends with fearsome efficiency. The next Strike you make with a melee weapon or fist unarmed attack deals an additional 1d6 spirit damage. This bonus damage is lost if you don’t attempt a Strike before the start of your next turn. At 10th level, you deal an additional 2d6 spirit damage with this ability, and at 18th level, you deal an additional 3d6 spirit damage.","feat":["Spirit of the Blade"],"skill_mod":{},"summary":"You charge your blade with spiritual energy, allowing it to cut through spirits and fiends with fearsome efficiency.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7026","archetype":["Spirit Warrior"],"name":"Spirit of the Blade","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7026"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7027","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sword-light Wave Two Actions Source Tian Xia Character Guide pg. 93 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- You channel spiritual energy through your weapon, unleashing it as a torrent of devastating power. Make a ranged Strike against an opponent within 60 feet using a one-handed, agile, or finesse melee weapon, or your fist unarmed attack. The attack is made at your normal proficiency with the chosen weapon or fist unarmed attack and has the same traits, damage dice, and runes, but all damage dealt by the attack is spirit damage.","feat":["Sword-light Wave"],"skill_mod":{},"summary":"You channel spiritual energy through your weapon, unleashing it as a torrent of devastating power.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":6,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7027","archetype":["Spirit Warrior"],"name":"Sword-light Wave","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7027"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7028","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Gods' Palm Single Action Source Tian Xia Character Guide pg. 93 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- You control your spirit energy when you attack, using it to reinforce yourself or to thrust past your enemy’s physical defenses. Make a fist Strike; on a success, you can choose to either deal all damage from the attack as spirit damage, or deal damage as normal but gain a number of temporary Hit Points equal to half your level that last for 1 round.","feat":["Gods' Palm"],"skill_mod":{},"summary":"You control your spirit energy when you attack, using it to reinforce yourself or to thrust past your enemy’s physical defenses.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7028","archetype":["Spirit Warrior"],"name":"Gods' Palm","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7028"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Manipulate"],"id":"feat-7029","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sheltering Pulse Two Actions Source Tian Xia Character Guide pg. 93 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- You thrust your hand or weapon into the ground and release a pulse that creates a sheltering nexus of energy for you and your allies. Choose an unoccupied square within 15 feet. The nexus appears in a 15-foot emanation around that square and lasts for 3 rounds. You and your allies gain a +1 status bonus to AC while in the area.","feat":["Sheltering Pulse"],"skill_mod":{},"summary":"You thrust your hand or weapon into the ground and release a pulse that creates a sheltering nexus of energy for you and your allies.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7029","archetype":["Spirit Warrior"],"name":"Sheltering Pulse","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7029"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-7030","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Transcendent Deflection Reaction Source Tian Xia Character Guide pg. 93 Archetype Spirit Warrior Frequency once per 10 minutes Prerequisites Spirit Warrior Dedication Trigger An enemy within your reach would damage you or your ally with an attack. Requirements You're wielding a one-handed, agile, or finesse melee weapon. --- You charge your weapon with spiritual energy and intercept the attack. The weapon becomes broken, and the target is unharmed by the attack. If you’re carrying another one-handed, agile, or finesse melee weapon, you can immediately Swap it for the broken weapon.","feat":["Transcendent Deflection"],"skill_mod":{},"summary":"You charge your weapon with spiritual energy and intercept the attack.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":10,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"requirement":"You're wielding a one-handed, agile , or finesse melee weapon.","trigger":"An enemy within your reach would damage you or your ally with an attack.","resistance":{},"url":"/Feats.aspx?ID=7030","archetype":["Spirit Warrior"],"name":"Transcendent Deflection","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7030"},{"skill_mod":{},"summary":"Your particular martial art includes various defensive actions designed to remove your opponent’s ability to cause harm.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7031","weakness":{},"archetype":["Spirit Warrior"],"name":"Intercepting Hand","trait":["Archetype"],"id":"feat-7031","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Intercepting Hand Source Tian Xia Character Guide pg. 93 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- Your particular martial art includes various defensive actions designed to remove your opponent’s ability to cause harm. Your fist unarmed attack gains the disarm trait. You gain the Disarming Interception action.\n","category":"feat","pfs":"Standard","feat":["Intercepting Hand"],"rarity":"common","slug":"feat-7031"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7032","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Sword of Sealing Two Actions Source Tian Xia Character Guide pg. 93 Archetype Spirit Warrior Prerequisites Spirit Warrior Dedication --- Your spiritual power pierces both body and soul, pinning your foe in place. Make a melee Strike with a one-handed, agile, or finesse weapon, or your fist unarmed attack. On a successful hit, the target must succeed at a Fortitude save against the higher of your class DC or your spell DC, or become immobilized. The target can end this immobilization with a successful Escape attempt using the higher of your class DC or your spell DC as the Escape DC.","feat":["Sword of Sealing"],"skill_mod":{},"summary":"Your spiritual power pierces both body and soul, pinning your foe in place.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":12,"prerequisite":"Spirit Warrior Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7032","archetype":["Spirit Warrior"],"name":"Sword of Sealing","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7032"},{"skill_mod":{},"summary":"You’ve been chosen by one of the constellations of the Tian Xia zodiac.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7033","weakness":{},"archetype":["Starlit Sentinel"],"name":"Starlit Sentinel Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-7033","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Starlit Sentinel Dedication Source Tian Xia Character Guide pg. 94 Archetype Starlit Sentinel --- You’ve been chosen by one of the constellations of the Tian Xia zodiac. You gain a transformation seal: a mundane-seeming item of light Bulk, such as a ring, brooch, or key, that has the arcane trait. If your seal is ever lost or destroyed, you can gain a replacement by spending 1 week of downtime in introspection to reconnect with your constellation. You, and only you, can transform into your sentinel form by Activating the seal. Activate—Starlit Transformation Single Action (arcane) Frequency once per hour; Effect Light swirls around you, transforming your armor, clothing, and a single weapon in your possession into a specific alternate outfit. While your equipment might look dramatically different, it functions as normal. If someone attempts to discern your identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don’t have to attempt a Deception check to interact with someone to conceal your identity—a check happens only if someone else specifically tries to uncover it. You remain in your sentinel form for 10 minutes or until you use Starlit Transformation again to change back to your normal form. While you're in sentinel form, your transformed weapon shines with starlight and gains a +1 status bonus to damage rolls with the weapon. You can fling bolts of starlight from your weapon with a Strike action, using your melee attack modifier with the weapon. These bolts deal 1d4 force damage, have a range of 60 feet, are affected by your weapon runes, and have the arcane and force traits. Starlit Sentinel Dedication leads to... Blade of the Heart, Desperate Wish, Majestic Proclamation, Sentinel's Orbit, Special Sentinel Technique","category":"feat","pfs":"Standard","feat":["Starlit Sentinel Dedication"],"rarity":"rare","slug":"feat-7033"},{"skill_mod":{},"summary":"You can channel the power of your constellation into a unique technique.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Starlit Sentinel Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7034","weakness":{},"archetype":["Starlit Sentinel"],"name":"Special Sentinel Technique","trait":["Archetype"],"id":"feat-7034","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Special Sentinel Technique Source Tian Xia Character Guide pg. 94 Archetype Starlit Sentinel Prerequisites Starlit Sentinel Dedication --- You can channel the power of your constellation into a unique technique. You gain either the luminous stardust healing or shining starlight attack focus spell, which you can cast only in sentinel form. When you gain this feat, decide a name for your technique, which becomes the spell's incantation. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by spending 10 minutes outside of your sentinel form to reflect on the values of your constellation. Starlit sentinel focus spells are arcane spells. You become trained in spell attack modifier and spell DC, and your spellcasting ability for these spells is Charisma. Special You can take this feat a second time, gaining the focus spell that you didn’t gain the first time.","category":"feat","pfs":"Standard","feat":["Special Sentinel Technique"],"rarity":"common","slug":"feat-7034"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Emotion"],"id":"feat-7036","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Blade of the Heart Single Action Source Tian Xia Character Guide pg. 94 Archetype Starlit Sentinel Prerequisites Starlit Sentinel Dedication --- The bonds of the heart are stronger than any steel, more powerful than any magic. You plunge your transformed weapon into the heart of a willing adjacent ally, where it phases harmlessly into their body. As you pull the weapon out, your ally’s heart inscribes one of the following weapon property runes on your weapon: corrosive, flaming, frost, shock, thundering, or vitalizing. The first time you use Blade of the Heart with a given ally, the GM should decide which rune best represents your shared relationship (such as elegant frost for a respected mentor or brash thundering for a boisterous sparring partner); thereafter, each time you use Blade of the Heart with that ally, you draw the same rune. This rune lasts for as long as you remain in sentinel form and counts toward your maximum limit of runes as normal. At 16th level, you draw the greater version of the rune instead.","feat":["Blade of the Heart"],"skill_mod":{},"summary":"The bonds of the heart are stronger than any steel, more powerful than any magic.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Starlit Sentinel Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7036","archetype":["Starlit Sentinel"],"name":"Blade of the Heart","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7036"},{"skill_mod":{},"summary":"You call out a desperate wish to the stars to save a friend.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Starlit Sentinel Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7037","weakness":{},"archetype":["Starlit Sentinel"],"name":"Desperate Wish","trait":["Archetype"],"id":"feat-7037","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Desperate Wish Source Tian Xia Character Guide pg. 94 Archetype Starlit Sentinel Prerequisites Starlit Sentinel Dedication --- You call out a desperate wish to the stars to save a friend. You gain breath of life as an innate arcane spell, which you can cast once per day only while in sentinel form. Interceding in such a direct way temporarily exhausts your constellation’s magic, causing you to revert from your sentinel form once the spell is cast.","category":"feat","pfs":"Standard","feat":["Desperate Wish"],"rarity":"common","slug":"feat-7037"},{"skill_mod":{},"summary":"Just as your constellation traverses the sky, so too can you.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Starlit Sentinel Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7038","weakness":{},"archetype":["Starlit Sentinel"],"name":"Sentinel's Orbit","trait":["Archetype"],"id":"feat-7038","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sentinel's Orbit Source Tian Xia Character Guide pg. 95 Archetype Starlit Sentinel Prerequisites Starlit Sentinel Dedication --- Just as your constellation traverses the sky, so too can you. When in your sentinel form, you gain a fly Speed equal to your land Speed or 20 feet, whichever is higher.","category":"feat","pfs":"Standard","feat":["Sentinel's Orbit"],"rarity":"common","slug":"feat-7038"},{"access":"Tian Xia origin","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7039","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fan Dancer Dedication Source Tian Xia Character Guide pg. 98 Archetype Fan Dancer Prerequisites Trained in Performance Access Tian Xia origin --- You sweep across the battlefield, manifesting both the gentle spring breeze and the crisp autumn gusts. You become an expert in Performance. At 7th level you become a master in Performance, and at 15th level, you become legendary in Performance. Whenever you Feint while holding a fan, you can give your Feint the air trait. If you do, you can Stride 10 feet before or after as part of the same action. Fan Dancer Dedication leads to... Close Formation, Dizzying Spin Dance, Dragon's Journey, Fluttering Distraction, Fluttering Misdirection, Peony's Flourish, Petal Step, Pushing Wind, Solo Dancer, Sweeping Fan Block, Sweeping Fan Redirection, Twirl Through, Twirling Strike","feat":["Fan Dancer Dedication"],"skill_mod":{},"summary":"You sweep across the battlefield, manifesting both the gentle spring breeze and the crisp autumn gusts.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Performance","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7039","archetype":["Fan Dancer"],"name":"Fan Dancer Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7039"},{"skill_mod":{},"summary":"You have a mastery over your own movement and can distribute your weight to dance lightly over the ground like petals drifting on the water.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Fan Dancer Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7040","weakness":{},"archetype":["Fan Dancer"],"name":"Petal Step","trait":["Archetype"],"id":"feat-7040","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Petal Step Source Tian Xia Character Guide pg. 98 Archetype Fan Dancer Prerequisites Fan Dancer Dedication --- You have a mastery over your own movement and can distribute your weight to dance lightly over the ground like petals drifting on the water. You gain a +1 circumstance bonus to your Stealth checks to Sneak and aren’t detectable by tremorsense.","category":"feat","pfs":"Standard","feat":["Petal Step"],"rarity":"common","slug":"feat-7040"},{"skill_mod":{},"summary":"You often dance alone with a grace exceeding that of most other performers, carrying yourself with a poise and confidence that draws the attention of those around you.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Fan Dancer Dedication; Expert in Performance","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7041","weakness":{},"archetype":["Fan Dancer"],"skill":["Performance","Performance"],"name":"Solo Dancer","trait":["Archetype","Skill"],"id":"feat-7041","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Solo Dancer Source Tian Xia Character Guide pg. 98 Archetype Fan Dancer Prerequisites Fan Dancer Dedication; Expert in Performance --- You often dance alone with a grace exceeding that of most other performers, carrying yourself with a poise and confidence that draws the attention of those around you. You can always roll Performance for initiative, and during the first round of combat, creatures that act after you are off-guard to you.","category":"feat","pfs":"Standard","feat":["Solo Dancer"],"rarity":"common","slug":"feat-7041"},{"skill_mod":{},"summary":"You sweep across the battlefield in a fluttering of movement honed from years of coordinating perfectly spaced movements alongside fellow dancers.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Fan Dancer Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7042","weakness":{},"archetype":["Fan Dancer"],"name":"Twirl Through","trait":["Archetype","Skill"],"id":"feat-7042","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Twirl Through Source Tian Xia Character Guide pg. 98 Archetype Fan Dancer Prerequisites Fan Dancer Dedication --- You sweep across the battlefield in a fluttering of movement honed from years of coordinating perfectly spaced movements alongside fellow dancers. When you attempt to Tumble Through an enemy’s space, you can use Performance instead of Acrobatics. Twirl Through leads to... Twirling Strike","category":"feat","pfs":"Standard","feat":["Twirl Through"],"rarity":"common","slug":"feat-7042"},{"skill_mod":{},"summary":"You’ve trained in drawing the eyes of your audience to specific aspects of your performance through the careful manipulation of your fans and body.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Fan Dancer Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7043","weakness":{},"archetype":["Fan Dancer"],"name":"Fluttering Misdirection","trait":["Archetype","Skill"],"id":"feat-7043","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fluttering Misdirection Source Tian Xia Character Guide pg. 98 Archetype Fan Dancer Prerequisites Fan Dancer Dedication --- You’ve trained in drawing the eyes of your audience to specific aspects of your performance through the careful manipulation of your fans and body. While wielding a fan, you can snap open, flutter, or otherwise manipulate the fan to briefly distract observers around you, giving you and adjacent allies a constant +1 circumstance bonus to Stealth checks to secretly Conceal an Object and to Thievery checks to Steal or Palm an Object.","category":"feat","pfs":"Standard","feat":["Fluttering Misdirection"],"rarity":"common","slug":"feat-7043"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Air","Archetype"],"id":"feat-7044","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sweeping Fan Block Reaction Source Tian Xia Character Guide pg. 98 Archetype Fan Dancer Prerequisites Fan Dancer Dedication Trigger You're targeted by a ranged attack that uses ammunition. Requirements You're wielding two fans, one in each hand. --- You leap up on one leg, snapping your fans open alongside your head before sweeping them across your body. When you’re the target of an attack using ammunition (such as arrows, bolts, sling bullets, and other objects of similar size) while wielding two fans, whirl your fans to disrupt the incoming attack with gusts of air, gaining a +2 circumstance bonus to AC against the triggering attack. If the triggering attack misses, you can redirect the ammunition into a nearby pocket or container where it can be retrieved and reused. Sweeping Fan Block leads to... Sweeping Fan Redirection","feat":["Sweeping Fan Block"],"element":["Air"],"skill_mod":{},"summary":"You leap up on one leg, snapping your fans open alongside your head before sweeping them across your body.","primary_source":"Tian Xia Character Guide","trait_group":["Elemental","Planar","Monster","Feat"],"level":6,"prerequisite":"Fan Dancer Dedication","source_category":["Lost Omens"],"requirement":"You're wielding two fans, one in each hand.","trigger":"You're targeted by a ranged attack that uses ammunition.","resistance":{},"url":"/Feats.aspx?ID=7044","archetype":["Fan Dancer"],"name":"Sweeping Fan Block","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7044"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Air","Archetype","Aura"],"id":"feat-7045","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Pushing Wind Source Tian Xia Character Guide pg. 98 Archetype Fan Dancer Prerequisites Fan Dancer Dedication Requirements You’re wielding a fan. --- As you spin and glide your fans alongside your allies, you kick up a mild wind that gently carries you all forward. So long as you’re holding a fan, you and allies who start their turn in a 30- foot aura emanating around you gain a +5-foot circumstance bonus to land Speed for 1 round; you also gain this bonus to your fly Speed if you possess one, but it can’t grant you the ability to fly if you wouldn’t otherwise be able to. Additionally, the air impedes the movements of your foes. While holding a fan, the area in a 10-foot aura emanating around you is difficult terrain for all enemies.","feat":["Pushing Wind"],"element":["Air"],"skill_mod":{},"summary":"As you spin and glide your fans alongside your allies, you kick up a mild wind that gently carries you all forward.","primary_source":"Tian Xia Character Guide","trait_group":["Elemental","Planar","Monster","Feat","Mechanics"],"level":8,"prerequisite":"Fan Dancer Dedication","source_category":["Lost Omens"],"requirement":"You’re wielding a fan.","resistance":{},"url":"/Feats.aspx?ID=7045","archetype":["Fan Dancer"],"name":"Pushing Wind","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7045"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7046","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Twirling Strike Two Actions Source Tian Xia Character Guide pg. 98 Archetype Fan Dancer Prerequisites Fan Dancer Dedication; Twirl Through Requirements You’re wielding a fan. --- Your fans, one raised up alongside your head and the other alongside your hip, become a blur as you twirl across the battlefield. Attempt to Tumble Through an enemy’s space using Performance; on a success, you can make a melee Strike against the enemy with a fan you’re wielding at any point during the movement. On a critical success, the enemy is off-guard against this attack. Twirling Strike leads to... Dizzying Spin Dance","feat":["Twirling Strike"],"skill_mod":{},"summary":"Your fans, one raised up alongside your head and the other alongside your hip, become a blur as you twirl across the battlefield.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":8,"prerequisite":"Fan Dancer Dedication; Twirl Through","source_category":["Lost Omens"],"requirement":"You’re wielding a fan.","resistance":{},"url":"/Feats.aspx?ID=7046","archetype":["Fan Dancer"],"name":"Twirling Strike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7046"},{"skill_mod":{},"summary":"You practiced fan dance as a member of a large group, coordinating your moves together to create living art and heightening your sense of spatial awareness.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Fan Dancer Dedication; Master in Performance","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7047","weakness":{},"archetype":["Fan Dancer"],"skill":["Performance","Performance"],"name":"Close Formation","trait":["Archetype"],"id":"feat-7047","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Close Formation Source Tian Xia Character Guide pg. 98 Archetype Fan Dancer Prerequisites Fan Dancer Dedication; Master in Performance --- You practiced fan dance as a member of a large group, coordinating your moves together to create living art and heightening your sense of spatial awareness. When you wield two fans, each in a different hand, you gain tremorsense as an imprecise sense with a range of 20 feet.","category":"feat","pfs":"Standard","feat":["Close Formation"],"rarity":"common","slug":"feat-7047"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7048","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dizzying Spin Dance Three Actions Source Tian Xia Character Guide pg. 99 Archetype Fan Dancer Prerequisites Fan Dancer Dedication; Twirling Strike Requirements You’re wielding a fan. --- You’re practiced in using your fans to spin with dizzying speed. Tumble Through an opponent’s space, and then Strike that opponent. If both the Tumble Through and Strike are successful, the opponent is off-guard to the next attack made against it before the start of your next turn, and you can attempt to Tumble Through the space of a different opponent and Strike again with the same effect. If this second Tumble Through and Strike are successful, you can repeat these actions a third time against a third opponent.","feat":["Dizzying Spin Dance"],"skill_mod":{},"summary":"You’re practiced in using your fans to spin with dizzying speed.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":10,"prerequisite":"Fan Dancer Dedication; Twirling Strike","source_category":["Lost Omens"],"requirement":"You’re wielding a fan.","resistance":{},"url":"/Feats.aspx?ID=7048","archetype":["Fan Dancer"],"name":"Dizzying Spin Dance","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7048"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Manipulate","Misfortune"],"id":"feat-7049","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Fluttering Distraction Reaction Source Tian Xia Character Guide pg. 99 Archetype Fan Dancer Prerequisites Fan Dancer Dedication Trigger An enemy attempts a ranged or melee Strike against an ally within 30 feet. Requirements You're wielding two fans, one in each hand. --- You’re trained in snapping and fluttering your fans to draw the eyes of observers around you. You manipulate your fans to create a distraction. The enemy must roll its attack twice and take the lower result.","feat":["Fluttering Distraction"],"skill_mod":{},"summary":"You’re trained in snapping and fluttering your fans to draw the eyes of observers around you.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Fan Dancer Dedication","source_category":["Lost Omens"],"requirement":"You're wielding two fans, one in each hand.","trigger":"An enemy attempts a ranged or melee Strike against an ally within 30 feet.","resistance":{},"url":"/Feats.aspx?ID=7049","archetype":["Fan Dancer"],"name":"Fluttering Distraction","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7049"},{"skill_mod":{},"summary":"You can redirect ammunition back at the creature that fired it with sweeping gusts of wind.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Fan Dancer Dedication; Sweeping Fan Block","source_category":["Lost Omens"],"requirement":"You're wielding two fans, one in each hand.","source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7050","weakness":{},"archetype":["Fan Dancer"],"name":"Sweeping Fan Redirection","trait":["Archetype"],"id":"feat-7050","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sweeping Fan Redirection Source Tian Xia Character Guide pg. 99 Archetype Fan Dancer Prerequisites Fan Dancer Dedication; Sweeping Fan Block Requirements You're wielding two fans, one in each hand. --- You can redirect ammunition back at the creature that fired it with sweeping gusts of wind. When Sweeping Fan Block prevents an attack from hitting you, instead of recovering the ammunition, you can make a ranged Strike against the triggering target using the normal attack bonus and damage of your fans as part of the same reaction. You also apply any special effects the ammunition might have.","category":"feat","pfs":"Standard","feat":["Sweeping Fan Redirection"],"rarity":"common","slug":"feat-7050"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Incapacitation","Visual"],"id":"feat-7051","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Peony's Flourish Three Actions Source Tian Xia Character Guide pg. 99 Archetype Fan Dancer Prerequisites Fan Dancer Dedication Requirements You're wielding two fans, one in each hand. --- As you spin around and create wide arching circles with your fans, you manifest a mosaic of peonies that confuses your enemies. Stride twice and then attempt a Performance check against the Will DC of each creature you passed adjacent to. Critical Success The creature is stunned 3 and dazzled for as long as they’re stunned. Success The creature is stunned 1 and dazzled for 1 round. Failure The creature is dazzled for 1 round. Critical Failure The creature is unaffected and temporarily immune to further uses of Peony’s Flourish for 24 hours.","feat":["Peony's Flourish"],"skill_mod":{},"summary":"As you spin around and create wide arching circles with your fans, you manifest a mosaic of peonies that confuses your enemies.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics","Sense"],"level":14,"prerequisite":"Fan Dancer Dedication","source_category":["Lost Omens"],"requirement":"You're wielding two fans, one in each hand.","resistance":{},"url":"/Feats.aspx?ID=7051","archetype":["Fan Dancer"],"name":"Peony's Flourish","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7051"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Air","Archetype","Flourish","Move"],"id":"feat-7052","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Dragon's Journey Single Action Source Tian Xia Character Guide pg. 99 Archetype Fan Dancer Prerequisites Fan Dancer Dedication Requirements You're wielding two fans, one in each hand. --- Your movements are like that of a dragon weaving a serpentine path between your enemies and allies. Using your fans, you slice the air and create a path of least resistance, allowing you to move across the battlefield with an ethereal grace. You Stride, your movement doesn’t trigger enemy reactions, and any allies you pass within 5 feet of can immediately use their reaction to Stride, moving in the same direction. Allies must end their movement as close as possible to you or another ally who benefited from this ability. During Dragon’s Journey, ally movement doesn’t trigger reactions.","feat":["Dragon's Journey"],"element":["Air"],"skill_mod":{},"summary":"Your movements are like that of a dragon weaving a serpentine path between your enemies and allies.","primary_source":"Tian Xia Character Guide","trait_group":["Elemental","Planar","Monster","Feat","Mechanics"],"level":14,"prerequisite":"Fan Dancer Dedication","source_category":["Lost Omens"],"requirement":"You're wielding two fans, one in each hand.","resistance":{},"url":"/Feats.aspx?ID=7052","archetype":["Fan Dancer"],"name":"Dragon's Journey","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7052"},{"skill_mod":{},"summary":"Whether trained in a noble kitchen or a humble home, you know how to cook delicious dishes and source ingredients from the wilderness or urban settings.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7053","weakness":{},"archetype":["Wandering Chef"],"name":"Wandering Chef Dedication","trait":["Archetype","Dedication"],"id":"feat-7053","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wandering Chef Dedication Source Tian Xia Character Guide pg. 100 Archetype Wandering Chef --- Whether trained in a noble kitchen or a humble home, you know how to cook delicious dishes and source ingredients from the wilderness or urban settings. You become trained in Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You can use cookware instead of an alchemist’s toolkit to craft alchemical foods. When using the Subsist downtime activity, you can use Crafting or Cooking Lore in place of Survival, and if you roll a failure, you get a success instead. You gain the Quick Alchemy benefits, but can use it only to create consumables, and the consumables must be alchemical food. Any items you choose with Alchemical Crafting must be alchemical food, but they can be 1st level or 2nd level instead of only 1st level. You create up to 4 versatile vials during your daily preparations. Typically, a wandering chef’s versatile vials take the form of parcels of foraged ingredients. Wandering Chef Dedication leads to... Additional Servings, Cosmic Cocktail, Feast Planner, Morning Side Dishes, Packed with Flavor","category":"feat","pfs":"Standard","feat":["Wandering Chef Dedication"],"rarity":"common","slug":"feat-7053"},{"skill_mod":{},"summary":"You know a proper breakfast should have a variety of sides.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Wandering Chef Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7054","weakness":{},"archetype":["Wandering Chef"],"name":"Morning Side Dishes","trait":["Archetype"],"id":"feat-7054","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Morning Side Dishes Source Tian Xia Character Guide pg. 100 Archetype Wandering Chef Prerequisites Wandering Chef Dedication --- You know a proper breakfast should have a variety of sides. You gain the advanced alchemy benefits, and you can create 5 alchemical food consumables during your daily preparations. Morning Side Dishes leads to... Food Preservation, Regional Specialty","category":"feat","pfs":"Standard","feat":["Morning Side Dishes"],"rarity":"common","slug":"feat-7054"},{"skill_mod":{},"summary":"Your number of versatile vials per day increases to 5.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Wandering Chef Dedication; Expert in Crafting or Cooking Lore","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7055","weakness":{},"archetype":["Wandering Chef"],"skill":["Crafting","Crafting"],"name":"Additional Servings","trait":["Archetype"],"id":"feat-7055","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Additional Servings Source Tian Xia Character Guide pg. 100 Archetype Wandering Chef Prerequisites Wandering Chef Dedication; Expert in Crafting or Cooking Lore --- Your number of versatile vials per day increases to 5. Special At 12th level or higher, you can select this feat a second time to increase your number of versatile vials per day to 6. At 18th level or higher, you can select this feat a third time to increase your number of versatile vials per day to 7.","category":"feat","pfs":"Standard","feat":["Additional Servings"],"rarity":"common","slug":"feat-7055"},{"skill_mod":{},"summary":"Your techniques extend the storage life for certain ingredients and food through pickling, alcohol, or fermentation.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Morning Side Dishes","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7056","weakness":{},"archetype":["Wandering Chef"],"name":"Food Preservation","trait":["Archetype"],"id":"feat-7056","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Food Preservation Source Tian Xia Character Guide pg. 100 Archetype Wandering Chef Prerequisites Morning Side Dishes --- Your techniques extend the storage life for certain ingredients and food through pickling, alcohol, or fermentation. When you use advanced alchemy to create alchemical food, you can designate one infused item to not automatically expire when you next make your daily preparations. When you preserve another item in this way, the previous item becomes inedible. The number of items you can preserve during your daily preparation and the maximum number of items you can have preserved before spoiling older items increases to two if you’re an expert in Crafting or Cooking Lore, to three if you’re a master, and to five if you’re legendary.","category":"feat","pfs":"Standard","feat":["Food Preservation"],"rarity":"common","slug":"feat-7056"},{"skill_mod":{},"summary":"You learn the fortifying brew ritual, but you instead prepare dishes for a lavish meal that have the same effect as the drinks from the normal version of the ritual.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Wandering Chef Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7057","weakness":{},"archetype":["Wandering Chef"],"name":"Feast Planner","trait":["Archetype","Uncommon"],"id":"feat-7057","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Feast Planner Source Tian Xia Character Guide pg. 101 Archetype Wandering Chef Prerequisites Wandering Chef Dedication --- You learn the fortifying brew ritual, but you instead prepare dishes for a lavish meal that have the same effect as the drinks from the normal version of the ritual. You perform both aspects of the ritual yourself, acting as both primary and a secondary caster. You must still attempt the secondary check normally performed by a secondary caster. In addition, you can use Crafting or Cooking Lore for both the primary and secondary checks. The ritual gains the primal trait as nature spirits attend to you and your guests.","category":"feat","pfs":"Standard","feat":["Feast Planner"],"rarity":"uncommon","slug":"feat-7057"},{"skill_mod":{},"summary":"Edible morsels you create are particularly potent and bursting with flavor.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Wandering Chef Dedication; Expert in Crafting or Cooking Lore","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7058","weakness":{},"archetype":["Wandering Chef"],"skill":["Crafting","Crafting"],"name":"Packed with Flavor","trait":["Archetype"],"id":"feat-7058","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Packed with Flavor Source Tian Xia Character Guide pg. 101 Archetype Wandering Chef Prerequisites Wandering Chef Dedication; Expert in Crafting or Cooking Lore --- Edible morsels you create are particularly potent and bursting with flavor. When you Craft alchemical food or magical morsels that allow a saving throw, or that grants an ability that allows a saving throw, you can change its DC to your class DC or spell DC, whichever is higher. When a creature consumes alchemical food, magical morsels, or potions made by you, it also gains 5 temporary Hit Points that last for 1 hour. If you’re a master in Crafting, it gains 10 temporary Hit Points instead.","category":"feat","pfs":"Standard","feat":["Packed with Flavor"],"rarity":"common","slug":"feat-7058"},{"skill_mod":{},"summary":"Using the liquors, vinegars, and fruits or herbs at your disposal, you spend 1 minute to create a cocktail with colors reminiscent of space and its stars.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Wandering Chef Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7059","frequency":"once per day","weakness":{},"archetype":["Wandering Chef"],"name":"Cosmic Cocktail","trait":["Archetype"],"id":"feat-7059","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Cosmic Cocktail Source Tian Xia Character Guide pg. 101 Archetype Wandering Chef Frequency once per day Prerequisites Wandering Chef Dedication --- Using the liquors, vinegars, and fruits or herbs at your disposal, you spend 1 minute to create a cocktail with colors reminiscent of space and its stars. If immediately consumed after creation, you temporarily see everything all at once, and you gain a new understanding of the universe. You gain the effects of a truesight spell for 10 minutes. Use your Crafting or Cooking Lore for any counteract checks.","category":"feat","pfs":"Standard","feat":["Cosmic Cocktail"],"rarity":"common","slug":"feat-7059"},{"skill_mod":{},"summary":"You can create dishes that reflect the food sources endemic to your environment and medicinal food techniques utilizing the cycle of the five elements.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Morning Side Dishes","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7060","weakness":{},"archetype":["Wandering Chef"],"name":"Regional Specialty","trait":["Archetype"],"id":"feat-7060","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Regional Specialty Source Tian Xia Character Guide pg. 101 Archetype Wandering Chef Prerequisites Morning Side Dishes --- You can create dishes that reflect the food sources endemic to your environment and medicinal food techniques utilizing the cycle of the five elements. When you create alchemical food from Morning Side Dishes during your daily preparations, you can add one elemental benefit of your choice to each of the items. This benefit comes in addition to any other effect of consuming the item. Each element has an immediate benefit and a +3 item bonus to certain saves that lasts for 1 hour after the food is consumed. The item bonus increases to +4 if the alchemical item is 18th level or higher. Wood Remove one source of persistent bleed. For 1 hour, gain a +3 item bonus to saves against disease and poison effects. Fire Reduce the clumsy condition by 1. For 1 hour, gain a +3 item bonus to saves against being doomed or frightened Earth Reduce the drained condition by 1. For 1 hour, gain a +3 item bonus to saves against being enfeebled. Metal Reduce the stupefied condition by 1. For 1 hour, gain a +3 item bonus to saves against being stupefied. Water Reduce the frightened condition by 2. For 1 hour, gain a +3 item bonus to saves against deafened or drained. ","category":"feat","pfs":"Standard","feat":["Regional Specialty"],"rarity":"common","slug":"feat-7060"},{"skill_mod":{},"summary":"You can mix alchemically preserved peppers into an alchemical food consumable to spice it up with alchemical fire.","primary_source":"Tian Xia Character Guide","trait_group":["Class-Specific","Class"],"primary_source_category":"Lost Omens","level":4,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7061","weakness":{},"name":"Numbing Spice Exhalation","trait":["Additive","Alchemist"],"id":"feat-7061","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Numbing Spice Exhalation Source Tian Xia Character Guide pg. 104 --- You can mix alchemically preserved peppers into an alchemical food consumable to spice it up with alchemical fire. When the modified alchemical food is consumed, the user’s mouth goes numb temporarily. Once within the next hour, they can spend a single action to breathe a gout of flame in a 15-foot cone. Each creature in the cone takes 1d6 fire damage for every two levels you have with a basic Reflex save against your class DC.","category":"feat","pfs":"Standard","feat":["Numbing Spice Exhalation"],"rarity":"common","slug":"feat-7061"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Alchemist","Healing","Manipulate"],"id":"feat-7062","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fermenting Liquors Single Action Source Tian Xia Character Guide pg. 104 Frequency once per day Requirements You have a free hand --- You always have a special batch of preserved liquor ready for each day. You serve your liquor to a willing adjacent creature. The creature recovers Hit Points equal to twice your level. Additionally, for 1 hour, all Diplomacy checks to influence the creature gain a +1 status bonus.","feat":["Fermenting Liquors"],"skill_mod":{},"summary":"You always have a special batch of preserved liquor ready for each day.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Mechanics"],"level":4,"source_category":["Lost Omens"],"requirement":"You have a free hand","resistance":{},"url":"/Feats.aspx?ID=7062","name":"Fermenting Liquors","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7062"},{"skill_mod":{},"summary":"You can mix a blend of crushed flowers and alchemical salt into an alchemical elixir with the healing trait or alchemical food .","primary_source":"Tian Xia Character Guide","trait_group":["Class-Specific","Class","Mechanics"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7063","weakness":{},"name":"Glitter Crystals","trait":["Additive","Alchemist","Healing"],"id":"feat-7063","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Glitter Crystals Source Tian Xia Character Guide pg. 104 --- You can mix a blend of crushed flowers and alchemical salt into an alchemical elixir with the healing trait or alchemical food. Choose one of the following effects: reduce the drained condition by 1, reduce the stupefied condition by 1, remove the dazzled condition, or remove the deafened condition. The creature who consumes the modified healing elixir or alchemical food gains this benefit in addition to the food or elixir’s normal effects. This has no effect against permanent conditions.","category":"feat","pfs":"Standard","feat":["Glitter Crystals"],"rarity":"common","slug":"feat-7063"},{"skill_mod":{},"summary":"You can mix ingredients with a powerful sour smell into an alchemical bomb to make its explosion an overpowering stench.","primary_source":"Tian Xia Character Guide","trait_group":["Class-Specific","Class","Sense"],"primary_source_category":"Lost Omens","level":10,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7064","weakness":{},"name":"Sour Bomb","trait":["Additive","Alchemist","Olfactory"],"id":"feat-7064","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sour Bomb Source Tian Xia Character Guide pg. 104 --- You can mix ingredients with a powerful sour smell into an alchemical bomb to make its explosion an overpowering stench. Any creature hit by the bomb must attempt a Fortitude save against your class DC in addition to the bomb’s normal effects. Success The creature is unaffected beyond a strong craving for pickles. Failure The creature is sickened 1. Critical Failure The creature is sickened 2, and fleeing for 1 round from the smell.","category":"feat","pfs":"Standard","feat":["Sour Bomb"],"rarity":"common","slug":"feat-7064"},{"skill_mod":{},"summary":"You diagnose your patient, then prepare and administer a dose of elemental medicine to a creature.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Feat","Rarity"],"access":"Tian Xia origin","primary_source_category":"Lost Omens","level":1,"prerequisite":"Trained in Crafting, Herbalism Lore, or Trained in Medicine","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7065","weakness":{},"skill":["Crafting","Medicine","Crafting","Medicine"],"name":"Prepare Elemental Medicine","trait":["Exploration","General","Manipulate","Secret","Skill","Uncommon"],"id":"feat-7065","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Restricted\" > Prepare Elemental Medicine Source Tian Xia Character Guide pg. 106 Prerequisites Trained in Crafting, Herbalism Lore, or Trained in Medicine Access Tian Xia origin --- You diagnose your patient, then prepare and administer a dose of elemental medicine to a creature. Healer’s tools contain basic ingredients for crafting elemental medicine, though you might also need to gather more potent ingredients from your environment. The medicine’s effects last 24 hours, and no character can benefit from more than one elemental medicine at a time. Attempt a Crafting, Herbalism Lore, or Medicine check against a standard DC of the recipient’s level (in the case of especially wellknown or obscure afflictions, the GM should apply an adjustment to lower or increase the DC, respectively). As the minute qualities of the patient’s condition can change on a day-to-day basis, you must attempt a new check to prepare elemental medicine each day you treat a patient, even if the affliction you’re treating doesn’t change. You can diagnose and treat up to 6 creatures during your daily preparations, making a separate check for each patient. Critical Success You accurately diagnose your patient. The GM decides the elemental imbalance causing the patient’s symptoms (which elements, as well as whether it’s in excess or deficiency) and then, using the information from the Pei Zing Elemental Associations table, notifies you what element of medicine is needed to remedy it. With this information, you then accurately identify the elemental property of a given ingredient, and then use it to prepare an excellent elemental medicine that grants the recipient a +2 circumstance bonus to saves against the affliction. Success As critical success, but the bonus is +1. Failure You fail to diagnose your patient. The GM doesn’t tell you what elemental imbalance is causing the patient’s symptoms, and therefore, you can’t prepare an elemental medicine. Critical Failure You misdiagnose your patient. The GM decides the elemental imbalance causing the patient’s symptoms and then tells you a different, false diagnosis or notifies you that the elemental ingredient you’re attempting to treat the symptoms with is actually incorrect. Either way, your mistaken treatment imposes a –1 circumstance penalty to saves against the affliction. In addition, characters who have access to Prepare Elemental Medicine also have the ability to use Crafting, Herbalism Lore, or Medicine to Recall Knowledge about elemental afflictions and associations generally, which they can do even if untrained, as with other uses of Recall Knowledge. ## Pei Zing Elemental Associations Wood Fire Earth Metal Water Season Spring Early summer Late summer Fall Winter Taste Sour Bitter Sweet Pungent Salty Vector Wind Heat Damp Dry Cold Color Green Red Yellow White Black Dragon Forest Underworld Sovereign Sky Sea Emotion Anger Exuberance Anxiety Grief Fear Organs Eyes, liver, gallbladder Tongue, Heart, small intestines Mouth, spleen, stomach Nose, lungs, large intestines Ear, kidney, bladder Elements to Treat Excess Fire, earth, metal Earth, metal, water Metal, water, wood Water, wood, fire Wood, fire, earth Elements to Treat Deficiency Water, wood Wood, fire Fire, earth Earth, metal Metal, water Prepare Elemental Medicine leads to... Energy Fortification, Pei Zing Adept","category":"feat","pfs":"Restricted","feat":["Prepare Elemental Medicine"],"rarity":"uncommon","slug":"feat-7065"},{"skill_mod":{},"summary":"You’ve studied the routes by which qi flows through the body.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Feat"],"access":"Tian Xia origin","primary_source_category":"Lost Omens","level":1,"prerequisite":"Trained in Medicine","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7066","weakness":{},"skill":["Medicine","Medicine"],"name":"Acupuncturist","trait":["Downtime","General","Manipulate","Skill"],"id":"feat-7066","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Restricted\" > Acupuncturist Source Tian Xia Character Guide pg. 108 Prerequisites Trained in Medicine Access Tian Xia origin --- You’ve studied the routes by which qi flows through the body. The needles stored in your healer’s tools can manipulate its flow and improve health when applied to specific meridian points. You spend a day studying an ally to attempt a Medicine check to improve their qi against a standard DC for your ally’s level. The ally is then immune to all uses of Acupuncturist for 1 week. Critical Success You grant your ally the choice of a +2 circumstance bonus to one downtime activity skill check within the next week, or the ability to roll twice on their next saving throw within the next week against an affliction and take the higher result; this is a fortune effect. Success You grant your ally a +1 circumstance bonus to one downtime activity skill check within the next week. Critical Failure Your ally takes a –1 circumstance penalty to all downtime activity skill checks within the next week.","category":"feat","pfs":"Restricted","feat":["Acupuncturist"],"rarity":"common","slug":"feat-7066"},{"skill_mod":{},"summary":"You learn Minkaian traditions about the void and know how to manipulate the five elements to fortify vitality and void energies in the body.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Rarity"],"access":"Minkai or Forest of Spirits origin","primary_source_category":"Lost Omens","level":2,"prerequisite":"Prepare Elemental Medicine; Expert in Occultism","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7067","weakness":{},"skill":["Occultism","Occultism"],"name":"Energy Fortification","trait":["General","Skill","Uncommon"],"id":"feat-7067","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Energy Fortification Source Tian Xia Character Guide pg. 108 Prerequisites Prepare Elemental Medicine; Expert in Occultism Access Minkai or Forest of Spirits origin --- You learn Minkaian traditions about the void and know how to manipulate the five elements to fortify vitality and void energies in the body. When you Prepare Elemental Medicine, you can choose to use Occultism instead of the usual skills. If you do, the medicine also grants the recipient resistance 2 and weakness 2 based on the element you chose. A wood, earth, or water elemental medicine grants resistance to void damage and weakness to vitality damage, and a living recipient loses its immunity to vitality damage for the duration. A fire or metal elemental medicine grants resistance to vitality damage and weakness to void damage, and an undead recipient loses its immunity to void damage for the duration. If you’re a master in Occultism, increase the resistance and weakness to 4. If you’re legendary, instead increase them to 8.","category":"feat","pfs":"Standard","feat":["Energy Fortification"],"rarity":"uncommon","slug":"feat-7067"},{"skill_mod":{},"summary":"You’re practiced at timing preparations to the point where you can treat multiple patients at once.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Rarity"],"access":"Tian Xia origin","primary_source_category":"Lost Omens","level":2,"prerequisite":"Prepare Elemental Medicine; Expert in Crafting, Herbalism Lore, or Expert in Medicine","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7068","weakness":{},"skill":["Crafting","Medicine","Crafting","Medicine"],"name":"Pei Zing Adept","trait":["General","Skill","Uncommon"],"id":"feat-7068","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pei Zing Adept Source Tian Xia Character Guide pg. 109 Prerequisites Prepare Elemental Medicine; Expert in Crafting, Herbalism Lore, or Expert in Medicine Access Tian Xia origin --- You’re practiced at timing preparations to the point where you can treat multiple patients at once. During your daily preparations, you can administer up to two elemental medicines to different recipients. If you’re a master in one of the prerequisite skills, you can administer to up to four recipients, and if you’re legendary, you can administer to up to eight.","category":"feat","pfs":"Standard","feat":["Pei Zing Adept"],"rarity":"uncommon","slug":"feat-7068"},{"skill_mod":{},"summary":"You learn Hwan temperature classifications for the elements—wood and water are cold elements, while fire, earth, and metal are hot elements.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Rarity"],"access":"Hwamggot origin","primary_source_category":"Lost Omens","level":7,"prerequisite":"Master in Crafting, Master in Medicine, or Herbalism Lore","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7069","weakness":{},"skill":["Crafting","Medicine","Crafting","Medicine"],"name":"Temperature Adjustment","trait":["General","Skill","Uncommon"],"id":"feat-7069","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Temperature Adjustment Source Tian Xia Character Guide pg. 109 Prerequisites Master in Crafting, Master in Medicine, or Herbalism Lore Access Hwamggot origin --- You learn Hwan temperature classifications for the elements—wood and water are cold elements, while fire, earth, and metal are hot elements. When you Prepare Elemental Medicine, you can alter the environmental effects on the recipient’s body. If you created hot elemental medicine, the recipient ignores the effects of severe cold while the medicine lasts. If you created cold elemental medicine, the recipient ignores the effects of severe heat while the medicine lasts.","category":"feat","pfs":"Standard","feat":["Temperature Adjustment"],"rarity":"uncommon","slug":"feat-7069"},{"access":"Tian Xia origin","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["Druid","Ranger","Stance","Uncommon"],"id":"feat-7070","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Intensified Element Stance Single Action Source Tian Xia Character Guide pg. 109 Prerequisites Trained in Medicine Access Tian Xia origin Requirements You were the recipient of elemental medicine during your last daily preparations. --- You expend the elemental medicine in your body to empower your attacks, though you can’t consume any more elemental medicine until the next day. While in Intensified Element Stance, your strikes and damaging spells deal an additional 1d6 damage against certain creatures, depending on the type of elemental medicine you expended. If the person who crafted the elemental medicine expended was legendary in the skill they used, increase this damage to 2d6. Earth acid damage against water creatures Fire fire damage against metal creatures and constructs that are primarily metallic Metal electricity damage against wood or plant creatures and constructs primarily made of wood or plant matter Water sonic damage against fire creatures Wood cold damage against earth creatures and constructs that are primarily made of rock or earth","feat":["Intensified Element Stance"],"skill_mod":{},"summary":" You expend the elemental medicine in your body to empower your attacks, though you can’t consume any more elemental medicine until the next day.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Class-Specific","Rarity"],"level":6,"prerequisite":"Trained in Medicine","source_category":["Lost Omens"],"requirement":"You were the recipient of elemental medicine during your last daily preparations.","resistance":{},"url":"/Feats.aspx?ID=7070","name":"Intensified Element Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7070"},{"access":"Tian Xia origin","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["Manipulate","Summoner","Uncommon"],"id":"feat-7071","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Protective Pose Two Actions Source Tian Xia Character Guide pg. 109 Prerequisites Trained in Medicine Access Tian Xia origin Requirements You and your eidolon are within 30 feet of one another. --- Many physical poses can fortify one’s health, but some poses need more than one body to accomplish. As you and your eidolon pose in tandem, you each channel qi into a protective barrier in a 30-emanation until the start of your next turn. Creatures within range of either you or you eidolon gain resistance to your choice of acid, cold, electricity, fire, or sonic damage equal to half your level. In addition, any Medicine check targeting a creature with this resistance gets a +1 status bonus (or a +2 status bonus if you’re a master in Medicine).","feat":["Protective Pose"],"skill_mod":{},"summary":"Many physical poses can fortify one’s health, but some poses need more than one body to accomplish.","primary_source":"Tian Xia Character Guide","trait_group":["Mechanics","Class","Rarity"],"level":8,"prerequisite":"Trained in Medicine","source_category":["Lost Omens"],"requirement":"You and your eidolon are within 30 feet of one another. ","resistance":{},"url":"/Feats.aspx?ID=7071","name":"Protective Pose","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-7071"},{"access":"Tian Xia origin","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["Barbarian","Concentrate","Emotion","Incapacitation","Mental","Rage","Uncommon"],"id":"feat-7072","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Meditate on This! Single Action Source Tian Xia Character Guide pg. 109 Prerequisites Trained in Medicine or Tian Xia Lore Access Tian Xia origin --- You meditate to alter your qi, coloring it with your resentment and anger. Until the start of your next turn, whenever you hit a creature with an unarmed Strike, or an adjacent creature deals piercing, slashing, or bleed damage to you, the creature that you hit or that damaged you must attempt a Will save against your class DC. The creature is then temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing until the end of its next turn.","feat":["Meditate on This!"],"skill_mod":{},"summary":"You meditate to alter your qi, coloring it with your resentment and anger.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Mechanics","Class-Specific","Rarity"],"level":14,"prerequisite":"Trained in Medicine or Tian Xia Lore","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7072","name":"Meditate on This!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7072"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Fire","Inventor","Manipulate","Unstable"],"id":"feat-7073","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Oil Fire Single Action Source Tian Xia Character Guide pg. 110 Prerequisites armor innovation Requirements You have a foe grabbed. --- Your armor includes flame-resistant gauntlets with oil-filled finger joints. These joints can split apart, dousing your opponent in flammable oil and then igniting it. The opponent must attempt a Reflex save against your class DC. Critical Success The grab ends. Success The grab ends, and the target takes 1 persistent fire damage. Failure The target takes persistent fire damage equal to half your level. Critical Failure The target takes persistent fire damage equal to your level.","feat":["Oil Fire"],"element":["Fire"],"skill_mod":{},"summary":"Your armor includes flame-resistant gauntlets with oil-filled finger joints.","primary_source":"Tian Xia Character Guide","trait_group":["Energy","Elemental","Planar","Monster","Class","Mechanics","Class-Specific"],"level":2,"prerequisite":"armor innovation","source_category":["Lost Omens"],"requirement":"You have a foe grabbed .","resistance":{},"url":"/Feats.aspx?ID=7073","name":"Oil Fire","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7073"},{"access":"Tian Xia origin or worshipper of Sun Wukong ","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor","Manipulate","Uncommon","Unstable"],"id":"feat-7074","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wukong Extension Single Action Source Tian Xia Character Guide pg. 110 Prerequisites weapon innovation Access Tian Xia origin or worshipper of Sun Wukong --- Invoking the name of Sun Wukong’s extending cudgel, Ruyi Bang, you activate hidden levers and cranks in your innovation, making it swiftly extend outward like a battering ram. Make a melee Strike with your weapon innovation; your reach for that Strike is 30 feet.","feat":["Wukong Extension"],"skill_mod":{},"summary":"Invoking the name of Sun Wukong’s extending cudgel, Ruyi Bang , you activate hidden levers and cranks in your innovation, making it swiftly extend outward like a battering ram.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Mechanics","Rarity","Class-Specific"],"level":2,"prerequisite":"weapon innovation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7074","name":"Wukong Extension","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7074"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor"],"id":"feat-7075","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Duo Dragon Kick Two Actions Source Tian Xia Character Guide pg. 110 Prerequisites construct innovation Requirements Your construct innovation is adjacent to you. --- You’ve practiced an impressive spin technique with your construct, automatically attacking in tandem as you launch each other through the air. You Command your construct companion to fight alongside you, after which you both Leap in the same direction, making an unarmed Strike at the start or end of the Leap; this uses your companion’s actions for the turn. If the Strikes both hit the same creature, combine their damage for the purposes of resistances and weaknesses. Unstable Function You spin farther and higher, though the extreme movement risks discombobulating your innovation. Add the unstable trait to Duo Dragon Kick. Increase the distance of your Leaps by 10 feet if horizontal or 5 feet if vertical.","feat":["Duo Dragon Kick"],"skill_mod":{},"summary":"You’ve practiced an impressive spin technique with your construct, automatically attacking in tandem as you launch each other through the air.","primary_source":"Tian Xia Character Guide","trait_group":["Class"],"level":4,"prerequisite":"construct innovation","source_category":["Lost Omens"],"requirement":"Your construct innovation is adjacent to you.","resistance":{},"url":"/Feats.aspx?ID=7075","name":"Duo Dragon Kick","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7075"},{"access":"Tian Xia origin","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor","Manipulate","Uncommon"],"id":"feat-7076","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Silk Bracelet Two Actions Source Tian Xia Character Guide pg. 110 Prerequisites armor innovation, construct innovation, or weapon innovation Access Tian Xia origin --- Taking inspiration from Desna’s image as a giant silk moth in Tian Xia, you’ve attached a bracelet to your innovation that generates ultra-strong silk strands mixed with venom. You can unleash this substance as part of an attack. Make a melee Strike. If it hits, the target takes damage from the Strike as normal and must attempt a Fortitude save against your class DC with the following effects. Critical Success The target is unaffected. Success The silk imposes a –10 foot status penalty to all the target’s Speeds for 1 round. Failure As success, and the target takes an additional 1d4 persistent poison damage. The poison damage increases to 2d4 at 12th level and 3d4 at 18th level. Critical Failure As failure, and the target is immobilized until the end of their next turn.","feat":["Silk Bracelet"],"skill_mod":{},"summary":"Taking inspiration from Desna’s image as a giant silk moth in Tian Xia, you’ve attached a bracelet to your innovation that generates ultra-strong silk strands mixed with venom.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Mechanics","Rarity"],"level":6,"prerequisite":"armor innovation, construct innovation, or weapon innovation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7076","name":"Silk Bracelet","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-7076"},{"access":"Tian Xia origin","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor","Uncommon"],"id":"feat-7077","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Xidao Sea Mine Drop Two Actions Source Tian Xia Character Guide pg. 110 Prerequisites Diving Armor Access Tian Xia origin --- You've rigged your armor innovation with a gizmo that can safely synthesize two sea mines a day, holding them in a protected compartment. You must be submerged in water to use this action, and the mines only detonate if they're underwater. You off-load a mine onto an unoccupied square within your reach. The mine is primed to explode when a Small or larger creature moves into its square, or when you Interact to Activate your gizmo's remote detonation button, which explodes a single mine up to 50 feet away. As a 1-minute activity, you can hide a mine. Creatures can detect a hidden mine as they would any trap or hazard, using your Craft DC as the Stealth DC. If you don't Conceal the mine, its position is obvious. Any creature in a 5-foot emanation around the mine when it detonates takes 3d4 bludgeoning damage and 1d4 piercing damage, with a basic Reflex save against your class DC. The bludgeoning damage of your mines increases by 1d4 at 8th level and every 2 levels thereafter. Any mines that haven't detonated when you make your daily preparations become inert and harmless. Unstable Function You push the safety limits of your gizmo, forcing it to synthesize and launch additional sea mines, exceeding the daily limit. Add the unstable trait to Xidao Sea Mine Drop. You create up to 3 additional sea mines that you can immediately deploy in different unoccupied spaces up to 30 feet away.","feat":["Xidao Sea Mine Drop"],"skill_mod":{},"summary":"You’ve rigged your armor innovation with a gizmo that can safely synthesize two sea mines a day, holding them in a protected compartment.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Rarity"],"level":6,"prerequisite":"Diving Armor","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7077","name":"Xidao Sea Mine Drop","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-7077"},{"skill_mod":{},"summary":"Your innovation is augmented with plates shaped to resemble the gaping maws of guardian lions, which you can energize to expel a stream of sonic energy reminiscent of a lion’s powerful roar.","primary_source":"Tian Xia Character Guide","trait_group":["Sense","Class","Energy","Monster"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"armor innovation, construct innovation, or weapon innovation","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7078","weakness":{},"name":"Guardian Lion Roar","trait":["Auditory","Inventor","Sonic"],"actions_number":4,"id":"feat-7078","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Guardian Lion Roar Two Actions Source Tian Xia Character Guide pg. 111 Prerequisites armor innovation, construct innovation, or weapon innovation --- Your innovation is augmented with plates shaped to resemble the gaping maws of guardian lions, which you can energize to expel a stream of sonic energy reminiscent of a lion’s powerful roar. All creatures in a 20-foot line from your innovation take 2d8 sonic damage with a basic Fortitude save against your class DC. Creatures that fail this save become off-guard for 1 round. The damage from this effect increases by 1d8 at 10th level and every 2 levels thereafter. Unstable Function You press concealed switches in the guardian lions’ plates, extending their reach and power. Add the unstable trait to Guardian Lion Roar. The range of your roar increases to a 60-foot line. Creatures that succeed (but not critically succeed) at their save also become off-guard for 1 round. On a critical failure when attempting the flat check for this unstable action, you take sonic damage equal to your level instead of fire damage. Special If your innovation is a minion, it can take this action rather than you.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Guardian Lion Roar"],"rarity":"common","slug":"feat-7078"},{"access":"Tian Xia origin","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Fire","Inventor","Modification","Uncommon","Unstable"],"id":"feat-7079","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Geobukseon Retaliation Reaction Source Tian Xia Character Guide pg. 111 Prerequisites armor innovation Access Tian Xia origin Trigger You would take damage. --- Your armor has a retractable spike-covered shell reminiscent of Hwanggot’s heavily armored geobukseon, or “turtle ships.” The shell unfolds across your body, giving you a +4 circumstance bonus to AC and resistance 2 to bludgeoning, piercing, and slashing damage until the end of your next turn. Spiked chains propelled by small bursts of black powder also erupt from the shell, dealing 3d4 piercing damage plus 2 persistent fire damage (basic Reflex save against your class DC) to all creatures in a 5-foot emanation.","feat":["Geobukseon Retaliation"],"element":["Fire"],"skill_mod":{},"summary":"Your armor has a retractable spike-covered shell reminiscent of Hwanggot’s heavily armored geobukseon, or “turtle ships.” The shell unfolds across your body, giving you a +4 circumstance bonus to AC and resistance 2 to bludgeoning, piercing, and slashing damage until the end of your next turn.","primary_source":"Tian Xia Character Guide","trait_group":["Energy","Elemental","Planar","Monster","Class","Class-Specific","Rarity"],"level":10,"prerequisite":"armor innovation","source_category":["Lost Omens"],"trigger":"You would take damage.","resistance":{},"url":"/Feats.aspx?ID=7079","name":"Geobukseon Retaliation","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-7079"},{"access":"Tian Xia origin","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Fire","Inventor","Manipulate","Sonic","Uncommon","Visual"],"id":"feat-7080","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Celestial Cacophony Three Actions Source Tian Xia Character Guide pg. 111 Prerequisites weapon innovation Access Tian Xia origin --- Your weapon contains a detonation chamber that launches fireworks, sparklers, and black powder pellets that sizzle, twist, and scatter on the ground in a cacophonous manner liable to annoy the entire Celestial Court. All creatures in a 15-foot cone extending from your innovation take 3d4 fire damage and 3d4 sonic damage with a basic Fortitude save against your class DC; both the fire and sonic damage increase by 1d4 at 14th level and every 2 levels thereafter. The area affected by the cone becomes difficult terrain until the start of your next turn. Creatures moving through this area must succeed at a Reflex save against your class DC or take 2d4 persistent fire damage. Unstable Function You rattle your weapon violently to make it belch out even more pyrotechnics. Add the unstable trait to Celestial Cacophony. The area increases to a 30-foot cone, and all damage dice increase from d4s to d8s.","feat":["Celestial Cacophony"],"element":["Fire"],"skill_mod":{},"summary":"Your weapon contains a detonation chamber that launches fireworks, sparklers, and black powder pellets that sizzle, twist, and scatter on the ground in a cacophonous manner liable to annoy the entire Celestial Court.","primary_source":"Tian Xia Character Guide","trait_group":["Energy","Elemental","Planar","Monster","Class","Mechanics","Rarity","Sense"],"level":12,"prerequisite":"weapon innovation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7080","name":"Celestial Cacophony","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"feat-7080"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Arcane","Magus"],"id":"feat-7081","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Distant Waterbird's Poise Reaction Source Tian Xia Character Guide pg. 113 Prerequisites aloof firmament hybrid study; Spellstrike Trigger You hit a target with a Spellstrike. --- You flow around your foe, using the magic of your attack to carry you away. You Leap, High Jump, or Long Jump, and this movement doesn’t trigger reactions from the creature you hit. If you High Jump or Long Jump, you don’t have to perform the initial Stride (nor do you fall if you don’t Stride 10 feet). The lightness of your steps persists after the jump, granting you the ability to land on or walk on the surface of water or other liquids until the end of your next turn.","feat":["Distant Waterbird's Poise"],"skill_mod":{},"summary":"You flow around your foe, using the magic of your attack to carry you away.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Class"],"level":4,"prerequisite":"aloof firmament hybrid study; Spellstrike","source_category":["Lost Omens"],"trigger":"You hit a target with a Spellstrike.","resistance":{},"url":"/Feats.aspx?ID=7081","name":"Distant Waterbird's Poise","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7081"},{"skill_mod":{},"summary":"Your magic extends to your garments.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Mechanics","Class"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"unfurling brocade hybrid study","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7082","weakness":{},"name":"Heaven-Earth Encompassing Sleeves","trait":["Arcane","Extradimensional","Magus"],"id":"feat-7082","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Heaven-Earth Encompassing Sleeves Source Tian Xia Character Guide pg. 113 Prerequisites unfurling brocade hybrid study --- Your magic extends to your garments. During your daily preparations, you can weave magic into a single suit of fine or high-fashioned fine clothing with long sleeves or a train, such as a robe or cloak. This clothing becomes a set of sleeves of storage, allowing you to store items in either the sleeves or the train (you choose which during your daily preparations). This treatment also makes the clothing more durable; its Hardness increases by an amount equal to your level, and its Hit Points increase by an amount equal to twice your level. These benefits end if you prepare a new set of clothing, if someone else attempts to wear the clothing, or if you lose ownership of the clothing. When it ends, all items stored within the clothes fall into the nearest available space. At 9th level, the clothing becomes greater sleeves of storage instead.","category":"feat","pfs":"Standard","feat":["Heaven-Earth Encompassing Sleeves"],"rarity":"common","slug":"feat-7082"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Arcane","Magus"],"id":"feat-7083","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Vermilion Threads Reaction Source Tian Xia Character Guide pg. 113 Prerequisites Arcane Cascade; unfurling brocade hybrid study Trigger You use Arcane Cascade. --- Your Arcane Cascade sends threads to the four directions, creating a web of strings dyed by your skill and your enemies’ blood. The web fills a 15-foot burst centered on you and is difficult terrain. You can ignore the difficult terrain, and the strings can support your weight, allowing you to walk on them as though you were benefiting from fly. The web lasts for 1 minute but ends early if your Arcane Cascade ends or you leave the web. If you Cast a Spell from a spell slot while in the web, the strings glow red until the beginning of your next turn, dealing damage equal to the spell’s rank to any creature other than you that moves through the web. The damage occurs at the end of the creature’s movement, with a basic Reflex save against your spell DC. A creature can take this damage only once each round.","feat":["Vermilion Threads"],"skill_mod":{},"summary":"Your Arcane Cascade sends threads to the four directions, creating a web of strings dyed by your skill and your enemies’ blood.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Class"],"level":10,"prerequisite":"Arcane Cascade; unfurling brocade hybrid study","source_category":["Lost Omens"],"trigger":"You use Arcane Cascade.","resistance":{},"url":"/Feats.aspx?ID=7083","name":"Vermilion Threads","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7083"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Arcane","Light","Magus"],"id":"feat-7084","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unsheathing the Sword-Light Two Actions Source Tian Xia Character Guide pg. 113 Prerequisites aloof firmament hybrid study; Spellstrike Requirements Your Spellstrike is charged, and you're wielding a one-handed weapon in the sword group. --- Honed through 10,000 battles, your sword’s mere light can shatter ambitions and break armies. Make a melee Spellstrike with a sword, with a spell that isn’t a cantrip or focus spell. Countless copies of your sword, made of light, fall around you, dealing damage equal to double the spell’s rank to each creature within a 10-foot emanation of the target, excluding you and the target of the Spellstrike. The damage is of the same type dealt by your sword Strike and is treated as cold iron and silver.","feat":["Unsheathing the Sword-Light"],"skill_mod":{},"summary":"Honed through 10,000 battles, your sword’s mere light can shatter ambitions and break armies.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Mechanics","Class"],"level":10,"prerequisite":"aloof firmament hybrid study; Spellstrike","source_category":["Lost Omens"],"requirement":"Your Spellstrike is charged, and you're wielding a one-handed weapon in the sword group.","resistance":{},"url":"/Feats.aspx?ID=7084","name":"Unsheathing the Sword-Light","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7084"},{"skill_mod":{},"summary":"Through an esoteric, often exacting, regimen of meditation, diet, and exercise, you’ve learned to transform your body’s inner workings into a crucible of planar and spiritual energies.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Occultism","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7085","weakness":{},"archetype":["Cultivator"],"skill":["Occultism","Occultism"],"name":"Cultivator Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-7085","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Cultivator Dedication Source Tian Xia Character Guide pg. 114 Archetype Cultivator Prerequisites Trained in Occultism --- Through an esoteric, often exacting, regimen of meditation, diet, and exercise, you’ve learned to transform your body’s inner workings into a crucible of planar and spiritual energies. These austerities allow you to refine your body’s vitality into qi, the foundation of all cultivation. You become an expert in Occultism. In addition, you gain the adapt self domain spell as a focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity meditating to refine essence into qi, which circulates and refills your focus pool. Your cultivator focus spells are occult spells. You’re trained in spell attack modifier and spell DC. Your key spellcasting attribute for these spells is Wisdom. Cultivator focus spells are treated as qi spells for prerequisites, counting the number of qi spells you possess and their effects, such as a jiang-shi’s Drain Qi. Cultivator Dedication leads to... Cultivator's Keen Eye, Ghost-path Epiphany, Immortal Lightness, Three Clear Breaths, Three Pecks of Dew, Wisteria-and-Peony Reunion","category":"feat","pfs":"Standard","feat":["Cultivator Dedication"],"rarity":"rare","slug":"feat-7085"},{"skill_mod":{},"summary":"You breathe, allowing your golden core to release qi into the meridians governing your lower body, and break into a burst of speed that could shame arrows in flight.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Cultivator Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7086","weakness":{},"archetype":["Cultivator"],"name":"Immortal Lightness","trait":["Archetype"],"id":"feat-7086","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Immortal Lightness Source Tian Xia Character Guide pg. 114 Archetype Cultivator Prerequisites Cultivator Dedication --- You breathe, allowing your golden core to release qi into the meridians governing your lower body, and break into a burst of speed that could shame arrows in flight. You gain the athletic rush domain spell as a focus spell. Immortal Lightness leads to... Lotus Above the Mud","category":"feat","pfs":"Standard","feat":["Immortal Lightness"],"rarity":"common","slug":"feat-7086"},{"skill_mod":{},"summary":"Your qi, dancing ever diligently toward cultivation, eludes the grasp of the world’s muck and mire.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Immortal Lightness","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7087","weakness":{},"archetype":["Cultivator"],"name":"Lotus Above the Mud","trait":["Archetype"],"id":"feat-7087","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Lotus Above the Mud Source Tian Xia Character Guide pg. 114 Archetype Cultivator Prerequisites Immortal Lightness --- Your qi, dancing ever diligently toward cultivation, eludes the grasp of the world’s muck and mire. When you cast your adapt self or athletic rush focus spells, you ignore difficult terrain until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Lotus Above the Mud"],"rarity":"common","slug":"feat-7087"},{"skill_mod":{},"summary":"Through your disciplined condensations and circulations of qi, you’ve caught a fleeting glimpse of cultivation’s promise, and your health has handsomely profited along the way.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Cultivator Dedication; Constitution +2","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7088","weakness":{},"archetype":["Cultivator"],"name":"Three Clear Breaths","trait":["Archetype"],"id":"feat-7088","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Three Clear Breaths Source Tian Xia Character Guide pg. 114 Archetype Cultivator Prerequisites Cultivator Dedication; Constitution +2 --- Through your disciplined condensations and circulations of qi, you’ve caught a fleeting glimpse of cultivation’s promise, and your health has handsomely profited along the way. You gain the Breath Control, Diehard, and Fast Recovery feats. You must meet the prerequisites for these feats as normal. For each of these feats you already have, you can instead gain a different feat from the following list: Canny Acumen, Fleet, and Toughness.","category":"feat","pfs":"Standard","feat":["Three Clear Breaths"],"rarity":"common","slug":"feat-7088"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Healing","Vitality","Positive"],"id":"feat-7089","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Wisteria-and-Peony Reunion Free Action Source Tian Xia Character Guide pg. 114 Archetype Cultivator Frequency once per hour Prerequisites Cultivator Dedication Trigger You Cast a focus spell. --- Your roots of qi stand firm, shaking off pains and aches like the returning flowers and leaves shed during winter’s snow. You regain Hit Points equal to your level plus the maximum number of Focus Points in your focus pool.","feat":["Wisteria-and-Peony Reunion"],"skill_mod":{},"summary":"Your roots of qi stand firm, shaking off pains and aches like the returning flowers and leaves shed during winter’s snow.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics","Energy","Planar","Creature Type"],"level":6,"prerequisite":"Cultivator Dedication","source_category":["Lost Omens"],"trigger":"You Cast a focus spell.","resistance":{},"url":"/Feats.aspx?ID=7089","archetype":["Cultivator"],"name":"Wisteria-and-Peony Reunion","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7089"},{"skill_mod":{},"summary":"Attuned to all arrangements of qi, you gain lifesense as an imprecise sense with a range of 30 feet.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Tradition","Monster"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Cultivator Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7090","weakness":{},"archetype":["Cultivator"],"name":"Cultivator's Keen Eye","trait":["Archetype","Occult"],"id":"feat-7090","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Cultivator's Keen Eye Source Tian Xia Character Guide pg. 114 Archetype Cultivator Prerequisites Cultivator Dedication --- Attuned to all arrangements of qi, you gain lifesense as an imprecise sense with a range of 30 feet. You can also sense the presence of precious materials in the same range, which cultivators refer to as “cultivation materials.” When you participate in rituals, you can substitute all or part of the ritual’s cost with an equivalent value of precious materials. This applies only to costs in valuable substances like diamonds, not to rituals that require specific items to function; the GM makes the call if it’s unclear.","category":"feat","pfs":"Standard","feat":["Cultivator's Keen Eye"],"rarity":"common","slug":"feat-7090"},{"skill_mod":{},"summary":"Deviating from the orthodox path, you tread an inauspicious descent littered with flowers of death; this heretical choice will, in time, earn you the enmity and fear of more traditional cultivators.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Cultivator Dedication; you aren't holy","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7091","weakness":{},"archetype":["Cultivator"],"name":"Ghost-path Epiphany","trait":["Archetype"],"id":"feat-7091","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ghost-path Epiphany Source Tian Xia Character Guide pg. 114 Archetype Cultivator Prerequisites Cultivator Dedication; you aren't holy --- Deviating from the orthodox path, you tread an inauspicious descent littered with flowers of death; this heretical choice will, in time, earn you the enmity and fear of more traditional cultivators. You become sanctified with the unholy trait. You also learn the call spirit and commune rituals, which can be used to contact only undead or entities from the Void or the Netherworld. When you cast a ritual, you can reduce the number of secondary casters by 1 as you direct decaying fragments of your own soul, felled by your proximity to death, to assist with the ritual. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can’t replace a secondary caster who’s the target of the spell (as in the atone ritual). Ghost-path Epiphany leads to... The Bitter Scholar's Promotion","category":"feat","pfs":"Standard","feat":["Ghost-path Epiphany"],"rarity":"common","slug":"feat-7091"},{"skill_mod":{},"summary":"At this stage of cultivation, your body is as much spirit as flesh.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Cultivator Dedication; you aren't unholy","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7092","weakness":{},"archetype":["Cultivator"],"name":"Three Pecks of Dew","trait":["Archetype"],"id":"feat-7092","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Three Pecks of Dew Source Tian Xia Character Guide pg. 115 Archetype Cultivator Prerequisites Cultivator Dedication; you aren't unholy --- At this stage of cultivation, your body is as much spirit as flesh. While still fettered to the physical realm, your form flourishes without needing conventional food or drink, and your natural healing now rivals that brought by scalpel and suture. You become sanctified with the holy trait. When you perform the Subsist downtime activity, you can use Occultism for the skill check (instead of the skills normally associated with your environment). If you do so, this activity gains the vitality trait as you subsist on ambient qi within your environment’s dew-laden air and create shelter from solidified emanations of qi. Additionally, when you Refocus, you can also Treat Wounds at the same time. If you do so, you can use Occultism for checks to Treat Wounds and disregard the need for a healer’s kit; this activity gains the vitality trait as you circulate healing qi through your own body or transfuse your ally with healing qi. Three Pecks of Dew leads to... The Immortal Attains the Summit","category":"feat","pfs":"Standard","feat":["Three Pecks of Dew"],"rarity":"common","slug":"feat-7092"},{"skill_mod":{},"summary":"Tian Xia’s shining cities belie its empires’ long shadow of death, darkened by thousands of years of suffering and injustice.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Ghost-path Epiphany","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7093","weakness":{},"archetype":["Cultivator"],"name":"The Bitter Scholar's Promotion","trait":["Archetype"],"id":"feat-7093","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > The Bitter Scholar's Promotion Source Tian Xia Character Guide pg. 115 Archetype Cultivator Prerequisites Ghost-path Epiphany --- Tian Xia’s shining cities belie its empires’ long shadow of death, darkened by thousands of years of suffering and injustice. You pursue immortality not through tuft-hunting with Heaven’s dragons or their imperial brats; yours is the power to crack its corrupt wheel, for you can now release the ghost gates to expedite the dead’s revenge at being cheated of their fates. You cease aging and, regardless of your actual existential state, now register as an undead to effects that can detect undead (such as lifesense or spiritsense). In addition, you learn create undead rituals for gashadokuro, jiangshi, and shui gui. On a success with one of these rituals, you gain the effects of a critical success instead.","category":"feat","pfs":"Standard","feat":["The Bitter Scholar's Promotion"],"rarity":"common","slug":"feat-7093"},{"skill_mod":{},"summary":"Your cultivation bearing glorious fruit, you behold Heaven’s will.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Three Pecks of Dew","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7094","weakness":{},"archetype":["Cultivator"],"name":"The Immortal Attains the Summit","trait":["Archetype"],"id":"feat-7094","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > The Immortal Attains the Summit Source Tian Xia Character Guide pg. 115 Archetype Cultivator Prerequisites Three Pecks of Dew --- Your cultivation bearing glorious fruit, you behold Heaven’s will. Returning from your vision of the Holy Mountain, you become an immortal with mystic potency over the terrestrial realms of wind and water. You cease aging and, regardless of your actual existential state, now register as a living being to effects that can detect living creatures (such as lifesense or spiritsense). In addition, you learn the control weather and plant growth rituals. You can use Occultism instead of Nature for these rituals. On a success with one of these rituals, you gain the effects of a critical success instead.","category":"feat","pfs":"Standard","feat":["The Immortal Attains the Summit"],"rarity":"common","slug":"feat-7094"},{"skill_mod":{},"summary":"You’ve forged an empowered mystical bond with your familiar.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"You have a familiar, and you're able to cast spells.","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7095","weakness":{},"archetype":["Familiar Sage"],"name":"Familiar Sage Dedication","trait":["Archetype","Dedication"],"id":"feat-7095","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Familiar Sage Dedication Source Tian Xia Character Guide pg. 116 Archetype Familiar Sage Prerequisites You have a familiar, and you're able to cast spells. --- You’ve forged an empowered mystical bond with your familiar. You gain the Enhanced Familiar feat, increasing your familiar’s number of abilities. Special You can take Familiar Sage Dedication even if you haven’t yet gained three feats from the familiar master archetype, and you can take Familiar Master Dedication even if you haven’t yet gained three feats from the familiar sage archetype. You can’t select another dedication feat until you’ve gained two other feats from the familiar master or familiar sage archetypes. Familiar Sage Dedication leads to... Familiar Ritualist, Familiar's Resolve, Fulu Familiar, Golden Dragon's Bounty, Lightning Rings' Intervention, Lightning Rings' Overcharge, Phoenix's Flight, Seal of the Golden Dragon, Tempest Cloud's Speed, Vexing Tempest","category":"feat","pfs":"Standard","feat":["Familiar Sage Dedication"],"rarity":"common","slug":"feat-7095"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Spellshape","Metamagic"],"id":"feat-7096","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Familiar's Resolve Single Action Source Tian Xia Character Guide pg. 116 Archetype Familiar Sage Prerequisites Familiar Sage Dedication --- When you weave magic, your familiar traces symbols that throw off fear and doubt. If the next action you use is to Cast a Spell, you or an ally within 30 feet gain a +2 status bonus to saving throws against effects that would cause you to be doomed or frightened for 1 round. At 14th level, you or an ally gain a +3 status bonus to saving throws against these effects instead.","feat":["Familiar's Resolve"],"skill_mod":{},"summary":"When you weave magic, your familiar traces symbols that throw off fear and doubt.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Familiar Sage Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7096","archetype":["Familiar Sage"],"name":"Familiar's Resolve","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7096"},{"skill_mod":{},"summary":"You can imprint your familiar’s spiritual essence into a fulu , a small paper charm that can be affixed to objects, creatures, or structures.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Equipment"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Familiar Sage Dedication; Expert in Occultism or Expert in Religion","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7097","weakness":{},"archetype":["Familiar Sage"],"skill":["Occultism","Religion","Occultism","Religion"],"name":"Fulu Familiar","trait":["Archetype","Talisman"],"id":"feat-7097","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fulu Familiar Source Tian Xia Character Guide pg. 116 Archetype Familiar Sage Prerequisites Familiar Sage Dedication; Expert in Occultism or Expert in Religion --- You can imprint your familiar’s spiritual essence into a fulu, a small paper charm that can be affixed to objects, creatures, or structures. You gain the Create Familiar Fulu action, which you can use once per day; at 12th level, this increases to twice per day, and at 18th level, it increases to three times per day. ","category":"feat","pfs":"Standard","feat":["Fulu Familiar"],"rarity":"common","slug":"feat-7097"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Air","Archetype","Magical"],"id":"feat-7098","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Tempest Cloud's Speed Source Tian Xia Character Guide pg. 116 Archetype Familiar Sage Prerequisites Familiar Sage Dedication Requirements You aren't encumbered. --- You and your familiar coordinate to channel elemental air. Your familiar gains the following ability. Activate Two Actions Path of the Tempest; Frequency once per 10 minutes; Effect (air) Your familiar summons winds that speed up and protect you. You gain a +10-foot status bonus to your Speed until the end of your turn. When you Stride this turn, you don’t trigger reactions. In addition, you don’t need to Stride before a Long Jump this turn. Tempest Cloud's Speed leads to... Vexing Tempest","feat":["Tempest Cloud's Speed"],"element":["Air"],"skill_mod":{},"summary":"You and your familiar coordinate to channel elemental air.","primary_source":"Tian Xia Character Guide","trait_group":["Elemental","Planar","Monster","Feat","Mechanics"],"level":6,"prerequisite":"Familiar Sage Dedication","source_category":["Lost Omens"],"requirement":"You aren't encumbered .","resistance":{},"url":"/Feats.aspx?ID=7098","archetype":["Familiar Sage"],"name":"Tempest Cloud's Speed","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7098"},{"skill_mod":{},"summary":"Your familiar’s magical presence can serve as an aspect of a ritual.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Familiar Sage Dedication; ability to cast a ritual","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7099","weakness":{},"archetype":["Familiar Sage"],"name":"Familiar Ritualist","trait":["Archetype"],"id":"feat-7099","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Familiar Ritualist Source Tian Xia Character Guide pg. 116 Archetype Familiar Sage Prerequisites Familiar Sage Dedication; ability to cast a ritual --- Your familiar’s magical presence can serve as an aspect of a ritual. When you cast a ritual, your familiar can serve as a secondary caster, fulfilling any requirements for the secondary caster as well as a secondary check. You can’t replace a secondary caster who’s the target of the spell.","category":"feat","pfs":"Restricted","feat":["Familiar Ritualist"],"rarity":"common","slug":"feat-7099"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Spellshape","Metamagic"],"id":"feat-7100","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Golden Dragon's Bounty Single Action Source Tian Xia Character Guide pg. 116 Archetype Familiar Sage Prerequisites Familiar Sage Dedication --- Your familiar alters the material of a spell into that of a precious metal. If the next action you use is to Cast a Spell that deals bludgeoning, piercing, or slashing damage, that damage is your choice of cold iron, silver, or steel for the purposes of weaknesses, resistances, vulnerabilities, and the like. At 14th level, adamantine is added to the list of metal choices. The spell gains the metal trait. Golden Dragon's Bounty leads to... Seal of the Golden Dragon","feat":["Golden Dragon's Bounty"],"skill_mod":{},"summary":"Your familiar alters the material of a spell into that of a precious metal.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Familiar Sage Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7100","archetype":["Familiar Sage"],"name":"Golden Dragon's Bounty","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7100"},{"skill_mod":{},"summary":"Your familiar learns to empower spells with an electrical discharge.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Energy","Monster","Mechanics"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Familiar Sage Dedication","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7101","weakness":{},"archetype":["Familiar Sage"],"name":"Lightning Rings' Intervention","trait":["Archetype","Electricity","Manipulate"],"id":"feat-7101","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Lightning Rings' Intervention Source Tian Xia Character Guide pg. 116 Archetype Familiar Sage Prerequisites Familiar Sage Dedication --- Your familiar learns to empower spells with an electrical discharge. Your familiar gains the following ability. Activate Single Action Lightning Needles; Requirements You Cast a Spell that had the air or electricity traits this turn; Effect (electricity) Your familiar absorbs excess electrical charge and unleashes a 5-foot emanation of static electricity that flows into creatures’ meridians. Creatures in the emanation that fail a Fortitude save against your spell DC become clumsy 1 until the end of their next turn. If a creature is soaked or standing over or in water inside the emanation, it also takes 1d4 persistent electricity damage on a failed save. Lightning Rings' Intervention leads to... Lightning Rings' Overcharge","category":"feat","pfs":"Standard","feat":["Lightning Rings' Intervention"],"rarity":"common","slug":"feat-7101"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Magical"],"id":"feat-7102","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Seal of the Golden Dragon Reaction Source Tian Xia Character Guide pg. 117 Archetype Familiar Sage Prerequisites Familiar Sage Dedication; Golden Dragon's Bounty Trigger You would take acid, cold, electricity, poison, fire, or sonic damage. Requirements Your familiar has the resistance ability and is adjacent to you. --- Your familiar coils around you, protecting you with its magical resistance. You gain the benefits of your familiar’s resistance ability until the start of your next turn. If your familiar has any upgrades to this ability, such as major resistance, you gain them as well. Once per day, if your familiar’s resistance is a different damage type, your familiar’s resistance ability changes to the appropriate type. If you already have resistance of the same type, choose the higher of the two.","feat":["Seal of the Golden Dragon"],"skill_mod":{},"summary":"Your familiar coils around you, protecting you with its magical resistance.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Familiar Sage Dedication; Golden Dragon's Bounty","source_category":["Lost Omens"],"requirement":"Your familiar has the resistance ability and is adjacent to you.","trigger":"You would take acid , cold , electricity , poison , fire , or sonic damage.","resistance":{},"url":"/Feats.aspx?ID=7102","archetype":["Familiar Sage"],"name":"Seal of the Golden Dragon","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7102"},{"skill_mod":{},"summary":"Your familiar can adopt an electrical form to empower weapon strikes.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Energy","Monster","Mechanics"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Familiar Sage Dedication; Lightning Rings' Intervention","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7103","weakness":{},"archetype":["Familiar Sage"],"name":"Lightning Rings' Overcharge","trait":["Archetype","Electricity","Magical"],"id":"feat-7103","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Lightning Rings' Overcharge Source Tian Xia Character Guide pg. 117 Archetype Familiar Sage Prerequisites Familiar Sage Dedication; Lightning Rings' Intervention --- Your familiar can adopt an electrical form to empower weapon strikes. Your familiar gains the following ability. Activate Single Action Lightning Armillary; Effect (electricity) Your familiar flies around and around an adjacent ally’s weapon or hand, dissolving into multiple rings of lightning. Until the beginning of your next turn, the affected weapon or unarmed attack deals an additional 1d6 electricity damage, or 1d8 electricity damage if you Cast a Spell with the air or electricity trait this turn. Your familiar remains in lightning ring form, preventing it from being targeted or taking any actions.","category":"feat","pfs":"Standard","feat":["Lightning Rings' Overcharge"],"rarity":"common","slug":"feat-7103"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Air","Archetype","Spellshape","Metamagic"],"id":"feat-7104","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Vexing Tempest Single Action Source Tian Xia Character Guide pg. 117 Archetype Familiar Sage Prerequisites Familiar Sage Dedication; Tempest Cloud's Speed --- Your familiar channels elemental air around it to unleash a disruptive gust that sends creatures flying. If the next action you use is to Cast a Spell that has the air trait, all creatures within a 15-foot emanation of your familiar must attempt a Reflex save against your spell DC or be pushed 10 feet away. On a critical failure, they’re also knocked prone.","feat":["Vexing Tempest"],"element":["Air"],"skill_mod":{},"summary":"Your familiar channels elemental air around it to unleash a disruptive gust that sends creatures flying.","primary_source":"Tian Xia Character Guide","trait_group":["Elemental","Planar","Monster","Feat","Mechanics"],"level":12,"prerequisite":"Familiar Sage Dedication; Tempest Cloud's Speed","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7104","archetype":["Familiar Sage"],"name":"Vexing Tempest","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7104"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Fire","Magical","Polymorph"],"id":"feat-7105","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Phoenix's Flight Source Tian Xia Character Guide pg. 117 Archetype Familiar Sage Prerequisites Familiar Sage Dedication Requirements You're adjacent to or sharing the same space as your familiar. --- You and your familiar learn the secrets of elemental fire, allowing you to merge together to become a legendary creature—a phoenix. You can cast monstrosity form as an innate occult spell once per day, except you can transform only into a phoenix, and your familiar must be adjacent to you before you Cast the Spell. When you Cast the Spell, your familiar merges into your form. While transformed, you gain the Blazing Conflagration action. Activate Three Actions Blazing Conflagration; Requirements You’re transformed into phoenix form by the monstrosity form spell granted by this feat; Effect (fire, healing, light, visual) You dismiss phoenix form while a fiery corona erupts from you as searing light. Each creature in a 10-foot burst takes 16d6 fire damage with a basic Fortitude save against your spell DC; creatures that critically fail are blinded for 1 round. You gain 8d6 temporary Hit Points. At 18th level and again at 20th level, the burst deals an additional 2d6 fire damage, and you gain an additional 1d6 temporary Hit Points.","feat":["Phoenix's Flight"],"element":["Fire"],"skill_mod":{},"summary":"You and your familiar learn the secrets of elemental fire, allowing you to merge together to become a legendary creature—a phoenix .","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Energy","Elemental","Planar","Monster","Mechanics"],"level":16,"prerequisite":"Familiar Sage Dedication","source_category":["Lost Omens"],"requirement":"You're adjacent to or sharing the same space as your familiar.","resistance":{},"url":"/Feats.aspx?ID=7105","archetype":["Familiar Sage"],"name":"Phoenix's Flight","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7105"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk","Stance"],"id":"feat-7106","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rushing Goat Stance Single Action Source Tian Xia Character Guide pg. 119 Archetype Martial Artist (Level 4) Requirements You're unarmored. --- You enter the stance of an unruly goat, lowering your body and preparing to butt heads with your foes. The only Strikes you can make are ramming horn attacks. These strikes deal 1d8 bludgeoning damage, are in the brawling group, and have the forceful, nonlethal, shove, and unarmed traits. When you make a ramming horn attack and your previous action was to Climb, Stride, or Leap, you gain a circumstance bonus to damage equal to the number of weapon damage dice. You can make ramming horn Strikes while Climbing even if you don’t have a free hand. Rushing Goat Stance leads to... Five-gods Ram, Momentous Charge","feat":["Rushing Goat Stance"],"skill_mod":{},"summary":"You enter the stance of an unruly goat, lowering your body and preparing to butt heads with your foes.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Lost Omens"],"requirement":"You're unarmored .","resistance":{},"url":"/Feats.aspx?ID=7106","archetype":["Martial Artist"],"name":"Rushing Goat Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7106"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Monk","Stance"],"id":"feat-7107","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Twisting Petal Stance Single Action Source Tian Xia Character Guide pg. 119 Archetype Martial Artist (Level 4) Prerequisites Trained in Deception Requirements You're unarmored. --- Your body moves like a petal twisting on the wind, confounding your opponents while using their energy against them. You can make gale blossom strikes that deal 1d6 slashing damage. These strikes are in the brawling group and have the agile, finesse, nonlethal, shove, and unarmed traits. While in Twisting Petal Stance, you gain a +1 circumstance bonus to Athletics checks to Shove and a +2 circumstance bonus to your Fortitude DC to avoid being Shoved. You also gain a +1 circumstance bonus to Deception checks to Feint and a +2 circumstance bonus to your Perception DC to resist an opponent’s Feint attempt. Twisting Petal Stance leads to... Scattering in Spring, Whirling in the Summer Storm","feat":["Twisting Petal Stance"],"skill_mod":{},"summary":"Your body moves like a petal twisting on the wind, confounding your opponents while using their energy against them.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon","Class-Specific"],"level":1,"prerequisite":"Trained in Deception","source_category":["Lost Omens"],"requirement":"You're unarmored .","resistance":{},"url":"/Feats.aspx?ID=7107","archetype":["Martial Artist"],"name":"Twisting Petal Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7107"},{"skill_mod":{},"summary":"Your rigorous training regimen allows you to wield complex weaponry with ease.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Monastic Weaponry","source_category":["Lost Omens","Rulebooks"],"source":["Tian Xia Character Guide","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7108","weakness":{},"archetype":["Martial Artist"],"name":"Advanced Monastic Weaponry","trait":["Monk"],"id":"feat-7108","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Monastic Weaponry Source Tian Xia Character Guide pg. 120, Player Core 2 pg. 121 Archetype Martial Artist (Level 8) Prerequisites Monastic Weaponry --- Your rigorous training regimen allows you to wield complex weaponry with ease. For the purposes of proficiency, you treat advanced monk weapons as if they were martial monk weapons.","category":"feat","pfs":"Standard","feat":["Advanced Monastic Weaponry"],"rarity":"common","slug":"feat-7108"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-7109","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Momentous Charge Two Actions Source Tian Xia Character Guide pg. 120 Archetype Martial Artist (Level 8) Prerequisites Rushing Goat Stance Requirements You’re in Rushing Goat Stance. --- You rush into your enemies with great and reckless force. You Climb, Stride, or Leap, then make a ramming horn Strike. On a success, the target of the Strike is pushed up to 10 feet directly away from you. On a critical success, the target is also stunned 1.","feat":["Momentous Charge"],"skill_mod":{},"summary":"You rush into your enemies with great and reckless force.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Rushing Goat Stance","source_category":["Lost Omens"],"requirement":"You’re in Rushing Goat Stance.","resistance":{},"url":"/Feats.aspx?ID=7109","archetype":["Martial Artist"],"name":"Momentous Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7109"},{"access":"You've encountered a kaiju and survived.","primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk","Polymorph","Stance","Uncommon"],"id":"feat-7110","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Kaiju Stance Single Action Source Tian Xia Character Guide pg. 120 Access You've encountered a kaiju and survived. Requirements You're unarmored. --- Your encounter with one of the rare forces of nature known as kaiju has imbued you with knowledge of a martial art that allows you to emulate a fraction of their power. When you enter Kaiju Stance, you become Large and are clumsy 1. The only Strikes you can make are shattering earth attacks. These strikes deal 1d8 bludgeoning damage, are in the brawling group, and have the backswing, fatal d12, reach, and unarmed traits. On a critical success with a shattering earth attack, all creatures other than you that are within 10 feet of the target, including the target itself, take 1 point of bludgeoning splash damage per weapon damage die. While in Kaiju Stance, you ignore difficult terrain. Kaiju Stance leads to... Wake of Devastation, World-breaking Footfall","feat":["Kaiju Stance"],"skill_mod":{},"summary":"Your encounter with one of the rare forces of nature known as kaiju has imbued you with knowledge of a martial art that allows you to emulate a fraction of their power.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon","Mechanics","Class-Specific","Rarity"],"level":8,"source_category":["Lost Omens"],"requirement":"You're unarmored .","resistance":{},"url":"/Feats.aspx?ID=7110","name":"Kaiju Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7110"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-7111","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Scattering in Spring Reaction Source Tian Xia Character Guide pg. 120 Archetype Martial Artist (Level 10) Prerequisites Twisting Petal Stance; Trigger An enemy within your reach targets you with a melee attack, and you're aware of the attack. Requirements You’re in Twisting Petal Stance. --- You evade an incoming attack by twisting your enemy’s tactics in your favor. You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses you, you can immediately attempt a Feint or Shove against the triggering attacker; if you roll a success, you get a critical success instead.","feat":["Scattering in Spring"],"skill_mod":{},"summary":"You evade an incoming attack by twisting your enemy’s tactics in your favor.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon"],"level":8,"prerequisite":"Twisting Petal Stance; ","source_category":["Lost Omens"],"requirement":"You’re in Twisting Petal Stance.","trigger":"An enemy within your reach targets you with a melee attack, and you're aware of the attack.","resistance":{},"url":"/Feats.aspx?ID=7111","archetype":["Martial Artist"],"name":"Scattering in Spring","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7111"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-7112","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Five-gods Ram Three Actions Source Tian Xia Character Guide pg. 120 Archetype Martial Artist (Level 14) Prerequisites Rushing Goat Stance Requirements You’re in Rushing Goat Stance. --- You attack in an unceasing flurry of charging headbutts. Stride or Climb and then make a ramming horn Strike. If the Strike is successful, you immediately push the target back 10 feet, then Stride or Climb and make a second ramming horn Strike against them. If the second Strike is successful, you immediately knock the target prone, but if the second Strike is a failure or if you’re unable to complete all the required actions, you become stunned 1. Both Strikes count toward your multiple attack penalty, but the penalty doesn’t increase until you’ve made both of them.","feat":["Five-gods Ram"],"skill_mod":{},"summary":"You attack in an unceasing flurry of charging headbutts.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon"],"level":12,"prerequisite":"Rushing Goat Stance","source_category":["Lost Omens"],"requirement":"You’re in Rushing Goat Stance.","resistance":{},"url":"/Feats.aspx?ID=7112","archetype":["Martial Artist"],"name":"Five-gods Ram","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7112"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-7113","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Whirling in the Summer Storm Three Actions Source Tian Xia Character Guide pg. 121 Archetype Martial Artist (Level 14) Prerequisites Twisting Petal Stance Requirements You’re in Twisting Petal Stance. --- Your hands move in a hypnotic and distracting flurry that throws your foes off-balance before you cast them away with a violent pirouette. You Step. Then each enemy within your reach must attempt a Will save against the higher of your class DC or your Deception DC; on a failure, they’re off-guard to melee attacks from you and your allies until the end of your next turn. Then, Shove up to three adjacent enemies; each Shove counts toward your multiple attack penalty, but you don’t increase your penalty until after you’ve resolved all the Shove attempts.","feat":["Whirling in the Summer Storm"],"skill_mod":{},"summary":"Your hands move in a hypnotic and distracting flurry that throws your foes off-balance before you cast them away with a violent pirouette.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon"],"level":12,"prerequisite":"Twisting Petal Stance","source_category":["Lost Omens"],"requirement":"You’re in Twisting Petal Stance.","resistance":{},"url":"/Feats.aspx?ID=7113","archetype":["Martial Artist"],"name":"Whirling in the Summer Storm","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7113"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-7114","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > World-breaking Footfall Two Actions Source Tian Xia Character Guide pg. 121 Prerequisites Kaiju Stance Requirements You are in Kaiju Stance and are touching the ground. --- You slam the ground and unleash a fearsome roar, sending broken shards of earth flying in all directions. The ground in a 20-foot emanation around you becomes difficult terrain, or greater difficult terrain if it was already difficult terrain. All other creatures within the emanation take 7d6 bludgeoning damage with a basic Reflex save against your class DC. You then can’t use World-breaking Footfall for 1d4 rounds.","feat":["World-breaking Footfall"],"skill_mod":{},"summary":"You slam the ground and unleash a fearsome roar, sending broken shards of earth flying in all directions.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon"],"level":14,"prerequisite":"Kaiju Stance","source_category":["Lost Omens"],"requirement":"You are in Kaiju Stance and are touching the ground.","resistance":{},"url":"/Feats.aspx?ID=7114","name":"World-breaking Footfall","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7114"},{"skill_mod":{},"summary":"Like a kaiju , you leave a trail of destruction in your wake.","primary_source":"Tian Xia Character Guide","trait_group":["Class","Weapon"],"primary_source_category":"Lost Omens","level":20,"prerequisite":"Kaiju Stance","source_category":["Lost Omens"],"requirement":"You are in Kaiju Stance and are touching the ground.","source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7115","weakness":{},"name":"Wake of Devastation","trait":["Monk"],"id":"feat-7115","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Wake of Devastation Source Tian Xia Character Guide pg. 121 Prerequisites Kaiju Stance Requirements You are in Kaiju Stance and are touching the ground. --- Like a kaiju, you leave a trail of destruction in your wake. Your shattering earth attacks gain the razing trait. Whenever you succeed with a shattering earth attack while standing on the ground, the earth buckles under the force of the blow, and all the squares beneath you become difficult terrain. Whenever you critically succeed with a shattering earth attack against a creature standing on the ground in an area of difficult terrain, you pummel the creature into the earth; they become immobilized until they succeed at an Escape attempt against your class DC.","category":"feat","pfs":"Standard","feat":["Wake of Devastation"],"rarity":"common","slug":"feat-7115"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7116","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Adamantine Body Reaction Source Tian Xia Character Guide pg. 121 Archetype Martial Artist Prerequisites Martial Artist Dedication Trigger An attack or effect would deal damage to you. --- With your strong will and even stronger body, you shrug off an otherwise devastating blow. You gain resistance equal to 2 + half your level against all damage from the triggering attack or effect.","feat":["Adamantine Body"],"skill_mod":{},"summary":"With your strong will and even stronger body, you shrug off an otherwise devastating blow.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":8,"prerequisite":"Martial Artist Dedication","source_category":["Lost Omens"],"trigger":"An attack or effect would deal damage to you.","resistance":{},"url":"/Feats.aspx?ID=7116","archetype":["Martial Artist"],"name":"Adamantine Body","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7116"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype","Death","Incapacitation"],"id":"feat-7117","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Echoing Violence Free Action Source Tian Xia Character Guide pg. 121 Archetype Martial Artist Frequency once per minute Prerequisites Martial Artist Dedication Trigger You critically succeed with an unarmed Strike against an opponent. --- Your powerful attack causes damage that reverberates through your opponent’s body, shaking muscle from bone. The creature takes 10d6 bludgeoning damage with a basic Fortitude save against your class DC. If it critically fails, it immediately dies as your blow tears apart its body internally.","feat":["Echoing Violence"],"skill_mod":{},"summary":"Your powerful attack causes damage that reverberates through your opponent’s body, shaking muscle from bone.","primary_source":"Tian Xia Character Guide","trait_group":["Feat","Mechanics"],"level":18,"prerequisite":"Martial Artist Dedication","source_category":["Lost Omens"],"trigger":"You critically succeed with an unarmed Strike against an opponent.","resistance":{},"url":"/Feats.aspx?ID=7117","archetype":["Martial Artist"],"name":"Echoing Violence","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7117"},{"skill_mod":{},"summary":"You can assume your oni form more easily, and with greater benefits.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Oni Form","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7118","weakness":{},"name":"Greater Transformation","trait":["Hungerseed"],"id":"feat-7118","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Greater Transformation Source Tian Xia Character Guide pg. 37 Prerequisites Oni Form --- You can assume your oni form more easily, and with greater benefits. Your oni form lasts for 10 minutes without the need to Sustain it. While in your oni form, your reach increases by 5 feet.","category":"feat","pfs":"Standard","feat":["Greater Transformation"],"rarity":"common","slug":"feat-7118"},{"skill_mod":{},"summary":"You can see and interact with things others can’t.","primary_source":"War of Immortals","trait_group":["Class","Tradition","Monster"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7120","weakness":{},"name":"Apparition Sense","trait":["Animist","Divine"],"id":"feat-7120","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Apparition Sense Source War of Immortals pg. 22 --- You can see and interact with things others can’t. You have apparition sight, an imprecise sense that allows you to detect the presence of invisible or hidden spirits, haunts, and undead within 30 feet of you. You can allow a spirit or undead otherwise incapable of speech to speak through you as long as you are in direct contact with it. As an activity that takes 10 minutes, you can act as a link between disembodied souls and their mortal bodies. As long as you are in contact with both a spirit and a living body that belonged to it in life during that entire time, the spirit can use you to return to that body; this does not allow you to bring the dead back to life, but can assist in restoring a disembodied soul to a still-living body. If the body is occupied by another spirit or soul, that entity must succeed at a Will save against your spell DC or be cast from the body when its original owner is returned. Apparition Sense leads to... Spirit Walk","category":"feat","pfs":"Standard","feat":["Apparition Sense"],"rarity":"common","slug":"feat-7120"},{"skill_mod":{},"summary":"With a thought, word, or gesture, you reach your mind out to another spirit.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7121","frequency":"once per round","weakness":{},"name":"Circle of Spirits","trait":["Animist","Apparition","Concentrate"],"actions_number":2,"id":"feat-7121","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Circle of Spirits Single Action Source War of Immortals pg. 22 Frequency once per round --- With a thought, word, or gesture, you reach your mind out to another spirit. Choose another apparition from among those you’ve attuned to; it becomes your primary apparition, replacing your current one. Special The number of Focus Points in your focus pool is equal to the number of focus spells you have or the number of apparitions you are attuned to, whichever is higher (maximum 3).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Circle of Spirits"],"rarity":"common","slug":"feat-7121"},{"skill_mod":{},"summary":"Your apparition takes over and shields you from outside influence.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"Your turn begins.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7122","weakness":{},"name":"Relinquish Control","trait":["Animist","Apparition"],"actions_number":0,"id":"feat-7122","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Relinquish Control Free Action Source War of Immortals pg. 22 Trigger Your turn begins. --- Your apparition takes over and shields you from outside influence. Until the start of your next turn, you gain a +4 status bonus on saves against spells and effects that give you the controlled condition or attempt to influence your actions (such as charm , command , or a nosoi’s haunting melody). However, the only actions you can take are to Recall Knowledge, Step, Strike, Cast an apparition Spell, Cast a vessel Spell, Sustain a vessel spell, or use an action that has the apparition trait. You gain a +2 circumstance bonus on all Recall Knowledge checks made using Lore skills granted by your attuned apparitions. Special This feat requires a particularly strong bond with a specific apparition to learn. Choose one apparition you have access to; once you learn this feat, you must always choose that apparition as one of the apparitions you attune to each day. Relinquish Control leads to... Instinctive Maneuvers","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Relinquish Control"],"rarity":"common","slug":"feat-7122"},{"skill_mod":{},"summary":"When you attune to your apparitions during your daily preparations , you can choose to dedicate a small amount of your life force to allow one of them to physically manifest as a familiar , which gains the spirit trait.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7123","weakness":{},"name":"Spirit Familiar (Animist)","trait":["Animist"],"id":"feat-7123","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Spirit Familiar (Animist) Source War of Immortals pg. 23 --- When you attune to your apparitions during your daily preparations, you can choose to dedicate a small amount of your life force to allow one of them to physically manifest as a familiar, which gains the spirit trait. If your familiar is slain or destroyed, you lose all other benefits from the apparition until you remanifest the familiar during your next daily preparations. If you disperse the apparition you have manifested as a familiar, the familiar is destroyed. Spirit Familiar (Animist) leads to... Apparition Cloud","category":"feat","pfs":"Standard","feat":["Spirit Familiar (Animist)"],"rarity":"common","slug":"feat-7123"},{"skill_mod":{},"summary":"Your place in the balance between the forces of life and entropy expands the spells you can pull from the spirit realms.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7124","weakness":{},"name":"Embodiment Of The Balance","trait":["Animist"],"id":"feat-7124","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Embodiment Of The Balance Source War of Immortals pg. 23 --- Your place in the balance between the forces of life and entropy expands the spells you can pull from the spirit realms. You add heal and harm to your apparition spell repertoire, allowing you to cast them with your apparition spellcasting. Embodiment Of The Balance leads to... Echoing Channel","category":"feat","pfs":"Standard","feat":["Embodiment Of The Balance"],"rarity":"common","slug":"feat-7124"},{"skill_mod":{},"summary":"Gaining substance from your magic, your apparitions increase the range of your spells, which then pull your enemy closer.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7125","frequency":"once per 10 minutes","weakness":{},"name":"Grasping Spirits Spell","trait":["Animist","Apparition","Concentrate","Spellshape","Metamagic"],"actions_number":2,"id":"feat-7125","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Grasping Spirits Spell Single Action Source War of Immortals pg. 23 Frequency once per 10 minutes --- Gaining substance from your magic, your apparitions increase the range of your spells, which then pull your enemy closer. If the next action you use is to Cast a Spell that has a range and targets one creature, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. In addition to the normal effects of the spell, your apparitions briefly take on semi-physical forms and attempt to drag the target toward you. The target must attempt a Fortitude saving throw against your spell DC; on a failure, it is pulled up to 30 feet directly toward you.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Grasping Spirits Spell"],"rarity":"common","slug":"feat-7125"},{"skill_mod":{},"summary":"Your apparitions manifest to scatter the energy of your spell.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7126","weakness":{},"name":"Spiritual Expansion Spell","trait":["Animist","Apparition","Concentrate","Spellshape","Metamagic"],"actions_number":2,"id":"feat-7126","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Spiritual Expansion Spell Single Action Source War of Immortals pg. 24 --- Your apparitions manifest to scatter the energy of your spell. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. You can also use this feat to increase the radius of an emanation spell with a duration by 5 feet by dedicating your primary apparition to maintaining the spellshape; dedicating the apparition to the spell prevents you from using the apparition’s vessel spell, apparition skills, or avatar form for the duration of the modified spell.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spiritual Expansion Spell"],"rarity":"common","slug":"feat-7126"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"trait":["Animist","Apparition","Divine","Spirit"],"id":"feat-7127","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Apparition's Enhancement Free Action Source War of Immortals pg. 24 Frequency once per turn Requirements Your most recent action was to cast a noncantrip spell. --- Spiritual power encases your weapon or unarmed attack. Until the end of your turn, one wielded weapon or unarmed attack you have deals an extra 1d6 spirit damage and gains the divine trait, if it didn’t have it already.","feat":["Apparition's Enhancement"],"skill_mod":{},"summary":"Spiritual power encases your weapon or unarmed attack.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster","Creature Type"],"level":4,"source_category":["Rulebooks"],"requirement":"Your most recent action was to cast a noncantrip spell.","resistance":{},"url":"/Feats.aspx?ID=7127","name":"Apparition's Enhancement","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7127"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Animist","Apparition","Aura"],"id":"feat-7128","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Channeled Protection Single Action Source War of Immortals pg. 24 Prerequisites Channeler's Stance Requirements You are in Channeler’s Stance and your last action was to Cast a Spell from your spell slots --- Your apparition uses excess energy to protect you. You and all adjacent allies gain a +1 status bonus to your AC and to your Reflex saving throws until the start of your next turn. If the spell was at least 7th rank, the status bonus increase to +2.","feat":["Channeled Protection"],"skill_mod":{},"summary":"Your apparition uses excess energy to protect you.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Mechanics"],"level":4,"prerequisite":"Channeler's Stance","source_category":["Rulebooks"],"requirement":"You are in Channeler’s Stance and your last action was to Cast a Spell from your spell slots","resistance":{},"url":"/Feats.aspx?ID=7128","name":"Channeled Protection","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7128"},{"skill_mod":{},"summary":"You know the ways of birds and beasts and have gained the right to wear their forms.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7129","weakness":{},"name":"Walk the Wilds","trait":["Animist"],"id":"feat-7129","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Walk the Wilds Source War of Immortals pg. 24 --- You know the ways of birds and beasts and have gained the right to wear their forms. You add animal form to your apparition spell repertoire, allowing you to cast it with your apparition spellcasting. Special If you cast the darkened forest form focus spell to turn into a form granted by animal form, you can Sustain it up to 5 minutes instead of its normal duration. Walk the Wilds leads to... Wind Seeker","category":"feat","pfs":"Standard","feat":["Walk the Wilds"],"rarity":"common","slug":"feat-7129"},{"skill_mod":{},"summary":"Your attuned apparition ensures that even if you would be distracted or disrupted , your magic does not go to waste.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7130","weakness":{},"name":"Apparition Stabilization","trait":["Animist","Apparition","Wandering"],"id":"feat-7130","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Apparition Stabilization Source War of Immortals pg. 24 --- Your attuned apparition ensures that even if you would be distracted or disrupted, your magic does not go to waste. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted. When you gain the third apparition class feature, this DC is reduced to 13, and when you gain the fourth apparition class feature, this DC is reduced to 10.","category":"feat","pfs":"Standard","feat":["Apparition Stabilization"],"rarity":"common","slug":"feat-7130"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Animist","Apparition","Divine","Fire","Wandering"],"id":"feat-7131","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Blazing Spirit Reaction Source War of Immortals pg. 25 Frequency once per 10 minutes Trigger A creature damages you with a melee attack Requirements Your attuned apparition grants Battlegrounds Lore or Volcano Lore as an apparition skill. --- Your apparition grants fiery defenses. You gain resistance equal to your level against the triggering damage, and the triggering creature takes 1d6 fire damage and 1 persistent fire damage. This damage increases to 2d6 fire damage and 2 persistent fire damage at 12th level, and 3d6 fire damage and 3 persistent fire damage at 18th level.","feat":["Blazing Spirit"],"element":["Fire"],"skill_mod":{},"summary":"Your apparition grants fiery defenses.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster","Energy","Elemental","Planar"],"level":6,"source_category":["Rulebooks"],"requirement":"Your attuned apparition grants Battlegrounds Lore or Volcano Lore as an apparition skill.","trigger":"A creature damages you with a melee attack","resistance":{},"url":"/Feats.aspx?ID=7131","name":"Blazing Spirit","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7131"},{"skill_mod":{},"summary":"You channel the spiritual power of spiteful grudges.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"Your attuned apparition grants Heraldry Lore or Underworld Lore as an apparition skill.","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7132","weakness":{},"name":"Grudge Strike","trait":["Animist","Apparition","Divine","Wandering"],"actions_number":4,"id":"feat-7132","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Grudge Strike Two Actions Source War of Immortals pg. 25 Requirements Your attuned apparition grants Heraldry Lore or Underworld Lore as an apparition skill. --- You channel the spiritual power of spiteful grudges. Make a melee Strike against a creature within your reach. You gain a +2 circumstance bonus to your attack roll and deal an additional 2d6 void damage to the target; if the target is undead or otherwise has void healing, this Strike instead deals an additional 2d6 vitality damage. This ability gains the vitality trait if it deals vitality damage, or the void trait if it deals void damage.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Grudge Strike"],"rarity":"common","slug":"feat-7132"},{"skill_mod":{},"summary":"Your apparitions watch over you.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7133","weakness":{},"name":"Medium's Awareness","trait":["Animist","Apparition","Divine","Wandering"],"id":"feat-7133","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Medium's Awareness Source War of Immortals pg. 25 --- Your apparitions watch over you. You gain a +2 status bonus to Perception checks made to Seek and when using Perception for your initiative roll. At 12th level, this status bonus increases to +3, and at 20th level, to +4.","category":"feat","pfs":"Standard","feat":["Medium's Awareness"],"rarity":"common","slug":"feat-7133"},{"skill_mod":{},"summary":"You surge forward inexorably.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"Your attuned apparition grants Mountain Lore as an apparition skill.","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7134","weakness":{},"name":"Roaring Heart","trait":["Animist","Apparition","Divine","Wandering"],"actions_number":4,"id":"feat-7134","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Roaring Heart Two Actions Source War of Immortals pg. 25 Requirements Your attuned apparition grants Mountain Lore as an apparition skill. --- You surge forward inexorably. You Stride twice. At any point during this movement, you can Shove up to two creatures you pass adjacent to. When you end the movement, the turbulent spirits you’re attuned to reward you for acting in an appropriately fierce manner: you and each ally in a 30-foot emanation gain temporary Hit Points equal to half your level if you successfully Shoved at least one enemy, or equal to your level if you succeeded at Shoving both. These temporary Hit Points last until the beginning of your next turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Roaring Heart"],"rarity":"common","slug":"feat-7134"},{"skill_mod":{},"summary":"Your apparition infuses your body with additional power.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7135","frequency":"once per hour","weakness":{},"name":"Apparition's Reflection","trait":["Animist","Apparition","Spellshape","Metamagic"],"actions_number":2,"id":"feat-7135","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Apparition's Reflection Single Action to Three Actions Source War of Immortals pg. 25 Frequency once per hour --- Your apparition infuses your body with additional power. You regain one expended apparition spell slot that is at least 2 ranks lower than your highest-rank spell slot and takes 1, 2, or 3 actions to Cast. You then immediately cast an apparition spell that can be cast using that slot. The number of actions required for Echo of Spirits is equal to the action cost of the spell cast. Maintaining control after such a surge is difficult, however; after casting the spell, you’re confused until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action to Three Actions","feat":["Apparition's Reflection"],"rarity":"common","slug":"feat-7135"},{"skill_mod":{},"summary":"When you allow an apparition control over your body, it might vent its fury against your foes.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Relinquish Control","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7136","weakness":{},"name":"Instinctive Maneuvers","trait":["Animist","Apparition"],"id":"feat-7136","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Instinctive Maneuvers Source War of Immortals pg. 25 Prerequisites Relinquish Control --- When you allow an apparition control over your body, it might vent its fury against your foes. When you Relinquish Control, you add Grapple, Reposition, Shove, and Trip to the list of actions you can take. You gain a +2 status bonus to the Athletics check to attempt these actions.","category":"feat","pfs":"Standard","feat":["Instinctive Maneuvers"],"rarity":"common","slug":"feat-7136"},{"skill_mod":{},"summary":"Your allied apparitions ward you against the predations of their restless peers.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Mechanics"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Apparition Sense","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7137","weakness":{},"name":"Spirit Walk","trait":["Animist","Apparition","Aura","Exploration"],"id":"feat-7137","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Spirit Walk Source War of Immortals pg. 25 Prerequisites Apparition Sense --- Your allied apparitions ward you against the predations of their restless peers. You and allies in a 30-foot emanation gain a +2 status bonus to Recall Knowledge checks about spirits, haunts, and undead. While you’re Searching or Detecting Magic in exploration mode, this bonus also applies to AC and saves against reactions any of you trigger from haunts and spirits. During your first turn in an encounter, you and allies in the aura have resistance equal to half your level against damage dealt by haunts or spirits.","category":"feat","pfs":"Standard","feat":["Spirit Walk"],"rarity":"common","slug":"feat-7137"},{"skill_mod":{},"summary":"Wings free you from the shackles of the ground below.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Walk the Wilds","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7138","weakness":{},"name":"Wind Seeker","trait":["Animist"],"id":"feat-7138","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wind Seeker Source War of Immortals pg. 25 Prerequisites Walk the Wilds --- Wings free you from the shackles of the ground below. You add aerial form to your apparition spell repertoire, allowing you to cast it with your apparition spellcasting. Whenever you use aerial form to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks. Special If you are attuned to an apparition of darkened boughs, add the bat and bird forms in aerial form to your darkened forest form lists.","category":"feat","pfs":"Standard","feat":["Wind Seeker"],"rarity":"common","slug":"feat-7138"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Animist","Apparition","Concentrate","Spellshape","Metamagic"],"id":"feat-7139","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Apparition's Quickening Free Action Source War of Immortals pg. 25 Frequency once per round Requirements You are attuned to at least 2 apparitions. --- If your next action is to cast a cantrip or a spell that is at least 2 ranks lower than the highest-rank spell slot you have, you can draw power from one of your attuned apparitions to reduce the number of actions to cast it by 1 (minimum 1 action). The chosen apparition is dispersed until you can re-attune to it at your next daily preparations, but you can’t disperse an apparition in this way if you would no longer be attuned to any apparitions afterward. Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from.","feat":["Apparition's Quickening"],"skill_mod":{},"summary":"If your next action is to cast a cantrip or a spell that is at least 2 ranks lower than the highest-rank spell slot you have, you can draw power from one of your attuned apparitions to reduce the number of actions to cast it by 1 (minimum 1 action).","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Mechanics"],"level":10,"source_category":["Rulebooks"],"requirement":"You are attuned to at least 2 apparitions.","resistance":{},"url":"/Feats.aspx?ID=7139","name":"Apparition's Quickening","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7139"},{"skill_mod":{},"summary":"Your apparition embraces you, feeding on your magic to become a pair of protective wings.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7140","frequency":"once per hour","weakness":{},"name":"Fly on Shadowed Wings","trait":["Animist","Apparition"],"actions_number":4,"id":"feat-7140","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Fly on Shadowed Wings Two Actions Source War of Immortals pg. 26 Frequency once per hour --- Your apparition embraces you, feeding on your magic to become a pair of protective wings. Choose one of your attuned apparitions; for 10 minutes, you gain a fly Speed equal to your land Speed and resistance to precision damage equal to your level, but your chosen apparition is dispersed for the duration, automatically re-attuning to you after 10 minutes.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Fly on Shadowed Wings"],"rarity":"common","slug":"feat-7140"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Animist","Misfortune","Wandering"],"id":"feat-7141","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Apparition Cloud Reaction Source War of Immortals pg. 26 PFS Note After using Apparition Cloud, your familiar reincorporates at the start of your next turn and all effects of the feat end. Prerequisites Spirit Familiar (Animist) Trigger You are targeted by an attack. Requirements Your familiar is adjacent to you or in your space. --- With a mere thought, you discorporate your familiar into a thousand shards of spiritual magic, protecting both it and yourself from physical harm while making it difficult for enemies to move near you. You are concealed from the triggering attack. Until the start of your next turn, your familiar can’t be targeted and your enemies treat all spaces adjacent to you as difficult terrain.","feat":["Apparition Cloud"],"skill_mod":{},"summary":"With a mere thought, you discorporate your familiar into a thousand shards of spiritual magic, protecting both it and yourself from physical harm while making it difficult for enemies to move near you.","primary_source":"War of Immortals","trait_group":["Class","Mechanics","Class-Specific"],"level":12,"prerequisite":"Spirit Familiar (Animist)","source_category":["Rulebooks"],"requirement":"Your familiar is adjacent to you or in your space.","trigger":"You are targeted by an attack.","resistance":{},"url":"/Feats.aspx?ID=7141","name":"Apparition Cloud","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7141"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Animist","Apparition","Divine","Misfortune","Wandering"],"id":"feat-7142","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shadows Within Shadows Reaction Source War of Immortals pg. 26 Trigger You would be detected by an enemy Seeking you, or an enemy would succeed at a counteract check against a spell making you hidden, concealed, or undetected. Requirements Your attuned apparition grants Hunting Lore or Underworld Lore as one of its apparition skills. --- Your apparition possesses a furtive and elusive nature that can influence and blend with your spiritual energy to form a protective and nearly impenetrable shroud of nondetection around you. The enemy must reroll the triggering check and take the lower result.","feat":["Shadows Within Shadows"],"skill_mod":{},"summary":"Your apparition possesses a furtive and elusive nature that can influence and blend with your spiritual energy to form a protective and nearly impenetrable shroud of nondetection around you.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster","Mechanics"],"level":12,"source_category":["Rulebooks"],"requirement":"Your attuned apparition grants Hunting Lore or Underworld Lore as one of its apparition skills.","trigger":"You would be detected by an enemy Seeking you, or an enemy would succeed at a counteract check against a spell making you hidden , concealed , or undetected .","resistance":{},"url":"/Feats.aspx?ID=7142","name":"Shadows Within Shadows","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7142"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Animist","Apparition","Divine","Misfortune","Wandering"],"id":"feat-7143","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Whisper of Warning Reaction Source War of Immortals pg. 26 Frequency once per 10 minutes Trigger You would be hit, but not critically hit, by an attack. --- Your protective apparitions alert you to an incoming attack. The attacker must roll its attack roll a second time and take the lower result.","feat":["Whisper of Warning"],"skill_mod":{},"summary":"Your protective apparitions alert you to an incoming attack.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster","Mechanics"],"level":12,"source_category":["Rulebooks"],"trigger":"You would be hit, but not critically hit, by an attack.","resistance":{},"url":"/Feats.aspx?ID=7143","name":"Whisper of Warning","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7143"},{"skill_mod":{},"summary":"Your ability to manipulate supernatural energy allows you to deploy divine magic directly against a disguised enemy to reveal them as they truly are, or to cleanse an ally from an unwilling transformation.","primary_source":"War of Immortals","trait_group":["Class","Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7144","weakness":{},"name":"Banish Falsehoods of Flesh","trait":["Animist","Concentrate","Divine"],"actions_number":2,"id":"feat-7144","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Banish Falsehoods of Flesh Single Action Source War of Immortals pg. 26 --- Your ability to manipulate supernatural energy allows you to deploy divine magic directly against a disguised enemy to reveal them as they truly are, or to cleanse an ally from an unwilling transformation. Attempt a Religion check to counteract a polymorph effect currently affecting a creature within 30 feet of you that you are aware of. The target is then temporarily immune to Banish Falsehoods of Flesh for 1 day. ","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Banish Falsehoods of Flesh"],"rarity":"common","slug":"feat-7144"},{"skill_mod":{},"summary":"You focus your divine magic to allow your apparitions to work in concert using the magic from one to weaken an enemy against the power of the next.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7145","weakness":{},"name":"Cardinal Guardians","trait":["Animist"],"id":"feat-7145","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Cardinal Guardians Source War of Immortals pg. 26 --- You focus your divine magic to allow your apparitions to work in concert using the magic from one to weaken an enemy against the power of the next. Whenever you succeed at a spell attack with an apparition spell or vessel spell, or when a creature fails its save against such a spell, you gain a +2 status bonus to your spell attack modifier against that creature with spells granted by any of your other apparitions, and it takes a –2 status penalty to its saves against such spells. These benefits last until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Cardinal Guardians"],"rarity":"common","slug":"feat-7145"},{"skill_mod":{},"summary":"You adopt a stance that allows your apparitions to channel spiritual energy down through you to inhabit roots, control vines, and command plant-life from the ground you stand on to fight on your behalf.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"requirement":"Your attuned apparition grants Forest Lore or Herbalism Lore as one of its apparition skills.","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7146","weakness":{},"name":"Forest's Heart","trait":["Animist","Apparition","Divine","Stance","Wandering"],"actions_number":2,"id":"feat-7146","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Forest's Heart Single Action Source War of Immortals pg. 26 Requirements Your attuned apparition grants Forest Lore or Herbalism Lore as one of its apparition skills. --- You adopt a stance that allows your apparitions to channel spiritual energy down through you to inhabit roots, control vines, and command plant-life from the ground you stand on to fight on your behalf. You call forth roots, vines, or other plant growth native to the region and can use them to make unarmed attacks. These deal 4d8 bludgeoning damage, are in the brawling group, and have the finesse, grapple, and reach 30 feet traits. Attacks made with these unarmed attacks don’t gain additional damage from striking runes, but can benefit from the item bonus to attack rolls and property runes of handwraps of mighty blows you wear.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Forest's Heart"],"rarity":"common","slug":"feat-7146"},{"skill_mod":{},"summary":"You adopt a stance that makes your movements carefree and sublimely unpredictable, allowing you to move past impediments with ease and resist the attacks and importunateness of natural threats.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"requirement":"You are attuned to an apparition that grants Circus Lore or Fey Lore as one of its apparition skills.","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7147","weakness":{},"name":"Jester's Gambol","trait":["Animist","Apparition","Divine","Stance","Wandering"],"actions_number":2,"id":"feat-7147","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Jester's Gambol Single Action Source War of Immortals pg. 26 Requirements You are attuned to an apparition that grants Circus Lore or Fey Lore as one of its apparition skills. --- You adopt a stance that makes your movements carefree and sublimely unpredictable, allowing you to move past impediments with ease and resist the attacks and importunateness of natural threats. You ignore difficult terrain, and you gain resistance equal to half your level against damage dealt to you by animals, beasts, fey, fungi, and plants.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Jester's Gambol"],"rarity":"common","slug":"feat-7147"},{"skill_mod":{},"summary":"Your apparitions share with you the monstrous nature of those creatures who dwell in deep seas or ancient woods.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"requirement":"Your attuned apparition grants Forest Lore or Ocean Lore as one of its apparition skills.","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7148","weakness":{},"name":"Monstrous Inclinations","trait":["Animist","Apparition","Wandering"],"id":"feat-7148","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Monstrous Inclinations Source War of Immortals pg. 26 Requirements Your attuned apparition grants Forest Lore or Ocean Lore as one of its apparition skills. --- Your apparitions share with you the monstrous nature of those creatures who dwell in deep seas or ancient woods. You add monstrosity form to your apparition spell repertoire, allowing you to cast it with your apparition spellcasting. Special If you are attuned to a stalker in darkened boughs, add the phoenix form from monstrosity form to your available darkened forest form options when you cast the spell heightened to 8th rank. If you are attuned to a lurker in devouring dark, add the cave worm and sea serpent forms to your devouring dark form options as a polymorph effect when you cast the spell heightened to 8th rank.","category":"feat","pfs":"Standard","feat":["Monstrous Inclinations"],"rarity":"common","slug":"feat-7148"},{"skill_mod":{},"summary":"You feed excess magical power into your apparition, allowing it to grow ethereal limbs it can use to help shape and focus your spells.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Tradition","Monster"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7149","weakness":{},"name":"Spiritual Spellshape Stance","trait":["Animist","Apparition","Divine","Stance","Wandering"],"actions_number":2,"id":"feat-7149","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Spiritual Spellshape Stance Single Action Source War of Immortals pg. 26 --- You feed excess magical power into your apparition, allowing it to grow ethereal limbs it can use to help shape and focus your spells. Once per turn while in this stance, you can use a spellshape feat that normally requires one action as a free action instead, but only to affect spells that deal spirit, vitality, or void damage. This doesn’t allow you to avoid or bypass any other restrictions or limitations normally associated with the spellshape feat.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spiritual Spellshape Stance"],"rarity":"common","slug":"feat-7149"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Animist","Apparition"],"id":"feat-7150","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Cycle of Souls Free Action Source War of Immortals pg. 26 Prerequisites liturgist practice; at least one animist stance Trigger Your turn begins. --- Your spiritual allies guide your movements, allowing you to prepare for the trials before you at a speed faster than thought. You Step, then enter an animist stance you know.","feat":["Cycle of Souls"],"skill_mod":{},"summary":"Your spiritual allies guide your movements, allowing you to prepare for the trials before you at a speed faster than thought.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"level":18,"prerequisite":"liturgist practice; at least one animist stance","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=7150","name":"Cycle of Souls","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7150"},{"skill_mod":{},"summary":"Your attuned apparition gathers all of the energy it can through your shared bond and uses that power to disperse itself while channeling the energy back into you, saving your life.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"You would die. ","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7151","weakness":{},"name":"Spirit's Sacrifice","trait":["Animist","Apparition"],"actions_number":0,"id":"feat-7151","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Spirit's Sacrifice Free Action Source War of Immortals pg. 26 Trigger You would die. --- Your attuned apparition gathers all of the energy it can through your shared bond and uses that power to disperse itself while channeling the energy back into you, saving your life. You can use Spirit’s Sacrifice even while unconscious or otherwise unable to act. Choose one apparition you have attuned; you do not die, your wounded condition is reduced to 1 if it would be higher, and you regain a number of Hit Points equal to twice your level. The chosen apparition is dispersed until you can re-attune to it at your next daily preparations.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Spirit's Sacrifice"],"rarity":"common","slug":"feat-7151"},{"skill_mod":{},"summary":"Your attuned apparitions recognize that you still have essential work to do and refuse to allow you to pass on, gathering up your essence to carry your soul back to the community you call home.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7152","frequency":"once per week","weakness":{},"name":"Eternal Guide","trait":["Animist","Apparition"],"id":"feat-7152","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Eternal Guide Source War of Immortals pg. 26 Frequency once per week --- Your attuned apparitions recognize that you still have essential work to do and refuse to allow you to pass on, gathering up your essence to carry your soul back to the community you call home. Choose a single settlement with a population of at least 100 people. Whenever you die and are not returned to life within 24 hours by other means, as long as the settlement still exists and there are no other claims on your soul (such as a contract with a devil) and nothing trapping your soul (such as being slain by a critical hit from a vilderavn), your attuned apparition magically transports your soul, remains, and all of the items you had worn or carried at the time of your death (so long as they have not been otherwise recovered) back to the chosen settlement, where you are reborn. The nature of this rebirth varies between animists; some magically reconstitute and reinvigorate their physical forms to return to life in their original bodies, while others pass their knowledge and power on to a new inheritor who effectively takes their place in the grand story of existence. When returned to your original physical form in this manner, you are brought back in your physical prime, restored to youthful health and vigor. This effectively makes you immune to dying of old age so long as you are not killed by violence less than a week before you would have died of old age. Regardless of the exact nature of your rebirth, you or your inheritor are fully restored with your level, experience, and equipment intact one week after your death. If you choose an inheritor and their ancestry is different than yours, your attribute scores do not change but you can freely retrain your ancestry feats and any other feats that relied on them as prerequisites as part of your rebirth. There is no limit to the number of times you can be reborn, but if you die before a week has passed since your last rebirth, neither you nor your attuned apparitions have recovered enough energy to complete the process again, and your soul passes to whatever final reward it has earned.","category":"feat","pfs":"Standard","feat":["Eternal Guide"],"rarity":"common","slug":"feat-7152"},{"skill_mod":{},"summary":"You are a true conduit for spiritual power, able to unleash the greatest spells.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7153","weakness":{},"name":"True Channel Spell","trait":["Animist"],"id":"feat-7153","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > True Channel Spell Source War of Immortals pg. 26 --- You are a true conduit for spiritual power, able to unleash the greatest spells. You gain a single 10th-rank spell slot and can prepare a spell in that slot using animist spellcasting. You can’t use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots.","category":"feat","pfs":"Standard","feat":["True Channel Spell"],"rarity":"common","slug":"feat-7153"},{"skill_mod":{},"summary":"The energy of your spirit manifests as crackling lightning, the chill of winter, or the power of an element.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7154","weakness":{},"name":"Energized Spark","trait":["Exemplar"],"id":"feat-7154","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Energized Spark Source War of Immortals pg. 35 --- The energy of your spirit manifests as crackling lightning, the chill of winter, or the power of an element. Choose one of the following traits: air (slashing), cold, earth (bludgeoning), electricity, fire, metal (slashing), poison, sonic, vitality, void, water (bludgeoning), or wood (piercing). You can choose for any spirit damage dealt by your exemplar abilities to instead gain the trait and deal the corresponding damage type. Special You can select this feat multiple times, choosing a different damage type each time.","category":"feat","pfs":"Standard","feat":["Energized Spark"],"rarity":"common","slug":"feat-7154"},{"skill_mod":{},"summary":"You’ve drawn a line in the sand in the cosmic struggle between good and evil and chosen a side.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7155","weakness":{},"name":"Sanctified Soul","trait":["Exemplar"],"id":"feat-7155","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sanctified Soul Source War of Immortals pg. 35 --- You’ve drawn a line in the sand in the cosmic struggle between good and evil and chosen a side. You gain either the holy trait or the unholy trait. All your exemplar abilities that deal spirit damage gain the sanctified trait, allowing you to apply your holy or unholy trait to them to better affect your chosen enemies","category":"feat","pfs":"Standard","feat":["Sanctified Soul"],"rarity":"common","slug":"feat-7155"},{"skill_mod":{},"summary":"Your divine spark embodies a primordial duality, and your ikon splits itself accordingly into two corresponding halves.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"usage":"imbued into a one-handed weapon ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7156","weakness":{},"name":"Twin Stars","trait":["Exemplar","Ikon"],"id":"feat-7156","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Twin Stars Source War of Immortals pg. 35 --- Your divine spark embodies a primordial duality, and your ikon splits itself accordingly into two corresponding halves. You can use an Interact action to split the imbued ikon into two copies of itself, which both gain the twin trait; these copies are identical except for one mirrored feature, such as a sun motif on one and a moon motif on another. You can use this ability again to fuse the two halves back into their original form. As these are both manifestations of the same object, your divine spark empowers the two halves as if they were a single ikon.","category":"feat","pfs":"Standard","feat":["Twin Stars"],"rarity":"common","slug":"feat-7156"},{"skill_mod":{},"summary":"Having seen the wreckage left by the gods and their servitors as they play in their great war of good and evil, you’ve come to the only reasonable conclusion: they all must be cut from their silken thrones.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"You are not sanctified with the holy or unholy trait.","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7157","weakness":{},"name":"Vow of Mortal Defiance","trait":["Auditory","Concentrate","Exemplar","Linguistic","Mental"],"actions_number":2,"id":"feat-7157","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vow of Mortal Defiance Single Action Source War of Immortals pg. 35 Prerequisites You are not sanctified with the holy or unholy trait. --- Having seen the wreckage left by the gods and their servitors as they play in their great war of good and evil, you’ve come to the only reasonable conclusion: they all must be cut from their silken thrones. You swear a vow to defeat one creature within 60 feet that has the holy or unholy trait. The first time each round that you deal damage to that creature, you deal an additional 1d6 spirit damage. You can’t use Vow of Mortal Defiance again until you or the target is defeated, flees, or the encounter ends. Special If you take this feat, you can’t become sanctified with the holy or unholy trait. Retraining out of this feat typically requires a major change of philosophy.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Vow of Mortal Defiance"],"rarity":"common","slug":"feat-7157"},{"skill_mod":{},"summary":"Your weapon flies from your hand as if propelled under its own power.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"usage":"imbued into a thrown or melee weapon ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7158","weakness":{},"name":"Hurl at the Horizon","trait":["Exemplar","Ikon"],"id":"feat-7158","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Hurl at the Horizon Source War of Immortals pg. 35 --- Your weapon flies from your hand as if propelled under its own power. The imbued ikon gains the following ability. Immanence Your weapon gains the thrown 15 feet trait, or increases its thrown distance by 10 feet if it already has the thrown trait.","category":"feat","pfs":"Standard","feat":["Hurl at the Horizon"],"rarity":"common","slug":"feat-7158"},{"skill_mod":{},"summary":"Reinforcing your legs with divine energy, you can leap the battlefield as powerfully as a salmon clearing a waterfall.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"usage":"imbued into a body ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7159","weakness":{},"name":"Leap the Falls","trait":["Exemplar","Ikon"],"id":"feat-7159","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Leap the Falls Source War of Immortals pg. 35 --- Reinforcing your legs with divine energy, you can leap the battlefield as powerfully as a salmon clearing a waterfall. The imbued ikon gains the following ability. Immanence You gain the Powerful Leap and Quick Jump skill feats, allowing you to jump further and faster, even if you do not meet the prerequisites for them.","category":"feat","pfs":"Standard","feat":["Leap the Falls"],"rarity":"common","slug":"feat-7159"},{"skill_mod":{},"summary":"By channeling your divinity into a creature along with a strike, you can disrupt their ability to recover.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","level":2,"usage":"imbued into a weapon ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7160","weakness":{},"name":"Red-Gold Mortality","trait":["Exemplar","Ikon","Void","Negative"],"id":"feat-7160","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Red-Gold Mortality Source War of Immortals pg. 35 --- By channeling your divinity into a creature along with a strike, you can disrupt their ability to recover. The imbued ikon gains the following ability. Immanence When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a Will save against your class DC to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.","category":"feat","pfs":"Standard","feat":["Red-Gold Mortality"],"rarity":"common","slug":"feat-7160"},{"skill_mod":{},"summary":"You can designate your ikons as movable by only your own hand, leaving them fixed in place as surely as if they were lodged in stone.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7161","weakness":{},"name":"Only the Worthy","trait":["Exemplar","Ikon"],"id":"feat-7161","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Only the Worthy Source War of Immortals pg. 36 --- You can designate your ikons as movable by only your own hand, leaving them fixed in place as surely as if they were lodged in stone. Whenever you Release an ikon, you can spend an action to command it to remain motionless. While motionless, the ikon can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the ikon with a DC equal to your class DC. You can Release your ikon over an adjacent prone enemy to hold them down with the ikon’s motionlessness—while so Released, you can’t use the ikon, but the enemy must succeed at the Athletics check to Stand or to move. The ikon automatically flies back to your hand when the effect is broken or if you spend an Interact action to hold out a hand and draw it back.","category":"feat","pfs":"Standard","feat":["Only the Worthy"],"rarity":"common","slug":"feat-7161"},{"skill_mod":{},"summary":"The ring of divinely empowered steel assails your enemies.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"usage":"imbued into a melee weapon ikon or worn ikon made of metal , stone , or a similarly hard material","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7162","weakness":{},"name":"Steel on Steel","trait":["Exemplar","Ikon"],"id":"feat-7162","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Steel on Steel Source War of Immortals pg. 36 --- The ring of divinely empowered steel assails your enemies. Transcendence—Ringing Challenge Two Actions (sonic, spirit, transcendence) You clang your ikon against a weapon, shield, or the ground, emitting a shock wave that deals 1d4 spirit damage and 1d4 sonic damage to all creatures in a 30-foot cone or 15-foot emanation (basic Fortitude save). A creature that critically fails its saving throw is deafened for 1 minute. At 6th level and every 2 levels thereafter, the damage increases by 1d4 spirit damage and 1d4 sonic damage.","category":"feat","pfs":"Standard","feat":["Steel on Steel"],"rarity":"common","slug":"feat-7162"},{"skill_mod":{},"summary":"Your weapon strikes with the perfection your will demands.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"usage":"imbued into a weapon ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7163","weakness":{},"name":"Through the Needle's Eye","trait":["Exemplar","Ikon"],"id":"feat-7163","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Through the Needle's Eye Source War of Immortals pg. 36 --- Your weapon strikes with the perfection your will demands. Transcendence—Blinding of the Needle Two Actions (transcendence) You aim your weapon in a superficial cut above your opponent’s eye. Make a Strike with the imbued ikon. If that Strike is successful, the target must succeed at a Fortitude save against your class DC or become blinded for 1 round or until it uses an Interact action to clear the blood from its vision.","category":"feat","pfs":"Standard","feat":["Through the Needle's Eye"],"rarity":"common","slug":"feat-7163"},{"skill_mod":{},"summary":"As you prepare to shoot your weapon, you invoke divine serpents that bind your enemies.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"usage":"imbued into a ranged weapon ikon, or a melee weapon ikon with the thrown trait","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7164","weakness":{},"name":"Binding Serpents Celestial Arrow","trait":["Exemplar","Ikon"],"id":"feat-7164","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Binding Serpents Celestial Arrow Source War of Immortals pg. 36 --- As you prepare to shoot your weapon, you invoke divine serpents that bind your enemies. The imbued ikon gains the following ability. Transcendence—Coiling Serpents Two Actions (transcendence) Make a ranged Strike with your ikon. If the Strike hits, the target must succeed at a Reflex save against your class DC or the arrow transforms into a multitude of ethereal snakes that coil around the target, immobilizing it until it succeeds at an Escape attempt against your class DC.","category":"feat","pfs":"Standard","feat":["Binding Serpents Celestial Arrow"],"rarity":"common","slug":"feat-7164"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Exemplar"],"id":"feat-7165","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Flow of War Free Action Source War of Immortals pg. 37 Frequency once per hour Trigger Your turn begins. --- Divine battle instincts take over your body, letting you move and lash out with instinctive speed. You become quickened until the end of your turn and can use the extra action only to Strike or Stride.","feat":["Flow of War"],"skill_mod":{},"summary":"Divine battle instincts take over your body, letting you move and lash out with instinctive speed.","primary_source":"War of Immortals","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=7165","name":"Flow of War","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7165"},{"skill_mod":{},"summary":"Your weapon is so sharp even an insect alighting upon its still blade would be severed.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"usage":"imbued into a melee weapon ikon that deals slashing damage","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7166","weakness":{},"name":"Motionless Cutter","trait":["Exemplar","Ikon"],"id":"feat-7166","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Motionless Cutter Source War of Immortals pg. 37 --- Your weapon is so sharp even an insect alighting upon its still blade would be severed. Your weapon ikon gains the following ability. Transcendence—Sever Four Dragonfly Wings Three Actions (transcendence) Make a Strike that deals slashing damage with your weapon ikon. If that Strike is successful, you can immediately make an additional Strike against a different target within your reach. You can continue making Strikes in this manner, each against a different target, until you have made a total of four Strikes or you miss with a Strike, whichever comes first. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.","category":"feat","pfs":"Standard","feat":["Motionless Cutter"],"rarity":"common","slug":"feat-7166"},{"skill_mod":{},"summary":"Your story has grown rich enough that three ikons can’t contain its full complexity.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7167","weakness":{},"name":"Additional Ikon","trait":["Exemplar"],"id":"feat-7167","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Additional Ikon Source War of Immortals pg. 37 --- Your story has grown rich enough that three ikons can’t contain its full complexity. You gain a fourth ikon, which can be of any type.","category":"feat","pfs":"Standard","feat":["Additional Ikon"],"rarity":"common","slug":"feat-7167"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Concentrate","Divine","Exemplar"],"id":"feat-7168","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Battle Hymn to the Lost Two Actions Source War of Immortals pg. 37 Frequency once per hour Prerequisites of verse unbroken or peerless under heaven --- Your movements in combat are an artistic dirge to those spirits who could not fight to see another day. You make a Strike. Regardless of whether the Strike succeeds, spirits of warriors who died gloriously in battle surge out to attack with you. They appear in a 30-foot cone if you make a melee Strike or in a 10-foot emanation around your target if you made a ranged Strike. Each enemy in the area takes 2d10 damage with a basic Reflex save against your class DC; you choose whether the damage is bludgeoning, piercing, or slashing. At 12th level and every 4 levels thereafter, the damage increases by 1d10. As they join the battle, the spirits call your fallen allies back to the fight. Any of your allies in the area who are dying regain Hit Points equal to the damage you rolled. This is a divine, healing, vitality effect.","feat":["Battle Hymn to the Lost"],"skill_mod":{},"summary":"Your movements in combat are an artistic dirge to those spirits who could not fight to see another day.","primary_source":"War of Immortals","trait_group":["Mechanics","Tradition","Monster","Class"],"level":8,"prerequisite":"of verse unbroken or peerless under heaven","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7168","name":"Battle Hymn to the Lost","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7168"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Concentrate","Divine","Exemplar"],"id":"feat-7169","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Raise Island Three Actions Source War of Immortals pg. 37 Frequency once per hour Prerequisites born of the bones of the earth or restless as the tides --- You churn the sea and fish up stone so your enemies together can receive their punishment. Each enemy in a 30-foot emanation must succeed at a Fortitude save against your class DC or be swept up to 15 feet to another location of your choice within the affected area and become off-guard until the start of your next turn. Then, if you’re on a surface, a pillar of earth rises underneath you and lasts for 1 minute. The pillar is 10 feet tall, and its surface includes your space and a 5-foot emanation around you. After the pillar rises, you can attempt a melee Strike against one enemy in reach.","feat":["Raise Island"],"skill_mod":{},"summary":"You churn the sea and fish up stone so your enemies together can receive their punishment.","primary_source":"War of Immortals","trait_group":["Mechanics","Tradition","Monster","Class"],"level":8,"prerequisite":"born of the bones of the earth or restless as the tides","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7169","name":"Raise Island","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7169"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Concentrate","Divine","Exemplar","Manipulate"],"id":"feat-7170","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Rejoice in Solstice Storm Two Actions Source War of Immortals pg. 37 Frequency once per hour Prerequisites whose cry is thunder or dancer in the seasons --- You hold your arms out, and the fury of the seasons comes to your jubilant embrace. A storm spirals out from you, dealing 5d8 damage (see below) to each creature in a 30-foot emanation, with a basic Reflex save against your class DC. At 10th level and every 2 levels thereafter, the damage increases by 1d8. The emanation is quartered into four non-overlapping cones, each of a different season, which must be arranged clockwise from spring, to summer, to fall, to winter. Each cone has different traits, damage type, and a different effect to a creature that critically fails its saving throw; a creature large enough to be in multiple seasons can choose which it is affected by. • Spring (electricity) Spring lightning deals electricity damage. Creatures who critically fail are left numb, becoming clumsy 2 until the end of their next turn. • Summer (water) A summer monsoon deals bludgeoning damage. Creatures who critically fail are knocked prone by hurricane winds. • Fall (emotion, mental, wood) Falling leaves deal slashing damage. Creatures who critically fail are gripped by melancholy, becoming off-guard until the end of their next turn. • Winter (cold) A blizzard deals cold damage. Creatures who critically fail are stupefied 2 until the end of their next turn as the cold numbs their senses.","feat":["Rejoice in Solstice Storm"],"skill_mod":{},"summary":"You hold your arms out, and the fury of the seasons comes to your jubilant embrace.","primary_source":"War of Immortals","trait_group":["Mechanics","Tradition","Monster","Class"],"level":8,"prerequisite":"whose cry is thunder or dancer in the seasons","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7170","name":"Rejoice in Solstice Storm","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7170"},{"skill_mod":{},"summary":"Reddish ash stains your ikon, impossible to clean off.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"usage":"imbued into a body ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7171","weakness":{},"name":"Breath of Vital Ash","trait":["Exemplar","Ikon"],"id":"feat-7171","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Breath of Vital Ash Source War of Immortals pg. 38 --- Reddish ash stains your ikon, impossible to clean off. Every time you exhale, a tinge of red and a scent of spiced smoke float upon your breath. The imbued ikon gains the following ability. Transcendence—Mark the Center Single Action (transcendence) You hold a hand to your lips and exhale, releasing enchanted red ash in a 15-foot cone. The ash clings to the vital areas of each enemy in the area for 1 minute. When a creature marked by the ash is hit and dealt damage by a Strike, it takes an additional 4d6 precision or vitality damage, then its mark ends. The damage type is whichever is worse for the creature, as determined by the GM. At 13th level and every 3 levels thereafter, the damage increases by 1d6.","category":"feat","pfs":"Standard","feat":["Breath of Vital Ash"],"rarity":"common","slug":"feat-7171"},{"skill_mod":{},"summary":"You let out a war cry as your blow lands true, and judgment descends on an enemy.","primary_source":"War of Immortals","trait_group":["Mechanics","Tradition","Monster","Class","Creature Type"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"You critically hit an enemy this turn.","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7172","weakness":{},"name":"Exult in Violence","trait":["Concentrate","Divine","Exemplar","Light","Spirit"],"actions_number":2,"id":"feat-7172","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Exult in Violence Single Action Source War of Immortals pg. 38 Requirements You critically hit an enemy this turn. --- You let out a war cry as your blow lands true, and judgment descends on an enemy. A pillar of light deals 4d6 spirit damage with a basic Reflex save against your class DC to a different enemy selected at random within 30 feet of the target struck. This damage increases to 7d6 if you are 12th level and 10d6 if you are 17th level.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Exult in Violence"],"rarity":"common","slug":"feat-7172"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Divine","Exemplar","Healing","Vitality","Positive"],"id":"feat-7173","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Fish from the Falls' Edge Reaction Source War of Immortals pg. 38 Frequency once per day Trigger A living creature within 30 feet would die. Requirements Your divine spark is empowering one of your ikons. --- Seeing your ally fall, you let out a cry, sending your divine spark to them temporarily to keep them from tumbling down the River of Souls. You prevent the triggering creature from dying and restore 5d8 Hit Points to them. The ally is invigorated by the touch of your divine power, gaining a +1 status bonus to their saving throws and AC for 1 round. Your divine spark remains with your ally, preventing you from gaining any of your ikons’ immanence effects until the start of your next turn, when it returns to an ikon of your choice.","feat":["Fish from the Falls' Edge"],"skill_mod":{},"summary":"Seeing your ally fall, you let out a cry, sending your divine spark to them temporarily to keep them from tumbling down the River of Souls.","primary_source":"War of Immortals","trait_group":["Tradition","Monster","Class","Mechanics","Energy","Planar","Creature Type"],"level":10,"source_category":["Rulebooks"],"requirement":"Your divine spark is empowering one of your ikons.","trigger":"A living creature within 30 feet would die.","resistance":{},"url":"/Feats.aspx?ID=7173","name":"Fish from the Falls' Edge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7173"},{"skill_mod":{},"summary":"Small wings, flaming wheels, or another signifier of flight sprout from your ikon as it gains the power to lift you from the ground.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"usage":"imbued into a body ikon or worn ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7174","weakness":{},"name":"Journey Of the Sky Chariot","trait":["Exemplar","Ikon"],"id":"feat-7174","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Journey Of the Sky Chariot Source War of Immortals pg. 38 --- Small wings, flaming wheels, or another signifier of flight sprout from your ikon as it gains the power to lift you from the ground. Your ikon gains the following effects. Immanence Your ikon keeps you hovering even without conscious effort. You can remain in the air at the end of this turn, even if you didn’t use a Fly action. Transcendence—Race the Skies Single Action (concentrate, transcendence) You take your place among the heavens. For 1 minute, you gain a fly Speed equal to your Speed or 20 feet, whichever is greater.","category":"feat","pfs":"Standard","feat":["Journey Of the Sky Chariot"],"rarity":"common","slug":"feat-7174"},{"skill_mod":{},"summary":"Your ikons bond like a pair of one-winged birds.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"usage":"imbued in one or two weapon ikons that both have the thrown trait","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7175","weakness":{},"name":"Mated Birds in Paired Flight","trait":["Exemplar","Ikon"],"id":"feat-7175","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Mated Birds in Paired Flight Source War of Immortals pg. 39 --- Your ikons bond like a pair of one-winged birds. This feat can be imbued in either a single ikon with multiple copies, such as one produced by the shadow sheath or with the Twin Stars feat, or two separate ikons (bypassing the normal limit per ikon feat). Immanence As long as you hold one ikon, the other will return to find its partner. Both ikons gain the returning rune. Transcendence—Rejoin in Flight Two Actions (transcendence) You throw your weapon ikons to either side of a creature, and they seek each other out, converging on the target. Make two thrown Strikes against a target within the first range increment of both your weapon ikons. This counts as two attacks toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks. The target is flanked for both attacks (typically making it off guard against both attacks). If both Strikes hit, the target also takes an additional die of weapon damage. The weapons then return to your hand.","category":"feat","pfs":"Standard","feat":["Mated Birds in Paired Flight"],"rarity":"common","slug":"feat-7175"},{"skill_mod":{},"summary":"You can command your weapon to shrink or grow, for convenience or power.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":12,"usage":"imbued into a melee weapon ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7176","weakness":{},"name":"Compliant Gold","trait":["Exemplar","Ikon"],"id":"feat-7176","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Compliant Gold Source War of Immortals pg. 39 --- You can command your weapon to shrink or grow, for convenience or power. Even when your ikon is not empowered, you can shrink it to a miniature size (with negligible Bulk) and keep it tucked behind an ear, in your hair, or in a similar discreet location. You can shrink your weapon or regrow it to its normal size as part of drawing it, putting it away, swapping it, or picking it up. Immanence Your ikon gains the reach trait. If it already had the reach trait, it instead increases your reach by an additional 10 feet, instead of the usual additional 5 feet. Transcendence—Topple the Pillar of Heaven Two Actions (transcendence) Your ikon extends to an impossible length, striking all in its way. You deal 6d8 damage to all creatures in a 60-foot line, with a basic Reflex save against your class DC. The damage type matches that of your weapon. At 14th level and every two levels thereafter, the damage increases by 1d8.","category":"feat","pfs":"Standard","feat":["Compliant Gold"],"rarity":"common","slug":"feat-7176"},{"skill_mod":{},"summary":"You entice or threaten a weapon, making it swear not to harm you.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7177","weakness":{},"name":"Extract Vow of Nonviolence","trait":["Auditory","Concentrate","Exemplar"],"actions_number":4,"id":"feat-7177","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Extract Vow of Nonviolence Two Actions Source War of Immortals pg. 39 PFS Note When using Exact Vow of Nonviolence on an unattended item, the DC is a standard DC for the item's level. --- You entice or threaten a weapon, making it swear not to harm you. Attempt a Diplomacy check to Request or an Intimidation check to Demoralize against one weapon within 60 feet—even though most weapons are inanimate and mindless, your words somehow still can affect it as if it were living and you shared a language. The DC for this check is the Will DC of the creature wielding the weapon or a moderate DC for the weapon’s level if it’s unattended. If the weapon is an intelligent item, use its Will DC. Regardless of the result of the save, the weapon is then temporarily immune to Extract Vow of Nonviolence for 1 day. Critical Success The object swears not to hurt you. You gain resistance to all damage dealt by that specific weapon as the weapon attempts to mitigate harm to you. The resistance is equal to half your level and lasts for 10 minutes. Success As critical success, but the remaining duration decreases by 1 minute each time the weapon hits you (even if it deals no damage). Special When you gain this feat, choose cold iron, duskwood, dawnsilver, or silver. For some reason—perhaps because you underestimate this material, or because you think it a friend—you are forever unable to use Extract Vow of Nonviolence on objects composed of the chosen material.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Extract Vow of Nonviolence"],"rarity":"common","slug":"feat-7177"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Exemplar"],"id":"feat-7178","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Rapid Spark Free Action Source War of Immortals pg. 39 Frequency once per day Trigger Your turn begins. --- Your spark shifts to where it needs to be. You Shift Immanence.","feat":["Rapid Spark"],"skill_mod":{},"summary":"Your spark shifts to where it needs to be.","primary_source":"War of Immortals","trait_group":["Class"],"level":12,"source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=7178","name":"Rapid Spark","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7178"},{"skill_mod":{},"summary":"Rage courses through your body, transforming you into a beast of battle.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Mechanics"],"primary_source_category":"Rulebooks","level":12,"usage":"imbued into a body or worn ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7179","weakness":{},"name":"Warped by Rage","trait":["Exemplar","Ikon","Morph"],"id":"feat-7179","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Warped by Rage Source War of Immortals pg. 39 --- Rage courses through your body, transforming you into a beast of battle. The imbued ikon gains the following abilities. Immanence You’re affected by a 4th-rank enlarge spell. You can choose to forgo this effect when your body ikon becomes empowered Transcendence—Spasm of the Berserker Single Action (transcendence) Your body warps beyond recognition into a powerful, one eyed form. You’re affected by a 4th-rank enlarge spell and a 6th-rank moon frenzy spell, which both last until the end of your next turn. You can’t attempt to end the moon frenzy early. If this ikon becomes empowered again, you can extend Spasm of the Berserker’s duration until the end of your next turn. While you’re already affected by Spasm of the Berserker, the transcend action becomes a free action to extend its duration until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Warped by Rage"],"rarity":"common","slug":"feat-7179"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Exemplar","Healing","Transcendence"],"id":"feat-7180","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Complete the Hero's Journey Single Action Source War of Immortals pg. 39 Frequency once per 10 minutes Requirements You have Sparked Transcendence of at least two different ikons in the last 10 minutes, and your divine spark currently dwells in a third ikon. --- As your divine spark travels through each of your ikons in turn, it gains power, culminating its journey when it enters your third ikon. You Spark Transcendence of your final ikon, but instead of its normal effect, the item casts the 3-action version of harm or heal heightened to half your level rounded up.","feat":["Complete the Hero's Journey"],"skill_mod":{},"summary":"As your divine spark travels through each of your ikons in turn, it gains power, culminating its journey when it enters your third ikon.","primary_source":"War of Immortals","trait_group":["Class","Mechanics","Class-Specific"],"level":14,"source_category":["Rulebooks"],"requirement":"You have Sparked Transcendence of at least two different ikons in the last 10 minutes, and your divine spark currently dwells in a third ikon.","resistance":{},"url":"/Feats.aspx?ID=7180","name":"Complete the Hero's Journey","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7180"},{"skill_mod":{},"summary":"You demand a battle against your chosen enemy.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"usage":"imbued into a worn ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7181","weakness":{},"name":"Destined Victory","trait":["Exemplar","Ikon"],"id":"feat-7181","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Destined Victory Source War of Immortals pg. 40 --- You demand a battle against your chosen enemy. The imbued ikon gains the following abilities. Immanence Whenever an enemy successfully Strikes you with a melee weapon, you gain a +2 status bonus to your AC against the next attack from that enemy before the start of your next turn. Transcendence—Only You and I Single Action (concentrate, transcendence) You draw your foe into a fated conflict—one you know you’ll win. Choose an enemy within your reach. Until the end of your next turn, that enemy gains a +2 circumstance bonus to attack rolls it makes against you, but it must attempt a Will save against your class DC whenever it tries to move away from you, Strike a target other than you, or Cast a Spell that doesn’t include you as a target. On a failure, the action or actions related to the failed attempt is disrupted. Whenever the enemy misses you with a Strike while this effect is active, you heal 1d8+5 Hit Points.","category":"feat","pfs":"Standard","feat":["Destined Victory"],"rarity":"common","slug":"feat-7181"},{"skill_mod":{},"summary":"Each shot you launch multiplies itself with spiritual blades, rings, and other missiles that shower upon your foes.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"usage":"imbued into a ranged weapon ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7182","weakness":{},"name":"Infinite Blades Celestial Arrow","trait":["Exemplar","Ikon"],"id":"feat-7182","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Infinite Blades Celestial Arrow Source War of Immortals pg. 40 --- Each shot you launch multiplies itself with spiritual blades, rings, and other missiles that shower upon your foes. Your weapon ikon gains the following abilities. Immanence Whenever you successfully Strike an enemy with your weapon ikon, up to two enemies adjacent to the target take spirit damage equal to your weapon ikon’s damage dice as they are struck by duplicated missiles. Transcendence—Heaven Rains an Ending Three Actions (transcendence) You shoot an arrow that multiplies into a dense cloud of weapons. Make one ranged Strike with a –2 penalty against each enemy you are aware of within a cone as long as your weapon’s first range increment. Roll the damage only once for all targets, and all the Strike’s damage is spirit damage instead of its normal type. Each attack counts toward your multiple attack penalty, the penalty doesn’t increase until you have made all your attacks.","category":"feat","pfs":"Standard","feat":["Infinite Blades Celestial Arrow"],"rarity":"common","slug":"feat-7182"},{"skill_mod":{},"summary":"This badge of office proclaims your sovereignty.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"usage":"imbued into a worn ikon or a body ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7183","weakness":{},"name":"Crown of Rule","trait":["Exemplar","Ikon"],"id":"feat-7183","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Crown of Rule Source War of Immortals pg. 40 --- This badge of office proclaims your sovereignty. The imbued ikon gains the following ability. Transcendence—Heavy is the Crown Two Actions (concentrate, mental, spirit, transcendence) The weight of authority falls heavily upon you, as well as nearby creatures. All enemies in a 15 foot burst within 60 feet take spirit damage equal to your level with a basic Will save against your class DC. Any enemy that fails its save must immediately kneel, dropping prone as a free action.","category":"feat","pfs":"Standard","feat":["Crown of Rule"],"rarity":"common","slug":"feat-7183"},{"skill_mod":{},"summary":"Your blood turns a divine gold, shining in moments its spilled and begetting new life.","primary_source":"War of Immortals","trait_group":["Class","Mechanics","Class-Specific","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","level":16,"usage":"imbued into a body ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7184","weakness":{},"name":"Gift of the Immortal Herb","trait":["Exemplar","Healing","Ikon","Light","Vitality","Positive"],"id":"feat-7184","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Gift of the Immortal Herb Source War of Immortals pg. 41 --- Your blood turns a divine gold, shining in moments its spilled and begetting new life. The imbued ikon gains the following effects. Immanence If your divine spark remains in your body ikon for 10 continuous minutes, you regrow one damaged or ruined limb or organ. Transcendence—Shed the Mortal Skin Single Action (healing, light, transcendence, vitality) Like the serpent, that most ancient of immortals, you shed your skin, revealing a glowing divine form. If you are currently taking persistent fire or acid damage, you immediately end the effect. Until the beginning of your next turn, you shed bright light in a 20 foot radius (and dim light for the next 20 feet) like a torch. The next time you are dealt damage by an enemy before the beginning of your next turn, you shed glowing ichor in a square adjacent to you, and where it hits the earth, a glowing, thorned herb grows. A creature other than you can pluck and consume the herb with an Interact action to regain a number of Hit Points equal to half of the damage you were dealt by the attack that sprouted the herb.","category":"feat","pfs":"Standard","feat":["Gift of the Immortal Herb"],"rarity":"common","slug":"feat-7184"},{"skill_mod":{},"summary":"Your ikon gains a pin, stripe, or similar marking showing you as a master of your craft.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"usage":"imbued into a worn ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7185","weakness":{},"name":"Mark of The Sage","trait":["Exemplar","Ikon"],"id":"feat-7185","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Mark of The Sage Source War of Immortals pg. 41 --- Your ikon gains a pin, stripe, or similar marking showing you as a master of your craft. The imbued ikon gains the following ability. Transcendence—A Challenge for Heroes Two Actions (concentrate, mental, spirit, transcendence) You declare an enemy within 60 feet to be a heroic test. For 1 minute, that enemy deals an additional 10 spirit damage to you with each successful Strike or spell it targets you with. Whenever that enemy deals spirit damage to you, each ally who has the enemy in melee reach can attempt a Reactive Strike against it, even if the ally doesn’t normally have that reaction. If an ally successfully slays the enemy with a Reactive Strike due to this effect, that ally immediately gains temporary Hit Points equal to your level, which persist for 1 minute.","category":"feat","pfs":"Standard","feat":["Mark of The Sage"],"rarity":"common","slug":"feat-7185"},{"skill_mod":{},"summary":"Your ikon is connected to the world of the spirits, allowing you to partially fade into their realm.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"usage":"imbued into a worn ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7186","weakness":{},"name":"Shroud of Ghosts","trait":["Exemplar","Ikon"],"id":"feat-7186","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Shroud of Ghosts Source War of Immortals pg. 41 --- Your ikon is connected to the world of the spirits, allowing you to partially fade into their realm. The imbued ikon gains the following ability. Transcendence—Skirt the Underworld Two Actions (concentrate, illusion, incapacitation, transcendence) You skirt into the world of the dead, becoming invisible for 1 round, then Fly up to your Speed. Each enemy adjacent to you at any point during this movement must succeed at a Fortitude save against your class DC or become blinded for 1 minute (or permanently on a critical failure). For each creature blinded by this effect, the duration of the granted invisibility extends by 1 round. Undead and other creatures with strong ties to the world of the dead, such as psychopomps, are immune to this effect.","category":"feat","pfs":"Standard","feat":["Shroud of Ghosts"],"rarity":"common","slug":"feat-7186"},{"skill_mod":{},"summary":"Through sheer physical force, you can wrestle a river, lasso the winds, punch a hole to the molten center of the planet, or create other environmental disturbances via nothing but your own strength.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7187","frequency":"once per hour","weakness":{},"name":"Strike Rivers, Seize Winds","trait":["Exemplar"],"id":"feat-7187","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Strike Rivers, Seize Winds Source War of Immortals pg. 41 Frequency once per hour --- Through sheer physical force, you can wrestle a river, lasso the winds, punch a hole to the molten center of the planet, or create other environmental disturbances via nothing but your own strength. You can create each of the following spell effects at the listed rank, but you can’t create effects more than once per hour and you can’t perform a given effect more than once per day: 4th hydraulic torrent , 5th control water , 6th howling blizzard , 7th volcanic eruption , 8th punishing winds . Creating the effects requires the same type and number of actions as Casting the Spell, and they use the higher of your class DC or spell DC when appropriate. Because you are creating these effects with your godly might rather than Casting a Spell, they can’t be dispelled or counteracted. Strike Rivers, Seize Winds leads to... Remake the World","category":"feat","pfs":"Standard","feat":["Strike Rivers, Seize Winds"],"rarity":"common","slug":"feat-7187"},{"skill_mod":{},"summary":"The blade of your ikon takes one or more notches, capable of dealing mortal pain to your foes. Immanence When you Strike with the ikon, you critically succeed if you roll a 19 on the die as long as that result would be a success.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":18,"usage":"imbued into a weapon ikon that deals piercing or slashing damage","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7188","weakness":{},"name":"Branched Tree Of Pain","trait":["Exemplar","Ikon"],"id":"feat-7188","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Branched Tree Of Pain Source War of Immortals pg. 41 --- The blade of your ikon takes one or more notches, capable of dealing mortal pain to your foes. Immanence When you Strike with the ikon, you critically succeed if you roll a 19 on the die as long as that result would be a success. This has no effect on a 19 if the result would be a failure. Transcendence —Plant Thirty Barbs Single Action (death, transcendence) You snap off a fragment of your ikon within your opponent’s body, which threatens to burst into numerous barbs. Make a Strike with your ikon. If successful, barbs fill the target, dealing two die of weapon damage the first time the creature uses a move action on each of its turns; the barbs are made out of the same material as your weapon ikon and bypass resistances and such accordingly (for instance, a cold iron spear would create cold iron barbs). The barbs last for 1d4 rounds. If the target dies while the barbs are still in their body, the barbs burst forth in a forest of thorns covering the creature’s space, which are greater difficult terrain and deal piercing damage equal to half your level for each square that is moved into.","category":"feat","pfs":"Standard","feat":["Branched Tree Of Pain"],"rarity":"common","slug":"feat-7188"},{"skill_mod":{},"summary":"The blaze of your divine spark is hot enough that it burns in not just the present, but the past and future as well.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","level":18,"usage":"imbued into a weapon ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7189","weakness":{},"name":"Eternity-Incinerating Blaze","trait":["Exemplar","Ikon","Void","Negative"],"id":"feat-7189","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Eternity-Incinerating Blaze Source War of Immortals pg. 42 --- The blaze of your divine spark is hot enough that it burns in not just the present, but the past and future as well. Whenever you score a critical hit with the imbued ikon, the target becomes doomed 1 or increases its doomed condition by 1. If the target’s maximum dying value is reduced to 0 by this ability, it immediately dies in a flash of spiritual fire that reduces its body to ash. This effect applies even when the ikon is not empowered. The ikon also gains the following transcendence ability. Transcendence—Burn out of Time Two Actions (spirit, transcendence, void) An impossible amount of energy blazes in a sphere above you before compressing itself into your weapon. Strike one creature. The Strike deals an additional 3d8 spirit damage and 3d8 void damage. If the creature is reduced to 0 Hit Points, it’s immediately killed and reduced to ash, not in the present, but in the recent past, erasing the consequences of their recent actions. If a creature died within the last round as a result of the incinerated target’s actions, that creature is returned to life with 5d8 Hit Points at the location that it died as its death is retroactively undone.","category":"feat","pfs":"Standard","feat":["Eternity-Incinerating Blaze"],"rarity":"common","slug":"feat-7189"},{"skill_mod":{},"summary":"Your divine spark shines in a riot of shimmering colors, capable of carrying you through the world as fast as light itself.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":18,"usage":"imbued into a melee weapon ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7190","weakness":{},"name":"Seven-Colored Cosmic Bridge","trait":["Exemplar","Ikon"],"id":"feat-7190","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Seven-Colored Cosmic Bridge Source War of Immortals pg. 42 --- Your divine spark shines in a riot of shimmering colors, capable of carrying you through the world as fast as light itself. The imbued ikon gains the following abilities. Immanence (light, teleportation) Your weapon scatters rainbow-colored light across nearby surroundings, each a possible destination. When you successfully Strike an enemy, you can choose to teleport to an unoccupied location within 10 feet as a free action. Transcendence—Fleeting Arc through Heaven and Earth (light, spirit, teleportation, transcendence) Three Actions You swing your weapon in a wide arc, releasing a blazing rainbow that deals 9d6 spirit damage and 9d6 damage of the same type as your weapon to all enemies in a 60-foot cone, with a basic Fortitude save against your class DC. As the rainbow ripples out, you use it as a bridge to teleport to any location within the effect’s area.","category":"feat","pfs":"Standard","feat":["Seven-Colored Cosmic Bridge"],"rarity":"common","slug":"feat-7190"},{"skill_mod":{},"summary":"Your weapon has the might of legends, capable of shooting or striking any light out of the sky.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":18,"usage":"imbued into any weapon ikon","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7191","weakness":{},"name":"Sunwrecker","trait":["Exemplar","Ikon"],"id":"feat-7191","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Sunwrecker Source War of Immortals pg. 42 --- Your weapon has the might of legends, capable of shooting or striking any light out of the sky. The imbued ikon gains the following abilities. Immanence (darkness) On a successful critical hit with the weapon, the weapon casts 2nd-rank darkness centered on the target of the attack. Transcendence—Break the Sun’s Legs (cold, concentrate, darkness, transcendence) Two Actions You make a slashing motion over the brightest source of light, whether it’s a torch or the sun in the sky. A gash appears over the light source, visible to all, and devours the light. The entire area within a 120 foot burst around you is affected by a 9th-rank darkness spell for 1 minute. The stolen light is channeled to your eyes, granting you greater darkvision for the duration of the effect.","category":"feat","pfs":"Standard","feat":["Sunwrecker"],"rarity":"common","slug":"feat-7191"},{"skill_mod":{},"summary":"While tales of your divine ikons have spread far and wide, you’ve realized that, as they are all manifestations of your soul, the object itself is unnecessary.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7192","weakness":{},"name":"Cutting Without Blade","trait":["Exemplar"],"id":"feat-7192","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Cutting Without Blade Source War of Immortals pg. 43 --- While tales of your divine ikons have spread far and wide, you’ve realized that, as they are all manifestations of your soul, the object itself is unnecessary. Your ikons disintegrate into golden light. Any ikon feats you’ve taken now apply to any applicable ikon you have, not just one, and you can immediately retrain any ikon feats you selected more than once. Each day during your daily preparations, you can select one ikon feat of 16th level or lower and gain it temporarily for that day. You can place your divine spark into any object in your possession, even a nonthreatening object like a single strand of grass, to transform it into a fully functional copy of your ikon made out of pure divine radiance. You can do this as a free action immediately before or after Striking with or otherwise using the ikon.","category":"feat","pfs":"Standard","feat":["Cutting Without Blade"],"rarity":"common","slug":"feat-7192"},{"skill_mod":{},"summary":"Your divine spark is now a bonfire in your soul, bringing you to the very cusp of undying immortality.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7193","frequency":"once per day","weakness":{},"name":"Reach for Immortality","trait":["Exemplar"],"id":"feat-7193","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Reach for Immortality Source War of Immortals pg. 43 Frequency once per day --- Your divine spark is now a bonfire in your soul, bringing you to the very cusp of undying immortality. You cease aging. When you would die for any reason, you can Spark Transcendence as a free action that can be taken at any time, regardless of your current condition. You reach for your divine spark and seize it in your hand to survive at 0 Hit Points, purging yourself of any negative conditions. Invigorated by this return to life, you then heal yourself for half of your total Hit Points, Stand, instantly summon any held ikons to your hand, and Shift your Immanence to any of your ikons.","category":"feat","pfs":"Standard","feat":["Reach for Immortality"],"rarity":"common","slug":"feat-7193"},{"skill_mod":{},"summary":"For the briefest of moments, you can reach into the realm of true gods, gaining the power to shape reality to your will.","primary_source":"War of Immortals","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Strike Rivers, Seize Winds","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7194","weakness":{},"name":"Remake the World","trait":["Divine","Exemplar"],"id":"feat-7194","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Remake the World Source War of Immortals pg. 43 Prerequisites Strike Rivers, Seize Winds --- For the briefest of moments, you can reach into the realm of true gods, gaining the power to shape reality to your will. Once per day, you can create the effects of a divine spell of 8th level or lower. The spell must be common or one to which you otherwise have access, and it costs as many actions as it would typically take to cast. Use your class DC in place of any necessary spell DC and your class DC –10 in place of any necessary counteract modifier or spell attack modifier. Because you are creating these effects with your godly might rather than Casting a Spell, they can’t be dispelled or counteracted, like Strike Rivers, Seize Winds.","category":"feat","pfs":"Standard","feat":["Remake the World"],"rarity":"common","slug":"feat-7194"},{"legacy_name":["Internal Cohesion"],"skill_mod":{},"summary":"Your lineage is influenced or directly tied to the supernatural inhabitants of the Perfect City of Axis, a realm of pure and absolute order.","primary_source":"War of Immortals","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7195","weakness":{},"name":"Aeonbound","legacy_id":["feat-2477"],"trait":["Lineage","Nephilim"],"id":"feat-7195","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Aeonbound Source War of Immortals pg. 52 --- Your lineage is influenced or directly tied to the supernatural inhabitants of the Perfect City of Axis, a realm of pure and absolute order. This energy suffuses your body and helps it maintain coherency, resisting effects that would undermine your function or mar your otherwise orderly form. You and your allies can Treat your Wounds without a healer's toolkit. Once per day, when someone rolls a failure or a critical failure on a check to Treat your Wounds, you can focus on your internal cohesion to increase the degree of success by one step. Aeonbound leads to... Channel the Godmind, Impose Order, Intuitive Crafting, Methodical Magic, Resilient Physiology","category":"feat","pfs":"Standard","feat":["Aeonbound"],"rarity":"common","slug":"feat-7195"},{"skill_mod":{},"summary":"You descend from those whose lives were touched by legendary einherjars, who were crafted from the souls of mighty warriors slain in battle and chosen by valkyries to serve as foot soldiers to many gods.","primary_source":"War of Immortals","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7196","weakness":{},"name":"Battleblooded","trait":["Lineage","Nephilim"],"id":"feat-7196","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Battleblooded Source War of Immortals pg. 53 --- You descend from those whose lives were touched by legendary einherjars, who were crafted from the souls of mighty warriors slain in battle and chosen by valkyries to serve as foot soldiers to many gods. You may even be the distant mortal descendant of an actual valkyrie. You are trained in Intimidation. If you were already trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Intimidating Glare skill feat. Battleblooded leads to... Arise, ye Worthy!, Call to Battle, Glory and Valor!","category":"feat","pfs":"Standard","feat":["Battleblooded"],"rarity":"common","slug":"feat-7196"},{"skill_mod":{},"summary":"You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works.","primary_source":"War of Immortals","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7197","weakness":{},"name":"Faultspawn","legacy_id":["feat-3937"],"trait":["Lineage","Nephilim"],"id":"feat-7197","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Faultspawn Source War of Immortals pg. 53 --- You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works. You gain the Find Fault reaction. Find Fault Reaction (concentrate) Trigger You attempt a saving throw against a spell or magic effect but haven’t rolled yet; Effect You find some kind of fault with the magic, using that flaw to protect yourself from the effect. You gain a +1 circumstance bonus to your saving throw against the triggering effect, which increases to a +2 circumstance bonus if the effect is divine and originates from a worshipper of the deity you chose for your grudge. Faultspawn leads to... Towering Presence","category":"feat","pfs":"Standard","feat":["Faultspawn"],"rarity":"common","slug":"feat-7197"},{"legacy_name":["Ganzi"],"skill_mod":{},"summary":"Your blood bubbles with the roiling quintessence of the Maelstrom, the infinite sea of primal chaos that long ago spawned the other Outer Planes.","primary_source":"War of Immortals","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7198","weakness":{},"name":"Proteankin","legacy_id":["ancestry-32"],"trait":["Lineage","Nephilim"],"id":"feat-7198","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Proteankin Source War of Immortals pg. 53 --- Your blood bubbles with the roiling quintessence of the Maelstrom, the infinite sea of primal chaos that long ago spawned the other Outer Planes. You gain resistance to a single damage type equal to half your level; at the beginning of each day, determine randomly whether this resistance applies to acid, electricity, or sonic damage. You also gain a +1 circumstance bonus to saving throws against effects that would cause you to gain the controlled condition Proteankin leads to... Alter Resistance, Amorphous Aspect, Anarchic Arcana, Creative Prodigy, Pandemonium Eruption","category":"feat","pfs":"Standard","feat":["Proteankin"],"rarity":"common","slug":"feat-7198"},{"skill_mod":{},"summary":"You have a powerful creative drive that is clear to any who interact with you.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Proteankin","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7199","weakness":{},"name":"Creative Prodigy","legacy_id":["feat-2532"],"trait":["Nephilim"],"id":"feat-7199","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Creative Prodigy Source War of Immortals pg. 53 Prerequisites Proteankin --- You have a powerful creative drive that is clear to any who interact with you. You are trained in Performance. If you were already trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Impressive Performance skill feat, and when you use Performance to Make an Impression, you gain a +1 circumstance bonus to the check.","category":"feat","pfs":"Standard","feat":["Creative Prodigy"],"rarity":"common","slug":"feat-7199"},{"skill_mod":{},"summary":"Your affinity with process and order makes you a natural artisan.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Aeonbound","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7200","weakness":{},"name":"Intuitive Crafting","legacy_id":["feat-2478"],"trait":["Nephilim"],"id":"feat-7200","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Intuitive Crafting Source War of Immortals pg. 53 Prerequisites Aeonbound --- Your affinity with process and order makes you a natural artisan. You are trained in Crafting. If you were already trained in Crafting, you instead gain the Specialty Crafting skill feat in a specialty of your choice; if you have both, you instead become trained in a skill of your choice. In addition, when you critically fail to Repair an item, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Intuitive Crafting"],"rarity":"common","slug":"feat-7200"},{"skill_mod":{},"summary":"Your slight otherworldly nature allows you to easily brush off emotional manipulation.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7201","weakness":{},"name":"Irrepressible (Ganzi)","legacy_id":["feat-2534"],"trait":["Nephilim"],"id":"feat-7201","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Irrepressible (Ganzi) Source War of Immortals pg. 53 --- Your slight otherworldly nature allows you to easily brush off emotional manipulation. When you roll a success on a save against an emotion effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Irrepressible (Ganzi)"],"rarity":"common","slug":"feat-7201"},{"skill_mod":{},"summary":"Your heritage has granted you either impressive athletic skill or a physical feature that aids in traversal.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7202","weakness":{},"name":"Sublime Mobility","trait":["Nephilim"],"id":"feat-7202","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sublime Mobility Source War of Immortals pg. 53 --- Your heritage has granted you either impressive athletic skill or a physical feature that aids in traversal. You gain either a climb Speed or a swim Speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Sublime Mobility"],"rarity":"common","slug":"feat-7202"},{"skill_mod":{},"summary":"Your body is supremely flexible.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Proteankin","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7203","weakness":{},"name":"Amorphous Aspect","legacy_id":["feat-2537"],"trait":["Nephilim"],"id":"feat-7203","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Amorphous Aspect Source War of Immortals pg. 53 Prerequisites Proteankin --- Your body is supremely flexible. You gain a +1 circumstance bonus on checks to Escape or Squeeze, and when you critically fail while Squeezing, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Amorphous Aspect"],"rarity":"common","slug":"feat-7203"},{"skill_mod":{},"summary":"Your animalistic unarmed attack grows more dangerous.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Bestial Manifestation","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7204","weakness":{},"name":"Bestial Brutality","trait":["Nephilim"],"id":"feat-7204","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Bestial Brutality Source War of Immortals pg. 53 Prerequisites Bestial Manifestation --- Your animalistic unarmed attack grows more dangerous. The unarmed attack you chose for Bestial Manifestation gains the deadly d6 trait. Whenever you score a critical hit with this unarmed attack, you get the brawling critical specialization effect.","category":"feat","pfs":"Standard","feat":["Bestial Brutality"],"rarity":"common","slug":"feat-7204"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Nephilim"],"id":"feat-7205","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Call to Battle Reaction Source War of Immortals pg. 53 Prerequisites Battleblooded Trigger You lose the unconscious condition. --- You channel the undying spirit of the einherjar to join to fight. You Stand. This movement doesn’t trigger reactions.","feat":["Call to Battle"],"skill_mod":{},"summary":"You channel the undying spirit of the einherjar to join to fight.","primary_source":"War of Immortals","trait_group":["Ancestry"],"level":5,"prerequisite":"Battleblooded","source_category":["Rulebooks"],"trigger":"You lose the unconscious condition.","resistance":{},"url":"/Feats.aspx?ID=7205","name":"Call to Battle","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7205"},{"legacy_name":["Crystalline Dust"],"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2480"],"trait":["Nephilim"],"id":"feat-7206","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Extraplanar Haze Two Actions Source War of Immortals pg. 53 Frequency once per day --- Your body emits tiny particles of extraplanar matter, such as crystalline motes or smoky vapor, that surround you in a haze. You become concealed, though you can’t use this concealment to Hide or Sneak, as normal for concealment where your position is still obvious. These particles stay within an inch of your skin, move with you, and last for a number of rounds equal to half your level. Extraplanar Haze leads to... Extraplanar Cloud","feat":["Extraplanar Haze"],"skill_mod":{},"summary":"Your body emits tiny particles of extraplanar matter, such as crystalline motes or smoky vapor, that surround you in a haze.","primary_source":"War of Immortals","trait_group":["Ancestry"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7206","name":"Extraplanar Haze","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7206"},{"legacy_name":["Intercorporate"],"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2481"],"trait":["Nephilim"],"id":"feat-7207","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Resilient Physiology Single Action Source War of Immortals pg. 54 Frequency once per day Prerequisites Aeonbound Requirements You’re afflicted by a disease or poison, or are taking persistent damage. --- Your ordered physiology rejects unwelcome elements, allowing you to reject the negative effects of poisons and diseases or shrug off other lasting negative effects. Choose one. Disease or Poison Attempt a saving throw against the affliction. On a failure or critical failure, the affliction’s stage doesn’t increase. Persistent Damage Attempt a DC 10 flat check to recover from the persistent damage","feat":["Resilient Physiology"],"skill_mod":{},"summary":"Your ordered physiology rejects unwelcome elements, allowing you to reject the negative effects of poisons and diseases or shrug off other lasting negative effects.","primary_source":"War of Immortals","trait_group":["Ancestry"],"level":5,"prerequisite":"Aeonbound","source_category":["Rulebooks"],"requirement":"You’re afflicted by a disease or poison , or are taking persistent damage .","resistance":{},"url":"/Feats.aspx?ID=7207","name":"Resilient Physiology","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7207"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-3939"],"trait":["Concentrate","Nephilim","Polymorph"],"id":"feat-7208","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Towering Presence Single Action Source War of Immortals pg. 54 Frequency once per hour Prerequisites Faultspawn --- You tap into your planar heritage and momentarily grow larger through force of will. Increase your size to Large until the beginning of your next turn. Your equipment grows with you but returns to its original size if removed. You become clumsy 1. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. Towering Presence has no effect if you were already Large or larger.","feat":["Towering Presence"],"skill_mod":{},"summary":"You tap into your planar heritage and momentarily grow larger through force of will.","primary_source":"War of Immortals","trait_group":["Mechanics","Ancestry"],"level":5,"prerequisite":"Faultspawn","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7208","name":"Towering Presence","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7208"},{"skill_mod":{},"summary":"The magic in your blood is unpredictable.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Proteankin","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7209","weakness":{},"name":"Anarchic Arcana","legacy_id":["feat-2539"],"trait":["Nephilim"],"id":"feat-7209","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Anarchic Arcana Source War of Immortals pg. 54 Prerequisites Proteankin --- The magic in your blood is unpredictable. When you make your daily preparations, roll 1d12 twice and consult the following list. 1: acid grip ; 2: blur ; 3: gecko grip ; 4: humanoid form ; 5: illusory object ; 6: laughing fit ; 7: noise blast ; 8: resist energy ; 9: see the unseen ; 10: shatter ; 11: shrink ; 12: telekinetic maneuver . You can cast each of those two spells once during the following day (or one spell twice if you rolled the same number) as 2nd-rank divine innate spells.","category":"feat","pfs":"Standard","feat":["Anarchic Arcana"],"rarity":"common","slug":"feat-7209"},{"legacy_name":["Crystalline Cloud"],"skill_mod":{},"summary":"When you use Extraplanar Haze , you can spend 1 additional action to disperse the particles as a 10-foot-radius cloud centered on you instead of as a haze; the activity gains the concentrate trait.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Extraplanar Haze","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7210","weakness":{},"name":"Extraplanar Cloud","legacy_id":["feat-2485"],"trait":["Nephilim"],"id":"feat-7210","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Extraplanar Cloud Source War of Immortals pg. 54 Prerequisites Extraplanar Haze --- When you use Extraplanar Haze, you can spend 1 additional action to disperse the particles as a 10-foot-radius cloud centered on you instead of as a haze; the activity gains the concentrate trait. All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it.","category":"feat","pfs":"Standard","feat":["Extraplanar Cloud"],"rarity":"common","slug":"feat-7210"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2540"],"trait":["Auditory","Divine","Healing","Nephilim"],"id":"feat-7211","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Glory and Valor! Single Action Source War of Immortals pg. 54 Frequency once per day Prerequisites Battleblooded --- You call upon your ascendant blood with a mighty cry that fills you with a revitalizing energy for 1 minute or until you critically fail a Strike, whichever comes first. For the duration, the first time each round you successfully Strike a creature of your level or higher, you regain Hit Points equal to half your level.","feat":["Glory and Valor!"],"skill_mod":{},"summary":"You call upon your ascendant blood with a mighty cry that fills you with a revitalizing energy for 1 minute or until you critically fail a Strike, whichever comes first.","primary_source":"War of Immortals","trait_group":["Sense","Tradition","Monster","Mechanics","Ancestry"],"level":9,"prerequisite":"Battleblooded","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7211","name":"Glory and Valor!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7211"},{"skill_mod":{},"summary":"You can perform minor mischief with your tail.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Skillful Tail","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7212","weakness":{},"name":"Larcenous Tail","legacy_id":["feat-2541"],"trait":["Nephilim"],"id":"feat-7212","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Larcenous Tail Source War of Immortals pg. 54 Prerequisites Skillful Tail --- You can perform minor mischief with your tail. You can use your tail to Steal an object, though your tail still can’t hold onto it at the end of your action. If you have a hand free, you can transfer the stolen object to your hand. Otherwise, your tail surreptitiously drops it on the ground in your space, where you can grab it later. Observers other than your target who haven’t witnessed you stealing something with your tail are usually distracted, meaning the GM will usually decrease their Perception DCs, as normal for Stealing something.","category":"feat","pfs":"Standard","feat":["Larcenous Tail"],"rarity":"common","slug":"feat-7212"},{"skill_mod":{},"summary":"You can reorder the world with your magic.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Aeonbound","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7213","weakness":{},"name":"Methodical Magic","trait":["Nephilim"],"id":"feat-7213","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Methodical Magic Source War of Immortals pg. 55 Prerequisites Aeonbound --- You can reorder the world with your magic. Choose two of the following spells: calm , dispel magic , lock , mending , shape wood , or translate . You can use each of the chosen spells once per day as 2nd-rank divine innate spells.","category":"feat","pfs":"Standard","feat":["Methodical Magic"],"rarity":"common","slug":"feat-7213"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-2542"],"trait":["Nephilim"],"id":"feat-7214","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Alter Resistance Reaction Source War of Immortals pg. 55 Frequency once per hour Prerequisites Proteankin Trigger You take acid, electricity, or sonic damage. --- You focus on your protean forebears to change your energy resistance. The energy resistance you gain from your Proteankin lineage changes to match the triggering damage. This change occurs after the damage is dealt and lasts until the next day, or the next time you use this ability.","feat":["Alter Resistance"],"skill_mod":{},"summary":"You focus on your protean forebears to change your energy resistance.","primary_source":"War of Immortals","trait_group":["Ancestry"],"level":13,"prerequisite":"Proteankin","source_category":["Rulebooks"],"trigger":"You take acid , electricity , or sonic damage.","resistance":{},"url":"/Feats.aspx?ID=7214","name":"Alter Resistance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7214"},{"skill_mod":{},"summary":"A touch of valkyrie magic in your blood lets you hold back death’s grasp.","primary_source":"War of Immortals","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Battleblooded","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7215","weakness":{},"name":"Arise, ye Worthy!","legacy_id":["feat-2543"],"trait":["Nephilim"],"id":"feat-7215","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Arise, ye Worthy! Source War of Immortals pg. 55 Prerequisites Battleblooded --- A touch of valkyrie magic in your blood lets you hold back death’s grasp. You can cast breath of life as a divine innate spell once per day.","category":"feat","pfs":"Standard","feat":["Arise, ye Worthy!"],"rarity":"common","slug":"feat-7215"},{"legacy_name":["Impose Order (Aphorite)"],"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2487"],"trait":["Fortune","Nephilim"],"id":"feat-7216","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Impose Order Reaction Source War of Immortals pg. 55 Frequency once per day Prerequisites Aeonbound Trigger You would critically fail a skill check or suffer an effect with the misfortune trait. --- You shift the underlying fabric of reality to impose a baseline of order. If the trigger was a skill check, you instead receive a result of 10 + your proficiency bonus (don’t apply any other bonuses, penalties, or modifiers). If the trigger was an effect with the misfortune trait, the misfortune and fortune effects cancel each other out as normal, negating the triggering misfortune effect.","feat":["Impose Order"],"skill_mod":{},"summary":"You shift the underlying fabric of reality to impose a baseline of order.","primary_source":"War of Immortals","trait_group":["Mechanics","Ancestry"],"level":13,"prerequisite":"Aeonbound","source_category":["Rulebooks"],"trigger":"You would critically fail a skill check or suffer an effect with the misfortune trait.","resistance":{},"url":"/Feats.aspx?ID=7216","name":"Impose Order","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7216"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2488"],"trait":["Nephilim"],"id":"feat-7217","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Channel the Godmind Two Actions Source War of Immortals pg. 55 Frequency once per day Prerequisites Aeonbound --- You tap into the collective consciousness of the Godmind, the governing entity of axiomite society, to rapidly parse near-infinite variables to read your surroundings. For 1 minute, you gain precise motion sense out to 60 feet, you can see invisible creatures and objects, and you gain the benefits of truesight (with a counteract check modifier equal to your Perception modifier).","feat":["Channel the Godmind"],"skill_mod":{},"summary":"You tap into the collective consciousness of the Godmind, the governing entity of axiomite society, to rapidly parse near-infinite variables to read your surroundings.","primary_source":"War of Immortals","trait_group":["Ancestry"],"level":17,"prerequisite":"Aeonbound","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7217","name":"Channel the Godmind","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7217"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Nephilim"],"id":"feat-7218","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Pandemonium Eruption Two Actions Source War of Immortals pg. 55 Frequency once per day Prerequisites Proteankin --- You unleash the pent-up chaos within you, becoming a nexus of unbridled destruction that wreaks unfettered havoc on everyone in your vicinity. Each creature within 15 feet of you takes 14d6 acid, electricity, or sonic damage, chosen randomly for each target. Each target receives a basic Reflex save against the higher of your class DC or spell DC, but any creature that is subjected to the type of damage for which you currently have resistance through your Proteankin lineage takes a –2 penalty to the save. Any target that critically fails the save is also confused until the end of their next turn.","feat":["Pandemonium Eruption"],"skill_mod":{},"summary":"You unleash the pent-up chaos within you, becoming a nexus of unbridled destruction that wreaks unfettered havoc on everyone in your vicinity.","primary_source":"War of Immortals","trait_group":["Ancestry"],"level":17,"prerequisite":"Proteankin","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7218","name":"Pandemonium Eruption","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7218"},{"skill_mod":{},"summary":"You have formed a bond with an apparition and can cast divine spells.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Wisdom +2","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7219","weakness":{},"archetype":["Animist"],"name":"Animist Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-7219","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Animist Dedication Source War of Immortals pg. 56 Archetype Animist Prerequisites Wisdom +2 --- You have formed a bond with an apparition and can cast divine spells. Choose a single apparition from those available to the animist. You become bound to that apparition and can attune to it each day during your daily preparations to become trained in its apparition skills. If you are 8th level, you are expert in its apparition skills while attuned to it, and if you are 16th level, you are a master in its apparition skills while attuned to it. You can spend 1 day of downtime ending your relationship with this apparition and bonding to a new one. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to, including the cantrip listed in your apparition's apparition spells. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for animist archetype spells is Wisdom, and they are divine animist spells. Animist Dedication leads to... Basic Animist Spellcasting, Spiritual Awakening","category":"feat","pfs":"Standard","feat":["Animist Dedication"],"rarity":"common","slug":"feat-7219"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits as a prepared divine caster.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Animist Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7220","weakness":{},"archetype":["Animist"],"name":"Basic Animist Spellcasting","trait":["Archetype"],"id":"feat-7220","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Animist Spellcasting Source War of Immortals pg. 56 Archetype Animist Prerequisites Animist Dedication --- You gain the basic spellcasting benefits as a prepared divine caster. In addition to standard divine tradition spells, you can prepare your bonded apparition’s apparition spells in your spell slots of the appropriate level from the animist archetype. Basic Animist Spellcasting leads to... Apparition Magic, Expert Animist Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Animist Spellcasting"],"rarity":"common","slug":"feat-7220"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level animist feat.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Animist Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7221","weakness":{},"archetype":["Animist"],"name":"Spiritual Awakening","trait":["Archetype"],"id":"feat-7221","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spiritual Awakening Source War of Immortals pg. 56 Archetype Animist Prerequisites Animist Dedication --- You gain a 1st- or 2nd-level animist feat. Spiritual Awakening leads to... Animist's Power","category":"feat","pfs":"Standard","feat":["Spiritual Awakening"],"rarity":"common","slug":"feat-7221"},{"skill_mod":{},"summary":"You gain one animist feat.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Spiritual Awakening","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7222","weakness":{},"archetype":["Animist"],"name":"Animist's Power","trait":["Archetype"],"id":"feat-7222","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Animist's Power Source War of Immortals pg. 56 Archetype Animist Prerequisites Spiritual Awakening --- You gain one animist feat. For the purpose of meeting its prerequisites, your animist level is equal to half your character level. You can’t use this feat to gain animist feats with the wandering trait. Special You can select this feat more than once. Each time you select it, you gain another animist feat.","category":"feat","pfs":"Standard","feat":["Animist's Power"],"rarity":"common","slug":"feat-7222"},{"skill_mod":{},"summary":"You can cast more divine spells each day.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Animist Spellcasting","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7223","weakness":{},"archetype":["Animist"],"name":"Apparition Magic","trait":["Archetype"],"id":"feat-7223","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Apparition Magic Source War of Immortals pg. 56 Archetype Animist Prerequisites Basic Animist Spellcasting --- You can cast more divine spells each day. You gain 1 additional spell slot from animist archetype feats for each spell rank other than your two highest animist spell slots. These additional slots can only be used to prepare spells from your apparition’s apparition spells.","category":"feat","pfs":"Standard","feat":["Apparition Magic"],"rarity":"common","slug":"feat-7223"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits as a prepared divine caster.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Animist Spellcasting; Master in Religion","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7224","weakness":{},"archetype":["Animist"],"skill":["Religion","Religion"],"name":"Expert Animist Spellcasting","trait":["Archetype"],"id":"feat-7224","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Animist Spellcasting Source War of Immortals pg. 56 Archetype Animist Prerequisites Basic Animist Spellcasting; Master in Religion --- You gain the expert spellcasting benefits as a prepared divine caster. Expert Animist Spellcasting leads to... Master Animist Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Animist Spellcasting"],"rarity":"common","slug":"feat-7224"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits as a prepared divine caster.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Animist Spellcasting; Legendary in Religion","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7225","weakness":{},"archetype":["Animist"],"skill":["Religion","Religion"],"name":"Master Animist Spellcasting","trait":["Archetype"],"id":"feat-7225","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Animist Spellcasting Source War of Immortals pg. 56 Archetype Animist Prerequisites Expert Animist Spellcasting; Legendary in Religion --- You gain the master spellcasting benefits as a prepared divine caster.","category":"feat","pfs":"Standard","feat":["Master Animist Spellcasting"],"rarity":"common","slug":"feat-7225"},{"skill_mod":{},"summary":"A spark of inherent divine power has lit itself within you.","primary_source":"War of Immortals","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength +2 or Dexterity +2","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7226","weakness":{},"archetype":["Exemplar"],"name":"Exemplar Dedication","trait":["Archetype","Dedication","Multiclass","Rare"],"id":"feat-7226","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Exemplar Dedication Source War of Immortals pg. 57 Archetype Exemplar Prerequisites Strength +2 or Dexterity +2 --- A spark of inherent divine power has lit itself within you. You become trained in martial weapons. You gain one ikon from those listed on here, the ability to use the ikon’s immanence and transcendence actions and effects, and the Shift Immanence action. Because you have only a single ikon, when you Spark Transcendence, your divine spark recedes back to the depths of your soul and must be recalled with Shift Immanence to re-empower your ikon. You become trained in exemplar class DC. Exemplar Dedication leads to... Basic Glory, Exemplar Expertise, Exemplar Resilency, Second Ikon","category":"feat","pfs":"Standard","feat":["Exemplar Dedication"],"rarity":"rare","slug":"feat-7226"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level exemplar feat.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Exemplar Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7227","weakness":{},"archetype":["Exemplar"],"name":"Basic Glory","trait":["Archetype"],"id":"feat-7227","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Glory Source War of Immortals pg. 57 Archetype Exemplar Prerequisites Exemplar Dedication --- You gain a 1st- or 2nd-level exemplar feat. Basic Glory leads to... Advanced Glory","category":"feat","pfs":"Standard","feat":["Basic Glory"],"rarity":"common","slug":"feat-7227"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each exemplar archetype class feat you have.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Exemplar Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7228","weakness":{},"archetype":["Exemplar"],"name":"Exemplar Resilency","trait":["Archetype"],"id":"feat-7228","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Exemplar Resilency Source War of Immortals pg. 57 Archetype Exemplar Prerequisites Exemplar Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier --- You gain 3 additional Hit Points for each exemplar archetype class feat you have. As you continue selecting exemplar archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Exemplar Resilency"],"rarity":"common","slug":"feat-7228"},{"skill_mod":{},"summary":"You gain an exemplar feat.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Glory","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7229","weakness":{},"archetype":["Exemplar"],"name":"Advanced Glory","trait":["Archetype"],"id":"feat-7229","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Glory Source War of Immortals pg. 57 Archetype Exemplar Prerequisites Basic Glory --- You gain an exemplar feat. For the purpose of meeting its prerequisites, your exemplar level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another exemplar feat.","category":"feat","pfs":"Standard","feat":["Advanced Glory"],"rarity":"common","slug":"feat-7229"},{"skill_mod":{},"summary":"Your soul has been further tempered in divine power.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Exemplar Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7230","weakness":{},"archetype":["Exemplar"],"name":"Exemplar Expertise","trait":["Archetype"],"id":"feat-7230","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Exemplar Expertise Source War of Immortals pg. 57 Archetype Exemplar Prerequisites Exemplar Dedication --- Your soul has been further tempered in divine power. Your proficiency in exemplar class DC increases to expert.","category":"feat","pfs":"Standard","feat":["Exemplar Expertise"],"rarity":"common","slug":"feat-7230"},{"skill_mod":{},"summary":"You gain an additional ikon, selected from those listed here.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Exemplar Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7231","weakness":{},"archetype":["Exemplar"],"name":"Second Ikon","trait":["Archetype"],"id":"feat-7231","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Second Ikon Source War of Immortals pg. 57 Archetype Exemplar Prerequisites Exemplar Dedication --- You gain an additional ikon, selected from those listed here. When you Spark Transcendence, your spark moves automatically from the ikon you just used to the other ikon.","category":"feat","pfs":"Standard","feat":["Second Ikon"],"rarity":"common","slug":"feat-7231"},{"skill_mod":{},"summary":"Your training regimen has given you particular advantages when it comes to enforcing the interests of your faith.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Avenger","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7232","weakness":{},"archetype":["Avenger"],"name":"Avenger Dedication","trait":["Archetype","Dedication","Dedication"],"id":"feat-7232","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Avenger Dedication Source War of Immortals pg. 58 Archetype Avenger Prerequisites Avenger --- Your training regimen has given you particular advantages when it comes to enforcing the interests of your faith. You gain a +1 status bonus to saving throws against divine spells and effects that deal spirit damage. You can use Religion to Coerce, Gather Information, or Track as long as you are in a town or city with a church dedicated to your deity, extracting clues from the faithful with displays of your piety. Avenger Dedication leads to... Shadow of Death, Silence the Profane (Avenger), Slay, Zealous Inevitability","category":"feat","pfs":"Standard","feat":["Avenger Dedication"],"rarity":"common","slug":"feat-7232"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7233","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Zealous Inevitability Single Action Source War of Immortals pg. 59 Archetype Avenger Prerequisites Avenger Dedication Requirements You are wielding your deity’s favored weapon --- You channel your zeal through a sacred weapon, bringing a foe closer to their demise. Strike a target with the required weapon. On a success, the target becomes doomed 1 or increases the value of their doomed condition by 1 (most living creatures die when they’ve reached doomed 4). Creatures doomed in this way take a status penalty to their saving throws against divine spells equal to their doomed value. A creature that would become doomed 4 by this Strike can attempt a Will saving throw against your class DC to avoid increasing the value of their doomed condition. When this occurs, this ability gains the incapacitation trait.","feat":["Zealous Inevitability"],"skill_mod":{},"summary":"You channel your zeal through a sacred weapon, bringing a foe closer to their demise.","primary_source":"War of Immortals","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Avenger Dedication","source_category":["Rulebooks"],"requirement":"You are wielding your deity’s favored weapon ","resistance":{},"url":"/Feats.aspx?ID=7233","archetype":["Avenger"],"name":"Zealous Inevitability","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7233"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7234","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Silence the Profane (Avenger) Reaction Source War of Immortals pg. 59 Archetype Avenger Prerequisites Avenger Dedication Trigger A creature you can observe within reach of your deity’s favored weapon casts a spell. Requirements You are wielding your deity’s favored weapon --- Your training included instruction on how to prevent enemy priests from using their magic against you, a technique you have mastered and adapted. Make a Strike with your deity's favored weapon against the triggering creature. On a success, the target is off-guard until the end of your next turn. The triggering spell is disrupted on a critical success, or on a success if the target is your hunted prey and the spell is a divine spell. Special If your deity’s favored weapon is a ranged weapon, this reaction can trigger if the target is within its first range increment and you can make a ranged Strike instead of a melee Strike.","feat":["Silence the Profane (Avenger)"],"skill_mod":{},"summary":"Your training included instruction on how to prevent enemy priests from using their magic against you, a technique you have now mastered and adapted.","primary_source":"War of Immortals","trait_group":["Feat"],"level":8,"prerequisite":"Avenger Dedication","source_category":["Rulebooks"],"requirement":"You are wielding your deity’s favored weapon ","trigger":"A creature you can observe within reach of your deity’s favored weapon casts a spell.","resistance":{},"url":"/Feats.aspx?ID=7234","archetype":["Avenger"],"name":"Silence the Profane (Avenger)","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7234"},{"skill_mod":{},"summary":" Strikes you make with your deity’s favored weapon against a creature with the doomed condition have the death trait, causing the target to be instantly killed when reduced to 0 Hit Points.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Avenger Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7235","weakness":{},"archetype":["Avenger"],"name":"Shadow of Death","trait":["Archetype"],"id":"feat-7235","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shadow of Death Source War of Immortals pg. 59 Archetype Avenger Prerequisites Avenger Dedication --- Strikes you make with your deity’s favored weapon against a creature with the doomed condition have the death trait, causing the target to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect’s counteract rank is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity.","category":"feat","pfs":"Standard","feat":["Shadow of Death"],"rarity":"common","slug":"feat-7235"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7236","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Slay Two Actions Source War of Immortals pg. 59 Archetype Avenger Prerequisites Avenger Dedication Requirements Your target is doomed 2 or greater. --- You finish your target with a vicious attack. Make a Strike against the target. If you hit, the target takes 4d6 extra precision damage with a basic Fortitude save against your class DC. If the target critically fails, they die. This is an incapacitation effect. The creature then becomes temporarily immune to your Slay for 1 day.","feat":["Slay"],"skill_mod":{},"summary":"You finish your target with a vicious attack.","primary_source":"War of Immortals","trait_group":["Feat"],"level":12,"prerequisite":"Avenger Dedication","source_category":["Rulebooks"],"requirement":"Your target is doomed 2 or greater.","resistance":{},"url":"/Feats.aspx?ID=7236","archetype":["Avenger"],"name":"Slay","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7236"},{"skill_mod":{},"summary":"You enter a stance that allows you to leverage the haft of your weapon to brutal effect as an effective and frighteningly efficient weapon in its own right.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a two-handed hammer , spear , or polearm .","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7237","weakness":{},"name":"Haft Striker Stance","trait":["Fighter","Ranger","Rogue","Stance"],"actions_number":2,"id":"feat-7237","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Haft Striker Stance Single Action Source War of Immortals pg. 59 Requirements You are wielding a two-handed hammer, spear, or polearm. --- You enter a stance that allows you to leverage the haft of your weapon to brutal effect as an effective and frighteningly efficient weapon in its own right. You treat the haft of your wielded weapon as a simple weapon dealing 1d4 bludgeoning damage. The haft is in the club group and has the agile and finesse traits. The haft shares any fundamental runes attached to the main weapon, so long as it would normally qualify for them. While in Haft Striker Stance, you can use feats and abilities that normally require you to be wielding two melee weapons each in a different hand, treating the haft as the second weapon, but you can’t use abilities that require you to be wielding a two-handed weapon. Haft Striker Stance leads to... Haft Beatdown","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Haft Striker Stance"],"rarity":"common","slug":"feat-7237"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Fighter","Ranger","Rogue"],"id":"feat-7238","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Haft Beatdown Three Actions Source War of Immortals pg. 59 Frequency once per minute Prerequisites Haft Striker Stance Requirements You are in Haft Striker Stance. --- The momentum of each of your attacks feeds into the next blow in the routine, creating a brutal rhythm that enables you to give your target one continuous beatdown. Strike twice, once with your weapon and once with its haft. Each attack counts towards your multiple attack penalty, but do not increase your penalty until you have made both attacks. Then Strike twice again, once with your weapon and once with its haft.","feat":["Haft Beatdown"],"skill_mod":{},"summary":"The momentum of each of your attacks feeds into the next blow in the routine, creating a brutal rhythm that enables you to give your target one continuous beatdown.","primary_source":"War of Immortals","trait_group":["Class"],"level":10,"prerequisite":"Haft Striker Stance","source_category":["Rulebooks"],"requirement":"You are in Haft Striker Stance.","resistance":{},"url":"/Feats.aspx?ID=7238","name":"Haft Beatdown","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7238"},{"skill_mod":{},"summary":"Drinking powerful blood has awakened magical potential within you.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Bloodrager","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7239","weakness":{},"archetype":["Bloodrager"],"name":"Bloodrager Dedication","trait":["Archetype","Class","Dedication"],"id":"feat-7239","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bloodrager Dedication Source War of Immortals pg. 60 Archetype Bloodrager Prerequisites Bloodrager --- Drinking powerful blood has awakened magical potential within you. You gain a spell repertoire with two cantrips of your choice, from either the arcane or divine spell list. You choose these cantrips from the common spells for your tradition or from other spells you have access to on that tradition’s spell list. At least one cantrip must require a spell attack roll. You’re trained in spell attack modifier and spell DC. Your key spellcasting attribute for these spells is Charisma. Spells in your repertoire gain the rage trait while you are raging, and when you Cast a Spell from your repertoire, you become drained 1 (or increase the value of your drained condition by 1); you can reduce the value of this condition only by Harvesting Blood. You become trained in Arcana if you chose arcane cantrips or Religion if you chose divine cantrips. If you were already trained in this skill, you become trained in a skill of your choice. You also gain the Harvest Blood action. Bloodrager Dedication leads to... Blood Calls Blood, Hematocritical, Rising Blood Magic, Siphon Magic","category":"feat","pfs":"Standard","feat":["Bloodrager Dedication"],"rarity":"common","slug":"feat-7239"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Fortune"],"id":"feat-7240","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Blood Calls Blood Reaction Source War of Immortals pg. 60 Archetype Bloodrager Prerequisites Bloodrager Dedication Trigger You fail a flat check to Cast a Spell or your spell would be disrupted by another creature’s reaction. --- The magical potency of your blood will not be denied. You finish Casting the Spell, then become drained 1 or increase the value of your drained condition by 1.","feat":["Blood Calls Blood"],"skill_mod":{},"summary":"The magical potency of your blood will not be denied.","primary_source":"War of Immortals","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Bloodrager Dedication","source_category":["Rulebooks"],"trigger":"You fail a flat check to Cast a Spell or your spell would be disrupted by another creature’s reaction.","resistance":{},"url":"/Feats.aspx?ID=7240","archetype":["Bloodrager"],"name":"Blood Calls Blood","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7240"},{"skill_mod":{},"summary":"The power within your blood grows.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Bloodrager Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7241","weakness":{},"archetype":["Bloodrager"],"name":"Rising Blood Magic","trait":["Archetype"],"id":"feat-7241","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rising Blood Magic Source War of Immortals pg. 61 Archetype Bloodrager Prerequisites Bloodrager Dedication --- The power within your blood grows. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the bloodrager archetype, add a common spell of the appropriate tradition and rank to your repertoire. In addition, when you Cast a Spell from your repertoire and you are at least drained 1, increase the extra damage dealt by that spell from Rage by 1. Rising Blood Magic leads to... Spelldrinker, Surging Blood Magic","category":"feat","pfs":"Standard","feat":["Rising Blood Magic"],"rarity":"common","slug":"feat-7241"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Rage"],"id":"feat-7242","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Siphon Magic Single Action Source War of Immortals pg. 61 PFS Note Siphon Magic cannot not be used on friendly allies or defeated opponents. Archetype Bloodrager Prerequisites Bloodrager Dedication Requirements Your last action was to Harvest the Blood of a creature that can cast spells --- You gorge upon the magical energies of your foe’s blood. You regain one expended spell slot that must be of a lower rank than the highest rank spell you can cast. You become drained 1 or increase the value of your drained condition by 1.","feat":["Siphon Magic"],"skill_mod":{},"summary":"You gorge upon the magical energies of your foe’s blood.","primary_source":"War of Immortals","trait_group":["Feat","Class-Specific"],"level":6,"prerequisite":"Bloodrager Dedication","source_category":["Rulebooks"],"requirement":"Your last action was to Harvest the Blood of a creature that can cast spells","resistance":{},"url":"/Feats.aspx?ID=7242","archetype":["Bloodrager"],"name":"Siphon Magic","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7242"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7243","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Spelldrinker Single Action Source War of Immortals pg. 61 Archetype Bloodrager Prerequisites Rising Blood Magic Requirements Your last action was to Harvest Blood. --- You temporarily add a 3rd-rank spell to your spell repertoire, as determined by the type of creature whose blood you just drank. If the creature has more than one of the listed traits, choose one and gain the appropriate spell. If the granted spell is not on your chosen tradition’s list, you cast the spell as though it was from your chosen tradition. The spell is removed from your spell repertoire after 24 hours, the next time you use Spelldrinker, or when you next make your daily preparations, whichever comes first. ## Trait Spell Notes Aberration vampiric feast Animal, beast summon animal Summoned creatures appear as otherworldly versions of the creature whose blood you drank. Celestial holy light Dragon blazing bolt Instead of fire damage, this spell deals the same damage as the dragon breath of the dragon whose blood you drank (if applicable). Fey wall of thorns Fiend chilling darkness Giant pummeling rubble Humanoid crisis of faith Monitor impending doom Special If you have Surging Blood Magic, you can add the spell at 4th rank. If you have Exultant Blood Magic, you can add the spell at 7th rank.","feat":["Spelldrinker"],"skill_mod":{},"summary":"You temporarily add a 3rd-rank spell to your spell repertoire, as determined by the type of creature whose blood you just drank.","primary_source":"War of Immortals","trait_group":["Feat"],"level":8,"prerequisite":"Rising Blood Magic","source_category":["Rulebooks"],"requirement":"Your last action was to Harvest Blood .","resistance":{},"url":"/Feats.aspx?ID=7243","archetype":["Bloodrager"],"name":"Spelldrinker","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7243"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Fortune","Rage"],"id":"feat-7244","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Hematocritical Free Action Source War of Immortals pg. 61 Archetype Bloodrager Prerequisites Bloodrager Dedication Requirements Your last action was a Strike that critically hit a creature that isn’t immune to bleed damage. --- You bathe in the arterial fluids of your enemy, drinking deep of their freed essence to empower your magic and increase your spellcasting efficacy. If your next action is to Cast a Spell that requires a spell attack roll, you roll the spell attack roll twice and use the better result; this is a fortune effect. Alternatively, if your next action is to cast a spell that requires the creature damaged by the triggering strike to attempt a save, they roll twice and take the lower result; this is a misfortune effect.","feat":["Hematocritical"],"skill_mod":{},"summary":"You bathe in the arterial fluids of your enemy, drinking deep of their freed essence to empower your magic and increase your spellcasting efficacy.","primary_source":"War of Immortals","trait_group":["Feat","Mechanics","Class-Specific"],"level":10,"prerequisite":"Bloodrager Dedication","source_category":["Rulebooks"],"requirement":"Your last action was a Strike that critically hit a creature that isn’t immune to bleed damage.","resistance":{},"url":"/Feats.aspx?ID=7244","archetype":["Bloodrager"],"name":"Hematocritical","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7244"},{"skill_mod":{},"summary":"Your blood courses with magic.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Rising Blood Magic; master in Arcana or Religion, depending on your chosen tradition","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7245","weakness":{},"archetype":["Bloodrager"],"skill":["Occultism","Religion","Arcana","Religion","Occultism","Religion"],"name":"Surging Blood Magic","trait":["Archetype"],"id":"feat-7245","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Surging Blood Magic Source War of Immortals pg. 61 Archetype Bloodrager Prerequisites Rising Blood Magic; master in Arcana or Religion, depending on your chosen tradition --- Your blood courses with magic. You gain the expert spellcasting benefits. In addition, when you Cast a Spell from your repertoire and you are at least drained 2, increase the extra damage dealt by that spell from Rage by an additional 2 (for a total of 3). Surging Blood Magic leads to... Exultant Blood Magic","category":"feat","pfs":"Standard","feat":["Surging Blood Magic"],"rarity":"common","slug":"feat-7245"},{"skill_mod":{},"summary":"The magic in your blood sings an exultant song of battle.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Surging Blood Magic; legendary in Arcana or Religion, depending on your chosen tradition","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7246","weakness":{},"archetype":["Bloodrager"],"skill":["Occultism","Religion","Arcana","Religion","Occultism","Religion"],"name":"Exultant Blood Magic","trait":["Archetype"],"id":"feat-7246","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Exultant Blood Magic Source War of Immortals pg. 61 Archetype Bloodrager Prerequisites Surging Blood Magic; legendary in Arcana or Religion, depending on your chosen tradition --- The magic in your blood sings an exultant song of battle. You gain the master spellcasting benefits. Increase the spell slots you gain from the bloodrager archetype feats by 1 for each spell rank. In addition, when you Cast a Spell from your repertoire and you are at least drained 2, double the extra damage dealt by that spell from Rage instead.","category":"feat","pfs":"Standard","feat":["Exultant Blood Magic"],"rarity":"common","slug":"feat-7246"},{"skill_mod":{},"summary":"As you work to understand the connection with your missing patron, it’s increasingly easy to form bonds with those around you.","primary_source":"War of Immortals","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Seneschal Witch","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7247","weakness":{},"archetype":["Seneschal"],"name":"Seneschal Witch Dedication","trait":["Archetype","Class","Dedication","Rare"],"id":"feat-7247","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Seneschal Witch Dedication Source War of Immortals pg. 62 Archetype Seneschal Prerequisites Seneschal Witch --- As you work to understand the connection with your missing patron, it’s increasingly easy to form bonds with those around you. Raw magical energy spills easily through the connection but, without a patron’s control, it sometimes resists your demands for it to form proper spells. You gain the Witch’s Charge feat, but can’t choose your familiar or another creature with the minion trait as a charge. When you cast or Sustain manifest will , as long as your charge is within 30 feet, you can choose to center the spell’s emanation on your charge instead of yourself. Seneschal Witch Dedication leads to... Multifaceted Will, Patron Reborn, Patron's Glamour, Patron's Whisper, Seneschal Spell, Spiritual Secret, Unstable Patronage, Watcher on the Wall","category":"feat","pfs":"Standard","feat":["Seneschal Witch Dedication"],"rarity":"rare","slug":"feat-7247"},{"skill_mod":{},"summary":"Gathering up threads of your old connection, you can temporarily disguise yourself as your missing patron.","primary_source":"War of Immortals","trait_group":["Feat","Sense","School","Monster"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Seneschal Witch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7248","weakness":{},"archetype":["Seneschal"],"school":"illusion","name":"Patron's Glamour","trait":["Archetype","Auditory","Illusion"],"id":"feat-7248","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Patron's Glamour Source War of Immortals pg. 62 Archetype Seneschal Prerequisites Seneschal Witch Dedication --- Gathering up threads of your old connection, you can temporarily disguise yourself as your missing patron. You gain illusory disguise as an innate spell of your patron’s tradition, automatically heightened to the rank of your witch cantrips, but you can use it only to disguise yourself as the humanoid representation of your patron. Detection spells of lower rank than this illusory disguise give your patron’s information rather than your own.","category":"feat","pfs":"Standard","feat":["Patron's Glamour"],"rarity":"common","slug":"feat-7248"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Spellshape","Metamagic"],"id":"feat-7249","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Seneschal Spell Single Action Source War of Immortals pg. 62 Archetype Seneschal Frequency once per hour Prerequisites Seneschal Witch Dedication --- You can channel even complex spells through your connection to your charge. If your next action is to Cast a Spell and your charge is within 30 feet, you can have the spell originate from your charge instead. That creature can use their reaction to roughly complete the spell’s incantation, which gives the spell the subtle trait for you (but not for them) as the manifestation appears solely around your charge.","feat":["Seneschal Spell"],"skill_mod":{},"summary":"You can channel even complex spells through your connection to your charge.","primary_source":"War of Immortals","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Seneschal Witch Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7249","archetype":["Seneschal"],"name":"Seneschal Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7249"},{"skill_mod":{},"summary":"Without the firm hand of a patron, your power begins to reflect deeper complexities, sometimes latching onto entirely unexpected sources of magical potency.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Seneschal Witch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7250","weakness":{},"archetype":["Seneschal"],"name":"Multifaceted Will","trait":["Archetype"],"id":"feat-7250","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Multifaceted Will Source War of Immortals pg. 62 Archetype Seneschal Prerequisites Seneschal Witch Dedication --- Without the firm hand of a patron, your power begins to reflect deeper complexities, sometimes latching onto entirely unexpected sources of magical potency. When you cast or Sustain manifest will, you can choose any tradition’s manifestation. While the spell is active, you and allies in its area gain a +1 status bonus to saves against spells with that tradition trait.","category":"feat","pfs":"Standard","feat":["Multifaceted Will"],"rarity":"common","slug":"feat-7250"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Spellshape","Metamagic"],"id":"feat-7251","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spiritual Secret Free Action Source War of Immortals pg. 62 Archetype Seneschal Frequency once per hour Prerequisites Seneschal Witch Dedication --- You gain deeper insights into your patron’s abandoned power, allowing you to draw on that power more directly. If your next action is to cast a witch cantrip or witch spell that deals damage, it deals spirit damage instead of its normal type. It also loses any traits related to its damage, such as the fire or mental trait, and gains the sanctified and spirit traits instead.","feat":["Spiritual Secret"],"skill_mod":{},"summary":"You gain deeper insights into your patron’s abandoned power, allowing you to draw on that power more directly.","primary_source":"War of Immortals","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Seneschal Witch Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7251","archetype":["Seneschal"],"name":"Spiritual Secret","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7251"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7252","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Watcher on the Wall Two Actions Source War of Immortals pg. 63 Archetype Seneschal Prerequisites Seneschal Witch Dedication --- You claim a patron’s symbol that you can etch onto any surface. Etch a symbol onto an adjacent surface; you can see and hear what you could from the symbol’s location as long as you are on the same plane. This effect lasts until you place another symbol or the surface is destroyed.","feat":["Watcher on the Wall"],"skill_mod":{},"summary":"You claim a patron’s symbol that you can etch onto any surface.","primary_source":"War of Immortals","trait_group":["Feat"],"level":8,"prerequisite":"Seneschal Witch Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7252","archetype":["Seneschal"],"name":"Watcher on the Wall","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7252"},{"skill_mod":{},"summary":"You gain the ability to speak to your charge over great distances.","primary_source":"War of Immortals","trait_group":["Feat","Sense"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Seneschal Witch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7253","weakness":{},"archetype":["Seneschal"],"name":"Patron's Whisper","trait":["Archetype","Auditory"],"id":"feat-7253","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Patron's Whisper Source War of Immortals pg. 63 Archetype Seneschal Prerequisites Seneschal Witch Dedication --- You gain the ability to speak to your charge over great distances. You gain message as an innate cantrip of your former patron’s tradition. You can send a message to a creature regardless of range if they have ever been your charge. If you Lie as part of the message, the target receives a –2 circumstance penalty to their Perception DC and to Sense Motive checks to reveal the lie.","category":"feat","pfs":"Standard","feat":["Patron's Whisper"],"rarity":"common","slug":"feat-7253"},{"skill_mod":{},"summary":"You can act as a magical patron for your charges.","primary_source":"War of Immortals","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Seneschal Witch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7254","weakness":{},"archetype":["Seneschal"],"name":"Unstable Patronage","trait":["Archetype","Spellshape","Metamagic"],"id":"feat-7254","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Unstable Patronage Source War of Immortals pg. 63 Archetype Seneschal Prerequisites Seneschal Witch Dedication --- You can act as a magical patron for your charges. When you finish your daily preparations, choose a spell your familiar knows and one of your charges. Once before your next daily preparations, that creature can Cast the Spell as an innate spell; this spell can be of no higher a rank than the highest rank of spells you can cast –2.","category":"feat","pfs":"Standard","feat":["Unstable Patronage"],"rarity":"common","slug":"feat-7254"},{"skill_mod":{},"summary":"You have fully realized the ability to serve as a patron.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Seneschal Witch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7255","weakness":{},"archetype":["Seneschal"],"name":"Patron Reborn","trait":["Archetype"],"id":"feat-7255","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Patron Reborn Source War of Immortals pg. 63 Archetype Seneschal Prerequisites Seneschal Witch Dedication --- You have fully realized the ability to serve as a patron. Your newfound abilities enhance your senses, rolling back the veil of a realm hidden to most mortals where great beings vie for unimaginable influence over vast worlds. You gain darkvision, constant truesight , and the ability to see into all other transitive planes that overlap the one you are in. You can be a patron for other witches. Choose a single type of patron you represent, such as The Resentment or Starless Shadow. An allied witch you can observe who has that patron counts as and gains the benefits of your Witch’s Charge feat, even if you did not select them as your charge during your daily preparations. You learn the wish ritual and can impart that knowledge to your charges. Once per month, when one of your charges performs the wish ritual, you can roll the skill check in their place.","category":"feat","pfs":"Standard","feat":["Patron Reborn"],"rarity":"common","slug":"feat-7255"},{"skill_mod":{},"summary":"Your church ensures that you are cared for.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Vindicator","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7256","weakness":{},"archetype":["Vindicator"],"name":"Vindicator Dedication","trait":["Archetype","Class","Dedication"],"id":"feat-7256","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Vindicator Dedication Source War of Immortals pg. 64 Archetype Vindicator Prerequisites Vindicator --- Your church ensures that you are cared for. You can use Religion to Coerce, Gather Information, Make an Impression, or make a Request as long as you are in a town or city with a church dedicated to your deity. If the target of the check is also a worshipper of your deity or is your hunted prey, you gain a +2 circumstance bonus to the check. Vindicator Dedication leads to... Call The Hunt, Interrogate, Silence the Profane (Vindicator), Vindicator's Judgement","category":"feat","pfs":"Standard","feat":["Vindicator Dedication"],"rarity":"common","slug":"feat-7256"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Concentrate","Linguistic","Mental"],"id":"feat-7257","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Interrogate Single Action Source War of Immortals pg. 65 Archetype Vindicator Prerequisites Vindicator Dedication --- You ask questions you know will be answered. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt an Intimidation check against the creature’s Will DC; if the creature is a member of the same religion as you, or is an undead or werecreature pretending to be a member of your faith, you get a +2 circumstance bonus on this check. The creature is then temporarily immune for 1 hour. Critical Success The target must directly answer your question. It doesn’t have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you. Success As critical success, but the circumstance bonus is +2. Failure The target can refuse to answer you and becomes unfriendly if they weren’t already unfriendly or hostile. Critical Failure The target refuses to answer you and becomes hostile if they weren’t already. You can’t use Interrogate on the target again for 24 hours.","feat":["Interrogate"],"skill_mod":{},"summary":"You ask questions you know will be answered.","primary_source":"War of Immortals","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Vindicator Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7257","archetype":["Vindicator"],"name":"Interrogate","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7257"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7258","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Silence the Profane (Vindicator) Reaction Source War of Immortals pg. 65 Archetype Vindicator Prerequisites Vindicator Dedication Trigger A creature you can observe within reach of your deity’s favored weapon casts a spell. Requirements You are wielding your deity’s favored weapon. --- Your training included instruction on how to prevent enemy priests from using their magic against you, a technique you have mastered and adapted. Make a Strike with your deity’s favored weapon against the triggering creature. On a success, the target is off-guard until the end of your next turn. The triggering spell is disrupted on a critical success, or on a success if the target is your hunted prey and the spell is a divine spell. Special If your deity’s favored weapon is a ranged weapon, this reaction can trigger if the target is within its first range increment and you can make a ranged Strike instead of a melee Strike.","feat":["Silence the Profane (Vindicator)"],"skill_mod":{},"summary":"Your training included instruction on how to prevent enemy spellcasters from using their prayers against you.","primary_source":"War of Immortals","trait_group":["Feat"],"level":8,"prerequisite":"Vindicator Dedication","source_category":["Rulebooks"],"requirement":"You are wielding your deity’s favored weapon .","trigger":"A creature you can observe within reach of your deity’s favored weapon casts a spell .","resistance":{},"url":"/Feats.aspx?ID=7258","archetype":["Vindicator"],"name":"Silence the Profane (Vindicator)","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7258"},{"skill_mod":{},"summary":"You can pronounce judgment on your foes, making them magically susceptible to your attacks.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Vindicator Dedication; Warden Spells","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7259","weakness":{},"archetype":["Vindicator"],"name":"Vindicator's Judgement","trait":["Archetype"],"id":"feat-7259","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Vindicator's Judgement Source War of Immortals pg. 65 Archetype Vindicator Prerequisites Vindicator Dedication; Warden Spells --- You can pronounce judgment on your foes, making them magically susceptible to your attacks. You gain the vindicator’s judgment focus spell.","category":"feat","pfs":"Standard","feat":["Vindicator's Judgement"],"rarity":"common","slug":"feat-7259"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7260","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Call The Hunt Single Action Source War of Immortals pg. 65 Archetype Vindicator Prerequisites Vindicator Dedication Requirements You are observing your hunted prey. --- You instruct your allies on how best to defeat your prey. Until the start of your next turn, whenever your hunted prey is within reach of you and at least one of your allies, it is off-guard to all melee attacks. If you are sanctified, the unarmed attacks and weapon Strikes of you and all your allies gain the benefits of your sanctification against your hunted prey.","feat":["Call The Hunt"],"skill_mod":{},"summary":"You instruct your allies on how best to defeat your prey.","primary_source":"War of Immortals","trait_group":["Feat"],"level":12,"prerequisite":"Vindicator Dedication","source_category":["Rulebooks"],"requirement":"You are observing your hunted prey .","resistance":{},"url":"/Feats.aspx?ID=7260","archetype":["Vindicator"],"name":"Call The Hunt","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7260"},{"skill_mod":{},"summary":"You have been given a powerful blessing of battle that is also your cursed doom.","primary_source":"War of Immortals","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Warrior of legend","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7261","weakness":{},"archetype":["Warrior Of Legend"],"name":"Warrior Of Legend Dedication","trait":["Archetype","Class","Dedication","Uncommon"],"id":"feat-7261","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Warrior Of Legend Dedication Source War of Immortals pg. 66 Archetype Warrior Of Legend Prerequisites Warrior of legend --- You have been given a powerful blessing of battle that is also your cursed doom. As long as you aren’t wearing heavy armor or wielding a shield, spears and polearms you wield gain the parry trait. If the weapon already has the parry trait, increase the bonus when parrying to +2. In addition, you deal an additional amount of damage equal to your doomed value with weapons in the spear and polearm groups. This damage is the same type as the required weapon. Warrior Of Legend Dedication leads to... Hero-God's Bond, Heroic Defiance, Know thy Doom, Only My Doom May Claim Me, Piercing Doom, Spear of Doom","category":"feat","pfs":"Standard","feat":["Warrior Of Legend Dedication"],"rarity":"uncommon","slug":"feat-7261"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-7262","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Heroic Defiance Reaction Source War of Immortals pg. 67 Archetype Warrior Of Legend Frequency once per 10 minutes Prerequisites Warrior Of Legend Dedication Trigger You gain the doomed condition. --- Even as shadows of your doom haunt the corners of your vision, your implacable spirit surges and cries out that your time has not yet come. You gain temporary Hit Points equal to your level and a +1 status bonus to all saving throws, both of which last for 1 minute.","feat":["Heroic Defiance"],"skill_mod":{},"summary":"Even as shadows of your doom haunt the corners of your vision, your implacable spirit surges and cries out that your time has not yet come.","primary_source":"War of Immortals","trait_group":["Feat"],"level":4,"prerequisite":"Warrior Of Legend Dedication","source_category":["Rulebooks"],"trigger":"You gain the doomed condition.","resistance":{},"url":"/Feats.aspx?ID=7262","archetype":["Warrior Of Legend"],"name":"Heroic Defiance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7262"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7263","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Piercing Doom Two Actions Source War of Immortals pg. 67 Archetype Warrior Of Legend Prerequisites Warrior Of Legend Dedication Requirements You are doomed 2 or greater. --- You have grown accustomed to the curse that comes with your blessing, able to channel its effects through your attacks and forestall your own demise. Make a melee Strike; on a success, the target takes an additional 1d10 void damage and your doomed value is reduced by 1.","feat":["Piercing Doom"],"skill_mod":{},"summary":"You have grown accustomed to the curse that comes with your blessing, able to channel its effects through your attacks and forestall your own demise.","primary_source":"War of Immortals","trait_group":["Feat"],"level":8,"prerequisite":"Warrior Of Legend Dedication","source_category":["Rulebooks"],"requirement":"You are doomed 2 or greater.","resistance":{},"url":"/Feats.aspx?ID=7263","archetype":["Warrior Of Legend"],"name":"Piercing Doom","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7263"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Stance"],"id":"feat-7264","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Spear of Doom Single Action Source War of Immortals pg. 67 Archetype Warrior Of Legend Prerequisites Warrior Of Legend Dedication Requirements An enemy hit you with an attack dealing the same damage type as your cursed weakness within the last round, and you are doomed 1 or greater. --- The conditions for your doom have been met, and you brace yourself for a battle that will see you either live to fight another day or die a legend. You enter the spear of doom stance. While in this stance, as long as the enemy who triggered your cursed weakness is within your reach, you can Strike them as a reaction whenever they succeed or critically succeed at an attack against you. You gain an additional reaction immediately and at the start of each of your subsequent turns that can only be used to make Reactive Strikes against that opponent, or to make the Strike granted by this stance. While in spear of doom stance, your cursed weakness is equal to your level instead of half your level. Spear of Doom leads to... Razor's Edge","feat":["Spear of Doom"],"skill_mod":{},"summary":"The conditions for your doom have been met, and you brace yourself for a battle that will see you either live to fight another day or die a legend.","primary_source":"War of Immortals","trait_group":["Feat","Class-Specific"],"level":10,"prerequisite":"Warrior Of Legend Dedication","source_category":["Rulebooks"],"requirement":"An enemy hit you with an attack dealing the same damage type as your cursed weakness within the last round, and you are doomed 1 or greater.","resistance":{},"url":"/Feats.aspx?ID=7264","archetype":["Warrior Of Legend"],"name":"Spear of Doom","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7264"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Fortune"],"id":"feat-7265","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Know thy Doom Reaction Source War of Immortals pg. 67 Archetype Warrior Of Legend Frequency once per day Prerequisites Warrior Of Legend Dedication Trigger You are doomed 1 or greater and your dying value would increase. --- As your legend grows, details of your demise become clearer. And you know that it is not yet your time. You can attempt a recovery check using your dying value before it increases, rolling twice and taking the better result. Regardless of the outcome, reduce your doomed value by 1.","feat":["Know thy Doom"],"skill_mod":{},"summary":"As your legend grows, details of your demise become clearer.","primary_source":"War of Immortals","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Warrior Of Legend Dedication","source_category":["Rulebooks"],"trigger":"You are doomed 1 or greater and your dying value would increase.","resistance":{},"url":"/Feats.aspx?ID=7265","archetype":["Warrior Of Legend"],"name":"Know thy Doom","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7265"},{"skill_mod":{},"summary":"The power of your legend, fueled by your legendary deeds, resists any weapon that is not tied to your curse.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Warrior Of Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7266","weakness":{},"archetype":["Warrior Of Legend"],"name":"Only My Doom May Claim Me","trait":["Archetype"],"id":"feat-7266","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Only My Doom May Claim Me Source War of Immortals pg. 67 Archetype Warrior Of Legend Prerequisites Warrior Of Legend Dedication --- The power of your legend, fueled by your legendary deeds, resists any weapon that is not tied to your curse. You gain resistance equal to half your level against weapon and unarmed attacks that deal a damage type other than the type chosen for your cursed weakness.","category":"feat","pfs":"Standard","feat":["Only My Doom May Claim Me"],"rarity":"common","slug":"feat-7266"},{"skill_mod":{},"summary":"Your curse and your power are one and the same, and you accept both equally.","primary_source":"War of Immortals","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Spear of Doom","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7267","weakness":{},"archetype":["Warrior Of Legend"],"name":"Razor's Edge","trait":["Archetype"],"id":"feat-7267","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Razor's Edge Source War of Immortals pg. 67 Archetype Warrior Of Legend Prerequisites Spear of Doom --- Your curse and your power are one and the same, and you accept both equally. You can enter spear of doom stance as a free action.","category":"feat","pfs":"Standard","feat":["Razor's Edge"],"rarity":"common","slug":"feat-7267"},{"skill_mod":{},"summary":"You favor weapons that allow you to lash out viciously while keeping enemies at bay, giving you an opportunity to strike without fear of reprisal.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"You are wielding a weapon from the spear or polearm group","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7268","weakness":{},"name":"Spear Dancer","trait":["Fighter"],"actions_number":2,"id":"feat-7268","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spear Dancer Single Action Source War of Immortals pg. 67 Requirements You are wielding a weapon from the spear or polearm group --- You favor weapons that allow you to lash out viciously while keeping enemies at bay, giving you an opportunity to strike without fear of reprisal. You Step and then Strike with a spear or polearm you are wielding, or Strike with the spear or polearm and then Step.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spear Dancer"],"rarity":"common","slug":"feat-7268"},{"skill_mod":{},"summary":"With sinews of bronze and thews of iron, you leap to the heavens, piercing the arrogant eyes of the gods.","primary_source":"War of Immortals","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7269","weakness":{},"name":"Needle In The God's Eyes","trait":["Fighter"],"actions_number":4,"id":"feat-7269","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Needle In The God's Eyes Two Actions Source War of Immortals pg. 67 --- With sinews of bronze and thews of iron, you leap to the heavens, piercing the arrogant eyes of the gods. Leap up to your total Speed, either horizontally or vertically, and Strike twice at any point or points during the Leap. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made both attacks.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Needle In The God's Eyes"],"rarity":"common","slug":"feat-7269"},{"skill_mod":{},"summary":"River, lake, sea, or ocean, the water calls to you, and you don’t fear its depths.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7270","weakness":{},"name":"Arms that Cut the Waves","trait":["Mythic","Uncommon"],"id":"feat-7270","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Arms that Cut the Waves Source War of Immortals pg. 81 --- River, lake, sea, or ocean, the water calls to you, and you don’t fear its depths. When you attempt an Athletics check to Swim, you can spend a Mythic Point to attempt the check at mythic proficiency. When you would run out of air and begin suffocating, you can instead spend a Mythic Point to hold your breath for 10 more rounds.","category":"feat","pfs":"Standard","feat":["Arms that Cut the Waves"],"rarity":"uncommon","slug":"feat-7270"},{"skill_mod":{},"summary":"You excel at assisting in capturing your foes.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7271","weakness":{},"name":"Binds that Tie","trait":["Mythic","Uncommon"],"id":"feat-7271","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Binds that Tie Source War of Immortals pg. 81 --- You excel at assisting in capturing your foes. When you attempt a check to Grapple an opponent who’s already grabbed by an ally, you can spend a Mythic Point to attempt the check at mythic proficiency. On a success, you deal additional bludgeoning damage to the target equal to twice your Strength modifier.","category":"feat","pfs":"Standard","feat":["Binds that Tie"],"rarity":"uncommon","slug":"feat-7271"},{"skill_mod":{},"summary":"You have an acute understanding of the rhythms of living things, and you never miss the quaver that betrays a spoken lie.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7272","weakness":{},"name":"Ears that Hear the Truth","trait":["Mythic","Uncommon"],"id":"feat-7272","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ears that Hear the Truth Source War of Immortals pg. 81 --- You have an acute understanding of the rhythms of living things, and you never miss the quaver that betrays a spoken lie. When you attempt to Sense Motive, or when you roll Perception for initiative, you can spend a Mythic Point to attempt the check or roll at mythic proficiency.","category":"feat","pfs":"Standard","feat":["Ears that Hear the Truth"],"rarity":"uncommon","slug":"feat-7272"},{"skill_mod":{},"summary":"You feel the call of the sky, or perhaps a desperate urge to test the limits of the earth’s hold on you.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Acrobat's Calling","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7273","weakness":{},"name":"Feet that Stride the Sky","trait":["Mythic","Uncommon"],"id":"feat-7273","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Feet that Stride the Sky Source War of Immortals pg. 81 Prerequisites Acrobat's Calling --- You feel the call of the sky, or perhaps a desperate urge to test the limits of the earth’s hold on you. When you or a creature you’re mounted on attempts a High Jump or Long Jump, you can spend a Mythic Point to allow you or the mount to attempt the check at mythic proficiency; determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.","category":"feat","pfs":"Standard","feat":["Feet that Stride the Sky"],"rarity":"uncommon","slug":"feat-7273"},{"skill_mod":{},"summary":"Your hands move with uncanny sureness, dismantling danger.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Thief's Calling","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7274","weakness":{},"name":"Hands that Unweave Disaster","trait":["Mythic","Uncommon"],"id":"feat-7274","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Hands that Unweave Disaster Source War of Immortals pg. 81 Prerequisites Thief's Calling --- Your hands move with uncanny sureness, dismantling danger. When you attempt an Acrobatics check to Grab an Edge, you can spend a Mythic Point to attempt the check at mythic proficiency. You can expend a Mythic Point when attempting to Disable a Device to attempt the check at mythic proficiency. As normal when attempting a check with mythic proficiency, this allows you to attempt to Disable a Device even if the check normally requires expert or greater proficiency.","category":"feat","pfs":"Standard","feat":["Hands that Unweave Disaster"],"rarity":"uncommon","slug":"feat-7274"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Fortune","Mythic","Uncommon"],"id":"feat-7275","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Storied Companion Reaction Source War of Immortals pg. 81 Prerequisites handler's calling; you have an animal companion or pet Trigger Your animal companion or pet would fail a saving throw. --- Your companion is an integral part of your story, and you can expend your mythic power to protect it, defying events that would prevent it from being so. Spend a Mythic Point; your companion rerolls the triggering save at mythic proficiency and gains temporary Hit Points equal to twice your level that last for 1 minute.","feat":["Storied Companion"],"skill_mod":{},"summary":"Your companion is an integral part of your story, and you can expend your mythic power to protect it, defying events that would prevent it from being so.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"level":2,"prerequisite":"handler's calling; you have an animal companion or pet","source_category":["Rulebooks"],"trigger":"Your animal companion or pet would fail a saving throw.","resistance":{},"url":"/Feats.aspx?ID=7275","name":"Storied Companion","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-7275"},{"skill_mod":{},"summary":"Your ability to discern information about those you interact with is without peer.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"requirement":"You’ve spent at least 1 minute in mutual conversation with a creature.","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7276","weakness":{},"name":"We've Met Before","trait":["Mythic","Uncommon"],"actions_number":2,"id":"feat-7276","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > We've Met Before Single Action Source War of Immortals pg. 81 Requirements You’ve spent at least 1 minute in mutual conversation with a creature. --- Your ability to discern information about those you interact with is without peer. Spend a Mythic Point to gain a Lore skill specific to the required creature for the next 24 hours; you have mythic proficiency with that skill and can use it to Recall Knowledge about the creature, Decipher Writings created by the creature, Earn Income or Subsist in areas ruled by the creature, or perform other appropriate tasks as determined by the GM.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["We've Met Before"],"rarity":"uncommon","slug":"feat-7276"},{"skill_mod":{},"summary":"You unleash your mythic power to shroud yourself in darkness and silence to stalk your prey.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7277","weakness":{},"name":"Become Shadow","trait":["Mythic","Uncommon"],"id":"feat-7277","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Become Shadow Source War of Immortals pg. 81 --- You unleash your mythic power to shroud yourself in darkness and silence to stalk your prey. When you attempt a check to Hide or Sneak, or when you roll Stealth for initiative, you can spend a Mythic Point to become concealed and to attempt the check or roll using mythic proficiency.","category":"feat","pfs":"Standard","feat":["Become Shadow"],"rarity":"uncommon","slug":"feat-7277"},{"skill_mod":{},"summary":"If words could kill, the poet might rule the world.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"demagogue's calling or thespian's calling","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7278","weakness":{},"name":"Cutting Rebuke","trait":["Mythic","Uncommon"],"id":"feat-7278","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cutting Rebuke Source War of Immortals pg. 82 Prerequisites demagogue's calling or thespian's calling --- If words could kill, the poet might rule the world. Your words can. You gain the Bon Mot skill feat. You can spend a Mythic Point when rolling the Diplomacy check for Bon Mot to attempt the check at mythic proficiency. If the check succeeds, you can also deal mental damage equal to your level to the target (double on a critical success).","category":"feat","pfs":"Standard","feat":["Cutting Rebuke"],"rarity":"uncommon","slug":"feat-7278"},{"skill_mod":{},"summary":"Mythic power grants you speed to rival beasts and demigods .","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7279","weakness":{},"name":"Godspeed","trait":["Mythic","Uncommon"],"actions_number":2,"id":"feat-7279","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Godspeed Single Action Source War of Immortals pg. 82 --- Mythic power grants you speed to rival beasts and demigods. Spend a Mythic Point; for the next minute, you gain a +10-foot status bonus to all your Speeds and are quickened. You can use the extra action each round to Stride, Step, or Leap.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Godspeed"],"rarity":"uncommon","slug":"feat-7279"},{"skill_mod":{},"summary":"Mythic power floods through your mind, filling you with visions of possible futures, events that might or might not happen, and warnings of things that might be.","primary_source":"War of Immortals","trait_group":["Mythic","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"You’re about to roll initiative .","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7280","weakness":{},"name":"Prescience","trait":["Mythic","Prediction","Uncommon"],"actions_number":0,"id":"feat-7280","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Prescience Free Action Source War of Immortals pg. 82 Trigger You’re about to roll initiative. --- Mythic power floods through your mind, filling you with visions of possible futures, events that might or might not happen, and warnings of things that might be. Spend a Mythic Point and roll your initiative check using mythic proficiency. Until the end of your first turn, you have a +1 status bonus to AC and all saves.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Prescience"],"rarity":"uncommon","slug":"feat-7280"},{"skill_mod":{},"summary":"You can derive meaning from the tiniest details when tracking an enemy.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Hunter's Calling","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7281","weakness":{},"name":"Read The Wind","trait":["Mythic","Uncommon"],"id":"feat-7281","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Read The Wind Source War of Immortals pg. 82 Prerequisites Hunter's Calling --- You can derive meaning from the tiniest details when tracking an enemy. Whenever you succeed at a check to Track at mythic proficiency, you can immediately attempt a check to Recall Knowledge about the creature you’re tracking, also at mythic proficiency and with a suitable skill determined by the GM.","category":"feat","pfs":"Standard","feat":["Read The Wind"],"rarity":"uncommon","slug":"feat-7281"},{"skill_mod":{},"summary":"Your words echo with soothing and convincing power.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7282","weakness":{},"name":"Unbelievably Believable","trait":["Mythic","Uncommon"],"id":"feat-7282","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Unbelievably Believable Source War of Immortals pg. 82 --- Your words echo with soothing and convincing power. When you attempt a check to Gather Information, Make an Impression, make a Request, or Lie, you can spend a Mythic Point to attempt the check at mythic proficiency.","category":"feat","pfs":"Standard","feat":["Unbelievably Believable"],"rarity":"uncommon","slug":"feat-7282"},{"skill_mod":{},"summary":"Your mythic power allows you to take a small amount of food and replicate it near endlessly.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7283","weakness":{},"name":"Unending Subsistence","trait":["Mythic","Uncommon"],"id":"feat-7283","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Unending Subsistence Source War of Immortals pg. 82 --- Your mythic power allows you to take a small amount of food and replicate it near endlessly. When you attempt a Society or Survival check to Subsist, you can spend a Mythic Point to attempt the check at mythic proficiency. Succeeding at the check always provides enough food and shelter for you and up to a dozen other creatures. On a critical success, all creatures you obtain food and shelter for gain a +2 circumstance bonus to Fortitude saving throws for the next 24 hours.","category":"feat","pfs":"Standard","feat":["Unending Subsistence"],"rarity":"uncommon","slug":"feat-7283"},{"skill_mod":{},"summary":"You know the story of your journey well and can correct it when your enemy tells it incorrectly.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"An enemy critically succeeds at an attack roll or saving throw.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7284","weakness":{},"name":"Correct The Story","trait":["Misfortune","Mythic","Uncommon"],"actions_number":1,"id":"feat-7284","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Correct The Story Reaction Source War of Immortals pg. 82 Trigger An enemy critically succeeds at an attack roll or saving throw. --- You know the story of your journey well and can correct it when your enemy tells it incorrectly. Spend a Mythic Point. The enemy must reroll the triggering attack roll or save and take the new result.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Correct The Story"],"rarity":"uncommon","slug":"feat-7284"},{"skill_mod":{},"summary":"You defy the fate before you, calling on wells of mythic vitality to sustain your life and allow you to persevere.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"An attack or effect would reduce you to 0 Hit Points or kill you outright.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7285","weakness":{},"name":"Divert Destiny","trait":["Mythic","Uncommon"],"actions_number":0,"id":"feat-7285","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Divert Destiny Free Action Source War of Immortals pg. 82 Trigger An attack or effect would reduce you to 0 Hit Points or kill you outright. --- You defy the fate before you, calling on wells of mythic vitality to sustain your life and allow you to persevere. You expend 1 Mythic Point and survive the triggering attack or effect, lose the wounded or dying conditions entirely, don’t increase your doomed condition, and are conscious and standing with a number of Hit Points equal to 10 + your level, regardless of how many Hit Points you had before.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Divert Destiny"],"rarity":"uncommon","slug":"feat-7285"},{"skill_mod":{},"summary":"You release mythic power to turn disaster into opportunity and hurl yourself into an advantageous position.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7286","weakness":{},"name":"Fling Into action","trait":["Mythic","Uncommon"],"id":"feat-7286","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fling Into action Source War of Immortals pg. 82 --- You release mythic power to turn disaster into opportunity and hurl yourself into an advantageous position. When you attempt a Reflex save, you can spend a Mythic Point to attempt the save at mythic proficiency. If the check is successful, you immediately fling yourself up to 30 feet in a direction of your choice, or up to 60 feet on a critical success. When flinging yourself in this manner, you can move the entire distance in a straight horizontal or vertical line, or you can move 5 feet horizontally for every 10 feet you move vertically. For example, if you got a critical success using Fling Into Action while Grabbing an Edge as you fall from the middle of a cliff, you could hurl yourself 40 feet up the cliffside and 20 feet forward onto a plateau at the top of the cliff.","category":"feat","pfs":"Standard","feat":["Fling Into action"],"rarity":"uncommon","slug":"feat-7286"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic","Uncommon"],"id":"feat-7287","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mythic Counterspell Reaction Source War of Immortals pg. 82 Prerequisites Quick Recognition; ability to cast spells from spell slots,; Sage's Calling Trigger A creature Casts a Spell, you’ve successfully Recognized the Spell, and you have either a prepared spell or an unexpended spell slot of equal or greater rank. --- You quench and counter your enemy’s magic with potent spellcraft amplified and enhanced by carefully deployed mythic power. Spend a Mythic Point, and expend a prepared spell or unexpended spell slot of the same rank as the triggering spell or higher. You lose your spell slot as if you’d cast the triggering spell. You then attempt to counteract the triggering spell using mythic proficiency to determine your spellcasting proficiency bonus for the counteract check. Mythic Counterspell leads to... Steal Magic","feat":["Mythic Counterspell"],"skill_mod":{},"summary":"You quench and counter your enemy’s magic with potent spellcraft amplified and enhanced by carefully deployed mythic power.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"level":6,"prerequisite":"Quick Recognition; ability to cast spells from spell slots,; Sage's Calling","source_category":["Rulebooks"],"trigger":"A creature Casts a Spell, you’ve successfully Recognized the Spell, and you have either a prepared spell or an unexpended spell slot of equal or greater rank.","resistance":{},"url":"/Feats.aspx?ID=7287","name":"Mythic Counterspell","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-7287"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic","Uncommon"],"id":"feat-7288","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Repel Assault Reaction Source War of Immortals pg. 83 Prerequisites Guardian's Calling Trigger An enemy’s attack would deal damage equal to or greater than your level to you or an adjacent ally. --- Your Calling demands that you defy danger and injury to yourself or those who rely on you while allowing you to respond to the originators of such aggression with ferocious and unrivaled fury. Spend a Mythic Point; you gain resistance to the triggering attack equal to your level. If you Strike the enemy that made the attack before the end of your next turn, you can make that Strike at mythic proficiency. This benefit applies only to the first Strike you make against that enemy.","feat":["Repel Assault"],"skill_mod":{},"summary":"Your Calling demands that you defy danger and injury to yourself or those who rely on you while allowing you to respond to the originators of such aggression with ferocious and unrivaled fury.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"level":6,"prerequisite":"Guardian's Calling","source_category":["Rulebooks"],"trigger":"An enemy’s attack would deal damage equal to or greater than your level to you or an adjacent ally.","resistance":{},"url":"/Feats.aspx?ID=7288","name":"Repel Assault","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-7288"},{"skill_mod":{},"summary":"You defy the death and destruction around you while using it to fuel your mythic power, spurring you on to acts of incredible speed and empowering a mighty ranged counterattack.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"You are about to attempt a Fortitude or Reflex save against an area effect and are wielding a ranged weapon.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7289","weakness":{},"name":"Unrivaled Retort","trait":["Mythic","Uncommon"],"actions_number":1,"id":"feat-7289","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Unrivaled Retort Reaction Source War of Immortals pg. 83 Trigger You are about to attempt a Fortitude or Reflex save against an area effect and are wielding a ranged weapon. --- You defy the death and destruction around you while using it to fuel your mythic power, spurring you on to acts of incredible speed and empowering a mighty ranged counterattack. Spend a Mythic Point and attempt the triggering save at mythic proficiency. If the save is successful, you can immediately reload and make a ranged Strike targeting the originator of the triggering effect.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Unrivaled Retort"],"rarity":"uncommon","slug":"feat-7289"},{"skill_mod":{},"summary":"You redirect an incoming weapon or projectile and send your enemy’s own attack roaring back at them, increasing its accuracy with a surge of mythic power.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"An enemy you’re observing targets you with a ranged weapon Strike .","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7290","weakness":{},"name":"Arc of Destruction","trait":["Mythic","Uncommon"],"actions_number":1,"id":"feat-7290","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Arc of Destruction Reaction Source War of Immortals pg. 83 Trigger An enemy you’re observing targets you with a ranged weapon Strike. --- You redirect an incoming weapon or projectile and send your enemy’s own attack roaring back at them, increasing its accuracy with a surge of mythic power. Spend a Mythic Point; you gain a +4 status bonus to AC against the triggering Strike. If the Strike fails, you immediately snatch the weapon or ammunition used for the attack out of the air and launch it back at the enemy, using mythic proficiency for your Strike. If the attack was made with a thrown weapon, add the weapon’s runes and other effects to the attack as normal. If the triggering attack was made with a piece of ammunition that you’re wielding an appropriate weapon for, you can apply your weapon’s runes and other effects to the attack.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Arc of Destruction"],"rarity":"uncommon","slug":"feat-7290"},{"skill_mod":{},"summary":"You channel mythic power through your body and into a summoned ally, temporarily reinforcing them with a shared fraction of your mythic potential.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"ability to cast spells from slots, at least one summon spell in your spellbook or repertoire","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7291","weakness":{},"name":"Mythic Allies","trait":["Mythic","Uncommon"],"actions_number":2,"id":"feat-7291","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mythic Allies Single Action Source War of Immortals pg. 83 Prerequisites ability to cast spells from slots, at least one summon spell in your spellbook or repertoire --- You channel mythic power through your body and into a summoned ally, temporarily reinforcing them with a shared fraction of your mythic potential. Spend a Mythic Point; the summoned creature gains a +2 status bonus to its attack rolls, a +2 status bonus to all of its defenses, and a number of additional Hit Points equal to your level that last for the duration of its summoning. The next Strike made by the summoned creature after you use this ability gains a +4 circumstance bonus to the attack roll.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mythic Allies"],"rarity":"uncommon","slug":"feat-7291"},{"skill_mod":{},"summary":"You convert your mythic power into a magical effect.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7292","weakness":{},"name":"Mythic Magic","trait":["Mythic","Uncommon"],"id":"feat-7292","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mythic Magic Source War of Immortals pg. 83 --- You convert your mythic power into a magical effect. When you gain this feat, choose up to three spells of 1st or 2nd rank that take no more than 3 actions to cast and that are either instantaneous or have a duration of 10 minutes or less. You can spend a Mythic Point to cast any of those spells for their normal action cost and use mythic proficiency to determine your spell attack rolls and spell DCs, and the spells are automatically heightened to a rank equal to half your level (rounded up). If you don’t normally have the ability to cast spells, you use Charisma as your spellcasting attribute modifier; otherwise, you use the spellcasting ability associated with your spellcasting class. You gain the Cast a Spell activity only for spells cast with this feat; you don’t otherwise gain the typical benefits of being a spellcaster. Special At 14th level, add one spell of 3rd rank for you to cast using this ability. At 20th level, add one 4th-rank spell.","category":"feat","pfs":"Standard","feat":["Mythic Magic"],"rarity":"uncommon","slug":"feat-7292"},{"skill_mod":{},"summary":"As your ability to control your mythic power grows, you learn to channel it to restore and reinforce other forms of power at your command.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"You have a focus pool.","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7293","weakness":{},"name":"Mythic Refocus","trait":["Mythic","Uncommon"],"actions_number":2,"id":"feat-7293","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mythic Refocus Single Action Source War of Immortals pg. 83 Prerequisites You have a focus pool. --- As your ability to control your mythic power grows, you learn to channel it to restore and reinforce other forms of power at your command. Spend a Mythic Point; you immediately recover all your Focus Points, filling your focus pool to its current maximum.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mythic Refocus"],"rarity":"uncommon","slug":"feat-7293"},{"skill_mod":{},"summary":"You don’t just counter your enemy’s magic, you instantly master it and make it your own.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mythic Counterspell","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7294","weakness":{},"name":"Steal Magic","trait":["Mythic","Uncommon"],"id":"feat-7294","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Steal Magic Source War of Immortals pg. 83 Prerequisites Mythic Counterspell --- You don’t just counter your enemy’s magic, you instantly master it and make it your own. When you successfully counterspell an enemy’s spell using Mythic Counterspell, you can learn that spell as long as it’s on the spell list for your tradition. If you have a spellbook, the spell is instantly scribed into the book, creating new blank pages if needed. If you have a spell repertoire, you can instantly retrain any spell currently in your repertoire to the countered spell, though if the spell you replace is one granted to you by a class feature (such as an animist’s apparition spells or a sorcerer’s bloodline spells), the spell reverts to the one normally granted by that class feature during your next daily preparations.","category":"feat","pfs":"Standard","feat":["Steal Magic"],"rarity":"uncommon","slug":"feat-7294"},{"skill_mod":{},"summary":"You call upon fate, divinity, or whatever other power has carried you this far, demanding that it carry you just a little bit farther.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7295","frequency":"once per day","weakness":{},"name":"Summon Mythic Power","trait":["Mythic","Uncommon"],"actions_number":2,"id":"feat-7295","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Summon Mythic Power Single Action Source War of Immortals pg. 83 Frequency once per day --- You call upon fate, divinity, or whatever other power has carried you this far, demanding that it carry you just a little bit farther. You regain 1 Mythic Point.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Summon Mythic Power"],"rarity":"uncommon","slug":"feat-7295"},{"skill_mod":{},"summary":"You move with unbelievable alacrity to intercept an enemy’s attack.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["War of Immortals"],"trigger":"An enemy you’re observing attempts to Strike an ally you can also observe.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7296","weakness":{},"name":"Unbelievable Interception","trait":["Mythic","Uncommon"],"actions_number":1,"id":"feat-7296","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unbelievable Interception Reaction Source War of Immortals pg. 84 Trigger An enemy you’re observing attempts to Strike an ally you can also observe. --- You move with unbelievable alacrity to intercept an enemy’s attack. Spend a Mythic Point; stride twice directly toward the triggering enemy. If you end within the attack’s range or reach, you become the target of the triggering Strike, using the original attack roll and comparing the result to your AC. If the enemy’s attack fails and the enemy is within your reach, you can immediately attempt a melee Strike against the enemy at mythic proficiency.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Unbelievable Interception"],"rarity":"uncommon","slug":"feat-7296"},{"skill_mod":{},"summary":"You defy any external force blocking your mythic purpose.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7297","weakness":{},"name":"Become Destiny","trait":["Concentrate","Mythic","Uncommon"],"actions_number":0,"id":"feat-7297","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Become Destiny Free Action Source War of Immortals pg. 84 --- You defy any external force blocking your mythic purpose. Spend a Mythic Point, and remove any one condition you’re afflicted with, end the ongoing effects of any one spell you’re currently affected by, or free yourself from the effects of any one trap or hazard (such as a snare or bottomless pit). When freeing yourself from a hazard in this way, you immediately move to the nearest safe location adjacent to the hazard.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Become Destiny"],"rarity":"uncommon","slug":"feat-7297"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic","Uncommon"],"id":"feat-7298","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Call from Death's Door Reaction Source War of Immortals pg. 84 Prerequisites Caretaker's Calling Trigger The dying condition of an ally you’re observing would increase. --- Even death halts in the face of your power. Spend a Mythic Point; the triggering ally loses the dying condition, their wounded condition doesn’t increase, and they heal a number of Hit Points equal to twice your level.","feat":["Call from Death's Door"],"skill_mod":{},"summary":"Even death halts in the face of your power.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"level":10,"prerequisite":"Caretaker's Calling","source_category":["Rulebooks"],"trigger":"The dying condition of an ally you’re observing would increase.","resistance":{},"url":"/Feats.aspx?ID=7298","name":"Call from Death's Door","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-7298"},{"skill_mod":{},"summary":"Mythic power opens your eyes to the secrets of reality and eternity.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7299","weakness":{},"name":"Eyes that See Eternity","trait":["Concentrate","Mythic","Uncommon"],"actions_number":2,"id":"feat-7299","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Eyes that See Eternity Single Action Source War of Immortals pg. 84 --- Mythic power opens your eyes to the secrets of reality and eternity. Spend a Mythic Point; for the next minute, you gain the effects of truesight and roll all Perception checks with mythic proficiency.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Eyes that See Eternity"],"rarity":"uncommon","slug":"feat-7299"},{"skill_mod":{},"summary":"You can infuse mythic power directly into your spells to make them exceptionally potent.","primary_source":"War of Immortals","trait_group":["Mythic","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7300","weakness":{},"name":"Mythic Casting","trait":["Mythic","Spellshape","Uncommon","Metamagic"],"actions_number":2,"id":"feat-7300","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Mythic Casting Single Action Source War of Immortals pg. 84 --- You can infuse mythic power directly into your spells to make them exceptionally potent. Spend a Mythic Point; if the next action you use is to Cast a Spell, use mythic proficiency to determine your spell attack rolls and save DC for that spell.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mythic Casting"],"rarity":"uncommon","slug":"feat-7300"},{"skill_mod":{},"summary":"You infuse a receptacle, such as a normal bag, sack, or box, with mythic power, transforming it into a prison into which you can command a creature.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Artisan's Calling","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7301","weakness":{},"name":"Mythic Containment","trait":["Mythic","Uncommon"],"actions_number":4,"id":"feat-7301","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Mythic Containment Two Actions Source War of Immortals pg. 84 Prerequisites Artisan's Calling --- You infuse a receptacle, such as a normal bag, sack, or box, with mythic power, transforming it into a prison into which you can command a creature. Spend a Mythic Point, and attempt a Deception, Diplomacy, or Intimidation check at mythic proficiency against the Will DC of a creature within 30 feet to trick, convince, or command it into entering the receptacle. The receptacle can hold a creature of any size, and the creature enters the receptacle if your check is successful. The creature is grabbed, is slowed 1, and has to hold its breath or start suffocating. A creature trapped in the receptacle can attempt to Escape; use the skill you used to lure the creature into the bag for the DC, and calculate the DC using mythic proficiency. The trapped creature is automatically freed after 1 minute, but you can spend an additional Mythic Point as a free action to prolong the duration of the containment for an additional minute when it would expire.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Mythic Containment"],"rarity":"uncommon","slug":"feat-7301"},{"skill_mod":{},"summary":"You infuse your weapon or unarmed attack with mythic power before lashing out at an enemy with devastating force.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7302","weakness":{},"name":"Mythic Strike","trait":["Mythic","Uncommon"],"actions_number":2,"id":"feat-7302","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Mythic Strike Single Action Source War of Immortals pg. 84 --- You infuse your weapon or unarmed attack with mythic power before lashing out at an enemy with devastating force. Spend a Mythic Point and then Strike a creature with a weapon you’re wielding or an unarmed attack you have available. This Strike is made at mythic proficiency, and the weapon or unarmed attack counts as a mythic weapon for the purposes of overcoming mythic resistance or mythic immunity.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mythic Strike"],"rarity":"uncommon","slug":"feat-7302"},{"skill_mod":{},"summary":"You’re the bulwark that doesn’t break.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"You’re wielding a shield or a weapon with the parry trait.","source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7303","weakness":{},"name":"Unbreaking Castle","trait":["Mythic","Uncommon"],"actions_number":4,"id":"feat-7303","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unbreaking Castle Two Actions Source War of Immortals pg. 84 Requirements You’re wielding a shield or a weapon with the parry trait. --- You’re the bulwark that doesn’t break. Spend a Mythic Point, and Raise a Shield or position the required weapon to parry; for the next minute, whenever you Raise a Shield or position a weapon to parry (including when you first use this ability), all allies you can see gain the shield or weapon’s circumstance bonus to AC. When your shield is raised or your weapon is positioned to parry while this effect is active, enemies treat all squares within your reach as difficult terrain. When using the Shield Block reaction, after the block is complete, you can attempt a Strike with a shield bash or an attached weapon on the required shield (such as a shield boss or shield spikes) against an adjacent enemy at mythic proficiency. The first time each round an enemy misses you with a melee Strike while your weapon is positioned to parry, you can Strike them with that weapon at mythic proficiency as a reaction.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Unbreaking Castle"],"rarity":"uncommon","slug":"feat-7303"},{"skill_mod":{},"summary":"In the darkest hour of the night, a fearsome and terrible steed arrives as a gift from a powerful daemonic patron.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7304","weakness":{},"archetype":["Apocalypse Rider"],"name":"Apocalypse Rider Dedication","trait":["Destiny","Mythic","Uncommon"],"id":"feat-7304","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Apocalypse Rider Dedication Source War of Immortals pg. 107 Archetype Apocalypse Rider --- In the darkest hour of the night, a fearsome and terrible steed arrives as a gift from a powerful daemonic patron. You gain an apocalypse mount, which is loyal and follows your commands as long as you work to spread death and destruction. Your apocalypse mount can be any mature animal companion with the mount special ability, though it is obviously touched by daemonic forces. Choose whether your apocalypse mount is a nimble or savage animal companion. During an encounter, even if you don’t use the Command an Animal action, your apocalypse mount can still use 1 action on your turn to Stride or Strike. You also gain the anathema “You forswear any plans to cheat death or build something that will last beyond your own death.” If you break this anathema, you lose access to abilities granted by this archetype until you atone or make amends. Special If you already have an animal companion with the mount special ability, it becomes your apocalypse mount as daemonic energies infuse its form. In such a case, one of your companion’s unarmed attacks increases one die size. Apocalypse Rider Dedication leads to... Behold, A Pale Horse, Contagious Spell, Deathless Servant, History of Violence, Immortal Ruin, Jousting Mount, Memory of Nothing, Night Terror, One Among The Masses, Putrefaction, Soul Vessel Mount, Steal Death, To War!, Virulent Strike, Wither Away","category":"feat","feat":["Apocalypse Rider Dedication"],"rarity":"uncommon","slug":"feat-7304"},{"skill_mod":{},"summary":"Your apocalypse mount becomes worthier of an eventual Rider of the Apocalypse.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7305","weakness":{},"archetype":["Apocalypse Rider"],"name":"Behold, A Pale Horse","trait":["Mythic"],"id":"feat-7305","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Behold, A Pale Horse Source War of Immortals pg. 107 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- Your apocalypse mount becomes worthier of an eventual Rider of the Apocalypse. Your apocalypse mount gains one specialization of your choice. Special You can select this feat up to three times. Each time, add a different specialization to your apocalypse mount. Your apocalypse mount can’t have more than three specializations.","category":"feat","feat":["Behold, A Pale Horse"],"rarity":"common","slug":"feat-7305"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Mythic","Void","Negative"],"id":"feat-7306","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > History of Violence Two Actions Source War of Immortals pg. 107 Archetype Apocalypse Rider Frequency once per 10 minutes Prerequisites Apocalypse Rider Dedication --- Your attacks bring with them echoes of previous battles, calling the unquiet victims of your most brutal acts to savage your opponents. Make a Strike. If this Strike hits, you deal additional void damage equal to your key attribute modifier to the target and all enemies within 30 feet. If your attack is a critical hit, you deal twice as much damage instead, and the target of your Strike takes persistent void damage equal to your key attribute modifier as your fallen foes attempt to drag the target into oblivion with them. This Strike counts as two attacks for calculating your multiple attack penalty.","feat":["History of Violence"],"skill_mod":{},"summary":"Your attacks bring with them echoes of previous battles, calling the unquiet victims of your most brutal acts to savage your opponents.","primary_source":"War of Immortals","trait_group":["Mythic","Energy","Planar","Creature Type"],"level":14,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7306","archetype":["Apocalypse Rider"],"name":"History of Violence","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-7306"},{"skill_mod":{},"summary":"While riding your apocalypse mount, any two-handed weapon you wield gains the jousting trait with a die size equal to one die size lower than the weapon’s normal damage die.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7307","weakness":{},"archetype":["Apocalypse Rider"],"name":"Jousting Mount","trait":["Mythic"],"id":"feat-7307","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Jousting Mount Source War of Immortals pg. 107 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- While riding your apocalypse mount, any two-handed weapon you wield gains the jousting trait with a die size equal to one die size lower than the weapon’s normal damage die.","category":"feat","feat":["Jousting Mount"],"rarity":"common","slug":"feat-7307"},{"skill_mod":{},"summary":"It will take more than a gathered mass of foes to take you down.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7308","weakness":{},"archetype":["Apocalypse Rider"],"name":"One Among The Masses","trait":["Mythic"],"id":"feat-7308","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > One Among The Masses Source War of Immortals pg. 107 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- It will take more than a gathered mass of foes to take you down. You gain resistance equal to your level to damage dealt by swarms, troops, and creatures who occupy the same space as you. In addition, you can briefly menace large groups of enemies to step aside. You gain the Overawe Crowd activity. Overawe Crowd Two Actions (concentrate) Requirements You are sharing the same space as a swarm or are adjacent to a troop; Effect Spend 1 Mythic Point and attempt an Intimidation check at mythic proficiency against the Will DC of the required swarm or troop. On a failure, the target Strides in a direction of your choosing and you move along with it. On a success, the target Strides twice in a direction of your choosing and you can decide whether or not to move along with it. No matter the result, the target is stunned 1 and temporarily immune to your Overawe Crowd for 24 hours.","category":"feat","feat":["One Among The Masses"],"rarity":"common","slug":"feat-7308"},{"skill_mod":{},"summary":"You spoil the food and water nearby, even within your foes’ bodies.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7309","weakness":{},"archetype":["Apocalypse Rider"],"name":"Putrefaction","trait":["Concentrate","Mythic"],"actions_number":4,"id":"feat-7309","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Putrefaction Two Actions Source War of Immortals pg. 107 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- You spoil the food and water nearby, even within your foes’ bodies. Spend a Mythic Point. Enemies within 60 feet of you must succeed at a Fortitude save against your class DC or spell DC (whichever is higher) or become sickened 1. You also cause edible food to rot and potable water to turn brackish within the area. Choose a number of potions or alchemical elixirs within the area equal to your key attribute modifier and attempt a counteract against each of them using Occultism or Religion at mythic proficiency. Your counteract rank is half your level. If you succeed, the elixir or potion spoils and becomes a mundane item.","category":"feat","actions":"Two Actions","feat":["Putrefaction"],"rarity":"common","slug":"feat-7309"},{"skill_mod":{},"summary":"Buoyed by your fearsome reputation, your steed can take flight.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7310","weakness":{},"archetype":["Apocalypse Rider"],"name":"Night Terror","trait":["Mythic"],"id":"feat-7310","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Night Terror Source War of Immortals pg. 108 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- Buoyed by your fearsome reputation, your steed can take flight. Your apocalypse mount gains a fly Speed equal to its land Speed. If it already has a fly speed, it gains a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight. At night, or in any environment deprived of natural sunlight, your apocalypse mount gains a +10-foot circumstance bonus to its fly Speed, and critical failures on Acrobatics checks to Maneuver in Flight become failures instead.","category":"feat","feat":["Night Terror"],"rarity":"common","slug":"feat-7310"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Death","Mythic"],"id":"feat-7311","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Steal Death Reaction Source War of Immortals pg. 108 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication Trigger Another creature within 30 feet gains the doomed or dying condition or their doomed or dying condition increases. --- As a harbinger of daemonkind, you gain authority to delay the death of others if it serves your purposes, and in doing so, you bolster the well-being of both you and your mount to allow you sow further havoc. The triggering creature reduces their doomed or dying condition by 1. For the next minute, you and your apocalypse mount gain fast healing 5 as long as you are within 10 feet of each other. If you use this reaction again within that minute, you and your mount’s fast healing increases by 1, but the duration isn’t increased.","feat":["Steal Death"],"skill_mod":{},"summary":"As a harbinger of daemonkind, you gain authority to delay the death of others if it serves your purposes, and in doing so, you bolster the well-being of both you and your mount to allow you sow further havoc.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":16,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"trigger":"Another creature within 30 feet gains the doomed or dying condition or their doomed or dying condition increases.","resistance":{},"url":"/Feats.aspx?ID=7311","archetype":["Apocalypse Rider"],"name":"Steal Death","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7311"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Mythic"],"id":"feat-7312","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > To War! Three Actions Source War of Immortals pg. 108 Archetype Apocalypse Rider Frequency once per 10 minutes Prerequisites Apocalypse Rider Dedication Requirements You are riding your apocalypse mount. --- You inspire your allies to greater battle prowess while trampling enemies in your way. You Command your apocalypse mount to Stride up to twice its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the space of any foes in your path up to one size smaller than your apocalypse mount. Your mount deals damage equal to one of its unarmed attack Strikes to each creature whose space you move through (basic Reflex save against your apocalypse mount’s Athletics DC). On a critical failure, the creature also becomes off-guard until the end of your next turn. You can damage a given creature only once during this movement. In addition, all allies who witnessed your charge gain a number of temporary Hit Points equal to your level and a +2 status bonus to damage against any foe damaged by your apocalypse mount this round. This has the visual trait. These benefits last until the end of your next turn.","feat":["To War!"],"skill_mod":{},"summary":"You inspire your allies to greater battle prowess while trampling enemies in your way.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":16,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"requirement":"You are riding your apocalypse mount .","resistance":{},"url":"/Feats.aspx?ID=7312","archetype":["Apocalypse Rider"],"name":"To War!","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-7312"},{"skill_mod":{},"summary":"Those afflicted by certain maladies are closer to death in your presence.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7313","weakness":{},"archetype":["Apocalypse Rider"],"name":"Virulent Strike","trait":["Flourish","Mythic"],"actions_number":2,"id":"feat-7313","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Virulent Strike Single Action Source War of Immortals pg. 108 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- Those afflicted by certain maladies are closer to death in your presence. Make a Strike against a creature. If your attack hits, the target must attempt a new saving throw against the highest-level disease or poison that is currently affecting it, possibly progressing it to a higher stage even if the affliction’s interval hasn’t passed. If the target successfully saves or critically saves against the affliction, the affliction’s stage isn’t reduced. If your attack was a critical hit, the target takes a –4 circumstance penalty to the save.","category":"feat","actions":"Single Action","feat":["Virulent Strike"],"rarity":"common","slug":"feat-7313"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Concentrate","Manipulate","Mythic","Void","Negative"],"id":"feat-7314","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Wither Away Two Actions Source War of Immortals pg. 108 Archetype Apocalypse Rider Frequency once per 10 minutes Prerequisites Apocalypse Rider Dedication; Battle Harbinger Dedication --- You hasten the passage of time for a living creature, prematurely aging them into decrepitude. A living creature within 60 feet takes 14d6 void damage and a part of its body you chose withers, taking the following penalties depending on the result of their a Fortitude saving throw against your class DC or spell DC, whichever is higher. Arms The target’s arms grow weak. The target becomes enfeebled 1. Head The target has trouble thinking straight. The target becomes stupefied 1. Legs The target’s legs buckle with every movement. The target takes a –10-foot status penalty to its Speeds. Torso The target’s skin becomes thin and papery. The target gains weakness 10 to slashing damage. Critical Success The target is unaffected. Success The target takes half damage and the withering penalty lasts until the end of your next turn. Failure The creature takes full damage and the withering penalty lasts for 1 minute. Critical Failure The creature takes double damage, and you can choose a second part of the body to wither. Both penalties last for 1 minute.","feat":["Wither Away"],"skill_mod":{},"summary":"You hasten the passage of time for a living creature, prematurely aging them into decrepitude.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Energy","Planar","Creature Type"],"level":16,"prerequisite":"Apocalypse Rider Dedication; Battle Harbinger Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7314","archetype":["Apocalypse Rider"],"name":"Wither Away","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-7314"},{"skill_mod":{},"summary":"Your magic can bring devastation to more individuals.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7315","weakness":{},"archetype":["Apocalypse Rider"],"name":"Contagious Spell","trait":["Concentrate","Mythic","Spellshape","Metamagic"],"actions_number":2,"id":"feat-7315","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Contagious Spell Single Action Source War of Immortals pg. 108 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- Your magic can bring devastation to more individuals. Spend a Mythic Point. If your next action is to Cast a Spell that inflicts damage or debilitating conditions and targets a specific number of creatures, you can target one additional creature.","category":"feat","actions":"Single Action","feat":["Contagious Spell"],"rarity":"common","slug":"feat-7315"},{"skill_mod":{},"summary":"The servants of apocalypse know that it is impossible to cheat death, but your will is sufficient to help you outlive even your strongest enemies.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7316","weakness":{},"archetype":["Apocalypse Rider"],"name":"Deathless Servant","trait":["Healing","Mythic"],"id":"feat-7316","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Deathless Servant Source War of Immortals pg. 108 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- The servants of apocalypse know that it is impossible to cheat death, but your will is sufficient to help you outlive even your strongest enemies. The first time each day you would be reduced to 0 Hit Points but not immediately killed, you avoid being knocked out and instead of taking the damage, you regain a number of Hit Points equal to twice your level. Your wounded condition increases by 1. In addition, whenever you have the wounded condition, you gain a status bonus to your Armor Class equal to your wounded condition value and a status bonus to the damage of your Strikes equal to twice your wounded condition value.","category":"feat","feat":["Deathless Servant"],"rarity":"common","slug":"feat-7316"},{"skill_mod":{},"summary":"With a look and a gesture, you turn a thinking creature’s mind against itself, causing the creature to struggle to remember how to perform more complex actions.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7317","weakness":{},"archetype":["Apocalypse Rider"],"name":"Memory of Nothing","trait":["Concentrate","Manipulate","Mental","Mythic"],"actions_number":4,"id":"feat-7317","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Memory of Nothing Two Actions Source War of Immortals pg. 109 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- With a look and a gesture, you turn a thinking creature’s mind against itself, causing the creature to struggle to remember how to perform more complex actions. Choose a target within 30 feet and spend a Mythic Point. The target must attempt a Will save against your class DC or spell DC (whichever is higher) at mythic proficiency. Critical Success The target is unaffected. Success For the next 3 rounds, if the target performs an activity that requires three or more actions, they take 12d8 mental damage. Failure For the next 3 rounds, if the target performs an activity that requires two or more actions, they take 12d8 mental damage. Critical Failure As failure, but the target is also stunned 1 as its mind struggles to function.","category":"feat","actions":"Two Actions","feat":["Memory of Nothing"],"rarity":"common","slug":"feat-7317"},{"skill_mod":{},"summary":"Your mount has a supernatural hunger for mortal souls that you can feed.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7318","weakness":{},"archetype":["Apocalypse Rider"],"name":"Soul Vessel Mount","trait":["Mythic"],"id":"feat-7318","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Soul Vessel Mount Source War of Immortals pg. 109 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- Your mount has a supernatural hunger for mortal souls that you can feed. Once per day, you can cast seize soul as a divine innate spell. The spell gains a cost of 1 Mythic Point but you can use your apocalypse mount as the item in which you store the soul. Your apocalypse mount counts as an artifact for the purpose of the spell. At any point while your apocalypse mount contains a soul, you can Sustain the spell to allow your apocalypse mount to consume the soul. It regains a number of Hit Points equal to twice your level. For the next minute, it also gains a +20-foot status bonus to its Speed and its unarmed attack Strikes are made at mythic proficiency.","category":"feat","feat":["Soul Vessel Mount"],"rarity":"common","slug":"feat-7318"},{"skill_mod":{},"summary":"Your commitment to ending all life earns you a measure of immortality, setting the stage for you to become a true Rider of the Apocalypse, possibly supplanting one of the Four.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Apocalypse Rider Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7319","weakness":{},"archetype":["Apocalypse Rider"],"name":"Immortal Ruin","trait":["Mythic"],"id":"feat-7319","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Immortal Ruin Source War of Immortals pg. 109 Archetype Apocalypse Rider Prerequisites Apocalypse Rider Dedication --- Your commitment to ending all life earns you a measure of immortality, setting the stage for you to become a true Rider of the Apocalypse, possibly supplanting one of the Four. You gain the daemon, fiend, and unholy traits, and so does your apocalypse mount, but your fates are ever more entwined. As long as your apocalypse mount lives, you don’t age and whenever your doomed or dying condition would increase to 4 or more, it doesn’t increase. If you would be killed in any other way, you are instead reduced to 0 Hit Points, become unconscious, and if your apocalypse mount is conscious, it instantly teleports to your side, picks you up, and attempts to flee the scene of danger. While you are conscious and within 30 feet of your apocalypse mount, it can’t be killed. If your apocalypse mount is reduced to 0 Hit Points, it immediately stabilizes and its dying condition can’t increase. If its doomed condition would increase to 4 or more, it doesn’t increase. However, if you move more than 30 feet away from your apocalypse mount or go unconscious during this time, your apocalypse mount loses these benefits and might die. Finally, when a living creature within 60 feet of you dies, it must attempt a Will saving throw against your class DC or spell DC, whichever is higher. This is an incapacitation effect. On a failure, that creature can’t be brought back to life for 24 hours. On a critical failure, you can chose to have that creature’s soul coalesce into a fist-sized soul gem (Hardness 2, HP 8) that appears in that creature’s space. That creature’s soul is trapped within the gem for 1 week, though you can make the gem permanent with a 10-minute ritual. Destroying the gem frees the soul within but doesn’t return the deceased creature to life. If a caster attempts to return to life a creature whose soul is trapped within a soul gem, they fail unless they succeed at a Religion check against your class DC or spell DC, whichever is higher. A success causes the soul gem to shatter, allowing the creature to be returned to life as normal for the spell. Daemons and other fiends prize these soul gems, and they’re generally worth an amount relative to the level of a gem’s captive soul.","category":"feat","feat":["Immortal Ruin"],"rarity":"common","slug":"feat-7319"},{"skill_mod":{},"summary":"Driven by your Calling, you’ve begun to make plans for your own personal realm from whence you’re destined to rule over an army of fiends.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7320","weakness":{},"archetype":["Archfiend"],"name":"Archfiend Dedication","trait":["Destiny","Mythic","Uncommon"],"id":"feat-7320","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Archfiend Dedication Source War of Immortals pg. 110 Archetype Archfiend --- Driven by your Calling, you've begun to make plans for your own personal realm from whence you're destined to rule over an army of fiends. Name your realm and describe its eventual appearance. Whether it contains raging hellfire, ponds of caustic acid, or banks of poisonous fog, your realm should be marked by distinctive terrain. Select one of the following damage types associated with your realm's environmental dangers: acid, cold, electricity, fire, or poison. This is your realm's damage type. You gain resistance to the selected damage type equal to half your level. If you already have resistance to this damage type, increase your resistance by 5. The certainty of your will is such that you can temporarily bring forth a portion of your realm into this world. You gain the Manifest Realm ability. Other feats allow you to further manipulate your manifested realm. Manifest Realm Two Actions (concentrate, divine, manipulate) Frequency once per hour; Effect You corrupt the surrounding area into a manifestation of your realm in a 20-foot-radius burst centered on you. Your manifested realm counts as difficult terrain for your enemies, and your enemies take a –1 penalty to Fortitude saving throws while in your manifested realm. You can Sustain your manifested realm once per round on subsequent rounds, and if you do not, the radius of your manifested realm is reduced by 5 feet. Your realm remains manifested for a maximum of 1 minute, and you can Dismiss your manifested realm. If your manifested realm's radius is ever reduced to 0 feet or if you move beyond 100 feet from the borders of your manifested realm, your manifested realm is automatically Dismissed. Archfiend Dedication leads to... Brandish Authority, Don thy Fervor, Fiend Eternal, Imprison Foe, Lord of the Fiends, Manipulate Realm, Marshall Fiendish Forces, Profane Bargain, Realm Strider, Seat of Power","category":"feat","feat":["Archfiend Dedication"],"rarity":"uncommon","slug":"feat-7320"},{"skill_mod":{},"summary":"With a thought, the passion of your fiendish desires becomes evident in your eyes and posture.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7321","weakness":{},"archetype":["Archfiend"],"name":"Don thy Fervor","trait":["Concentrate","Mythic"],"actions_number":2,"id":"feat-7321","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Don thy Fervor Single Action Source War of Immortals pg. 111 Archetype Archfiend Prerequisites Archfiend Dedication --- With a thought, the passion of your fiendish desires becomes evident in your eyes and posture. For the next minute, you gain a +2 circumstance bonus to Deception, Diplomacy, and Intimidation skill checks. In addition, you gain a +2 circumstance bonus to counteract checks. At 18th level, these circumstance bonuses increase to +3.","category":"feat","actions":"Single Action","feat":["Don thy Fervor"],"rarity":"common","slug":"feat-7321"},{"skill_mod":{},"summary":"You consider every fiend a future subject and can assess them at a glance.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7322","weakness":{},"archetype":["Archfiend"],"name":"Lord of the Fiends","trait":["Mythic"],"actions_number":4,"id":"feat-7322","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Lord of the Fiends Two Actions Source War of Immortals pg. 111 Archetype Archfiend Prerequisites Archfiend Dedication --- You consider every fiend a future subject and can assess them at a glance. Spend a Mythic Point. Attempt a check at mythic proficiency to Recall Knowledge about every fiend you can see. For the next hour, whenever you roll a success on a Deception, Diplomacy, or Intimidation check against a fiend, you get a critical success instead.","category":"feat","actions":"Two Actions","feat":["Lord of the Fiends"],"rarity":"common","slug":"feat-7322"},{"skill_mod":{},"summary":"Thanks to your continued belief in your ultimate transformation, you have learned greater control over your manifested realm.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7323","weakness":{},"archetype":["Archfiend"],"name":"Manipulate Realm","trait":["Mythic"],"id":"feat-7323","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Manipulate Realm Source War of Immortals pg. 111 Archetype Archfiend Prerequisites Archfiend Dedication --- Thanks to your continued belief in your ultimate transformation, you have learned greater control over your manifested realm. If you spend a Mythic Point when you Manifest your Realm, you can use the Drain Realm, Spread Realm, and Unleash Realm free actions. Drain Realm Free Action (concentrate) Trigger Your previous action was to Sustain your manifested realm; Requirements Your manifested realm has a radius of at least 10 feet; Effect You siphon power from your manifested realm to bolster your physical form. Decrease your manifested realm's radius by 10 feet. You regain a number of Hit Points equal to your level and each of your Strikes made before the end of your turn deal an additional 1d8 damage of your realm's damage type. Spread Realm Free Action (concentrate) Trigger Your previous action was to Sustain your manifested realm; Effect Your manifested realm further corrupts more of your surroundings. Increase your manifested realm's radius by 10 feet. Unleash Realm Free Action (concentrate) Trigger Your previous action was to Sustain your manifested realm; Effect You punish those who transgress upon your realm. An enemy within your realm takes 4d8 damage of your realm's damage type with a basic Fortitude save against your class DC or spell DC, whichever is higher.","category":"feat","feat":["Manipulate Realm"],"rarity":"common","slug":"feat-7323"},{"skill_mod":{},"summary":"You have been in contact with a retinue of fiends , brokering all manner of deals so that they may eventually serve you.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7324","weakness":{},"archetype":["Archfiend"],"name":"Marshall Fiendish Forces","trait":["Mythic"],"id":"feat-7324","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Marshall Fiendish Forces Source War of Immortals pg. 111 Archetype Archfiend Prerequisites Archfiend Dedication --- You have been in contact with a retinue of fiends, brokering all manner of deals so that they may eventually serve you. When you Manifest your Realm, you can choose to have one such fiend come to your aid. This fiend is a common fiend of level 11 or lower, which you select when you take this feat. The fiend appears in a place of your choosing within your manifested realm and has the minion trait. They remain for as long as your realm is manifested, until they’re reduced to 0 Hit Points, or until you command them to leave, at which point they immediately vanish and return to their place of origin. At 20th level, you can choose a common fiend of level 15 or lower to appear instead when you Manifest your Realm.","category":"feat","feat":["Marshall Fiendish Forces"],"rarity":"common","slug":"feat-7324"},{"skill_mod":{},"summary":"You can teleport across the battlefield, disappearing and appearing in a burst of hellfire and brimstone, a flash of lightning, a cloud of caustic gas, or other environmental hazard common within your planned realm.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7325","weakness":{},"archetype":["Archfiend"],"name":"Realm Strider","trait":["Mythic"],"id":"feat-7325","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Realm Strider Source War of Immortals pg. 112 Archetype Archfiend Prerequisites Archfiend Dedication --- You can teleport across the battlefield, disappearing and appearing in a burst of hellfire and brimstone, a flash of lightning, a cloud of caustic gas, or other environmental hazard common within your planned realm. You can cast translocate as a 4th-rank divine innate spell at will. When you do, spaces adjacent to the one you leave from and the one you appear in are momentarily filled with a damaging energy common to your realm, dealing 4d6 damage of your realm’s damage type to creatures in the affected spaces (basic Reflex save against your class DC or spell DC, whichever is higher).","category":"feat","feat":["Realm Strider"],"rarity":"common","slug":"feat-7325"},{"skill_mod":{},"summary":"Your sheer determination has created a demiplane that houses a grand residence which will serve as the heart of your planned realm.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7326","weakness":{},"archetype":["Archfiend"],"name":"Seat of Power","trait":["Mythic"],"id":"feat-7326","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Seat of Power Source War of Immortals pg. 112 Archetype Archfiend Prerequisites Archfiend Dedication --- Your sheer determination has created a demiplane that houses a grand residence which will serve as the heart of your planned realm. You determine the appearance of this seat of power, such as a duskwood longhouse, a crumbling stone castle, an ice tower, or a pagoda constructed from the solidified souls of the damned. You can enter your realm using the Enter Seat of Power activity. You and any creatures you choose gain three times as many Hit Points when resting within your seat of power. Once per day while within your seat of power, you can cast cleanse affliction as a 4th-rank innate divine spell or sound body as a 4th-rank innate divine spell. You can target only yourself with these spells. Enter Seat of Power (concentrate, exploration, mythic) Effect You focus your mind on your seat of power, then tap into this connection to transport yourself to its demiplane. This process takes 10 minutes. You can bring up to 10 willing creatures with you when you Enter Seat of Power; these creatures must remain within 30 feet of you for the duration of the activity. You can remain in your seat of power for as long as you desire. Any creature that you bring to your seat of power in this way (including you) can depart the demiplane as a three-action activity that has the concentrate trait. They return to the location they were in when they Entered your Seat of Power, or the nearest unoccupied space if that location is occupied.","category":"feat","feat":["Seat of Power"],"rarity":"common","slug":"feat-7326"},{"skill_mod":{},"summary":"With a terrifying pronouncement, you manifest a visible sign of your authority and fiendish power, such as a crown of flame upon your brow, a scepter forged of solidified souls, or a throne comprised of a dozen dragon skulls.","primary_source":"War of Immortals","trait_group":["Sense","Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7327","weakness":{},"archetype":["Archfiend"],"name":"Brandish Authority","trait":["Auditory","Mythic","Visual"],"actions_number":4,"id":"feat-7327","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Brandish Authority Two Actions Source War of Immortals pg. 112 Archetype Archfiend Prerequisites Archfiend Dedication --- With a terrifying pronouncement, you manifest a visible sign of your authority and fiendish power, such as a crown of flame upon your brow, a scepter forged of solidified souls, or a throne comprised of a dozen dragon skulls. This object appears in your space or in your hand, as appropriate, and remains for 1 minute. When your sign of power appears, attempt an Intimidation check to Demoralize each enemy within 30 feet who can see or hear you. These Demoralize attempts don’t take any penalty for not sharing a language. As long as your sign of power remains manifested, your enemies can’t reduce the value of their frightened condition below 1. You can spend 1 Mythic Point as part of performing this action; if you do, frightened creatures grovel before you, in awe of your terrible power. At the beginning of their turn, a creature that has the frightened condition from Brandish Authority must attempt a Will saving throw against your class DC or spell DC, whichever is higher. On failure, they must Drop Prone. On a critical failure, they must Drop Prone and can’t Stand this turn.","category":"feat","actions":"Two Actions","feat":["Brandish Authority"],"rarity":"common","slug":"feat-7327"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic","Teleportation"],"id":"feat-7328","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Imprison Foe Single Action Source War of Immortals pg. 112 Archetype Archfiend Prerequisites Archfiend Dedication Requirements Your last action dealt damage to a creature. --- Rather than grant your foes the mercy of a swift death, you can consign them to suffer in an extradimensional prison with an appearance of your choosing. Spend 1 Mythic Point to force a creature that you dealt damage to with your last action to attempt a Will saving throw against your class DC or spell DC, whichever is higher. Regardless of the result, the target is temporarily immune to your Imprison Foe for 24 hours. Critical Success The target is unaffected. Success The target is stunned 2. Failure The target is transported into a cell within your extradimensional dungeon for 1 minute. It is unable to leave or damage the cell in any way. Teleportation effects can’t carry the target outside the cell unless they can also traverse the planes, such as interplanar teleport . At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration it is imprisoned by 1 round or end it entirely on a critical success. When the duration ends, the target returns to the space it occupied when it was imprisoned, or to the nearest space if the original is now filled. Critical Failure As failure, but the target is stunned for the first round it is imprisoned.","feat":["Imprison Foe"],"skill_mod":{},"summary":"Rather than grant your foes the mercy of a swift death, you can consign them to suffer in an extradimensional prison with an appearance of your choosing.","primary_source":"War of Immortals","trait_group":["Mythic","Mechanics"],"level":18,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"requirement":"Your last action dealt damage to a creature.","resistance":{},"url":"/Feats.aspx?ID=7328","archetype":["Archfiend"],"name":"Imprison Foe","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7328"},{"skill_mod":{},"summary":"You can strike a profane bargain with a willing, sapient creature.","primary_source":"War of Immortals","trait_group":["Tradition","Monster","Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7329","weakness":{},"archetype":["Archfiend"],"name":"Profane Bargain","trait":["Divine","Mental","Mythic","Rare"],"actions_number":4,"id":"feat-7329","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Profane Bargain Two Actions Source War of Immortals pg. 113 Archetype Archfiend Prerequisites Archfiend Dedication --- You can strike a profane bargain with a willing, sapient creature. That creature promises to never take hostile actions against you, to never lie to you, to never speak of this bargain, and to either perform, or refrain from performing, one other specified task, such as paying you a specified sum every year, gifting you their first-born child, or never speaking. If the target accepts, they verbally make a request. You can choose to twist their request by selecting specific details, as long as you still fulfill the requirements of their request. If the request could be granted by a wish ritual, you spend 1 Mythic Point and the request is magically granted. As long as the bargain persists, you always know the target’s location, can communicate telepathically with the target at any distance, and can see through the target’s senses by taking a single action that has the concentrate trait. Once per day, you can take control of the target as an activity that takes three actions and has the concentrate trait. When you do, they become controlled by you for 10 minutes. They have no memory of their time spent under your control. If the target ever breaks the terms of this bargain, you immediately select one of the following punishments: they die, they die and you possess their soul, they become permanently controlled by you, or they become imprisoned in a cell within your realm’s dungeon (you must have the Imprison Foe feat to select this final option). A target can only enter into a Profane Bargain with you once—not even the breaking of this bargain, death, a wish ritual, or divine intervention frees them of this limitation. You can’t make a Profane Bargain with yourself.","category":"feat","actions":"Two Actions","feat":["Profane Bargain"],"rarity":"rare","slug":"feat-7329"},{"skill_mod":{},"summary":"Through all your machinations and accumulation of power, you have completed your apotheosis and become a true archfiend.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Archfiend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7330","weakness":{},"archetype":["Archfiend"],"name":"Fiend Eternal","trait":["Mythic"],"id":"feat-7330","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Fiend Eternal Source War of Immortals pg. 113 Archetype Archfiend Prerequisites Archfiend Dedication --- Through all your machinations and accumulation of power, you have completed your apotheosis and become a true archfiend. You gain the fiend and unholy traits and are immune to your realm’s damage type. You don’t age. Your planned realm becomes a complete reality, forming within a section of Hell, the Outer Rifts, the Netherworld, its own fiendish demiplane, or some other planar space of your choosing. If you have the Seat of Power feat, that seat of power is grafted onto your realm and the Enter Seat of Power activity transports you to any place within your realm; otherwise, you can enter and exit your realm in a similar fashion with a brief ritual that takes 10 minutes (though you can’t bring anyone with you). Whenever you would die, you are instead reduced to 0 Hit Points, become unconscious, and are immediately transported to your seat of power within your realm. After 1 hour (or 1 round if you have the Seat of Power feat), you regain 5 Hit Points and reawaken. You can’t leave your realm until you’re fully healed or 1 week passes (whichever comes first). In addition, you gain a small group of fiendish followers who reside in your realm. They never leave your realm (though one might occasionally come to your aid if you have the Marshal Fiendish Forces feat), but they constantly spy on the mortal world to keep you informed. You are telepathically linked to these followers and can choose to speak with the group, or a specific fiend, as a three-action activity that has the concentrate trait. In doing so, you can avail yourself of the fiends’ surveillance to learn about the world or current events. You can either Recall Knowledge on any topic or Gather Information. If you critically fail to do either, you get a failure instead.","category":"feat","feat":["Fiend Eternal"],"rarity":"common","slug":"feat-7330"},{"skill_mod":{},"summary":"Your Calling has driven you to perform mortal deeds that will result in your ascension to the ranks of celestials.","primary_source":"War of Immortals","trait_group":["Mythic","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7331","weakness":{},"archetype":["Ascended Celestial"],"name":"Ascended Celestial Dedication","trait":["Destiny","Fortune","Mythic","Uncommon"],"id":"feat-7331","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Ascended Celestial Dedication Source War of Immortals pg. 115 Archetype Ascended Celestial --- Your Calling has driven you to perform mortal deeds that will result in your ascension to the ranks of celestials. You’re headstrong and determined and hardly waver in your resolve; once per hour, you can roll twice and use the higher result on a Will saving throw. If you ever become confused, rather than attack wildly, you become stubbornly immobile, wasting all your actions until the condition ends. Additionally, you emanate a nimbus of light. You shed bright light in a 30-foot radius (and dim light to the next 30 feet). You can suppress or reestablish this light as a single action that has the concentrate trait. As long as your nimbus is active, all allies in the area of your nimbus gain a +1 status bonus to saves against fear. You gain the Bless Ally action. Bless Ally Single Action (concentrate, divine, fortune, mythic) Frequency once per 10 minutes; Requirements Your nimbus is active; Target a willing ally within the bright light of your nimbus; Effect Your radiance grants an ally some of your celestial grace. That ally can roll twice and use the higher result for the next Will save they attempt before the beginning of your next turn. Ascended Celestial Dedication leads to... A Thousand Cries For Help, Abjure Harm, Aegis for the Innocent, Army of One, Ascend, Celestial Armaments, Celestial Rebirth, Channel Divine Spark, Cleansing Spell, Consult Celestial Advisor, Eyes Unclouded, Shining Glory","category":"feat","feat":["Ascended Celestial Dedication"],"rarity":"uncommon","slug":"feat-7331"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Divine","Manipulate","Mythic"],"id":"feat-7332","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Aegis for the Innocent Single Action Source War of Immortals pg. 115 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication Requirements Your nimbus is active. --- You transfer a portion of your divine spark to an ally, temporarily dimming your nimbus to encase an ally in a barrier of light that repels attackers. Select a willing creature within the bright light of your nimbus. You surround the target in a protective barrier of light; this is a 10-foot emanation centered on the target. This barrier lasts for 1 minute, or until you Dismiss it. While the Aegis of the Innocent is active, the area of your nimbus is halved. The target gains a +1 status bonus to AC. Any enemy within the barrier, or entering the barrier, must attempt a Fortitude saving throw against your class DC or your spell DC. A creature needs to attempt this save only once each round. Critical Success The creature is unaffected. Success The creature becomes dazzled for 1 round and treats the space within the barrier as difficult terrain. Failure The creature becomes dazzled for 1 minute, is pushed 10 feet, and treats the space within the barrier as difficult terrain. If a creature would be pushed into a solid barrier or another creature, it stops at that point and takes 2d6 bludgeoning damage. Critical Failure As failure, but the creature is also blinded for 1 round.","feat":["Aegis for the Innocent"],"skill_mod":{},"summary":"You transfer a portion of your divine spark to an ally, temporarily dimming your nimbus to encase an ally in a barrier of light that repels attackers.","primary_source":"War of Immortals","trait_group":["Tradition","Monster","Mechanics","Mythic"],"level":14,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"requirement":"Your nimbus is active.","resistance":{},"url":"/Feats.aspx?ID=7332","archetype":["Ascended Celestial"],"name":"Aegis for the Innocent","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7332"},{"skill_mod":{},"summary":"As you strive to ascend to the ranks of celestials, the pull of gravity loosens on your body.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7333","weakness":{},"archetype":["Ascended Celestial"],"name":"Ascend","trait":["Mythic"],"id":"feat-7333","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Ascend Source War of Immortals pg. 115 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication --- As you strive to ascend to the ranks of celestials, the pull of gravity loosens on your body. You gain a fly Speed equal to your land Speed and the Flyby Attack action. When you gain this feat, you can choose to sprout wings, if desired; these wings are permanent. Once per day as a single action, you can fly at incredible speeds. When you do, your fly Speed becomes equal to double your Speed for 5 rounds. Flyby Attack Two Actions Effect You Fly and can make a Strike at any point along the way. ","category":"feat","feat":["Ascend"],"rarity":"common","slug":"feat-7333"},{"skill_mod":{},"summary":"For many, the Calling of an ascended celestial is a wondrous but challenging path, which they must walk alone.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7334","frequency":"once per day","weakness":{},"archetype":["Ascended Celestial"],"name":"Consult Celestial Advisor","trait":["Concentrate","Exploration","Mythic"],"id":"feat-7334","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Consult Celestial Advisor Source War of Immortals pg. 115 Archetype Ascended Celestial Frequency once per day Prerequisites Ascended Celestial Dedication --- For many, the Calling of an ascended celestial is a wondrous but challenging path, which they must walk alone. This isn’t the case for you. A single celestial is responsible for shepherding you into the celestial ranks and has offered to serve as a mentor to you throughout the time of your transformation. You can call upon this mentor for advice, guidance, and support. Once per day, you can spend 30 minutes in deep meditation. During this time, you spiritually converse with your celestial advisor. You gain three benefits during this conversation, which can occur in any order of your choosing. You discuss a topic of interest with your celestial advisor. This allows you to Recall Knowledge on any topic once, with mythic proficiency. You can spend 1 Mythic Point to instead Recall Knowledge on any three topics with mythic proficiency. You discuss a goal, activity, or event with your celestial advisor. This must be a goal you plan to achieve or an event you expect to happen within 1 week. Your celestial advisor gives you a piece of advice to help you achieve your goal or to see your way through the expected event. This has the effect of read omens . You discuss an immediate action that you intend to take with your celestial advisor. This must be an action you plan to take within the next 8 hours. Your celestial advisor gives you their opinion on the outcome. This has the effect of augury , except that the augury can see 8 hours into the future, and the GM doesn’t roll a flat check for a failure.","category":"feat","feat":["Consult Celestial Advisor"],"rarity":"common","slug":"feat-7334"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Concentrate","Mythic"],"id":"feat-7335","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Channel Divine Spark Single Action Source War of Immortals pg. 116 Archetype Ascended Celestial Frequency once per hour Prerequisites Ascended Celestial Dedication --- You embrace your divine spark, unleashing your full potential. Your nimbus automatically activates (if it isn’t already) and the area of your nimbus doubles; you shed bright light for 60 feet (and dim light to the next 60 feet). You can’t suppress your nimbus while Channeling your Divine Spark. You gain a number of temporary Hit Points equal to your level, and resistance to physical damage equal to half your level. You gain the quickened condition and can use the extra action each round only for Strike and Stride actions. Each time that you damage a creature with a melee Strike, you can attempt to Shove or Trip that creature as a free action. These effects last for 1 minute. Channel Divine Spark leads to... Scouring Spark","feat":["Channel Divine Spark"],"skill_mod":{},"summary":"You embrace your divine spark, unleashing your full potential.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":14,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7335","archetype":["Ascended Celestial"],"name":"Channel Divine Spark","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7335"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7336","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Abjure Harm Reaction Source War of Immortals pg. 116 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication Trigger You would take damage from an enemy’s critical Strike. --- You’re nigh invincible, and it’s clear that your foe is so far beneath you that they have no hope of winning. Spend 1 Mythic Point. The triggering Strike becomes a regular hit instead of a critical hit and you gain resistance to physical damage equal to your level until the beginning of your next turn. During your next turn, if you attempt a Demoralize check against the triggering creature, you do so at mythic proficiency.","feat":["Abjure Harm"],"skill_mod":{},"summary":"You’re nigh invincible, and it’s clear that your foe is so far beneath you that they have no hope of winning.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":16,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"trigger":"You would take damage from an enemy’s critical Strike .","resistance":{},"url":"/Feats.aspx?ID=7336","archetype":["Ascended Celestial"],"name":"Abjure Harm","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7336"},{"skill_mod":{},"summary":"You’ve learned to communicate with creatures from all over the world, overcoming language barriers to lend a hand and help where you’re needed.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7337","weakness":{},"archetype":["Ascended Celestial"],"name":"A Thousand Cries For Help","trait":["Mythic"],"id":"feat-7337","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > A Thousand Cries For Help Source War of Immortals pg. 116 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication --- You’ve learned to communicate with creatures from all over the world, overcoming language barriers to lend a hand and help where you’re needed. You’re affected by a constant truespeech spell. When you attempt a Diplomacy check to Make an Impression or Request, you can spend 1 Mythic Point to make the check at mythic proficiency.","category":"feat","feat":["A Thousand Cries For Help"],"rarity":"common","slug":"feat-7337"},{"skill_mod":{},"summary":"You imbue a fragment of your divine spark into a weapon, blessing your blade and transforming it into a weapon worthy of the celestial realms.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7338","weakness":{},"archetype":["Ascended Celestial"],"name":"Celestial Armaments","trait":["Mythic","Uncommon"],"id":"feat-7338","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Celestial Armaments Source War of Immortals pg. 116 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication --- You imbue a fragment of your divine spark into a weapon, blessing your blade and transforming it into a weapon worthy of the celestial realms. Select one weapon or handwraps of mighty blows when you make your daily preparations. The weapon sheds light like a torch, deals an additional 1d8 spirit damage, and creatures who wield it gain the weapon’s critical specialization. When you critically hit a target with the weapon, the target must succeed at a Fortitude save against your class DC or spell DC (whichever is higher) or be blinded for 1d4 rounds. As a single action that has the concentration trait, you can hold your hand aloft and call this weapon back to your possession; it immediately teleports into your hand. While you’re holding this weapon, you can spend 1 Mythic Point as a single action to temporarily grant a blessing to weapons wielded by your allies. Each ally within the bright light of your nimbus when you take this action selects one weapon in their possession. For 1 minute, the selected weapons gain the following benefits: the weapon sheds light like a torch, the weapon deals an additional 1d6 spirit damage, and creatures who wield the weapon gain the weapon’s critical specialization.","category":"feat","feat":["Celestial Armaments"],"rarity":"uncommon","slug":"feat-7338"},{"skill_mod":{},"summary":"Infused with celestial light, your magic can more effectively heal wounds and purge afflictions.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7339","weakness":{},"archetype":["Ascended Celestial"],"name":"Cleansing Spell","trait":["Concentrate","Mythic","Spellshape","Metamagic"],"actions_number":2,"id":"feat-7339","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Cleansing Spell Single Action Source War of Immortals pg. 116 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication --- Infused with celestial light, your magic can more effectively heal wounds and purge afflictions. If your next action is to Cast a Spell with the healing trait on a living creature, one target of that spell regains a number of Hit Points equal to your level (in addition to any Hit Points they would normally gain). In addition, you can attempt to counteract a disease or poison affecting one target of that spell. These two targets can be the same creature or different creatures, as long as they are both targets of the healing spell.","category":"feat","actions":"Single Action","feat":["Cleansing Spell"],"rarity":"common","slug":"feat-7339"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Flourish","Mythic"],"id":"feat-7340","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Army of One Three Actions Source War of Immortals pg. 116 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication Requirements Your nimbus is active. --- Even alone, you’re a force to be reckoned with— an army of one, so long as you have your celestial armaments. Spend 1 Mythic Point. If you’re not currently wielding your celestial armament, it immediately teleports into your hand. With a gesture and a whispered prayer, you launch your celestial armament into the air, where it flies with a mind of its own, attacking every enemy within your nimbus. Make a Strike with that weapon against each enemy in the bright light of your nimbus. Each attack counts toward your multiple attack penalty, but your penalty doesn’t increase until you have made all your attacks. After these attacks are complete, your weapon returns to your hand.","feat":["Army of One"],"skill_mod":{},"summary":"Even alone, you’re a force to be reckoned with— an army of one, so long as you have your celestial armaments.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":18,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"requirement":"Your nimbus is active.","resistance":{},"url":"/Feats.aspx?ID=7340","archetype":["Ascended Celestial"],"name":"Army of One","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-7340"},{"skill_mod":{},"summary":"Your senses are enhanced by your divine spark, enabling you see things as they truly are, piercing through illusions, transformations, and lies.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7341","weakness":{},"archetype":["Ascended Celestial"],"name":"Eyes Unclouded","trait":["Mythic"],"id":"feat-7341","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Eyes Unclouded Source War of Immortals pg. 116 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication --- Your senses are enhanced by your divine spark, enabling you see things as they truly are, piercing through illusions, transformations, and lies. You’re affected by a constant truesight spell. Additionally, you gain a +2 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. When a creature attempts to Lie to you, they roll the Deception check to Lie twice and use the worse result; this is a misfortune effect.","category":"feat","feat":["Eyes Unclouded"],"rarity":"common","slug":"feat-7341"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Mythic"],"id":"feat-7342","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Shining Glory Two Actions Source War of Immortals pg. 117 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication Requirements Your nimbus is active. --- With a righteous word, your divine aura inspires your allies to great heroics and causes foes to tremble. Spend 1 Mythic Point. All allies in the bright light of your nimbus gain a +3 status bonus to attack rolls and skill checks, and the status bonus they receive to saving throws against fear increases to +3. These bonuses last for 1 minute or as long as they remain in the bright light of your nimbus, whichever comes first. Each enemy in the bright light of your nimbus attempts a Will saving throw against your class DC or spell DC (whichever is higher) with the following effects. For the next minute, an enemy can’t reduce its frightened condition below 1 while it remains in the bright light of your nimbus. Critical Success The creature is unaffected. Success The creature is frightened 1, but can immediately Step as long it moves away from you. Failure The creature is frightened 2 and you are concealed to that creature while it has the frightened condition. Critical Failure The creature is frightened 3 and you are hidden to that creature while it has the frightened condition.","feat":["Shining Glory"],"skill_mod":{},"summary":"With a righteous word, your divine aura inspires your allies to great heroics and causes foes to tremble.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":18,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"requirement":"Your nimbus is active.","resistance":{},"url":"/Feats.aspx?ID=7342","archetype":["Ascended Celestial"],"name":"Shining Glory","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-7342"},{"skill_mod":{},"summary":"When you unleash your divine spark, you become a being of living light that scours away the darkness.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Channel Divine Spark","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7343","weakness":{},"archetype":["Ascended Celestial"],"name":"Scouring Spark","trait":["Mythic"],"id":"feat-7343","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Scouring Spark Source War of Immortals pg. 117 Archetype Ascended Celestial Prerequisites Channel Divine Spark --- When you unleash your divine spark, you become a being of living light that scours away the darkness. While Channeling your Divine Spark, you become immune to the confused and frightened conditions. Any creature that touches you or damages you with an unarmed melee attack or a non-reach melee weapon takes 3d6 fire damage, your unarmed attacks deal 1d6 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). This damage is doubled against creatures with the aberration, fiend, or undead trait.","category":"feat","feat":["Scouring Spark"],"rarity":"common","slug":"feat-7343"},{"skill_mod":{},"summary":"Through your diligence and commitment to heroics, you finally complete your apotheosis into a true celestial .","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Ascended Celestial Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7344","weakness":{},"archetype":["Ascended Celestial"],"name":"Celestial Rebirth","trait":["Mythic","Uncommon"],"id":"feat-7344","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Celestial Rebirth Source War of Immortals pg. 117 Archetype Ascended Celestial Prerequisites Ascended Celestial Dedication --- Through your diligence and commitment to heroics, you finally complete your apotheosis into a true celestial. Your appearance changes as desired, becoming a perfect expression of your true self. You cease aging, and you can’t die from old age. You become immune to poison and disease. You gain the celestial and holy traits, as well as the agathion, angel, archon, or azata trait, depending on whose ranks you are joining. You become a vessel of vitality. You can cast breath of life once per day as a 5th-rank innate divine spell and heal twice per day as a 7th-rank innate divine spell. When you cast a spell with the healing trait that doesn’t target you, you channel this healing energy through your own body before releasing it. You regain 1d6 Hit Points per level of the spell. In addition, you can cast raise dead as a 10th-rank innate divine spell. When you do, the cost to cast this spell changes to “spend 1 Mythic Point.” If you die, you’re immediately reborn as a nephilim of an ancestry of your choosing or decided in conjunction with your GM. You are descended from the celestials whose trait you bear—agathion, angel, archon, or azata. This might be represented by a lineage feat. You can choose if you will be reborn on the Universe, Elysium, Heaven, or Nirvana. Regardless of where you’re reborn, celestials watch over you, keeping you safe throughout your life. When you reach the age of maturity, you regain your previous powers and memories, becoming an ascended celestial once again. These memories are faint and dreamlike, as if they happened to another person, giving you perspective and history, but not supplanting your current personality or emotional connections.","category":"feat","feat":["Celestial Rebirth"],"rarity":"uncommon","slug":"feat-7344"},{"skill_mod":{},"summary":"Your Calling has united your destiny with a companion , harnessing a connection between you that links your minds, hearts, and souls.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"a mature animal companion or an advanced construct companion","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7345","weakness":{},"archetype":["Beast Lord"],"name":"Beast Lord Dedication","trait":["Destiny","Mythic","Uncommon"],"id":"feat-7345","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Beast Lord Dedication Source War of Immortals pg. 118 Archetype Beast Lord Prerequisites a mature animal companion or an advanced construct companion --- Your Calling has united your destiny with a companion, harnessing a connection between you that links your minds, hearts, and souls. Choose a companion that qualified you for this feat as your united companion. Your united companion increases its Intelligence modifier to +0 or by 1 if its Intelligence modifier is greater than +0. It gains the ability to understand a language that you know and can communicate with you, but only you can understand your companion when it speaks, as it uses chirps, grunts, or other noises to convey its meaning. If you or your united companion are conscious and within 30 feet of each other and either must attempt a saving throw against a mental effect, both you and your united companion attempt the saving throw. The target of the effect uses the best result; this also applies if both you and your united companion must attempt a saving throw against the same effect. Beast Lord Dedication leads to... Bat Around, Chosen Ward, Creature of Myth, Defend Our Union, Guarded Domain, One Life, Two Vessels, Pack Of The Beast Lord, Telepathic Union, Unified Stance, We are One, You Can't Hide From Us","category":"feat","feat":["Beast Lord Dedication"],"rarity":"uncommon","slug":"feat-7345"},{"skill_mod":{},"summary":"You have designated an ally to be you and your companion’s ward, making it your primary directive to shield them from harm.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7346","weakness":{},"archetype":["Beast Lord"],"name":"Chosen Ward","trait":["Mythic"],"id":"feat-7346","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Chosen Ward Source War of Immortals pg. 119 Archetype Beast Lord Prerequisites Beast Lord Dedication --- You have designated an ally to be you and your companion’s ward, making it your primary directive to shield them from harm. During your daily preparations, choose an ally who isn’t your united companion. While either you or your united companion are adjacent to your ward, you grant them a +1 circumstance bonus to their AC and Reflex saves. When your ward attempts a Reflex saving throw while adjacent to either you or your united companion, you can spend a Mythic Point as a reaction to allow your ward to roll that Reflex save twice and take the better result. This is a fortune effect. Special If you have the Defend Our Union feat, it can also be triggered when a foe successfully Strikes your ward; if used in this way, the damage to your ward is reduced if your Strike is successful instead.","category":"feat","feat":["Chosen Ward"],"rarity":"common","slug":"feat-7346"},{"skill_mod":{},"summary":"You and your united companion have elected to become guardians of a particular location or domain.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7347","weakness":{},"archetype":["Beast Lord"],"name":"Guarded Domain","trait":["Mythic"],"id":"feat-7347","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Guarded Domain Source War of Immortals pg. 119 Archetype Beast Lord Prerequisites Beast Lord Dedication --- You and your united companion have elected to become guardians of a particular location or domain. If you spend 1 week of downtime within a settlement or natural area with a 5-mile radius, you and your companion can become guardians of the area and consider it to be your guarded domain. Your guarded domain remains under your protection until you spend more than 1 month outside of your domain, after which you must spend another week of downtime to re-attune to your guarded domain. You can only have one guarded domain at a time, and selecting a new guarded domain immediately ends your protection over the previous guarded domain. If a creature has been in your guarded domain for at least 1 hour while you or your companion are also inside your domain, you or your companion can attempt to Gather Information about the target by spending 1 minute communing with the land or its residents. You attempt this check at mythic proficiency. In addition, once per day as a 3-action activity you can spend a Mythic Point to instantly teleport yourself and your united companion to a location you are aware of within your domain. This is a teleportation effect.","category":"feat","feat":["Guarded Domain"],"rarity":"common","slug":"feat-7347"},{"skill_mod":{},"summary":"You and your companion move as one, never tripping each other up.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7348","weakness":{},"archetype":["Beast Lord"],"name":"We are One","trait":["Mythic"],"id":"feat-7348","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > We are One Source War of Immortals pg. 119 Archetype Beast Lord Prerequisites Beast Lord Dedication --- You and your companion move as one, never tripping each other up. This fluid movement throws your enemies off balance. You and your united companion can share each other’s spaces. When you do so, both you and your united companion provide lesser cover to one another. You and your united companion also count as being adjacent to one another when sharing each other’s spaces. A target is automatically off-guard against the first Strike each round each of you and your united companion make while sharing one another’s spaces; this benefit also applies if you are mounted on your united companion.","category":"feat","feat":["We are One"],"rarity":"common","slug":"feat-7348"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7349","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > You Can't Hide From Us Single Action Source War of Immortals pg. 119 Archetype Beast Lord Prerequisites Beast Lord Dedication Requirements Your united companion made a successful Strike against a creature this round. --- When you and your companion attack together, you can ensure that escape is but a whispered dream. Strike the same creature that your united companion hit. If your Strike is successful, the targeted creature has been marked for death by you and your companion and can’t become hidden or concealed to you and your companion for 1 minute or until it moves more than 60 feet away from either you or your companion, whichever comes first. If the triggering creature is under an effect or spell that would normally grant it this condition, you can immediately attempt to counteract the effect. Your counteract rank is half your level rounded up, and your counteract check modifier is equal to the higher of your class DC –10 or spell DC –10.","feat":["You Can't Hide From Us"],"skill_mod":{},"summary":"When you and your companion attack together, you can ensure that escape is but a whispered dream.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":14,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"requirement":"Your united companion made a successful Strike against a creature this round.","resistance":{},"url":"/Feats.aspx?ID=7349","archetype":["Beast Lord"],"name":"You Can't Hide From Us","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7349"},{"skill_mod":{},"summary":"Your attack moves a foe into a position that your united companion can take full advantage of.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7350","weakness":{},"archetype":["Beast Lord"],"name":"Bat Around","trait":["Mythic"],"actions_number":4,"id":"feat-7350","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Bat Around Two Actions Source War of Immortals pg. 120 Archetype Beast Lord Prerequisites Beast Lord Dedication --- Your attack moves a foe into a position that your united companion can take full advantage of. Make a melee Strike against an enemy. As long as your Strike deals damage, you can attempt an Athletics check to either Reposition or Shove the creature you hit. Both attacks count toward your multiple attack penalty, but it doesn’t increase until after you’ve made both attacks. If your Reposition or Shove moves the target and it ends this movement within your united companion’s reach, your companion can Strike the target. Unless it critically fails, your companion can also attempt an Athletics check to Reposition or Shove the creature. These attacks affect your united companion’s multiple attack penalty the same way.","category":"feat","actions":"Two Actions","feat":["Bat Around"],"rarity":"common","slug":"feat-7350"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7351","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Defend Our Union Reaction Source War of Immortals pg. 120 Archetype Beast Lord Prerequisites Beast Lord Dedication Trigger You and your companion are within 15 feet of each other, and a foe successfully Strikes your united companion. --- You can protect your companion from danger with a welltimed attack. You can immediately Stride toward the triggering enemy and can make a Strike against them if they would be in the first range increment of your ranged weapon or within your melee reach. If this Strike is successful, reduce the damage to your companion by your level, or twice your level if the Strike was a critical success.","feat":["Defend Our Union"],"skill_mod":{},"summary":"You can protect your companion from danger with a welltimed attack.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":16,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"trigger":"You and your companion are within 15 feet of each other, and a foe successfully Strikes your united companion.","resistance":{},"url":"/Feats.aspx?ID=7351","archetype":["Beast Lord"],"name":"Defend Our Union","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7351"},{"skill_mod":{},"summary":"Your union is so strong, you can communicate with each other without uttering a word, even across vast distances.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7352","weakness":{},"archetype":["Beast Lord"],"name":"Telepathic Union","trait":["Linguistic","Mental","Mythic"],"id":"feat-7352","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Telepathic Union Source War of Immortals pg. 120 Archetype Beast Lord Prerequisites Beast Lord Dedication --- Your union is so strong, you can communicate with each other without uttering a word, even across vast distances. You and your united companion can communicate telepathically while within 1 mile of each other as if you were speaking your shared language. You and your companion can also sense each other’s general emotions as long as you are on the same plane, allowing you to know if the other is in peril or under great distress.","category":"feat","feat":["Telepathic Union"],"rarity":"common","slug":"feat-7352"},{"skill_mod":{},"summary":"You and your companion enter a unified fighting style that allows you to fight in tandem more succinctly.","primary_source":"War of Immortals","trait_group":["Mythic","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7353","weakness":{},"archetype":["Beast Lord"],"name":"Unified Stance","trait":["Mythic","Stance"],"actions_number":2,"id":"feat-7353","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Unified Stance Single Action Source War of Immortals pg. 120 Archetype Beast Lord Prerequisites Beast Lord Dedication --- You and your companion enter a unified fighting style that allows you to fight in tandem more succinctly. When you enter this stance, your united companion gains the quickened condition and, when Commanded, can use the extra action to Stride or Strike.","category":"feat","actions":"Single Action","feat":["Unified Stance"],"rarity":"common","slug":"feat-7353"},{"skill_mod":{},"summary":"Your specialized united companion grows with unparalleled power and strength, becoming a creature of myth.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Beast Lord Dedication; you have a united companion with a specialization. ","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7354","weakness":{},"archetype":["Beast Lord"],"name":"Creature of Myth","trait":["Mythic"],"id":"feat-7354","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Creature of Myth Source War of Immortals pg. 120 Archetype Beast Lord Prerequisites Beast Lord Dedication; you have a united companion with a specialization. --- Your specialized united companion grows with unparalleled power and strength, becoming a creature of myth. It gains one of the following effects. Baleful Body Your united companion’s blood is boiling, its mechanical fluid is acidic, or its insides are otherwise destructive to the touch. Choose acid, fire, or poison. If your united companion would take damage from a melee attack, it deals half your level in damage of the chosen type to the creature that made the melee attack. By spending a Mythic Point when you Command your united companion, your united companion can spew its corrosive power as a 2-action activity to deal 14d6 damage of the chosen type in a 15-foot cone or 30-foot line (basic Reflex save against your class DC or spell DC, whichever is higher). Chimeric Heads Your united companion sprouts an extra head which gives it extra eyes and allows it to make additional attacks with related unarmed attacks. Your united companion gains all-around vision. By spending a Mythic Point when you Command your united companion, your united companion can make two Strikes with its unarmed attacks as a single action, each using its current multiple attack penalty. Both Strikes must have the same target. If both attacks hit, combine their damage, and then add any other applicable effects. This counts as one attack when calculating your united companion’s multiple attack penalty. Your united companion must have a head and at least one unarmed attack that uses its mouth or head (such as a beak, jaws, or mandible attack) to select this. Energy Aegis Your united companion is protected from hazardous energy. Your united companion becomes immune to your choice of acid, cold, electricity, or fire. Your companion gains a +1 status bonus to AC and saves that originate from creatures with the listed trait and to effects and spells with the listed trait. By spending a Mythic Point when you Command your united companion, your united companion can take a single action with the concentrate trait to extend these same benefits to all creatures who are adjacent to it until the beginning of your next turn. Magnificent Flight Your united companion grows wings or learns some other method of flight. Your united companion gains a Fly speed equal to its Speed and it gains the mount special ability. If your united companion already had the mount special ability or a Fly speed equal to its Speed, it instead increases its Speed by 10 feet. By spending a Mythic Point when you Command your united companion, your united companion can, as a two-action activity, Fly up to twice its speed and make a single unarmed melee attack at any point along the way. Protective Skin Your united companion is hardened by the infused magic of otherworldly powers. Its maximum Hit Points increase by 30 but it gains a weakness of 10 to either cold iron or silver. By spending a Mythic Point when you Command your united companion, your united companion gains fast healing equal to your level for 1 minute. ","category":"feat","feat":["Creature of Myth"],"rarity":"common","slug":"feat-7354"},{"skill_mod":{},"summary":"You and your united companion call upon the service of others of its kind, creating figment duplicates of your companion to form a massive swarm of formidable power.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7355","weakness":{},"archetype":["Beast Lord"],"name":"Pack Of The Beast Lord","trait":["Auditory","Concentrate","Mythic"],"actions_number":6,"id":"feat-7355","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Pack Of The Beast Lord Three Actions Source War of Immortals pg. 121 Archetype Beast Lord Prerequisites Beast Lord Dedication --- You and your united companion call upon the service of others of its kind, creating figment duplicates of your companion to form a massive swarm of formidable power. Spend a Mythic Point. Your united companion becomes Gargantuan for 1 minute. It gains immunity to precision damage, resistance to physical damage equal to half your level, and a weakness to area damage equal to half your level. While in this form, your united companion gains the Amassed Assault action, which you immediately Command them to use as the final step of this activation. Amassed Assault Single Action (attack) Each enemy in your united companion's space takes damage equal to one of its unarmed Strikes plus your level (basic Reflex save against your class DC or spell DC, whichever is higher).","category":"feat","actions":"Three Actions","feat":["Pack Of The Beast Lord"],"rarity":"common","slug":"feat-7355"},{"skill_mod":{},"summary":"The minds of you and your companion are so intertwined that, so long as one of you lives, the other continues to exist in the living one’s mind.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Beast Lord Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7356","weakness":{},"archetype":["Beast Lord"],"name":"One Life, Two Vessels","trait":["Mythic"],"id":"feat-7356","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > One Life, Two Vessels Source War of Immortals pg. 121 Archetype Beast Lord Prerequisites Beast Lord Dedication --- The minds of you and your companion are so intertwined that, so long as one of you lives, the other continues to exist in the living one’s mind. If your united companion ever dies or is destroyed and it is within 30 feet of you, its consciousness is drawn into your mind, where it can communicate with you normally and remains there until your next daily preparations. During your next daily preparations, you can call upon your union to restore your companion to life again in a ritual that takes 1 hour. Your restored united companion returns whole-bodied, at their maximum Hit Point total, and cured of any afflictions that may have been afflicting it when it died. If you would ever die or be destroyed and you are within 30 feet of your united companion, you consciousness flows into your companion for 3 days. During this time, you can perform actions as if you are your united companion using its abilities and characteristics for any actions you perform. After spending 3 days in this state, you are returned to life with a number of Hit Points equal to twice your level and regain a Mythic Point. If you or your united companion die while sharing your body with the other’s consciousness, you truly die, but if you are not returned to life within 1 year, you are both reincarnated as children (or in a similarly immature state) in a location near where you first became companions. Neither you nor your companion complete your journeys along the River of Souls, nor do you possess any knowledge of the other’s reincarnated form. However, you both feel an inkling of your former connection, should you ever meet. If either of you are killed before you are together again as companions, the cycle of reincarnation is broken, and you can both die as normal.","category":"feat","feat":["One Life, Two Vessels"],"rarity":"common","slug":"feat-7356"},{"skill_mod":{},"summary":"Your Calling was sparked by your outrage at tyrants, after having witnessed a brutal act of oppression that you could no longer abide.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7357","weakness":{},"archetype":["Broken Chain"],"name":"Broken Chain Dedication","trait":["Destiny","Mythic","Uncommon"],"id":"feat-7357","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Broken Chain Dedication Source War of Immortals pg. 123 Archetype Broken Chain --- Your Calling was sparked by your outrage at tyrants, after having witnessed a brutal act of oppression that you could no longer abide. You may spend a Mythic Point when you attempt an Escape or Force Open check to do so at mythic proficiency. Additionally, you gain the Ultimatum of Liberation action (see below), but you also gain the anathema, “You must not use Ultimatum of Liberation on a creature you don’t believe to be oppressing others or who has conceded their power”. If you break this anathema, you lose access to abilities granted by this archetype until you atone or make amends. Your GM has final say about what constitutes oppression, which can be a difficult and sometimes nebulous concept. In general, oppression is the cruel and unjust use of authority or power. Some examples include performing acts of violence against those without power, removing an individual’s agency through mind control magic, and engaging in organized mistreatment or exploitation of others. When the members of a royal guard assault a beggar just to get him off the street, that is oppression. When a tax collector levies higher charges against the less fortunate because it’s the law, they are participating in a system of oppression. Ultimatum of Liberation Single Action (auditory, linguistic, mental, mythic) Frequency once per day; Effect You proclaim an ultimatum against a creature you believe is oppressing others and all who follow their orders. All other creatures (including you) who hear your ultimatum, or learn about it later on, are emboldened by your words for 1 day, and gain a +2 status bonus to their Will saving throws against effects produced by the oppressing creature and their allies, which increases to +3 if they are within 30 feet of you. Additionally, the first time each day that creature and each of its allies comes within 30 feet of you, they must succeed on a Will save against your class DC or spell DC (whichever is higher) or become frightened 1 (frightened 2 on a critical failure). This second effect has the emotion, fear , and mental traits. The oppressing creature may end all the effects as a free action by truthfully agreeing to permanently end their oppression. Otherwise, your Ultimatum of Liberation has no duration, though you can have only one Ultimatum of Liberation active at a time. If you pronounce a second Ultimatum of Liberation, the effects of the first one end. Broken Chain Dedication leads to... Bloc Tactics, Break the Causal Chain, Break the Cycle, Bring into the Fold, Cry of Rebellion, Liberty or Death, Lose Your Chains, Rebellious Existence, Release Me!, Remember thy Names, Reprisal of the Fallen, Rites of Liberation, Stand Firm, United Front, You Can't Keep Us Down, You Can't Kill an Idea","category":"feat","feat":["Broken Chain Dedication"],"rarity":"uncommon","slug":"feat-7357"},{"skill_mod":{},"summary":"You have experience in undertaking direct action and know how to protect the identity and health of you and your allies when doing so.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7358","weakness":{},"archetype":["Broken Chain"],"name":"Bloc Tactics","trait":["Mythic"],"id":"feat-7358","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Bloc Tactics Source War of Immortals pg. 123 Archetype Broken Chain Prerequisites Broken Chain Dedication --- You have experience in undertaking direct action and know how to protect the identity and health of you and your allies when doing so. During your daily preparations, you can select a number of targets equal to half your level. You disguise the targets to hide their identities, which gives them a +4 status bonus to Deception checks to prevent others from seeing through their disguises, and lets them add their level even if untrained. Additionally, the disguises also protect from smoke, fumes, and inhaled substances, giving the targets a +3 status bonus to saving throws against them. The targets can quickly doff or don their disguises with a two-action activity.","category":"feat","feat":["Bloc Tactics"],"rarity":"common","slug":"feat-7358"},{"skill_mod":{},"summary":"Sometimes people with no underlying quarrel have been fighting each other simply out of spite.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7359","weakness":{},"archetype":["Broken Chain"],"name":"Break the Cycle","trait":["Mythic"],"id":"feat-7359","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Break the Cycle Source War of Immortals pg. 123 Archetype Broken Chain Prerequisites Broken Chain Dedication --- Sometimes people with no underlying quarrel have been fighting each other simply out of spite. You come to break that vicious cycle of hate. You gain the Legendary Negotiation skill feat, even if you would not normally qualify. Additionally, whenever you attempt a Diplomacy check, you may spend a Mythic Point to do so at mythic proficiency.","category":"feat","feat":["Break the Cycle"],"rarity":"common","slug":"feat-7359"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Flourish","Mythic"],"id":"feat-7360","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Release Me! Single Action Source War of Immortals pg. 123 Archetype Broken Chain Prerequisites Broken Chain Dedication Requirements An enemy has you grabbed or restrained. --- Your retribution against one who would detain you is swift and dangerous. Make a melee Strike against the creature who has you grabbed or restrained. You can still make this attack even if you are restrained, though not if you are wielding a two-handed weapon. Unless your Strike is a critical failure, you can then attempt a check to Escape. If the creature who has you grabbed or restrained is the target of your Ultimatum of Liberation, you gain a +2 circumstance bonus to this check. Both the Strike and the Escape count toward your multiple attack penalty, but it doesn’t increase until you’ve made both rolls.","feat":["Release Me!"],"skill_mod":{},"summary":"Your retribution against one who would detain you is swift and dangerous.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":14,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"requirement":"An enemy has you grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=7360","archetype":["Broken Chain"],"name":"Release Me!","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7360"},{"skill_mod":{},"summary":"You learn the freedom ritual.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7361","weakness":{},"archetype":["Broken Chain"],"name":"Rites of Liberation","trait":["Mythic"],"id":"feat-7361","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Rites of Liberation Source War of Immortals pg. 123 Archetype Broken Chain Prerequisites Broken Chain Dedication --- You learn the freedom ritual. If you spend an additional Mythic Point while casting it, you reduce its casting time to 1 hour, and both the primary and secondary casters attempt their corresponding skill checks at mythic proficiency. If you would critically fail the ritual, you fail instead. Additionally, you gain the unimpeded stride and word of freedom domain spells. These are focus spells, granting you a focus pool of 2 Focus Points or expanding that pool if you already have one. You can Refocus while you meditate on the concepts of freedom and liberty. (For more on focus spells, see here.)","category":"feat","feat":["Rites of Liberation"],"rarity":"common","slug":"feat-7361"},{"skill_mod":{},"summary":"Thanks to your powerful speeches, your movement finds allies in all sectors of society and even across enemy lines, all eager to help you accomplish your goals.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7362","weakness":{},"archetype":["Broken Chain"],"name":"United Front","trait":["Mythic"],"id":"feat-7362","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > United Front Source War of Immortals pg. 124 Archetype Broken Chain Prerequisites Broken Chain Dedication --- Thanks to your powerful speeches, your movement finds allies in all sectors of society and even across enemy lines, all eager to help you accomplish your goals. If you spend a Mythic Point when you use Ultimatum of Liberation, you can ask four questions related to that creature, as if you succeeded at four Recall Knowledge checks. This information comes to you over the course of the next 1 to 2 hours, representing tidbits of information you glean from local supporters. After receiving this information, the first time you roll Initiative in an encounter with the target of your Ultimatum of Liberation or their allies, you and all your allies can make your Initiative check with mythic proficiency.","category":"feat","feat":["United Front"],"rarity":"common","slug":"feat-7362"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Healing","Mythic"],"id":"feat-7363","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > You Can't Keep Us Down Three Actions Source War of Immortals pg. 124 Archetype Broken Chain Frequency once per day Prerequisites Broken Chain Dedication --- Seeing your allies falter, you fill their hearts with your unbreakable hope, rousing them to stay in the fight. All allies within 60 feet that are dying, or unconscious and wounded, are healed a number of Hit Points equal to three times your level. Then, all allies within 60 feet that are prone may stand up as a free action that does not provoke reactions.","feat":["You Can't Keep Us Down"],"skill_mod":{},"summary":"Seeing your allies falter, you fill their hearts with your unbreakable hope, rousing them to stay in the fight.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":14,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7363","archetype":["Broken Chain"],"name":"You Can't Keep Us Down","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-7363"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Emotion","Linguistic","Mental","Mythic"],"id":"feat-7364","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Bring into the Fold Two Actions Source War of Immortals pg. 124 Archetype Broken Chain Frequency once per day Prerequisites Broken Chain Dedication --- Not all who oppress are irredeemable, and given encouragement and some time, they will abandon their cause and join your fight against the very system they used to uphold. If your next action is to issue an Ultimatum of Liberation, you may have up to 10 targets who can hear you attempt a Will save against your class DC or spell DC, whichever is higher. You can cause any changes in attitude to last longer than the current social interaction by spending at least 10 minutes speaking with the affected targets earnestly about your cause. Success The target is unaffected. Failure The target’s attitude toward you improves by one step. Critical Failure The target’s attitude toward you improves by two steps.","feat":["Bring into the Fold"],"skill_mod":{},"summary":"Not all who oppress are irredeemable, and given encouragement and some time, they will abandon their cause and join your fight against the very system they used to uphold.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Mythic"],"level":16,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7364","archetype":["Broken Chain"],"name":"Bring into the Fold","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-7364"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Auditory","Mythic","Sonic"],"id":"feat-7365","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Cry of Rebellion Three Actions Source War of Immortals pg. 124 Archetype Broken Chain Frequency once per hour Prerequisites Broken Chain Dedication --- You let loose a yell of unbridled passion, which fuels your allies, and pounds against your foes. Allies within 60 feet who can hear you gain a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks for 1 minute. Additionally, foes within 30 feet of you take 16d4 sonic damage (basic Fortitude save against your class DC or spell DC, whichever is higher). This sonic damage increases by 1d4 at 17th level and every level thereafter.","feat":["Cry of Rebellion"],"skill_mod":{},"summary":"You let loose a yell of unbridled passion, which fuels your allies, and pounds against your foes.","primary_source":"War of Immortals","trait_group":["Sense","Mythic","Energy","Monster"],"level":16,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7365","archetype":["Broken Chain"],"name":"Cry of Rebellion","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-7365"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Auditory","Linguistic","Mythic"],"id":"feat-7366","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Lose Your Chains Reaction Source War of Immortals pg. 124 Archetype Broken Chain Prerequisites Broken Chain Dedication Trigger An ally gains the grabbed or restrained condition. --- You rouse rebellion in the hearts of your allies, inspiring them to break free of their bonds. The triggering ally can make a check to Escape at mythic proficiency.","feat":["Lose Your Chains"],"skill_mod":{},"summary":"You rouse rebellion in the hearts of your allies, inspiring them to break free of their bonds.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Mythic"],"level":16,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"trigger":"An ally gains the grabbed or restrained condition.","resistance":{},"url":"/Feats.aspx?ID=7366","archetype":["Broken Chain"],"name":"Lose Your Chains","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7366"},{"skill_mod":{},"summary":"You peer into the eyes of a target of your Ultimatum of Liberation , as you say aloud the names of their victims, searing them into the oppressor’s mind, cursing them to feel their victims’ pain.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7367","weakness":{},"archetype":["Broken Chain"],"name":"Remember thy Names","trait":["Auditory","Linguistic","Mental","Mythic"],"actions_number":4,"id":"feat-7367","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Remember thy Names Two Actions Source War of Immortals pg. 124 Archetype Broken Chain Prerequisites Broken Chain Dedication --- You peer into the eyes of a target of your Ultimatum of Liberation, as you say aloud the names of their victims, searing them into the oppressor’s mind, cursing them to feel their victims’ pain. The target takes 12d6 mental damage (basic Will save against your class DC or spell DC, whichever is higher). If the target fails or critically fails this check, they also take 2d6 persistent mental damage. For the next hour, when the target stops taking this persistent damage, you or one of your allies can mention a victim’s name as a single action to the target, forcing them to succeed at another Will save or begin taking the persistent damage again. This is a curse effect. Once you use Remember Their Names on a target, the target is immune to it for 24 hours.","category":"feat","actions":"Two Actions","feat":["Remember thy Names"],"rarity":"common","slug":"feat-7367"},{"skill_mod":{},"summary":"Your words help your ally shake off unease and terror.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7368","weakness":{},"archetype":["Broken Chain"],"name":"Stand Firm","trait":["Auditory","Linguistic","Mythic"],"actions_number":2,"id":"feat-7368","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Stand Firm Single Action Source War of Immortals pg. 124 Archetype Broken Chain Prerequisites Broken Chain Dedication --- Your words help your ally shake off unease and terror. You shout a bolstering comment at an ally within 30 feet of you who has the fleeing or frightened condition and can hear you. That ally reduces the value of their frightened condition by 2 (to a minimum of 0). If they are fleeing, they can immediately attempt a new saving throw against the effect that caused the condition. If that save is a failure, but not a critical failure, the ally needs to spend one fewer action on their turn to escape the source of the fleeing condition. This allows that ally to Strike or Cast a one-action Spell that doesn’t necessarily get them further away from the source, but the ally still has the fleeing condition and can’t Delay or Ready as usual. If the ally is under an effect that reduces the number of actions they have on their turn, they don’t gain this benefit on a failed saving throw. Once you use Stand Firm on an ally, that ally is immune to it until the beginning of your next turn.","category":"feat","actions":"Single Action","feat":["Stand Firm"],"rarity":"common","slug":"feat-7368"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Death","Incapacitation","Mythic"],"id":"feat-7369","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Liberty or Death Two Actions Source War of Immortals pg. 125 Archetype Broken Chain Prerequisites Broken Chain Dedication Requirements A creature has been the target of your Ultimatum of Liberation for at least 1 minute --- You have given a despot enough time to think, and now is the time for them to forfeit their control or die. Spend a Mythic Point and make a Strike at mythic proficiency against the required creature. If you succeed and deal damage, the target must succeed on a Fortitude save against your class DC or spell DC (whichever is higher) or die. If the target succeeds, they are immune to this ability for 24 hours.","feat":["Liberty or Death"],"skill_mod":{},"summary":"You have given a despot enough time to think, and now is the time for them to forfeit their control or die.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":18,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"requirement":"A creature has been the target of your Ultimatum of Liberation for at least 1 minute","resistance":{},"url":"/Feats.aspx?ID=7369","archetype":["Broken Chain"],"name":"Liberty or Death","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-7369"},{"skill_mod":{},"summary":"You have tied yourself so absolutely to the cause of liberty that your very existence is an act of rebellion.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7370","weakness":{},"archetype":["Broken Chain"],"name":"Rebellious Existence","trait":["Mythic"],"id":"feat-7370","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Rebellious Existence Source War of Immortals pg. 125 Archetype Broken Chain Prerequisites Broken Chain Dedication --- You have tied yourself so absolutely to the cause of liberty that your very existence is an act of rebellion. You ignore any mental effects without the fear trait that would rob you of your agency (for example, on a failed save against charm you would still be able to take hostile actions, and against laughing fit you would still be able to take reactions but would remain slowed, but on a critical failure against fear you would still be fleeing because it’s a fear effect). Additionally, you are immune to effects that would imprison your soul (such as seize soul , or a final blade).","category":"feat","feat":["Rebellious Existence"],"rarity":"common","slug":"feat-7370"},{"skill_mod":{},"summary":"You can feel the sorrow, pain, and rage of those fallen to oppression, peering from just behind the veil of death, and you can bring them forth to exact their revenge.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7371","weakness":{},"archetype":["Broken Chain"],"name":"Reprisal of the Fallen","trait":["Mythic"],"id":"feat-7371","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Reprisal of the Fallen Source War of Immortals pg. 125 Archetype Broken Chain Prerequisites Broken Chain Dedication --- You can feel the sorrow, pain, and rage of those fallen to oppression, peering from just behind the veil of death, and you can bring them forth to exact their revenge. You can cast either a 9th-rank invoke spirits or wails of the damned once per day as an innate occult spell. For either spell, use your class DC or spell DC, whichever is higher.","category":"feat","feat":["Reprisal of the Fallen"],"rarity":"common","slug":"feat-7371"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per month","weakness":{},"trait":["Concentrate","Mythic"],"id":"feat-7372","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Break the Causal Chain Three Actions Source War of Immortals pg. 125 Archetype Broken Chain Frequency once per month Prerequisites Broken Chain Dedication --- Something terrible has happened. A beloved ally has fallen, a last stand has failed, or a tyrant has beaten you to a crucial goal. Whatever it is, your heart sinks. How can this be? No, this can’t be. You spend a Mythic Point to alter reality as if you got a success (but not a critical success) with the wish ritual. You must choose to completely undo the effects of a past action or set of actions that occurred within the past week to lead to the undesirable outcome. This will bring serious consequences back to haunt you some day. Altering the rhythm of causality is likely to draw the attention of certain aeons. Fey norns won’t be too happy with you fraying their precious threads of fate either. Deities whose domains include change, fate, freedom, time, or tyranny are likely to start keeping tabs on you, if they haven’t already, and send their agents to meddle in your affairs.","feat":["Break the Causal Chain"],"skill_mod":{},"summary":"Something terrible has happened.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":20,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7372","archetype":["Broken Chain"],"name":"Break the Causal Chain","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-7372"},{"skill_mod":{},"summary":"Those who would destroy you instead transform you into a powerful yet formless entity.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Broken Chain Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7373","weakness":{},"archetype":["Broken Chain"],"name":"You Can't Kill an Idea","trait":["Mythic"],"id":"feat-7373","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > You Can't Kill an Idea Source War of Immortals pg. 125 Archetype Broken Chain Prerequisites Broken Chain Dedication --- Those who would destroy you instead transform you into a powerful yet formless entity. If you would be killed while you have an Ultimatum of Liberation active, you (along with your equipment) become an ideaform. As an ideaform, you are invisible and incorporeal. You have only 1 Hit Point and can’t gain more, but you are immune to all damage; if your dying or doomed condition would increase to a high enough value to kill you, it does not increase, and you are immune to any effect that would instantly kill or destroy you. You are immune to the unconscious condition, yet can take only purely mental actions. You can communicate telepathically with your allies at unlimited range, and gain two extra reactions at the start of each of your turns. Additionally, you can Aid allies through nothing but telepathic advice, without having to spend an action to prepare first, and can spend a Mythic Point to do so at mythic proficiency. Any circumstance bonus you grant through Aiding is increased by 1. Before an hour passes while being an ideaform, you must choose a willing follower of your cause to fuse with and cease to be an ideaform. Use your level, their ancestry, heritage, and ancestry feats, and work with your GM to choose which combination of class, attribute modifiers, skills, and feats would make a good representation of this fusion. This new character has all your previous equipment. If you do not fuse with a follower after an hour of being an ideaform, you cease to be an ideaform and die; the equipment you had at the time of your original death also ceases to exist.","category":"feat","feat":["You Can't Kill an Idea"],"rarity":"common","slug":"feat-7373"},{"skill_mod":{},"summary":"As your renown as a fighter grows, your Calling comes to fruition.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7374","weakness":{},"archetype":["Eternal Legend"],"name":"Eternal Legend Dedication","trait":["Destiny","Mythic","Uncommon"],"id":"feat-7374","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Eternal Legend Dedication Source War of Immortals pg. 127 Archetype Eternal Legend --- As your renown as a fighter grows, your Calling comes to fruition. Almost nothing can keep you down. During your daily preparations, choose clumsy, drained, or enfeebled. For the remainder of the day, when you roll a success against an effect that would impose that condition on you, you get a critical success instead. In addition, anytime you gain the chosen condition, reduce its value by 1. You can change the chosen condition with a single action that has the concentrate trait. Eternal Legend Dedication leads to... Death from Above, Demolishing Knockback, Earth to Heavens Strike, Exaltation Overwhelming, Fautless Defense, Fight Through Oblivion, Finish Their Story!, Immovable Object, Leaping Hedgehog Strike, Legend of Combat, Living Epic, Mythic Weapon Specialization, Pierce The Eye, Scattering Shout, Terrifying Mien, Weft and Warp","category":"feat","feat":["Eternal Legend Dedication"],"rarity":"uncommon","slug":"feat-7374"},{"skill_mod":{},"summary":"You make a forceful attack that has the power to push your foe through walls.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7375","weakness":{},"archetype":["Eternal Legend"],"name":"Demolishing Knockback","trait":["Flourish","Mythic"],"actions_number":2,"id":"feat-7375","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Demolishing Knockback Single Action Source War of Immortals pg. 127 Archetype Eternal Legend Prerequisites Eternal Legend Dedication --- You make a forceful attack that has the power to push your foe through walls. Spend a Mythic Point and make a Strike at mythic proficiency. If you hit and deal damage to the target, you push them up to 15 feet away from you. If this movement would cause the target to collide with an object that has a hardness of 5 or less, the object breaks and the target is pushed through the object’s space for the remainder of the forced movement, taking an additional 2d6 bludgeoning damage (the GM can decide that this is a different type of damage depending on the object the target was pushed through; for instance, slashing damage is the target is pushed through a pane of glass). If the forced movement doesn’t cause the target to collide with an object, the target must succeed at a Reflex saving throw against your class DC or be knocked prone at the end of the movement.","category":"feat","actions":"Single Action","feat":["Demolishing Knockback"],"rarity":"common","slug":"feat-7375"},{"skill_mod":{},"summary":"Your blows hamper both a foe’s mobility and cognitive functions by focusing first on their lower extremities and then their head.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7376","weakness":{},"archetype":["Eternal Legend"],"name":"Earth to Heavens Strike","trait":["Mythic"],"actions_number":4,"id":"feat-7376","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Earth to Heavens Strike Two Actions Source War of Immortals pg. 127 Archetype Eternal Legend Prerequisites Eternal Legend Dedication --- Your blows hamper both a foe’s mobility and cognitive functions by focusing first on their lower extremities and then their head. Make a Strike; if you hit and deal damage, the creature is also clumsy 1 until the end of your next turn. Then, make another Strike against the same creature. If that Strike hits and deals damage, the creature is also stupefied 1 until the end of your next turn. If both Strikes hit and deal damage, the duration of both conditions increases to 1 minute. Each Strike counts toward your multiple attack penalty, but you don’t increase your multiple attack penalty until after you’ve made both Strikes.","category":"feat","actions":"Two Actions","feat":["Earth to Heavens Strike"],"rarity":"common","slug":"feat-7376"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7377","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Fautless Defense Reaction Source War of Immortals pg. 127 Archetype Eternal Legend Prerequisites Eternal Legend Dedication Trigger You would take damage from a Strike made by a creature. --- As you are struck, your steely determination reminds those who fight you that they are destined to be no more than footnotes in your tale. Spend a Mythic Point to gain resistance equal to half your level to the triggering damage, and then attempt a Strike at mythic proficiency against the creature that attacked you. If the Strike hits and deals damage, the creature is also slowed 1.","feat":["Fautless Defense"],"skill_mod":{},"summary":"As you are struck, your steely determination reminds those who fight you that they are destined to be no more than footnotes in your tale.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":14,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"trigger":"You would take damage from a Strike made by a creature.","resistance":{},"url":"/Feats.aspx?ID=7377","archetype":["Eternal Legend"],"name":"Fautless Defense","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7377"},{"skill_mod":{},"summary":"You plant your feet in a wide stance, resisting all movement not of your own volition.","primary_source":"War of Immortals","trait_group":["Mythic","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Eternal Legend Dedication; master in Fortitude or Reflex Saves","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7378","weakness":{},"archetype":["Eternal Legend"],"name":"Immovable Object","trait":["Mythic","Stance"],"actions_number":2,"id":"feat-7378","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Immovable Object Single Action Source War of Immortals pg. 127 Archetype Eternal Legend Prerequisites Eternal Legend Dedication; master in Fortitude or Reflex Saves --- You plant your feet in a wide stance, resisting all movement not of your own volition. While in this stance and on the ground, you are immune to forced movement and if an effect would knock you prone, you aren’t knocked prone and can Step as a free action. Immovable Object leads to... Unstoppable Force","category":"feat","actions":"Single Action","feat":["Immovable Object"],"rarity":"common","slug":"feat-7378"},{"skill_mod":{},"summary":"With a flex of your mighty thews and a guttural bellow that can make ears bleed, you drive back any enemies surrounding you.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7379","weakness":{},"archetype":["Eternal Legend"],"name":"Scattering Shout","trait":["Mythic"],"actions_number":6,"id":"feat-7379","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Scattering Shout Three Actions Source War of Immortals pg. 127 Archetype Eternal Legend Prerequisites Eternal Legend Dedication --- With a flex of your mighty thews and a guttural bellow that can make ears bleed, you drive back any enemies surrounding you. Each enemy within a 10-foot emanation must attempt a Fortitude saving throw against your class DC. Critical Success The creature is unaffected. Success The creature is pushed 5 feet away from you. Failure The creature is pushed 10 feet away from you and takes 8d6 sonic damage. Critical Failure The creature is pushed 15 feet away from you and takes 16d6 sonic damage.","category":"feat","actions":"Three Actions","feat":["Scattering Shout"],"rarity":"common","slug":"feat-7379"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7380","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Death from Above Two Actions Source War of Immortals pg. 128 Archetype Eternal Legend Prerequisites Eternal Legend Dedication Requirements You are adjacent to a climbable surface at least 10 feet tall. --- Seemingly to defy gravity, you use a nearby vertical surface to propel yourself upward and then strike downward like the driving rain. Stride up to half your Speed upward on the required surface; if you have a climb Speed, you may use your full climb Speed instead. The surface does not need to span the full height of your Stride. You can then either make a ranged Strike at a target within your weapon’s first range increment and land in the space you began (or an adjacent space) without taking falling damage, or you can land in a space adjacent to a creature within 10 feet of the required surface without taking falling damage and make a melee Strike against that creature. Either Strike deals an extra two dice of weapon damage. In addition, the target dealt damage by your Strike must succeed at a Fortitude saving throw against your class DC or become stunned 1.","feat":["Death from Above"],"skill_mod":{},"summary":"Seemingly to defy gravity, you use a nearby vertical surface to propel yourself upward and then strike downward like the driving rain.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":16,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"requirement":"You are adjacent to a climbable surface at least 10 feet tall.","resistance":{},"url":"/Feats.aspx?ID=7380","archetype":["Eternal Legend"],"name":"Death from Above","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-7380"},{"skill_mod":{},"summary":"You pounce toward an enemy and then barrel them over with one fluid movement, ending this maneuver with an attack that may catch them off-balance.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7381","weakness":{},"archetype":["Eternal Legend"],"name":"Leaping Hedgehog Strike","trait":["Mythic"],"actions_number":4,"id":"feat-7381","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Leaping Hedgehog Strike Two Actions Source War of Immortals pg. 128 Archetype Eternal Legend Prerequisites Eternal Legend Dedication --- You pounce toward an enemy and then barrel them over with one fluid movement, ending this maneuver with an attack that may catch them off-balance. Leap horizontally toward an enemy you can see; treat your Speed as 30 feet or more for this Leap if it is less than 30 feet. If you end this movement adjacent to that enemy, attempt an Acrobatics check to Tumble Through that enemy’s space. On a success, the target is also knocked prone. You then Strike that same enemy. If the target has been knocked prone, you can spend 1 Mythic Point as part of this Strike to make it at mythic proficiency. ","category":"feat","actions":"Two Actions","feat":["Leaping Hedgehog Strike"],"rarity":"common","slug":"feat-7381"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7382","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Pierce The Eye Two Actions Source War of Immortals pg. 128 Archetype Eternal Legend Prerequisites Eternal Legend Dedication Requirements You are wielding a ranged weapon. --- You aim a shot from your weapon directly at a foe’s eye, blinding them in the process. Make a ranged Strike. On a hit, the target additionally takes 2d8 persistent bleed damage. The target must also attempt a Fortitude save against your class DC with the following effects. Critical Success The target is unaffected. Success The target is blinded until the end of its next turn. Failure The target is blinded for as long as they are taking the persistent bleed damage and for 1 additional round thereafter. Critical Failure As failure, but the target also takes a –2 circumstance penalty to the flat check to remove the persistent bleed damage; a creature Administering First Aid to stop this persistent bleed damage takes a –2 circumstance penalty to the Medicine check.","feat":["Pierce The Eye"],"skill_mod":{},"summary":"You aim a shot from your weapon directly at a foe’s eye, blinding them in the process.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":16,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon.","resistance":{},"url":"/Feats.aspx?ID=7382","archetype":["Eternal Legend"],"name":"Pierce The Eye","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-7382"},{"skill_mod":{},"summary":"Whether they have heard of your legend or seen your prowess on the field of battle, those already quaking in their boots grow weak when forced to stand against you.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Eternal Legend Dedication; Master in Intimidation","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7383","weakness":{},"archetype":["Eternal Legend"],"skill":["Intimidation","Intimidation"],"name":"Terrifying Mien","trait":["Mythic"],"id":"feat-7383","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Terrifying Mien Source War of Immortals pg. 128 Archetype Eternal Legend Prerequisites Eternal Legend Dedication; Master in Intimidation --- Whether they have heard of your legend or seen your prowess on the field of battle, those already quaking in their boots grow weak when forced to stand against you. You gain resistance against bludgeoning, piercing, and slashing damage against Strikes made by creatures with the frightened condition. This resistance is equal to four times the value of that creature’s frightened condition. When this resistance applies to at least one of a creature’s Strikes during their turn, that creature doesn’t reduce the value of their frightened condition at the end of their turn.","category":"feat","feat":["Terrifying Mien"],"rarity":"common","slug":"feat-7383"},{"skill_mod":{},"summary":"With graceful poise, you perform a dance of dangerous attacks.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7384","weakness":{},"archetype":["Eternal Legend"],"name":"Weft and Warp","trait":["Mythic"],"actions_number":6,"id":"feat-7384","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Weft and Warp Three Actions Source War of Immortals pg. 128 Archetype Eternal Legend Prerequisites Eternal Legend Dedication --- With graceful poise, you perform a dance of dangerous attacks. Stride up to half your speed toward an enemy; if you end this movement adjacent to them make a melee Strike against that foe. If you hit, you can Reposition the target into your square at the same time that you Step into their square. You then make another Strike against the same target, who is off-guard to the attack. Finally, you can Step away from that enemy.","category":"feat","actions":"Three Actions","feat":["Weft and Warp"],"rarity":"common","slug":"feat-7384"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Emotion","Fear","Mental","Mythic","Visual"],"id":"feat-7385","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Exaltation Overwhelming Three Actions Source War of Immortals pg. 128 Archetype Eternal Legend Frequency once per day Prerequisites Eternal Legend Dedication --- Raising your weapon or fist aloft, you begin to gleam with dazzling radiance. You fulminate with power and glory, making it clear to all who see you that your legend is real and possibly even greater than purported. Spend a Mythic Point. All enemies who can see you must succeed at a Will saving throw against your class DC or become frightened 3 (frightened 4 on a critical failure). You and any ally who can see you may choose to Strike or Stride as a free action. Any of these Strikes are made at mythic proficiency.","feat":["Exaltation Overwhelming"],"skill_mod":{},"summary":"Raising your weapon or fist aloft, you begin to gleam with dazzling radiance.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Sense"],"level":18,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7385","archetype":["Eternal Legend"],"name":"Exaltation Overwhelming","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-7385"},{"skill_mod":{},"summary":"You can deliver a lightning-fast series of blows and strikes, bringing all the strength of your legend to bear against those who have yet to experience your prowess.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7386","weakness":{},"archetype":["Eternal Legend"],"name":"Legend of Combat","trait":["Mythic"],"actions_number":2,"id":"feat-7386","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Legend of Combat Single Action Source War of Immortals pg. 128 Archetype Eternal Legend Prerequisites Eternal Legend Dedication --- You can deliver a lightning-fast series of blows and strikes, bringing all the strength of your legend to bear against those who have yet to experience your prowess. Spend a Mythic Point. For the next minute, you gain an extra reaction at the start of each of your turns. You also gain the Speed of Arms reaction. Speed of Arms Reaction (mythic) Trigger Your turn begins; Effect You make a Strike against one opponent within your reach, or Stride directly towards an opponent. If this is the first time you've struck that opponent during this encounter, the Strike is made at mythic proficiency.","category":"feat","actions":"Single Action","feat":["Legend of Combat"],"rarity":"common","slug":"feat-7386"},{"skill_mod":{},"summary":"When you fully embrace your Calling, your blows hit with incredible force that can fell even the mightiest of creatures.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Eternal Legend Dedication; greater weapon specialization","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7387","weakness":{},"archetype":["Eternal Legend"],"name":"Mythic Weapon Specialization","trait":["Mythic"],"id":"feat-7387","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Mythic Weapon Specialization Source War of Immortals pg. 129 Archetype Eternal Legend Prerequisites Eternal Legend Dedication; greater weapon specialization --- When you fully embrace your Calling, your blows hit with incredible force that can fell even the mightiest of creatures. When you make a Strike with mythic proficiency, your additional damage from weapon specialization increases to 12.","category":"feat","feat":["Mythic Weapon Specialization"],"rarity":"common","slug":"feat-7387"},{"skill_mod":{},"summary":"While you are in the stance provided by Immovable Object, you ignore difficult terrain and greater difficult terrain.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Immovable Object","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7388","weakness":{},"archetype":["Eternal Legend"],"name":"Unstoppable Force","trait":["Mythic"],"id":"feat-7388","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Unstoppable Force Source War of Immortals pg. 129 Archetype Eternal Legend Prerequisites Immovable Object --- While you are in the stance provided by Immovable Object, you ignore difficult terrain and greater difficult terrain. Once per 10 minutes, if you Dismiss your Immovable Object stance, you can Stride as a free action. At the end of that Stride, your final footfall causes an explosion of energy. Each creature within a 20-foot emanation takes 14d6 force damage (basic Reflex save against your class DC). Creatures that fail the save are also knocked prone.","category":"feat","feat":["Unstoppable Force"],"rarity":"common","slug":"feat-7388"},{"skill_mod":{},"summary":"Mortal wounds that would kill other warriors are no more than the flutter of butterfly wings to you.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7389","weakness":{},"archetype":["Eternal Legend"],"name":"Fight Through Oblivion","trait":["Mythic"],"id":"feat-7389","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Fight Through Oblivion Source War of Immortals pg. 129 Archetype Eternal Legend Prerequisites Eternal Legend Dedication --- Mortal wounds that would kill other warriors are no more than the flutter of butterfly wings to you. When you are reduced to 0 Hit Points, you aren’t knocked unconscious and you don’t gain the dying condition. Until the start of your next turn, you become immune to all damage, but you also can’t regain Hit Points in any way except the following. If you Strike and damage a foe on this turn, you regain 4d8+30 Hit Points. Otherwise, your wounded value increases by 1 and you remain immune to damage and healing. This cycle continues until you regain Hit Points by damaging a foe or until you reach wounded 4, at which point you lose the wounded condition, fall unconscious, and gain the dying condition.","category":"feat","feat":["Fight Through Oblivion"],"rarity":"common","slug":"feat-7389"},{"skill_mod":{},"summary":"Though your tale is immortal, your foes aren’t afforded such an advantage and mainly serve only to further your legend.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7390","weakness":{},"archetype":["Eternal Legend"],"name":"Finish Their Story!","trait":["Mythic"],"actions_number":4,"id":"feat-7390","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Finish Their Story! Two Actions Source War of Immortals pg. 129 Archetype Eternal Legend Prerequisites Eternal Legend Dedication --- Though your tale is immortal, your foes aren’t afforded such an advantage and mainly serve only to further your legend. When the time is right, you can shepherd a weaker opponent off this mortal coil. Spend a Mythic Point and make a Strike at mythic proficiency against an enemy. This Strike counts as two attacks for your multiple attack penalty and either kills or damages the target depending on their level, as noted below. After you make this Strike, the target becomes temporarily immune to Finish Their Story!, for 1 hour. 16th Level or Lower If the Strike hits, the target dies instantly. 17th Level If the Strike hits, the target takes the Strike’s normal damage plus an additional three damage die. 18th Level or Higher If the Strike hits, the target takes the Strike’s normal damage plus an additional two damage die.","category":"feat","actions":"Two Actions","feat":["Finish Their Story!"],"rarity":"common","slug":"feat-7390"},{"skill_mod":{},"summary":"You are a living legend, a being who cannot be claimed by death , as death has already passed you.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Eternal Legend Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7391","weakness":{},"archetype":["Eternal Legend"],"name":"Living Epic","trait":["Mythic"],"id":"feat-7391","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Living Epic Source War of Immortals pg. 129 Archetype Eternal Legend Prerequisites Eternal Legend Dedication --- You are a living legend, a being who cannot be claimed by death, as death has already passed you. You are beyond whatever they wish to make you. When you would be killed, you instead disappear. You reappear anywhere where your name is spoken in the next week. Your name must be said in the context of recounting one of your exploits, including your death. If the person speaking your name is a close ally (such as another PC), you return to life with only 1 Hit Point. However, if a stranger speaks your name, you return to life with full Hit Points and you gain a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. If no one speaks your name within a week of your death, your soul enters the River of Souls, and you can be brought back to life using other means.","category":"feat","feat":["Living Epic"],"rarity":"common","slug":"feat-7391"},{"skill_mod":{},"summary":"Your Calling allows you to begin walking the path to true deific ascension, inspiring followers as your divine seed grows.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7392","weakness":{},"archetype":["Godling"],"name":"Godling Dedication","trait":["Destiny","Mythic","Rare"],"id":"feat-7392","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Godling Dedication Source War of Immortals pg. 131 Archetype Godling --- Your Calling allows you to begin walking the path to true deific ascension, inspiring followers as your divine seed grows. Your first follower is your hierophant—the high priest of your new faith—whom you rely on to spread your word and provide an anchoring mortal presence as your perspectives are increasingly pulled toward the cosmic. When you gain this feat, choose one willing ally to be your hierophant. If your hierophant is not trained in spell attack modifier and spell DC, they become trained for as long as they are your designated hierophant. If your hierophant dies or chooses to part ways with you, you can designate a new hierophant by communing with the chosen ally for a period of 24 hours. Your Calling allows you to seize the divine magic typically restricted to deities. Choose one domain to claim (see list of domains here). You learn the initial domain spell for this domain. You gain a pool of Focus Points with 1 Focus Point and you can Refocus by taking 10 minutes to replenish your divine energy from the planes beyond. You gain expert proficiency in spell modifier and spell DC, and your spellcasting ability for these spells is your choice of Wisdom or Charisma, decided when you gain this feat. Your hierophant also gains the Cast a Spell activity and can cast the domain spell you learned with Godling Dedication. When they Cast the Spell in this way, your Focus Point is expended as the cost of the spell. Your hierophant uses their own spellcasting proficiency in spell modifier and spell DC when casting a spell in this way, and they use their own Wisdom or Charisma modifier (matching your choice). If your hierophant has mythic power, they can spend a Mythic Point to cast any divine spell they gain by being your hierophant at mythic proficiency. Godling Dedication leads to... Absolve Sins, Assume Godhood, Claim Cardinal Domains, Divine Invulnerability, Font of Life or Death, Gird Champion, Heroic Weakness, Myth of Quick-Thinking, Myth of Realm-Walking, Pass Vengeful Judgement, Receive Prayers, Sanctified Relic, Stymie the Gods","category":"feat","feat":["Godling Dedication"],"rarity":"rare","slug":"feat-7392"},{"skill_mod":{},"summary":"Your dominion over the divine truths of the world increases.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7393","weakness":{},"archetype":["Godling"],"name":"Claim Cardinal Domains","trait":["Mythic","Rare"],"id":"feat-7393","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Claim Cardinal Domains Source War of Immortals pg. 131 Archetype Godling Prerequisites Godling Dedication --- Your dominion over the divine truths of the world increases. You can lay claim to up to three additional domains, to a total maximum of four. Your mortal form cannot easily contain such power, however—each day during your daily preparations, decide which of your domains you are currently drawing power from; you gain access to this domain for the day and can cast its domain spells as normal, while your ability to access the power of your other domains lies dormant. You learn the advanced domain spell for any domain that you have claimed with your godling abilities. When you gain this feat, you can choose not to lay claim to one or more domains immediately, instead leaving the space open until later in your story. As long as you have one or more domains unclaimed, you can spend a Mythic Point as a single action to claim a domain, even in the heat of battle, immediately making this your active domain. This domain remains a part of your portfolio forever and cannot be changed after this point. You can also spend a Mythic Point to overcharge your divine power, gaining access to all the domains you have claimed for the next minute and passing this access on to your hierophant as normal. After the minute ends, you can choose which of the four domains you retain access to until your next daily preparations.","category":"feat","feat":["Claim Cardinal Domains"],"rarity":"rare","slug":"feat-7393"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Mythic","Rare"],"id":"feat-7394","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Divine Invulnerability Single Action Source War of Immortals pg. 131 Archetype Godling Frequency once per day Prerequisites Godling Dedication --- Though you are not yet a god, you can invoke a measure of omnipotence that makes you high invulnerable. Spend a Mythic Point. You gain resistance to all damage equal to half your level for 1 minute as your aura smolders with power. During this time, if you cast a domain spell you received from this destiny, this resistance increases to equal your level until the beginning of your next turn.","feat":["Divine Invulnerability"],"skill_mod":{},"summary":"Though you are not yet a god, you can invoke a measure of omnipotence that makes you high invulnerable.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"level":14,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7394","archetype":["Godling"],"name":"Divine Invulnerability","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-7394"},{"skill_mod":{},"summary":"You open your senses so the prayers of mortals can better reach your ears.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7395","weakness":{},"archetype":["Godling"],"name":"Receive Prayers","trait":["Concentrate","Mental","Mythic","Rare"],"id":"feat-7395","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Receive Prayers Source War of Immortals pg. 132 Archetype Godling Prerequisites Godling Dedication --- You open your senses so the prayers of mortals can better reach your ears. You gain a +1 status bonus to checks to Sense Motive, but only when attempting to ascertain hopes, prayers, wishes, and other strongly held desires of the target. You gain an even greater sense of your hierophant's prayers, which grants you a constant status as a constant divine spell targeting your hierophant. The spell has unlimited duration and functions at any range, included across planar boundaries, and counteracting the spell merely suppresses it until your next daily preparations, though it automatically ends if the creature stops being your hierophant. You gain the ability to cast breath of life once per day as a 5th-rank divine innate spell. You can cast this spell only on your hierophant, and the spell has unlimited range (your status spell typically alerting to you to when your hierophant would die).","category":"feat","feat":["Receive Prayers"],"rarity":"rare","slug":"feat-7395"},{"skill_mod":{},"summary":"Your forgiveness is without limit, though the path to penitence can be painful, especially against those who have trespassed against your current mortal form.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7396","weakness":{},"archetype":["Godling"],"name":"Absolve Sins","trait":["Concentrate","Mental","Mythic","Rare"],"actions_number":4,"id":"feat-7396","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Absolve Sins Two Actions Source War of Immortals pg. 132 Archetype Godling Prerequisites Godling Dedication --- Your forgiveness is without limit, though the path to penitence can be painful, especially against those who have trespassed against your current mortal form. Spend a Mythic Point; each enemy within a 30-foot emanation takes 14d6 mental damage (basic Will save against your class DC or spell DC, whichever is higher) as you force them to reflect upon their sins and misdeeds. Any creature who dealt damage to you or your hierophant since the end of your previous turn uses the outcome one degree of success worse than the result of their saving throw.","category":"feat","actions":"Two Actions","feat":["Absolve Sins"],"rarity":"rare","slug":"feat-7396"},{"skill_mod":{},"summary":"As you reach ever higher in your quest to achieve true divinity, the powers of life and death flow evermore easily from you.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7397","weakness":{},"archetype":["Godling"],"name":"Font of Life or Death","trait":["Mythic","Rare"],"id":"feat-7397","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Font of Life or Death Source War of Immortals pg. 132 Archetype Godling Prerequisites Godling Dedication --- As you reach ever higher in your quest to achieve true divinity, the powers of life and death flow evermore easily from you. Choose either heal or harm ; you gain the chosen spell as an 8th rank innate spell you can cast three times per day. Your hierophant can cast these innate spells as well by expending one of your daily uses.","category":"feat","feat":["Font of Life or Death"],"rarity":"rare","slug":"feat-7397"},{"skill_mod":{},"summary":"Your will manifests into divine weapons to protect and arm your followers.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7398","weakness":{},"archetype":["Godling"],"name":"Gird Champion","trait":["Mythic","Rare"],"id":"feat-7398","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Gird Champion Source War of Immortals pg. 132 Archetype Godling Prerequisites Godling Dedication --- Your will manifests into divine weapons to protect and arm your followers. When you gain this feat, choose one type of weapon with special significance to you, such as a longsword or a sickle. This becomes your favored weapon. You and your hierophant both treat this weapon as a simple weapon for the purposes of proficiency. You and your hierophant gain the critical specialization effect of your favored weapon and deal an additional 1d6 spirit damage with Strikes made with your favored weapon. If one of your current domain spells can deal a type of damage other than spirit, you can choose to match this damage type (for instance, wreathing your weapon in sacred ashes that deal fire damage if you have the fire domain).","category":"feat","feat":["Gird Champion"],"rarity":"rare","slug":"feat-7398"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Mythic","Rare","Sanctified"],"id":"feat-7399","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Pass Vengeful Judgement Single Action Source War of Immortals pg. 132 Archetype Godling Frequency once per day Prerequisites Godling Dedication Requirements Your hierophant invoked your judgment on their previous turn --- To prevent yourself from frivolously calling down the terrible power of divine wrath, you have vowed to do so only with the assent of your mortal hierophant. If your hierophant successfully Strikes a target, they can spend a single action to invoke your wrath. On your turn, you can then Pass Vengeful Judgment on the target, calling down a scouring pillar of divine energy that deals 20d10 spirit damage with a basic Fortitude save. You do not need to have line of effect to the target and it functions at any range. If one of your current domain spells can deal a type of damage other than spirit, you can choose to match this damage type (for instance, calling down a flaming pillar that deals fire damage if you have the fire domain). If you spend a Mythic Point as part of Passing your Vengeful Judgment, the blast extends into the heavens, scattering the clouds in a detonation visible to all creatures within a 10-mile radius as a show of wrath and a warning to those who would dare harm your followers or question your commandments. For the next month, you and your hierophant gain a +2 status bonus to Intimidation checks against creatures in the area. Special If you have Font of Life or Death , you can choose for the damage type to be vitality (if you chose heal) or void (if you chose harm) when you use this ability.","feat":["Pass Vengeful Judgement"],"skill_mod":{},"summary":"To prevent yourself from frivolously calling down the terrible power of divine wrath, you have vowed to do so only with the assent of your mortal hierophant.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity","Mechanics"],"level":18,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"requirement":"Your hierophant invoked your judgment on their previous turn","resistance":{},"url":"/Feats.aspx?ID=7399","archetype":["Godling"],"name":"Pass Vengeful Judgement","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-7399"},{"skill_mod":{},"summary":"You fill an item with your divine power, granting the wearer your blessings.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7400","weakness":{},"archetype":["Godling"],"name":"Sanctified Relic","trait":["Mythic","Rare"],"id":"feat-7400","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Sanctified Relic Source War of Immortals pg. 132 Archetype Godling Prerequisites Godling Dedication --- You fill an item with your divine power, granting the wearer your blessings. When you take this feat, choose two attributes (one of which must be your key attribute) as your divine attributes and either holy or unholy sanctification; if you have the holy or unholy trait through a class feature or other ability, you must choose that same trait. As part of your daily preparations, you can touch one worn magical item that doesn’t have the apex trait. It gains the apex trait until your next daily preparations, and increases the modifier of one of your divine attributes (chosen during your preparations) by 1 or to a total of +4, whichever is higher. In addition, the item grants the wearer the holy or unholy trait as chosen by you. A character can benefit from only one apex item at a time, as normal. You can’t wear this apex item, but your hierophant can. If you spend 1 Mythic Point when you create this apex item, it increases the wearer’s modifiers of both of your divine attributes by 1 or to a total of +4, whichever is higher. This is an exception to the usual limit for apex items.","category":"feat","feat":["Sanctified Relic"],"rarity":"rare","slug":"feat-7400"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Aura","Mythic","Rare"],"id":"feat-7401","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Stymie the Gods Two Actions Source War of Immortals pg. 133 Archetype Godling Frequency once per hour Prerequisites Godling Dedication --- By exerting your will as a nascent god present in the mortal realms, you can hold off the influences of most distant entities, even ones much older and more powerful than yourself. Either you or your hierophant are able to use this action. When either of you do, you both gain a +2 status bonus to Armor Class and saving throws against divine spells, as well as the spells, Strikes, and abilities of extraplanar creatures, for 3 rounds. This benefit affects both you and your hierophant even if you are on separate planes of existence when this ability is used. If a Mythic Point is spent by the individual using Stymie the Gods, the bonus increases to +4 and the effects last for 10 minutes.","feat":["Stymie the Gods"],"skill_mod":{},"summary":"By exerting your will as a nascent god present in the mortal realms, you can hold off the influences of most distant entities, even ones much older and more powerful than yourself.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Rarity"],"level":18,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7401","archetype":["Godling"],"name":"Stymie the Gods","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-7401"},{"skill_mod":{},"summary":"You complete your apotheosis into living godhood, allowing you to empower more followers.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Godling Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7402","weakness":{},"archetype":["Godling"],"name":"Assume Godhood","trait":["Mythic","Rare"],"id":"feat-7402","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Assume Godhood Source War of Immortals pg. 133 Archetype Godling Prerequisites Godling Dedication --- You complete your apotheosis into living godhood, allowing you to empower more followers. You can serve as the deity for classes with a deity feature, such as clerics, empowering them to cast divine spells with their class features. When you serve as the deity in this way, you can provide any aspect of a deity stat block (such as domains or a favored weapon) that you yourself have acquired from a godling feat. In addition, you can choose one skill you are legendary in to act as your divine skill, and your divine attributes include your key attribute and one other attribute of your choosing. When you Assume Godhood, choose three spells from any list other than the divine list; one must be 1st rank, one must be 2nd or 3rd rank, and one can be of any rank. These spells become additional cleric spells you can grant to your followers. You gain the Intercession Spell ability, allowing you to directly provide the magic that your hierophant uses to enact your miracles. Intercession Spell Reaction (divine, concentrate, spellshape) Frequency once per day Trigger Your hierophant Casts a Spell; Effect Interceding directly in your hierophant's affairs, you grant them additional magic. They do not expend the spell slot, usage, or Focus Point. If you die after Assuming Godhood, only your mortal body perishes, and you continue your existence as a deity, watching over the Universe from afar. In this deific form, you cannot move, act, or speak normally, though you still grant spells to your followers and can perceive and affect them using your godling abilities like Receive Prayers or Intercession Spell, regardless of range. If you need to take more direct action in creation, you can descend to the Universe and incarnate yourself into a mortal body of your choosing within 1 mile of one of your followers or a holy site relevant to your faith, which has the same statistics and abilities that you had before you died. This new body can have any appearance you wish, but typically retains at least one feature important to your divine iconography, such as eye color, a scar, or a unique birthmark. You can incarnate yourself as often as you like, but repeated direct intercessions in the affairs of mortals typically attract the attention and sanction of older and more established deities.","category":"feat","feat":["Assume Godhood"],"rarity":"rare","slug":"feat-7402"},{"skill_mod":{},"summary":"Your Calling has culminated in a destiny of rulership, and you’re able to forge a mythic bond with noble knights whose destinies become intertwined with your own.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7403","weakness":{},"archetype":["Prophesied Monarch"],"name":"Prophesied Monarch Dedication","trait":["Destiny","Mythic","Uncommon"],"id":"feat-7403","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Prophesied Monarch Dedication Source War of Immortals pg. 135 Archetype Prophesied Monarch --- Your Calling has culminated in a destiny of rulership, and you’re able to forge a mythic bond with noble knights whose destinies become intertwined with your own. Designate up to five allies as your knights; as long as you’re conscious, your knights’ doomed condition can’t rise above 3, and if they’re ever in mortal peril (such as being unconscious with the dying condition or imprisoned in an enemy fortress), you instantly receive a vision revealing their location and condition. In addition, you gain the Royal Grace exploration activity. Royal Grace (concentrate, exploration, linguistic, mental) You spend 10 minutes conferring with one of your knights who has the doomed condition. By discussing plans for your future kingdom with them and describing the benefits of your rule, you can attempt to soothe their spirits. Attempt a Diplomacy or Society check against a hard DC of your knight's level. Regardless of the result, that knight gains the benefits of the Refocus activity (if they have a focus pool) but is temporarily immune to Royal Grace for 24 hours. Critical Success The knight’s doomed condition is reduced by 2 (minimum 0). Success The knight’s doomed condition is reduced by 1 (minimum 0). Failure The knight’s doomed condition isn’t reduced. Prophesied Monarch Dedication leads to... Bloom of Health, Decree of Banisment, Decree of Execution, Decree of Prosperity, Decree of War, Fated Duel, Kneel Before the Rightful Heir, Legacy of Monarchs, Might of the Realm, My Kingdom, My Blood, Noble Sacrifice, Once and Future, Protect the Royal Line, Sovereign's Blade","category":"feat","feat":["Prophesied Monarch Dedication"],"rarity":"uncommon","slug":"feat-7403"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Mythic"],"id":"feat-7404","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Bloom of Health Single Action Source War of Immortals pg. 135 Archetype Prophesied Monarch Frequency once per day Prerequisites Prophesied Monarch Dedication --- You shout a rallying cry that inspires the well-being of your kingdom’s protectors. All your knights who hear your cry gain fast healing equal to half your level for 1 minute.","feat":["Bloom of Health"],"skill_mod":{},"summary":"You shout a rallying cry that inspires the well-being of your kingdom’s protectors.","primary_source":"War of Immortals","trait_group":["Sense","Mythic"],"level":14,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7404","archetype":["Prophesied Monarch"],"name":"Bloom of Health","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7404"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Incapacitation","Mythic"],"id":"feat-7405","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Decree of Banisment Single Action Source War of Immortals pg. 135 Archetype Prophesied Monarch Frequency once per day Prerequisites Prophesied Monarch Dedication --- You assume a demeanor of authority and decree banishment upon a foe who has defied your authority. Speak your decree; a creature you designate within 60 feet who can hear your decree must succeed at a Will saving throw against your class DC or spell DC (whichever is higher) or spend its next turn moving as far away from you as it possibly can; this includes using magic or special movement modes, if it has any, to expedite its retreat. If the target attempts to move back within 60 feet of you at any time in the next week, it must succeed at a Will saving throw against your class DC or spell DC (whichever is higher) or the attempt fails, any movement ends, and any actions or spell slots used in the attempt (such as if the target were attempting to magically approach you) are wasted. When you speak a Decree of Banishment, you can spend 1 Mythic Point as part of the action to have all friendly creatures and even the land itself within a 10-mile radius of you at that moment to reject the banished target. Within the affected area for the next month, the target has a –4 penalty to all Diplomacy checks to Gather Information or Make an Impression, all Intimidation checks to Coerce, and all Survival checks to Subsist. If the target defies your Decree of Banishment and continues to operate within the area, you hear about their activities the next time you encounter a group of friendly creatures with 10 or more members. You can have only one target affected by this month-long banishment at a time; if you inflict a month-long banishment on another target, the effects on the first target end.","feat":["Decree of Banisment"],"skill_mod":{},"summary":"You assume a demeanor of authority and decree banishment upon a foe who has defied your authority.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Mythic"],"level":14,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7405","archetype":["Prophesied Monarch"],"name":"Decree of Banisment","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7405"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Mythic"],"id":"feat-7406","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Decree of Prosperity Single Action Source War of Immortals pg. 135 Archetype Prophesied Monarch Frequency once per day Prerequisites Prophesied Monarch Dedication --- You speak with a gentle encouragement that inspires confidence and competence in your followers. Speak your decree; all your knights who hear your decree treat failures (but not critical failures) on non-attack skill checks as successes for 1 minute. When you speak a Decree of Prosperity, you can spend a Mythic Point as part of the action to have the inspiration spread to every individual within a 10-mile radius around you at that moment. Each individual receives a +2 status bonus to all checks to Earn Income, and they’re all able to find jobs of their level in the region for the next month. The people who benefit from this effect quickly learn that it happened because of your decree; for the next month, you can obtain food and lodging for free anywhere within the affected area, and you can obtain up to 10 common items of 3rd-level or lower at half price.","feat":["Decree of Prosperity"],"skill_mod":{},"summary":"You speak with a gentle encouragement that inspires confidence and competence in your followers.","primary_source":"War of Immortals","trait_group":["Sense","Mythic"],"level":14,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7406","archetype":["Prophesied Monarch"],"name":"Decree of Prosperity","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7406"},{"skill_mod":{},"summary":"Bolstered by the presence of your knights, you strike a mighty blow in the name of your rule.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7407","weakness":{},"archetype":["Prophesied Monarch"],"name":"Might of the Realm","trait":["Flourish","Mythic"],"actions_number":4,"id":"feat-7407","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Might of the Realm Two Actions Source War of Immortals pg. 136 Archetype Prophesied Monarch Prerequisites Prophesied Monarch Dedication --- Bolstered by the presence of your knights, you strike a mighty blow in the name of your rule. Strike an enemy. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an additional amount of damage equal to double the number of your designated knights whom you can see. If the Strike is a critical hit, the target is also enfeebled 1 until the start of your next turn.","category":"feat","actions":"Two Actions","feat":["Might of the Realm"],"rarity":"common","slug":"feat-7407"},{"skill_mod":{},"summary":"You command that your foes bow down before you or face your wrath.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7408","weakness":{},"archetype":["Prophesied Monarch"],"name":"Kneel Before the Rightful Heir","trait":["Auditory","Linguistic","Mental","Mythic","Visual"],"actions_number":4,"id":"feat-7408","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Kneel Before the Rightful Heir Two Actions Source War of Immortals pg. 136 Archetype Prophesied Monarch Prerequisites Prophesied Monarch Dedication --- You command that your foes bow down before you or face your wrath. All enemies within 40 feet who can see and hear you must attempt a Will saving throw against your class DC or spell DC, whichever is higher. Regardless of the result, a creature is then temporarily immune to Kneel Before the Rightful Heir for 24 hours. Critical Success The creature is unaffected. Success The creature takes 3d6 persistent mental damage. Failure The creature takes 6d6 persistent mental damage. Critical Failure The creature takes 6d6 persistent mental damage and is clumsy 2 for as long as it’s taking that persistent damage. The persistent mental damage can be ended only if the creature Drops Prone in a location that you can see and doesn't Stand until their next turn. An affected creature is aware of this restriction.","category":"feat","actions":"Two Actions","feat":["Kneel Before the Rightful Heir"],"rarity":"common","slug":"feat-7408"},{"skill_mod":{},"summary":"The health of the ruler is the health of the kingdom, and the health of the kingdom is that of its ruler, each bound to the other inextricably.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7409","weakness":{},"archetype":["Prophesied Monarch"],"name":"My Kingdom, My Blood","trait":["Manipulate","Mythic"],"actions_number":4,"id":"feat-7409","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > My Kingdom, My Blood Two Actions Source War of Immortals pg. 136 Archetype Prophesied Monarch Prerequisites Prophesied Monarch Dedication --- The health of the ruler is the health of the kingdom, and the health of the kingdom is that of its ruler, each bound to the other inextricably. Stride. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. You then plant your fist or weapon into the ground at your feet, creating a 60-foot emanation in an aura around you that lasts for 1 minute. Whenever an ally within this aura takes damage, you can use your reaction to take half the damage in their stead while they take the remainder. When you take damage through this link, you don’t apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. Whenever you take damage while this effect is active, an ally within the aura can use their reaction to take half the damage for you in the same manner. The effect ends immediately if you’re reduced to 0 Hit Points.","category":"feat","actions":"Two Actions","feat":["My Kingdom, My Blood"],"rarity":"common","slug":"feat-7409"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7410","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Noble Sacrifice Reaction Source War of Immortals pg. 136 Archetype Prophesied Monarch Prerequisites Prophesied Monarch Dedication Trigger One of your designated knights is within 15 feet of you and would take damage from an enemy’s Strike. --- As your knights devote their lives and swords to you, so too do you return their devotion with your own fierce protection. Spend a Mythic Point. The knight Steps as a free action, and you Stride into the space previously occupied by the knight; this movement ignores difficult terrain and greater difficult terrain. You then take the triggering damage instead. If you have a shield raised and have the Shield Block reaction, you can use it as part of this ability, applying damage to the shield as though you were the original target of the attack. The enemy whose Strike triggered this reaction is off-guard until the end of your next turn.","feat":["Noble Sacrifice"],"skill_mod":{},"summary":"As your knights devote their lives and swords to you, so too do you return their devotion with your own fierce protection.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":16,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"trigger":"One of your designated knights is within 15 feet of you and would take damage from an enemy’s Strike .","resistance":{},"url":"/Feats.aspx?ID=7410","archetype":["Prophesied Monarch"],"name":"Noble Sacrifice","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7410"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7411","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Protect the Royal Line Single Action Source War of Immortals pg. 136 Archetype Prophesied Monarch Prerequisites Prophesied Monarch Dedication Requirements You’re flanked by at least two enemies. --- You must keep your royal person safe from harm, especially when surrounded by those who would dare approach you. Attempt an Athletics check to Reposition or Shove one of the enemies who’s flanking you. If you can see at least one of your designated knights, you gain a +2 circumstance bonus to this check; this bonus increases to +4 if one of your designated knights is adjacent to you. If you succeed, you get a critical success. If your roll would’ve been a critical success, you increase the distance you Reposition or Shove the enemy by 5 feet.","feat":["Protect the Royal Line"],"skill_mod":{},"summary":"You must keep your royal person safe from harm, especially when surrounded by those who would dare approach you.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":16,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"requirement":"You’re flanked by at least two enemies.","resistance":{},"url":"/Feats.aspx?ID=7411","archetype":["Prophesied Monarch"],"name":"Protect the Royal Line","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7411"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Death","Incapacitation","Mythic","Spirit"],"id":"feat-7412","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Decree of Execution Three Actions Source War of Immortals pg. 136 Archetype Prophesied Monarch Frequency once per day Prerequisites Prophesied Monarch Dedication --- You proclaim that a foe has violated the sanctity of your realm and must die. Speak your decree; a creature you designate within 60 feet who can hear your decree must attempt a Will saving throw against your class DC or spell DC, whichever is higher. Once targeted, the creature is temporarily immune for 1 year. Whether the target perishes or is marked for death depends on their level and the result of their saving throw. Critical Success The target is unaffected. Success If the target is 14th level or lower, it drops to 1 Hit point. If the target is 15th level or higher, it takes 50 spirit damage. Failure If the target is 14th level or lower, it dies instantly. If the target is 15th level or higher, it takes 50 spirit damage; if this damage brings it to 0 Hit Points, it dies instantly. Otherwise, it gains weakness 20 to all damage for 1 minute. Critical Failure As failure, but a target who survives the damage is stunned 1 for 1 minute. When you speak a Decree of Execution, you can spend a Mythic Point as part of the action to remove the incapacitation trait.","feat":["Decree of Execution"],"skill_mod":{},"summary":"You proclaim that a foe has violated the sanctity of your realm and must die.","primary_source":"War of Immortals","trait_group":["Sense","Mechanics","Mythic","Creature Type"],"level":18,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7412","archetype":["Prophesied Monarch"],"name":"Decree of Execution","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-7412"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Auditory","Mythic"],"id":"feat-7413","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Decree of War Three Actions Source War of Immortals pg. 137 Archetype Prophesied Monarch Frequency once per day Prerequisites Prophesied Monarch Dedication --- You declare your current foes as irredeemable enemies, calling your allies down upon them. Speak your decree; all your knights who hear your decree can use their reaction to Stride up to twice directly toward an enemy and then Strike that enemy if it’s within their reach or range. When you speak a Decree of War, you can spend a Mythic Point as part of the action to let every individual within a 10-mile radius around you at that moment know that war has come to your kingdom. You and your knights are able to gain access to free food, lodging, and repairs of common items while within the affected area for the next month, as allied citizens and creatures come to your aid. During this time, you also receive at least 10-minutes’ warning whenever an enemy group of more than 10 creatures travels in your direction, as allied scouts report to you.","feat":["Decree of War"],"skill_mod":{},"summary":"You declare your current foes as irredeemable enemies, calling your allies down upon them.","primary_source":"War of Immortals","trait_group":["Sense","Mythic"],"level":18,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7413","archetype":["Prophesied Monarch"],"name":"Decree of War","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-7413"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per week","weakness":{},"trait":["Mythic"],"id":"feat-7414","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Fated Duel Single Action Source War of Immortals pg. 137 Archetype Prophesied Monarch Frequency once per week Prerequisites Prophesied Monarch Dedication --- You and your knights are an unbeatable force together, but sometimes it’s a monarch’s duty to resolve the fate of their kingdom with nothing more than their own trusted weapon. Spend a Mythic Point, and choose one opponent within 30 feet; you declare a Fated Duel against that opponent. If the opponent accepts your challenge, you’re locked in mystical combat together. Neither you nor your opponent can move more than 30 feet from each other; you both can’t be harmed by any creature other than each other; and you both can’t harm any creature other than each other. This mystical bond is incredibly draining on both parties, pulling at their life and spirit; if neither you nor your opponent has defeated the other by the time 1 minute has passed, you both become doomed 1. Your doomed conditions increase by 1 for each additional minute that passes until one or both of you die. If your opponent refuses your challenge, you regain a Mythic Point and can immediately attempt an Intimidation check at mythic proficiency to Demoralize them.","feat":["Fated Duel"],"skill_mod":{},"summary":"You and your knights are an unbeatable force together, but sometimes it’s a monarch’s duty to resolve the fate of their kingdom with nothing more than their own trusted weapon.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":18,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7414","archetype":["Prophesied Monarch"],"name":"Fated Duel","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7414"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Light","Mythic"],"id":"feat-7415","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Sovereign's Blade Two Actions Source War of Immortals pg. 137 Archetype Prophesied Monarch Prerequisites Prophesied Monarch Dedication Requirements You’re wielding a melee weapon. --- As you raise your weapon into the air, it begins to shed a bright light that pierces darkness and calls your knights to your side. Spend a Mythic Point; you automatically counteract any magical darkness whose counteract rank is 7 or lower. Any knight who can see your raised weapon can immediately use their reaction to Stride up to twice directly toward you, and any of your knights who are adjacent to you after this movement get a +2 status bonus to their attack rolls until the start of your next turn.","feat":["Sovereign's Blade"],"skill_mod":{},"summary":"As you raise your weapon into the air, it begins to shed a bright light that pierces darkness and calls your knights to your side.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":18,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"requirement":"You’re wielding a melee weapon.","resistance":{},"url":"/Feats.aspx?ID=7415","archetype":["Prophesied Monarch"],"name":"Sovereign's Blade","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-7415"},{"skill_mod":{},"summary":"No matter what might happen to you, your legacy shall never die.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7416","weakness":{},"archetype":["Prophesied Monarch"],"name":"Legacy of Monarchs","trait":["Mythic"],"id":"feat-7416","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Legacy of Monarchs Source War of Immortals pg. 137 Archetype Prophesied Monarch Prerequisites Prophesied Monarch Dedication --- No matter what might happen to you, your legacy shall never die. If you’re slain, any of your knights who touches your corpse can choose to take up your mantle; over the course of 10 minutes, they don your equipment, replace their attribute modifiers with yours, replace their skills and feats with yours, and become you for all intents and purposes, retaining only their ancestry, heritage, and ancestry feats. If you’re later returned to life, you can choose to reclaim your mantle from your former knight; if you do so, they revert to their previous state, and you reclaim all that was yours. Otherwise, you can choose to live a new life, retraining all your skills and feats while adopting a new name and identity.","category":"feat","feat":["Legacy of Monarchs"],"rarity":"common","slug":"feat-7416"},{"skill_mod":{},"summary":"Though foul treachery might lay you low or dark magic still your heart, when the people cry out for you in desperate need, you shall rise to protect them.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Prophesied Monarch Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7417","weakness":{},"archetype":["Prophesied Monarch"],"name":"Once and Future","trait":["Mythic"],"id":"feat-7417","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Once and Future Source War of Immortals pg. 137 Archetype Prophesied Monarch Prerequisites Prophesied Monarch Dedication --- Though foul treachery might lay you low or dark magic still your heart, when the people cry out for you in desperate need, you shall rise to protect them. You can’t die except due to old age as long as one of your knights is alive and within 30 feet; if your dying or doomed condition would increase to a high enough value to kill you, it doesn’t increase, and any effect that would instantly kill you instead just reduces you to 0 Hit Points. The first time each year you would die for any reason other than old age, you instead return to life and consciousness with a number of Hit Points equal to twice your level and gain a Mythic Point. If you ever truly die and aren’t returned to life within 1 year, you’re reborn as a child into a new mortal body somewhere in the world where stories of your accomplishments are still told. You don’t complete your journey along the River of Souls until all mortal memory of you has vanished.","category":"feat","feat":["Once and Future"],"rarity":"common","slug":"feat-7417"},{"skill_mod":{},"summary":"You gain the ability to tap into a powerful well of magic.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"ability to cast spells from spell slots","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7418","weakness":{},"archetype":["Wildspell"],"name":"Wildspell Dedication","trait":["Destiny","Mythic","Uncommon"],"id":"feat-7418","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Wildspell Dedication Source War of Immortals pg. 139 Archetype Wildspell Prerequisites ability to cast spells from spell slots --- You gain the ability to tap into a powerful well of magic. You gain the spellsurge focus spell. This spell is of your main casting tradition. Wildspell Dedication leads to... Burning Surge, Extend Surge, Galvanize Spell, Imbue Spell, Invigorating Surge, Mana Detonation, Mystic Life Force, Mystical Flare, Mythic Counter, Mythic Heightening, Rapid Switch, Recharging Transference, Spell Network, Surging Interference, Thundering Surge","category":"feat","feat":["Wildspell Dedication"],"rarity":"uncommon","slug":"feat-7418"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Mythic"],"id":"feat-7419","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Extend Surge Single Action Source War of Immortals pg. 139 Archetype Wildspell Prerequisites Wildspell Dedication Requirements Your spellsurge aura is active. --- You tap deeper into the vortex of magical energy within you. Until the start of your next turn, the radius of your spellsurge aura increases to 30 feet. If you spend a Mythic Point as part of this action, the radius increases to 60 feet instead until the start of your next turn and is then 30 feet for the duration of the spell.","feat":["Extend Surge"],"skill_mod":{},"summary":"You tap deeper into the vortex of magical energy within you.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":14,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"requirement":"Your spellsurge aura is active.","resistance":{},"url":"/Feats.aspx?ID=7419","archetype":["Wildspell"],"name":"Extend Surge","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7419"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Mythic"],"id":"feat-7420","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Invigorating Surge Single Action Source War of Immortals pg. 139 Archetype Wildspell Prerequisites Wildspell Dedication Requirements Your spellsurge aura is active. --- You alter the aura of magic surrounding you to protect a nearby ally. You grant one creature within your spellsurge aura temporary Hit Points equal to your level. These temporary Hit Points last for as long as the target is in the aura. Using this ability again cancels the temporary Hit Points from any previous usage. If you spend a Mythic Point as part of this action, you grant the temporary Hit Points to a number of creatures up to half your level that are within the aura.","feat":["Invigorating Surge"],"skill_mod":{},"summary":"You alter the aura of magic surrounding you to protect a nearby ally.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":14,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"requirement":"Your spellsurge aura is active.","resistance":{},"url":"/Feats.aspx?ID=7420","archetype":["Wildspell"],"name":"Invigorating Surge","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7420"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Concentrate","Mythic","Spellshape","Metamagic"],"id":"feat-7421","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Mythic Heightening Single Action Source War of Immortals pg. 139 Archetype Wildspell Frequency once per day Prerequisites Wildspell Dedication --- You overload your minor spells to give them greater effect. Spend a Mythic Point. If the next action you use is to Cast a Spell, that spell is heightened to the highest spell rank that you can cast. Any spell attack roll is made with mythic proficiency, and the spell’s DC is calculated with mythic proficiency. The spell slot used to cast the spell isn’t changed.","feat":["Mythic Heightening"],"skill_mod":{},"summary":"You overload your minor spells to give them greater effect.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":14,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7421","archetype":["Wildspell"],"name":"Mythic Heightening","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7421"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic","Stance"],"id":"feat-7422","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Spell Network Free Action Source War of Immortals pg. 139 Archetype Wildspell Prerequisites Wildspell Dedication Trigger You cast spellsurge . --- Your aura links your friends together with mystic strands. While you’re in this stance, an ally within your spellsurge aura can treat any other ally within the aura as the point of origin for a spell they cast, calculating range and cover from the other creature’s space instead of their own. This allows all allied creatures within your spellsurge aura to act as though they’re in touch range of each other since each creature is in touch range of itself. Additionally, while you’re in this stance, an ally casting a spell that targets only the caster can have that spell affect any other ally within your spellsurge aura instead.","feat":["Spell Network"],"skill_mod":{},"summary":"Your aura links your friends together with mystic strands.","primary_source":"War of Immortals","trait_group":["Mythic","Class-Specific"],"level":14,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"trigger":"You cast spellsurge .","resistance":{},"url":"/Feats.aspx?ID=7422","archetype":["Wildspell"],"name":"Spell Network","actions_number":0,"category":"feat","actions":"Free Action","rarity":"common","slug":"feat-7422"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7423","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Burning Surge Reaction Source War of Immortals pg. 139 Archetype Wildspell Prerequisites Wildspell Dedication Trigger A creature Casts a Spell within your spellsurge aura. --- You cause a surge of magical energy to flare up, harming that creature and those near it. The triggering creature and all creatures adjacent to it take 1d6 damage per rank of the spell (basic Will save against your class DC or spell DC, whichever is higher). The damage is of the same type as dealt by the spell (or one type of damage of your choosing if the spell deals multiple types of damage). If the spell doesn’t deal damage, the damage is mental. The effect gains the trait of the damage dealt. If you spend a Mythic Point as part of using this reaction, calculate the DC with mythic proficiency; you can also choose to deal acid, cold, electricity, or fire damage instead of the type that would normally be dealt, and creatures that fail the saving throw take persistent damage of the same type as the base effect equal to the rank of the triggering creature’s spell.","feat":["Burning Surge"],"skill_mod":{},"summary":"You cause a surge of magical energy to flare up, harming that creature and those near it.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":14,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"trigger":"A creature Casts a Spell within your spellsurge aura.","resistance":{},"url":"/Feats.aspx?ID=7423","archetype":["Wildspell"],"name":"Burning Surge","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7423"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Mythic"],"id":"feat-7424","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Imbue Spell Free Action Source War of Immortals pg. 139 Archetype Wildspell Prerequisites Wildspell Dedication Trigger Your previous action was to Cast a Spell. --- You pass the energy of your magic onto an ally, allowing another to release the spell. Upon completing the Casting of a Spell, instead of the normal effects of the spell, you imbue the energy of that spell to an ally that’s adjacent to you or within your spellsurge aura. You expend the spell, spell slot, or Focus Point as normal. At any time during the next hour, that ally can release the energy of the spell with a single action that has the concentrate and manipulate traits; they don’t need to expend any spell slots or Focus Points. All attributes of the spell are determined based on your original casting of the spell, including any spellshape feats used, but the ally is treated as the spellcaster for determining the origin of the spell and for making any choices the spell requires. If the spell must or can be Sustained, your ally takes the action to Sustain it. You can’t target yourself with this ability. If the spell isn’t released by the ally within 1 hour, the energy dissipates. You can only have one spell imbued at a time; additional uses of this ability cause previously imbued spells to dissipate immediately.","feat":["Imbue Spell"],"skill_mod":{},"summary":"You pass the energy of your magic onto an ally, allowing another to release the spell.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":16,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"trigger":"Your previous action was to Cast a Spell .","resistance":{},"url":"/Feats.aspx?ID=7424","archetype":["Wildspell"],"name":"Imbue Spell","actions_number":0,"category":"feat","actions":"Free Action","rarity":"common","slug":"feat-7424"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Light","Mythic","Spellshape","Visual","Metamagic"],"id":"feat-7425","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Mystical Flare Single Action Source War of Immortals pg. 140 Archetype Wildspell Prerequisites Wildspell Dedication Requirements Your spellsurge aura is active. --- You release a torrent of magic to fill the air with tiny, distracting explosions of light. All creatures within your spellsurge aura become concealed, and all creatures outside the aura are concealed to creatures within it. However, you can ignore this concealment. This effect lasts until the end of your next turn, but you can extend the duration for an additional round by Sustaining it once per round.","feat":["Mystical Flare"],"skill_mod":{},"summary":"You release a torrent of magic to fill the air with tiny, distracting explosions of light.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic","Sense"],"level":16,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"requirement":"Your spellsurge aura is active.","resistance":{},"url":"/Feats.aspx?ID=7425","archetype":["Wildspell"],"name":"Mystical Flare","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7425"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Mythic"],"id":"feat-7426","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Rapid Switch Free Action Source War of Immortals pg. 140 Archetype Wildspell Frequency once per round Prerequisites Wildspell Dedication Requirements Your spellsurge aura is active. --- You’ve honed your control over your spellsurge aura and can rapidly alter its effects. Sustain spellsurge to choose a different effect for its aura.","feat":["Rapid Switch"],"skill_mod":{},"summary":"You’ve honed your control over your spellsurge aura and can rapidly alter its effects.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":16,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"requirement":"Your spellsurge aura is active.","resistance":{},"url":"/Feats.aspx?ID=7426","archetype":["Wildspell"],"name":"Rapid Switch","actions_number":0,"category":"feat","actions":"Free Action","rarity":"common","slug":"feat-7426"},{"skill_mod":{},"summary":"You can break your spells down into raw magical potential and transfer it to an ally.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7427","weakness":{},"archetype":["Wildspell"],"name":"Recharging Transference","trait":["Concentrate","Mythic"],"actions_number":2,"id":"feat-7427","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Recharging Transference Single Action Source War of Immortals pg. 140 Archetype Wildspell Prerequisites Wildspell Dedication --- You can break your spells down into raw magical potential and transfer it to an ally. Expend one prepared spell, spell slot, or Focus Point, and choose an adjacent ally or an ally within your spellsurge aura. If you expended a spell or spell slot, the ally regains one expended spell or spell slot with a rank equal to or lower than the spell or spell slot you expended. If you expended a Focus Point, the ally regains a Focus Point. This feat can’t grant more spell slots or Focus Points than the target can normally possess. You can’t target yourself with this ability. Only one spell, spell slot, or Focus Point can be transferred with each use of this ability.","category":"feat","actions":"Single Action","feat":["Recharging Transference"],"rarity":"common","slug":"feat-7427"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic","Sonic","Spellshape","Metamagic"],"id":"feat-7428","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Thundering Surge Single Action Source War of Immortals pg. 140 Archetype Wildspell Prerequisites Wildspell Dedication Requirements Your spellsurge aura is active. --- Your magic explodes in bursts of excess energy, creating thunderous waves. If your next action is to Cast a Spell, attempt a DC 5 flat check. Critical Success Enemies within a 10-foot radius burst centered on the target of the spell or within the spell’s area of effect take sonic damage equal to twice your level (basic Fortitude saving throw against your class DC or spell DC, whichever is higher). Those who fail the save are also knocked prone. Success Enemies within a 10-foot radius burst centered on the target of the spell or within the spell’s area of effect take sonic damage equal to your level (basic Fortitude saving throw against your class DC or spell DC, whichever is higher). Those who critically fail the save are also knocked prone. Failure All creatures within a 10-foot radius burst centered on you take sonic damage equal to your level (basic Fortitude saving throw against your class DC or spell DC, whichever is higher). Those who fail the save are also knocked prone.","feat":["Thundering Surge"],"skill_mod":{},"summary":"Your magic explodes in bursts of excess energy, creating thunderous waves.","primary_source":"War of Immortals","trait_group":["Mythic","Energy","Monster","Mechanics"],"level":16,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"requirement":"Your spellsurge aura is active.","resistance":{},"url":"/Feats.aspx?ID=7428","archetype":["Wildspell"],"name":"Thundering Surge","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-7428"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Concentrate","Mythic","Spellshape","Metamagic"],"id":"feat-7429","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Galvanize Spell Free Action Source War of Immortals pg. 140 Archetype Wildspell Frequency once per day Prerequisites Wildspell Dedication Requirements Your spellsurge aura is active. --- You reabsorb the magic of your spellsurge aura to power a piece of powerful magic. Spend a Mythic Point. Your spellsurge ends. If your next action is to Cast a Spell that’s at least 2 ranks lower than the highest spell slot you have, you reduce the number of actions to cast it by 1 (minimum 1 action). You then immediately regain the ability to cast that spell again (with the normal parameters) or the spell slot used.","feat":["Galvanize Spell"],"skill_mod":{},"summary":"You reabsorb the magic of your spellsurge aura to power a piece of powerful magic.","primary_source":"War of Immortals","trait_group":["Mechanics","Mythic"],"level":18,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"requirement":"Your spellsurge aura is active.","resistance":{},"url":"/Feats.aspx?ID=7429","archetype":["Wildspell"],"name":"Galvanize Spell","actions_number":0,"category":"feat","actions":"Free Action","rarity":"common","slug":"feat-7429"},{"skill_mod":{},"summary":"You can violently discorporate your form.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7430","weakness":{},"archetype":["Wildspell"],"name":"Mana Detonation","trait":["Mythic"],"id":"feat-7430","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Mana Detonation Source War of Immortals pg. 140 Archetype Wildspell Prerequisites Wildspell Dedication --- You can violently discorporate your form. You gain the arcane explosion focus spell.","category":"feat","feat":["Mana Detonation"],"rarity":"common","slug":"feat-7430"},{"skill_mod":{},"summary":"You can overwhelm the magical designs of others with sheer magic power.","primary_source":"War of Immortals","trait_group":["Mythic"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7431","weakness":{},"archetype":["Wildspell"],"name":"Mythic Counter","trait":["Mythic"],"id":"feat-7431","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Mythic Counter Source War of Immortals pg. 140 Archetype Wildspell Prerequisites Wildspell Dedication --- You can overwhelm the magical designs of others with sheer magic power. When you attempt a counteract check against a spell, you can spend a Mythic Point to attempt the check at mythic proficiency. If the target of the counteract check is within your spellsurge aura, critical failures on this check are treated as failures.","category":"feat","feat":["Mythic Counter"],"rarity":"common","slug":"feat-7431"},{"skill_mod":{},"summary":"Magic energy sustains you, supporting your form far beyond the capabilities of mere flesh.","primary_source":"War of Immortals","trait_group":["Mythic","Rarity"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7432","weakness":{},"archetype":["Wildspell"],"name":"Mystic Life Force","trait":["Mythic","Uncommon"],"id":"feat-7432","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Mystic Life Force Source War of Immortals pg. 140 Archetype Wildspell Prerequisites Wildspell Dedication --- Magic energy sustains you, supporting your form far beyond the capabilities of mere flesh. You can’t die except due to old age as long as you’re under the effects of an ongoing spell or within your spellsurge aura; if your dying or doomed condition would increase to a high enough value to kill you, it doesn’t increase, and any effect that would instantly kill you instead just reduces you to 0 Hit Points. If you die for any reason, you transform into a magical font attached to an allied creature of your choice within 1 mile. This creature gains knowledge of the embodied font ritual to return you to your corporeal state. Until you’re restored, once per hour, you can cast spellsurge , centered on the chosen creature. You still make all choices for the spellsurge and can take actions allowed by the spell, though you can take no other actions.","category":"feat","feat":["Mystic Life Force"],"rarity":"uncommon","slug":"feat-7432"},{"primary_source_category":"Rulebooks","source":["War of Immortals"],"type":"Feat","speed":{},"weakness":{},"trait":["Mythic"],"id":"feat-7433","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Surging Interference Reaction Source War of Immortals pg. 141 Archetype Wildspell Prerequisites Wildspell Dedication Trigger A creature Casts a Spell within your spellsurge aura. --- You absorb the scattered energy of others’ failed spells, using it to recharge your own magic. You attempt to counteract the spell. If you’re successful, you absorb the dispersed magical energy, regaining one spell or spell slot of 8th rank or lower of your choice. If you spend a Mythic Point when you successfully counteract the triggering creature’s spell, you instead regain a 9th-rank spell or spell slot of your choice.","feat":["Surging Interference"],"skill_mod":{},"summary":"You absorb the scattered energy of others’ failed spells, using it to recharge your own magic.","primary_source":"War of Immortals","trait_group":["Mythic"],"level":20,"prerequisite":"Wildspell Dedication","source_category":["Rulebooks"],"trigger":"A creature Casts a Spell within your spellsurge aura.","resistance":{},"url":"/Feats.aspx?ID=7433","archetype":["Wildspell"],"name":"Surging Interference","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7433"},{"skill_mod":{},"summary":"You enter a stance that allows power to flow through you.","primary_source":"War of Immortals","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["War of Immortals"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7434","weakness":{},"name":"Channeler's Stance","trait":["Animist","Stance"],"actions_number":2,"id":"feat-7434","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Channeler's Stance Single Action Source War of Immortals pg. 22 --- You enter a stance that allows power to flow through you. While in this stance, whenever you cast or Sustain an apparition spell or vessel spell that deals energy damage, you gain a status bonus to the spell’s damage equal to the spell’s rank. Each time you Cast a Spell that has the vitality or void traits and that restores Hit Points while in this stance, the spells’ targets gain a status bonus to the initial amount of healing received equal to the spell’s rank. This bonus healing does not apply to healing over time effects (such as fast healing or regeneration). Channeler's Stance leads to... Channeled Protection","category":"feat","actions":"Single Action","feat":["Channeler's Stance"],"rarity":"common","slug":"feat-7434"},{"skill_mod":{},"summary":"You combine your own magic with that of your magical crossbow or firearm.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Spellshot Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7437","weakness":{},"archetype":["Spellshot"],"name":"Spell-Woven Shot","trait":["Archetype","Magical"],"id":"feat-7437","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spell-Woven Shot Source Guns & Gears (Remastered) pg. 141 Archetype Spellshot Prerequisites Spellshot Dedication --- You combine your own magic with that of your magical crossbow or firearm. You gain the Spell-Woven Shot activity. Spell-Woven Shot Three Actions Requirements You are wielding a loaded magic firearm or magic crossbow; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the required weapon. Make a Strike with that weapon. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spell-Woven Shot.","category":"feat","pfs":"Standard","feat":["Spell-Woven Shot"],"rarity":"common","slug":"feat-7437"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Dedication","Uncommon"],"id":"feat-7438","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Campfire Chronicler Dedication May contain spoilers from Convocation Source Rival Academies pg. 34 Archetype Campfire Chronicler --- You’ve gained Isthralei’s attention and can now offer stories up to him, either passing on your own stories or collecting those of travelers as he did. You become trained in Religion and Survival; for either of these skills in which you were already trained, you instead become trained in a skill of your choice. You gain the Offer Story action. Activate Single Action Offer Story; Effect (auditory, concentrate, divine, linguistic, mental) You share a story of your travels with a creature within 30 feet. You gain the blessing of Isthralei as a +1 status bonus to AC and Will saves until the end of your next turn. On their next turn, the creature you shared a story with can take a single action, which has the auditory, concentrate, linguistic, and mental traits, to respond with their own story to gain the same benefits until the end of the following turn. Campfire Chronicler Dedication leads to... Cozy Campfire, Flickering Stories, Illuminating Stories, Listener's Boon, Raging Stories, Stories of Home, Tales of the Road, The Dead Tell Tales","feat":["Campfire Chronicler Dedication"],"skill_mod":{},"summary":"You’ve gained Isthralei’s attention and can now offer stories up to him","primary_source":"Rival Academies","trait_group":["Feat","Rarity"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7438","archetype":["Campfire Chronicler"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Campfire Chronicler Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7438"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Divine"],"id":"feat-7439","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > The Dead Tell Tales Source Rival Academies pg. 35 Archetype Campfire Chronicler Prerequisites Campfire Chronicler Dedication --- New campfire chroniclers are inundated with the stories of the ghosts below Pulura’s Fall and the lessons learned there. You have resistance equal to your level to spirit and void damage caused by a haunt, spirit, or incorporeal undead. The first time you take damage from a haunt or spirit, you learn the general story of its origin (such as the type of tragedy that caused a ghost to linger or what a spirit represents).","feat":["The Dead Tell Tales"],"skill_mod":{},"summary":"New campfire chroniclers are inundated with the stories of the ghosts below Pulura’s Fall and the lessons learned there.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster"],"level":4,"prerequisite":"Campfire Chronicler Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7439","archetype":["Campfire Chronicler"],"source_group":["Convocation"],"name":"The Dead Tell Tales","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7439"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7440","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Listener's Boon Source Rival Academies pg. 35 PFS Note For the purposes of the Listener’s Boon feat, use charisma as your spellcasting attribute. Archetype Campfire Chronicler Prerequisites Campfire Chronicler Dedication --- Isthralei has given you a gift to assist you on your journey. You gain the Domain Initiate feat for the domain of fire, knowledge, protection, or travel. You can Refocus by spending 10 minutes telling stories of your travels or listening to others' stories of theirs. You gain the trained proficiency rank in spell attack modifier and spell DC, increasing to expert at 11th level. Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.","feat":["Listener's Boon"],"skill_mod":{},"summary":"Isthralei has given you a gift to assist you on your journey.","primary_source":"Rival Academies","trait_group":["Feat"],"level":4,"prerequisite":"Campfire Chronicler Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7440","archetype":["Campfire Chronicler"],"source_group":["Convocation"],"name":"Listener's Boon","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7440"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Divine"],"id":"feat-7441","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Raging Stories Source Rival Academies pg. 35 Archetype Campfire Chronicler Prerequisites Campfire Chronicler Dedication --- When you Offer a Story about wild chances and fighting against all odds, you can wrap yourself in spectral flame in place of the normal benefits. The action then gains the fire trait. Your melee Strikes for the duration deal 2 additional fire damage. The creature you share a story with can choose this benefit even if you did not. The fire damage increases to 4 if you are a master of Religion and 6 if you are legendary.","feat":["Raging Stories"],"skill_mod":{},"summary":"When you Offer a Story about wild chances and fighting against all odds, you can wrap yourself in spectral flame in place of the normal benefits.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster"],"level":4,"prerequisite":"Campfire Chronicler Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7441","archetype":["Campfire Chronicler"],"source_group":["Convocation"],"name":"Raging Stories","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7441"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Consecration","Divine","Exploration","Fire"],"id":"feat-7442","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cozy Campfire Source Rival Academies pg. 35 Archetype Campfire Chronicler Prerequisites Campfire Chronicler Dedication --- You spend 1 hour building a campfire in a single unoccupied square and whispering the stories of those you’ve met on your journeys. The campfire sheds bright light in a 30-foot radius (and dim light for the next 30 feet). The campfire can’t be put out or get larger through mundane means; it instead burns out after your next daily preparations or when you use this ability again. The first time each round a creature within the campfire’s bright light performs an action with the attack trait, they must then attempt a Will save against your class DC or spell DC (whichever is higher). This is a divine curse effect, and you are aware of any attempt, although other creatures in the area are not. Critical Success The creature is aware of the effect and can choose to disrupt their action. If they don’t disrupt it, the campfire goes out. Success The creature is aware of the effect and can choose to disrupt their action. If they don’t disrupt it, they become temporarily immune to the campfire’s effects for 24 hours. Failure The creature takes a –2 status penalty to the action’s attack roll and to all other attack rolls until the beginning of their next turn. Critical Failure The action is disrupted, and the creature takes a –2 status penalty to attack rolls until the beginning of their next turn.","feat":["Cozy Campfire"],"element":["Fire"],"skill_mod":{},"summary":"You spend 1 hour building a campfire in a single unoccupied square and whispering the stories of those you’ve met on your journeys.","primary_source":"Rival Academies","trait_group":["Feat","Mechanics","Tradition","Monster","Energy","Elemental","Planar"],"level":6,"prerequisite":"Campfire Chronicler Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7442","archetype":["Campfire Chronicler"],"source_group":["Convocation"],"name":"Cozy Campfire","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7442"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Divine"],"id":"feat-7443","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Illuminating Stories Source Rival Academies pg. 35 Archetype Campfire Chronicler Prerequisites Campfire Chronicler Dedication --- Stories serve as beacons in the night, illuminating valuable knowledge even if the tale itself misses the mark. When you Offer a Story about any topic, you can choose that illumination in place of the normal benefits of Offer Story. You receive a +1 status bonus on checks to Recall Knowledge for the duration and can Recall Knowledge about the topic of the story as a free action. The creature you share a story with can choose this benefit even if you did not. The bonus increases to +2 if you are a master of Religion and +3 if you are legendary.","feat":["Illuminating Stories"],"skill_mod":{},"summary":"Stories serve as beacons in the night, illuminating valuable knowledge even if the tale itself misses the mark.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster"],"level":6,"prerequisite":"Campfire Chronicler Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7443","archetype":["Campfire Chronicler"],"source_group":["Convocation"],"name":"Illuminating Stories","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7443"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Divine"],"id":"feat-7444","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Flickering Stories Source Rival Academies pg. 35 Archetype Campfire Chronicler Prerequisites Campfire Chronicler Dedication --- Stories, like fires, can create shadows as much as they illuminate. When you Offer a Story, you can become concealed by shifting shadows for the duration instead of the normal benefits. The action then gains the shadow trait. You can’t use this concealment to Hide, as normal for concealing effects that leave your location obvious. The creature you share a story with can choose this benefit even if you did not.","feat":["Flickering Stories"],"skill_mod":{},"summary":"Stories, like fires, can create shadows as much as they illuminate.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster"],"level":8,"prerequisite":"Campfire Chronicler Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7444","archetype":["Campfire Chronicler"],"source_group":["Convocation"],"name":"Flickering Stories","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7444"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Divine"],"id":"feat-7445","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tales of the Road Source Rival Academies pg. 35 Archetype Campfire Chronicler Prerequisites Campfire Chronicler Dedication --- The blessings of Isthralei connect you to the thrum of the stories that underlie all settlements. When attempting a check to Recall Knowledge about a city you have visited, you gain a +2 circumstance bonus and can use an associated Lore skill (such as Nerosyan Lore) with your level as your proficiency bonus even if you’re untrained.","feat":["Tales of the Road"],"skill_mod":{},"summary":"The blessings of Isthralei connect you to the thrum of the stories that underlie all settlements.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster"],"level":10,"prerequisite":"Campfire Chronicler Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7445","archetype":["Campfire Chronicler"],"source_group":["Convocation"],"name":"Tales of the Road","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7445"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Auditory","Divine","Exploration","Healing","Linguistic","Mental"],"id":"feat-7446","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Stories of Home Source Rival Academies pg. 35 Archetype Campfire Chronicler Frequency once per day Prerequisites Campfire Chronicler Dedication --- You share the joy of every story of long-awaited homecoming you’ve offered to Isthralei. You can spend 10 minutes sharing this joy with your allies within 30 feet. You and those allies regain Hit Points equal to their Constitution modifier (minimum 1) times their level and recover from the doomed, drained, and fatigued conditions as though they had a full night’s rest (though they gain no other benefits associated with having a full night’s rest).","feat":["Stories of Home"],"skill_mod":{},"summary":"You share the joy of every story of long-awaited homecoming you’ve offered to Isthralei.","primary_source":"Rival Academies","trait_group":["Feat","Sense","Tradition","Monster","Mechanics"],"level":14,"prerequisite":"Campfire Chronicler Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7446","archetype":["Campfire Chronicler"],"source_group":["Convocation"],"name":"Stories of Home","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7446"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Primal","Rare"],"id":"feat-7447","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Pact of Huldra's Renewal May contain spoilers from Convocation Source Rival Academies pg. 46 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You’ve sworn a pact with Zemnaïdé, a huldra professor at Cobyslarni, to help renew his former homeland of the Sarkoris Scar. You can cast entangling flora as a primal innate spell once per day. After the spell ends, the flowers and vines become mundane plants that can continue surviving if the natural environment can support them. They’re no longer difficult terrain, and don’t have the other effects of the spell. Fiends that fail a save against this spell or another plant spell you cast become sickened 1 in addition to the normal effects. In exchange for her boon, Zemnaïdé requires that you never knowingly aid demons or their allies, nor despoil a natural environment. If you do either, you lose the benefits of this feat until you atone. If you comment on his bovine tail or imply the huldras are connected to trolls, Zemnaïdé revokes the benefits of this feat for 1 week or until you sincerely apologize.","feat":["Pact of Huldra's Renewal"],"skill_mod":{},"summary":"You’ve sworn a pact with Zemnaïdé, a huldra professor at Cobyslarni, to help renew his former homeland of the Sarkoris Scar.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster","Rarity"],"level":4,"prerequisite":"Pactbinder Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7447","archetype":["Pactbinder"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Pact of Huldra's Renewal","category":"feat","pfs":"Standard","rarity":"rare","slug":"feat-7447"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","skill":["Occultism","Occultism"],"trait":["Archetype","Occult","Uncommon"],"id":"feat-7448","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ouroboric Pact May contain spoilers from Convocation Source Rival Academies pg. 46 Archetype Pactbinder Prerequisites Pactbinder Dedication; Master in Occultism --- You’ve studied pacts at Cobyslarni, or learned under someone who has, and understand them to not only create a bargain between individuals, but a separate entity altogether: the pact itself. You gain the Entreat Pact action, which you can use in association with any pact from the pactbinder archetype. For example, if you have the Pact of Draconic Fury, you could Entreat Pact to aid a skill check to obtain an item the dragon desires. Activate Free Action Entreat Pact; Frequency once per hour; Trigger You attempt a skill check directly related to the conditions of the pact; Effect (concentrate, fortune) You call upon the occult energies powering your pact to help you fulfill your promise. Roll twice on the triggering check and take the better result. Special Your pacts continually enforce themselves in a circular magical loop. You lose the ability to retrain out of any feats from the pactbinder archetype.","feat":["Ouroboric Pact"],"skill_mod":{},"summary":"You’ve studied pacts at Cobyslarni, or learned under someone who has, and understand them to not only create a bargain between individuals, but a separate entity altogether: the pact itself.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster","Rarity"],"level":8,"prerequisite":"Pactbinder Dedication; Master in Occultism","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7448","archetype":["Pactbinder"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Ouroboric Pact","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7448"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Occult","Rare"],"id":"feat-7449","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Pact of the Nightblossom May contain spoilers from Convocation Source Rival Academies pg. 46 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with Jenway Nightblossom of the Synod of Truth in Dreams, a talented oneiromancer and pactbinder. Through your connection to her, you're able to divine your dreams for wisdom, and they're protected from interference. You're immune to nightmare . During your daily preparations, if you slept and were able to dream, you learn a helpful piece of advice about your future activities, as read omens . As payment, Jenway established a permanent telepathic connection to you that functions whenever you sleep or dream. Whenever you learn something significant, Jenway learns it the next time you sleep. You can withhold information, but you lose the benefits of Pact of the Nightblossom until you relent and allow Jenway to learn it.","feat":["Pact of the Nightblossom"],"skill_mod":{},"summary":"You’ve sworn a pact with Jenway Nightblossom of the Synod of Truth in Dreams, a talented oneiromancer and pactbinder.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster","Rarity"],"level":10,"prerequisite":"Pactbinder Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7449","archetype":["Pactbinder"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Pact of the Nightblossom","category":"feat","pfs":"Standard","rarity":"rare","slug":"feat-7449"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Primal","Uncommon"],"id":"feat-7450","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Pact of the Crossroads May contain spoilers from Convocation Source Rival Academies pg. 47 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You’ve sworn a pact with Ng the Hooded, the Eldest known as the Lord of the Crossroads, though your only sign of Ng’s acknowledgment is the benefits you receive. Anyone tracking you must succeed at a Survival check against the higher of your class DC and spell DC. Creatures attempting to remember your features after the first time meeting you must succeed at a Will save against the same DC. If they fail, they recall the meeting but none of your features. In exchange, you must continue your wanderings, never settling in one place for longer than one month, or you lose the benefits of this feat until you begin your travels again. If you ever willingly tell anyone you’ve formed a pact with Ng, you lose the benefits of this feat permanently, though you can share vague information about the pact’s effects.","feat":["Pact of the Crossroads"],"skill_mod":{},"summary":"You’ve sworn a pact with Ng the Hooded, the Eldest known as the Lord of the Crossroads, though your only sign of Ng’s acknowledgment is the benefits you receive.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster","Rarity"],"level":12,"prerequisite":"Pactbinder Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7450","archetype":["Pactbinder"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Pact of the Crossroads","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7450"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Divine","Uncommon"],"id":"feat-7451","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Pact of the Death Hunter May contain spoilers from Convocation Source Rival Academies pg. 47 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You’ve sworn a pact with a psychopomp bent on the destruction of all undeath. You gain an imprecise deathsense that can detect undead creatures up to 60 feet away. Additionally, whenever an undead creature is destroyed within 60 feet you gain temporary Hit Points equal to its level that last for 1 minute. In exchange, the psychopomp requires that you never aid in the creation or conquest of an undead creature. You must also seek out and put to rest any mindless or destructive undead creatures you come across.","feat":["Pact of the Death Hunter"],"skill_mod":{},"summary":"You’ve sworn a pact with a psychopomp bent on the destruction of all undeath.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster","Rarity"],"level":14,"prerequisite":"Pactbinder Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7451","archetype":["Pactbinder"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Pact of the Death Hunter","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7451"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Primal","Uncommon"],"id":"feat-7452","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Pact of the Fey Paths May contain spoilers from Convocation Source Rival Academies pg. 47 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You’ve sworn a pact with a powerful fey creature that longs to see the wonders of the Universe. You gain the Fey Jump ability. In exchange, you can no longer see the moon or stars as the fey steals those wonders from your eyes, and you must gaze at the empty sky for at least 10 minutes each night. If you do not, the fey revokes your benefits for the next day. If you go a week without gazing, the fey revokes your benefits until you atone. Activate Single Action Fey Jump; Frequency once per hour; Effect (concentrate, primal, teleportation You jump through the First World for a brief second, teleporting up 60 feet away to an empty space you can see. If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the action is lost.","feat":["Pact of the Fey Paths"],"skill_mod":{},"summary":"You’ve sworn a pact with a powerful fey creature that longs to see the wonders of the Universe.","primary_source":"Rival Academies","trait_group":["Feat","Tradition","Monster","Rarity"],"level":14,"prerequisite":"Pactbinder Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7452","archetype":["Pactbinder"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Pact of the Fey Paths","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7452"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Arcane","Archetype","Uncommon"],"id":"feat-7453","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Pact of the Rune Dragon May contain spoilers from Convocation Source Rival Academies pg. 47 Archetype Pactbinder Prerequisites Pactbinder Dedication --- While the students of Cobyslarni are taught to make pacts with many kinds of dragons, a pact with a rune dragon is somewhat more frequent due to their interest in the accomplishments of various academies. You immediately learn 10 languages chosen from common languages, uncommon languages, and any others the dragon has access to. Additionally, you can Identify Magic at a range of 30 feet as a single action ability with the concentrate trait. In exchange, the rune dragon requires you to research a topic and send a detailed report each year. Year to year, the dragon may change the interest of your research as they see fit. If you fail to send an appropriately detailed report, you lose this ability unless you spend one week serving the dragon.","feat":["Pact of the Rune Dragon"],"skill_mod":{},"summary":"While the students of Cobyslarni are taught to make pacts with many kinds of dragons, a pact with a rune dragon is somewhat more frequent due to their interest in the accomplishments of various academies.","primary_source":"Rival Academies","trait_group":["Tradition","Monster","Feat","Rarity"],"level":16,"prerequisite":"Pactbinder Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7453","archetype":["Pactbinder"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Pact of the Rune Dragon","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7453"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Uncommon"],"id":"feat-7454","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Pact of the Living Pact May contain spoilers from Convocation Source Rival Academies pg. 47 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You’ve sworn a pact with a pact that has somehow survived long after the death of the original pactbinder. You gain the Forced Pact action. In exchange, this and any other pact you have made seek longevity. Whenever you become dying 3 or higher, all of your pacts abandon you and flee to the nearest safe space. You can sense their direction at all times, and if you find them, you regain all of your pacts. Activate Single Action Forced Pact; Frequency once per hour; Effect (concentrate) You force a temporary pact on both yourself and another creature you can see within 60 feet. Choose attack, move, manipulate, or concentrate. The target must attempt a Will saving throw. Success The target is unaffected. Failure If you or the target uses an action with the chosen trait within the next minute, they take 10d6 mental damage, and this pact ends for both of you. Critical Failure As failure, except your target takes the damage if either of you uses an action with the chosen trait.","feat":["Pact of the Living Pact"],"skill_mod":{},"summary":"You’ve sworn a pact with a pact that has somehow survived long after the death of the original pactbinder.","primary_source":"Rival Academies","trait_group":["Feat","Rarity"],"level":18,"prerequisite":"Pactbinder Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7454","archetype":["Pactbinder"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Pact of the Living Pact","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7454"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","skill":["Performance","Performance"],"trait":["General","Rare","Skill"],"id":"feat-7455","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Talent Envy May contain spoilers from Convocation Source Rival Academies pg. 55 Prerequisites Expert in Performance; Virtuosic Performer --- You give off a bedazzling glow with every performance, sparking feelings of severe envy and inadequacy in those who compare their talent to yours. Once per minute when you succeed at a check using the type of performance that you chose with Virtuosic Performer, you can attempt to Demoralize an onlooker of your choice within 60 feet as a free action. If you critically succeeded on your Performance check, improve the degree of success for your Demoralize check by one step.","feat":["Talent Envy"],"skill_mod":{},"summary":"You give off a bedazzling glow with every performance, sparking feelings of severe envy and inadequacy in those who compare their talent to yours.","primary_source":"Rival Academies","trait_group":["Feat","Rarity"],"level":7,"prerequisite":"Expert in Performance; Virtuosic Performer","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7455","source_group":["Convocation"],"spoilers":"Convocation","name":"Talent Envy","category":"feat","pfs":"Standard","rarity":"rare","slug":"feat-7455"},{"access":"You are from Taldor or have attended Kitharodian Academy.","primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","skill":["Performance","Performance"],"trait":["Archetype","Dedication","Rare"],"id":"feat-7456","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Kitharodian Actor Dedication May contain spoilers from Convocation Source Rival Academies pg. 58 Archetype Kitharodian Actor Prerequisites Trained in Performance Access You are from Taldor or have attended Kitharodian Academy. --- You’ve studied classic Taldan theater and learned to embody various roles to a sublime degree. You become trained in Society and in Theater Lore; if you were already trained in either, you become an expert in that skill instead. In addition, when you attempt a Deception or Performance check to portray a famous figure, you gain a +2 circumstance bonus to your check. This bonus changes to +3 at 10th level and +4 at 17th level. However, you don’t gain this bonus while Impersonating a figure whose death is common knowledge (as determined by the GM). Kitharodian Actor Dedication leads to... Animal Actor, Bleak Humorist, Clean Take, Heaven's Step Offense, Monumental Maestro, Of Lions and Wyrms, Ruthless Orator, Stunt Performer Stance, Sympathetic Portrayal","feat":["Kitharodian Actor Dedication"],"skill_mod":{},"summary":"You’ve studied classic Taldan theater and learned to embody various roles to a sublime degree.","primary_source":"Rival Academies","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Performance","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7456","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Kitharodian Actor Dedication","category":"feat","pfs":"Standard","rarity":"rare","slug":"feat-7456"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7457","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Animal Actor Source Rival Academies pg. 58 Archetype Kitharodian Actor Prerequisites Kitharodian Actor Dedication --- You participated in a performance of The Leaping Lion , a play focusing on Cyricas, the animal-loving adventurer who traveled with his ape friend Mardu and remains a favorite hero among Taldan youth. You become trained in Nature and a Lore skill related to a particular type of animal commonly used in show business (such as Canine Lore, Ursine Lore, or Primate Lore); if you were already trained in either, you become an expert in that skill instead. You gain a +2 circumstance bonus to all checks to Command an Animal and Recall Knowledge about creatures with the animal trait. You can use your chosen animal Lore to Command an Animal of that type.","feat":["Animal Actor"],"skill_mod":{},"summary":"You participated in a performance of The Leaping Lion , a play focusing on Cyricas, the animal-loving adventurer who traveled with his ape friend Mardu and remains a favorite hero among Taldan youth.","primary_source":"Rival Academies","trait_group":["Feat"],"level":4,"prerequisite":"Kitharodian Actor Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7457","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"name":"Animal Actor","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7457"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7458","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Heaven's Step Offense Reaction Source Rival Academies pg. 58 Archetype Kitharodian Actor Prerequisites Kitharodian Actor Dedication Trigger Your melee Strike reduces a creature to 0 Hit Points --- Your lessons from the stage find life in the storied mercy and fearlessness of Grand Prince Gennaris III. With a theatrical flourish, the Strike becomes nonlethal, and you can Stride up to half your Speed in a straight line toward another enemy. This attention-arresting movement does not provoke reactions from enemies unless they are immune to mental effects.","feat":["Heaven's Step Offense"],"skill_mod":{},"summary":"Your lessons from the stage find life in the storied mercy and fearlessness of Grand Prince Gennaris III.","primary_source":"Rival Academies","trait_group":["Feat"],"level":4,"prerequisite":"Kitharodian Actor Dedication","source_category":["Lost Omens"],"trigger":"Your melee Strike reduces a creature to 0 Hit Points","resistance":{},"url":"/Feats.aspx?ID=7458","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"name":"Heaven's Step Offense","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7458"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Fortune"],"id":"feat-7459","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Clean Take Reaction Source Rival Academies pg. 58 Archetype Kitharodian Actor Prerequisites Kitharodian Actor Dedication Trigger You fail, but don’t critically fail, a Deception or Performance check to portray a famous figure. --- Thanks to many long hours of rehearsals, your acting skill is infinitely adaptable. Even when your impressions don’t quite hit the mark, you’re able to refine and tweak your performance on the spot. Reroll the triggering check and take the second result.","feat":["Clean Take"],"skill_mod":{},"summary":"Thanks to many long hours of rehearsals, your acting skill is infinitely adaptable.","primary_source":"Rival Academies","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Kitharodian Actor Dedication","source_category":["Lost Omens"],"trigger":"You fail, but don’t critically fail, a Deception or Performance check to portray a famous figure.","resistance":{},"url":"/Feats.aspx?ID=7459","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"name":"Clean Take","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7459"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7460","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Monumental Maestro Source Rival Academies pg. 58 Archetype Kitharodian Actor Prerequisites Kitharodian Actor Dedication --- You’ve studied the moving compositions of Andreas Romung, a legendary maestro whose Shining Crusade anthems live on in the music for the play Echoes of Glory . You gain a +2 circumstance bonus to Performance checks to Perform with a musical instrument or sing. If you succeed, the DCs of subsequent Diplomacy checks against any creature who observed your performance are reduced by 2 for the next 24 hours.","feat":["Monumental Maestro"],"skill_mod":{},"summary":"You’ve studied the moving compositions of Andreas Romung, a legendary maestro whose Shining Crusade anthems live on in the music for the play Echoes of Glory .","primary_source":"Rival Academies","trait_group":["Feat"],"level":8,"prerequisite":"Kitharodian Actor Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7460","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"name":"Monumental Maestro","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7460"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Stance"],"id":"feat-7461","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Stunt Performer Stance Single Action Source Rival Academies pg. 58 Archetype Kitharodian Actor Prerequisites Kitharodian Actor Dedication Requirements You are unarmored. --- You clear your mind, regulate your breathing, and prepare your muscles in a stance inspired by Kemen Kayton, a graduate of Zimar’s Monastery of the Seven Forms. Kemen controversially shunned monastic life and instead used his martial skills as a death-defying stunt performer, winning acclaim for exhibitions that saw him survive great falls and escape deadly traps. While in this stance, you gain a +2 circumstance bonus to Reflex saving throws and skill checks to Escape, as well as resistance 2 to all physical damage.","feat":["Stunt Performer Stance"],"skill_mod":{},"summary":"You clear your mind, regulate your breathing, and prepare your muscles in a stance inspired by Kemen Kayton, a graduate of Zimar’s Monastery of the Seven Forms.","primary_source":"Rival Academies","trait_group":["Feat","Class-Specific"],"level":10,"prerequisite":"Kitharodian Actor Dedication","source_category":["Lost Omens"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=7461","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"name":"Stunt Performer Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7461"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7462","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Sympathetic Portrayal Source Rival Academies pg. 59 Archetype Kitharodian Actor Prerequisites Kitharodian Actor Dedication --- You portrayed Grand Prince Stavian III in Fall of the Troubled King , a production dedicated to the life and times of the paranoid Taldan ruler whose violent resistance to new policies on succession kicked off the War for the Crown. Your acting won rave reviews for recasting Stavian’s paranoia and political machinations in a sympathetic light, and you’ve learned to apply these subtle techniques outside of the stage to win others over. Whenever you succeed at a Deception or Performance check to portray a famous figure, you can select one creature within 60 feet who observed your performance. As long as this creature isn’t hostile, its attitude toward you automatically improves by two steps (three steps if your check was a critical success). If it’s hostile, it’s stupefied 2 for 1 minute as it tries to reconcile its desire to harm you with its newfound sympathy for you.","feat":["Sympathetic Portrayal"],"skill_mod":{},"summary":"You portrayed Grand Prince Stavian III in Fall of the Troubled King , a production dedicated to the life and times of the paranoid Taldan ruler whose violent resistance to new policies on succession kicked off the War for the Crown.","primary_source":"Rival Academies","trait_group":["Feat"],"level":12,"prerequisite":"Kitharodian Actor Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7462","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"name":"Sympathetic Portrayal","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7462"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Emotion","Linguistic","Mental"],"id":"feat-7463","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Bleak Humorist Reaction Source Rival Academies pg. 58 Archetype Kitharodian Actor Frequency once per day Prerequisites Kitharodian Actor Dedication Trigger You are reduced to 0 Hit Points by a creature within 30 feet, but not immediately killed --- You’ve watched dozens of morbid comedies depicting Beldam I, Taldor’s prankster emperor whose wife accidentally killed him when she struck him with a marble bust after he jumped out from behind curtains to frighten her. You are reminded of this depressing yet perversely comical tale whenever you are near death, and in your final moments of consciousness you murmur a bleak joke to the creature who reduced you to 0 Hit Points. The creature must attempt a Will save against your class DC. Critical Success The target is unaffected. Success The target is distracted by giggles and can’t use reactions until the beginning of your next turn. Failure The target laughs uncontrollably. It can’t use reactions until the beginning of your next turn and is slowed 1. Critical Failure As failure, but the target also immediately falls prone.","feat":["Bleak Humorist"],"skill_mod":{},"summary":"You’ve watched dozens of morbid comedies depicting Beldam I, Taldor’s prankster emperor whose wife accidentally killed him when she struck him with a marble bust after he jumped out from behind curtains to frighten her.","primary_source":"Rival Academies","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Kitharodian Actor Dedication","source_category":["Lost Omens"],"trigger":"You are reduced to 0 Hit Points by a creature within 30 feet, but not immediately killed","resistance":{},"url":"/Feats.aspx?ID=7463","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"name":"Bleak Humorist","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7463"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7464","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Of Lions and Wyrms Source Rival Academies pg. 58 Archetype Kitharodian Actor Prerequisites Kitharodian Actor Dedication --- You starred in a war drama depicting First Emperor Taldaris’s battles against the Grogrisant, a massive six- eyed lion, and Verksaris the Kingeater, a mighty dragon. To prepare for your role, you spent weeks in the wild observing and occasionally scrapping with any creature resembling Taldaris’s legendary foes. You gain a +2 circumstance bonus to saving throws against effects from beasts and dragons.","feat":["Of Lions and Wyrms"],"skill_mod":{},"summary":"You starred in a war drama depicting First Emperor Taldaris’s battles against the Grogrisant, a massive six- eyed lion, and Verksaris the Kingeater, a mighty dragon.","primary_source":"Rival Academies","trait_group":["Feat"],"level":14,"prerequisite":"Kitharodian Actor Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7464","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"name":"Of Lions and Wyrms","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7464"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Auditory","Emotion","Linguistic","Mental"],"id":"feat-7465","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Ruthless Orator Two Actions Source Rival Academies pg. 58 Archetype Kitharodian Actor Frequency once per hour Prerequisites Kitharodian Actor Dedication --- You were once cast in the role of Daronlyr XII, one of Taldor’s most ambitious rulers who slew his cousin to seize the crown, yet somehow still managed to convince the entire Ulfen Guard to swear loyalty to him simply through his powers of oration. You attempt a Performance check to launch into a powerful monologue, pulling lines from Daronlyr’s playbook to win respect from everyone around you, even your enemies. The DC of this check is a hard difficulty DC of your level. On a success, any hostile creatures within 20 feet take a –2 circumstance penalty to attack rolls and spell attack rolls that target you until the beginning of your next turn, and any allies within 20 feet are quickened until the beginning of your next turn. The additional action can be only used to Strike or Stride.","feat":["Ruthless Orator"],"skill_mod":{},"summary":"You were once cast in the role of Daronlyr XII, one of Taldor’s most ambitious rulers who slew his cousin to seize the crown, yet somehow still managed to convince the entire Ulfen Guard to swear loyalty to him simply through his powers of oration.","primary_source":"Rival Academies","trait_group":["Feat","Sense","Mechanics"],"level":16,"prerequisite":"Kitharodian Actor Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7465","archetype":["Kitharodian Actor"],"source_group":["Convocation"],"name":"Ruthless Orator","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7465"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Magus","Uncommon","Water"],"id":"feat-7466","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Convergent Tides May contain spoilers from Convocation Source Rival Academies pg. 84 Prerequisites Arcane Cascade --- Your footwork is like the convergence of tides, granting your body supernatural power and fluidity. While you’re in Arcane Cascade stance, you ignore difficult terrain caused by water, such as walking along a flooded path or swimming in rough water.","feat":["Convergent Tides"],"element":["Water"],"skill_mod":{},"summary":"Your footwork is like the convergence of tides, granting your body supernatural power and fluidity.","primary_source":"Rival Academies","trait_group":["Class","Rarity","Elemental","Planar","Monster"],"level":2,"prerequisite":"Arcane Cascade","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7466","source_group":["Convocation"],"spoilers":"Convocation","name":"Convergent Tides","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7466"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Force","Magus","Uncommon"],"id":"feat-7467","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shattering Spellstrike Two Actions May contain spoilers from Convocation Source Rival Academies pg. 83 Prerequisites Resurgent Maelstrom Hybrid Study, Spellstrike Requirements You’re in Arcane Cascade stance and wielding an improvised weapon. --- You intentionally channel a rampaging cascade of magic through your weapon, breaking it to deal more damage. Make a Spellstrike against a target with your improvised weapon. If the attack hits, it deals an additional 2d6 force damage as your improvised weapon breaks. If the spell used with the Spellstrike wasn’t a cantrip or focus spell, increase this additional damage by the spell’s rank. If the item has a Hardness greater than your level, or if it’s an artifact, cursed item, or other item that’s difficult to break or destroy, it doesn’t break and you don’t deal additional damage.","feat":["Shattering Spellstrike"],"skill_mod":{},"summary":"You intentionally channel a rampaging cascade of magic through your weapon, breaking it to deal more damage.","primary_source":"Rival Academies","trait_group":["Energy","Class","Rarity"],"level":4,"prerequisite":"Resurgent Maelstrom Hybrid Study, Spellstrike","source_category":["Lost Omens"],"requirement":"You’re in Arcane Cascade stance and wielding an improvised weapon.","resistance":{},"url":"/Feats.aspx?ID=7467","source_group":["Convocation"],"spoilers":"Convocation","name":"Shattering Spellstrike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-7467"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Magus","Uncommon","Water"],"id":"feat-7468","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Surface Tension Single Action May contain spoilers from Convocation Source Rival Academies pg. 83 Prerequisites Resurgent Maelstrom Hybrid Study Requirements You’re wielding a broken weapon. --- You encase the pieces of your broken weapon together with water you pull from the surrounding environment. The weapon’s broken condition is temporarily suppressed, and the weapon deals an additional amount of bludgeoning damage equal to twice the number of weapon damage dice; this damage can’t be changed to any other type. The weapon also gains the deadly d8 trait; if the weapon already had the deadly trait, the damage die increases by one step or to d8, whichever is higher. The first time you use this weapon to Spellstrike or get a critical success on an attack with it, the weapon is completely destroyed. If the weapon has a Hardness greater than your level, or if it’s an artifact, cursed item, or other item that’s difficult to break or destroy, it is not destroyed, and this ability only lasts until the end of your turn.","feat":["Surface Tension"],"element":["Water"],"skill_mod":{},"summary":"You encase the pieces of your broken weapon together with water you pull from the surrounding environment.","primary_source":"Rival Academies","trait_group":["Class","Rarity","Elemental","Planar","Monster"],"level":6,"prerequisite":"Resurgent Maelstrom Hybrid Study","source_category":["Lost Omens"],"requirement":"You’re wielding a broken weapon.","resistance":{},"url":"/Feats.aspx?ID=7468","source_group":["Convocation"],"spoilers":"Convocation","name":"Surface Tension","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7468"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Magus","Uncommon","Water"],"id":"feat-7469","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Crosscurrent Counter Reaction May contain spoilers from Convocation Source Rival Academies pg. 83 Trigger You become grabbed or restrained by a creature. --- You counter the creature with the power of elemental water, a tendril of it encasing your limb or weapon. You attempt an Athletics check to Grapple the triggering creature, even if it’s outside your reach or you don’t have a free hand. If you succeed, you also remove the triggering condition, and the tendril of water pulls the creature adjacent to you before dissipating.","feat":["Crosscurrent Counter"],"element":["Water"],"skill_mod":{},"summary":"You counter the creature with the power of elemental water, a tendril of it encasing your limb or weapon.","primary_source":"Rival Academies","trait_group":["Class","Rarity","Elemental","Planar","Monster"],"level":8,"source_category":["Lost Omens"],"trigger":"You become grabbed or restrained by a creature.","resistance":{},"url":"/Feats.aspx?ID=7469","source_group":["Convocation"],"spoilers":"Convocation","name":"Crosscurrent Counter","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-7469"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Concentrate","Magus","Uncommon"],"id":"feat-7470","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Whirlpool's Pull Single Action May contain spoilers from Convocation Source Rival Academies pg. 83 Prerequisites Resurgent Maelstrom Hybrid Study --- You briefly conjure a tendril of water that allows you to grab an improvised weapon and then subsume that water to power your magic. You Interact to pick up an unattended object within 15 feet you could use as an improvised weapon and then Cast a Spell that is a cantrip or conflux spell that takes 1 action to cast.","feat":["Whirlpool's Pull"],"skill_mod":{},"summary":"You briefly conjure a tendril of water that allows you to grab an improvised weapon and then subsume that water to power your magic.","primary_source":"Rival Academies","trait_group":["Mechanics","Class","Rarity"],"level":8,"prerequisite":"Resurgent Maelstrom Hybrid Study","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7470","source_group":["Convocation"],"spoilers":"Convocation","name":"Whirlpool's Pull","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7470"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Convocation","trait":["Magus","Uncommon"],"id":"feat-7471","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Maelstrom Flow Single Action May contain spoilers from Convocation Source Rival Academies pg. 83 Frequency once per hour Prerequisites Resurgent Maelstrom Hybrid Study Requirements You’re wielding an improvised weapon. --- You pour energy into an improvised weapon, speeding its destruction to grant it power. The overloaded energy grants your improvised weapon the effect of the astral , corrosive , extending , or frost rune for 1 minute, after which the item is destroyed. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, it is not destroyed, and this ability only lasts until the end of your turn. This effect doesn't count against the number of property runes a weapon can have based on its potency rune, but a given weapon can only have one application of Maelstrom Flow at a time.","feat":["Maelstrom Flow"],"skill_mod":{},"summary":"You pour energy into an improvised weapon, speeding its destruction to grant it power.","primary_source":"Rival Academies","trait_group":["Class","Rarity"],"level":10,"prerequisite":"Resurgent Maelstrom Hybrid Study","source_category":["Lost Omens"],"requirement":"You’re wielding an improvised weapon.","resistance":{},"url":"/Feats.aspx?ID=7471","source_group":["Convocation"],"spoilers":"Convocation","name":"Maelstrom Flow","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7471"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","skill":["Medicine","Medicine"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7472","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lepidstadt Surgeon Dedication May contain spoilers from Convocation Source Rival Academies pg. 94 Archetype Lepidstadt Surgeon Prerequisites Trained in Medicine; attended the University of Lepidstadt --- Before everything else, before the blood and the monsters and the Stasian technology and the horror, you are a doctor. You are, in fact, an exceptionally good doctor. You become an expert in Medicine. When you successfully Administer First Aid to stabilize a dying creature that doesn’t yet have the wounded condition, it regains 2d8 Hit Points; this healing increases by 10 when you are a master of Medicine and by another 10 when you are legendary in Medicine. When you successfully Administer First Aid to stop bleeding, the target rolls the flat check (with lowered DC for an assisted recovery) twice and takes the better result; this is a fortune effect. Lepidstadt Surgeon Dedication leads to... Artery Map, Beautiful Knifework, In Lightning, Life, Rise, My Creature!, Stand Back, I'm a Doctor!","feat":["Lepidstadt Surgeon Dedication"],"skill_mod":{},"summary":"Before everything else, before the blood and the monsters and the Stasian technology and the horror, you are a doctor.","primary_source":"Rival Academies","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Medicine; attended the University of Lepidstadt","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7472","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Lepidstadt Surgeon Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7472"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Concentrate","Electricity","Healing","Manipulate"],"id":"feat-7473","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > In Lightning, Life Single Action Source Rival Academies pg. 94 Archetype Lepidstadt Surgeon Frequency once per 10 minutes Prerequisites Lepidstadt Surgeon Dedication Requirements You’re wearing or holding a healer's toolkit. --- “In lightning, there is life.” This lesson is whispered throughout Lepidstadt, and you can put it to practical use. You have integrated a miniature Stasian coil into your healer’s toolkit. You use the coil to gently shock a willing or unconscious ally within your reach, who gains 2d4 temporary Hit Points from the jolt. These temporary Hit Points last for 1 minute. These temporary Hit Points increase by 1d4 at 8th level and every 4 levels thereafter. A creature that has resistance or immunity to electricity is immune to this ability, and a creature that received temporary Hit Points from In Lightning, Life is temporarily immune to it for 24 hours. In Lightning, Life leads to... Stasian Charge","feat":["In Lightning, Life"],"skill_mod":{},"summary":"“In lightning, there is life.” This lesson is whispered throughout Lepidstadt, and you can put it to practical use.","primary_source":"Rival Academies","trait_group":["Feat","Mechanics","Energy","Monster"],"level":4,"prerequisite":"Lepidstadt Surgeon Dedication","source_category":["Lost Omens"],"requirement":"You’re wearing or holding a healer's toolkit .","resistance":{},"url":"/Feats.aspx?ID=7473","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"name":"In Lightning, Life","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7473"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7474","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rise, My Creature! Source Rival Academies pg. 94 Archetype Lepidstadt Surgeon Prerequisites Lepidstadt Surgeon Dedication --- You have created life! You have usurped the power of the gods themselves! You gain a prototype construct companion pieced together from corpses and animated by chemicals or Stasian technology. You use Medicine in place of Crafting to Repair your construct or rebuild it if it's been destroyed. Your creation has an affinity for the lightning that brought it to life. When your construct companion takes electricity damage, it gains a +1 circumstance bonus to its Athletics skill checks until the end of its next turn. Although the coils or alchemical residue make it obvious to you and those with similar training that your creation is not undead, others must generally succeed at a DC 15 Crafting, Medicine, or Religion check to verify those claims with Recall Knowledge. Rise, My Creature! leads to... Let my Creature Live!","feat":["Rise, My Creature!"],"skill_mod":{},"summary":"You have created life! You have usurped the power of the gods themselves!","primary_source":"Rival Academies","trait_group":["Feat"],"level":4,"prerequisite":"Lepidstadt Surgeon Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7474","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"name":"Rise, My Creature!","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7474"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7475","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Artery Map Source Rival Academies pg. 94 Archetype Lepidstadt Surgeon Prerequisites Lepidstadt Surgeon Dedication --- While you’ve learned all the places a scalpel can cause extensive bleeding to avoid disasters in surgery, such knowledge can serve other purposes. When you Strike an off-guard creature with a weapon from the knife group, you deal 1d6 persistent bleed damage. The damage increases to 1d10 when you are legendary in Medicine.","feat":["Artery Map"],"skill_mod":{},"summary":"While you’ve learned all the places a scalpel can cause extensive bleeding to avoid disasters in surgery, such knowledge can serve other purposes.","primary_source":"Rival Academies","trait_group":["Feat"],"level":6,"prerequisite":"Lepidstadt Surgeon Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7475","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"name":"Artery Map","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7475"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7476","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Let my Creature Live! Source Rival Academies pg. 95 Archetype Lepidstadt Surgeon Prerequisites Rise, My Creature! --- You continue to tinker with your creation’s muscles and rudimentary mind, granting it a limited form of autonomy. Your construct companion becomes an advanced construct companion. During an encounter, even if you don’t use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike. Let my Creature Live! leads to... Behold My Creation!","feat":["Let my Creature Live!"],"skill_mod":{},"summary":"You continue to tinker with your creation’s muscles and rudimentary mind, granting it a limited form of autonomy. ","primary_source":"Rival Academies","trait_group":["Feat"],"level":6,"prerequisite":"Rise, My Creature!","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7476","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"name":"Let my Creature Live!","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7476"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","skill":["Medicine","Medicine"],"trait":["Archetype","Exploration","Manipulate","Skill"],"id":"feat-7477","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Beautiful Knifework Source Rival Academies pg. 95 Archetype Lepidstadt Surgeon Prerequisites Lepidstadt Surgeon Dedication; Master in Medicine --- You perform surgical adjustments to disguise a willing ally or your construct companion. This counts as preparing a disguise to Impersonate, taking 10 minutes and requiring a healer’s toolkit instead of a disguise kit. The DC to see through the deception with Seek is your Medicine DC unless the disguised character’s Deception DC is higher. If the target directly interacts with someone while disguised, they gain a +2 circumstance bonus to their Deception check. You can reverse this effect with another 10-minute surgery. The disguised character can also end it as a free action when they receive any healing effect.","feat":["Beautiful Knifework"],"skill_mod":{},"summary":"You perform surgical adjustments to disguise a willing ally or your construct companion.","primary_source":"Rival Academies","trait_group":["Feat","Mechanics"],"level":7,"prerequisite":"Lepidstadt Surgeon Dedication; Master in Medicine","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7477","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"name":"Beautiful Knifework","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7477"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7478","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Behold My Creation! Source Rival Academies pg. 95 Archetype Lepidstadt Surgeon Prerequisites Let my Creature Live! --- You have rebuilt your creation once more. It is greater now, more than it once was. Soon, it shall be greater still. Your construct companion becomes an incredible construct companion. Behold My Creation! leads to... A Miracle of Science!","feat":["Behold My Creation!"],"skill_mod":{},"summary":"You have rebuilt your creation once more. ","primary_source":"Rival Academies","trait_group":["Feat"],"level":8,"prerequisite":"Let my Creature Live!","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7478","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"name":"Behold My Creation!","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7478"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7479","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Stasian Charge Source Rival Academies pg. 95 Archetype Lepidstadt Surgeon Prerequisites In Lightning, Life --- Charging a living body with electricity may seem like a bad idea, but you know better. When a creature gains temporary Hit Points from your In Lightning, Life, they gain the quickened condition until the end of their next turn. They can use the extra action only for Stride and Strike actions.","feat":["Stasian Charge"],"skill_mod":{},"summary":"Charging a living body with electricity may seem like a bad idea, but you know better.","primary_source":"Rival Academies","trait_group":["Feat"],"level":8,"prerequisite":"In Lightning, Life","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7479","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"name":"Stasian Charge","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7479"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","skill":["Medicine","Medicine"],"trait":["Archetype"],"id":"feat-7480","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Stand Back, I'm a Doctor! Two Actions Source Rival Academies pg. 95 Archetype Lepidstadt Surgeon Prerequisites Master in Medicine; Lepidstadt Surgeon Dedication Requirements You are holding healer's tools, or you are wearing them and have a hand free; a creature with the dying condition is in your reach. --- You have mastered techniques to aid those at the brink of death, even if they use dangerous Stasian technology. Attempt a Medicine check on the dying creature as you deliver it a powerful shock. The DC is usually a standard-difficulty DC of a level equal to the target. On a success, the creature’s dying condition is reduced by 1 (or 2 on a critical success); if this reduces the value of the dying condition to 0, the creature regains 2d8+10 Hit Points, its wounded condition doesn’t increase, and it can Stand as a free action. Each creature except you adjacent to the target takes 8d6 electricity damage (basic Reflex save against your class DC or spell DC); instead of attempting this save, a creature can Step as a free action and if they end this movement not adjacent to the target, they take no damage.","feat":["Stand Back, I'm a Doctor!"],"skill_mod":{},"summary":"You have mastered techniques to aid those at the brink of death, even if they use dangerous Stasian technology.","primary_source":"Rival Academies","trait_group":["Feat"],"level":12,"prerequisite":"Master in Medicine; Lepidstadt Surgeon Dedication","source_category":["Lost Omens"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free; a creature with the dying condition is in your reach.","resistance":{},"url":"/Feats.aspx?ID=7480","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"name":"Stand Back, I'm a Doctor!","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7480"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7481","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > A Miracle of Science! Source Rival Academies pg. 95 Archetype Lepidstadt Surgeon Prerequisites Behold My Creation! --- Once, you dreamed of creating life. Now you know that merely creating life lacks ambition. No, you have taken life and improved upon it. Your construct companion becomes a paragon construct companion.","feat":["A Miracle of Science!"],"skill_mod":{},"summary":"Once, you dreamed of creating life. Now you know that merely creating life lacks ambition.","primary_source":"Rival Academies","trait_group":["Feat"],"level":14,"prerequisite":"Behold My Creation!","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7481","archetype":["Lepidstadt Surgeon"],"source_group":["Convocation"],"name":"A Miracle of Science!","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7481"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","legacy_id":["feat-3020"],"trait":["Archetype","Class","Dedication","Rare"],"id":"feat-7482","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Runelord Dedication May contain spoilers from Convocation Source Rival Academies pg. 116 Archetype Runelord Prerequisites runelord --- Your connection to your sin suffuses all magic you use. When you contemplate or indulge in your sin to Refocus, you can also exchange one spell you have prepared for one of your curriculum or sin spells of the same rank. Runelord Dedication leads to... Embed Aeon Stone, Rod of Rule, Sin Counterspell, Sin Reservoir, Sinbladed Spell","feat":["Runelord Dedication"],"skill_mod":{},"summary":"Your connection to your sin suffuses all magic you use.","primary_source":"Rival Academies","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"runelord","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7482","archetype":["Runelord"],"source_group":["Convocation"],"spoilers":"Convocation","name":"Runelord Dedication","category":"feat","pfs":"Standard","rarity":"rare","slug":"feat-7482"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","skill":["Crafting","Crafting"],"legacy_id":["feat-3021"],"trait":["Archetype","Downtime","Skill"],"id":"feat-7483","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Embed Aeon Stone Source Rival Academies pg. 116 Archetype Runelord Prerequisites Trained in Crafting; Runelord Dedication --- You discover the secrets to embedding aeon stones into your flesh. You spend 1 day attuning to an aeon stone and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. Aeon stones in your flesh must be invested to function, as usual. You can also use this activity to safely remove an embedded aeon stone in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 Medicine check, or hastily by simply ripping it from a corpse. Embed Aeon Stone leads to... Aeon Resonance","feat":["Embed Aeon Stone"],"skill_mod":{},"summary":"You discover the secrets to embedding aeon stones into your flesh.","primary_source":"Rival Academies","trait_group":["Feat","Mechanics"],"level":2,"prerequisite":"Trained in Crafting; Runelord Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7483","archetype":["Runelord"],"source_group":["Convocation"],"name":"Embed Aeon Stone","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7483"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","legacy_id":["feat-3022"],"trait":["Archetype"],"id":"feat-7484","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aeon Resonance Source Rival Academies pg. 116 PFS Note The Aeon Resonance feat acts as if an aeon stone was embedded in a wayfinder, and thus would not allow a second aeon stone to provide its resonance power from being embedded in a wayfinder. Archetype Runelord Prerequisites Embed Aeon Stone --- You gain the resonant power of one embedded aeon stone as if it were placed in a wayfinder. While you can embed multiple aeon stones in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations. Special At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested aeon stones instead of only one.","feat":["Aeon Resonance"],"skill_mod":{},"summary":"You gain the resonant power of one embedded aeon stone as if it were placed in a wayfinder.","primary_source":"Rival Academies","trait_group":["Feat"],"level":4,"prerequisite":"Embed Aeon Stone","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7484","archetype":["Runelord"],"source_group":["Convocation"],"name":"Aeon Resonance","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7484"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7485","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Rod of Rule Source Rival Academies pg. 116 Archetype Runelord Prerequisites Runelord Dedication --- Your personal rune is connected more closely to your arcane bond. You gain the critical specialization effects of your arcane bonded weapon. In addition, whenever you critically hit a creature with your arcane bonded weapon, they begin to feel the pull of your sin, imposing a –2 circumstance penalty to saves against any of your curriculum or sin spells until the end of your next turn. Rod of Rule leads to... Orichalcum Bond","feat":["Rod of Rule"],"skill_mod":{},"summary":"Your personal rune is connected more closely to your arcane bond.","primary_source":"Rival Academies","trait_group":["Feat"],"level":6,"prerequisite":"Runelord Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7485","archetype":["Runelord"],"source_group":["Convocation"],"name":"Rod of Rule","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7485"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype","Spellshape","Metamagic"],"id":"feat-7486","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sinbladed Spell Single Action Source Rival Academies pg. 116 Archetype Runelord Prerequisites Runelord Dedication --- You punctuate your spellcasting with a flourish of your weapon, imparting physical force to your magic. If the next spell you cast is a non-cantrip sin or curriculum spell that affects a single target, and you either succeed on your attack roll or the target fails its saving throw against the spell, a wound in the shape of your personal rune appears on the target, dealing additional persistent bleed damage equal to the spell’s rank, in addition to its regular effects.","feat":["Sinbladed Spell"],"skill_mod":{},"summary":"You punctuate your spellcasting with a flourish of your weapon, imparting physical force to your magic.","primary_source":"Rival Academies","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Runelord Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7486","archetype":["Runelord"],"source_group":["Convocation"],"name":"Sinbladed Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7486"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","legacy_id":["feat-3024"],"trait":["Archetype"],"id":"feat-7487","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sin Reservoir Source Rival Academies pg. 117 Archetype Runelord Prerequisites Runelord Dedication Requirements You are holding a weapon in the polearm or spear group. --- During your daily preparations, you can indulge in your associated sin or meditate on its values (and risks). When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only one of your curriculum spells in this slot.","feat":["Sin Reservoir"],"skill_mod":{},"summary":"During your daily preparations, you can indulge in your associated sin or meditate on its values (and risks).","primary_source":"Rival Academies","trait_group":["Feat"],"level":8,"prerequisite":"Runelord Dedication","source_category":["Lost Omens"],"requirement":"You are holding a weapon in the polearm or spear group.","resistance":{},"url":"/Feats.aspx?ID=7487","archetype":["Runelord"],"source_group":["Convocation"],"name":"Sin Reservoir","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7487"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7488","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sin Counterspell Source Rival Academies pg. 117 Archetype Runelord Prerequisites Runelord Dedication; Counterspell --- Your deep connection to a specific sin allows you to easily negate spells that sin opposes. Instead of being able to counter a foe’s spell with Counterspell only if you have the same spell prepared, you can Counterspell it with any of your curriculum spells if the spell cast would violate your sin’s anathema.","feat":["Sin Counterspell"],"skill_mod":{},"summary":"Your deep connection to a specific sin allows you to easily negate spells that sin opposes.","primary_source":"Rival Academies","trait_group":["Feat"],"level":10,"prerequisite":"Runelord Dedication; Counterspell","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7488","archetype":["Runelord"],"source_group":["Convocation"],"name":"Sin Counterspell","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7488"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Archetype"],"id":"feat-7489","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Orichalcum Bond Source Rival Academies pg. 117 Archetype Runelord Prerequisites Rod of Rule --- The ancient Thassilonians associated sins with different skymetals, and you’ve adapted that theory to empower your bonded weapon beyond its normal limits. When your personal rune is placed on a weapon during your daily preparations, choose a weapon property rune of up to your level that is common or you otherwise have access to. That rune is also added to the weapon until your next daily preparations. This rune counts against your weapon’s limit as normal.","feat":["Orichalcum Bond"],"skill_mod":{},"summary":"The ancient Thassilonians associated sins with different skymetals, and you’ve adapted that theory to empower your bonded weapon beyond its normal limits.","primary_source":"Rival Academies","trait_group":["Feat"],"level":18,"prerequisite":"Rod of Rule","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7489","archetype":["Runelord"],"source_group":["Convocation"],"name":"Orichalcum Bond","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7489"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","skill":["Medicine","Performance","Medicine","Performance"],"trait":["General","Rare","Skill"],"id":"feat-7491","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Performer's Treatment May contain spoilers from Convocation Source Rival Academies pg. 91 Prerequisites Expert in Medicine; Expert in Performance --- With your experience as a performer, you can keep a set of medical tools handy at all times. You can wear a healer's toolkit as part of any costume or disguise. Creatures will generally only notice the toolkit it if they use a Seek action and succeed at a Perception check against your Performance DC. In addition, you can realize at the last moment when you should just be pretending to avoid doing any lasting harm. When you critically fail a Medicine check to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds, you can attempt a Performance check against the patient’s Perception DC. On a success, your critical failure at the Medicine check becomes a failure.","feat":["Performer's Treatment"],"skill_mod":{},"summary":"With your experience as a performer, you can keep a set of medical tools handy at all times.","primary_source":"Rival Academies","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Expert in Medicine; Expert in Performance","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7491","source_group":["Convocation"],"spoilers":"Convocation","name":"Performer's Treatment","category":"feat","pfs":"Standard","rarity":"rare","slug":"feat-7491"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Monk","Stance","Uncommon","Water"],"id":"feat-7492","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Flood Stance Single Action May contain spoilers from Convocation Source Rival Academies pg. 80 --- The lessons of the flood teach a stance that distributes and circulates a single breath through the body and allows your punches to contain the focused power of a torrent of water. While in this stance, you hold your breath for up to 10 minutes and leave the stance if you stop holding your breath. You do not lose additional air if you attack, are critically hit, or critically fail a save. You still lose all remaining air if you speak, including to Cast a Spell. The only Strikes you can make are flooded river unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; have the nonlethal, trip, unarmed, and water traits; and don’t take the normal penalty for being used underwater. They also gain the forceful trait while you’re underwater. Flood Stance leads to... Culvert's Collapse","feat":["Flood Stance"],"element":["Water"],"skill_mod":{},"summary":"The lessons of the flood teach a stance that distributes and circulates a single breath through the body and allows your punches to contain the focused power of a torrent of water.","primary_source":"Rival Academies","trait_group":["Class","Weapon","Class-Specific","Rarity","Elemental","Planar","Monster"],"level":1,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7492","source_group":["Convocation"],"spoilers":"Convocation","name":"Flood Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7492"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","legacy_id":["feat-2980"],"trait":["Monk","Stance","Water"],"id":"feat-7493","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reflective Ripple Stance Single Action Source Rival Academies pg. 80 Requirements You’re unarmored. --- You enter a stance of fluid grace as small amounts of water flow with your movements and attacks. You can make flowing wave attacks that deal 1d6 bludgeoning damage. They are in the brawling group and have the agile, disarm, finesse, nonlethal, trip, unarmed, and water traits. While in Reflective Ripple Stance, you gain a +1 circumstance bonus to Athletics checks to Disarm, Swim, or Trip, and you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed and Tripped. Special This feat gains your choice of either the divine or occult trait, matching your qi spell tradition if possible. Reflective Ripple Stance leads to... Rippling Spin, Wave Spiral","feat":["Reflective Ripple Stance"],"element":["Water"],"skill_mod":{},"summary":"You enter a stance of fluid grace as small amounts of water flow with your movements and attacks.","primary_source":"Rival Academies","trait_group":["Class","Weapon","Class-Specific","Elemental","Planar","Monster"],"level":1,"source_category":["Lost Omens"],"requirement":"You’re unarmored.","resistance":{},"url":"/Feats.aspx?ID=7493","source_group":["Convocation"],"name":"Reflective Ripple Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7493"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Monk","Uncommon","Water"],"id":"feat-7494","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Student of Water May contain spoilers from Convocation Source Rival Academies pg. 80 --- Following your studies of water, your qi stirs the water of the natural world. If you’re underwater, you have cover against creatures outside of the water. As soon as you meet the prerequisites for Underwater Marauder and Water Sprint, you gain those feats.","feat":["Student of Water"],"element":["Water"],"skill_mod":{},"summary":"Following your studies of water, your qi stirs the water of the natural world.","primary_source":"Rival Academies","trait_group":["Class","Weapon","Rarity","Elemental","Planar","Monster"],"level":2,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7494","source_group":["Convocation"],"spoilers":"Convocation","name":"Student of Water","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7494"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Monk","Stance","Uncommon","Water"],"id":"feat-7495","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Waterfowl Stance Single Action May contain spoilers from Convocation Source Rival Academies pg. 80 Prerequisites Monastic Weaponry --- In your hands, swords dance like rainfall over the waves; who can tell where the storm ends and the sea begins? Developed by Swordmaster Ganhil to compete with the House of Untwisting Iron, this stance integrates fluid swordplay into even the simplest movements. While in Waterfowl Stance, the dandpatta, scimitar, talwar, and zulfikar gain the monk trait for you. When you Tumble Through a creature’s space or Leap over a creature while wielding one of these weapons, you can deal that creature 1d6 slashing damage. This damage is increased to 2d6 if the weapon has a greater striking rune and 3d6 if it has a major striking rune. Special You gain access to the dandpatta, talwar, and zulfikar Waterfowl Stance leads to... Snakebird's Shadow","feat":["Waterfowl Stance"],"element":["Water"],"skill_mod":{},"summary":"In your hands, swords dance like rainfall over the waves; who can tell where the storm ends and the sea begins?","primary_source":"Rival Academies","trait_group":["Class","Weapon","Class-Specific","Rarity","Elemental","Planar","Monster"],"level":2,"prerequisite":"Monastic Weaponry","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7495","source_group":["Convocation"],"spoilers":"Convocation","name":"Waterfowl Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7495"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Monk","Uncommon"],"id":"feat-7496","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Divert Streamflow Reaction May contain spoilers from Convocation Source Rival Academies pg. 80 Trigger You’re damaged by a melee Strike by a creature in your reach. --- With a brief gesture, you adapt swiftly to an attack like a flowing stream. Attempt an Athletics check to Reposition the creature who dealt the triggering damage. If you’re successful, you can Step as a free action.","feat":["Divert Streamflow"],"skill_mod":{},"summary":"With a brief gesture, you adapt swiftly to an attack like a flowing stream.","primary_source":"Rival Academies","trait_group":["Class","Weapon","Rarity"],"level":4,"source_category":["Lost Omens"],"trigger":"You’re damaged by a melee Strike by a creature in your reach.","resistance":{},"url":"/Feats.aspx?ID=7496","source_group":["Convocation"],"spoilers":"Convocation","name":"Divert Streamflow","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-7496"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Concentrate","Monk","Occult","Uncommon","Water"],"id":"feat-7497","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tributary Circulation Single Action or Two Actions May contain spoilers from Convocation Source Rival Academies pg. 80 --- Never distant from water’s succoring presence, your refined breathing techniques focus your awareness and control of water inward. You gain a +2 circumstance bonus to Will saves and saves against poison until the beginning of your next turn. If you spent two actions on Tributary Circulation, you can also attempt a flat check to end persistent poison damage you’re suffering, reducing the DC to 10 as if you had gained the benefits of assisted recovery.","feat":["Tributary Circulation"],"element":["Water"],"skill_mod":{},"summary":"Never distant from water’s succoring presence, your refined breathing techniques focus your awareness and control of water inward.","primary_source":"Rival Academies","trait_group":["Mechanics","Class","Weapon","Tradition","Monster","Rarity","Elemental","Planar"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7497","source_group":["Convocation"],"spoilers":"Convocation","name":"Tributary Circulation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","rarity":"uncommon","slug":"feat-7497"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Monk","Uncommon","Water"],"id":"feat-7498","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Culvert's Collapse Single Action May contain spoilers from Convocation Source Rival Academies pg. 80 Prerequisites Flood Stance Requirements You are in Flood Stance and were damaged by an enemy since your previous turn. --- Under your foes’ onslaught, the water within your violent blood stirs. Your killing intent swells, your agonies marshaling your inevitable resurgence. Make a flooded river Strike against the enemy who dealt damage to you since your previous turn. That Strike deals an additional 1d8 persistent bleed damage.","feat":["Culvert's Collapse"],"element":["Water"],"skill_mod":{},"summary":"Under your foes’ onslaught, the water within your violent blood stirs.","primary_source":"Rival Academies","trait_group":["Class","Weapon","Rarity","Elemental","Planar","Monster"],"level":6,"prerequisite":"Flood Stance","source_category":["Lost Omens"],"requirement":"You are in Flood Stance and were damaged by an enemy since your previous turn.","resistance":{},"url":"/Feats.aspx?ID=7498","source_group":["Convocation"],"spoilers":"Convocation","name":"Culvert's Collapse","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7498"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","legacy_id":["feat-2983"],"trait":["Flourish","Monk","Occult","Water"],"id":"feat-7499","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Rippling Spin Reaction Source Rival Academies pg. 80 Prerequisites Reflective Ripple Stance Trigger You’re hit by a physical melee attack by an attacker you can see that’s in reach. Requirements You’re in Reflective Ripple Stance --- After the triggering attack is done, Step. You must end this Step within the attacker’s reach. Then, you can attempt an Athletics check to Disarm or Trip the attacker.","feat":["Rippling Spin"],"element":["Water"],"skill_mod":{},"summary":"After the triggering attack is done, Step","primary_source":"Rival Academies","trait_group":["Mechanics","Class","Weapon","Tradition","Monster","Elemental","Planar"],"level":8,"prerequisite":"Reflective Ripple Stance","source_category":["Lost Omens"],"requirement":"You’re in Reflective Ripple Stance","trigger":"You’re hit by a physical melee attack by an attacker you can see that’s in reach.","resistance":{},"url":"/Feats.aspx?ID=7499","source_group":["Convocation"],"name":"Rippling Spin","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7499"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Flourish","Monk","Occult","Uncommon","Water"],"id":"feat-7500","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Snakebird's Shadow Two Actions May contain spoilers from Convocation Source Rival Academies pg. 81 Prerequisites Waterfowl Stance Requirements You are in Waterfowl Stance and are wielding a monk weapon from the sword group. --- Ganhil developed this technique through observing the sharp-beaked darters fishing Prada Hanam’s waters, seeking to match their speed and suppleness with the elemental flash of his blade. Make a melee Strike with the required weapon against each enemy in a 15-foot line as razor-sharp shadows of water surge from your blade. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.","feat":["Snakebird's Shadow"],"element":["Water"],"skill_mod":{},"summary":"Ganhil developed this technique through observing the sharp-beaked darters fishing Prada Hanam’s waters, seeking to match their speed and suppleness with the elemental flash of his blade.","primary_source":"Rival Academies","trait_group":["Mechanics","Class","Weapon","Tradition","Monster","Rarity","Elemental","Planar"],"level":8,"prerequisite":"Waterfowl Stance","source_category":["Lost Omens"],"requirement":"You are in Waterfowl Stance and are wielding a monk weapon from the sword group.","resistance":{},"url":"/Feats.aspx?ID=7500","source_group":["Convocation"],"spoilers":"Convocation","name":"Snakebird's Shadow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-7500"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Monk","Occult","Uncommon","Water"],"id":"feat-7501","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wake to Strife Two Actions May contain spoilers from Convocation Source Rival Academies pg. 81 Requirements A creature within your reach is prone or swimming. --- You summon the explosive power of a geyser beneath a foe. The required creature must attempt a Fortitude save against your class DC as elemental water confounds their senses; if the creature is prone, they can Stand as a free action. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 2. If you have a free hand and they are not larger than you, you can attempt an Athletics check to Grapple them as a free action. Critical Failure As failure, but if you succeed at the Athletics check to Grapple them, you get a critical success instead.","feat":["Wake to Strife"],"element":["Water"],"skill_mod":{},"summary":"You summon the explosive power of a geyser beneath a foe.","primary_source":"Rival Academies","trait_group":["Class","Weapon","Tradition","Monster","Rarity","Elemental","Planar"],"level":8,"source_category":["Lost Omens"],"requirement":"A creature within your reach is prone or swimming.","resistance":{},"url":"/Feats.aspx?ID=7501","source_group":["Convocation"],"spoilers":"Convocation","name":"Wake to Strife","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-7501"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Fortune","Monk","Uncommon"],"id":"feat-7502","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Lessons of Flux Reaction May contain spoilers from Convocation Source Rival Academies pg. 81 Trigger You fail a skill check to Grab, Reposition, Shove, Trip, or Tumble Through. --- You apply the persistence and permutation taught by faydhaans to your failures. You reroll the check and take the second result. If it still fails or critically fails, you can ask a question about the creature you were attempting to Grab, Reposition, Shove, Trip, or Tumble Through as if you had succeeded at a check to Recall Knowledge.","feat":["Lessons of Flux"],"skill_mod":{},"summary":"You apply the persistence and permutation taught by faydhaans to your failures.","primary_source":"Rival Academies","trait_group":["Mechanics","Class","Weapon","Rarity"],"level":10,"source_category":["Lost Omens"],"trigger":"You fail a skill check to Grab, Reposition , Shove , Trip , or Tumble Through .","resistance":{},"url":"/Feats.aspx?ID=7502","source_group":["Convocation"],"spoilers":"Convocation","name":"Lessons of Flux","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-7502"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Convocation","trait":["Monk","Uncommon","Water"],"id":"feat-7503","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Wave Dashes Rocks Single Action May contain spoilers from Convocation Source Rival Academies pg. 81 Requirements You have a creature grabbed or restrained. --- You slam an unlucky foe with the tremendous power of a plunging wave. Make a melee Strike against the required creature, after which they are no longer grabbed or restrained by you. This Strike must be made with an unarmed attack or a monk weapon. If you deal damage with this Strike, the target is knocked prone and is clumsy 1 and enfeebled 1 until the end of its next turn.","feat":["Wave Dashes Rocks"],"element":["Water"],"skill_mod":{},"summary":"You slam an unlucky foe with the tremendous power of a plunging wave.","primary_source":"Rival Academies","trait_group":["Class","Weapon","Rarity","Elemental","Planar","Monster"],"level":10,"source_category":["Lost Omens"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=7503","source_group":["Convocation"],"spoilers":"Convocation","name":"Wave Dashes Rocks","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7503"},{"primary_source_category":"Lost Omens","source":["Rival Academies"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"primary_source_group":"Convocation","legacy_id":["feat-2985"],"trait":["Flourish","Monk","Occult","Water"],"id":"feat-7504","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wave Spiral Two Actions Source Rival Academies pg. 81 Frequency once per minute Prerequisites Reflective Ripple Stance Requirements You’re in Reflective Ripple Stance. --- You dip and spin, unleashing a wide whirlpool of water. Make an Athletics check to Trip each creature standing on the ground in a 10-foot emanation. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks.","feat":["Wave Spiral"],"element":["Water"],"skill_mod":{},"summary":"You dip and spin, unleashing a wide whirlpool of water.","primary_source":"Rival Academies","trait_group":["Mechanics","Class","Weapon","Tradition","Monster","Elemental","Planar"],"level":12,"prerequisite":"Reflective Ripple Stance","source_category":["Lost Omens"],"requirement":"You’re in Reflective Ripple Stance.","resistance":{},"url":"/Feats.aspx?ID=7504","source_group":["Convocation"],"name":"Wave Spiral","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7504"},{"skill_mod":{},"summary":"You have trained extensively in combat, battlefield tactics, and stamina, focusing on being an exceptional warrior for your faith in exchange for less time studying the traditional spells and scriptures.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"battle creed","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7505","weakness":{},"archetype":["Battle Harbinger"],"name":"Battle Harbinger Dedication","trait":["Archetype","Class","Dedication"],"id":"feat-7505","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Battle Harbinger Dedication Source Divine Mysteries pg. 274 Archetype Battle Harbinger Prerequisites battle creed --- You have trained extensively in combat, battlefield tactics, and stamina, focusing on being an exceptional warrior for your faith in exchange for less time studying the traditional spells and scriptures. You become trained in your choice of Athletics or Acrobatics, if you are already trained in both skills, you instead become trained in another skill of your choice. You gain the Toughness general feat. If you already have this feat, you gain another general feat of your choice. Battle Harbinger Dedication leads to... Aura Enhancement, Aura Expertise, Creed Magic, Exigent Aura, Harbinger's Armament, Harbinger's Protection, Live the Creed, Tandem Auras, Tandem Onslaught, Wither Away","category":"feat","pfs":"Standard","feat":["Battle Harbinger Dedication"],"rarity":"common","slug":"feat-7505"},{"skill_mod":{},"summary":"You’ve enhanced your training with your battle magic, allowing you access to a more potent divine font.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Battle Harbinger Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7506","weakness":{},"archetype":["Battle Harbinger"],"name":"Aura Enhancement","trait":["Archetype"],"id":"feat-7506","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aura Enhancement Source Divine Mysteries pg. 274 Archetype Battle Harbinger Prerequisites Battle Harbinger Dedication --- You’ve enhanced your training with your battle magic, allowing you access to a more potent divine font. Add benediction and malediction to the spells you can prepare with your additional slots from your divine font. These spells are also battle auras.","category":"feat","pfs":"Standard","feat":["Aura Enhancement"],"rarity":"common","slug":"feat-7506"},{"skill_mod":{},"summary":"You have trained your body and mind to work in tandem, and you can combine your combat and spellcasting prowess to better support yourself in battle.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Battle Harbinger Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7507","weakness":{},"archetype":["Battle Harbinger"],"name":"Tandem Onslaught","trait":["Archetype"],"id":"feat-7507","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tandem Onslaught Source Divine Mysteries pg. 274 Archetype Battle Harbinger Prerequisites Battle Harbinger Dedication --- You have trained your body and mind to work in tandem, and you can combine your combat and spellcasting prowess to better support yourself in battle. The first time each round that you successfully hit and deal damage to an enemy creature with a Strike using a weapon or unarmed attack, you can automatically Sustain a single battle aura that you currently have active, applying any additional effects that come with Sustaining the spell. Tandem Onslaught leads to... Empowered Onslaught","category":"feat","pfs":"Standard","feat":["Tandem Onslaught"],"rarity":"common","slug":"feat-7507"},{"skill_mod":{},"summary":"The power of your deity and your own convictions leave an impression on creatures even when they normally would be unable to comprehend your words or the feelings spurred on by your god.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Battle Harbinger Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7508","weakness":{},"archetype":["Battle Harbinger"],"name":"Exigent Aura","trait":["Archetype"],"id":"feat-7508","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Exigent Aura Source Divine Mysteries pg. 274 Archetype Battle Harbinger Prerequisites Battle Harbinger Dedication --- The power of your deity and your own convictions leave an impression on creatures even when they normally would be unable to comprehend your words or the feelings spurred on by your god. Your battle auras can affect mindless creatures, though they gain a +4 circumstance bonus on saving throws to resist the battle aura’s effects.","category":"feat","pfs":"Standard","feat":["Exigent Aura"],"rarity":"common","slug":"feat-7508"},{"skill_mod":{},"summary":"You often work on missions alone, making sure to cover up your weaknesses more effectively than other members of your faith.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Battle Harbinger Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7509","weakness":{},"archetype":["Battle Harbinger"],"name":"Harbinger's Protection","trait":["Archetype"],"id":"feat-7509","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Harbinger's Protection Source Divine Mysteries pg. 274 Archetype Battle Harbinger Prerequisites Battle Harbinger Dedication --- You often work on missions alone, making sure to cover up your weaknesses more effectively than other members of your faith. You are trained in heavy armor. When you gain expert or greater proficiency in any type of armor, you also gain that proficiency in heavy armor.","category":"feat","pfs":"Standard","feat":["Harbinger's Protection"],"rarity":"common","slug":"feat-7509"},{"skill_mod":{},"summary":"You’ve expanded your divine capabilities, granting you magic that better supports your combat focus.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Battle Harbinger Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7510","weakness":{},"archetype":["Battle Harbinger"],"name":"Creed Magic","trait":["Archetype"],"id":"feat-7510","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Creed Magic Source Divine Mysteries pg. 274 Archetype Battle Harbinger Prerequisites Battle Harbinger Dedication --- You’ve expanded your divine capabilities, granting you magic that better supports your combat focus. You gain two special 2nd-rank creed spell slots, which can be used to prepare resist energy , see the unseen , sure strike , and water breathing as divine spells. At 10th level, the extra slots increase to 3rd rank and you add haste and heroism to the spells you can prepare in your creed spell slots. At 14th level, the extra slots increase to 4th rank and you add fly and unfettered movement .","category":"feat","pfs":"Standard","feat":["Creed Magic"],"rarity":"common","slug":"feat-7510"},{"skill_mod":{},"summary":"Your deity grants you extra power that you have learned to channel into your weapons.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Battle Harbinger Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7511","weakness":{},"archetype":["Battle Harbinger"],"name":"Harbinger's Armament","trait":["Archetype"],"id":"feat-7511","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Harbinger's Armament Source Divine Mysteries pg. 275 Archetype Battle Harbinger Prerequisites Battle Harbinger Dedication --- Your deity grants you extra power that you have learned to channel into your weapons. Select one weapon or handwraps of mighty blows when you make your daily preparations. While in your hands it gains the effect of one property rune. Choose either fearsome , ghost touch , returning , shifting , or vitalizing . This rune does not count toward your maximum rune count, and this choice lasts 24 hours or until you make your next daily preparations, whichever comes first. Harbinger's Armament leads to... Greater Armament","category":"feat","pfs":"Standard","feat":["Harbinger's Armament"],"rarity":"common","slug":"feat-7511"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype"],"id":"feat-7512","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Empowered Onslaught Reaction Source Divine Mysteries pg. 275 Archetype Battle Harbinger Frequency once per round Prerequisites Tandem Onslaught Trigger You critically hit and Sustain a battle aura. --- When your body and mind are perfectly in sync and pushed to the limit, it can produce even greater results. You channel your combat focus into the power of your battle auras. Choose one active battle aura you have; that battle aura’s status bonus or penalty increases by 1, to a maximum of 4. This value remains for the rest of the aura’s duration.","feat":["Empowered Onslaught"],"skill_mod":{},"summary":"When your body and mind are perfectly in sync and pushed to the limit, it can produce even greater results.","primary_source":"Divine Mysteries","trait_group":["Feat"],"level":12,"prerequisite":"Tandem Onslaught","source_category":["Lost Omens"],"trigger":"You critically hit and Sustain a battle aura.","resistance":{},"url":"/Feats.aspx?ID=7512","archetype":["Battle Harbinger"],"name":"Empowered Onslaught","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7512"},{"skill_mod":{},"summary":"You’ve learned how to maintain multiple auras at once, reinforcing them simultaneously.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Battle Harbinger Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7513","weakness":{},"archetype":["Battle Harbinger"],"name":"Tandem Auras","trait":["Archetype"],"id":"feat-7513","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Tandem Auras Source Divine Mysteries pg. 275 Archetype Battle Harbinger Prerequisites Battle Harbinger Dedication --- You’ve learned how to maintain multiple auras at once, reinforcing them simultaneously. When you Sustain a battle aura, you can also Sustain a different battle aura you have active.","category":"feat","pfs":"Standard","feat":["Tandem Auras"],"rarity":"common","slug":"feat-7513"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7514","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Aura Expertise Free Action Source Divine Mysteries pg. 275 Archetype Battle Harbinger Prerequisites Battle Harbinger Dedication Trigger Your turn begins --- You’ve become so accustomed to maintaining your battle auras that it’s become second nature to you. You immediately gain the effects of the Sustain action for one of your battle auras.","feat":["Aura Expertise"],"skill_mod":{},"summary":"You’ve become so accustomed to maintaining your battle auras that it’s become second nature to you.","primary_source":"Divine Mysteries","trait_group":["Feat"],"level":16,"prerequisite":"Battle Harbinger Dedication","source_category":["Lost Omens"],"trigger":"Your turn begins","resistance":{},"url":"/Feats.aspx?ID=7514","archetype":["Battle Harbinger"],"name":"Aura Expertise","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7514"},{"skill_mod":{},"summary":"Your weapons have greater power available to them.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Harbinger's Armament","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7515","weakness":{},"archetype":["Battle Harbinger"],"name":"Greater Armament","trait":["Archetype"],"id":"feat-7515","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Greater Armament Source Divine Mysteries pg. 275 Archetype Battle Harbinger Prerequisites Harbinger's Armament --- Your weapons have greater power available to them. Add brilliant , corrosive , flaming , frost , holy , shock , thundering , and unholy to the list of property runes you can add to your weapon during your daily preparations.","category":"feat","pfs":"Standard","feat":["Greater Armament"],"rarity":"common","slug":"feat-7515"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-7516","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Live the Creed Single Action Source Divine Mysteries pg. 275 Archetype Battle Harbinger Frequency once per 10 minutes Prerequisites Battle Harbinger Dedication --- You’ve become an unparalleled figure among your faith, able to align your divine abilities with unparalleled swiftness. You cast a battle aura using one of your divine font slots.","feat":["Live the Creed"],"skill_mod":{},"summary":"You’ve become an unparalleled figure among your faith, able to align your divine abilities with unparalleled swiftness.","primary_source":"Divine Mysteries","trait_group":["Feat"],"level":20,"prerequisite":"Battle Harbinger Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7516","archetype":["Battle Harbinger"],"name":"Live the Creed","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7516"},{"legacy_name":["Vengeful Oath"],"skill_mod":{},"summary":"You’ve sworn an oath to punish wicked acts you witness.","primary_source":"Divine Mysteries","trait_group":["Class","Class-Specific"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7517","weakness":{},"name":"Oath of The Avenger","legacy_id":["feat-222"],"trait":["Champion","Oath"],"id":"feat-7517","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Oath of The Avenger Source Divine Mysteries pg. 276 Prerequisites --- You’ve sworn an oath to punish wicked acts you witness. You gain the edict “hunt down those who have harmed innocents or committed heinous atrocities.” When you see a creature harm an ally, an innocent, or a noncombatant, you can invoke your oath against that creature. Like speaking, this doesn’t require an action. Most champions choose to invoke these oaths out loud if they’re able. The invocation lasts indefinitely, though you can choose to end if you are satisfied that the target has reformed, atoned, or been forgiven. You can use lay on hands to damage a creature you have invoked your oath against as if it were undead; in this case, lay on hands deals spirit damage instead of vitality damage, gains the spirit trait, and loses the vitality trait. This doesn’t prevent you from healing such a creature with lay on hands if you so choose.","category":"feat","pfs":"Standard","feat":["Oath of The Avenger"],"rarity":"common","slug":"feat-7517"},{"skill_mod":{},"summary":"During your daily preparations, you can swear an oath to defend against a certain kind of enemy during your deeds that day.","primary_source":"Divine Mysteries","trait_group":["Class","Class-Specific"],"primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7518","weakness":{},"name":"Oath of The Defender","trait":["Champion","Oath"],"id":"feat-7518","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Oath of The Defender Source Divine Mysteries pg. 276 --- During your daily preparations, you can swear an oath to defend against a certain kind of enemy during your deeds that day. Choose aberrations, celestials, dragons, fiends, or undead. You can’t choose celestials if you’re holy, nor can you choose fiends if you’re unholy. You gain an edict to defend against creatures of that kind. Allies in your champion’s aura, not including you, get resistance 2 to damage dealt by creatures with the chosen trait. If such a creature deals more than one damage type at once, apply this resistance only to the highest amount of damage. The resistance increases to 3 at 7th level, 4 at 12th level, and 5 at 17th level. If a creature with the chosen trait triggers your champion’s reaction and your champion’s reaction grants resistance against the triggering damage, the resistance increases by 5.","category":"feat","pfs":"Standard","feat":["Oath of The Defender"],"rarity":"common","slug":"feat-7518"},{"legacy_name":["Dragonslayer Oath","Fiendsbane Oath","Shining Oath","Esoteric Oath","Lightslayer Oath"],"skill_mod":{},"summary":"During your daily preparations, you can swear an oath to defeat, topple, or destroy a certain kind of enemy during your deeds that day.","primary_source":"Divine Mysteries","trait_group":["Class","Class-Specific"],"primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7519","weakness":{},"name":"Oath of The Slayer","legacy_id":["feat-219","feat-220","feat-221","feat-1669","feat-1670"],"trait":["Champion","Oath"],"id":"feat-7519","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Oath of The Slayer Source Divine Mysteries pg. 276 --- During your daily preparations, you can swear an oath to defeat, topple, or destroy a certain kind of enemy during your deeds that day. Choose aberrations, celestials, dragons, fiends, or undead. You can’t choose celestials if you’re holy, nor can you choose fiends if you’re unholy. You gain an edict to banish or slay creatures of that kind. Your Strikes and devotion spells that deal damage do an additional 1 spirit damage against a creature with the chosen trait. This damage increases to 2 at 7th level and 3 at 14th level. If a creature with the chosen trait triggers your champion’s reaction, this additional damage doubles until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Oath of The Slayer"],"rarity":"common","slug":"feat-7519"},{"legacy_name":["Sense Good"],"skill_mod":{},"summary":"The presence of goodness sickens you with its saccharine self-righteousness.","primary_source":"Divine Mysteries","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7520","weakness":{},"name":"Sense Holiness","legacy_id":["feat-1679"],"trait":["Champion","Uncommon"],"id":"feat-7520","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sense Holiness Source Divine Mysteries pg. 277 Prerequisites --- The presence of goodness sickens you with its saccharine self-righteousness. You can sense the presence of creatures with the holy trait within 120 feet. This functions as a vague sense, similar to humans’ sense of smell. A holy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its sanctification from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Holiness for 1 day.","category":"feat","pfs":"Standard","feat":["Sense Holiness"],"rarity":"uncommon","slug":"feat-7520"},{"legacy_name":["Sense Evil"],"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-236"],"trait":["Champion"],"id":"feat-7521","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sense Unholiness Source Divine Mysteries pg. 277 Archetype Exorcist (Level 14) Prerequisites --- You sense the truly wicked as a queasy or foreboding feeling. You can sense the presence of creatures with the unholy trait within 120 feet. This functions as a vague sense, similar to humans’ sense of smell. An unholy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its sanctification from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Unholiness for 1 day. ","feat":["Sense Unholiness"],"skill_mod":{},"summary":"You sense the truly wicked as a queasy or foreboding feeling.","primary_source":"Divine Mysteries","trait_group":["Class"],"level":8,"prerequisite":"","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7521","archetype":["Exorcist"],"name":"Sense Unholiness","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7521"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-1684"],"trait":["Champion"],"id":"feat-7522","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Enforce Oath Single Action Source Divine Mysteries pg. 277 Frequency once per hour Prerequisites Any feat with the oath trait Requirements You can see a creature you’ve sworn an oath against. --- You call on your oath to embolden you in combat. Select one creature you can see that you’ve sworn an oath against (per the terms of your oath feat). You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature. However, your dedication draws your focus away from all other enemies. You take a –1 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath. Enforce Oath lasts indefinitely, but it ends if the enemy is reduced to 0 Hit Points, the enemy offers a legitimate surrender to you or your allies, you fall unconscious, or the enemy goes unnoticed by you for more than 1 minute. You can also Dismiss the effect as a free action.","feat":["Enforce Oath"],"skill_mod":{},"summary":"You call on your oath to embolden you in combat.","primary_source":"Divine Mysteries","trait_group":["Class"],"level":12,"prerequisite":"Any feat with the oath trait","source_category":["Lost Omens"],"requirement":"You can see a creature you’ve sworn an oath against.","resistance":{},"url":"/Feats.aspx?ID=7522","name":"Enforce Oath","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7522"},{"skill_mod":{},"summary":"Your mount becomes a grotesque creature of foreboding when you ride it.","primary_source":"Divine Mysteries","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Faithful Steed; ","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7523","weakness":{},"name":"Pale Horse","legacy_id":["feat-1686"],"trait":["Champion","Uncommon"],"id":"feat-7523","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Pale Horse Source Divine Mysteries pg. 277 Prerequisites Faithful Steed; --- Your mount becomes a grotesque creature of foreboding when you ride it. Its appearance transforms as flames erupt from its skin, a whorl of void energy surrounds it, or poison leaks from its flesh. When you Mount your faithful steed, you can choose fire, poison, or void. As long as you ride it, your steed gains resistance 10 to the chosen damage type, and any creature that touches your steed takes 1d6 damage of the chosen type; this includes hitting the steed with an unarmed attack or with a melee weapon Strike while adjacent to the steed. This damage increases to 2d6 at 16th level and 3d6 at 20th level.","category":"feat","pfs":"Standard","feat":["Pale Horse"],"rarity":"uncommon","slug":"feat-7523"},{"skill_mod":{},"summary":"You improve your exalted reaction with the benefit listed for your cause.","primary_source":"Divine Mysteries","trait_group":["Class"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7524","weakness":{},"name":"Exalted Greatness","trait":["Champion"],"id":"feat-7524","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Exalted Greatness Source Divine Mysteries pg. 277 Prerequisites --- You improve your exalted reaction with the benefit listed for your cause. Desecration While you have the benefit, you also gain a +2 status bonus to saving throws against effects created by enemies in your champion’s aura. Grandeur Any revealing light created by your Flash of Grandeur lasts for 1 minute. Iniquity The damage dealt to enemies other than the triggering creatures increases by an amount equal to the damage dice of Destructive Vengeance (apply this after you halve the damage). Justice The penalty is –2 instead of –5. Liberation You and all affected allies can attempt to break free, not just the triggering ally. Obedience The damage dealt to creatures other than the triggering creature who refuse to drop prone increases to half the damage the triggering creature would take (roll the damage only once for all affected creatures). Redemption The resistance isn’t reduced.","category":"feat","pfs":"Standard","feat":["Exalted Greatness"],"rarity":"common","slug":"feat-7524"},{"skill_mod":{},"summary":"You take on a celestial countenance, gaining the features of a type of celestial who serves your deity; for example, as an angel, you gain a halo and feathery wings.","primary_source":"Divine Mysteries","trait_group":["Class"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7525","weakness":{},"name":"Celestial Form","legacy_id":["feat-259"],"trait":["Champion"],"id":"feat-7525","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Celestial Form Source Divine Mysteries pg. 277 Prerequisites --- You take on a celestial countenance, gaining the features of a type of celestial who serves your deity; for example, as an angel, you gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you’ve become (archon, angel, or azata, for example).","category":"feat","pfs":"Standard","feat":["Celestial Form"],"rarity":"common","slug":"feat-7525"},{"skill_mod":{},"summary":"Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes.","primary_source":"Divine Mysteries","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7526","weakness":{},"name":"Fiendish Form","legacy_id":["feat-1692"],"trait":["Champion","Uncommon"],"id":"feat-7526","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Fiendish Form Source Divine Mysteries pg. 277 Prerequisites --- Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t already have it, and you gain the fiend trait and the trait appropriate to the type of servitor you’ve become (such as daemon, demon, or devil).","category":"feat","pfs":"Standard","feat":["Fiendish Form"],"rarity":"uncommon","slug":"feat-7526"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Champion"],"id":"feat-7527","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Retributive Focus Free Action Source Divine Mysteries pg. 277 Frequency once per day Prerequisites Desperate Prayer Requirements Your focus pool is currently empty. --- Your enemy’s offenses fuel your righteous power. When an enemy triggers your champion’s reaction, you regain 1 Focus Point.","feat":["Retributive Focus"],"skill_mod":{},"summary":"Your enemy’s offenses fuel your righteous power.","primary_source":"Divine Mysteries","trait_group":["Class"],"level":18,"prerequisite":"Desperate Prayer","source_category":["Lost Omens"],"requirement":"Your focus pool is currently empty.","resistance":{},"url":"/Feats.aspx?ID=7527","name":"Retributive Focus","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7527"},{"skill_mod":{},"summary":"You become a mortal herald of your deity, gaining power in return for your service.","primary_source":"Divine Mysteries","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Worshiper of a specific deity; Master in master in Religion or your deity’s divine skill","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7528","weakness":{},"archetype":["Mortal Herald"],"skill":["Religion","Religion"],"name":"Mortal Herald Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-7528","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Mortal Herald Dedication Source Divine Mysteries pg. 279 Archetype Mortal Herald Prerequisites Worshiper of a specific deity; Master in master in Religion or your deity’s divine skill --- You become a mortal herald of your deity, gaining power in return for your service. Others intuitively sense your connection with your deity, which subtly influences the way they act around you. You become bound by your deity’s anathema. Depending on your deity, their sanctification can make you holy or unholy. This gives you the holy or unholy trait, which commits you to one side of a struggle over the souls of the planes and can be referenced in other abilities. If you “can be” holy or unholy according to your deity, you make that choice, and if you “must be” holy or unholy you gain the trait automatically. If you gain the opposing trait in some way, you lose the previous trait until you complete an atone ritual. In addition, once per day, you can cast heal as a 6th-rank innate divine spell. You can only target yourself with the spell, but you gain the benefits of the 2-action version when you spend 1 action to cast it. In addition, if you would be reduced to 0 Hit Points but not immediately killed, you can cast the spell as a free action before you become unconscious. This spell is automatically heightened to a rank equal to half your level. Special If you have void healing, you instead cast harm . Mortal Herald Dedication leads to... Declare Anathema, Deific Font, Dive of the Divine, Divine Presence, Domain Embodiment, Ease the Burden, Enter Divine Realm, Eyes of God, Fear of God, Flash of Omipotence, Flash of Omnipresence, Flash of Omniscience, Glory on High, Guiding Words, Herald's Weapon, Heraldic Proclamation, Invisible Hand, Marked For Rebuke, Moment of Apotheosis, Mortal Ascension, Shield the Faithful, Spark of Immortality, Stand for the Fallen","category":"feat","pfs":"Standard","feat":["Mortal Herald Dedication"],"rarity":"rare","slug":"feat-7528"},{"skill_mod":{},"summary":"Your deity contains multitudes, and you can express any aspect of them you desire.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7529","weakness":{},"archetype":["Mortal Herald"],"name":"Domain Embodiment","trait":["Archetype"],"id":"feat-7529","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Domain Embodiment Source Divine Mysteries pg. 279 Archetype Mortal Herald Prerequisites Mortal Herald Dedication --- Your deity contains multitudes, and you can express any aspect of them you desire. During your daily preparations, you can gain two initial or advanced domain spells from any of your deity’s domains or alternate domains. You can cast these as innate spells until your next daily preparations. Domain spells are a type of focus spell. Casting any of your focus spells costs you 1 Focus Point. The maximum number of Focus Points in your pool is equal to the number of focus spells you know or 3, whichever is lower. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Your domain spells are divine spells. If you were not already, you become trained in spell attacks and spell DCs. Your spellcasting attribute for domain spells is Wisdom.","category":"feat","pfs":"Standard","feat":["Domain Embodiment"],"rarity":"common","slug":"feat-7529"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Archetype","Divine","Skill"],"id":"feat-7530","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Fear of God Free Action Source Divine Mysteries pg. 280 Archetype Mortal Herald Frequency once per 10 minutes Prerequisites Mortal Herald Dedication; Expert in Intimidation Trigger You successfully Demoralize an enemy. --- You embed a divine fear into the triggering foe that lasts for 10 minutes. During that time, you ignore that creature’s temporary immunity to your Demoralize attempts and whenever you successfully Demoralize the triggering enemy, you can instead increase their existing frightened condition by 1 (or 2 on a critical success) to a maximum of frightened 4. Fear of God leads to... Chastise","feat":["Fear of God"],"skill_mod":{},"summary":"You embed a divine fear into the triggering foe that lasts for 10 minutes.","primary_source":"Divine Mysteries","trait_group":["Feat","Tradition"],"level":14,"prerequisite":"Mortal Herald Dedication; Expert in Intimidation","source_category":["Lost Omens"],"trigger":"You successfully Demoralize an enemy.","resistance":{},"url":"/Feats.aspx?ID=7530","archetype":["Mortal Herald"],"name":"Fear of God","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7530"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Mythic","Teleportation"],"id":"feat-7531","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Flash of Omnipresence Single Action Source Divine Mysteries pg. 280 Archetype Mortal Herald Frequency once per hour Prerequisites Mortal Herald Dedication --- Empowered with divine energy, you can be at an ally’s side in the blink of an eye. You teleport to an empty space adjacent to an ally within 100 feet. If you spend a Mythic Point as part of this action, you can teleport to anywhere within a mile, and when you arrive, any enemies adjacent to you must succeed at a Will saving throw against your class DC or spell DC or be stunned 1. Flash of Omnipresence leads to... Free from Bonds","feat":["Flash of Omnipresence"],"skill_mod":{},"summary":"Empowered with divine energy, you can be at an ally’s side in the blink of an eye.","primary_source":"Divine Mysteries","trait_group":["Feat","Mythic","Mechanics"],"level":14,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7531","archetype":["Mortal Herald"],"name":"Flash of Omnipresence","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7531"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Divine"],"id":"feat-7532","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Herald's Weapon Single Action Source Divine Mysteries pg. 280 Archetype Mortal Herald Frequency once per hour Prerequisites Mortal Herald Dedication --- Your weapon becomes a wrathful instrument of your deity’s power. Choose a weapon you are currently wielding or an unarmed attack, which is wreathed in pure spiritual energy for 1 minute. For the duration, the chosen weapon and unarmed attack deals spirit damage instead of its regular damage. In addition, the chosen weapon or unarmed attack gains the sanctified trait and deals an additional 2d4 spirit damage. Herald's Weapon leads to... Following Smite, Herald's Strike","feat":["Herald's Weapon"],"skill_mod":{},"summary":"Your weapon becomes a wrathful instrument of your deity’s power.","primary_source":"Divine Mysteries","trait_group":["Feat","Tradition"],"level":14,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7532","archetype":["Mortal Herald"],"name":"Herald's Weapon","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7532"},{"skill_mod":{},"summary":"Your power uplifts you, breaking the bonds between you and the ground.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7533","weakness":{},"archetype":["Mortal Herald"],"name":"Mortal Ascension","trait":["Archetype"],"id":"feat-7533","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Mortal Ascension Source Divine Mysteries pg. 280 Archetype Mortal Herald Prerequisites Mortal Herald Dedication --- Your power uplifts you, breaking the bonds between you and the ground. You gain a fly Speed equal to your Speed.","category":"feat","pfs":"Standard","feat":["Mortal Ascension"],"rarity":"common","slug":"feat-7533"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Aura","Divine","Sanctified"],"id":"feat-7534","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Shield the Faithful Single Action Source Divine Mysteries pg. 280 Archetype Mortal Herald Frequency once per hour Prerequisites Mortal Herald Dedication --- You and those closest to you are protected by your deity’s power. For 1 minute, you and all allies within 10 feet of you gain a +1 item bonus to AC and resistance 10 to spirit damage. In addition, when a creature adjacent to you hits you with a melee attack, or when a creature touches you or hits you with an unarmed attack, that creature takes 5 spirit damage. At 20th level, the spirit resistance increases to 15 and the spirit damage increases to 10. Shield the Faithful leads to... Healing Sanctuary","feat":["Shield the Faithful"],"skill_mod":{},"summary":"You and those closest to you are protected by your deity’s power.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics","Tradition"],"level":14,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7534","archetype":["Mortal Herald"],"name":"Shield the Faithful","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7534"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Sanctified"],"id":"feat-7535","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Chastise Two Actions Source Divine Mysteries pg. 280 Archetype Mortal Herald Prerequisites Fear of God --- With but a mere word from your deity, you exploit a foe’s fear to see their inner being brought low. You chastise the spirit of a foe within 30 feet that has the frightened condition. The target must attempt a Will saving throw against the higher of your class DC or spell DC. The target is then temporarily immune for 1 hour. Critical Success The target is unaffected. Success The target takes 2 persistent spirit damage. The first time the creature fails their flat check to recover from this, the persistent spirit damage doubles. Failure The target takes 4 persistent spirit damage. The first time the creature fails their flat check to recover from this, the persistent spirit damage doubles. Critical Failure The target takes 6 persistent spirit damage. The first time the creature fails their flat check to recover from this, the persistent spirit damage doubles.","feat":["Chastise"],"skill_mod":{},"summary":"With but a mere word from your deity, you exploit a foe’s fear to see their inner being brought low.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Fear of God","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7535","archetype":["Mortal Herald"],"name":"Chastise","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7535"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Curse","Divine"],"id":"feat-7536","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Declare Anathema Two Actions Source Divine Mysteries pg. 280 Archetype Mortal Herald Frequency once per 10 minutes Prerequisites Mortal Herald Dedication --- You declare a creature you are aware of within 30 feet anathema, causing their friends and strangers to shy away from them. Attempt a Religion check against the target’s Will DC. Critical Success Any creature that attempts to target the anathema creature with a beneficial effect must succeed at a DC 5 flat check or the action is disrupted. This curse remains until removed by cleanse affliction or a similar effect, or an atone ritual. In addition, the creature gains weakness 10 to spirit damage for 1 minute. Success As critical success, but the curse lasts for 1 minute. Failure As critical success, but the curse lasts for 1 round and the target doesn’t gain weakness to spirit damage. Critical Failure The target is unaffected.","feat":["Declare Anathema"],"skill_mod":{},"summary":"You declare a creature you are aware of within 30 feet anathema, causing their friends and strangers to shy away from them.","primary_source":"Divine Mysteries","trait_group":["Feat","Affliction","Tradition"],"level":16,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7536","archetype":["Mortal Herald"],"name":"Declare Anathema","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7536"},{"access":"You are at least 20 feet above the ground. ","primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Divine","Sanctified"],"id":"feat-7537","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Dive of the Divine Two Actions Source Divine Mysteries pg. 281 Archetype Mortal Herald Prerequisites Mortal Herald Dedication; fly Speed of at least 20 feet Access You are at least 20 feet above the ground. --- You dive from the sky, bringing down the might of the divine with you. You Fly straight down, landing safely in the nearest unoccupied space directly below you. When you land, all creatures in a 10-foot emanation take 8d10 spirit damage (basic Fortitude save against the higher of your class DC or spell DC). On a failure, the target is pushed 5 feet (or 10 feet on a critical failure). At 20th level, the spirit damage increases to 10d10.","feat":["Dive of the Divine"],"skill_mod":{},"summary":"You dive from the sky, bringing down the might of the divine with you.","primary_source":"Divine Mysteries","trait_group":["Feat","Tradition","Mechanics"],"level":16,"prerequisite":"Mortal Herald Dedication; fly Speed of at least 20 feet","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7537","archetype":["Mortal Herald"],"name":"Dive of the Divine","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7537"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Divine","Sanctified"],"id":"feat-7538","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Following Smite Single Action Source Divine Mysteries pg. 281 Archetype Mortal Herald Prerequisites Herald's Weapon Requirements Your last action was a Strike made with a weapon or unarmed attack empowered by Herald’s Weapon. --- You call upon your deity’s power and channel it through your weapon. The creature you hit in your previous action must attempt a Reflex saving throw against the higher of your class DC or your spell DC. Critical Success The target is unaffected. Success The target takes spirit damage equal to half your level. Failure The target takes spirit damage equal to your level and is knocked prone. Critical Failure The target takes spirit damage equal to twice your level, is knocked prone, and becomes clumsy 1 until the beginning of your next turn.","feat":["Following Smite"],"skill_mod":{},"summary":"You call upon your deity’s power and channel it through your weapon.","primary_source":"Divine Mysteries","trait_group":["Feat","Tradition","Mechanics"],"level":16,"prerequisite":"Herald's Weapon","source_category":["Lost Omens"],"requirement":"Your last action was a Strike made with a weapon or unarmed attack empowered by Herald’s Weapon.","resistance":{},"url":"/Feats.aspx?ID=7538","archetype":["Mortal Herald"],"name":"Following Smite","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7538"},{"skill_mod":{},"summary":"As a mortal herald, you cannot easily be captured, nor can your allies.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Flash of Omnipresence","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7539","weakness":{},"archetype":["Mortal Herald"],"name":"Free from Bonds","trait":["Archetype"],"id":"feat-7539","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Free from Bonds Source Divine Mysteries pg. 281 Archetype Mortal Herald Prerequisites Flash of Omnipresence --- As a mortal herald, you cannot easily be captured, nor can your allies. If you are grabbed or restrained when you use Flash of Omnipresence, the creature or effect that is imparting that condition on you takes spirit damage equal to your level. If you teleport adjacent to a grabbed or restrained ally using Flash of Omnipresence, attempt a Religion check against the hard DC for the level of the creature or effect that is imparting that condition. On a success, your ally no longer has that condition.","category":"feat","pfs":"Standard","feat":["Free from Bonds"],"rarity":"common","slug":"feat-7539"},{"skill_mod":{},"summary":"When you call upon your deity’s power, you also radiate a sense of safety that fortifies your allies.","primary_source":"Divine Mysteries","trait_group":["Feat","Tradition"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Shield the Faithful","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7540","weakness":{},"archetype":["Mortal Herald"],"name":"Healing Sanctuary","trait":["Archetype","Divine"],"id":"feat-7540","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Healing Sanctuary Source Divine Mysteries pg. 281 Archetype Mortal Herald Prerequisites Shield the Faithful --- When you call upon your deity’s power, you also radiate a sense of safety that fortifies your allies. An ally who begins their turn in your Shield the Faithful aura gains 10 temporary Hit Points that last for 1 round.","category":"feat","pfs":"Standard","feat":["Healing Sanctuary"],"rarity":"common","slug":"feat-7540"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Divine","Healing","Sanctified","Spellshape","Spirit","Vitality","Metamagic","Positive"],"id":"feat-7541","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Heraldic Proclamation Single Action Source Divine Mysteries pg. 281 Archetype Mortal Herald Frequency once per day Prerequisites Mortal Herald Dedication --- You proclaim your spell with the might of your god behind you. If the next action you use is to Cast a non-cantrip Spell, then all allies within 30 feet gain Hit Points equal to double the rank of the spell, and all enemies within 30 feet take spirit damage equal to double the rank of the spell (basic Will save against your spell DC).","feat":["Heraldic Proclamation"],"skill_mod":{},"summary":"You proclaim your spell with the might of your god behind you.","primary_source":"Divine Mysteries","trait_group":["Feat","Tradition","Mechanics","Creature Type","Energy","Planar"],"level":16,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7541","archetype":["Mortal Herald"],"name":"Heraldic Proclamation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7541"},{"skill_mod":{},"summary":"Sometimes your deity requires you to act in the shadows, accomplishing things without drawing attention to yourself— or them.","primary_source":"Divine Mysteries","trait_group":["Feat","Mythic"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Mortal Herald Dedication; Master in Stealth","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7542","weakness":{},"archetype":["Mortal Herald"],"skill":["Stealth","Stealth"],"name":"Invisible Hand","trait":["Archetype","Mythic"],"id":"feat-7542","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Invisible Hand Source Divine Mysteries pg. 281 Archetype Mortal Herald Prerequisites Mortal Herald Dedication; Master in Stealth --- Sometimes your deity requires you to act in the shadows, accomplishing things without drawing attention to yourself— or them. Once per day, when you roll Stealth for initiative at the start of a combat, you can choose to be invisible for 1 minute. If you spend a Mythic Point while beginning the Avoid Notice exploration activity, you are invisible for as long as you continue to Avoid Notice.","category":"feat","pfs":"Standard","feat":["Invisible Hand"],"rarity":"common","slug":"feat-7542"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Divine"],"id":"feat-7543","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Deific Font Single Action Source Divine Mysteries pg. 281 Archetype Mortal Herald Frequency once per hour Prerequisites Mortal Herald Dedication --- Your life force can fuel the stuff of miracles. You become drained 1 or increase the value of your drained condition by 1 if you already have the drained condition. Before the end of your next turn, if you Cast a Spell of 4th rank or lower, you don’t expend the spell’s slot when you cast it, or if you cast a focus spell, it does not cost a Focus Point. The spell loses whatever tradition trait it would normally have and gains the divine","feat":["Deific Font"],"skill_mod":{},"summary":"Your life force can fuel the stuff of miracles.","primary_source":"Divine Mysteries","trait_group":["Feat","Tradition"],"level":18,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7543","archetype":["Mortal Herald"],"name":"Deific Font","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7543"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Divine","Stance"],"id":"feat-7544","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Divine Presence Single Action Source Divine Mysteries pg. 281 Archetype Mortal Herald Prerequisites Mortal Herald Dedication --- Your spirit becomes one with your deity, granting you the bearing of a god. As long as you are in this stance, you have a 5-foot emanation that has the aura trait. Whenever you take an action, you can take it from your space or any space within the emanation as if it were the space you occupy. An enemy that ends its turn completely within the emanation is off-guard to your Strikes. You can Sustain the emanation to increase its radius by 5 feet, up to a maximum of 15 feet.","feat":["Divine Presence"],"skill_mod":{},"summary":"Your spirit becomes one with your deity, granting you the bearing of a god.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics","Tradition","Class-Specific"],"level":18,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7544","archetype":["Mortal Herald"],"name":"Divine Presence","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7544"},{"skill_mod":{},"summary":"You can see things as they truly are.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7545","weakness":{},"archetype":["Mortal Herald"],"name":"Eyes of God","trait":["Archetype"],"id":"feat-7545","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Eyes of God Source Divine Mysteries pg. 282 Archetype Mortal Herald Prerequisites Mortal Herald Dedication --- You can see things as they truly are. You are constantly under the effect of 8th-rank see the unseen and truesight spells. Additionally, you gain a +4 status bonus to your Sense Motive checks and to your Perception DC against Lies.","category":"feat","pfs":"Standard","feat":["Eyes of God"],"rarity":"common","slug":"feat-7545"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Divine","Mythic"],"id":"feat-7546","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Flash of Omniscience Free Action Source Divine Mysteries pg. 282 Archetype Mortal Herald Prerequisites Mortal Herald Dedication Trigger Your turn begins. --- You briefly see the world as your deity does, recognizing the truth of those around you for a moment. You spend a Mythic Point to immediately learn the resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities of a single creature you can see.","feat":["Flash of Omniscience"],"skill_mod":{},"summary":"You briefly see the world as your deity does, recognizing the truth of those around you for a moment.","primary_source":"Divine Mysteries","trait_group":["Feat","Tradition","Mythic"],"level":18,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=7546","archetype":["Mortal Herald"],"name":"Flash of Omniscience","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7546"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Mental","Visual"],"id":"feat-7547","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Glory on High Two Actions Source Divine Mysteries pg. 282 Archetype Mortal Herald Prerequisites Mortal Herald Dedication; fly Speed of at least 20 feet --- You take to the skies to unveil the full magnificence of your deity’s power. Fly straight upward up to your fly Speed and Interact to draw a weapon or to gesture with your hand or a worn holy symbol. Each enemy within a 60-foot emanation must attempt a Will save against the higher of your class DC or spell DC. Regardless of the result, the target becomes immune to Glory on High for 1 hour. Critical Success The creature is unaffected. Success The creature is dazzled for 1 minute. Failure The creature is blinded for 1 round, dazzled for 1 minute, and takes 10d6 mental damage. Critical Failure The creature is blinded for 1 minute, dazzled for 1 hour, and takes 20d6 mental damage.","feat":["Glory on High"],"skill_mod":{},"summary":"You take to the skies to unveil the full magnificence of your deity’s power.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics","Sense"],"level":18,"prerequisite":"Mortal Herald Dedication; fly Speed of at least 20 feet","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7547","archetype":["Mortal Herald"],"name":"Glory on High","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7547"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Archetype","Auditory","Concentrate","Divine","Fortune","Linguistic"],"id":"feat-7548","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Guiding Words Single Action Source Divine Mysteries pg. 282 Archetype Mortal Herald Frequency once per 10 minutes Prerequisites Mortal Herald Dedication; Master in Diplomacy --- Your words speak divine truth, guiding blades and arrows to their mark. Choose an ally within 30 feet and attempt a Diplomacy check. The DC is equal to the hard difficulty DC of the level of your ally. On a success, the first time the targeted ally makes an attack roll before the end of their next turn, they roll the attack twice and use the better result. Regardless of the result, the target becomes immune to Guiding Words for 10 minutes.","feat":["Guiding Words"],"skill_mod":{},"summary":"Your words speak divine truth, guiding blades and arrows to their mark.","primary_source":"Divine Mysteries","trait_group":["Feat","Sense","Mechanics","Tradition"],"level":18,"prerequisite":"Mortal Herald Dedication; Master in Diplomacy","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7548","archetype":["Mortal Herald"],"name":"Guiding Words","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7548"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Spellshape","Metamagic"],"id":"feat-7549","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Marked For Rebuke Single Action Source Divine Mysteries pg. 282 Archetype Mortal Herald Prerequisites Mortal Herald Dedication --- You declare that an enemy is fit for further punishment in the sight of your deity. If the next action you perform is to Cast a Spell that deals damage, one creature of your choice that takes damage from the spell is marked for rebuke until the end of your next turn. A creature marked this way gains weakness 10 to all damage and becomes immune to Marked for Rebuke for 24 hours.","feat":["Marked For Rebuke"],"skill_mod":{},"summary":"You declare that an enemy is fit for further punishment in the sight of your deity.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"level":18,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7549","archetype":["Mortal Herald"],"name":"Marked For Rebuke","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7549"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Divine"],"id":"feat-7550","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Stand for the Fallen Reaction Source Divine Mysteries pg. 282 Archetype Mortal Herald Prerequisites Mortal Herald Dedication Trigger An ally takes damage that would bring them to 0 Hit Points. --- You protect your allies at the cost of your own blood, but your deity shields you from the worst of the harm. Stride twice to be adjacent to the triggering ally. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. You then take the damage that would have brought your ally to 0 Hit Points, though you gain resistance to all damage against that damage equal to your level.","feat":["Stand for the Fallen"],"skill_mod":{},"summary":"You protect your allies at the cost of your own blood, but your deity shields you from the worst of the harm.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics","Tradition"],"level":18,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"trigger":"An ally takes damage that would bring them to 0 Hit Points. ","resistance":{},"url":"/Feats.aspx?ID=7550","archetype":["Mortal Herald"],"name":"Stand for the Fallen","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7550"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Healing"],"id":"feat-7551","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ease the Burden Two Actions Source Divine Mysteries pg. 283 Archetype Mortal Herald Frequency once per hour Prerequisites Mortal Herald Dedication --- You wash away a creature’s pain with a touch. An adjacent creature regains 100 Hit Points and reduces their drained, clumsy, enfeebled, frightened, and stupefied conditions by 1 (to a minimum of 0).","feat":["Ease the Burden"],"skill_mod":{},"summary":"You wash away a creature’s pain with a touch.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"level":20,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7551","archetype":["Mortal Herald"],"name":"Ease the Burden","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7551"},{"skill_mod":{},"summary":"You are granted access to your deity’s realm and can travel there quickly.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":20,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7552","weakness":{},"archetype":["Mortal Herald"],"name":"Enter Divine Realm","trait":["Archetype"],"id":"feat-7552","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Enter Divine Realm Source Divine Mysteries pg. 283 Archetype Mortal Herald Prerequisites Mortal Herald Dedication --- You are granted access to your deity’s realm and can travel there quickly. You can cast interplanar teleport once per day as an innate divine spell with a casting time of only 1 minute. You act as the planar key for the destination, and you can only travel to your deity’s realm. You and the other targets of the spell always appear in the center of your deity’s realm, and you (but not necessarily your allies) are immune to all the realm’s harmful conditions (such as toxic air or extreme temperatures) while there. You can return to your previous location by spending 1 minute picturing your destination; you can bring up to 8 willing creatures back with you in this way, and they need not be the same targets of the previous casting of interplanar teleport .","category":"feat","pfs":"Standard","feat":["Enter Divine Realm"],"rarity":"common","slug":"feat-7552"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Divine","Mythic"],"id":"feat-7553","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Flash of Omipotence Free Action Source Divine Mysteries pg. 283 Archetype Mortal Herald Prerequisites Mortal Herald Dedication Trigger Your turn begins. --- For but a moment you hold the power of a god. You spend a Mythic Point. Until the end of your turn, any damage you deal ignores all the target’s resistance and immunities or triggers the target’s highest weakness if they have no resistance or immunities.","feat":["Flash of Omipotence"],"skill_mod":{},"summary":"For but a moment you hold the power of a god.","primary_source":"Divine Mysteries","trait_group":["Feat","Tradition","Mythic"],"level":20,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=7553","archetype":["Mortal Herald"],"name":"Flash of Omipotence","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7553"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Sanctified","Spirit"],"id":"feat-7554","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Herald's Strike Two Actions Source Divine Mysteries pg. 283 Archetype Mortal Herald Prerequisites Herald's Weapon --- The power of your blows can send your victim hurling through your deity’s realm for a fragment of a second. You activate Herald’s Weapon, ignoring the frequency, and make a Strike with your transformed weapon or unarmed attack against a creature. If you hit and deal damage, the target must attempt a Will save against the higher of your class DC or spell DC. If your Strike was a critical hit, the creature uses the outcome for one degree of success worse than the result of their saving throw. Regardless of the result, the target becomes immune to Herald’s Strike for 10 minutes. Critical Success The target is unaffected. Success The target takes 3d10 spirit damage and becomes dazzled for 1 round. Failure The target takes 6d10 spirit damage and becomes dazzled for 1 round and drained 1. Critical Failure The target takes 12d10 spirit damage and becomes blinded for 1 round and drained 2.","feat":["Herald's Strike"],"skill_mod":{},"summary":"The power of your blows can send your victim hurling through your deity’s realm for a fragment of a second.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics","Creature Type"],"level":20,"prerequisite":"Herald's Weapon","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7554","archetype":["Mortal Herald"],"name":"Herald's Strike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7554"},{"skill_mod":{},"summary":"For a small moment, you can assume the form of your god.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":20,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7555","weakness":{},"archetype":["Mortal Herald"],"name":"Moment of Apotheosis","trait":["Archetype"],"id":"feat-7555","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Moment of Apotheosis Source Divine Mysteries pg. 283 Archetype Mortal Herald Prerequisites Mortal Herald Dedication --- For a small moment, you can assume the form of your god. You can cast avatar once per day as an innate divine spell.","category":"feat","pfs":"Standard","feat":["Moment of Apotheosis"],"rarity":"common","slug":"feat-7555"},{"skill_mod":{},"summary":"You have become a divine entity, no longer entirely mortal.","primary_source":"Divine Mysteries","trait_group":["Feat","Mythic"],"primary_source_category":"Lost Omens","level":20,"prerequisite":"Mortal Herald Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7556","weakness":{},"archetype":["Mortal Herald"],"name":"Spark of Immortality","trait":["Archetype","Mythic"],"id":"feat-7556","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Spark of Immortality Source Divine Mysteries pg. 283 Archetype Mortal Herald Prerequisites Mortal Herald Dedication --- You have become a divine entity, no longer entirely mortal. You no longer age, and you die only when you reach dying 5 (dying 6 if you have Diehard). Upon your death, your body and soul are transported to bask in the presence of your deity. Your god can decide to rebuild your mortal form and return you to the point of your death or some other safe location, or allow you to rest as an honored guest in their realm until you are needed once more. Typically, your god restores you if whatever quest you’re undertaking, such as defeating a malevolent tyrant or returning a stolen artifact, remains incomplete.","category":"feat","pfs":"Standard","feat":["Spark of Immortality"],"rarity":"common","slug":"feat-7556"},{"skill_mod":{},"summary":"You have delved into the study of the occult and divine, becoming exceptionally skilled at identifying when such forces are at work.","primary_source":"Divine Mysteries","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"investigator","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7557","weakness":{},"archetype":["Palatine Detective"],"name":"Palatine Detective Dedication","trait":["Archetype","Class","Dedication","Uncommon"],"id":"feat-7557","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Palatine Detective Dedication Source Divine Mysteries pg. 288 Archetype Palatine Detective Prerequisites investigator --- You have delved into the study of the occult and divine, becoming exceptionally skilled at identifying when such forces are at work. Using this esoteric knowledge and your own ingenuity, you have crafted a small charm that soothes your mind and protects you against harm. This charm usually takes the form of a silver chain, a golden scarab, or a withered hand. While you wear this charm, you gain a +1 status bonus to saving throws against mental effects. In addition, you gain the Mystic Aegis reaction. Mystic Aegis Reaction (concentrate, magical) Trigger A creature you have successfully Recalled Knowledge about would damage you; Requirements You have a free hand; Effect You brandish your charm, channeling and shaping the forces within it to protect you against harm. You gain resistance to all damage equal to 2 + half your level rounded up against the triggering effect. Palatine Detective Dedication leads to... Challenge Insight, Cursebreaker, Esoteric Spellcasting, Open the Blazing Eye, Palatine Enchantment, Palatine Strike, Text Decoder","category":"feat","pfs":"Standard","feat":["Palatine Detective Dedication"],"rarity":"uncommon","slug":"feat-7557"},{"skill_mod":{},"summary":"Your study of a variety of esoteric texts and supernatural matters has broadened your mind and improved your spellcasting.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Palatine Detective Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7558","weakness":{},"archetype":["Palatine Detective"],"name":"Esoteric Spellcasting","trait":["Archetype"],"id":"feat-7558","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Esoteric Spellcasting Source Divine Mysteries pg. 288 Archetype Palatine Detective Prerequisites Palatine Detective Dedication --- Your study of a variety of esoteric texts and supernatural matters has broadened your mind and improved your spellcasting. Choose a 1st-rank occult or divine spell. You can cast this spell once per day as an innate spell. At 6th level, you gain a 2nd-rank spell of the same tradition you chose, and at 8th level, you gain a 3rd-rank spell, also of that tradition. Special You can take this feat a second time, choosing spells from the other available tradition. Esoteric Spellcasting leads to... Greater Esoteric Spellcasting","category":"feat","pfs":"Standard","feat":["Esoteric Spellcasting"],"rarity":"common","slug":"feat-7558"},{"skill_mod":{},"summary":"Thanks to your constant involvement with cryptic texts, you have attained an almost-supernatural ability to decipher complex codes and understand ancient writings.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Palatine Detective Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7559","weakness":{},"archetype":["Palatine Detective"],"name":"Text Decoder","trait":["Archetype","Skill"],"id":"feat-7559","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Text Decoder Source Divine Mysteries pg. 289 Archetype Palatine Detective Prerequisites Palatine Detective Dedication --- Thanks to your constant involvement with cryptic texts, you have attained an almost-supernatural ability to decipher complex codes and understand ancient writings. You can always use Occultism or Religion when you Decipher Writing, no matter the subject matter. In addition, you can ignore language constraints when Deciphering Writing, and when y ou critically fail to Decipher Writing, you get a failure instead. ","category":"feat","pfs":"Standard","feat":["Text Decoder"],"rarity":"common","slug":"feat-7559"},{"skill_mod":{},"summary":"You have found yourself facing supernatural beings often and have learned how to combat them.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Palatine Detective Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7560","weakness":{},"archetype":["Palatine Detective"],"name":"Palatine Enchantment","trait":["Archetype"],"id":"feat-7560","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Palatine Enchantment Source Divine Mysteries pg. 289 Archetype Palatine Detective Prerequisites Palatine Detective Dedication --- You have found yourself facing supernatural beings often and have learned how to combat them. Whenever you Devise a Stratagem against a creature about which you could Recall Knowledge using Occultism or Religion, you can make the subsequent Strike against that creature as if the weapon has either a ghost touch or vitalizing property rune.","category":"feat","pfs":"Standard","feat":["Palatine Enchantment"],"rarity":"common","slug":"feat-7560"},{"skill_mod":{},"summary":"Your strikes are particularly deadly against supernatural creatures.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Palatine Detective Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7561","weakness":{},"archetype":["Palatine Detective"],"name":"Palatine Strike","trait":["Archetype"],"id":"feat-7561","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Palatine Strike Source Divine Mysteries pg. 289 Archetype Palatine Detective Prerequisites Palatine Detective Dedication --- Your strikes are particularly deadly against supernatural creatures. Whenever you deal precision damage with strategic strike to a creature about which you have successfully used Occultism or Religion to Recall Knowledge, you deal an additional 2d6 precision damage with your strategic strike.","category":"feat","pfs":"Standard","feat":["Palatine Strike"],"rarity":"common","slug":"feat-7561"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Auditory"],"id":"feat-7562","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Challenge Insight Reaction Source Divine Mysteries pg. 289 Archetype Palatine Detective Frequency once per day Prerequisites Palatine Detective Dedication Trigger A creature you can see Casts a Spell that is from the divine or occult tradition. Requirements The triggering caster must be able to hear and understand you. --- Your deep grasp of the mystical lets you know exactly what to say to make others doubt how well they understand the source of their own power. Attempt a counteract check against the triggering spell. Your counteract rank is half your level rounded up. You use your Occultism modifier as your counteract modifier if the triggering spell is from the occult tradition, or your Religion modifier if the triggering spell is from the divine tradition. If you successfully counteract the spell, the caster becomes stupefied 1 until the end of their next turn.","feat":["Challenge Insight"],"skill_mod":{},"summary":"Your deep grasp of the mystical lets you know exactly what to say to make others doubt how well they understand the source of their own power.","primary_source":"Divine Mysteries","trait_group":["Feat","Sense"],"level":8,"prerequisite":"Palatine Detective Dedication","source_category":["Lost Omens"],"requirement":"The triggering caster must be able to hear and understand you.","trigger":"A creature you can see Casts a Spell that is from the divine or occult tradition.","resistance":{},"url":"/Feats.aspx?ID=7562","archetype":["Palatine Detective"],"name":"Challenge Insight","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7562"},{"skill_mod":{},"summary":"Using various implements and esoteric methods, you can attempt to remove a curse from an unfortunate victim.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Palatine Detective Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7563","frequency":"once per day","weakness":{},"archetype":["Palatine Detective"],"name":"Cursebreaker","trait":["Archetype","Concentrate","Healing","Manipulate"],"id":"feat-7563","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Cursebreaker Source Divine Mysteries pg. 289 Archetype Palatine Detective Frequency once per day Prerequisites Palatine Detective Dedication --- Using various implements and esoteric methods, you can attempt to remove a curse from an unfortunate victim. It takes 10 minutes to perform these rites on a willing creature, who must remain within your reach the entire time. Attempt to counteract one curse afflicting the creature; your counteract rank is half your level rounded up, and you use either your Occultism or Religion modifier as your counteract modifier. If the afflicted creature or the individual who placed the curse on the afflicted creature is the target of your active investigation through Pursue a Lead, you gain a +1 circumstance bonus to this counteract check. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn’t remove the curse from the item.","category":"feat","pfs":"Standard","feat":["Cursebreaker"],"rarity":"common","slug":"feat-7563"},{"skill_mod":{},"summary":"Your understanding of magic has evolved, and so has your spellcasting.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Esoteric Spellcasting","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7564","weakness":{},"archetype":["Palatine Detective"],"name":"Greater Esoteric Spellcasting","trait":["Archetype"],"id":"feat-7564","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Greater Esoteric Spellcasting Source Divine Mysteries pg. 289 Archetype Palatine Detective Prerequisites Esoteric Spellcasting --- Your understanding of magic has evolved, and so has your spellcasting. You become an expert in the spell attack modifier and spell DC statistics. Also, choose a tradition from which you can cast innate spells due to the Esoteric Spellcasting feat. You also gain a 4th-rank spell of that tradition as an innate spell you can cast once a day. At 12th level, you gain a 5th-rank spell, and at 14th level, you gain a 6th-rank spell, both of the same tradition. Special You can take this feat a second time, choosing a different eligible tradition.","category":"feat","pfs":"Standard","feat":["Greater Esoteric Spellcasting"],"rarity":"common","slug":"feat-7564"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-7565","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Open the Blazing Eye Two Actions Source Divine Mysteries pg. 289 Archetype Palatine Detective Frequency once per day Prerequisites Palatine Detective Dedication --- Thanks to your diligence in the study of divine and occult mysteries, you can focus to temporarily attain a perception beyond the ordinary. A lightless flame appears in the center of your forehead. For 1 minute, you gain the benefits of a see the unseen spell. In addition, when you attempt a Strike during this time against a creature about which you could Recall Knowledge using Occultism or Religion, the attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.","feat":["Open the Blazing Eye"],"skill_mod":{},"summary":"Thanks to your diligence in the study of divine and occult mysteries, you can focus to temporarily attain a perception beyond the ordinary.","primary_source":"Divine Mysteries","trait_group":["Feat"],"level":10,"prerequisite":"Palatine Detective Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7565","archetype":["Palatine Detective"],"name":"Open the Blazing Eye","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7565"},{"skill_mod":{},"summary":"You have earned entry to the priesthood of Razmir, either at the Exalted Lodge or another temple where Razmir’s holy masks are forged.","primary_source":"Divine Mysteries","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Crafting; Trained in Deception","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7566","weakness":{},"archetype":["Razmiran Priest"],"skill":["Crafting","Deception","Crafting","Deception"],"name":"Razmiran Priest Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-7566","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Razmiran Priest Dedication Source Divine Mysteries pg. 290 Archetype Razmiran Priest Prerequisites Trained in Crafting; Trained in Deception --- You have earned entry to the priesthood of Razmir, either at the Exalted Lodge or another temple where Razmir’s holy masks are forged. You gain a Razmiri mask and can Craft a replacement in 4 hours if yours is ever damaged or lost. There is no value in selling your Razmiri mask, and only you gain its benefits. The abilities of your Razmiri mask use the higher of your class DC or spell DC. You can take the Cleric Dedication feat without needing to meet its prerequisites and before you take two other feats from the Razmiran priest archetype, but you must choose Razmir as your deity. All spells granted by the cleric archetype when gained in this way are occult spells instead of divine spells, and cleric feats that normally have the divine trait instead have the occult trait. Your key spellcasting attribute for these spells is Charisma, rather than Wisdom. Razmiran Priest Dedication leads to... Living God, Mask of The 12th Step, Mask of The 15th Step, Perfect Truths","category":"feat","pfs":"Standard","feat":["Razmiran Priest Dedication"],"rarity":"uncommon","slug":"feat-7566"},{"skill_mod":{},"summary":"Your knowledge of Razmir’s faith and doctrines has grown.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Razmiran Priest Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7567","weakness":{},"archetype":["Razmiran Priest"],"name":"Perfect Truths","trait":["Archetype"],"id":"feat-7567","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Perfect Truths Source Divine Mysteries pg. 290 Archetype Razmiran Priest Prerequisites Razmiran Priest Dedication --- Your knowledge of Razmir’s faith and doctrines has grown. You excel in debating priests of rival faiths, wielding truths as subtly and deftly as any charlatan might wield a lie. When you use Deception to Lie, you can carefully structure your deceits so that each individual statement you make is the truth, from a certain perspective. As long as you are wearing your Razmiri mask, you don’t take a penalty to Deception checks while subject to the ring of truth spell or similar effects. Whenever you are subject to ring of truth or a similar effect, you can attempt a Deception check when you first begin speaking to counteract the spell’s effects, with a counteract rank equal to half your level (rounded up); succeeding at this check doesn’t end the spell or effect, but it does cause it to indicate that you are speaking the truth, even when you are actually lying, as you weave a web of words so delicate that even you can’t be certain where the truth ends and deception begins.","category":"feat","pfs":"Standard","feat":["Perfect Truths"],"rarity":"common","slug":"feat-7567"},{"skill_mod":{},"summary":"You have reached the 12th Step and been instructed in greater secrets of Razmir’s doctrine.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Razmiran Priest Dedication; Expert in Crafting","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7568","weakness":{},"archetype":["Razmiran Priest"],"skill":["Crafting","Crafting"],"name":"Mask of The 12th Step","trait":["Archetype"],"id":"feat-7568","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Mask of The 12th Step Source Divine Mysteries pg. 291 Archetype Razmiran Priest Prerequisites Razmiran Priest Dedication; Expert in Crafting --- You have reached the 12th Step and been instructed in greater secrets of Razmir’s doctrine. You can Craft your Razmiri mask out of silver or upgrade your existing mask to a silver one in the same time it takes to Craft one made of iron . A silver Razmiri mask grants a +2 item bonus to Deception checks to Lie or Feint, is a 10th-level item, and gains the following activation in addition to that possessed by the standard mask. Activate—Call Upon Razmir’s Mercy Two Actions (concentrate, manipulate, occult) Frequency three times per day; Effect Exhorting Razmir to purge impurities from your target, you lay hands on a creature within reach and cast cleanse affliction as an occult spell with a spell rank equal to half your level. Unlike a normal cleanse affliction spell, this doesn’t reduce the stage of the affliction; instead, if the counteract check is successful, the affliction’s stage is temporarily reduced by 1 and its effects are suppressed for 24 hours, after which the affliction resumes in full force. If the target would have been required to attempt additional saves against the affliction during the 24 hours it was suppressed, they must attempt all of those saving throws as soon as the 24-hour duration ends. This could mean that the target saves successfully and it is as if the affliction were truly healed, or it could mean that the affliction returns and advances multiple stages all at once.","category":"feat","pfs":"Standard","feat":["Mask of The 12th Step"],"rarity":"common","slug":"feat-7568"},{"skill_mod":{},"summary":"You have ascended to the 15th Step and stand among the greatest of Razmir’s priests.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Razmiran Priest Dedication; Master in Crafting","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7569","weakness":{},"archetype":["Razmiran Priest"],"skill":["Crafting","Crafting"],"name":"Mask of The 15th Step","trait":["Archetype"],"id":"feat-7569","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Mask of The 15th Step Source Divine Mysteries pg. 291 Archetype Razmiran Priest Prerequisites Razmiran Priest Dedication; Master in Crafting --- You have ascended to the 15th Step and stand among the greatest of Razmir’s priests. You can Craft your Razmiri mask out of gold or upgrade your existing mask to a gold one in the same time it takes to Craft one made of iron. A gold Razmiri mask grants a +3 item bonus to Deception checks to Lie or Feint, is a 14th-level item, and gains the following activation in addition to those possessed by the standard and silver masks. Activate—Call Upon Razmir’s Wrath Two Actions (concentrate, manipulate, occult) Frequency once per day; Effect You cry out to Razmir to reveal his fiery wrath, as he did upon the unbelievers at Melcat. You cast sunburst as an 8th-rank occult spell, but for undead targets the spell has the incapacitation trait.","category":"feat","pfs":"Standard","feat":["Mask of The 15th Step"],"rarity":"common","slug":"feat-7569"},{"skill_mod":{},"summary":"You have reached heights of power equaling Razmir’s himself.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":20,"prerequisite":"Razmiran Priest Dedication; Legendary in Crafting","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7570","weakness":{},"archetype":["Razmiran Priest"],"skill":["Crafting","Crafting"],"name":"Living God","trait":["Archetype"],"id":"feat-7570","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Living God Source Divine Mysteries pg. 291 Archetype Razmiran Priest Prerequisites Razmiran Priest Dedication; Legendary in Crafting --- You have reached heights of power equaling Razmir’s himself. You can Craft your Razmiri mask out of porcelain laced with precious metals, or upgrade your existing mask to a porcelain one in the same time it takes to Craft one made of iron. A porcelain Razmiri mask grants a +4 item bonus to Deception checks to Lie or Feint, is an 18th-level item, and is an apex item that increases your Charisma modifier by 1 or increases it to +4, whichever would give you a higher score. It also gives you the following activation in addition to those granted by the standard, silver, and gold masks. Activate—Power of the Living God Three Actions (concentrate, manipulate, occult) Frequency once per day; Effect You demand power from the world, using your mask as a locus to force reality to bend to your will. You cast manifestation as a 10th-rank occult spell, but no matter what spell you emulate with it, that spell has the incapacitation trait.","category":"feat","pfs":"Standard","feat":["Living God"],"rarity":"common","slug":"feat-7570"},{"access":"Followers of Rivethun have access to this feat.","primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Religion","Diplomacy","Religion"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7571","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rivethun Emissary Dedication Source Divine Mysteries pg. 292 PFS Note Rivethun is a philosophy which characters may choose as their religion. Doing so fulfills the “follower of Rivethun” access condition. Archetype Rivethun Emissary Prerequisites Trained in Diplomacy; Trained in Religion Access Followers of Rivethun have access to this feat. --- You’re a practicing Rivethun emissary, skilled at interacting and bonding with the spirits of living creatures. You become an expert in Diplomacy and Religion. You also gain the Bond with Spirit activity and the entreat spirit focus spell. If you don’t already have one, you gain a focus pool, which you can regain using the Refocus activity to nurture your personal well of spiritual power. Your Rivethun focus spells are divine spells; when you gain this feat, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for Rivethun focus spells is Wisdom. Bond with Spirit (concentrate, exploration) You can forge a spiritual bond with a creature that is at least friendly toward you or with a terrain that you’re currently in. Forming this bond takes 10 minutes, during which time you must remain adjacent to the creature or within that terrain. If the creature is intelligent, this also requires that creature’s consent, and that intelligent creature can choose to sever this bond with you at any time as a free action, which has the concentrate trait. This bond lasts as long as you are within a mile of the creature or terrain, until you use Bond with Spirit again, or until you make your daily preparations. You must be Bonded with a Spirit to cast the entreat spirit focus spell. Rivethun Emissary Dedication leads to... Consult the Spirits (Rivethun Emissary), Domain Spirit, Emissary Familiar, Kaleidoscopic Entreaty, Manifold Conduit, Rivethun Devotion","feat":["Rivethun Emissary Dedication"],"skill_mod":{},"summary":"You’re a practicing Rivethun emissary, skilled at interacting and bonding with the spirits of living creatures.","primary_source":"Divine Mysteries","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Diplomacy; Trained in Religion","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7571","archetype":["Rivethun Emissary"],"name":"Rivethun Emissary Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7571"},{"skill_mod":{},"summary":"You forge a mystical bond with a spirit or create a spirit from a fragment of your own soul.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Rivethun Emissary Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7572","weakness":{},"archetype":["Rivethun Emissary"],"name":"Emissary Familiar","trait":["Archetype"],"id":"feat-7572","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Emissary Familiar Source Divine Mysteries pg. 292 Archetype Rivethun Emissary Prerequisites Rivethun Emissary Dedication --- You forge a mystical bond with a spirit or create a spirit from a fragment of your own soul. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat. Your familiar gains two additional familiar abilities each day, one of which must be used to select the following master ability. Synchronize Spirit You can synchronize your spiritual energy with that of your familiar to temporarily become part spirit yourself. Once per round, you can Sustain to synchronize your spirit with that of your familiar. You remain synchronized with your spirit until the beginning of your next turn. While synchronized, whenever you Strike or Cast a Spell without a duration that deals damage, you deal spirit damage instead of your normal damage.","category":"feat","pfs":"Standard","feat":["Emissary Familiar"],"rarity":"common","slug":"feat-7572"},{"skill_mod":{},"summary":"You forge an intense spiritual bond of mutual trust and appreciation with a single spirit that you have already bonded with using Bond with Spirit.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Rivethun Emissary Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7573","weakness":{},"archetype":["Rivethun Emissary"],"name":"Domain Spirit","trait":["Archetype","Concentrate","Exploration"],"id":"feat-7573","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Domain Spirit Source Divine Mysteries pg. 292 Archetype Rivethun Emissary Prerequisites Rivethun Emissary Dedication --- You forge an intense spiritual bond of mutual trust and appreciation with a single spirit that you have already bonded with using Bond with Spirit. Forming this bond takes 24 hours of communion, during which time you must remain within 30 feet of the creature or within that terrain. If the creature is intelligent, this also requires that creature’s consent, and that intelligent creature can choose to sever this bond with you at any time as a free action, which has the concentrate trait. This spirit is your domain spirit. The bond between you and your domain spirit is not weakened by time or distance, but you can only maintain one such bond at a time, regardless of how many bonded spirits you can maintain. Select one domain related to your domain spirit. You always have the option to select the healing or soul domain. If your spirit is a creature, select your domain from the following: ambition, confidence, family, might, protection, or trickery. If your spirit is a terrain, select your domain from the following: air, cities, darkness, earth, nature, travel, water, or wood. If your spirit has a trait that shares a name with a domain, you can add that domain to your list of available options. Your GM can choose to add domains to your list of available options, to represent your domain spirit’s unique interests. The domain you select from among your available options must have a clear connection to your domain spirit. For example, if you bond with a fire elemental, you add the fire domain to the list of options available to you, but if you bond with a deserted tropical island, you can’t select the cities domain, even though it’s among the options usually available to terrain spirits. Your GM is the final arbiter of which domains you can select from. You gain the initial domain spell for that domain. This domain spell is a Rivethun focus spell. You can choose to bond with a new domain spirit, ending your bond with your current domain spirit and bonding with a different one, to change your selected domain. This process takes 24 hours and follows all the same requirements for forming a bond with your initial domain spirit. During this time of communion, you do not have access to your domain spells granted by your domain spirit. When this bond is formed with your new domain spirit, select one domain related to your new spirit, following the above rules for selecting a domain. Domain Spirit leads to... Advanced Domain Spirit","category":"feat","pfs":"Standard","feat":["Domain Spirit"],"rarity":"common","slug":"feat-7573"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Spellshape","Visual","Metamagic"],"id":"feat-7574","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Kaleidoscopic Entreaty Single Action Source Divine Mysteries pg. 293 Archetype Rivethun Emissary Prerequisites Rivethun Emissary Dedication --- If your next action is to cast entreat spirit, you can cause that spirit to unleash a brilliant display of color, light, and sound in a 10-foot emanation centered on you. Each creature in the area must attempt a Fortitude save against your class DC or spell DC with the following results. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is dazzled for 1 minute. Critical Failure The creature is blinded for 1 round and dazzled for 1 minute.","feat":["Kaleidoscopic Entreaty"],"skill_mod":{},"summary":"If your next action is to cast entreat spirit, you can cause that spirit to unleash a brilliant display of color, light, and sound in a 10-foot emanation centered on you.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics","Sense"],"level":8,"prerequisite":"Rivethun Emissary Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7574","archetype":["Rivethun Emissary"],"name":"Kaleidoscopic Entreaty","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7574"},{"skill_mod":{},"summary":"Through study, dedication, and introspection, you’ve learned to wield magic that affects the spirit.","primary_source":"Divine Mysteries","trait_group":["Feat"],"access":"Followers of Rivethun have access to this feat.","primary_source_category":"Lost Omens","level":8,"prerequisite":"Rivethun Emissary Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7575","weakness":{},"archetype":["Rivethun Emissary"],"name":"Rivethun Devotion","trait":["Archetype"],"id":"feat-7575","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Rivethun Devotion Source Divine Mysteries pg. 293 Archetype Rivethun Emissary Prerequisites Rivethun Emissary Dedication Access Followers of Rivethun have access to this feat. --- Through study, dedication, and introspection, you've learned to wield magic that affects the spirit. You gain see the unseen and spirit link as 2nd-rank divine innate spells. You can cast each of these spells once per day. If you're a master in Religion, spirit link is heightened to 3rd rank. If you're legendary in Religion, spirit link is heightened to 4th rank. Rivethun Devotion leads to... Rivethun Adept","category":"feat","pfs":"Standard","feat":["Rivethun Devotion"],"rarity":"common","slug":"feat-7575"},{"skill_mod":{},"summary":"Your connection with your domain spirit has deepened.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Domain Spirit","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7576","weakness":{},"archetype":["Rivethun Emissary"],"name":"Advanced Domain Spirit","trait":["Archetype"],"id":"feat-7576","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Advanced Domain Spirit Source Divine Mysteries pg. 293 Archetype Rivethun Emissary Prerequisites Domain Spirit --- Your connection with your domain spirit has deepened. You gain the advanced domain spell from the domain granted by your domain spirit.","category":"feat","pfs":"Standard","feat":["Advanced Domain Spirit"],"rarity":"common","slug":"feat-7576"},{"skill_mod":{},"summary":"You spend 1 hour communing with powerful spirits of the world to gain insight, information, or advice.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Rivethun Emissary Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7577","frequency":"once per day","weakness":{},"archetype":["Rivethun Emissary"],"name":"Consult the Spirits (Rivethun Emissary)","trait":["Archetype","Exploration"],"id":"feat-7577","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Consult the Spirits (Rivethun Emissary) Source Divine Mysteries pg. 293 Archetype Rivethun Emissary Frequency once per day Prerequisites Rivethun Emissary Dedication --- You spend 1 hour communing with powerful spirits of the world to gain insight, information, or advice. Select advice or answers. If you selected advice, choose a particular goal or activity you plan to engage in today, or an event you might expect to happen today. The spirits share with you a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen. If you selected answers, ask two clear and concise questions. The spirits answer your questions. If the question is easy for the spirits to answer accurately, they answer clearly. Otherwise, they answer cryptically, often in the form of a rhyme or omen. Regardless of your choice, the spirits additionally bless you, granting you a +1 status bonus with a skill that the spirits believe will be of use to you today. The GM selects this skill on behalf of the spirits. This bonus lasts until the end of the day. Consult the Spirits (Rivethun Emissary) leads to... Embolded With Glorious Purpose","category":"feat","pfs":"Standard","feat":["Consult the Spirits (Rivethun Emissary)"],"rarity":"common","slug":"feat-7577"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7578","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Manifold Conduit Single Action Source Divine Mysteries pg. 293 Archetype Rivethun Emissary Prerequisites Rivethun Emissary Dedication --- You can manifest multiple spirits at once in a cyclone around you. You gain the entreat the many focus spell.","feat":["Manifold Conduit"],"skill_mod":{},"summary":"You can manifest multiple spirits at once in a cyclone around you.","primary_source":"Divine Mysteries","trait_group":["Feat"],"level":12,"prerequisite":"Rivethun Emissary Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7578","archetype":["Rivethun Emissary"],"name":"Manifold Conduit","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7578"},{"skill_mod":{},"summary":"Your ability to wield spirit magic has increased.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Rivethun Devotion","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7579","weakness":{},"archetype":["Rivethun Emissary"],"name":"Rivethun Adept","trait":["Archetype"],"id":"feat-7579","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Rivethun Adept Source Divine Mysteries pg. 293 Archetype Rivethun Emissary Prerequisites Rivethun Devotion --- Your ability to wield spirit magic has increased. You can cast speak with stones and spiritual guardian as a 5th-rank divine innate spells. You can cast each of these spells once per day. If you’re legendary in Religion, spiritual guardian is heightened to 7th rank.","category":"feat","pfs":"Standard","feat":["Rivethun Adept"],"rarity":"common","slug":"feat-7579"},{"skill_mod":{},"summary":"Communing with powerful spirits of the world and other powers far greater than yourself fills your heart with purpose and inspires you to strive for greater accomplishments.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Consult the Spirits (Rivethun Emissary)","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7580","weakness":{},"archetype":["Rivethun Emissary"],"name":"Embolded With Glorious Purpose","trait":["Archetype","Fortune","Mental"],"id":"feat-7580","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Embolded With Glorious Purpose Source Divine Mysteries pg. 294 Archetype Rivethun Emissary Prerequisites Consult the Spirits (Rivethun Emissary) --- Communing with powerful spirits of the world and other powers far greater than yourself fills your heart with purpose and inspires you to strive for greater accomplishments. Whenever you Consult the Spirits, you gain a +1 status bonus to Will saving throws until the next time you make your daily preparations. This bonus increases to +2 against emotion and fear effects. In addition, until the next time you make your daily preparations, you can do each of the following once. Roll a Will save twice and use the better result. Roll an attack roll twice and use the better result. Roll a skill check twice and use the better result; this skill check must be made with the skill that the spirits blessed during Consult the Spirits. ","category":"feat","pfs":"Standard","feat":["Embolded With Glorious Purpose"],"rarity":"common","slug":"feat-7580"},{"access":"Followers of Rivethun have access to this feat.","primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Religion","Athletics","Religion"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7581","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rivethun Invoker Dedication Source Divine Mysteries pg. 294 PFS Note Rivethun is a philosophy which characters may choose as their religion. Doing so fulfills the “follower of Rivethun” access condition. Archetype Rivethun Invoker Prerequisites Trained in Athletics; Trained in Religion Access Followers of Rivethun have access to this feat. --- You’re a practicing Rivethun invoker, able to enter a trance that connects you physically and mentally to surrounding spirits. You become an expert in Athletics and Religion. You also gain the Diehard general feat and the Enter Spirit Trance ability. Enter Spirit Trance Single Action (concentrate, divine, mental) You enter a self-imposed trance that helps you push the physical limits of your body. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. The trance lasts for 1 minute, until you fall unconscious, or until you Dismiss it, whichever comes first. While in this trance, you gain a +1 status bonus to Fortitude and Will saving throws and your melee Strikes deal 1 additional spirit damage. Other abilities may require you to be in a spirit trance. When the trace ends, you lose any remaining temporary Hit Points from Enter Spirit Trance, and you can’t Enter a Spirit Trance for 1 minute. Rivethun Invoker Dedication leads to... Defy Sorrow, Invoke Defense, Invoke Movement, Invoke Offense, Leverage Anguish, One with the Spirits","feat":["Rivethun Invoker Dedication"],"skill_mod":{},"summary":"You’re a practicing Rivethun invoker, able to enter a trance that connects you physically and mentally to surrounding spirits.","primary_source":"Divine Mysteries","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Athletics; Trained in Religion","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7581","archetype":["Rivethun Invoker"],"name":"Rivethun Invoker Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7581"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Morph","Spirit"],"id":"feat-7582","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Invoke Offense Single Action Source Divine Mysteries pg. 294 Archetype Rivethun Invoker Prerequisites Rivethun Invoker Dedication Requirements You’re under the effects of Enter Spirit Trance. --- You manifest a physical attack of the spirits all around you, such as the claw of an animal spirit or the whipping vine of a nature spirit. You gain an unarmed attack that deals 1d8 spirit damage for the duration of your spirit trance. This unarmed attack is in the brawling weapon group and has the agile, finesse, and magical traits. At 5th level, this unarmed attack gains the benefits of a striking rune. At 12th level, this unarmed attack gains the benefits of a greater striking rune. At 20th level, this unarmed attack gains the benefits of a major striking rune.","feat":["Invoke Offense"],"skill_mod":{},"summary":"You manifest a physical attack of the spirits all around you, such as the claw of an animal spirit or the whipping vine of a nature spirit.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics","Creature Type"],"level":4,"prerequisite":"Rivethun Invoker Dedication","source_category":["Lost Omens"],"requirement":"You’re under the effects of Enter Spirit Trance.","resistance":{},"url":"/Feats.aspx?ID=7582","archetype":["Rivethun Invoker"],"name":"Invoke Offense","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7582"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Healing"],"id":"feat-7583","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Leverage Anguish Reaction Source Divine Mysteries pg. 294 Archetype Rivethun Invoker Frequency once per day Prerequisites Rivethun Invoker Dedication Trigger You fail or critically fail a saving throw against a curse, death, emotion, or fear effect. --- You leverage your emotional turmoil to mend your physical form. You regain 2d8 Hit Points. If you’re a master in Athletics, you regain 4d8 Hit Points instead. If you’re legendary in Athletics, you regain 6d8 Hit Points instead.","feat":["Leverage Anguish"],"skill_mod":{},"summary":"You leverage your emotional turmoil to mend your physical form.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Rivethun Invoker Dedication","source_category":["Lost Omens"],"trigger":"You fail or critically fail a saving throw against a curse , death , emotion , or fear effect.","resistance":{},"url":"/Feats.aspx?ID=7583","archetype":["Rivethun Invoker"],"name":"Leverage Anguish","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7583"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Morph"],"id":"feat-7584","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Invoke Defense Single Action Source Divine Mysteries pg. 294 Archetype Rivethun Invoker Prerequisites Rivethun Invoker Dedication Requirements You’re under the effects of Enter Spirit Trance. --- You manifest a defensive quality of spirits all around, such as the thick hide of an animal spirit or the sturdy bark of a nature spirit. Choose bludgeoning, piercing, or slashing. You gain resistance equal to half your level to that damage type for the duration of your spirit trance. If you use Invoke Defense again, you can choose a different type of damage, but you lose the previous resistance.","feat":["Invoke Defense"],"skill_mod":{},"summary":"You manifest a defensive quality of spirits all around, such as the thick hide of an animal spirit or the sturdy bark of a nature spirit.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Rivethun Invoker Dedication","source_category":["Lost Omens"],"requirement":"You’re under the effects of Enter Spirit Trance.","resistance":{},"url":"/Feats.aspx?ID=7584","archetype":["Rivethun Invoker"],"name":"Invoke Defense","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7584"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7585","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Defy Sorrow Reaction Source Divine Mysteries pg. 294 Archetype Rivethun Invoker Prerequisites Rivethun Invoker Dedication Trigger You’re dealt mental damage or spirit damage or you fail or critically fail a saving throw against a mental effect. --- You draw on this spiritual pain to push your body to greater heights. You gain the quickened condition until the end of your next turn. You can use the extra action only to Step or Stride.","feat":["Defy Sorrow"],"skill_mod":{},"summary":"You draw on this spiritual pain to push your body to greater heights.","primary_source":"Divine Mysteries","trait_group":["Feat"],"level":10,"prerequisite":"Rivethun Invoker Dedication","source_category":["Lost Omens"],"trigger":"You’re dealt mental damage or spirit damage or you fail or critically fail a saving throw against a mental effect.","resistance":{},"url":"/Feats.aspx?ID=7585","archetype":["Rivethun Invoker"],"name":"Defy Sorrow","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7585"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Morph"],"id":"feat-7586","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Invoke Movement Single Action Source Divine Mysteries pg. 294 Archetype Rivethun Invoker Prerequisites Rivethun Invoker Dedication Requirements You’re under the effects of Enter Spirit Trance. --- You manifest a form of locomotion of the spirits all around, such as the wings of an animal spirit or the watery flow of a nature spirit. Choose a movement type: burrow, climb, fly, or swim. You gain a Speed in the chosen movement type equal to your base Speed (or half your Speed if you selected burrow) for the duration of your spirit trance. If you use Invoke Movement again, you can choose a different movement type, but you lose the previous form of movement.","feat":["Invoke Movement"],"skill_mod":{},"summary":"You manifest a form of locomotion of the spirits all around, such as the wings of an animal spirit or the watery flow of a nature spirit.","primary_source":"Divine Mysteries","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Rivethun Invoker Dedication","source_category":["Lost Omens"],"requirement":"You’re under the effects of Enter Spirit Trance.","resistance":{},"url":"/Feats.aspx?ID=7586","archetype":["Rivethun Invoker"],"name":"Invoke Movement","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7586"},{"primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-7587","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > One with the Spirits Single Action Source Divine Mysteries pg. 294 Archetype Rivethun Invoker Frequency once per hour Prerequisites Rivethun Invoker Dedication Requirements You’re under the effects of Enter Spirit Trance. --- The spirits you’ve invoked throughout your life have left behind echoes and spiritual fragments, which you can manifest across your own flesh, temporarily transforming you into something more akin to spirit than mortal. For 1 minute, you gain fast healing 5 and you become concealed. You can’t use this concealment to Hide. Your Strikes gain the benefits of a ghost touch property rune. Whenever you deal damage with a Strike, you can choose to have that Strike deal spirit damage, rather than its usual damage type. If you would be knocked unconscious or your dying value would increase while One with the Spirits is active, the spirits revive you at the beginning of your next turn, restoring you to 30 Hit Points. One with the Spirits then immediately ends.","feat":["One with the Spirits"],"skill_mod":{},"summary":"The spirits you’ve invoked throughout your life have left behind echoes and spiritual fragments, which you can manifest across your own flesh, temporarily transforming you into something more akin to spirit than mortal.","primary_source":"Divine Mysteries","trait_group":["Feat"],"level":16,"prerequisite":"Rivethun Invoker Dedication","source_category":["Lost Omens"],"requirement":"You’re under the effects of Enter Spirit Trance.","resistance":{},"url":"/Feats.aspx?ID=7587","archetype":["Rivethun Invoker"],"name":"One with the Spirits","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7587"},{"access":"Followers of Rivethun have access to this feat.","primary_source_category":"Lost Omens","source":["Divine Mysteries"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Religion","Nature","Religion"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7588","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rivethun Involutionist Dedication Source Divine Mysteries pg. 295 PFS Note Rivethun is a philosophy which characters may choose as their religion. Doing so fulfills the “follower of Rivethun” access condition. Archetype Rivethun Involutionist Prerequisites Trained in Nature; Trained in Religion Access Followers of Rivethun have access to this feat. --- You're a practicing Rivethun involutionist, with a deep well of inner power. You become an expert in Nature and Religion. You cast spells and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the divine spell list or any other divine cantrips you've learned or discovered. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for Rivethun involutionist archetype spells is Wisdom. Rivethun Involutionist Dedication leads to... Basic Rivethun Spellcasting, Spirit Companion","feat":["Rivethun Involutionist Dedication"],"skill_mod":{},"summary":"You’re a practicing Rivethun involutionist, with a deep well\r\nof inner power.","primary_source":"Divine Mysteries","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Nature; Trained in Religion","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7588","archetype":["Rivethun Involutionist"],"name":"Rivethun Involutionist Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7588"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Rivethun Involutionist Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7589","weakness":{},"archetype":["Rivethun Involutionist"],"name":"Basic Rivethun Spellcasting","trait":["Archetype"],"id":"feat-7589","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Rivethun Spellcasting Source Divine Mysteries pg. 295 Archetype Rivethun Involutionist Prerequisites Rivethun Involutionist Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the Rivethun involutionist archetype, add a common divine spell of the appropriate rank, another appropriate divine spell you learned or discovered, or any other divine spell to which you have access, to your repertoire. Basic Rivethun Spellcasting leads to... Expert Rivethun Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Rivethun Spellcasting"],"rarity":"common","slug":"feat-7589"},{"skill_mod":{},"summary":"You gain the service of a young animal companion, which has been blessed by the spirits of this world.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Rivethun Involutionist Dedication","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7590","weakness":{},"archetype":["Rivethun Involutionist"],"name":"Spirit Companion","trait":["Archetype"],"id":"feat-7590","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spirit Companion Source Divine Mysteries pg. 295 Archetype Rivethun Involutionist Prerequisites Rivethun Involutionist Dedication --- You gain the service of a young animal companion, which has been blessed by the spirits of this world. If you already have an animal companion, your current animal companion becomes blessed by the spirits instead. This animal companion follows all the usual rules for animal companions. You can Sustain to activate your companion’s latent blessing, as long as your animal companion is within 60 feet of you. When you activate this blessing, all damage dealt by your animal companion’s Strikes deal spirit damage, rather than the usual damage those Strikes would deal. This blessing remains active until the beginning of your next turn. Spirit Companion leads to... Specialized Spirit Companion","category":"feat","pfs":"Standard","feat":["Spirit Companion"],"rarity":"common","slug":"feat-7590"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Basic Rivethun Spellcasting; Master in Religion","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7591","weakness":{},"archetype":["Rivethun Involutionist"],"skill":["Religion","Religion"],"name":"Expert Rivethun Spellcasting","trait":["Archetype"],"id":"feat-7591","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Rivethun Spellcasting Source Divine Mysteries pg. 295 Archetype Rivethun Involutionist Prerequisites Basic Rivethun Spellcasting; Master in Religion --- You gain the expert spellcasting benefits. Expert Rivethun Spellcasting leads to... Master Rivethun Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Rivethun Spellcasting"],"rarity":"common","slug":"feat-7591"},{"skill_mod":{},"summary":"Your animal companion gains a unique specialization, spirit-blessed.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Spirit Companion; Incredible Companion (Druid)","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7592","weakness":{},"archetype":["Rivethun Involutionist"],"name":"Specialized Spirit Companion","trait":["Archetype"],"id":"feat-7592","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Specialized Spirit Companion Source Divine Mysteries pg. 295 Archetype Rivethun Involutionist Prerequisites Spirit Companion; Incredible Companion (Druid) --- Your animal companion gains a unique specialization, spirit-blessed. Thanks to the blessing bestowed upon it by the spirits of this world. If your animal companion already has the spirit-blessed specialization, it gains one additional specialization of your choice. Spirit-blessed: Your companion is capable of harming wayward spirits, ghosts, and other incorporeal creatures as easy as if they were made of flesh and bone. Your companion’s Strikes all gain the effects of the ghost touch property rune. Special You can select this feat up to three times. Each time, add a different specialization to your companion. It’s first specialization must be spirit-blessed.","category":"feat","pfs":"Standard","feat":["Specialized Spirit Companion"],"rarity":"common","slug":"feat-7592"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Divine Mysteries","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Expert Rivethun Spellcasting; Legendary in Religion","source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7593","weakness":{},"archetype":["Rivethun Involutionist"],"skill":["Religion","Religion"],"name":"Master Rivethun Spellcasting","trait":["Archetype"],"id":"feat-7593","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Rivethun Spellcasting Source Divine Mysteries pg. 295 Archetype Rivethun Involutionist Prerequisites Expert Rivethun Spellcasting; Legendary in Religion --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Rivethun Spellcasting"],"rarity":"common","slug":"feat-7593"},{"skill_mod":{},"summary":"You have long venerated one of your deity’s lesser-known\r\naspects.","primary_source":"Divine Mysteries","trait_group":["Class"],"primary_source_category":"Lost Omens","level":4,"source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7595","weakness":{},"archetype":["Soul Warden"],"name":"Expanded Domain Initiate","legacy_id":["feat-1172"],"trait":["Cleric"],"id":"feat-7595","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Expanded Domain Initiate Source Divine Mysteries pg. 9 Archetype Soul Warden (Level 8) --- You have long venerated one of your deity's lesser-known aspects. Select one domain from your deity's alternate domains. You gain access to that domain and an initial domain spell for that domain.","category":"feat","pfs":"Standard","feat":["Expanded Domain Initiate"],"rarity":"common","slug":"feat-7595"},{"skill_mod":{},"summary":"Your faith in your deity is represented in an extremely unusual way that some might call heretical.\r\n","primary_source":"Divine Mysteries","trait_group":["Class"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Divine Mysteries"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7596","weakness":{},"name":"Splinter Faith","legacy_id":["feat-1173"],"trait":["Champion","Cleric"],"id":"feat-7596","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Splinter Faith Source Divine Mysteries pg. 9 --- Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn't affect the deity's edicts or anathema. Choose four domains. These domains must be chosen from among your deity's domains, your deity's alternate domains, and up to one domain that isn't on either list and isn't anathematic to your deity. Any domain spell you cast from a domain that isn't on either of your deity's lists is always heightened to 1 rank lower than usual for a focus spell. For the purpose of abilities that depend on your deity's domains, the four domains you chose are your deity's domains, and any of your deity's domains you didn't choose are now among your deity's alternate domains. Special Unless you take this feat at 1st level, changing the way you relate to your deity requires retraining, as described in the Changing Faith section. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn't include, such as a domain spell from Domain Initiate, you lose that effect. At the GM's discretion, you can take this feat with other classes or archetypes that gain access to domains through a deity. .","category":"feat","pfs":"Limited","feat":["Splinter Faith"],"rarity":"common","slug":"feat-7596"},{"skill_mod":{},"summary":"Whenever you take a move action to Stride, you can attempt an Acrobatics check to roll forward.","primary_source":"Foolish Housekeeping and Other Articles","primary_source_category":"April Fools","level":1,"source_category":["April Fools"],"source":["Foolish Housekeeping and Other Articles"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7598","weakness":{},"name":"Speedrun Strats","id":"feat-7598","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Speedrun Strats Source Foolish Housekeeping and Other Articles --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. Whenever you take a move action to Stride, you can attempt a DC 15 Acrobatics check to roll forward. Critical Success You gain 5 extra feet of movement to your Speeds and can move through solid obstacles such as walls until the end of your Stride action. Success You gain 5 extra feet of movement to your Speeds until the end of your Stride action. Failure You lose 5 feet of movement from your Speeds until the end of your Stride action. Critical Failure Your character softlocks and is paralyzed permanently. Only a wish ritual or similar magic can reverse this effect.","category":"feat","feat":["Speedrun Strats"],"rarity":"common","slug":"feat-7598"},{"skill_mod":{},"summary":"Look, the motto of the Pathfinder Society is “explore, report, cooperate” and you’re just reporting what you hear!","primary_source":"Foolish Housekeeping and Other Articles","trait_group":["Feat"],"primary_source_category":"April Fools","level":4,"prerequisite":"Pathfinder Agent Dedication; member of the Pathfinder Society","source_category":["April Fools"],"source":["Foolish Housekeeping and Other Articles"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7599","weakness":{},"archetype":["Venture-Gossip"],"name":"Venture-Gossip Dedication","trait":["Archetype","Dedication"],"id":"feat-7599","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Venture-Gossip Dedication Source Foolish Housekeeping and Other Articles Archetype Venture-Gossip Prerequisites Pathfinder Agent Dedication; member of the Pathfinder Society --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. Look, the motto of the Pathfinder Society is “explore, report, cooperate” and you're just reporting what you hear! Is all of it accurate or true? Maybe not, but hey, you can tell a great story and you know how to keep your readers hooked and eating out of the palm of your hand. Ambrus Valsin of the Grand Lodge may disapprove of your methods, but hey, he's not your real boss. Eando isn't either. We'll go with Zarta. Wait, no, Sheila. Sheila appreciates a good gossip column. You're now from Magnimar. Always have been. You have two identities: your day job as a Pathfinder agent, and your real job, one of the many voices that make up the Venture-Gossip tabloid. If someone attempts to figure out if you're a venture-gossip, they must use a Seek action to attempt a Perception check against one of your influence skills of your choice: Deception, Diplomacy, or Intimidation. Your DC is 20 + your proficiency modifier. If you are discovered to be part of Venture-Gossip, you can spend 1 week of downtime convincing others that you've never even read that tabloid, much less contributed to it! You gain the following action, allowing you to collect more information for your column. Tell Me More Two Actions (fortune) Target one creature that shares a language you speak; Requirements You're not in combat; Effect Just batting your eyes and giving someone a familiar nudge can get them talking, ready to spill the beans about everything and everyone around them. You roll twice on all rolls to influence the target and use the better result. Special You can select the dedication feat for this archetype even if you haven’t yet gained three feats from the Pathfinder Agent archetype. Venture-Gossip Dedication leads to... A Little Bird Told Me..., Catch and Kill, Define \"Report\", Hey! Over Here!, Muckraking, Verbose Distraction","category":"feat","feat":["Venture-Gossip Dedication"],"rarity":"common","slug":"feat-7599"},{"primary_source_category":"April Fools","source":["Foolish Housekeeping and Other Articles"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory"],"id":"feat-7600","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Verbose Distraction Reaction Source Foolish Housekeeping and Other Articles Archetype Venture-Gossip Prerequisites Venture-Gossip Dedication Trigger You are the target of a physical melee attack. --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. You talk so much it can be distracting to your enemies and you’re often quick to remind your enemies that you’re just a little guy! You don’t need to be targeted! You don’t need to be the focus of their frustrations! Have they tried writing to their mom or talking to a local priest of Desna? Ow! You gain a +2 circumstance bonus to your AC against the triggering attack.","feat":["Verbose Distraction"],"skill_mod":{},"summary":"You talk so much it can be distracting to your enemies and you’re often quick to remind your enemies that you’re just a little guy!","primary_source":"Foolish Housekeeping and Other Articles","trait_group":["Feat","Sense"],"level":6,"prerequisite":"Venture-Gossip Dedication","source_category":["April Fools"],"trigger":"You are the target of a physical melee attack.","resistance":{},"url":"/Feats.aspx?ID=7600","archetype":["Venture-Gossip"],"name":"Verbose Distraction","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7600"},{"primary_source_category":"April Fools","source":["Foolish Housekeeping and Other Articles"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory"],"id":"feat-7601","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Hey! Over Here! Reaction Source Foolish Housekeeping and Other Articles Archetype Venture-Gossip Prerequisites Venture-Gossip Dedication Trigger An ally within 30 feet rolls a saving throw against an auditory effect. --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. Hey! Don’t listen to that! That’s bad sounds! Listen to me! Would you like to hear about how the high priest of the Abadaran church in Absalom’s Petals District is having an affair with an Urgathoan cleric? Yeah, I’m thinking about calling the article “Boney Money!” Your targeted ally treats the result of their saving throw as one degree of success better. Once an ally has been targeted by this effect, they’re immune for 24 hours.","feat":["Hey! Over Here!"],"skill_mod":{},"summary":"Hey! Don’t listen to that! That’s bad sounds! Listen to me!","primary_source":"Foolish Housekeeping and Other Articles","trait_group":["Feat","Sense"],"level":6,"prerequisite":"Venture-Gossip Dedication","source_category":["April Fools"],"trigger":"An ally within 30 feet rolls a saving throw against an auditory effect.","resistance":{},"url":"/Feats.aspx?ID=7601","archetype":["Venture-Gossip"],"name":"Hey! Over Here!","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7601"},{"skill_mod":{},"summary":"You transform into a small bird, such as a finch or a sparrow, allowing you to eavesdrop on others and gain information you wouldn’t otherwise be able to acquire.","primary_source":"Foolish Housekeeping and Other Articles","trait_group":["Feat","Mechanics"],"primary_source_category":"April Fools","level":8,"prerequisite":"Venture-Gossip Dedication","source_category":["April Fools"],"source":["Foolish Housekeeping and Other Articles"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7602","weakness":{},"archetype":["Venture-Gossip"],"name":"A Little Bird Told Me...","trait":["Archetype","Concentrate","Manipulate","Polymorph"],"id":"feat-7602","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > A Little Bird Told Me... Source Foolish Housekeeping and Other Articles Archetype Venture-Gossip Prerequisites Venture-Gossip Dedication --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. You transform into a small bird, such as a finch or a sparrow, allowing you to eavesdrop on others and gain information you wouldn’t otherwise be able to acquire. You become Tiny, gain the animal trait, and you can’t make Strikes. You can Dismiss the effect to return to your normal shape, and you resume your normal shape automatically if you’re reduced to 0 Hit Points.You gain the following statistics and abilities: AC = 20 + your level. Ignore your armor’s check penalty and Speed reduction. Fly speed 25 feet. Weakness 5 to physical damage. Low-light vision and imprecise scent 30 feet. Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. ","category":"feat","feat":["A Little Bird Told Me..."],"rarity":"common","slug":"feat-7602"},{"primary_source_category":"April Fools","source":["Foolish Housekeeping and Other Articles"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Archetype","Fortune"],"id":"feat-7603","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Define \"Report\" Free Action Source Foolish Housekeeping and Other Articles Archetype Venture-Gossip Prerequisites Venture-Gossip Dedication; Master in Diplomacy --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. Look, getting caught in a lie is a normal part of venture-gossip life. Sometimes you have to give a sheepish smile and apologize for what you've done. When you fail a Deception check, reroll with your Diplomacy modifier. On a success, there are no hard feelings and the other person's attitude condition doesn't worsen. On a critical success, you can attempt the Deception again with no consequences.","feat":["Define \"Report\""],"skill_mod":{},"summary":"Look, getting caught in a lie is a normal part of venture-gossip life. ","primary_source":"Foolish Housekeeping and Other Articles","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Venture-Gossip Dedication; Master in Diplomacy","source_category":["April Fools"],"resistance":{},"url":"/Feats.aspx?ID=7603","archetype":["Venture-Gossip"],"name":"Define \"Report\"","actions_number":0,"category":"feat","actions":"Free Action","rarity":"common","slug":"feat-7603"},{"primary_source_category":"April Fools","source":["Foolish Housekeeping and Other Articles"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7604","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Catch and Kill Reaction Source Foolish Housekeeping and Other Articles Archetype Venture-Gossip Prerequisites Venture-Gossip Dedication Trigger A creature within your reach uses a move action, or leaves a square during a move action it’s using. --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. When you've decided to quash a story, no one can escape from you with any incriminating information. Make a melee Strike against the triggering creature. On a hit, the triggering creature is Grabbed, and on a critical hit, they're slowed 1. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.","feat":["Catch and Kill"],"skill_mod":{},"summary":"When you’ve decided to quash a story, no one can escape from you with any incriminating information.","primary_source":"Foolish Housekeeping and Other Articles","trait_group":["Feat"],"level":12,"prerequisite":"Venture-Gossip Dedication","source_category":["April Fools"],"trigger":"A creature within your reach uses a move action, or leaves a square during a move action it’s using.","resistance":{},"url":"/Feats.aspx?ID=7604","archetype":["Venture-Gossip"],"name":"Catch and Kill","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-7604"},{"skill_mod":{},"summary":"It seems like your knowledge has come in handy after all and you have your enemy at your feet.","primary_source":"Foolish Housekeeping and Other Articles","trait_group":["Feat","Sense","Mechanics"],"primary_source_category":"April Fools","level":16,"prerequisite":"Venture-Gossip Dedication","source_category":["April Fools"],"source":["Foolish Housekeeping and Other Articles"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7605","weakness":{},"archetype":["Venture-Gossip"],"name":"Muckraking","trait":["Archetype","Auditory","Concentrate","Emotion","Mental"],"actions_number":6,"id":"feat-7605","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Muckraking Three Actions Source Foolish Housekeeping and Other Articles Archetype Venture-Gossip Prerequisites Venture-Gossip Dedication --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. It seems like your knowledge has come in handy after all and you have your enemy at your feet. Pulling out your fan mail, you read your fans' scathing remarks about your enemy to their face, letting them feel just how much everyone hates them and everything that they've done. They hate the way that they walk, they hate the way that they talk. Your enemy takes 10d10 mental damage, with a basic Will save. On a critical failure, they're off-guard until the beginning of your next turn and lose all reactions, except to cry, loudly.","category":"feat","actions":"Three Actions","feat":["Muckraking"],"rarity":"common","slug":"feat-7605"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #201: Pactbreaker"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","skill":["Stealth","Survival","Stealth","Survival"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7606","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Verduran Shadow Dedication May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 79 Archetype Verduran Shadow Prerequisites Trained in Stealth; Trained in Survival --- Your awareness of primal energies allows you to explore forests with preternatural ease. You become an expert in Survival. You can substitute your proficiency in Survival for your proficiency in Stealth when meeting feat prerequisites and gaining additional benefits from feats for being an expert, master, or legendary in Stealth; however, unless you also fulfill the Stealth prerequisite, you can only use those feats in forest terrain. While in forests, you can use your Survival modifier in place of your Stealth modifier when you Avoid Notice, Hide, Sneak, or would use Stealth to roll initiative. Special You can’t select another dedication feat until you’ve gained two other feats from the Verduran Shadow archetype. Verduran Shadow Dedication leads to... Canopy Predator, Death from Above, Sense the Strike, Underbrush Trailblazer, Verduran Ambush","feat":["Verduran Shadow Dedication"],"skill_mod":{},"summary":"Your awareness of primal energies allows you to explore forests with preternatural ease.","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Stealth; Trained in Survival","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7606","archetype":["Verduran Shadow"],"source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Verduran Shadow Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7606"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #201: Pactbreaker"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Athletics"],"trait":["Archetype","Skill","Uncommon"],"id":"feat-7607","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Canopy Predator May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 80 Archetype Verduran Shadow Prerequisites Verduran Shadow Dedication; Trained in Athletics --- You are as at home in the treetops as you are beneath their branches. You gain a climb Speed of 15 feet when moving through trees, vines, and other foliage. Whenever you succeed at an Athletics check to Climb a tree or an Acrobatics check to Balance on a branch, you get a critical success instead. You aren’t off-guard while Climbing or Balancing on a tree. Canopy Predator leads to... Death from Above","feat":["Canopy Predator"],"skill_mod":{},"summary":"You are as at home in the treetops as you are beneath their branches.","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Verduran Shadow Dedication; Trained in Athletics","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7607","archetype":["Verduran Shadow"],"source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Canopy Predator","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7607"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #201: Pactbreaker"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Archetype","Uncommon"],"id":"feat-7608","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Underbrush Trailblazer May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 80 Archetype Verduran Shadow Prerequisites Verduran Shadow Dedication --- You gain the Terrain Stalker feat, selecting the underbrush terrain; if you already have Terrain Stalker for underbrush, you can select a different type of difficult terrain. If you Avoid Notice while exploring, and if any allies use Follow the Expert to follow you as you do so, you can extend your Terrain Stalker feat’s benefits to one ally so long as they remain within 10 feet of you. If you have master proficiency in Stealth, you can extend the effect to two allies. If you have legendary proficiency in Stealth, you can extend it to four allies.","feat":["Underbrush Trailblazer"],"skill_mod":{},"summary":"You gain the Terrain Stalker feat, selecting the underbrush terrain ; if you already have Terrain Stalker for underbrush, you can select a different type of difficult terrain .","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Verduran Shadow Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7608","archetype":["Verduran Shadow"],"source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Underbrush Trailblazer","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7608"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #201: Pactbreaker"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","skill":["Stealth","Stealth"],"trait":["Archetype","Uncommon"],"id":"feat-7609","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Verduran Ambush Three Actions May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 80 Archetype Verduran Shadow Prerequisites Verduran Shadow Dedication; Expert in Stealth --- You prepare to ambush a foe. You Ready an activity that takes 2 actions, though that activity must either be Death from Above or an activity with the requirement that you be hidden or undetected by all your opponents (such as Scout’s Pounce). After using the reaction, you cannot use this feat again for 10 minutes.","feat":["Verduran Ambush"],"skill_mod":{},"summary":"You prepare to ambush a foe.","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Verduran Shadow Dedication; Expert in Stealth","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7609","archetype":["Verduran Shadow"],"source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Verduran Ambush","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"feat-7609"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #201: Pactbreaker"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Athletics"],"trait":["Archetype","Uncommon"],"id":"feat-7610","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Death from Above Two Actions May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 80 Archetype Verduran Shadow Prerequisites Canopy Predator; Verduran Shadow Dedication; Expert in Athletics Requirements You are standing, climbing, or balancing on a surface at least 10 feet above your target. --- You leap down on your target, using their body to cushion your fall and your momentum to empower your attack. Attempt an Athletics check to Leap to a space adjacent to the target. If you land adjacent to the target, compare the Athletics check result against your target’s Reflex DC. When you leap onto a creature in this way, you do not also deal damage for falling on a creature. Regardless of your result, the target is temporarily immune to your Death from Above for 1 minute. Critical Success The target falls and lands prone, reducing the falling damage you take by an amount equal to twice your level. You then can make a melee Strike against the target. The Strike gains the deadly d8 weapon property and deals an additional 1d6 bludgeoning damage. This additional damage increases to 2d6 if you are a master in Athletics, and to 3d6 if you are legendary in Athletics. Success The target is off-guard until the beginning of your next turn, reducing the falling damage you take by an amount equal to your level. You can then make a melee Strike against the target, adding the deadly d8 weapon property to the attack. Failure You can make a Strike against the target. Critical Failure You fall prone, whether you take falling damage or not.","feat":["Death from Above"],"skill_mod":{},"summary":"You leap down on your target, using their body to cushion your fall and your momentum to empower your attack.","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Canopy Predator; Verduran Shadow Dedication; Expert in Athletics","source_category":["Adventure Paths"],"requirement":"You are standing, climbing , or balancing on a surface at least 10 feet above your target.","resistance":{},"url":"/Feats.aspx?ID=7610","archetype":["Verduran Shadow"],"source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Death from Above","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-7610"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #201: Pactbreaker"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","skill":["Survival","Survival"],"trait":["Archetype","Uncommon"],"id":"feat-7611","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Sense the Strike Reaction May contain spoilers from Wardens of Wildwood Source Pathfinder #201: Pactbreaker pg. 80 Archetype Verduran Shadow Prerequisites Verduran Shadow Dedication; Master in Survival Trigger A creature targets you with an attack and you can see the attacker. --- You sense how an incoming attack moves through ambient primal energy, predicting how best to dodge. The triggering attack targets your Survival DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn’t remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn’t take the –2 circumstance penalty when defending against the attack.","feat":["Sense the Strike"],"skill_mod":{},"summary":"You sense how an incoming attack moves through ambient primal energy, predicting how best to dodge.","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Feat","Rarity"],"level":10,"prerequisite":"Verduran Shadow Dedication; Master in Survival","source_category":["Adventure Paths"],"trigger":"A creature targets you with an attack and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=7611","archetype":["Verduran Shadow"],"source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Sense the Strike","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-7611"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Ardande","Conrasu","Ghoran","Leshy","Uncommon"],"id":"feat-7612","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Caustic Nectar May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 69 Prerequisites ardande, plant, or wood trait --- You have specialized glands inside your throat, which produce acidic nectar that you can spit long distances. You gain a nectar ranged unarmed attack with a range increment of 20 feet that deals 1d4 acid damage. On a critical hit, the target is additionally sickened 1. Your nectar doesn’t add critical specialization effects. You’re immune to your own nectar. Special This feat gains the trait for your ancestry. Caustic Nectar leads to... Potent Nectar","feat":["Caustic Nectar"],"skill_mod":{},"summary":"You have specialized glands inside your throat, which produce acidic nectar that you can spit long distances.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Ancestry","Weapon","Monster","Rarity"],"level":1,"prerequisite":"ardande, plant, or wood trait","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7612","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Caustic Nectar","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7612"},{"skill_mod":{},"summary":"Your connection to elemental wood manifests as resilience—towering trees, rough bark, deep roots, and patient determination.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Ancestry","Feat","Rarity"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #202: Severed at the Root"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7613","weakness":{},"source_group":["Wardens of Wildwood"],"primary_source_group":"Wardens of Wildwood","spoilers":"Wardens of Wildwood","name":"Unbowed, Unbroken","trait":["Ardande","Lineage","Uncommon"],"id":"feat-7613","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Unbowed, Unbroken May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 69 --- Your connection to elemental wood manifests as resilience—towering trees, rough bark, deep roots, and patient determination. You gain the Unwavering Resilience reaction. Unwavering Resilience Reaction Trigger You attempt a saving throw against a poison, disease, or mental effect, but you haven’t rolled yet. Effect You tap into the power of the Plane of Wood, gaining strength and mental fortitude. You gain a +1 circumstance bonus on the triggering save. If you critically succeed at this saving throw, you become bolstered by your success; blossoms and new growth temporarily sprout all over your body, and you gain a number of temporary Hit Point equal to your level. These temporary Hit Points last for one minute. When there temporary Hit Points are lost, the verdant growth subsides.","category":"feat","pfs":"Limited","feat":["Unbowed, Unbroken"],"rarity":"uncommon","slug":"feat-7613"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Ardande","Conrasu","Ghoran","Leshy","Uncommon"],"id":"feat-7614","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Wilderness Born May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 69 Prerequisites ardande or plant --- You’re at home in the wilderness and easily disappear into it. You gain a +1 circumstance bonus to Hide and Sneak in natural terrain, and a +1 circumstance bonus to Sense Direction in natural terrain. While in natural terrain, you’re always considered to be Covering Tracks, even if you chose a different activity in exploration mode. Special This feat gains the trait for your ancestry. Wilderness Born leads to... One with the Wild","feat":["Wilderness Born"],"skill_mod":{},"summary":"You’re at home in the wilderness and easily disappear into it.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Ancestry","Weapon","Monster","Rarity"],"level":1,"prerequisite":"ardande or plant","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7614","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Wilderness Born","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7614"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Ardande","Conrasu","Ghoran","Leshy","Uncommon"],"id":"feat-7615","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > Quick Root Reaction May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 69 Prerequisites ardande or plant Trigger A creature successfully Shoves or Trips you, or you fail a saving throw against an effect that would move you or knock you prone. --- You react instinctively, sprouting roots from your legs and plunging them deep into the ground to keep your footing. If a force would move you, you move half that distance, to a minimum of 5 feet. If you would be knocked prone, resolve the effect, then you Stand. Special This feat gains the trait for your ancestry.","feat":["Quick Root"],"skill_mod":{},"summary":"You react instinctively, sprouting roots from your legs and plunging them deep into the ground to keep your footing.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Ancestry","Weapon","Monster","Rarity"],"level":5,"prerequisite":"ardande or plant","source_category":["Adventure Paths"],"trigger":"A creature successfully Shoves or Trips you, or you fail a saving throw against an effect that would move you or knock you prone .","resistance":{},"url":"/Feats.aspx?ID=7615","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Quick Root","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-7615"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Ardande","Conrasu","Ghoran","Leshy","Plant","Primal","Uncommon"],"id":"feat-7616","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Limited\" > Grow Tool Three Actions May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 70 Prerequisites ardande or plant --- You grow a simple tool from your own body, coaxing flowers, vines, roots, and wood to grow and sprout from your flesh into the desired shape. You create a one level 0 common simple tool with no intricate parts or written text, such as a crowbar, rope, or shovel. You can’t replicate a tool kit or weapon with this ability. This item lasts for 1 minute, or until you create another tool with this ability, whichever comes first. When duration runs out, the item crumbles to mulch. Special This feat gains the trait for your ancestry.","feat":["Grow Tool"],"skill_mod":{},"summary":"You grow a simple tool from your own body, coaxing flowers, vines, roots, and wood to grow and sprout from your flesh into the desired shape.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Ancestry","Weapon","Monster","Creature Type","Tradition","Rarity"],"level":9,"prerequisite":"ardande or plant","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7616","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Grow Tool","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"uncommon","slug":"feat-7616"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Ardande","Conrasu","Ghoran","Leshy","Uncommon"],"id":"feat-7617","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Limited\" > Pollinate Reaction May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 70 Prerequisites ardande or plant Trigger You take bludgeoning damage. --- As you’re hit, you emit a dense cloud of pollen, obscuring you from sight. You become concealed until the beginning of your next turn. Special This feat gains the trait for your ancestry.","feat":["Pollinate"],"skill_mod":{},"summary":"As you’re hit, you emit a dense cloud of pollen, obscuring you from sight.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Ancestry","Weapon","Monster","Rarity"],"level":9,"prerequisite":"ardande or plant","source_category":["Adventure Paths"],"trigger":"You take bludgeoning damage.","resistance":{},"url":"/Feats.aspx?ID=7617","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Pollinate","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-7617"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Uncommon"],"id":"feat-7618","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Limited\" > One with the Wild May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 70 Prerequisites Wilderness Born --- You naturally blend in with the wilderness, becoming camouflaged. In natural terrain, you can Hide and Sneak even without cover or being concealed. Special This feat gains the trait for your ancestry.","feat":["One with the Wild"],"skill_mod":{},"summary":"You naturally blend in with the wilderness, becoming camouflaged.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Rarity"],"level":13,"prerequisite":"Wilderness Born","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7618","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"One with the Wild","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7618"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Ardande","Conrasu","Ghoran","Leshy","Uncommon"],"id":"feat-7619","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Limited\" > Unfettered Growth May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 70 Prerequisites ardande or plant --- By tapping into the limitless power of the Plane of Wood, you can experience sudden, dramatic growth for a short time. Select one of the following benefits when you gain this feat. This choice is permanent and can’t be changed. You gain 2nd-rank enlarge as a primal innate spell. You can cast this spell twice per day and must target yourself. The spell’s duration is 30 minutes. You gain 4th-rank enlarge as a primal innate spell. You can cast this spell once per day and must target yourself. Special This feat gains the trait for your ancestry.","feat":["Unfettered Growth"],"skill_mod":{},"summary":"By tapping into the limitless power of the Plane of Wood , you can experience sudden, dramatic growth for a short time.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Ancestry","Weapon","Monster","Rarity"],"level":13,"prerequisite":"ardande or plant","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7619","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Unfettered Growth","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7619"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Ardande","Conrasu","Emotion","Ghoran","Incapacitation","Leshy","Mental","Olfactory","Uncommon","Visual"],"id":"feat-7620","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Limited\" > Irresistible Bloom Single Action May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 70 Frequency once per day Prerequisites ardande or plant --- You bloom, sprouting flowers and releasing a pleasant smell, becoming irresistible. All creatures in a 30-foot emanation must attempt a Will save with a DC equal to your Class DC or Spell DC, whichever is higher. On a failure, a creature becomes fascinated with you, and must spend at least one of its actions on its next turn moving toward you. On a critical failure, you acting hostile to that creature allows them to attempt another save, rather than automatically ending the fascination. These effects last until the beginning of your next turn. You can spend one action at the beginning of your turn to Sustain the effects for an additional round. You can Sustain it in this way for a maximum of 1 minute. Special This feat gains the trait for your ancestry.","feat":["Irresistible Bloom"],"skill_mod":{},"summary":"You bloom, sprouting flowers and releasing a pleasant smell, becoming irresistible.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Ancestry","Weapon","Mechanics","Monster","Sense","Rarity"],"level":17,"prerequisite":"ardande or plant","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7620","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Irresistible Bloom","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-7620"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Uncommon"],"id":"feat-7621","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Limited\" > Potent Nectar May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 70 Prerequisites Caustic Nectar --- Your nectar becomes particularly dangerous. Select one of the following benefits when you gain this feat. This choice is permanent and can’t be changed. Your nectar is sticky, and clings to your target. Your nectar unarmed attack deals an additional 1d4 persistent acid damage to the target. This persistent damage isn’t multiplied on a critical hit. Your nectar is shot at a high velocity, and splashes upon contact. Your nectar unarmed attack additionally deals 1d4 acid splash damage. This splash damage isn’t multiplied on a critical hit. Special This feat gains the trait for your ancestry.","feat":["Potent Nectar"],"skill_mod":{},"summary":"Your nectar becomes particularly dangerous.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Rarity"],"level":17,"prerequisite":"Caustic Nectar","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7621","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Potent Nectar","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7621"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Druid","Focus","Uncommon"],"id":"feat-7622","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Fungal Exhalation May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 72 Prerequisites spore order --- You can conjure toxic spores to infect enemies. You gain the fungal exhalation order spell. Increase the number of Focus Points in your focus pool by 1.","feat":["Fungal Exhalation"],"skill_mod":{},"summary":"You can conjure toxic spores to infect enemies.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Class","Mechanics","Rarity"],"level":6,"prerequisite":"spore order","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7622","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Fungal Exhalation","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7622"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Druid","Focus","Uncommon"],"id":"feat-7623","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Hedge Prison May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 72 Prerequisites cultivation order --- You cultivate plants to entrap your foes. You gain the hedge prison order spell. Increase the number of Focus Points in your focus pool by 1.","feat":["Hedge Prison"],"skill_mod":{},"summary":"You cultivate plants to entrap your foes.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Class","Mechanics","Rarity"],"level":6,"prerequisite":"cultivation order ","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7623","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Hedge Prison","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7623"},{"primary_source_category":"Adventure Paths","heighten":["6th"],"source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,6],"primary_source_group":"Wardens of Wildwood","heighten_group":["4th level","Heightened 6th level"],"trait":["Impulse","Kineticist","Morph","Primal","Uncommon","Wood"],"id":"feat-7624","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Born to the Trees May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 73 --- You adapt a creature to live among the trees, improving its ability to climb, balance, and leap. Target a willing creature within 30 feet. For 10 minutes, it gains a climb Speed equal to its Speed and a +1 circumstance bonus to Acrobatics checks to Balance and Athletics checks to Long Jump and High Jump. When it Leaps, it increases the distance it can Leap horizontally by 5 feet and vertically by 2 feet. If you use Born to the Trees again, any existing one ends. --- Level (6th) You can target up to 5 willing creatures.","feat":["Born to the Trees"],"element":["Wood"],"skill_mod":{},"summary":"You adapt a creature to live among the trees, improving its ability to climb , balance , and leap .","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Class-Specific","Class","Mechanics","Tradition","Rarity","Elemental"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7624","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Born to the Trees","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7624"},{"primary_source_category":"Adventure Paths","heighten":["20th"],"source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[18,20],"primary_source_group":"Wardens of Wildwood","heighten_group":["18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Overflow","Plant","Primal","Uncommon","Wood"],"id":"feat-7625","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > The Thousand Lashes of the Weeping Willow May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 73 --- You conjure a massive willow tree, which lashes your foes with a thousand branches. The trunk of the weeping willow tree is 10-feet in diameter and appears in an unoccupied space within 500 feet. The tree whips its branches at all your enemies within a 30-foot-radius emanation centered on the willow’s trunk, dealing 10d8 slashing damage with a basic Reflex save against your class DC. A creature that fails its save is also overcome with sorrow, becoming slowed 1 for as long as the willow remains, as it weeps uncontrollably. The willow doesn’t target you or your allies. The willow tree remains until the end of your next turn, but you can Sustain it up to 1 minute. The first time you Sustain the impulse each round, the weeping willow attacks again, dealing 4d8 slashing damage to all enemies in the area with a basic reflex save. If you use this impulse again, the previous one ends. --- Level (20th) The initial damage is 14d8, and the Sustained damage is 5d8.","feat":["The Thousand Lashes of the Weeping Willow"],"element":["Wood"],"skill_mod":{},"summary":"You conjure a massive willow tree, which lashes your foes with a thousand branches.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Class-Specific","Class","Creature Type","Tradition","Rarity","Elemental"],"level":18,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7625","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"The Thousand Lashes of the Weeping Willow","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7625"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Deviant","Fungus","Magical","Poison","Rare"],"id":"feat-7626","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Release Spores Two Actions May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 74 --- You create a miasma of spores. These spores fill a 20-foot burst within 100 feet and remain for 1 round per level you have. All creatures within the spores become concealed, and all creatures outside the spores become concealed to creatures within it. You can see through the spores without difficulty. You can Dismiss the spores.","feat":["Release Spores"],"skill_mod":{},"summary":"You create a miasma of spores.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Feat","Creature Type","Mechanics","Poison","Affliction","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7626","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Release Spores","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"feat-7626"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Attack","Deviant","Magical","Rare"],"id":"feat-7627","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Rotten Slurry Single Action May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 74 --- You expel a glob of rotten, foul-smelling slurry from your torso, hand, or mouth at a foe. Make a ranged attack roll against a creature within 30 feet. If you succeed, the slurry deals 1d4 bludgeoning damage to the target for every two levels you have, or double damage on a critical success. A creature that’s damaged by the attack is sickened 1 (sickened 2 on a critical success).","feat":["Rotten Slurry"],"skill_mod":{},"summary":"You expel a glob of rotten, foul-smelling slurry from your torso, hand, or mouth at a foe.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Feat","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7627","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Rotten Slurry","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"feat-7627"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Deviant","Magical","Poison","Rare"],"id":"feat-7628","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Irradiate Two Actions May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 74 --- You exude an aura of radiation, making everyone around you ill. All creatures in a 15-foot emanation must succeed at a Fortitude save or become sickened 1. On a critical failure, they’re also fatigued for 1 minute. You’re immune to your own radiation. The value of this sickened condition increases by 1 for every 5 levels you have beyond 6th.","feat":["Irradiate"],"skill_mod":{},"summary":"You exude an aura of radiation, making everyone around you ill.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Feat","Mechanics","Poison","Affliction","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7628","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Irradiate","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"feat-7628"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Deviant","Magical","Negative","Rare","Void"],"id":"feat-7629","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Unleash the Blight Two Actions May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 74 --- You unleash the rot infecting you, spreading the blight to those nearby. All living creatures in a 60-foot emanation take 1d6 void damage for every 2 levels you have, with a basic Fortitude save.","feat":["Unleash the Blight"],"skill_mod":{},"summary":"You unleash the rot infecting you, spreading the blight to those nearby.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Feat","Mechanics","Energy","Planar","Creature Type","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7629","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Unleash the Blight","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"feat-7629"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Deviant","Healing","Magical","Plant","Rare"],"id":"feat-7630","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Sprout Fruit Single Action May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 75 --- The plants covering your body sprout a single, ripe fruit. A creature other than you who eats this fruit as a three-action activity (1 Interact action to pluck the fruit and 2 Interact actions to eat it) is healed 1d4 Hit Points for every 2 levels you have.","feat":["Sprout Fruit"],"skill_mod":{},"summary":"The plants covering your body sprout a single, ripe fruit.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Feat","Mechanics","Creature Type","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7630","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Sprout Fruit","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"feat-7630"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Attack","Deviant","Magical","Plant","Rare"],"id":"feat-7631","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Vine Lash Single Action May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 75 Requirements You have a free hand. --- A long vine sprouts from your arm, which you can temporarily wield like a whip. Make a melee attack roll against a creature within 30 feet. If you succeed, the vine deals 1d6 slashing damage for every 2 levels you have to the target, or double damage on a success.","feat":["Vine Lash"],"skill_mod":{},"summary":"A long vine sprouts from your arm, which you can temporarily wield like a whip .","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Mechanics","Feat","Creature Type","Rarity"],"level":2,"source_category":["Adventure Paths"],"requirement":"You have a free hand.","resistance":{},"url":"/Feats.aspx?ID=7631","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Vine Lash","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"feat-7631"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Deviant","Magical","Plant","Rare","Wood"],"id":"feat-7632","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Defensive Growth Reaction May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 75 Trigger You’re the target of a physical attack. --- You grow a shield of woven flowers and branches, then Raise that Shield to defend yourself from the triggering attack. If you would take damage from the attack, you immediately Shield Block. This is a wooden shield. The shield remains in your possession for a number of rounds equal to your level, or until it’s destroyed.","feat":["Defensive Growth"],"element":["Wood"],"skill_mod":{},"summary":"You grow a shield of woven flowers and branches, then Raise that Shield to defend yourself from the triggering attack.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Feat","Mechanics","Creature Type","Rarity","Elemental"],"level":6,"source_category":["Adventure Paths"],"trigger":"You’re the target of a physical attack .","resistance":{},"url":"/Feats.aspx?ID=7632","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Defensive Growth","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-7632"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #202: Severed at the Root"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Wardens of Wildwood","trait":["Deviant","Magical","Plant","Polymorph","Rare"],"id":"feat-7633","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Disperse into Petals Two Actions May contain spoilers from Wardens of Wildwood Source Pathfinder #202: Severed at the Root pg. 75 --- You merge with the blossoms sprouting from you and disperse, becoming a visible cloud of blossoms and petals. You’re amorphous. You lose any item bonus to AC and all other effects and bonuses from armor, and you use your proficiency modifier for unarmored defense. You gain resistance to physical damage equal to half your level and are immune to precision damage. You can’t cast spells, activate items, or use actions that have the attack or manipulate trait. You gain a fly Speed of 10 feet. You can remain in this form for up to 1 minute. You can Dismiss this effect.","feat":["Disperse into Petals"],"skill_mod":{},"summary":"You merge with the blossoms sprouting from you and disperse, becoming a visible cloud of blossoms and petals.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Feat","Mechanics","Creature Type","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7633","source_group":["Wardens of Wildwood"],"spoilers":"Wardens of Wildwood","name":"Disperse into Petals","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"feat-7633"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Curtain Call","skill":["Intimidation","Intimidation"],"trait":["Archetype","Emotion","Fear","Mental","Sonic","Uncommon"],"id":"feat-7634","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Gladiator's Roar Two Actions May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 81 Archetype Gladiator (Level 12) Frequency once per day Prerequisites Gladiator Dedication; Master in Intimidation --- You can project your voice into a high-pitched screech that damages your foes. Your roar can be heard twice as far as normal, and creatures within a 15-foot-cone take 6d10 sonic damage and must attempt a Fortitude save against your class DC or spell DC, whichever is higher. If your Gladiator’s Roar triggers Play to the Crowd, you gain a +2 status bonus to your Performance check to do so. Critical Success The creature is unaffected. Success The creature takes half damage and becomes frightened 1. Failure The creature takes full damage and becomes frightened 2. Critical Failure The creature takes double damage, becomes frightened 3, and is stunned 1.","feat":["Gladiator's Roar"],"skill_mod":{},"summary":"You can project your voice into a high-pitched screech that damages your foes.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Mechanics","Energy","Monster","Rarity"],"level":12,"prerequisite":"Gladiator Dedication; Master in Intimidation","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7634","archetype":["Gladiator"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Gladiator's Roar","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-7634"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Archetype","Skill","Uncommon"],"id":"feat-7635","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Operatic Adventurer May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 82 Archetypes Acrobat (Level 12), Celebrity (Level 12), Dandy (Level 12), Gladiator (Level 12) Prerequisites Acrobat Dedication or Celebrity Dedication --- Your training has focused you for the opera, and it certainly shows. You become master in Performance, and at 15th level your skill in Performance increases to Legendary. You also become expert in Theater Lore or become master in Theater Lore if you were already expert. When you’re on a stage, in an arena, or otherwise at the focus of a crowd there to see you perform, your eagerness to begin grants a +3 circumstance bonus to initiative rolls if you roll Acrobatics, Intimidation, or Performance for initiative.","feat":["Operatic Adventurer"],"skill_mod":{},"summary":"Your training has focused you for the opera, and it certainly shows.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Acrobat Dedication or Celebrity Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7635","archetype":["Acrobat","Celebrity","Dandy","Gladiator"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Operatic Adventurer","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7635"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Archetype","Uncommon"],"id":"feat-7636","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Perfect Pitch May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 82 Archetypes Celebrity (Level 12), Dandy (Level 12) Prerequisites Celebrity Dedication or Dandy Dedication --- Your ear for harmony has enhanced your ability with musical magic. You can use Performance to Learn a Spell or Identify Magic spells and effects that are musical in nature. In addition, you gain the Pitch-Perfect Projection action. Pitch-Perfect Projection Single Action (auditory, spellshape) By using your perfect pitch, you can amplify your voice to cause magical auditory effects to reach further. If your next action this round is to Cast a Spell or use an action that creates an auditory effect with a range, increase that range by 30 feet.","feat":["Perfect Pitch"],"skill_mod":{},"summary":"Your ear for harmony has enhanced your ability with musical magic.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Celebrity Dedication or Dandy Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7636","archetype":["Celebrity","Dandy"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Perfect Pitch","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7636"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Curtain Call","skill":["Deception","Deception"],"trait":["Archetype","Skill","Uncommon"],"id":"feat-7637","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Play to the Crowd May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 82 Archetype Dandy (Level 12) Prerequisites Dandy Dedication; Master in Deception --- You have a knack for knowing just how to manipulate groups by saying exactly what needs to be said. When you Lie in a public area in front of a crowd, you can gauge the reactions of the crowd as you speak to know how your Lie is working, and Lie loses its secret trait. You gain the Reactive Falsehood reaction. Reactive Falsehood Reaction (fortune) Frequency once per hour; Trigger You fail to Lie to a creature in public; Effect As your target sees through your lie, you spin your falsehood in a way that utilizes the crowd’s reaction to bolster believability. Re-roll your Deception check to Lie with a +2 status bonus and use this check’s result as the actual result to Lie.","feat":["Play to the Crowd"],"skill_mod":{},"summary":"You have a knack for knowing just how to manipulate groups by saying exactly what needs to be said.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Dandy Dedication; Master in Deception","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7637","archetype":["Dandy"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Play to the Crowd","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7637"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Curtain Call","skill":["Performance","Performance"],"trait":["Archetype","Auditory","Uncommon","Visual"],"id":"feat-7638","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Primadonna Single Action May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 82 Archetype Celebrity (Level 12) Frequency once per hour Prerequisites Celebrity Dedication; Master in Performance --- The spotlight should always be on you and you alone. Attempt a Performance check against the Will DCs of all enemies within 30 feet who can see or hear you. On a success, the targets focus on you and gain a +1 circumstance bonus to hit you, but they’re off-guard to all creatures other than yourself. On a critical success, the effect lasts for 3 rounds.","feat":["Primadonna"],"skill_mod":{},"summary":"The spotlight should always be on you and you alone.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Sense","Rarity"],"level":12,"prerequisite":"Celebrity Dedication; Master in Performance","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7638","archetype":["Celebrity"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Primadonna","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-7638"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Archetype","Uncommon"],"id":"feat-7639","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Virtuosic Dancer May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 82 Archetype Acrobat (Level 12) Prerequisites Acrobat Dedication --- You're so fond of using your Acrobatic feats on the stage that you've begun adding your own flair to these dances on the big stage. When you Perform, if you do a performance that is either related to dance, acting or opera, you gain a +1 circumstance bonus to the roll. If you're legendary in Acrobatics, this increases to a +2 circumstance bonus. You gain the Dancing Dodge reaction. Dancing Dodge Reaction (move) Trigger You're hit by a Strike during the first round of combat; Effect You take advantage of the fact that your foe isn't ready to anticipate your dance-like moves in combat. Add a +3 circumstance bonus to your Armor Class against the triggering Strike to determine the Strike's actual result.","feat":["Virtuosic Dancer"],"skill_mod":{},"summary":"You’re so fond of using your Acrobatic feats on the stage that you’ve begun adding your own flair to these dances on the big stage.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Acrobat Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7639","archetype":["Acrobat"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Virtuosic Dancer","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7639"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Curtain Call","skill":["Performance","Performance"],"trait":["Archetype","Uncommon"],"id":"feat-7640","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Costume Change May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 82 Archetypes Acrobat (Level 14), Celebrity (Level 14), Dandy (Level 14), Gladiator (Level 14) Prerequisites Acrobat Dedication or Celebrity Dedication; Quick Disguise; Master in Performance --- Enough of your life has been spent performing that you’ve mastered the art of the quick change—especially when it comes to armor or invested items. You can remove any armor as a 3-action Interact activity. You can don light armor in 2 rounds, or in 1 minute for medium or heavy armor. You gain the Impromptu Investment activity. Impromptu Investment (1 minute) Frequency once per 10 minutes; Effect You can remove investiture from an item you currently have invested, and this investiture does not count against your daily limit. You can invest a new item in this item’s place.","feat":["Costume Change"],"skill_mod":{},"summary":"Enough of your life has been spent performing that you’ve mastered the art of the quick change—especially when it comes to armor or invested items.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":14,"prerequisite":"Acrobat Dedication or Celebrity Dedication; Quick Disguise; Master in Performance","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7640","archetype":["Acrobat","Celebrity","Dandy","Gladiator"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Costume Change","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7640"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Archetype","Uncommon"],"id":"feat-7641","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Fit for the Role May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 82 Archetypes Acrobat (Level 14), Dandy (Level 14) Prerequisites Acrobat Dedication or Dandy Dedication --- Not only are you a flamboyant performer, but you’ve mastered an occult secret that allows you to outfit yourself and your companions with magical visages. You gain the ability to cast illusory disguise as a 7th-rank innate occult spell once per day.","feat":["Fit for the Role"],"skill_mod":{},"summary":"Not only are you a flamboyant performer, but you’ve mastered an occult secret that allows you to outfit yourself and your companions with magical visages.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":14,"prerequisite":"Acrobat Dedication or Dandy Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7641","archetype":["Acrobat","Dandy"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Fit for the Role","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7641"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Curtain Call","trait":["Archetype","Uncommon"],"id":"feat-7642","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > It's Not Over Reaction May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 83 Archetypes Celebrity (Level 14), Gladiator (Level 14) Frequency once per day Prerequisites Celebrity Dedication or Gladiator Dedication Trigger You’re reduced to 0 Hit Points --- In the world of drama, the finale of any performance doesn’t have to be the end, and for you, this now extends to life itself. When damage reduces you to 0 Hit Points, you can use this reaction to suddenly spring back into action. Instead of gaining the dying condition and falling unconscious, you regain a number of Hit Points equal to 10 + your level + your Constitution modifier.","feat":["It's Not Over"],"skill_mod":{},"summary":"In the world of drama, the finale of any performance doesn’t have to be the end, and for you, this now extends to life itself.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":14,"prerequisite":"Celebrity Dedication or Gladiator Dedication","source_category":["Adventure Paths"],"trigger":"You’re reduced to 0 Hit Points","resistance":{},"url":"/Feats.aspx?ID=7642","archetype":["Celebrity","Gladiator"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"It's Not Over","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-7642"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Curtain Call","skill":["Acrobatics","Acrobatics"],"trait":["Archetype","Uncommon"],"id":"feat-7643","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Tempo Shift Free Action May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 83 Archetypes Acrobat (Level 16), Gladiator (Level 16) Frequency once per hour Prerequisites Celebrity Dedication or Gladiator Dedication; Legendary in Acrobatics Trigger You Delay. --- You are always ready to embrace to a change in tempo and adapt your actions to take advantage of unforeseen developments. When you return to the initiative order after you Delay, you do so in an unpredictable way. All enemies are off-guard to you until the start of your next turn, and you become Quickened for the current round but can only use the extra action to Stride or Strike.","feat":["Tempo Shift"],"skill_mod":{},"summary":"You are always ready to embrace to a change in tempo and adapt your actions to take advantage of unforeseen developments.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":16,"prerequisite":"Celebrity Dedication or Gladiator Dedication; Legendary in Acrobatics","source_category":["Adventure Paths"],"trigger":"You Delay .","resistance":{},"url":"/Feats.aspx?ID=7643","archetype":["Acrobat","Gladiator"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Tempo Shift","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"uncommon","slug":"feat-7643"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Curtain Call","skill":["Lore","Lore"],"trait":["Archetype","Uncommon"],"id":"feat-7644","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Fight Choreography May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 83 Archetypes Acrobat (Level 18), Gladiator (Level 18) Prerequisites Acrobat Dedication or Gladiator Dedication; master in Theater Lore --- You’ve spent enough time training in stage fighting and teaching a wide range of stunts that you can prepare your companions with directions on how to avoid peril in battle. You can Aid an ally’s Acrobatics or Athletics check with a Theater Lore check. You gain the Swift Choreography reaction. Swift Choreography Reaction (auditory, linguistic) Trigger An ally within 30 feet would become grabbed, immobilized, off-guard, prone, or restrained; Effect You call out a quick reminder to your ally about a special move you’d suggested to them at some point in the past, allowing the ally to avoid the triggering effect completely.","feat":["Fight Choreography"],"skill_mod":{},"summary":"You’ve spent enough time training in stage fighting and teaching a wide range of stunts that you can prepare your companions with directions on how to avoid peril in battle.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":18,"prerequisite":"Acrobat Dedication or Gladiator Dedication; master in Theater Lore","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7644","archetype":["Acrobat","Gladiator"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Fight Choreography","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7644"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"primary_source_group":"Curtain Call","skill":["Performance","Performance"],"trait":["Archetype","Auditory","Emotion","Linguistic","Mental","Uncommon"],"id":"feat-7645","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Tragic Lament Reaction May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 83 Archetypes Celebrity (Level 18), Dandy (Level 18) Frequency once per 10 minutes Prerequisites Celebrity Dedication or Dandy Dedication; Legendary in Performance Trigger A creature you’re aware of critically succeeds on a Strike against you and would deal damage to you. --- You dramatically cry out in poetic verse about the tragedies that led to your doom at this very moment, instilling guilt in your attacker. The Strike deals normal damage rather than critical damage as your foe relents on their attack at the last moment as they’re moved by your words, though other effects that happen on a critical hit still occur. The creature that made the triggering Strike must then succeed on a Will save against your Class DC or be slowed 1 for 1 round by guilt at its actions against you.","feat":["Tragic Lament"],"skill_mod":{},"summary":"You dramatically cry out in poetic verse about the tragedies that led to your doom at this very moment, instilling guilt in your attacker.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Sense","Mechanics","Rarity"],"level":18,"prerequisite":"Celebrity Dedication or Dandy Dedication; Legendary in Performance","source_category":["Adventure Paths"],"trigger":"A creature you’re aware of critically succeeds on a Strike against you and would deal damage to you.","resistance":{},"url":"/Feats.aspx?ID=7645","archetype":["Celebrity","Dandy"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"Tragic Lament","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-7645"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #204: Stage Fright"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Curtain Call","trait":["Archetype","Uncommon"],"id":"feat-7646","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > More Real than Real May contain spoilers from Curtain Call Source Pathfinder #204: Stage Fright pg. 83 Archetypes Acrobat (Level 20), Celebrity (Level 20), Dandy (Level 20), Gladiator (Level 20) Prerequisites Acrobat Dedication or Celebrity Dedication --- Your performances aren’t just well-known, they’re famous across the land and beyond. Your ability to make people believe the stories you perform has taken on supernatural power. You gain the ability to cast fabricated truth once per day as an occult innate spell.","feat":["More Real than Real"],"skill_mod":{},"summary":"Your performances aren’t just well-known, they’re famous across the land and beyond.","primary_source":"Pathfinder #204: Stage Fright","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Acrobat Dedication or Celebrity Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7646","archetype":["Acrobat","Celebrity","Dandy","Gladiator"],"source_group":["Curtain Call"],"spoilers":"Curtain Call","name":"More Real than Real","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7646"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #207: Resurrection Flood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","skill":["Lore","Lore","Lore","Lore","Lore","Lore","Lore"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7647","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Tattooed Historian Dedication May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 80 Archetype Tattooed Historian Prerequisites Constitution +1; Trained in Belkzen Lore, Trained in Orc Lore, Trained in Orc Pantheon Lore, or (at the GM's discretion) a related Lore skill --- You become trained in Diplomacy or Performance; if you are already trained in both skills, you instead become trained in a skill of your choice. You gain access to all uncommon magical tattoos with the orc trait. You gain a storied skin for free upon gaining this feat (or another magical tattoo of 2nd level or lower if you already have storied skin ). You cannot have more than one storied skin tattoo, but the frequency of its Living History ability increases by one use per minute for every three tattooed historian feats you have. For every two tattooed historian feats you have, you can invest one magical tattoo that does not count against the maximum number of items you can have invested at one time. Tattooed Historian Dedication leads to... Agent of All Holds, Infused with Belkzen's Might, Inked Panoply, Inscribed with Elders' Deeds, Wrath of the Hold","feat":["Tattooed Historian Dedication"],"skill_mod":{},"summary":"You become trained in Diplomacy or Performance ; if you are already trained in both skills, you instead become trained in a skill of your choice.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Constitution +1; Trained in Belkzen Lore, Trained in Orc Lore, Trained in Orc Pantheon Lore, or (at the GM's discretion) a related Lore skill","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7647","archetype":["Tattooed Historian"],"source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Tattooed Historian Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7647"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #207: Resurrection Flood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","skill":["Diplomacy","Intimidation","Diplomacy","Intimidation"],"trait":["Skill","Uncommon"],"id":"feat-7648","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Limited\" > Aurochs-Headed May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 80 Prerequisites Trained in Diplomacy or Trained in Intimidation --- Your words and body language can subconsciously unsettle orcs, giving you an advantage when convincing them to see things your way. Many with this feat use it to travel freely between holds, warning all but the toughest orcs to waylay weaker prey. You gain a +1 circumstance bonus to skill checks to Make an Impression or Coerce creatures with the orc trait. Enemy orcs who can see you at the start of combat take a –1 penalty to initiative rolls.","feat":["Aurochs-Headed"],"skill_mod":{},"summary":"Your words and body language can subconsciously unsettle orcs, giving you an advantage when convincing them to see things your way.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Feat","Rarity"],"level":3,"prerequisite":"Trained in Diplomacy or Trained in Intimidation","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7648","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Aurochs-Headed","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7648"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #207: Resurrection Flood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Orc","Uncommon"],"id":"feat-7649","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > Spell Survivor May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 80 Prerequisites Orc Superstition --- Once you’ve resisted an opponent’s magic, anything else they throw your way becomes less effective. When you attempt a saving throw against a spell using Orc Superstition or Pervasive Superstition and critically succeed, you gain resistance 1 to all damage dealt by that triggering spell’s caster until the end of their next turn. At 9th level and every 4 levels thereafter, the resistance increases by 1.","feat":["Spell Survivor"],"skill_mod":{},"summary":"Once you’ve resisted an opponent’s magic, anything else they throw your way becomes less effective.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Half-Orc","Monster","Ancestry","Weapon","Rarity"],"level":5,"prerequisite":"Orc Superstition","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7649","source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Spell Survivor","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7649"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #207: Resurrection Flood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Archetype","Uncommon"],"id":"feat-7650","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Agent of All Holds May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 81 Archetype Tattooed Historian Prerequisites Tattooed Historian Dedication Trigger You critically fail a Diplomacy, Intimidation, or Performance check. --- Orcs across Belkzen recognize you as an honored lorekeeper. You’re adept at leveraging this status and showing off your tattoos to resolve conflicts, change minds, or distract others from a faux pas. You get a failure on the check, rather than a critical failure. If the triggering check was made against a creature with the orc trait, you can instead add the fortune trait to this ability and reroll the check, treating any critical failure as a failure.","feat":["Agent of All Holds"],"skill_mod":{},"summary":"Orcs across Belkzen recognize you as an honored lorekeeper.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Tattooed Historian Dedication","source_category":["Adventure Paths"],"trigger":"You critically fail a Diplomacy , Intimidation , or Performance check.","resistance":{},"url":"/Feats.aspx?ID=7650","archetype":["Tattooed Historian"],"source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Agent of All Holds","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7650"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #207: Resurrection Flood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Archetype","Uncommon"],"id":"feat-7651","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Inked Panoply Reaction May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 81 Archetype Tattooed Historian Prerequisites Tattooed Historian Dedication Trigger A creature targets you with an attack, and you can see the attacker. --- Your tattoos can briefly animate and extend from your skin, granting you a spectral shieldbearer who protects you from harm. Doing so expends one use of your storied skin, granting you a +1 circumstance bonus to AC against the triggering attack. In addition, you gain resistance to mental, spirit, and void damage equal to twice your number of tattooed historian feats against the triggering attack.","feat":["Inked Panoply"],"skill_mod":{},"summary":"Your tattoos can briefly animate and extend from your skin, granting you a spectral shieldbearer who protects you from harm.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Tattooed Historian Dedication","source_category":["Adventure Paths"],"trigger":"A creature targets you with an attack , and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=7651","archetype":["Tattooed Historian"],"source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Inked Panoply","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-7651"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #207: Resurrection Flood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Archetype","Uncommon"],"id":"feat-7652","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Infused with Belkzen's Might Two Actions May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 81 Archetype Tattooed Historian Prerequisites Tattooed Historian Dedication --- Your tattoos immortalize the conquests of orc war leaders, such as Belkzen besieging the dwarven Sky Citadel of Koldukar. You can expend one use of your storied skin’s Living History ability to channel this power into your own weapons. Until the end of your next turn, you deal additional spirit damage with weapons and unarmed attacks equal to 1 plus half the number of Tattooed Historian feats you have.","feat":["Infused with Belkzen's Might"],"skill_mod":{},"summary":"Your tattoos immortalize the conquests of orc war leaders, such as Belkzen besieging the dwarven Sky Citadel of Koldukar.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Tattooed Historian Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7652","archetype":["Tattooed Historian"],"source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Infused with Belkzen's Might","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-7652"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #207: Resurrection Flood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Archetype","Uncommon"],"id":"feat-7653","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Inscribed with Elders' Deeds May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 81 Archetype Tattooed Historian Prerequisites Tattooed Historian Dedication --- Your tattoos commemorate unique exploits that (according to legends) only an orc could accomplish. During your daily preparations, you can reconfigure part of your storied skin to depict a specific orc hero, granting you a 1st-level ancestry feat with the orc trait until you prepare again; this ancestry feat cannot require any physiological feature you lack, as determined by the GM. Since this feat is temporary, you can’t use it as a prerequisite for permanent character options, such as for a feat. At 13th level, you can instead gain a 5th-level ancestry feat with the orc trait.","feat":["Inscribed with Elders' Deeds"],"skill_mod":{},"summary":"Your tattoos commemorate unique exploits that (according to legends) only an orc could accomplish.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Tattooed Historian Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7653","archetype":["Tattooed Historian"],"source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Inscribed with Elders' Deeds","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7653"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #207: Resurrection Flood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Triumph of the Tusk","trait":["Archetype","Occult","Uncommon"],"id":"feat-7654","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Wrath of the Hold Two Actions May contain spoilers from Triumph of the Tusk Source Pathfinder #207: Resurrection Flood pg. 81 Archetype Tattooed Historian Prerequisites Tattooed Historian Dedication --- Your tattoos carry the strength of an innumerable horde, and you can expend one use of your storied skin’s Living History ability to animate your tattoos as ghostly assailants that swarm your foes. These spirits attack all foes in a 30-foot cone, dealing 4d6 spirit damage. The damage increases by 1d6 at 10th level and every 2 levels thereafter. Each affected creature must attempt a basic Will saving throw against the higher of your class DC or spell DC.","feat":["Wrath of the Hold"],"skill_mod":{},"summary":"Your tattoos carry the strength of an innumerable horde, and you can expend one use of your storied skin’s Living History ability to animate your tattoos as ghostly assailants that swarm your foes.","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Feat","Tradition","Rarity"],"level":8,"prerequisite":"Tattooed Historian Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7654","archetype":["Tattooed Historian"],"source_group":["Triumph of the Tusk"],"spoilers":"Triumph of the Tusk","name":"Wrath of the Hold","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-7654"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Spore War","trait":["Elf","Uncommon"],"id":"feat-7655","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Political Acumen May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 80 Prerequisites trained in Perception --- You have spent years following the political maneuvering and secret alliances of elves in Iadara. You gain a +2 circumstance bonus to Perception checks made to Sense Motive against other elves and to your Perception DC against Lies spoken by agents of Tanglebriar. Political Acumen leads to... Political Virtuoso","feat":["Political Acumen"],"skill_mod":{},"summary":"You have spent years following the political maneuvering and secret alliances of elves in Iadara.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"level":1,"prerequisite":"trained in Perception","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7655","source_group":["Spore War"],"spoilers":"Spore War","name":"Political Acumen","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7655"},{"skill_mod":{},"summary":"You are a fervent follower of the long-standing elven traditions established when your people returned to Kyonin.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7656","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","spoilers":"Spore War","name":"Traditional Ways","trait":["Elf","Uncommon"],"id":"feat-7656","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Traditional Ways May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 80 --- You are a fervent follower of the long-standing elven traditions established when your people returned to Kyonin. You gain a +2 circumstance bonus to Nature, Society, and Lore skill checks related to Kyonin or the elves that live there, as well as a +1 circumstance bonus to saves against enchantment effects that would force you to act against your will.","category":"feat","pfs":"Standard","feat":["Traditional Ways"],"rarity":"uncommon","slug":"feat-7656"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Spore War","trait":["Elf","Uncommon"],"id":"feat-7657","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Shame the Sin Single Action May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 80 Frequency once per hour Trigger You critically hit a demon with a Strike. --- Your conviction against the sins that all demons grow from is so strong that you can force a demon to suffer from its sins when you strike a sound blow against them. In addition to doing the normal damage for your critical hit, the demon also suffers the effects of its special vulnerability. If the demon has no special vulnerability, it instead takes an additional 1d6 mental damage. This increases to 2d6 mental damage at 13th level and to 3d6 mental damage at 17th level.","feat":["Shame the Sin"],"skill_mod":{},"summary":"Your conviction against the sins that all demons grow from is so strong that you can force a demon to suffer from its sins when you strike a sound blow against them.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"level":5,"source_category":["Adventure Paths"],"trigger":"You critically hit a demon with a Strike .","resistance":{},"url":"/Feats.aspx?ID=7657","source_group":["Spore War"],"spoilers":"Spore War","name":"Shame the Sin","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7657"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Spore War","skill":["Stealth","Stealth"],"trait":["Elf","Uncommon"],"id":"feat-7658","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Swamp Stealth Single Action May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 80 Prerequisites Expert in Stealth Requirements You are in a swamp environment near an environmental feature that would allow you to Take Cover. --- In swamplands, you are particularly skilled at quickly hiding behind bits of underbrush or foliage, or moving quietly through murky water. You Take Cover and then use that cover to Hide.","feat":["Swamp Stealth"],"skill_mod":{},"summary":"In swamplands, you are particularly skilled at quickly hiding behind bits of underbrush or foliage, or moving quietly through murky water.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"level":5,"prerequisite":"Expert in Stealth","source_category":["Adventure Paths"],"requirement":"You are in a swamp environment near an environmental feature that would allow you to Take Cover .","resistance":{},"url":"/Feats.aspx?ID=7658","source_group":["Spore War"],"spoilers":"Spore War","name":"Swamp Stealth","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7658"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Spore War","trait":["Elf","Uncommon"],"id":"feat-7659","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Political Virtuoso May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 80 Prerequisites Political Acumen --- Your mastery of the politics of your home nation is profound. Your circumstance bonus from Political Acumen becomes +4 instead of +2.","feat":["Political Virtuoso"],"skill_mod":{},"summary":"Your mastery of the politics of your home nation is profound.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"level":9,"prerequisite":"Political Acumen","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7659","source_group":["Spore War"],"spoilers":"Spore War","name":"Political Virtuoso","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7659"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Spore War","skill":["Religion","Lore","Religion","Lore"],"trait":["Elf","Uncommon"],"id":"feat-7660","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Demon Hunter May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 80 Prerequisites Expert in Religion or Expert in Demon Lore --- The demons of Tanglebriar have long haunted your dreams, just as they have long threatened Kyonin. You have not only studied these fiendish foes well, but have trained extensively to battle the hordes of demons that serve Treerazer and are particularly adept at striking desperate melee blows against them. When you make your daily preparations, choose one kind of demon, such as succubus, omox, shemhazian, or Treerazer. For the remainder of the day, the first time you hit one of those specific demons in a round with a melee Strike, you also deal 1d6 additional spirit damage. At 13th level, the extra damage increases to 2d6 additional spirit damage, and at 17th level, the extra damage increases to 3d6 spirit damage. Demon Hunter leads to... Demon Slayer","feat":["Demon Hunter"],"skill_mod":{},"summary":"The demons of Tanglebriar have long haunted your dreams, just as they have long threatened Kyonin.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"level":9,"prerequisite":"Expert in Religion or Expert in Demon Lore","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7660","source_group":["Spore War"],"spoilers":"Spore War","name":"Demon Hunter","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7660"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Spore War","trait":["Arcane","Elf","Uncommon"],"id":"feat-7661","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Anchoring Arrow Two Actions May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 81 Frequency once per hour --- You can prevent demonic foes from fleeing your wrath via teleportation. Make a bow Strike against a demon. In addition to the normal effects of the Strike, the target must attempt a Will save against your class DC. Critical Success The target avoids any additional effect. Success The target takes a –5 circumstance penalty to all their movement Speeds for 1 round as arcane coils of magic meddle with their mobility. Failure As success, but a –5 foot circumstance penalty for 1 minute. While the target is affected by this, Anchoring Arrow attempts to counteract any teleportation effect that would move the target, or any effect that would transport the target to a different plane. The arrow has a counteract rank of 7th and a +20 modifier to the roll. Critical Failure As failure, except a –10 foot circumstance penalty, and the duration is 10 minutes.","feat":["Anchoring Arrow"],"skill_mod":{},"summary":"You can prevent demonic foes from fleeing your wrath via teleportation .","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Tradition","Monster","Ancestry","Weapon","Half-Elf","Rarity"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7661","source_group":["Spore War"],"spoilers":"Spore War","name":"Anchoring Arrow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-7661"},{"skill_mod":{},"summary":"You have steeled yourself against potent odors.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Ancestry","Weapon","Half-Elf","Rarity"],"primary_source_category":"Adventure Paths","level":13,"source_category":["Adventure Paths"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7662","weakness":{},"source_group":["Spore War"],"primary_source_group":"Spore War","spoilers":"Spore War","name":"Cold Iron Stomach","trait":["Elf","Uncommon"],"id":"feat-7662","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Cold Iron Stomach May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 81 --- You have steeled yourself against potent odors. Whenever you gain the sickened condition, you reduce the value of that condition by 1; if this reduces the value to 0, you avoid becoming sickened entirely. You gain a +2 circumstance bonus to all saving throws against olfactory and poison effects created by demons or environmental hazards associated with the Outer Rifts (including all environmental hazards found in Tanglebriar).","category":"feat","pfs":"Standard","feat":["Cold Iron Stomach"],"rarity":"uncommon","slug":"feat-7662"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Spore War","trait":["Elf","Exploration","Healing","Primal","Uncommon"],"id":"feat-7663","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Treehealer May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 81 Frequency once per day --- You can undo the effect of demonic corruption in plants. By spending 10 minutes in contact with a tree that’s been corrupted by demonic presence, you can restore the tree to its original health. This does not prevent that tree from becoming corrupted again in the future. Alternatively, you can spend 10 minutes in contact with a creature with the plant trait. At the end of this time, you restore 7d8+56 Hit Points to that creature and heal half that amount of your own Hit Points. Additionally, you can attempt to counteract any one curse or disease afflicting that plant creature as if you had cast cleanse affliction heightened to 7th rank. Your counteract rank for this is 7, and your counteract check is equal to your Will save or your spell attack modifier, whichever is higher.","feat":["Treehealer"],"skill_mod":{},"summary":"You can undo the effect of demonic corruption in plants.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Ancestry","Weapon","Half-Elf","Mechanics","Tradition","Rarity"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7663","source_group":["Spore War"],"spoilers":"Spore War","name":"Treehealer","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7663"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #210: Whispers in the Dirt"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Spore War","trait":["Elf","Holy","Light","Uncommon"],"id":"feat-7664","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Demon Slayer Single Action May contain spoilers from Spore War Source Pathfinder #210: Whispers in the Dirt pg. 81 Frequency once per day Prerequisites Demon Hunter --- You can deliver a melee blow to a demon that creates an explosion of holy light to try to finish the demon off. In addition to the normal damage from your melee Strike, you also inflict 10d6 spirit damage to the demon. The demon can resist this additional damage with a basic Fortitude save against your class DC. If the demon is slain by this strike, it explodes in a blast of holy light that fills a 30-foot emanation. All creatures in this area that have the demon trait take 10d6 spirit damage and must attempt a Fortitude save against your class DC. Critical Success The demon takes no damage. Success The demon takes half damage. Failure The demon takes full damage and is dazzled for 1 round. Critical Failure The demon takes full damage and is permanently blinded.","feat":["Demon Slayer"],"skill_mod":{},"summary":"You can deliver a melee blow to a demon that creates an explosion of holy light to try to finish the demon off.","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Ancestry","Weapon","Half-Elf","Mechanics","Rarity"],"level":17,"prerequisite":"Demon Hunter","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7664","source_group":["Spore War"],"spoilers":"Spore War","name":"Demon Slayer","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-7664"},{"access":"You’re invited by a current member of the Eagle Knights or the People’s Council.","primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Society","Diplomacy","Society"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7666","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Eagle Knight Dedication Source Shining Kingdoms pg. 50 Archetype Eagle Knight Prerequisites Trained in Diplomacy; Trained in Society Access You’re invited by a current member of the Eagle Knights or the People’s Council. --- Eagle Knights are the marshals and envoys of Andoran and are committed to keeping the peace. On the first round of combat, if you roll Diplomacy for initiative, creatures that haven’t acted are off-guard to you. You gain the Additional Lore skill feat for Politics Lore. If you were already trained in Politics Lore, you also become trained in a Lore skill of your choice. You can use Politics Lore to Make an Impression on or make a Request of government officials (or similar figures) or to Gather Information about them. If you critically succeed at a check to Gather Information with Politics Lore, you know the information without having to spend any time gathering it. Eagle Knight Dedication leads to... Aura of Confidence, Bolster Ally, Commitment to Equality, Commitment to Justice, Commitment to Liberty, Interpose, Reactive Striker, Stir Allies, Talmandor's Shout","feat":["Eagle Knight Dedication"],"skill_mod":{},"summary":"Eagle Knights are the marshals and envoys of Andoran and are committed to keeping the peace.","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Diplomacy; Trained in Society","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7666","archetype":["Eagle Knight"],"name":"Eagle Knight Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7666"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Archetype","Auditory","Mental","Skill"],"id":"feat-7667","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Commitment to Equality Two Actions Source Shining Kingdoms pg. 50 Archetype Eagle Knight Prerequisites Eagle Knight Dedication; Expert in Diplomacy --- You help an ally shake off any impediment that would give an enemy an unfair advantage. You rally a creature within 30 feet in an attempt to reduce its frightened or stupefied condition. If a creature has multiple conditions from this list, choose one. When you’re a master in Diplomacy, add clumsy and enfeebled to the list of conditions. When you’re legendary in Diplomacy, add stunned to the list of conditions; if the stunned condition has a duration instead of a value, you can’t use Commitment to Equality to reduce it. Attempt a Diplomacy check against the saving throw DC of the effect that caused the condition; if there was no saving throw DC, use the hard DC for the level of the creature, hazard, or item that caused the effect. You can’t treat a condition that came from an artifact or effect above 20th level unless you’re legendary in Diplomacy; even if you can, the counteract DC increases by 10. You can’t treat a condition that is part of a curse or disease or is a natural state of the target. Once you attempt to treat a target’s condition, that target is immune to further attempts for 1 hour, regardless of the result. Critical Success Reduce the condition’s value by 2. Success Reduce the condition’s value by 1. Critical Failure Increase the condition’s value by 1. Commitment to Equality leads to... Even the Odds","feat":["Commitment to Equality"],"skill_mod":{},"summary":"You help an ally shake off any impediment that would give an enemy an unfair advantage.","primary_source":"Shining Kingdoms","trait_group":["Feat","Sense","Mechanics"],"level":4,"prerequisite":"Eagle Knight Dedication; Expert in Diplomacy","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7667","archetype":["Eagle Knight"],"name":"Commitment to Equality","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7667"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7668","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Interpose Two Actions Source Shining Kingdoms pg. 50 Archetype Eagle Knight Prerequisites Eagle Knight Dedication --- You put yourself between an ally and danger. Stride up to your Speed. You must end your movement adjacent to an ally. You and your ally then swap positions with each other. After changing positions, you can make a melee Strike against an enemy within your reach.","feat":["Interpose"],"skill_mod":{},"summary":"You put yourself between an ally and danger.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Eagle Knight Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7668","archetype":["Eagle Knight"],"name":"Interpose","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7668"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7669","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Commitment to Justice Single Action Source Shining Kingdoms pg. 50 Archetype Eagle Knight Prerequisites Eagle Knight Dedication Requirements You witnessed a creature kill or reduce an ally to 0 Hit Points since your last turn. --- When your allies are harmed, you deliver retribution. Make a Strike against the required creature. If this Strike hits, you gain a circumstance bonus to damage equal to three times the number of weapon damage dice. Commitment to Justice leads to... Immediate Rebuke","feat":["Commitment to Justice"],"skill_mod":{},"summary":"When your allies are harmed, you deliver retribution.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Eagle Knight Dedication","source_category":["Lost Omens"],"requirement":"You witnessed a creature kill or reduce an ally to 0 Hit Points since your last turn.","resistance":{},"url":"/Feats.aspx?ID=7669","archetype":["Eagle Knight"],"name":"Commitment to Justice","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7669"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7670","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Commitment to Liberty Two Actions Source Shining Kingdoms pg. 51 Archetype Eagle Knight Prerequisites Eagle Knight Dedication Requirements A creature has an ally grabbed or restrained. --- You can’t abide when a foe has one of your allies in its grip. Make a Strike against the required creature. If this Strike hits, the grabbed or restrained ally can immediately attempt to Escape as a free action. If the Strike was a critical hit, that ally gains a +2 circumstance bonus to their Escape attempt.","feat":["Commitment to Liberty"],"skill_mod":{},"summary":"You can’t abide when a foe has one of your allies in its grip.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Eagle Knight Dedication","source_category":["Lost Omens"],"requirement":"A creature has an ally grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=7670","archetype":["Eagle Knight"],"name":"Commitment to Liberty","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7670"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Auditory"],"id":"feat-7671","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bolster Ally Reaction Source Shining Kingdoms pg. 51 Archetype Eagle Knight Frequency once per 10 minutes Prerequisites Eagle Knight Dedication Trigger One of your allies within 30 feet is targeted by a spell or ability that allows a saving throw. --- You shout encouragement to your embattled ally. The ally can use your saving throw modifier instead of their own against the triggering spell.","feat":["Bolster Ally"],"skill_mod":{},"summary":"You shout encouragement to your embattled ally.","primary_source":"Shining Kingdoms","trait_group":["Feat","Sense"],"level":8,"prerequisite":"Eagle Knight Dedication","source_category":["Lost Omens"],"trigger":"One of your allies within 30 feet is targeted by a spell or ability that allows a saving throw.","resistance":{},"url":"/Feats.aspx?ID=7671","archetype":["Eagle Knight"],"name":"Bolster Ally","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7671"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Flourish"],"id":"feat-7672","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Stir Allies Two Actions Source Shining Kingdoms pg. 51 Archetype Eagle Knight Prerequisites Eagle Knight Dedication --- You shout a command for your allies to scramble. Allies within 30 feet can use a reaction to Step. If you’re legendary in Diplomacy, they can instead Stride.","feat":["Stir Allies"],"skill_mod":{},"summary":"You shout a command for your allies to scramble.","primary_source":"Shining Kingdoms","trait_group":["Feat","Sense","Mechanics"],"level":10,"prerequisite":"Eagle Knight Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7672","archetype":["Eagle Knight"],"name":"Stir Allies","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7672"},{"skill_mod":{},"summary":"Your will and your faith in your nation is unassailable, and the feeling is contagious.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Eagle Knight Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7673","weakness":{},"archetype":["Eagle Knight"],"name":"Aura of Confidence","trait":["Archetype","Emotion","Mental"],"id":"feat-7673","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Aura of Confidence Source Shining Kingdoms pg. 51 Archetype Eagle Knight Prerequisites Eagle Knight Dedication --- Your will and your faith in your nation is unassailable, and the feeling is contagious. You gain resistance to mental damage equal to half your level. You and all allies within 15 feet gain a +2 status bonus to saving throws against mental effects.","category":"feat","pfs":"Standard","feat":["Aura of Confidence"],"rarity":"common","slug":"feat-7673"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Archetype"],"id":"feat-7674","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Talmandor's Shout Two Actions Source Shining Kingdoms pg. 51 Archetype Eagle Knight Frequency once per day Prerequisites Eagle Knight Dedication; Master in Intimidation Requirements You witnessed a creature deal damage to an ally within 30 feet since your last turn. --- After seeing an enemy harm one of your allies, you deliver a righteous shout in the name of the celestial Talmandor. Attempt an Intimidation check to Demoralize, comparing the result to the Will DC of each enemy within a 60-foot emanation; this Demoralize attempt doesn’t take any penalty for not sharing a language. It’s possible to get a different degree of success for each target.","feat":["Talmandor's Shout"],"skill_mod":{},"summary":"After seeing an enemy harm one of your allies, you deliver a righteous shout in the name of the celestial Talmandor.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":12,"prerequisite":"Eagle Knight Dedication; Master in Intimidation","source_category":["Lost Omens"],"requirement":"You witnessed a creature deal damage to an ally within 30 feet since your last turn.","resistance":{},"url":"/Feats.aspx?ID=7674","archetype":["Eagle Knight"],"name":"Talmandor's Shout","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7674"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Fortune"],"id":"feat-7675","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Even the Odds Free Action Source Shining Kingdoms pg. 51 Archetype Eagle Knight Frequency once per day Prerequisites Commitment to Equality --- Even when overpowered, Eagle Knights hold out hope. If your next action is to use Commitment to Equality, you roll the Diplomacy check twice and take the higher result. If you succeed, the target also gains 25 temporary Hit Points that last for 1 minute.","feat":["Even the Odds"],"skill_mod":{},"summary":"Even when overpowered, Eagle Knights hold out hope.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Commitment to Equality","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7675","archetype":["Eagle Knight"],"name":"Even the Odds","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7675"},{"skill_mod":{},"summary":"You can use Reactive Strike when a creature within your reach Strikes one of your allies.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Commitment to Justice; Reactive Strike","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7676","weakness":{},"archetype":["Eagle Knight"],"name":"Immediate Rebuke","trait":["Archetype"],"id":"feat-7676","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Immediate Rebuke Source Shining Kingdoms pg. 51 Archetype Eagle Knight Prerequisites Commitment to Justice; Reactive Strike --- You can use Reactive Strike when a creature within your reach Strikes one of your allies.","category":"feat","pfs":"Standard","feat":["Immediate Rebuke"],"rarity":"common","slug":"feat-7676"},{"skill_mod":{},"summary":"Your performances are a call to action for the crowds who listen to you.","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Impressive Performance; Master in Performance","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7677","weakness":{},"skill":["Performance","Performance"],"name":"Inflame Crowd","trait":["General","Skill","Uncommon"],"id":"feat-7677","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Inflame Crowd Source Shining Kingdoms pg. 53 PFS Note Characters from Andoran have access to this option. Prerequisites Impressive Performance; Master in Performance --- Your performances are a call to action for the crowds who listen to you. For 1 hour after you successfully Make an Impression using Performance, you can make a Request of a member of the affected audience using Performance instead of Diplomacy.","category":"feat","pfs":"Standard","feat":["Inflame Crowd"],"rarity":"uncommon","slug":"feat-7677"},{"skill_mod":{},"summary":"Your forestry experience helped you develop techniques for fighting wildfires.","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Trained in Nature or Trained in Survival","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7678","weakness":{},"skill":["Nature","Survival","Nature","Survival"],"name":"Stifle Flames","trait":["General","Skill","Uncommon"],"id":"feat-7678","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stifle Flames Source Shining Kingdoms pg. 53 PFS Note Characters from Andoran have access to this option. Prerequisites Trained in Nature or Trained in Survival --- Your forestry experience helped you develop techniques for fighting wildfires. Any time you attempt a skill check to extinguish a non-magical fire, you gain a +2 circumstance bonus to the check. Your DC on flat checks to end persistent fire damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.","category":"feat","pfs":"Standard","feat":["Stifle Flames"],"rarity":"uncommon","slug":"feat-7678"},{"skill_mod":{},"summary":"You’re adept at using the land’s natural features to find places to hide.","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Master in Stealth; Trained in Survival; Terrain Stalker","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7679","weakness":{},"skill":["Stealth","Survival","Stealth","Survival"],"name":"Vanish into The Land","trait":["General","Skill","Uncommon"],"id":"feat-7679","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Vanish into The Land Source Shining Kingdoms pg. 53 PFS Note Characters from Andoran have access to this option. Prerequisites Master in Stealth; Trained in Survival; Terrain Stalker --- You’re adept at using the land’s natural features to find places to hide. When in the difficult terrain you’ve selected for the Terrain Stalker feat, you can Hide and Sneak even without cover or being concealed.","category":"feat","pfs":"Standard","feat":["Vanish into The Land"],"rarity":"uncommon","slug":"feat-7679"},{"access":"You’re from Druma.","primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"skill":["Lore","Society","Lore","Lore","Society"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7680","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Prophet of Kalistrade Dedication Source Shining Kingdoms pg. 74 Archetype Prophet of Kalistrade Prerequisites trained in Mercantile Lore; Trained in Society; Charisma +2 Access You’re from Druma. --- After induction into the ranks of the Kalistocrats, you learned the skills necessary to succeed in business and rise above others by following a set of detailed strictures. Unless you take measures to hide your affiliation, anyone who has heard of the Prophets of Kalistrade will know you’re one of them when they see you. You become an expert in Society and can use Society instead of Diplomacy to Make an Impression on merchants and traders. Additionally, if you don’t already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with two common occult cantrips, plus either prestidigitation or read aura . You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for these spells is Charisma, and they’re occult spells. Prophet of Kalistrade Dedication leads to... Basic Prophet Spellcasting, Fortune's Favor, Master Merchant, Prophet's Lockbox, Smile at Failure","feat":["Prophet of Kalistrade Dedication"],"skill_mod":{},"summary":"After induction into the ranks of the Kalistocrats, you learned the skills necessary to succeed in business and rise above others by following a set of detailed strictures.","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"trained in Mercantile Lore; Trained in Society; Charisma +2","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7680","archetype":["Prophet of Kalistrade"],"name":"Prophet of Kalistrade Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7680"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Prophet of Kalistrade Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7681","weakness":{},"archetype":["Prophet of Kalistrade"],"name":"Basic Prophet Spellcasting","trait":["Archetype"],"id":"feat-7681","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Prophet Spellcasting Source Shining Kingdoms pg. 74 Archetype Prophet of Kalistrade Prerequisites Prophet of Kalistrade Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the prophet of Kalistrade archetype, add a common occult spell of the appropriate rank, or another appropriate occult spell you’ve learned or discovered, to your repertoire. Basic Prophet Spellcasting leads to... Expert Prophet Spellcasting, Prolific Prophet Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Prophet Spellcasting"],"rarity":"common","slug":"feat-7681"},{"skill_mod":{},"summary":"You know staying cool is key to prevailing in social situations, as anger leads to mistakes.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Prophet of Kalistrade Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7682","weakness":{},"archetype":["Prophet of Kalistrade"],"name":"Smile at Failure","trait":["Archetype"],"id":"feat-7682","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Smile at Failure Source Shining Kingdoms pg. 74 Archetype Prophet of Kalistrade Prerequisites Prophet of Kalistrade Dedication --- You know staying cool is key to prevailing in social situations, as anger leads to mistakes. When a creature you’re interacting with decreases its attitude from indifferent to unfriendly or from unfriendly to hostile, you gain a +2 circumstance bonus to any attempts to Make an Impression on the creature for the next hour. If this decrease in attitude leads to combat, you gain a +1 circumstance bonus to the subsequent initiative roll instead.","category":"feat","pfs":"Standard","feat":["Smile at Failure"],"rarity":"common","slug":"feat-7682"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-7683","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fortune's Favor Free Action Source Shining Kingdoms pg. 74 Archetype Prophet of Kalistrade Frequency once per day Prerequisites Prophet of Kalistrade Dedication Trigger You’re about to reroll a failed skill check or saving throw due to a fortune effect. --- You understand when an investment in you has the chance to pay off. You gain a +2 circumstance bonus to the triggering roll.","feat":["Fortune's Favor"],"skill_mod":{},"summary":"You understand when an investment in you has the chance to pay off.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":6,"prerequisite":"Prophet of Kalistrade Dedication","source_category":["Lost Omens"],"trigger":"You’re about to reroll a failed skill check or saving throw due to a fortune effect.","resistance":{},"url":"/Feats.aspx?ID=7683","archetype":["Prophet of Kalistrade"],"name":"Fortune's Favor","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7683"},{"skill_mod":{},"summary":"Increase the number of spells in your repertoire and the number of spell slots you gain from prophet of Kalistrade archetype feats by 1 for each spell rank other than your two highest prophet of Kalistrade spell slots.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Basic Prophet Spellcasting","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7684","weakness":{},"archetype":["Prophet of Kalistrade"],"name":"Prolific Prophet Spellcasting","trait":["Archetype"],"id":"feat-7684","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Prolific Prophet Spellcasting Source Shining Kingdoms pg. 74 Archetype Prophet of Kalistrade Prerequisites Basic Prophet Spellcasting --- Increase the number of spells in your repertoire and the number of spell slots you gain from prophet of Kalistrade archetype feats by 1 for each spell rank other than your two highest prophet of Kalistrade spell slots.","category":"feat","pfs":"Standard","feat":["Prolific Prophet Spellcasting"],"rarity":"common","slug":"feat-7684"},{"skill_mod":{},"summary":"You’ve learned secret methods that allow you to store your valuables where no one else can reach them.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Prophet of Kalistrade Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7685","weakness":{},"archetype":["Prophet of Kalistrade"],"name":"Prophet's Lockbox","trait":["Archetype"],"id":"feat-7685","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Prophet's Lockbox Source Shining Kingdoms pg. 74 Archetype Prophet of Kalistrade Prerequisites Prophet of Kalistrade Dedication --- You’ve learned secret methods that allow you to store your valuables where no one else can reach them. You can cast imaginary lockbox as a 5th-rank innate occult spell once per day. At 12th level and every 2 levels thereafter, the maximum amount you can target with this spell increases by 1 Bulk.","category":"feat","pfs":"Standard","feat":["Prophet's Lockbox"],"rarity":"common","slug":"feat-7685"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits .","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Basic Prophet Spellcasting; Master in Society","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7686","weakness":{},"archetype":["Prophet of Kalistrade"],"skill":["Society","Society"],"name":"Expert Prophet Spellcasting","trait":["Archetype"],"id":"feat-7686","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Prophet Spellcasting Source Shining Kingdoms pg. 75 Archetype Prophet of Kalistrade Prerequisites Basic Prophet Spellcasting; Master in Society --- You gain the expert spellcasting benefits. Expert Prophet Spellcasting leads to... Master Prophet Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Prophet Spellcasting"],"rarity":"common","slug":"feat-7686"},{"skill_mod":{},"summary":"Kalistrade teaches that setbacks are only temporary and that perseverance is a treasured virtue.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Prophet of Kalistrade Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7687","weakness":{},"archetype":["Prophet of Kalistrade"],"name":"Master Merchant","trait":["Archetype","Skill"],"id":"feat-7687","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Master Merchant Source Shining Kingdoms pg. 75 Archetype Prophet of Kalistrade Prerequisites Prophet of Kalistrade Dedication --- Kalistrade teaches that setbacks are only temporary and that perseverance is a treasured virtue. When you fail, but not critically fail, at a Society or Mercantile Lore check to Earn Income at a specific task and are allowed to continue working at that task on subsequent days, you can choose to attempt the skill check again the next day. If you succeed, you get a critical success and continue to earn that amount on further days spent working at the task, if the task lasts that long.","category":"feat","pfs":"Standard","feat":["Master Merchant"],"rarity":"common","slug":"feat-7687"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits .","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Expert Prophet Spellcasting; Legendary in Society","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7688","weakness":{},"archetype":["Prophet of Kalistrade"],"skill":["Society","Society"],"name":"Master Prophet Spellcasting","trait":["Archetype"],"id":"feat-7688","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Prophet Spellcasting Source Shining Kingdoms pg. 75 Archetype Prophet of Kalistrade Prerequisites Expert Prophet Spellcasting; Legendary in Society --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Prophet Spellcasting"],"rarity":"common","slug":"feat-7688"},{"skill_mod":{},"summary":"You have entered the ranks of the Mercenary League and now wear the black uniform that’s the source of the organization’s popular epithet.","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"access":"You’re from Druma.","primary_source_category":"Lost Omens","level":2,"prerequisite":"trained in medium armor and martial weapons","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7689","weakness":{},"archetype":["Blackjacket"],"name":"Blackjacket Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-7689","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Blackjacket Dedication Source Shining Kingdoms pg. 76 Archetype Blackjacket Prerequisites trained in medium armor and martial weapons Access You’re from Druma. --- You have entered the ranks of the Mercenary League and now wear the black uniform that’s the source of the organization’s popular epithet. You become trained in Intimidation; if you were already trained, you become an expert instead. You gain the Additional Lore skill feat for Warfare Lore; if you were already trained in Warfare Lore, you also become trained in a Lore skill of your choice. While wearing medium or heavy armor, you gain a +1 circumstance bonus to Intimidation checks. Blackjacket Dedication leads to... Battlefield Agility, Belay That!, Lead by Example, Mercenary Motivation, Opportune Opening, Reactive Striker","category":"feat","pfs":"Standard","feat":["Blackjacket Dedication"],"rarity":"uncommon","slug":"feat-7689"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory"],"id":"feat-7690","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Belay That! Reaction Source Shining Kingdoms pg. 76 Archetype Blackjacket Prerequisites Blackjacket Dedication Trigger An ally within 30 feet of you critically fails a Strike. --- You can recognize when a strategy isn’t working and advise your ally to change course. The next Strike the triggering ally makes before the end of their turn has the same multiple attack penalty as the critically failed Strike, but it counts toward their multiple attack penalty as normal.","feat":["Belay That!"],"skill_mod":{},"summary":"You can recognize when a strategy isn’t working and advise your ally to change course.","primary_source":"Shining Kingdoms","trait_group":["Feat","Sense"],"level":4,"prerequisite":"Blackjacket Dedication","source_category":["Lost Omens"],"trigger":"An ally within 30 feet of you critically fails a Strike .","resistance":{},"url":"/Feats.aspx?ID=7690","archetype":["Blackjacket"],"name":"Belay That!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7690"},{"skill_mod":{},"summary":"A large part of being in the Mercenary League entails doing mercenary work.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Blackjacket Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7691","weakness":{},"archetype":["Blackjacket"],"name":"Mercenary Motivation","trait":["Archetype","Concentrate","Exploration"],"id":"feat-7691","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mercenary Motivation Source Shining Kingdoms pg. 76 Archetype Blackjacket Prerequisites Blackjacket Dedication --- A large part of being in the Mercenary League entails doing mercenary work. You spend 1 minute planning a course of action that will allow you to complete a task you’ve been hired or requested to do. Work with your GM to determine the circumstances of any job or task if need be, but typically, they can involve protecting a place or person, defeating a foe or enemy force, or retrieving an item. The course of action you plan must be something you believe you can accomplish. Active Plan You can have only one course of action planned at a time. If you use Mercenary Motivation to plan a second course of action, you no longer receive the bonus to checks related to the first course of action. On the Job Whenever you attempt a Perception check or skill check that will advance your course of action, you gain a +1 circumstance bonus to the check. The exact checks this bonus applies to depend on your current job and are determined by the GM. Finishing a Plan When you complete the course of action you planned to do, you don’t lose the bonus or other benefits until you make a different plan with Mercenary Motivation or voluntarily Dismiss the current plan. Mercenary Motivation leads to... Close Contract, Nothing Personal","category":"feat","pfs":"Standard","feat":["Mercenary Motivation"],"rarity":"common","slug":"feat-7691"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7692","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Battlefield Agility Single Action Source Shining Kingdoms pg. 76 Archetype Blackjacket Prerequisites Blackjacket Dedication Requirements You’re flanked by at least two enemies. --- Your enemies might think they have you surrounded, but you know just how to extricate yourself. Make a melee Strike against one of the enemies flanking you and Step, in any order.","feat":["Battlefield Agility"],"skill_mod":{},"summary":"Your enemies might think they have you surrounded, but you know just how to extricate yourself.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Blackjacket Dedication","source_category":["Lost Omens"],"requirement":"You’re flanked by at least two enemies.","resistance":{},"url":"/Feats.aspx?ID=7692","archetype":["Blackjacket"],"name":"Battlefield Agility","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7692"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7693","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Lead by Example Single Action Source Shining Kingdoms pg. 76 Archetype Blackjacket Prerequisites Blackjacket Dedication --- You telegraph your next attack to let your allies in on your strategy. Make a melee or ranged Strike with a –2 circumstance penalty. On a hit, the next ally to target the same creature with a Strike gains a +2 circumstance bonus to their attack roll. On a critical hit, the bonus applies to any allies who act before the start of your next turn.","feat":["Lead by Example"],"skill_mod":{},"summary":"You telegraph your next attack to let your allies in on your strategy.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Blackjacket Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7693","archetype":["Blackjacket"],"name":"Lead by Example","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7693"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7694","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Nothing Personal Single Action Source Shining Kingdoms pg. 77 Archetype Blackjacket Prerequisites Mercenary Motivation --- When you’re on a job, you can’t allow anyone to stop you. Designate a single creature you can see as being an impediment to your active course of action. The first time you Strike your impediment in a round, you deal an extra die of weapon damage. At 14th level, this increases to two extra dice, and at 20th level, this increases to three extra dice. You can have only one creature designated as an impediment at a time. If you use Nothing Personal against a creature when you already have a creature designated, the prior creature loses the designation, and the new impediment gains the designation. Otherwise, your designation lasts for 1 hour.","feat":["Nothing Personal"],"skill_mod":{},"summary":"When you’re on a job, you can’t allow anyone to stop you.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Mercenary Motivation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7694","archetype":["Blackjacket"],"name":"Nothing Personal","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7694"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7695","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Close Contract Single Action Source Shining Kingdoms pg. 77 Archetype Blackjacket Prerequisites Mercenary Motivation Requirements You have completed your active course of action but haven’t Dismissed it or chosen a new one. --- You’re bolstered when a plan comes together. You Dismiss your current course of action and gain 15 temporary Hit Points that last for 1 hour. The number of temporary Hit Points increases by 5 at 12th level and every 2 levels thereafter.","feat":["Close Contract"],"skill_mod":{},"summary":"You’re bolstered when a plan comes together.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Mercenary Motivation","source_category":["Lost Omens"],"requirement":"You have completed your active course of action but haven’t Dismissed it or chosen a new one.","resistance":{},"url":"/Feats.aspx?ID=7695","archetype":["Blackjacket"],"name":"Close Contract","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7695"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7696","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Opportune Opening Reaction Source Shining Kingdoms pg. 77 Archetype Blackjacket Prerequisites Blackjacket Dedication Trigger An ally lands a critical hit on a creature within your melee reach. --- Your combat training taught you to capitalize on any moment of weakness from your foe. You make a melee Strike against the same creature your ally just hit. The creature is off-guard against this Strike.","feat":["Opportune Opening"],"skill_mod":{},"summary":"Your combat training taught you to capitalize on any moment of weakness from your foe. ","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":10,"prerequisite":"Blackjacket Dedication","source_category":["Lost Omens"],"trigger":"An ally lands a critical hit on a creature within your melee reach.","resistance":{},"url":"/Feats.aspx?ID=7696","archetype":["Blackjacket"],"name":"Opportune Opening","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7696"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7697","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Stalwart Song Reaction Source Shining Kingdoms pg. 98 Archetype Stalwart Defender Prerequisites Stalwart Defender Dedication Trigger You’re about to attempt a saving throw against a fear effect. Requirements You’re in Tenacious Stance. --- As a stalwart defender, you rely on your martial training and your tried-and-true armor to face any danger without flinching. Your mountain-like resilience and courage draw strength from the centuries-old traditions of dwarven song. You bring to mind—and possibly give voice to—a cherished dwarven song of inspiring heroism, granting you a +2 circumstance bonus to the saving throw. Stalwart Song leads to... Stalwart Chant","feat":["Stalwart Song"],"skill_mod":{},"summary":"As a stalwart defender, you rely on your martial training and your tried-and-true armor to face any danger without flinching.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":4,"prerequisite":"Stalwart Defender Dedication","source_category":["Lost Omens"],"requirement":"You’re in Tenacious Stance.","trigger":"You’re about to attempt a saving throw against a fear effect.","resistance":{},"url":"/Feats.aspx?ID=7697","archetype":["Stalwart Defender"],"name":"Stalwart Song","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7697"},{"skill_mod":{},"summary":"You know story after story of unyielding, valiant dwarven heroes whose minds were bulwarks against fear and confusion.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Stalwart Song","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7698","weakness":{},"archetype":["Stalwart Defender"],"name":"Stalwart Chant","trait":["Archetype"],"id":"feat-7698","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Stalwart Chant Source Shining Kingdoms pg. 98 Archetype Stalwart Defender Prerequisites Stalwart Song --- You know story after story of unyielding, valiant dwarven heroes whose minds were bulwarks against fear and confusion. You can use Stalwart Song when attempting a saving throw against any mental effect, and if you fail the saving throw, you gain resistance to mental damage against any resulting effect equal to half your level.","category":"feat","pfs":"Standard","feat":["Stalwart Chant"],"rarity":"common","slug":"feat-7698"},{"skill_mod":{},"summary":"You were condemned to death and executed with one of Galt’s infamous final blades , where your soul was trapped for years or even decades. ","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"access":"You were executed with a final blade ","primary_source_category":"Lost Omens","level":4,"prerequisite":"Ghost Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7699","weakness":{},"archetype":["Ghost"],"name":"Headless Haunt","trait":["Archetype","Rare"],"id":"feat-7699","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Headless Haunt Source Shining Kingdoms pg. 122 PFS Note Ghosts are not permitted for PFS play. Archetype Ghost Prerequisites Ghost Dedication Access You were executed with a final blade --- You were condemned to death and executed with one of Galt’s infamous final blades , where your soul was trapped for years or even decades. You might have been released alongside a host of other spirits when your prison was destroyed after the Night of the Gray Death, or powerful magic or other unique circumstances might have facilitated your escape. Whatever the method, you have unfinished business preventing you from passing on to the afterlife. You gain the Remove Head action. Remove Head Single Action (manipulate) Effect You Interact to remove your head from your ghostly body and hold it in a free hand. While your head is detached, you can use it to look around and over obstacles while remaining behind cover, although you don’t have line of effect to target creatures unless the effect originates from your head. You can leave your head behind and move your body around independently, but your head gains the paralyzed condition and your body becomes blind, deaf, and unable to take any action that has the auditory trait that requires speech or vocalization. You can cause your head to dematerialize and reappear atop your neck as a free action, which occurs automatically if it takes damage while detached or is separated from your body by more than 50 feet. Headless Haunt leads to... Fling Head, Ghostly Condemnation, Haunting Memories, Klingegeist","category":"feat","pfs":"Restricted","feat":["Headless Haunt"],"rarity":"rare","slug":"feat-7699"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype","Auditory","Manipulate"],"id":"feat-7700","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Fling Head Single Action to Three Actions Source Shining Kingdoms pg. 122 PFS Note Ghosts are not permitted for PFS play. Archetype Ghost Frequency once per minute Prerequisites Headless Haunt --- You Interact to remove your head, if it isn’t already detached, and fling it at an enemy within 30 feet, where it emits a bone-chilling wail before dematerializing and returning to your body. Your target must attempt a Will save against your class DC or spell DC, whichever is higher. You can affect one additional creature within 20 feet of your original target for each additional action you spend. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2 and can’t reduce their frightened value below 1 while they remain within 30 feet of you. Critical Failure As failure, but the creature is frightened 3.","feat":["Fling Head"],"skill_mod":{},"summary":"You Interact to remove your head, if it isn’t already detached, and fling it at an enemy within 30 feet, where it emits a bone-chilling wail before dematerializing and returning to your body.","primary_source":"Shining Kingdoms","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Headless Haunt","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7700","archetype":["Ghost"],"name":"Fling Head","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action to Three Actions","rarity":"common","slug":"feat-7700"},{"skill_mod":{},"summary":"Your soul bears metaphysical impressions of the innumerable other spirits imprisoned with you in the final blade from which you escaped, allowing you to draw upon their memories.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Headless Haunt","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7701","weakness":{},"archetype":["Ghost"],"name":"Haunting Memories","trait":["Archetype"],"id":"feat-7701","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Haunting Memories Source Shining Kingdoms pg. 122 PFS Note Ghosts are not permitted for PFS play. Archetype Ghost Prerequisites Headless Haunt --- Your soul bears metaphysical impressions of the innumerable other spirits imprisoned with you in the final blade from which you escaped, allowing you to draw upon their memories. When you make your daily preparations, you can either gain the expert proficiency rank in one skill in which you’re untrained or raise your proficiency rank to master in one skill in which you’re trained or better. You also gain one skill feat with a minimum requirement of your new rank in the chosen skill. For the purpose of meeting level prerequisites for this feat, your level is equal to half your level. This proficiency and feat last until you make your daily preparations again. Since the proficiency is temporary, you can’t use it as a prerequisite for any permanent character option.","category":"feat","pfs":"Restricted","feat":["Haunting Memories"],"rarity":"common","slug":"feat-7701"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Concentrate","Possession"],"id":"feat-7702","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Restricted\" > Klingegeist Two Actions Source Shining Kingdoms pg. 122 PFS Note Ghosts are not permitted for PFS play. Archetype Ghost Frequency once per day Prerequisites Headless Haunt --- Your imprisonment inside a final blade used to perform countless executions has instilled in you an aptitude for entering and possessing similar sharp implements of murder. You project your mind and incorporeal body into an unattended weapon of 2 Bulk or less that deals slashing damage. While possessing a blade, you have a space of 5 feet, but you don’t block or impede enemies attempting to move through your space, nor do you benefit from or provide flanking. You’re trained in the use of the weapon, unless your proficiency was already better, and you can make Strike actions with the weapon as if you were wielding it. You gain a Fly speed of 30 feet and can only take Strike and Fly actions, which don’t trigger reactions. You have an AC of 18 + your level and the Hardness and Hit Points of the weapon you’re possessing, which for most one-handed slashing weapons is Hardness 5 and HP 20. You can’t be Disarmed, nor can your true body be directly injured except by spirit damage, which bypasses both the weapon’s Hardness and Hit Points to damage you directly. If you’re reduced to 0 Hit Points or the weapon you’re inhabiting is broken or destroyed, you’re immediately ejected from it and paralyzed for 1 round. Otherwise, the effect lasts for 10 minutes or until you Dismiss it.","feat":["Klingegeist"],"skill_mod":{},"summary":"Your imprisonment inside a final blade used to perform countless executions has instilled in you an aptitude for entering and possessing similar sharp implements of murder.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Headless Haunt","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7702","archetype":["Ghost"],"name":"Klingegeist","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-7702"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Divine","Emotion","Fear","Mental"],"id":"feat-7703","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Ghostly Condemnation Two Actions Source Shining Kingdoms pg. 123 PFS Note Ghosts are not permitted for PFS play. Archetype Ghost Frequency once per day Prerequisites Headless Haunt --- You shriek a death sentence upon a single target within 120 feet, forcing it to experience the final moments of your mortal life as you were dragged through a howling mob and forced to kneel before the final blade that took your life and head. The target is subject to the effects of a 5th-rank vision of death with a DC equal to your class DC or spell DC, whichever is higher. If you slay a significant foe with this ability, its physical body is gruesomely decapitated, forcing its allies within 15 feet to attempt a Will save against the same DC or be frightened 1 (frightened 2 on a critical failure).","feat":["Ghostly Condemnation"],"skill_mod":{},"summary":"You shriek a death sentence upon a single target within 120 feet, forcing it to experience the final moments of your mortal life as you were dragged through a howling mob and forced to kneel before the final blade that took your life and head.","primary_source":"Shining Kingdoms","trait_group":["Feat","Tradition","Mechanics"],"level":12,"prerequisite":"Headless Haunt","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7703","archetype":["Ghost"],"name":"Ghostly Condemnation","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-7703"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Manipulate"],"id":"feat-7704","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Spectral Dagger Single Action Source Shining Kingdoms pg. 124 Archetype Splinter of Finality Requirements You have a hand free and aren’t already wielding a spectral dagger . --- By touching the splinter of finality in your neck, you conjure a spectral dagger into your hand that resembles the splinter wrapped in a crude hilt. This weapon acts like a +1 ghost touch dagger , and each successful Strike with it deals 1 additional spirit damage. If the attack is a critical hit, this damage increases to 1d6. If the spectral dagger ever leaves your hand, it vanishes and you must spend an action to conjure it again. If this occurs as the result of you making a ranged thrown Strike with the dagger, you resolve the attack before the weapon vanishes. You can increase the power of your spectral dagger with runes like you can other weapons, transferring the rune from a runestone or other weapon by meditating over the rune as a downtime activity that takes 1 day. Spectral Dagger leads to... Dread Blade, Guillotine Blade, Hungry Blade, Lethal Edge, Soul Bleed, Soul Oubliette","feat":["Spectral Dagger"],"skill_mod":{},"summary":"By touching the splinter of finality in your neck, you conjure a spectral dagger into your hand that resembles the splinter wrapped in a crude hilt.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":2,"source_category":["Lost Omens"],"requirement":"You have a hand free and aren’t already wielding a spectral dagger .","resistance":{},"url":"/Feats.aspx?ID=7704","archetype":["Splinter of Finality"],"name":"Spectral Dagger","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7704"},{"skill_mod":{},"summary":"Your strikes with your conjured dagger impart the chill of the grave. ","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Spectral Dagger","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7705","weakness":{},"archetype":["Splinter of Finality"],"name":"Dread Blade","trait":["Archetype"],"id":"feat-7705","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dread Blade Source Shining Kingdoms pg. 125 Archetype Splinter of Finality Prerequisites Spectral Dagger --- Your strikes with your conjured dagger impart the chill of the grave. When you successfully Strike with your spectral dagger and damage a foe with the frightened condition, they can’t reduce their frightened condition below 1 before the end of your next turn.","category":"feat","pfs":"Standard","feat":["Dread Blade"],"rarity":"common","slug":"feat-7705"},{"skill_mod":{},"summary":"Your blade can rupture an enemy’s very soul, draining away its essence to empower you. ","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Spectral Dagger","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7706","weakness":{},"archetype":["Splinter of Finality"],"name":"Soul Bleed","trait":["Archetype"],"id":"feat-7706","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Soul Bleed Source Shining Kingdoms pg. 125 Archetype Splinter of Finality Prerequisites Spectral Dagger --- Your blade can rupture an enemy’s very soul, draining away its essence to empower you. When you score a critical hit with your spectral dagger , you deal 1d6 persistent spirit damage. If the target wasn’t already taking persistent spirit damage when you scored the critical hit, you gain temporary Hit Points equal to the spirit damage dealt by the attack that last until the beginning of your next turn.","category":"feat","pfs":"Standard","feat":["Soul Bleed"],"rarity":"common","slug":"feat-7706"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Concentrate","Manipulate","Occult"],"id":"feat-7707","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Soul Well Two Actions Source Shining Kingdoms pg. 125 Archetype Splinter of Finality Frequency once per hour --- Your brush your fingers across your splinter of finality , momentarily creating a metaphysical vortex from which mortal spirits struggle to escape. For the next minute, incorporeal undead treat all squares within 30 feet of you as difficult terrain and living creatures within the same area die from the dying condition at dying 5 rather than dying 4. As it comes close to tasting a living soul, the splinter of finality is empowered. If a living creature’s dying value increases while within your Soul Well, your spectral dagger deals one additional weapon die of damage until the end of your next turn.","feat":["Soul Well"],"skill_mod":{},"summary":"Your brush your fingers across your splinter of finality , momentarily creating a metaphysical vortex from which mortal spirits struggle to escape.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics","Tradition"],"level":8,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7707","archetype":["Splinter of Finality"],"name":"Soul Well","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7707"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7708","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Lethal Edge Free Action Source Shining Kingdoms pg. 125 Archetype Splinter of Finality Prerequisites Spectral Dagger Trigger Your Strike with your spectral dagger hits a frightened creature and deals spirit damage. --- When the terrified are struck by your spectral weapon, they feel the anguish of every life taken by Silent Lenore . You apply one of the following effects, which lasts until the end of your next turn. The target can’t use reactions. The target is enfeebled 1. Lethal Edge leads to... Instrument of Death","feat":["Lethal Edge"],"skill_mod":{},"summary":"When the terrified are struck by your spectral weapon, they feel the anguish of every life taken by Silent Lenore . ","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":10,"prerequisite":"Spectral Dagger","source_category":["Lost Omens"],"trigger":"Your Strike with your spectral dagger hits a frightened creature and deals spirit damage.","resistance":{},"url":"/Feats.aspx?ID=7708","archetype":["Splinter of Finality"],"name":"Lethal Edge","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7708"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7709","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Hungry Blade Single Action Source Shining Kingdoms pg. 125 Archetype Splinter of Finality Frequency once per day Prerequisites Spectral Dagger Requirements Your previous action was a Strike with your spectral dagger that dealt spirit damage. --- Once your spectral dagger has tasted an enemy’s soul, your splinter of finality becomes increasingly relentless in its attempts to claim the soul. Your spectral dagger gains the effects of a keen property rune that applies only to Strikes against the target of the required Strike. This effect lasts for 10 minutes or until that target dies, whichever comes first. ","feat":["Hungry Blade"],"skill_mod":{},"summary":"Once your spectral dagger has tasted an enemy’s soul, your splinter of finality becomes increasingly relentless in its attempts to claim the soul.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Spectral Dagger","source_category":["Lost Omens"],"requirement":"Your previous action was a Strike with your spectral dagger that dealt spirit damage.","resistance":{},"url":"/Feats.aspx?ID=7709","archetype":["Splinter of Finality"],"name":"Hungry Blade","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7709"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Concentrate","Manipulate","Occult"],"id":"feat-7710","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Vengful Remnant Two Actions Source Shining Kingdoms pg. 125 Archetype Splinter of Finality Frequency once per day --- You wreathe yourself in the tatters of all the souls claimed by your blade. Until the start of your next turn, you gain resistance 10 to all damage except force, ghost touch , spirit, and vitality, doubled if the source of the damage is non-magical. If you slay a significant foe not immune to spirit damage with your spectral dagger while under this effect, its duration increases until the end of your next turn.","feat":["Vengful Remnant"],"skill_mod":{},"summary":"You wreathe yourself in the tatters of all the souls claimed by your blade.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics","Tradition"],"level":14,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7710","archetype":["Splinter of Finality"],"name":"Vengful Remnant","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7710"},{"skill_mod":{},"summary":"Your splinter of finality has reached the apex of its death-dealing potential.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Lethal Edge","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7711","weakness":{},"archetype":["Splinter of Finality"],"name":"Instrument of Death","trait":["Archetype"],"id":"feat-7711","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Instrument of Death Source Shining Kingdoms pg. 125 Archetype Splinter of Finality Prerequisites Lethal Edge --- Your splinter of finality has reached the apex of its death-dealing potential. Whenever you critically succeed at an attack roll against an enemy and use Lethal Edge, add the following effects to the list you can choose from. The target is cursed and can’t benefit from circumstance or status bonuses. This is a curse effect. The target gains weakness 10 to spirit damage. ","category":"feat","pfs":"Standard","feat":["Instrument of Death"],"rarity":"common","slug":"feat-7711"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Concentrate","Occult"],"id":"feat-7712","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Guillotine Blade Single Action Source Shining Kingdoms pg. 125 Archetype Splinter of Finality Frequency once per day Prerequisites Spectral Dagger --- The echoes of the splinter of finality's original purpose resonate through the artifact. For the next minute, your spectral dagger gains the benefits of a vorpal rune. When you use Snicker-Snack with your spectral dagger , the DC of the Fortitude save is 37, your class DC, or your spell DC, whichever is higher.","feat":["Guillotine Blade"],"skill_mod":{},"summary":"The echoes of the splinter of finality's original purpose resonate through the artifact.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics","Tradition"],"level":18,"prerequisite":"Spectral Dagger","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7712","archetype":["Splinter of Finality"],"name":"Guillotine Blade","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7712"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Occult","Unholy"],"id":"feat-7713","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Soul Oubliette Reaction Source Shining Kingdoms pg. 125 Archetype Splinter of Finality Prerequisites Spectral Dagger Trigger You reduce a creature to 0 Hit Points with an attack from your spectral dagger . Requirements Your splinter of finality's doesn’t contain a trapped soul. --- Your mortal strike wrenches the soul from your victim’s body and imprisons it in your splinter of finality , with the effects of seize soul . The splinter of finality can only hold one soul at a time, but you can release a trapped soul as a free action. If you don’t free a soul willingly, it escapes automatically after 24 hours. However, if you touch the splinter of finality to an unbroken final blade while a soul is trapped within, the soul is transferred to the final blade and imprisoned indefinitely. While your splinter of finality contains a trapped soul, you gain fast healing 15.","feat":["Soul Oubliette"],"skill_mod":{},"summary":"Your mortal strike wrenches the soul from your victim’s body and imprisons it in your splinter of finality , with the effects of seize soul . ","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics","Tradition"],"level":20,"prerequisite":"Spectral Dagger","source_category":["Lost Omens"],"requirement":"Your splinter of finality's doesn’t contain a trapped soul.","trigger":"You reduce a creature to 0 Hit Points with an attack from your spectral dagger .","resistance":{},"url":"/Feats.aspx?ID=7713","archetype":["Splinter of Finality"],"name":"Soul Oubliette","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7713"},{"skill_mod":{},"summary":"You’re primed to face off against threats from the Outer Rifts .","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"access":"You’re from Kyonin.","primary_source_category":"Lost Omens","level":2,"prerequisite":"member of the Wylderhearts","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7714","weakness":{},"archetype":["Wylderheart"],"name":"Wylderheart Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-7714","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wylderheart Dedication Source Shining Kingdoms pg. 146 Archetype Wylderheart Prerequisites member of the Wylderhearts Access You’re from Kyonin. --- You’re primed to face off against threats from the Outer Rifts. You gain the Additional Lore skill feat for Demon Lore. If you were already trained in Demon Lore, you also become trained in a Lore skill of your choice. You gain a +1 circumstance bonus to initiative rolls in encounters against fiends, and if you tie with a fiend’s initiative roll, you go first. Certain wylderheart feats give you focus spells. The rules for focus spells appear here. When you gain your first wylderheart focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for the wylderheart archetype spells is Wisdom, and they’re primal spells. You can Refocus by celebrating life or spending time in nature. Wylderheart Dedication leads to... Blessed Sentinel, Demon-Hunting Companion, Fiend Slayer, Sacred Weapon, Wild Dance, Wyldsinger","category":"feat","pfs":"Standard","feat":["Wylderheart Dedication"],"rarity":"uncommon","slug":"feat-7714"},{"skill_mod":{},"summary":"You gain a young animal companion that has been specially trained to help you fight demons .","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Wylderheart Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7715","weakness":{},"archetype":["Wylderheart"],"name":"Demon-Hunting Companion","trait":["Archetype"],"id":"feat-7715","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Demon-Hunting Companion Source Shining Kingdoms pg. 146 Archetype Wylderheart Prerequisites Wylderheart Dedication --- You gain a young animal companion that has been specially trained to help you fight demons. You can choose any common animal companion, which gains scent as an imprecise sense with a range of 30 feet that can be used only to smell fiends. If the animal companion already has scent, it gains a +2 circumstance bonus to Perception when using scent against fiends.","category":"feat","pfs":"Standard","feat":["Demon-Hunting Companion"],"rarity":"common","slug":"feat-7715"},{"skill_mod":{},"summary":"Passion and song are your weapons of choice.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Wylderheart Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7716","weakness":{},"archetype":["Wylderheart"],"name":"Wyldsinger","trait":["Archetype"],"id":"feat-7716","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Wyldsinger Source Shining Kingdoms pg. 146 Archetype Wylderheart Prerequisites Wylderheart Dedication --- Passion and song are your weapons of choice. You learn either the menacing lament or valiant anthem focus spell. If you don’t already have one, you gain a focus pool of 1 Focus Point. Special You can take this feat a second time, gaining the focus spell you didn’t gain the first time. Wyldsinger leads to... Primal Guardian","category":"feat","pfs":"Standard","feat":["Wyldsinger"],"rarity":"common","slug":"feat-7716"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7717","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Blessed Sentinel Two Actions Source Shining Kingdoms pg. 146 Archetype Wylderheart Prerequisites Wylderheart Dedication --- You infuse a weapon with the blessing of Ketephys and attack. Make a Strike. This Strike gains the holy trait and deals an additional 1d4 spirit damage, or 2d4 spirit damage against fiends. This counts as two attacks for your multiple attack penalty.","feat":["Blessed Sentinel"],"skill_mod":{},"summary":"You infuse a weapon with the blessing of Ketephys and attack.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Wylderheart Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7717","archetype":["Wylderheart"],"name":"Blessed Sentinel","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7717"},{"skill_mod":{},"summary":"You grow in power as a guardian of nature.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Wyldsinger","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7718","weakness":{},"archetype":["Wylderheart"],"name":"Primal Guardian","trait":["Archetype"],"id":"feat-7718","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Primal Guardian Source Shining Kingdoms pg. 146 Archetype Wylderheart Prerequisites Wyldsinger --- You grow in power as a guardian of nature. You learn either the elemental sheath or vicious howl focus spell. Special You can take this feat a second time, gaining the focus spell you didn’t gain the first time.","category":"feat","pfs":"Standard","feat":["Primal Guardian"],"rarity":"common","slug":"feat-7718"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7719","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wild Dance Single Action Source Shining Kingdoms pg. 146 Archetype Wylderheart Prerequisites Wylderheart Dedication --- The combination of your passion for both life and the battle against evil makes you graceful and unpredictable. Stride up to your Speed. A creature that attempts a reaction triggered by this movement must first attempt a Will save against your class DC or spell DC, whichever is higher. Critical Success The creature is unaffected. Success The creature is fascinated by you until the end of your next turn. Failure The creature is fascinated by you until the end of your next turn, but your movements might be too hard to follow; if the reaction requires an attack roll, you gain a +2 circumstance bonus to AC against that attack roll. Critical Failure The creature is fascinated by you until the end of your next turn, and it loses its reaction.","feat":["Wild Dance"],"skill_mod":{},"summary":"The combination of your passion for both life and the battle against evil makes you graceful and unpredictable.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Wylderheart Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7719","archetype":["Wylderheart"],"name":"Wild Dance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7719"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Death","Void","Negative"],"id":"feat-7720","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Fiend Slayer Single Action Source Shining Kingdoms pg. 147 Archetype Wylderheart Prerequisites Wylderheart Dedication Requirements Your last action was a successful Strike against a fiend that dealt damage. --- Your attack tears through a fiend, possibly sending it back to where it came from. The fiend you just struck takes 80 void damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. On a critical failure, the target is also stunned 1. Regardless of the results of the saving throw, the target is then temporarily immune to Fiend Slayer for 24 hours.","feat":["Fiend Slayer"],"skill_mod":{},"summary":"Your attack tears through a fiend, possibly sending it back to where it came from. ","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics","Energy","Planar","Creature Type"],"level":16,"prerequisite":"Wylderheart Dedication","source_category":["Lost Omens"],"requirement":"Your last action was a successful Strike against a fiend that dealt damage.","resistance":{},"url":"/Feats.aspx?ID=7720","archetype":["Wylderheart"],"name":"Fiend Slayer","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7720"},{"skill_mod":{},"summary":"You’re a living weapon honed to destroy fiends .","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Wylderheart Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7721","weakness":{},"archetype":["Wylderheart"],"name":"Sacred Weapon","trait":["Archetype"],"id":"feat-7721","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Sacred Weapon Source Shining Kingdoms pg. 147 Archetype Wylderheart Prerequisites Wylderheart Dedication --- You’re a living weapon honed to destroy fiends. Whenever you critically Strike a fiend, your attack deals an extra weapon damage die, and the fiend is enfeebled 2 and clumsy 2 until the beginning of your next turn.","category":"feat","pfs":"Standard","feat":["Sacred Weapon"],"rarity":"common","slug":"feat-7721"},{"skill_mod":{},"summary":"You follow all your passions, unlimited in creativity and zeal.","primary_source":"Shining Kingdoms","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7722","weakness":{},"name":"Free Heart","trait":["Elf"],"id":"feat-7722","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Free Heart Source Shining Kingdoms pg. 148 --- You follow all your passions, unlimited in creativity and zeal. Choose a common background that relates to a passion you’ve pursued; you’re trained in the skills and gain the skill feat associated with that background in addition to those in your normal background. As usual for backgrounds, if you would gain the trained proficiency rank for one of these skill from your class at 1st level, you instead become trained in another skill of your choice.","category":"feat","pfs":"Standard","feat":["Free Heart"],"rarity":"common","slug":"feat-7722"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Elf","Fortune"],"id":"feat-7723","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Elven Persistence Free Action Source Shining Kingdoms pg. 148 Frequency once per day Trigger You fail a skill check you’re at least trained in. --- Elves don’t give up easily on their pursuits. Instead of the result you received for the triggering skill check, you receive a result of 12 + your proficiency bonus (don’t apply any other bonuses, penalties, or modifiers).","feat":["Elven Persistence"],"skill_mod":{},"summary":"Elves don’t give up easily on their pursuits.","primary_source":"Shining Kingdoms","trait_group":["Ancestry","Weapon","Half-Elf","Mechanics"],"level":5,"source_category":["Lost Omens"],"trigger":"You fail a skill check you’re at least trained in.","resistance":{},"url":"/Feats.aspx?ID=7723","name":"Elven Persistence","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7723"},{"access":"You’re from Taldor.","primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"legacy_id":["feat-917"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7724","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lion Blade Dedication Source Shining Kingdoms pg. 170 Archetype Lion Blade Prerequisites member of the Lion Blades; Trained in Performance Access You’re from Taldor. --- Your Lion Blade spy training helps you conceal yourself and your identity. You become trained in your choice of Deception or Stealth; if you were already trained in that skill, you become an expert instead. You also gain the Additional Lore skill feat for Espionage Lore. If you were already trained in Espionage Lore, you also become trained in a Lore skill of your choice. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size. Lion Blade Dedication leads to... Expeditious Advance, Flickering Twirl, Inspiring Recitation, Lion's Magic, Lost in the Crowd, Slowing Strike, Spy's Countermeasures, Stunning Surprise","feat":["Lion Blade Dedication"],"skill_mod":{},"summary":"Your Lion Blade spy training helps you conceal yourself and your identity.","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"member of the Lion Blades; Trained in Performance","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7724","archetype":["Lion Blade"],"name":"Lion Blade Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7724"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Concentrate","Emotion","Mental"],"id":"feat-7725","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Inspiring Recitation Single Action Source Shining Kingdoms pg. 170 Archetype Lion Blade Frequency once per hour Prerequisites Lion Blade Dedication --- You quietly speak or recall coded phrases and metaphors whose meanings inspire you to complete your mission. You gain a +1 status bonus to one skill of your choice until the beginning of your next turn. You can Sustain this effect for up to 1 minute. If you’re an expert in Performance, the bonus increases to +2. If you’re a master in Performance, the bonus is +3, and if you’re legendary, the bonus is +4.","feat":["Inspiring Recitation"],"skill_mod":{},"summary":"You quietly speak or recall coded phrases and metaphors whose meanings inspire you to complete your mission.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7725","archetype":["Lion Blade"],"name":"Inspiring Recitation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7725"},{"skill_mod":{},"summary":"You’ve learned how to move as one with crowds and hide among them, vanishing into a busy street in the flicker of an eye.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7726","weakness":{},"archetype":["Lion Blade"],"name":"Lost in the Crowd","legacy_id":["feat-918"],"trait":["Archetype"],"id":"feat-7726","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lost in the Crowd Source Shining Kingdoms pg. 170 Archetype Lion Blade Prerequisites Lion Blade Dedication --- You’ve learned how to move as one with crowds and hide among them, vanishing into a busy street in the flicker of an eye. You move at full Speed in crowds and can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus to your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus to your Stealth checks when in a crowd of at least 100 creatures. Lost in the Crowd leads to... Crowd Mastery, Interposing Crowd","category":"feat","pfs":"Standard","feat":["Lost in the Crowd"],"rarity":"common","slug":"feat-7726"},{"skill_mod":{},"summary":"You use the crowd to your advantage, diverting your foes’ attention to potential hidden dangers in the crowd.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Lost in the Crowd","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7727","weakness":{},"archetype":["Lion Blade"],"name":"Crowd Mastery","legacy_id":["feat-919"],"trait":["Archetype"],"id":"feat-7727","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Crowd Mastery Source Shining Kingdoms pg. 170 Archetype Lion Blade Prerequisites Lost in the Crowd --- You use the crowd to your advantage, diverting your foes’ attention to potential hidden dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet.","category":"feat","pfs":"Standard","feat":["Crowd Mastery"],"rarity":"common","slug":"feat-7727"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-920"],"trait":["Archetype"],"id":"feat-7728","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expeditious Advance Source Shining Kingdoms pg. 170 Archetype Lion Blade Prerequisites Lion Blade Dedication Requirements You’re unarmored or wearing light armor. --- You advance and retreat quickly. You gain a +10-foot status bonus to your Speed.","feat":["Expeditious Advance"],"skill_mod":{},"summary":"You advance and retreat quickly.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":6,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"requirement":"You’re unarmored or wearing light armor.","resistance":{},"url":"/Feats.aspx?ID=7728","archetype":["Lion Blade"],"name":"Expeditious Advance","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7728"},{"skill_mod":{},"summary":"Your enemies can’t stop you when there’s a host of people between you.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Lost in the Crowd","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7729","weakness":{},"archetype":["Lion Blade"],"name":"Interposing Crowd","trait":["Archetype"],"id":"feat-7729","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Interposing Crowd Source Shining Kingdoms pg. 170 Archetype Lion Blade Prerequisites Lost in the Crowd --- Your enemies can’t stop you when there’s a host of people between you. Your movement actions don’t trigger reactions as long as you remain in a crowd for the entire duration of the action.","category":"feat","pfs":"Standard","feat":["Interposing Crowd"],"rarity":"common","slug":"feat-7729"},{"skill_mod":{},"summary":"Many Lion Blades enhance their words with a bit of magic. ","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7730","weakness":{},"archetype":["Lion Blade"],"name":"Lion's Magic","trait":["Archetype"],"id":"feat-7730","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Lion's Magic Source Shining Kingdoms pg. 171 Archetype Lion Blade Prerequisites Lion Blade Dedication --- Many Lion Blades enhance their words with a bit of magic. You can cast a 4th-rank suggestion as an occult innate spell once per day. At 12th level, you can also cast a 5th-rank subconscious suggestion once per day.","category":"feat","pfs":"Standard","feat":["Lion's Magic"],"rarity":"common","slug":"feat-7730"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-921"],"trait":["Archetype"],"id":"feat-7731","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Spy's Countermeasures Free Action Source Shining Kingdoms pg. 171 Archetype Lion Blade Prerequisites Lion Blade Dedication Trigger You succeed at a save against a detection, mental, or scrying effect --- You’ve learned how to analyze and fake your responses to the most common magic used against spies. You can attempt to identify the effect via Identify Magic using the magical tradition skill of the effect or Espionage Lore, even if you didn’t notice the spell being cast. If you successfully identify the triggering effect, and it would normally fail or have no effect, you can make the caster of the triggering effect think the effect or spell succeeded. If they would obtain a result, such as receive a piece of information, you decide what that result is. If the effect would influence you to take certain actions, you can make it appear as if you were affected and attempt to play along; if the effect normally establishes a mental link, it functions normally, but you can disregard any commands you receive through the link.","feat":["Spy's Countermeasures"],"skill_mod":{},"summary":"You’ve learned how to analyze and fake your responses to the most common magic used against spies.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":10,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"trigger":"You succeed at a save against a detection , mental , or scrying effect","resistance":{},"url":"/Feats.aspx?ID=7731","archetype":["Lion Blade"],"name":"Spy's Countermeasures","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7731"},{"legacy_name":["Flicker"],"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-922"],"trait":["Archetype"],"id":"feat-7732","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Flickering Twirl Single Action Source Shining Kingdoms pg. 171 Archetype Lion Blade Prerequisites Lion Blade Dedication --- You use your movements and disguises to make yourself a flickering blur. You gain concealment until the beginning of your next turn. As usual for concealment involving an obvious visual manifestation, you can’t use this concealment to Hide.","feat":["Flickering Twirl"],"skill_mod":{},"summary":"You use your movements and disguises to make yourself a flickering blur.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":12,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7732","archetype":["Lion Blade"],"name":"Flickering Twirl","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7732"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype"],"id":"feat-7733","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Slowing Strike Free Action Source Shining Kingdoms pg. 171 Archetype Lion Blade Frequency once per round Prerequisites Lion Blade Dedication Trigger Your Strike hits an off-guard creature and deals damage. --- You wound your enemy so they can’t move nimbly. The target must attempt a Fortitude save against your class DC or spell DC, whichever is higher. Critical Success The creature is unaffected. Success The creature takes a –10-foot status penalty to its Speeds until the beginning of your next turn. Failure As success, but the penalty lasts for 1 minute.","feat":["Slowing Strike"],"skill_mod":{},"summary":"You wound your enemy so they can’t move nimbly.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":12,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"trigger":"Your Strike hits an off-guard creature and deals damage.","resistance":{},"url":"/Feats.aspx?ID=7733","archetype":["Lion Blade"],"name":"Slowing Strike","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7733"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Incapacitation"],"id":"feat-7734","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Stunning Surprise Two Actions Source Shining Kingdoms pg. 171 Archetype Lion Blade Prerequisites Lion Blade Dedication Requirements You must be undetected by the target creature. --- You quickly move in to bring your foe down with a single blow. You move up to your Speed then make a melee Strike. If you hit and deal damage, your foe must attempt a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the save outcome, the creature then becomes immune to your Stunning Surprise for 24 hours. Critical Success The creature is unaffected. Success The creature is stunned 1 and can’t use reactions until its next turn. Failure The creature is stunned 3 and can’t use reactions until its next turn. Critical Failure The creature falls unconscious for 1 minute.","feat":["Stunning Surprise"],"skill_mod":{},"summary":"You quickly move in to bring your foe down with a single blow. ","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Lion Blade Dedication","source_category":["Lost Omens"],"requirement":"You must be undetected by the target creature.","resistance":{},"url":"/Feats.aspx?ID=7734","archetype":["Lion Blade"],"name":"Stunning Surprise","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7734"},{"access":"At least one of your parents is Ulfen.","primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Intimidation","Athletics","Intimidation"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7735","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ulfen Guard Dedication Source Shining Kingdoms pg. 172 Archetype Ulfen Guard Prerequisites member of the Ulfen Guard; Trained in Athletics; Trained in Intimidation Access At least one of your parents is Ulfen. --- Central to your Ulfen Guard training is the ability to protect an ally. You gain the Additional Lore skill feat for Warfare Lore. If you were already trained in Warfare Lore, you also become trained in a Lore skill of your choice. You gain the Designate Ally action. It’s anathema for you to abandon your designated ally or allow your designated ally to die when you can prevent it. If you violate this anathema, you lose the ability to Designate Ally and any feats that use this ability until you spend 1 day of downtime reaffirming your dedication to your allies. Designate Ally Single Action Choose an ally you can see, who becomes your designated ally. For the next minute, whenever your designated ally is adjacent to you and you’re conscious, they gain a +2 circumstance bonus to AC and Reflex saving throws. You can have only one designated ally at a time, and if you designate a new ally, the previous ally loses any benefits. Ulfen Guard Dedication leads to... Defender's Grit, Guard's Fury, Guarded Mind, Protective Strike, Reactive Striker, Tight Follower, Wounded Party","feat":["Ulfen Guard Dedication"],"skill_mod":{},"summary":"Central to your Ulfen Guard training is the ability to protect an ally.","primary_source":"Shining Kingdoms","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"member of the Ulfen Guard; Trained in Athletics; Trained in Intimidation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=7735","archetype":["Ulfen Guard"],"name":"Ulfen Guard Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7735"},{"skill_mod":{},"summary":"You can’t protect anyone if you’re dead. ","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Ulfen Guard Dedication","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7736","weakness":{},"archetype":["Ulfen Guard"],"name":"Defender's Grit","trait":["Archetype"],"id":"feat-7736","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Defender's Grit Source Shining Kingdoms pg. 172 Archetype Ulfen Guard Prerequisites Ulfen Guard Dedication --- You can’t protect anyone if you’re dead. You gain the Diehard general feat. If you start your turn adjacent to your designated ally, you gain a number of temporary Hit Points equal to half your level that lasts until the beginning of your next turn.","category":"feat","pfs":"Standard","feat":["Defender's Grit"],"rarity":"common","slug":"feat-7736"},{"skill_mod":{},"summary":"Some Ulfen Guards tap into a well of fury to protect their charges.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Ulfen Guard Dedication; you can’t already use the Rage action","source_category":["Lost Omens"],"source":["Shining Kingdoms"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7737","weakness":{},"archetype":["Ulfen Guard"],"name":"Guard's Fury","trait":["Archetype"],"id":"feat-7737","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Guard's Fury Source Shining Kingdoms pg. 172 Archetype Ulfen Guard Prerequisites Ulfen Guard Dedication; you can’t already use the Rage action --- Some Ulfen Guards tap into a well of fury to protect their charges. You can use the Rage action. While raging, you take a –1 penalty to AC. If you’re adjacent to your designated ally while raging, increase the additional damage from Rage from 2 to 4.","category":"feat","pfs":"Standard","feat":["Guard's Fury"],"rarity":"common","slug":"feat-7737"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Fortune"],"id":"feat-7738","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Guarded Mind Free Action Source Shining Kingdoms pg. 172 Archetype Ulfen Guard Frequency once per 10 minutes Prerequisites Ulfen Guard Dedication Trigger You fail a saving throw against an effect that has the mental trait. --- When your enemies try to turn your mind against you, thoughts of your anathema bolster you. You can reroll the triggering saving throw with a +2 circumstance bonus, but you must use the new result, even if it’s worse.","feat":["Guarded Mind"],"skill_mod":{},"summary":"When your enemies try to turn your mind against you, thoughts of your anathema bolster you.","primary_source":"Shining Kingdoms","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Ulfen Guard Dedication","source_category":["Lost Omens"],"trigger":"You fail a saving throw against an effect that has the mental trait.","resistance":{},"url":"/Feats.aspx?ID=7738","archetype":["Ulfen Guard"],"name":"Guarded Mind","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7738"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7739","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Wounded Party Reaction Source Shining Kingdoms pg. 172 Archetype Ulfen Guard Prerequisites Ulfen Guard Dedication Trigger You or your designated ally takes damage, and you’re capable of entering a Rage. --- Harm to either you or your allies awakens your fury. You Rage.","feat":["Wounded Party"],"skill_mod":{},"summary":"Harm to either you or your allies awakens your fury.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":6,"prerequisite":"Ulfen Guard Dedication","source_category":["Lost Omens"],"trigger":"You or your designated ally takes damage, and you’re capable of entering a Rage .","resistance":{},"url":"/Feats.aspx?ID=7739","archetype":["Ulfen Guard"],"name":"Wounded Party","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7739"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7740","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Tight Follower Reaction Source Shining Kingdoms pg. 172 Archetype Ulfen Guard Prerequisites Ulfen Guard Dedication Trigger Your designated ally moves and ends that movement more than 10 feet from you. --- You keep up as a protector. Stride up to your Speed closer to your designated ally. Your movement must end within 10 feet of your designated ally.","feat":["Tight Follower"],"skill_mod":{},"summary":"You keep up as a protector.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":8,"prerequisite":"Ulfen Guard Dedication","source_category":["Lost Omens"],"trigger":"Your designated ally moves and ends that movement more than 10 feet from you.","resistance":{},"url":"/Feats.aspx?ID=7740","archetype":["Ulfen Guard"],"name":"Tight Follower","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7740"},{"primary_source_category":"Lost Omens","source":["Shining Kingdoms"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7741","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Protective Strike Reaction Source Shining Kingdoms pg. 172 Archetype Ulfen Guard Prerequisites Ulfen Guard Dedication Trigger A creature moves adjacent to or attempts a melee Strike against your designated ally. --- You keep harm at bay. Make a melee Strike against the triggering creature. On a critical success, you interrupt the triggering action.","feat":["Protective Strike"],"skill_mod":{},"summary":"You keep harm at bay.","primary_source":"Shining Kingdoms","trait_group":["Feat"],"level":10,"prerequisite":"Ulfen Guard Dedication","source_category":["Lost Omens"],"trigger":"A creature moves adjacent to or attempts a melee Strike against your designated ally.","resistance":{},"url":"/Feats.aspx?ID=7741","archetype":["Ulfen Guard"],"name":"Protective Strike","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7741"},{"skill_mod":{},"summary":"When Vigil fell to Tar-Baphon’s Radiant Fire, that lost innocence brought you a deeper understanding of what faith means in the context of your own magic.","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"primary_source_category":"Adventures","level":14,"prerequisite":"Halcyon Speaker Dedication; Cascade Bearer's Spellcasting","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7742","weakness":{},"archetype":["Halcyon Speaker"],"name":"Shattered Sacrament","trait":["Archetype"],"id":"feat-7742","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Shattered Sacrament Source Claws of the Tyrant pg. 110 Archetype Halcyon Speaker Prerequisites Halcyon Speaker Dedication; Cascade Bearer's Spellcasting --- When Vigil fell to Tar-Baphon’s Radiant Fire, that lost innocence brought you a deeper understanding of what faith means in the context of your own magic. When you cast a halcyon spell, you can choose for it to be a divine spell instead of arcane or primal. You gain a halcyon cantrip and a 1st-rank halcyon spell. Shattered Sacrament leads to... Tripartite Omen","category":"feat","pfs":"Limited","feat":["Shattered Sacrament"],"rarity":"common","slug":"feat-7742"},{"access":"You’re a member of the Vellumis Scholars.","primary_source_category":"Adventures","source":["Claws of the Tyrant"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"trait":["Archetype","Uncommon"],"id":"feat-7743","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Speak for the Gravelands Source Claws of the Tyrant pg. 110 Archetype Halcyon Speaker Prerequisites Halcyon Speaker Dedication; Trained in Nature; can cast at least one spell with the vitality trait Access You’re a member of the Vellumis Scholars. --- You have learned much of what the Gravelands need and are confident in your ability to speak for them. You gain the Geomancer Dedication archetype feat, even if you normally couldn’t take another dedication feat until you take more feats from your current archetype. You can benefit from the following Gravelands terrain attunement when in the Gravelands. Gravelands (vitality) You gain a +1 status bonus to saving throws against the spells and abilities of haunts and undead creatures for 1 round.","feat":["Speak for the Gravelands"],"skill_mod":{},"summary":"You have learned much of what the Gravelands need and are confident in your ability to speak for them.","primary_source":"Claws of the Tyrant","trait_group":["Feat","Rarity"],"level":14,"prerequisite":"Halcyon Speaker Dedication; Trained in Nature; can cast at least one spell with the vitality trait","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=7743","archetype":["Halcyon Speaker"],"name":"Speak for the Gravelands","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7743"},{"skill_mod":{},"summary":"You seek to excise the rot from the Gravelands and have made progress to do so.","primary_source":"Claws of the Tyrant","trait_group":["Feat","Rarity"],"access":"You’re a member of the Vellumis Scholars.","primary_source_category":"Adventures","level":16,"prerequisite":"Halcyon Spellcasting Adept","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7744","weakness":{},"archetype":["Halcyon Speaker"],"name":"Vellumis Excision","trait":["Archetype","Uncommon"],"id":"feat-7744","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Vellumis Excision Source Claws of the Tyrant pg. 111 Archetype Halcyon Speaker Prerequisites Halcyon Spellcasting Adept Access You’re a member of the Vellumis Scholars. --- You seek to excise the rot from the Gravelands and have made progress to do so. You can cast field of life as a 6th-rank halcyon spell, and you gain a 6th-rank halcyon spell slot. When you cast your halcyon field of life as a primal spell, any living creatures in the area when you Sustain the spell gain a +2 status bonus to saving throws against curses, diseases, and poisons for 1 round. Special If you have the Halcyon Spellcasting Sage feat, you treat the field of life halcyon spell gained from this feat as a signature spell, even though halcyon spells normally can’t be signature spells.","category":"feat","pfs":"Limited","feat":["Vellumis Excision"],"rarity":"uncommon","slug":"feat-7744"},{"skill_mod":{},"summary":"You invoke religious portents to ward yourself against danger without losing sight of the history that led to this point. ","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"primary_source_category":"Adventures","level":18,"prerequisite":"Dualistic Synergy; Shattered Sacrament; Master in Religion","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7745","weakness":{},"archetype":["Halcyon Speaker"],"skill":["Religion","Religion"],"name":"Tripartite Omen","trait":["Archetype"],"id":"feat-7745","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Tripartite Omen Source Claws of the Tyrant pg. 111 Archetype Halcyon Speaker Prerequisites Dualistic Synergy; Shattered Sacrament; Master in Religion --- You invoke religious portents to ward yourself against danger without losing sight of the history that led to this point. When you use Dualistic Synergy, if your next action is to Cast a Spell from your spell slots and that spell is divine, you gain a +1 status bonus to AC for 1 round. If the spell is a halcyon spell, you gain this benefit in addition to the benefits described in Dualistic Synergy.","category":"feat","pfs":"Limited","feat":["Tripartite Omen"],"rarity":"common","slug":"feat-7745"},{"skill_mod":{},"summary":"When you use Persistent Creation, you can create up to three special wooden shields that provide a +2 circumstance bonus to AC and have Hardness 15, 120 HP, and BT 60. ","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"primary_source_category":"Adventures","level":20,"prerequisite":"Persistent Creation","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7746","weakness":{},"archetype":["Halcyon Speaker"],"name":"Vigil's Palisades","trait":["Archetype"],"id":"feat-7746","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Vigil's Palisades Source Claws of the Tyrant pg. 111 Archetype Halcyon Speaker Prerequisites Persistent Creation --- When you use Persistent Creation, you can create up to three special wooden shields that provide a +2 circumstance bonus to AC and have Hardness 15, 120 HP, and BT 60. A creature that Raises a Shield made with your Persistent Creation also gains a +2 item bonus to saving throws while the shield is raised.","category":"feat","pfs":"Limited","feat":["Vigil's Palisades"],"rarity":"common","slug":"feat-7746"},{"primary_source_category":"Adventures","source":["Claws of the Tyrant"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7747","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Grave Threat Single Action Source Claws of the Tyrant pg. 111 Archetype Knight Reclaimant Prerequisites Reaper of Repose --- You use your imposing demeanor to set up the undead for defeat. Make a Strike against an undead creature using a weapon with which you have master proficiency. If you hit, all Strikes against that creature gain the benefits of Reaper of Repose for 1 round.","feat":["Grave Threat"],"skill_mod":{},"summary":"You use your imposing demeanor to set up the undead for defeat.","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"level":16,"prerequisite":"Reaper of Repose","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=7747","archetype":["Knight Reclaimant"],"name":"Grave Threat","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-7747"},{"primary_source_category":"Adventures","source":["Claws of the Tyrant"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7748","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Cut them Down, Burn them Out Single Action Source Claws of the Tyrant pg. 111 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication; master proficiency in a weapon --- Inspired by the sixth line of the Crimson Oath, when you oppose the enemies of Lastwall, you aim to excise the rot from the land itself. Make a Strike against an undead creature using a weapon with which you have master proficiency. On a success, in addition to the attack’s other effects, the creature takes a –2 status penalty to the DC of any curses, diseases, or poisons it can inflict for 1 round. On a critical success, the undead creature takes the –2 status penalty for 1 round, then a –1 status penalty for an additional round.","feat":["Cut them Down, Burn them Out"],"skill_mod":{},"summary":"Inspired by the sixth line of the Crimson Oath, when you oppose the enemies of Lastwall, you aim to excise the rot from the land itself. ","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"level":18,"prerequisite":"Knight Reclaimant Dedication; master proficiency in a weapon","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=7748","archetype":["Knight Reclaimant"],"name":"Cut them Down, Burn them Out","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-7748"},{"skill_mod":{},"summary":"Your will is so steadfast that even death can’t stop you.","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"primary_source_category":"Adventures","level":20,"prerequisite":"Reclaimant Plea","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7749","weakness":{},"archetype":["Knight Reclaimant"],"name":"May Death Itself Reconsider","trait":["Archetype"],"id":"feat-7749","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > May Death Itself Reconsider Source Claws of the Tyrant pg. 112 Archetype Knight Reclaimant Prerequisites Reclaimant Plea --- Your will is so steadfast that even death can’t stop you. You gain the ability to cast breath of life up to three times per day as a 5th-rank divine innate spell.","category":"feat","pfs":"Limited","feat":["May Death Itself Reconsider"],"rarity":"common","slug":"feat-7749"},{"skill_mod":{},"summary":"When you lead your allies to the front lines, you leave no one behind.","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"primary_source_category":"Adventures","level":16,"prerequisite":"Knight Vigilant; Lead the Way","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7750","weakness":{},"archetype":["Knight Vigilant"],"name":"Rallying Charge","trait":["Archetype"],"id":"feat-7750","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Rallying Charge Source Claws of the Tyrant pg. 112 Archetype Knight Vigilant Prerequisites Knight Vigilant; Lead the Way --- When you lead your allies to the front lines, you leave no one behind. When you Lead the Way, instead of choosing one ally that has a reaction available, you can choose any number of allies within 10 feet of you. Any chosen allies that use their reaction to immediately Stride as part of you Leading the Way can end their Stride anywhere within 10 feet of you.","category":"feat","pfs":"Limited","feat":["Rallying Charge"],"rarity":"common","slug":"feat-7750"},{"skill_mod":{},"summary":"Armor you polish shines with righteous grace. ","primary_source":"Claws of the Tyrant","trait_group":["Feat","Mechanics"],"primary_source_category":"Adventures","level":16,"prerequisite":"Knight Vigilant; Legendary in Crafting","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7751","weakness":{},"archetype":["Knight Vigilant"],"skill":["Crafting","Crafting"],"name":"Preternatural Polish","trait":["Archetype","Exploration","Skill"],"id":"feat-7751","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Preternatural Polish Source Claws of the Tyrant pg. 112 Archetype Knight Vigilant Prerequisites Knight Vigilant; Legendary in Crafting --- Armor you polish shines with righteous grace. You can take 10 minutes to recite prayers or oaths while polishing a suit of heavy armor that you or a willing creature is wearing. If you do, attempt a DC 35 Crafting check with the following results. The armor then becomes temporarily immune to this ability until your next daily preparations. Critical Success Once in the next hour, the creature wearing the polished armor can use a reaction to shine majestically. This reaction is triggered when they would be affected by a spell or ability with the darkness trait. The creature attempts a counteract check against the triggering effect using your Crafting modifier. Additionally, the creature wearing the polished armor gains an additional reaction at the start of each of their turns that can be only used for this reaction. Success As critical success, but the creature wearing the polished armor doesn’t gain an additional reaction at the start of each of their turns.","category":"feat","pfs":"Limited","feat":["Preternatural Polish"],"rarity":"common","slug":"feat-7751"},{"primary_source_category":"Adventures","source":["Claws of the Tyrant"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7752","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Body Barrier Reaction Source Claws of the Tyrant pg. 112 Archetype Knight Vigilant Prerequisites Knight Vigilant Trigger You and at least one ally are in the area of an effect that requires a Reflex save. --- When your allies are in danger, you don’t hesitate to take the brunt of the blow for them. You grant all allies in the area standard cover against the triggering effect, and you gain weakness to all damage against the triggering effect equal to twice the number of allies that gain cover in this way.","feat":["Body Barrier"],"skill_mod":{},"summary":"When your allies are in danger, you don’t hesitate to take the brunt of the blow for them.","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"level":18,"prerequisite":"Knight Vigilant","source_category":["Adventures"],"trigger":"You and at least one ally are in the area of an effect that requires a Reflex save.","resistance":{},"url":"/Feats.aspx?ID=7752","archetype":["Knight Vigilant"],"name":"Body Barrier","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-7752"},{"skill_mod":{},"summary":"Though the city of Vigil itself has been destroyed, you will carry on its warrior spirit to the end of your days.","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"primary_source_category":"Adventures","level":18,"prerequisite":"No Stranger to Death","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7753","weakness":{},"archetype":["Lastwall Sentry"],"name":"Spirit of Vigil","trait":["Archetype"],"id":"feat-7753","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Spirit of Vigil Source Claws of the Tyrant pg. 112 Archetype Lastwall Sentry Prerequisites No Stranger to Death --- Though the city of Vigil itself has been destroyed, you will carry on its warrior spirit to the end of your days. The value of your dying condition at which you die increases by 1 (normally to dying 5, or dying 6 if you have Diehard), and the reduction to your maximum dying value from the doomed condition is 1 less severe (to a minimum of 0).","category":"feat","pfs":"Limited","feat":["Spirit of Vigil"],"rarity":"common","slug":"feat-7753"},{"skill_mod":{},"summary":"Your warrior spirit is infused with a potent vital essence that imbues your gear.","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"primary_source_category":"Adventures","level":18,"prerequisite":"Lastwall Sentry Dedication","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7754","weakness":{},"archetype":["Lastwall Sentry"],"name":"Uncanny Vitae","trait":["Archetype"],"id":"feat-7754","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Uncanny Vitae Source Claws of the Tyrant pg. 112 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- Your warrior spirit is infused with a potent vital essence that imbues your gear. Any shield you wield treats its Hardness as 5 higher against damage dealt by undead creatures.","category":"feat","pfs":"Limited","feat":["Uncanny Vitae"],"rarity":"common","slug":"feat-7754"},{"primary_source_category":"Adventures","source":["Claws of the Tyrant"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Stance"],"id":"feat-7755","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Limited\" > Cenotaph Stance Single Action Source Claws of the Tyrant pg. 113 Archetype Lastwall Sentry Prerequisites Lastwall Warden Requirements You’re wielding a shield. --- You take on a stance that marks your location as a place where none will fall. When you enter this stance and at the beginning of each of your turns while in Cenotaph Stance, you gain 10 temporary Hit Points that last until the start of your next turn. If you move or are forced to move, you automatically leave Cenotaph Stance. While in Cenotaph Stance, you’re treated as always having the required shield raised. In addition, you can use your Shield Block reaction when an ally within 15 feet of you takes physical damage, in addition to its normal trigger, thus preventing the ally from taking damage instead of you. Finally, you gain an additional reaction at the start of each of your turns that can be used only for Shield Block. Special If you can use Shield Block to reduce damage that isn’t physical damage (for instance, if you have the Bless Shield or Necromantic Bulwark feat), you can use your Shield Block reaction when an ally within 15 feet of you takes damage that you could prevent with Shield Block.","feat":["Cenotaph Stance"],"skill_mod":{},"summary":"You take on a stance that marks your location as a place where none will fall.","primary_source":"Claws of the Tyrant","trait_group":["Feat","Class-Specific"],"level":20,"prerequisite":"Lastwall Warden","source_category":["Adventures"],"requirement":"You’re wielding a shield .","resistance":{},"url":"/Feats.aspx?ID=7755","archetype":["Lastwall Sentry"],"name":"Cenotaph Stance","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-7755"},{"skill_mod":{},"summary":"Your ability to tell stories rivals those of the finest bards.","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"primary_source_category":"Adventures","level":12,"prerequisite":"Uzunjati Storytelling; master in a Recall Knowledge skill","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7756","weakness":{},"archetype":["Magaambyan Attendant"],"name":"Adept Storyteller","trait":["Archetype"],"id":"feat-7756","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Adept Storyteller Source Claws of the Tyrant pg. 113 Archetype Magaambyan Attendant Prerequisites Uzunjati Storytelling; master in a Recall Knowledge skill --- Your ability to tell stories rivals those of the finest bards. You can use your proficiency rank in any skill that can be used to Recall Knowledge to meet the requirements of skill feats that require a particular rank in Performance. You gain two Performance skill feats of 7th level or lower that you meet the prerequisites for.","category":"feat","pfs":"Limited","feat":["Adept Storyteller"],"rarity":"common","slug":"feat-7756"},{"primary_source_category":"Adventures","source":["Claws of the Tyrant"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype"],"id":"feat-7757","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Cautious Word Free Action Source Claws of the Tyrant pg. 113 Archetype Magaambyan Attendant Frequency once per round Prerequisites Uzunjati Storytelling; ability to cast shield Trigger An enemy hits you with a Strike. Requirements You’re currently unable to cast shield because you used Shield Block with it. --- You let your words defend you, just as your allies in the Vellumis Scholars defend through knowledge. You immediately cast shield and gain its bonus to AC even though you normally couldn’t cast it, and you become slowed 1 for 1 round.","feat":["Cautious Word"],"skill_mod":{},"summary":"You let your words defend you, just as your allies in the Vellumis Scholars defend through knowledge. ","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"level":12,"prerequisite":"Uzunjati Storytelling; ability to cast _shield_","source_category":["Adventures"],"requirement":"You’re currently unable to cast shield because you used Shield Block with it.","trigger":"An enemy hits you with a Strike .","resistance":{},"url":"/Feats.aspx?ID=7757","archetype":["Magaambyan Attendant"],"name":"Cautious Word","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"common","slug":"feat-7757"},{"primary_source_category":"Adventures","source":["Claws of the Tyrant"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["Archetype","Concentrate","Skill"],"id":"feat-7758","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Crusader's Masquerade Single Action Source Claws of the Tyrant pg. 13 Archetype Magaambyan Attendant Prerequisites Mask Familiar; Expert in Stealth Requirements You’re wearing your mask familiar in its mask form, and it has the skilled (Religion) familiar ability. --- Your mask can hide you from the undead. You become concealed to undead using vision or lifesense, allowing you to Hide and Sneak without other sources of cover or concealment. This effect lasts only as long as you continue to take no actions other than to Hide, Sneak, Recall Knowledge, Command an Animal to direct your mask familiar, or other surreptitious actions. The GM determines which actions end the effect, but attacking, casting spells, activating items, and the like always do.","feat":["Crusader's Masquerade"],"skill_mod":{},"summary":"Your mask can hide you from the undead . ","primary_source":"Claws of the Tyrant","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Mask Familiar; Expert in Stealth","source_category":["Adventures"],"requirement":"You’re wearing your mask familiar in its mask form, and it has the skilled (Religion) familiar ability.","resistance":{},"url":"/Feats.aspx?ID=7758","archetype":["Magaambyan Attendant"],"name":"Crusader's Masquerade","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-7758"},{"skill_mod":{},"summary":"The Gravelands are full of fallen spirits seeking to move on, and you consider it your obligation to assist in that regard.","primary_source":"Claws of the Tyrant","trait_group":["Feat","Rarity"],"access":"You’re a member of the Vellumis Scholars.","primary_source_category":"Adventures","level":16,"prerequisite":"Magaambyan Attendant Dedication","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7759","weakness":{},"archetype":["Magaambyan Attendant"],"name":"Faith in the Fallen","trait":["Archetype","Uncommon"],"id":"feat-7759","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Faith in the Fallen Source Claws of the Tyrant pg. 113 Archetype Magaambyan Attendant Prerequisites Magaambyan Attendant Dedication Access You’re a member of the Vellumis Scholars. --- The Gravelands are full of fallen spirits seeking to move on, and you consider it your obligation to assist in that regard. You gain the ability to store spirit wisps in your body, becoming a living spirit dwelling . Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. Additionally, you gain a spirit wisp when a haunt or incorporeal undead creature is destroyed within 30 feet of you. You gain the Spirit Sanctification action. Spirit Sanctification Single Action (concentrate, spellshape) Cost 1 spirit wisp; Effect You immediately purify a spirit, which grants you a protective blessing before it departs. If your next action is to cast a halcyon spell, you gain a +1 status bonus to saving throws as well as resistance to void damage equal to the rank of the halcyon spell. These effects last for 1 round. Every day before your daily preparations, any spirit wisps remaining within your spirit dwelling from the previous day are purified and can continue along the River of Souls.","category":"feat","pfs":"Limited","feat":["Faith in the Fallen"],"rarity":"uncommon","slug":"feat-7759"},{"skill_mod":{},"summary":"Your stories aren’t mere tales passed down from elder to youth or teacher to student.","primary_source":"Claws of the Tyrant","trait_group":["Feat"],"primary_source_category":"Adventures","level":18,"prerequisite":"Uzunjati Recollection; legendary in a Recall Knowledge Skill","source_category":["Adventures"],"source":["Claws of the Tyrant"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7760","weakness":{},"archetype":["Magaambyan Attendant"],"name":"I knew the Heroes","trait":["Archetype","Skill"],"id":"feat-7760","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > I knew the Heroes Source Claws of the Tyrant pg. 113 Archetype Magaambyan Attendant Prerequisites Uzunjati Recollection; legendary in a Recall Knowledge Skill --- Your stories aren’t mere tales passed down from elder to youth or teacher to student. They’re the lived experiences of those you’ve met, and they’re the stuff of legend. When you use Uzunjati Recollection, if you’re legendary in the skill you use to Recall Knowledge, you gain a +1 circumstance bonus to the Recall Knowledge check, and the circumstance bonus to Uzunjati Storytelling increases to +2.","category":"feat","pfs":"Limited","feat":["I knew the Heroes"],"rarity":"common","slug":"feat-7760"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["General","Uncommon"],"id":"feat-7761","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Bloodsense May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 83 Prerequisites master in Perception --- You’re extraordinarily sensitive to the presence of blood. You gain bloodsense as an imprecise sense with a range of 15 feet. This allows you to sense the presence of creatures, living or dead, that have blood (this includes most creatures that aren’t immune to bleed). You’re similarly able to detect the presence of fresh blood in volumes of one pint or more, so long as it’s no more than 24 hours old.","feat":["Bloodsense"],"skill_mod":{},"summary":"You’re extraordinarily sensitive to the presence of blood.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Feat","Rarity"],"level":7,"prerequisite":"master in Perception","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7761","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Bloodsense","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7761"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["General","Uncommon"],"id":"feat-7762","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Limited\" > Sanguine Tenacity May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 84 Prerequisites Constitution +4 --- Your blood carries permanent regenerative properties. The penalties from enfeebled and the penalties and lost HP from drained both affect you as if the condition values were 1 lower than they actually are. You also gain resistance 5 to persistent bleed damage and reduce the DC of checks to recover from persistent bleed damage to 11, or 6 if you have particularly effective assistance.","feat":["Sanguine Tenacity"],"skill_mod":{},"summary":"Your blood carries permanent regenerative properties.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Feat","Rarity"],"level":11,"prerequisite":"Constitution +4","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7762","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Sanguine Tenacity","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7762"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","skill":["Medicine","Medicine"],"trait":["General","Skill","Uncommon"],"id":"feat-7763","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Vasodilation May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 84 Prerequisites Trained in Medicine --- Using the power of your own blood, you encourage increased blood flow to nourish damaged tissue or stifle the flow to clot wounds or prevent the spread of poison and disease. You no longer require a healer’s toolkit to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds, though you take 1 damage each time you take one of these actions without the proper tools from the expenditure of your blood. You can’t reduce or prevent this damage. You gain a +1 item bonus when performing these actions using your blood, which increases to +2 if you’re a master in Medicine and +3 if you’re legendary.","feat":["Vasodilation"],"skill_mod":{},"summary":"Using the power of your own blood, you encourage increased blood flow to nourish damaged tissue.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Medicine","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7763","source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Vasodilation","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-7763"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["Archetype","Dedication","Rare"],"id":"feat-7764","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Sanguimancer Dedication May contain spoilers from Shades of Blood Source Pathfinder #213: Thirst for Blood pg. 84 Archetype Sanguimancer --- The life essence in your blood recovers naturally over time. You gain a special type of temporary Hit Points called sanguimancy Hit Points that follow the normal rules for temporary Hit Points with two exceptions: you can spend them to power some sanguimancy feats, and you can never have a greater number of sanguimancy Hit Points than double your level. After a full 8-hour rest, you gain sanguimancy HP equal to your level that last for 8 hours. If someone successfully restores HP to you with Treat Wounds, you also gain 1 sanguimancy HP for every 10 Hit Points recovered (minimum 1 sanguimancy HP). Special Sanguimancer feats have the trait matching your spellcaster tradition; if you don't have one, choose divine or occult when you select the Sanguimancer Dedication. Sanguimancer Dedication leads to... Blood Shield, Exsanguinate, Transfusion, Venipuncture","feat":["Sanguimancer Dedication"],"skill_mod":{},"summary":"You can draw and manipulate energy from blood. You store life energy in the form of special temporary Hit Points and spend it to manifest powerful effects.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Feat","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7764","archetype":["Sanguimancer"],"source_group":["Shades of Blood"],"spoilers":"Shades of Blood","name":"Sanguimancer Dedication","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-7764"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["Archetype"],"id":"feat-7765","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Blood Shield Single Action Source Pathfinder #213: Thirst for Blood pg. 84 Archetype Sanguimancer Cost 1 or more saguimancy Hit Points Prerequisites Sanguimancer Dedication --- You raise a defensive barrier of your own blood to protect you. You gain a +1 circumstance bonus to AC until the start of your next turn, increasing to a +2 bonus if you spend 10 or more sanguimancy Hit Points. While this bonus is in effect, you can use the Shield Block reaction with your blood shield. The blood shield has Hardness equal to four times the number of sanguimancy Hit Points you spent. After you use Shield Block, the blood shield dissipates, ending the circumstance bonus to AC early.","feat":["Blood Shield"],"skill_mod":{},"summary":"You raise a barrier of your own blood to protect you.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Feat"],"cost":"1 or more saguimancy Hit Points","level":4,"prerequisite":"Sanguimancer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7765","archetype":["Sanguimancer"],"source_group":["Shades of Blood"],"name":"Blood Shield","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-7765"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["Archetype"],"id":"feat-7766","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Exsanguinate Single Action Source Pathfinder #213: Thirst for Blood pg. 84 Archetype Sanguimancer Prerequisites Sanguimancer Dedication Requirements On your last action, you dealt damage to a creature that isn’t immune to bleed damage and is within 10 feet. The damage must have come from a piercing or slashing Strike. You must have succeeded at your attack roll, or the creature must have failed its saving throw, as applicable. --- After one of your attacks, you direct your foe’s blood to spray upon you, infusing you with life energy. You gain a number of sanguimancy HP equal to half your level that last only until the end of your next turn. Exsanguinate works only against active foes who are able to act and aren’t restrained.","feat":["Exsanguinate"],"skill_mod":{},"summary":"After one of your attacks, you direct your foe’s blood to spray upon you, infusing you with life energy.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Feat"],"level":6,"prerequisite":"Sanguimancer Dedication","source_category":["Adventure Paths"],"requirement":"On your last action, you dealt damage to a creature that isn’t immune to bleed damage and is within 10 feet. The damage must have come from a piercing or slashing Strike . You must have succeeded at your attack roll, or the creature must have failed its saving throw, as applicable.","resistance":{},"url":"/Feats.aspx?ID=7766","archetype":["Sanguimancer"],"source_group":["Shades of Blood"],"name":"Exsanguinate","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-7766"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["Archetype","Concentrate","Manipulate"],"id":"feat-7767","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Transfusion Two Actions Source Pathfinder #213: Thirst for Blood pg. 84 Archetype Sanguimancer Cost 5 or more sanguimancy Hit Points Prerequisites Sanguimancer Dedication --- You bring forth the regenerative properties of blood on behalf of an ally or yourself. You touch a willing creature and grant them fast healing 1 for 5 rounds. You can spend an additional 5 sanguimancy Hit Points to increase the fast healing by 1, to a maximum of 8.","feat":["Transfusion"],"skill_mod":{},"summary":"You bring forth the regenerative properties of blood on behalf of an ally or yourself.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Feat","Mechanics"],"cost":"5 or more sanguimancy Hit Points","level":8,"prerequisite":"Sanguimancer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7767","archetype":["Sanguimancer"],"source_group":["Shades of Blood"],"name":"Transfusion","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-7767"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #213: Thirst for Blood"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Shades of Blood","trait":["Archetype","Concentrate"],"id":"feat-7768","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Venipuncture Two Actions Source Pathfinder #213: Thirst for Blood pg. 84 Archetype Sanguimancer Cost all your remaining sanguimancy Hit Points (minimum 3) Prerequisites Sanguimancer Dedication --- A shell made up of hundreds of razor-thin needles of blood forms around you before exploding outward, lacerating foes in a 30-foot emanation. The needles deal piercing damage equal to double the number of sanguimancy Hit Points you spent, to a maximum of 80 damage. Creatures caught in the blast must attempt a basic Reflex save. The DC for this save is your class DC or spell DC, whichever is higher.","feat":["Venipuncture"],"skill_mod":{},"summary":"A shell made up of hundreds of razor-thin needles of blood forms around you before exploding outward.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Feat","Mechanics"],"cost":"all your remaining sanguimancy Hit Points (minimum 3)","level":10,"prerequisite":"Sanguimancer Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=7768","archetype":["Sanguimancer"],"source_group":["Shades of Blood"],"name":"Venipuncture","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-7768"},{"skill_mod":{},"summary":"Your forebears had a deep understanding of the natural world around them, and you’ve learned some of their knowledge and techniques.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7769","weakness":{},"name":"Caretaker's Intuition","trait":["Jotunborn"],"id":"feat-7769","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Caretaker's Intuition Source Battlecry! pg. 13 --- Your forebears had a deep understanding of the natural world around them, and you’ve learned some of their knowledge and techniques. You are trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. Additionally, while outdoors, you can spend 10 minutes to read the sky and determine upcoming weather. You get a general impression of weather up to 8 hours in advance. You can use this to determine that clear skies or a rainstorm are ahead, but you can’t determine specifics like wind speeds and direction, or that a tornado would be occurring later.","category":"feat","pfs":"Standard","feat":["Caretaker's Intuition"],"rarity":"common","slug":"feat-7769"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Jotunborn"],"id":"feat-7770","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Caretaker's Restoration Free Action Source Battlecry! pg. 13 Frequency once per day Trigger An item you’re holding, wearing, or wielding becomes broken but not destroyed. --- The stewarding abilities of your forebears allows you to repair objects important to you. The triggering item is restored to a number of Hit Points that is 1 higher than its Broken Threshold. For example, a steel shield with a Broken Threshold of 10 is restored to 11 Hit Points. Caretaker's Restoration leads to... Jotun's Restoration","feat":["Caretaker's Restoration"],"skill_mod":{},"summary":"The stewarding abilities of your forebears allows you to repair objects important to you.","primary_source":"Battlecry!","trait_group":["Ancestry"],"level":1,"source_category":["Rulebooks"],"trigger":"An item you’re holding, wearing, or wielding becomes broken but not destroyed .","resistance":{},"url":"/Feats.aspx?ID=7770","name":"Caretaker's Restoration","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7770"},{"skill_mod":{},"summary":"Your vision has adapted to the darkness between planes.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7771","weakness":{},"name":"Jotun's Eyes","trait":["Jotunborn"],"id":"feat-7771","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Jotun's Eyes Source Battlecry! pg. 13 Prerequisites low-light vision --- Your vision has adapted to the darkness between planes. You gain darkvision.","category":"feat","pfs":"Standard","feat":["Jotun's Eyes"],"rarity":"common","slug":"feat-7771"},{"skill_mod":{},"summary":"Wrestling is a common pastime for jotunborn, and you’ve done your fair share.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7772","weakness":{},"name":"Jotunborn Grappler","trait":["Jotunborn"],"id":"feat-7772","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Jotunborn Grappler Source Battlecry! pg. 13 --- Wrestling is a common pastime for jotunborn, and you’ve done your fair share. You are trained in Athletics. If you would automatically become trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Titan Wrestler skill feat.","category":"feat","pfs":"Standard","feat":["Jotunborn Grappler"],"rarity":"common","slug":"feat-7772"},{"skill_mod":{},"summary":"You were taught the history of your people’s planar travels as well as the skills necessary to thrive in sub-planar environments.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7773","weakness":{},"name":"Jotunborn Lore","trait":["Jotunborn"],"id":"feat-7773","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Jotunborn Lore Source Battlecry! pg. 13 --- You were taught the history of your people’s planar travels as well as the skills necessary to thrive in sub-planar environments. You become trained in Occultism and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Jotunborn Lore. Special If you have the sage jotunborn heritage, you gain the Additional Lore feat a second time for a lore of your choice.","category":"feat","pfs":"Standard","feat":["Jotunborn Lore"],"rarity":"common","slug":"feat-7773"},{"skill_mod":{},"summary":"You gain access to all uncommon weapons with the jotunborn trait.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7774","weakness":{},"name":"Jotunborn Weapon Familiarity","trait":["Jotunborn"],"id":"feat-7774","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Jotunborn Weapon Familiarity Source Battlecry! pg. 13 --- You gain access to all uncommon weapons with the jotunborn trait. You have familiarity with weapons with the jotunborn trait plus the bola, greataxe, halberd, maul, longspear, and war flail—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.","category":"feat","pfs":"Standard","feat":["Jotunborn Weapon Familiarity"],"rarity":"common","slug":"feat-7774"},{"skill_mod":{},"summary":"You move with magical swiftness, treading between planar boundaries to shorten your journey.","primary_source":"Battlecry!","trait_group":["Ancestry","Tradition","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7775","frequency":"once per day","weakness":{},"name":"Plane-Stepping Dash","trait":["Jotunborn","Occult","Teleportation"],"actions_number":2,"id":"feat-7775","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Plane-Stepping Dash Single Action Source Battlecry! pg. 13 Frequency once per day --- You move with magical swiftness, treading between planar boundaries to shorten your journey. Stride once; this Stride does not trigger reactions normally triggered by movement. Once this Stride is complete, you gain a +5-foot status bonus to your Speed until the start of your next turn. Plane-Stepping Dash leads to... Plane Hop","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Plane-Stepping Dash"],"rarity":"common","slug":"feat-7775"},{"skill_mod":{},"summary":"You can call upon the ancient powers bestowed on you by the gods to create any tools you might need at a moment’s notice.","primary_source":"Battlecry!","trait_group":["Mechanics","Ancestry","Tradition"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7776","frequency":"once per day","weakness":{},"name":"Call the First Tools","trait":["Concentrate","Jotunborn","Manipulate","Occult"],"actions_number":6,"id":"feat-7776","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Call the First Tools Three Actions Source Battlecry! pg. 13 Frequency once per day --- You can call upon the ancient powers bestowed on you by the gods to create any tools you might need at a moment’s notice. You conjure forth a simple tool, such as a shovel or hammer, into your hands. This tool remains conjured until your next daily preparations so long as it’s on your person. If the tool leaves your possession for more than 1 minute, it falls apart into a pile of silk that then dissolves into nothingness. At 9th level, you can use this ability once per hour instead of once per day. When using it in this way, you can maintain only one tool at a time; any previous tool you conjured dissolves into nothingness.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Call the First Tools"],"rarity":"common","slug":"feat-7776"},{"skill_mod":{},"summary":"You emulate the battle stance of your forebears, allowing you to use mighty weapons to attack distant foes.","primary_source":"Battlecry!","trait_group":["Ancestry","Class-Specific"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7777","weakness":{},"name":"Jotun's Battle Stance","trait":["Jotunborn","Stance"],"actions_number":2,"id":"feat-7777","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Jotun's Battle Stance Single Action Source Battlecry! pg. 13 --- You emulate the battle stance of your forebears, allowing you to use mighty weapons to attack distant foes. While in this stance, when you wield a melee weapon that requires two hands and doesn’t have reach, the weapon gains a reach of 10 feet. Jotun's Battle Stance leads to... Jotun's Heart","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Jotun's Battle Stance"],"rarity":"common","slug":"feat-7777"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Jotunborn"],"id":"feat-7778","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Jotun's Grasp Single Action Source Battlecry! pg. 14 Prerequisites Expert in Athletics --- You’ve mastered a technique that allows you to close the gap on foes and wrestle them into submission. You Step and attempt an Athletics check to Grapple a creature.","feat":["Jotun's Grasp"],"skill_mod":{},"summary":"You’ve mastered a technique that allows you to close the gap on foes and wrestle them into submission.","primary_source":"Battlecry!","trait_group":["Ancestry"],"level":5,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7778","name":"Jotun's Grasp","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7778"},{"skill_mod":{},"summary":"Your body has adapted to the variety of harsh climes that you encounter in your travels.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7779","weakness":{},"name":"Planar Resilience","trait":["Jotunborn"],"id":"feat-7779","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Planar Resilience Source Battlecry! pg. 14 --- Your body has adapted to the variety of harsh climes that you encounter in your travels. You treat temperature-based environmental effects as if they were one step less extreme (incredible cold or heat becomes extreme, extreme cold or heat becomes severe, and so on). Additionally, the planar energies that move through you allow you to further adapt your body with some concentration and effort. During your daily preparations, choose either cold or fire. You gain resistance to that damage equal to half your level (minimum 1).","category":"feat","pfs":"Standard","feat":["Planar Resilience"],"rarity":"common","slug":"feat-7779"},{"skill_mod":{},"summary":"You use the momentum of your massive fists to launch yourself through the air.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Warrior Jotunborn heritage","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7780","weakness":{},"name":"Pounding Leap","trait":["Jotunborn"],"actions_number":4,"id":"feat-7780","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Pounding Leap Two Actions Source Battlecry! pg. 14 PFS Note For the purpose of the Pounding Leap jotunborn feat, the AC of an unoccupied surface is 10. Prerequisites Warrior Jotunborn heritage --- You use the momentum of your massive fists to launch yourself through the air. Strike with your fist unarmed attack and then attempt a High Jump or Long Jump; you count as having a running start and do not need to Stride before this activity to avoid failure. You can attempt this Strike against an unattended object or unoccupied flat surface, and you gain a +2 circumstance bonus to your Athletics check to High Jump or Long Jump when you do so.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Pounding Leap"],"rarity":"common","slug":"feat-7780"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Concentrate","Earth","Jotunborn","Manipulate","Occult"],"id":"feat-7781","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Build the First Walls Three Actions Source Battlecry! pg. 14 Frequency once per day --- The powers of creation that run through you allow you to conjure a temporary wall. You create a wall of dirt with the effects of wall of stone with the following exceptions. The wall can be up to 60 feet long and 10 feet high and must stand vertically, preventing you from building other structures with it. Each 10-foot-by- 10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. The wall remains for 1 hour or until Dismissed.","feat":["Build the First Walls"],"element":["Earth"],"skill_mod":{},"summary":"The powers of creation that run through you allow you to conjure a temporary wall.","primary_source":"Battlecry!","trait_group":["Mechanics","Elemental","Planar","Monster","Ancestry","Tradition"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7781","name":"Build the First Walls","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7781"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Jotunborn"],"id":"feat-7782","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Iivlar's Deflection Reaction Source Battlecry! pg. 14 Prerequisites Keeper Jotunborn heritage Trigger You are struck by a critical hit that deals physical damage. --- You’re able to use the silk woven into your skin to deflect attacks, reducing the deadliness of grievous blows. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.","feat":["Iivlar's Deflection"],"skill_mod":{},"summary":"You’re able to use the silk woven into your skin to deflect attacks, reducing the deadliness of grievous blows.","primary_source":"Battlecry!","trait_group":["Ancestry"],"level":9,"prerequisite":"Keeper Jotunborn heritage","source_category":["Rulebooks"],"trigger":"You are struck by a critical hit that deals physical damage.","resistance":{},"url":"/Feats.aspx?ID=7782","name":"Iivlar's Deflection","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7782"},{"skill_mod":{},"summary":"Your giant might allows you to pick up your allies and hurl them across the battlefield.","primary_source":"Battlecry!","trait_group":["Ancestry","Mechanics"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"requirement":"You have at least one hand free and are adjacent to an ally.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7783","weakness":{},"name":"Jotun's Boost","trait":["Jotunborn","Manipulate"],"actions_number":4,"id":"feat-7783","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Jotun's Boost Two Actions Source Battlecry! pg. 14 Requirements You have at least one hand free and are adjacent to an ally. --- Your giant might allows you to pick up your allies and hurl them across the battlefield. Pick up an adjacent willing ally who is smaller than you and toss them to an unoccupied space you can see within 25 feet; if you have two hands free, you can instead toss them into a space within 30 feet. Your ally’s movement doesn’t trigger reactions. Your ally ends this movement on their feet and doesn’t take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee Strike against an enemy within their reach as a reaction.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Jotun's Boost"],"rarity":"common","slug":"feat-7783"},{"skill_mod":{},"summary":"You temporarily move just beyond the threshold of the current plane, granting you concealment until the end of your next turn.","primary_source":"Battlecry!","trait_group":["Mechanics","Ancestry","Tradition"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7784","weakness":{},"name":"Plane Step","trait":["Concentrate","Jotunborn","Move","Occult","Teleportation"],"actions_number":4,"id":"feat-7784","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Plane Step Two Actions Source Battlecry! pg. 14 --- You temporarily move just beyond the threshold of the current plane, granting you concealment until the end of your next turn. You remain clearly visible while stepping outside of a plane in this way and you can’t use this concealment to Hide or Sneak.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Plane Step"],"rarity":"common","slug":"feat-7784"},{"skill_mod":{},"summary":"You can bend the boundary between planes with the natural skill of an iivlar.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7785","weakness":{},"name":"Iivlar's Boundary Break","trait":["Jotunborn"],"id":"feat-7785","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Iivlar's Boundary Break Source Battlecry! pg. 14 --- You can bend the boundary between planes with the natural skill of an iivlar. You can cast flicker as a 4th-rank occult innate spell once per day. When you Sustain the spell, increase the distance you teleport to 15 feet.","category":"feat","pfs":"Standard","feat":["Iivlar's Boundary Break"],"rarity":"common","slug":"feat-7785"},{"skill_mod":{},"summary":"You’ve mastered how to tap into your restorative powers at a higher frequency.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Caretaker's Restoration","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7786","weakness":{},"name":"Jotun's Restoration","trait":["Jotunborn"],"id":"feat-7786","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Jotun's Restoration Source Battlecry! pg. 15 Prerequisites Caretaker's Restoration --- You’ve mastered how to tap into your restorative powers at a higher frequency. You can use Caretaker’s Restoration once per hour instead of once per day.","category":"feat","pfs":"Standard","feat":["Jotun's Restoration"],"rarity":"common","slug":"feat-7786"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Jotunborn","Teleportation"],"id":"feat-7787","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Plane Hop Two Actions Source Battlecry! pg. 15 Frequency once per 10 minutes Prerequisites Plane-Stepping Dash --- The spaces between planes are obvious to you, and you can use them to move in unexpected ways. You instantly teleport to any point you could reach with your Speed. Plane Hop leads to... Planar Traveler","feat":["Plane Hop"],"skill_mod":{},"summary":"The spaces between planes are obvious to you, and you can use them to move in unexpected ways.","primary_source":"Battlecry!","trait_group":["Ancestry","Mechanics"],"level":13,"prerequisite":"Plane-Stepping Dash","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7787","name":"Plane Hop","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7787"},{"skill_mod":{},"summary":"You stomp and unleash a wave of the magic of creation in a 30-foot emanation that transforms non-magical difficult terrain and greater difficult terrain into normal terrain.","primary_source":"Battlecry!","trait_group":["Ancestry","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7788","weakness":{},"name":"Smoothing Stomp","trait":["Jotunborn","Manipulate","Occult"],"actions_number":4,"id":"feat-7788","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Smoothing Stomp Two Actions Source Battlecry! pg. 15 --- You stomp and unleash a wave of the magic of creation in a 30-foot emanation that transforms non-magical difficult terrain and greater difficult terrain into normal terrain. This terrain transformation remains in place for 1 minute, after which the terrain returns to its original state. Your stomp can also counteract magical difficult terrain and magical greater difficult terrain. Your stomp’s counteract rank equals half your level (rounded up), and for the roll, use either your class DC – 10 or your spellcasting attribute modifier plus your spellcasting proficiency bonus. If you successfully counteract the triggering effect, you suppress the effect for 1 minute, after which the effect returns if its duration hasn’t expired.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Smoothing Stomp"],"rarity":"common","slug":"feat-7788"},{"skill_mod":{},"summary":"You have unlocked the power of a true giant within you.","primary_source":"Battlecry!","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Jotun's Battle Stance","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7789","weakness":{},"name":"Jotun's Heart","trait":["Jotunborn"],"id":"feat-7789","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Jotun's Heart Source Battlecry! pg. 15 Prerequisites Jotun's Battle Stance --- You have unlocked the power of a true giant within you. Your size becomes Huge. You have a 10-foot reach. Your maximum Hit Points increase by your level. Special When you enter Jotun’s Battle Stance, instead of its previous effects, it now increases the reach of any weapon you are wielding, or your fist unarmed attack, by 5 feet.","category":"feat","pfs":"Standard","feat":["Jotun's Heart"],"rarity":"common","slug":"feat-7789"},{"skill_mod":{},"summary":"You’ve learned to fully move across planes, beginning with the Ethereal Plane .","primary_source":"Battlecry!","trait_group":["Ancestry","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7790","weakness":{},"name":"Jotun's Transposition","trait":["Jotunborn","Uncommon"],"id":"feat-7790","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Jotun's Transposition Source Battlecry! pg. 15 --- You’ve learned to fully move across planes, beginning with the Ethereal Plane. You can cast interplanar teleport twice per week as an occult innate spell that can target only yourself. Your body serves as the locus for the spell and allows you to travel between the Ethereal Plane, the Universe, or the space between the planes known as the Fray without needing a planar key. You can use these castings to travel to other planes if you have the appropriate planar keys, as normal.","category":"feat","pfs":"Standard","feat":["Jotun's Transposition"],"rarity":"uncommon","slug":"feat-7790"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Jotunborn"],"id":"feat-7791","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Planar Traveler Free Action Source Battlecry! pg. 15 Frequency once per hour Prerequisites Plane Hop Trigger Your turn begins. --- You concentrate on the spaces between planes, allowing you to enhance your movement for a short period. Your Strides become augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Speed instead of traversing normally to the location. While augmented, your Strides gain the teleportation trait. Your augmented Strides don’t trigger reactions that can be triggered by move actions or upon leaving or entering a square, unless those reactions are specifically triggered by teleportation.","feat":["Planar Traveler"],"skill_mod":{},"summary":"You concentrate on the spaces between planes, allowing you to enhance your movement for a short period.","primary_source":"Battlecry!","trait_group":["Ancestry"],"level":17,"prerequisite":"Plane Hop","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=7791","name":"Planar Traveler","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7791"},{"skill_mod":{},"summary":"You've trained for grueling marches in full battle kit.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7792","weakness":{},"name":"Armor Regiment Training","trait":["Commander"],"id":"feat-7792","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Armor Regiment Training Source Battlecry! pg. 30 --- You've trained for grueling marches in full battle kit. You treat heavy armor as being 1 Bulk lighter than it actually is, and you can rest normally while wearing armor of any type. In exploration mode, you and your allies use your normal Speeds without including your armors' Speed penalties to determine your travel Speed.","category":"feat","pfs":"Standard","feat":["Armor Regiment Training"],"rarity":"common","slug":"feat-7792"},{"skill_mod":{},"summary":"You gain the service of a young animal companion. You can affix your banner to your companion.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7793","weakness":{},"name":"Commander's Companion","trait":["Commander"],"id":"feat-7793","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Commander's Companion Source Battlecry! pg. 30 --- You gain the service of a young animal companion. You can affix your banner to your companion's saddle, barding, or a simple harness, determining the effects of your commander's banner and other abilities that use your banner from your companion's space, even if you are not currently riding your companion. A companion granted by this feat always counts as one of your squadmates and does not count against your maximum number of squadmates. Special When you use Command an Animal to command the companion granted by this feat, it gains a reaction it can only use in response to your tactics. This reaction is lost if it is not used by the end of your turn. Commander's Companion leads to... Battle-Tested Companion","category":"feat","pfs":"Standard","feat":["Commander's Companion"],"rarity":"common","slug":"feat-7793"},{"skill_mod":{},"summary":"Your training has taught you that the art of war is the art of deception.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You can prepare at least three tactics.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7794","weakness":{},"name":"Deceptive Tactics","trait":["Commander"],"id":"feat-7794","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deceptive Tactics Source Battlecry! pg. 30 Requirements You can prepare at least three tactics. --- Your training has taught you that the art of war is the art of deception. You can use your Warfare Lore modifier in place of your Deception modifier for Deception checks to Create a Diversion or Feint, and can use your proficiency rank in Warfare Lore instead of your proficiency rank in Deception to meet the prerequisites of feats that modify the Create a Diversion or Feint actions (such as Lengthy Diversion). You gain the Lengthy Diversion feat. Deceptive Tactics leads to... Confusing Commands","category":"feat","pfs":"Standard","feat":["Deceptive Tactics"],"rarity":"common","slug":"feat-7794"},{"skill_mod":{},"summary":"You received formal training in battlefield triage and wound treatment.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You can prepare at least three tactics.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7795","weakness":{},"name":"Officer's Medical Training","trait":["Commander"],"id":"feat-7795","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Officer's Medical Training Source Battlecry! pg. 30 Requirements You can prepare at least three tactics. --- You received formal training in battlefield triage and wound treatment. You are trained in Medicine and can use your Intelligence modifier in place of your Wisdom modifier for Medicine checks. If you are already trained in Medicine, you instead become trained in another skill of your choosing. You gain the Battle Medicine feat. Officer's Medical Training leads to... Desperate Resuscitation, Shielded Recovery","category":"feat","pfs":"Standard","feat":["Officer's Medical Training"],"rarity":"common","slug":"feat-7795"},{"skill_mod":{},"summary":"You plant your banner to inspire your allies to hold the line.","primary_source":"Battlecry!","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7796","weakness":{},"name":"Plant Banner","trait":["Commander","Manipulate"],"actions_number":2,"id":"feat-7796","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Plant Banner Single Action Source Battlecry! pg. 30 --- You plant your banner to inspire your allies to hold the line. Plant your banner in a corner of your square. Each ally within a 30-foot burst centered on your banner immediately gains 4 temporary Hit Points, plus an additional 4 temporary Hit Points at 4th level and every 4 levels thereafter. These temporary Hit Points last for 1 round; each time an ally starts their turn within the burst, their temporary Hit Points are renewed for another round. While your banner is planted, you must signal your tactics abilities using only auditory signals. If your banner is attached to a weapon, you cannot wield that weapon while your banner is planted. While your banner is planted, any effects that normally happen in an emanation around your banner instead happen in a burst that is 10 feet larger (so a 30-foot emanation becomes a 40-foot burst). The weapon or pole your banner is attached to gains an amount of additional Hardness equal to your level + your Intelligence modifier. You can use this action again while adjacent to your banner to retrieve it. An enemy adjacent to the square you planted your banner in can remove your banner as an Interact action, ending this effect and preventing you and your allies from gaining any of your banner's other benefits until you have successfully retrieved it. Plant Banner leads to... Claim the Field","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Plant Banner"],"rarity":"common","slug":"feat-7796"},{"skill_mod":{},"summary":"Your constant training and strong bond with your allies allow you to change tactics on the fly.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You roll initiative.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7797","weakness":{},"name":"Adaptive Stratagem","trait":["Commander"],"actions_number":0,"id":"feat-7797","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Adaptive Stratagem Free Action Source Battlecry! pg. 30 Trigger You roll initiative. --- Your constant training and strong bond with your allies allow you to change tactics on the fly. Replace one of your prepared expert, mobility, or offensive tactics with another tactic in your folio. Adaptive Stratagem leads to... Contact with the Enemy","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Adaptive Stratagem"],"rarity":"common","slug":"feat-7797"},{"skill_mod":{},"summary":"You and your allies work together selflessly to protect each other from harm.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You or an adjacent willing ally are the target of an attack.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7798","weakness":{},"name":"Defensive Swap","trait":["Commander"],"actions_number":1,"id":"feat-7798","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Defensive Swap Reaction Source Battlecry! pg. 30 PFS Note This feat can be used by prone PCs, but not PCs who are grappled, immobilized, or otherwise unable to move of their own volition. Trigger You or an adjacent willing ally are the target of an attack. --- You and your allies work together selflessly to protect each other from harm. You and the required ally immediately swap positions with each other, and whichever of you was not the target of the triggering attack becomes the target instead.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Defensive Swap"],"rarity":"common","slug":"feat-7798"},{"skill_mod":{},"summary":"Your ranged attack helps guide your allies into striking your enemy's weak point.","primary_source":"Battlecry!","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7799","weakness":{},"name":"Guiding Shot","trait":["Commander","Flourish"],"actions_number":2,"id":"feat-7799","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Guiding Shot Single Action Source Battlecry! pg. 30 Requirements You are wielding a ranged weapon. --- Your ranged attack helps guide your allies into striking your enemy's weak point. Attempt a Strike with the required weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit. Guiding Shot leads to... Fortunate Blow, Targeting Strike","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Guiding Shot"],"rarity":"common","slug":"feat-7799"},{"skill_mod":{},"summary":"You quickly evaluate your enemies.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You roll initiative.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7800","weakness":{},"name":"Rapid Assessment","trait":["Commander"],"actions_number":0,"id":"feat-7800","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rapid Assessment Free Action Source Battlecry! pg. 31 Trigger You roll initiative. --- You quickly evaluate your enemies. Attempt a check to Recall Knowledge against one creature you are observing. Rapid Assessment leads to... Unrivaled Analysis","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Rapid Assessment"],"rarity":"common","slug":"feat-7800"},{"skill_mod":{},"summary":"Your attack makes it difficult for your enemy to defend themselves against your allies' attacks.","primary_source":"Battlecry!","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7801","weakness":{},"name":"Set-up Strike","trait":["Commander","Flourish"],"actions_number":2,"id":"feat-7801","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Set-up Strike Single Action Source Battlecry! pg. 31 --- Your attack makes it difficult for your enemy to defend themselves against your allies' attacks. Attempt a Strike against an enemy. If the Strike is successful, the target is off guard against the next attack that one of your allies attempts against it before the start of your next turn. Set-up Strike leads to... Fortunate Blow, Targeting Strike","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Set-up Strike"],"rarity":"common","slug":"feat-7801"},{"skill_mod":{},"summary":"Your folio is filled with tactics and techniques you’ve devised based on study and experience.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7802","weakness":{},"name":"Tactical Expansion","trait":["Commander"],"id":"feat-7802","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Tactical Expansion Source Battlecry! pg. 31 --- Your folio is filled with tactics and techniques you’ve devised based on study and experience. Add two additional tactics you qualify for to your folio. Special You can take this feat multiple times, adding two new tactics to your folio each time.","category":"feat","pfs":"Standard","feat":["Tactical Expansion"],"rarity":"common","slug":"feat-7802"},{"skill_mod":{},"summary":"You spin your banner in an elaborate pattern that your enemies find inscrutable.","primary_source":"Battlecry!","trait_group":["Class-Specific","Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7803","weakness":{},"name":"Banner Twirl","trait":["Brandish","Commander","Manipulate"],"actions_number":2,"id":"feat-7803","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Banner Twirl Single Action Source Battlecry! pg. 31 --- You spin your banner in an elaborate pattern that your enemies find inscrutable. You and any ally adjacent to you have concealment from ranged attacks until the start of your next turn","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Banner Twirl"],"rarity":"common","slug":"feat-7803"},{"skill_mod":{},"summary":"You wave your banner, inspiring allies to throw off the shackles of fear.","primary_source":"Battlecry!","trait_group":["Class-Specific","Class","Mechanics","Sense"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7804","weakness":{},"name":"Banner's Inspiration","trait":["Brandish","Commander","Emotion","Flourish","Mental","Visual"],"actions_number":2,"id":"feat-7804","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Banner's Inspiration Single Action Source Battlecry! pg. 31 PFS Note Banner’s Inspiration allows a new saving throw, so anything that happens on a failed save still occurs if a PC fails. --- You wave your banner, inspiring allies to throw off the shackles of fear. Each ally currently benefiting from your commander's banner reduces their frightened condition by 1 and can immediately attempt a new saving throw against any one mental effect currently affecting them. Regardless of the result, any ally that attempts this save is temporarily immune to Banner's Inspiration for 10 minutes.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Banner's Inspiration"],"rarity":"common","slug":"feat-7804"},{"skill_mod":{},"summary":"You are able to rapidly discern relevant details about your opponents in the heat of combat.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Combat Assessment","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7805","weakness":{},"name":"Observational Analysis","trait":["Commander"],"id":"feat-7805","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Observational Analysis Source Battlecry! pg. 31 Prerequisites Combat Assessment --- You are able to rapidly discern relevant details about your opponents in the heat of combat. When you use Combat Assessment against a target that you or an ally has targeted with a Strike or spell since the start of your last turn, you get a +2 circumstance bonus to the Recall Knowledge check (+4 if the Strike from Combat Assessment is a critical hit.)","category":"feat","pfs":"Standard","feat":["Observational Analysis"],"rarity":"common","slug":"feat-7805"},{"skill_mod":{},"summary":"You can bandage wounds with the same hand you use to hold your shield.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Officer's Medical Training","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7806","weakness":{},"name":"Shielded Recovery","trait":["Commander"],"id":"feat-7806","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shielded Recovery Source Battlecry! pg. 31 Prerequisites Officer's Medical Training --- You can bandage wounds with the same hand you use to hold your shield. You can use the same hand you are using to wield a shield to Treat Wounds or use Battle Medicine, and you are considered to have a hand free for other uses of Medicine as long as the only thing you are holding or wielding in that hand is a shield. When you use Battle Medicine on an ally while wielding a shield, they gain a +1 circumstance bonus to AC and Reflex saves that lasts until the start of your next turn or until they are no longer adjacent to you, whichever comes first.","category":"feat","pfs":"Standard","feat":["Shielded Recovery"],"rarity":"common","slug":"feat-7806"},{"skill_mod":{},"summary":"Your attack makes your opponent more susceptible to follow-up maneuvers from your allies.","primary_source":"Battlecry!","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7807","weakness":{},"name":"Unsteadying Strike","trait":["Commander","Flourish"],"actions_number":2,"id":"feat-7807","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Unsteadying Strike Single Action Source Battlecry! pg. 31 --- Your attack makes your opponent more susceptible to follow-up maneuvers from your allies. Make a melee Strike against an enemy within your reach. If the Strike is successful, the enemy takes a –2 circumstance penalty to their Fortitude DC to resist being Grappled, Repositioned, or Shoved and a –2 circumstance penalty to their Reflex DC to resist being Disarmed. Both penalties last until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Unsteadying Strike"],"rarity":"common","slug":"feat-7807"},{"skill_mod":{},"summary":"Your companion is a tried and tested ally of unshakable reliability.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Commander's Companion","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7808","weakness":{},"name":"Battle-Tested Companion","trait":["Commander"],"id":"feat-7808","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Battle-Tested Companion Source Battlecry! pg. 31 Prerequisites Commander's Companion --- Your companion is a tried and tested ally of unshakable reliability. The companion you gained with Commander's Companion is now a mature animal companion. While your banner is affixed to this companion, the banner's aura is 10 feet greater than it normally is (typically this means the banner's 30-foot aura becomes a 40-foot aura). Battle-Tested Companion leads to... Battle-Hardened Companion","category":"feat","pfs":"Standard","feat":["Battle-Tested Companion"],"rarity":"common","slug":"feat-7808"},{"skill_mod":{},"summary":"You hurl your banner forward with precision, claiming the battlefield for yourself and your allies.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Plant Banner","source_category":["Rulebooks"],"requirement":"Your banner is attached to a thrown weapon.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7809","weakness":{},"name":"Claim the Field","trait":["Commander"],"id":"feat-7809","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Claim the Field Source Battlecry! pg. 31 Prerequisites Plant Banner Requirements Your banner is attached to a thrown weapon. --- You hurl your banner forward with precision, claiming the battlefield for yourself and your allies. You Plant the Banner, but you can place it at any corner within the required weapon's first range increment, rather than the corner of your square. The calculated confidence of this brash maneuver unnerves your enemies; any enemy who attempts to damage or remove your banner while it is planted in this way must succeed at a Will save against your class DC or the attempt fails. On a critical failure, the enemy is fleeing for 1 round. This is an incapacitation and mental effect.","category":"feat","pfs":"Standard","feat":["Claim the Field"],"rarity":"common","slug":"feat-7809"},{"skill_mod":{},"summary":"You’ve developed techniques for drilling your allies on multiple tactics in a succinct and efficient manner.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7810","weakness":{},"name":"Efficient Preparation","trait":["Commander"],"id":"feat-7810","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Efficient Preparation Source Battlecry! pg. 31 --- You’ve developed techniques for drilling your allies on multiple tactics in a succinct and efficient manner. Increase the number of tactics you can have prepared by 1.","category":"feat","pfs":"Standard","feat":["Efficient Preparation"],"rarity":"common","slug":"feat-7810"},{"skill_mod":{},"summary":"You vigorously wave your banner to remind yourself and your allies that you can and must endure.","primary_source":"Battlecry!","trait_group":["Class-Specific","Class","Mechanics","Sense"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7811","weakness":{},"name":"Defiant Banner","trait":["Brandish","Commander","Flourish","Manipulate","Visual"],"actions_number":2,"id":"feat-7811","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Defiant Banner Single Action Source Battlecry! pg. 32 --- You vigorously wave your banner to remind yourself and your allies that you can and must endure. You and all allies within the aura of your commander's banner when you use this action gain resistance to bludgeoning, piercing, and slashing damage equal to your Intelligence modifier until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Defiant Banner"],"rarity":"common","slug":"feat-7811"},{"skill_mod":{},"summary":"You know that a broad knowledge base is critical for a competent commander.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7812","weakness":{},"name":"Officer's Education","trait":["Commander"],"id":"feat-7812","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Officer's Education Source Battlecry! pg. 32 --- You know that a broad knowledge base is critical for a competent commander. You become trained in two skills you are not already trained in, become an expert in one skill you are currently trained in, learn one common language you do not already know, and gain any one general feat that you meet the prerequisites for. Special You can take this feat twice, gaining its benefits each time.","category":"feat","pfs":"Standard","feat":["Officer's Education"],"rarity":"common","slug":"feat-7812"},{"skill_mod":{},"summary":"Your banner waves high, reminding your allies that the fight can still be won.","primary_source":"Battlecry!","trait_group":["Class-Specific","Class","Mechanics","Sense"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7813","frequency":"once per 10 minutes","weakness":{},"name":"Rallying Banner","trait":["Brandish","Commander","Emotion","Healing","Mental","Visual"],"actions_number":2,"id":"feat-7813","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Rallying Banner Single Action Source Battlecry! pg. 32 Frequency once per 10 minutes --- Your banner waves high, reminding your allies that the fight can still be won. You restore 4d6 Hit Points to each ally within the aura of your commander's banner. This healing increases by an additional 1d6 at 10th level and every 2 levels thereafter. Since this healing relies on drawing from your allies' morale and adrenaline, the healing it grants is halved when used outside of combat.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Rallying Banner"],"rarity":"common","slug":"feat-7813"},{"skill_mod":{},"summary":"Your experience allows you to derive even more information about your opponents from a mere glance.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Rapid Assessment","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7814","weakness":{},"name":"Unrivaled Analysis","trait":["Commander"],"id":"feat-7814","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unrivaled Analysis Source Battlecry! pg. 32 Prerequisites Rapid Assessment --- Your experience allows you to derive even more information about your opponents from a mere glance. When you use Rapid Assessment, you can attempt up to four checks to Recall Knowledge about creatures you are observing. Unrivaled Analysis leads to... Perfected Evaluations","category":"feat","pfs":"Standard","feat":["Unrivaled Analysis"],"rarity":"common","slug":"feat-7814"},{"skill_mod":{},"summary":"Accompanying you across countless battlefields has allowed your companion to unleash its full potential.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Battle-Tested Companion","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7815","weakness":{},"name":"Battle-Hardened Companion","trait":["Commander"],"id":"feat-7815","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Battle-Hardened Companion Source Battlecry! pg. 32 Prerequisites Battle-Tested Companion --- Accompanying you across countless battlefields has allowed your companion to unleash its full potential. The companion you gained with Commander's Companion is now a nimble or savage animal companion. Your animal companion is more readily responsive to your will. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. If it does, it also gains a reaction it can use to respond to your tactics, but that's all the actions it gets that round—you can't Command it later. Battle-Hardened Companion leads to... Peerless Mascot Companion","category":"feat","pfs":"Standard","feat":["Battle-Hardened Companion"],"rarity":"common","slug":"feat-7815"},{"skill_mod":{},"summary":"You leave a lasting impression on your squadmates that makes them particularly adept at following your commands.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7816","weakness":{},"name":"Drilled Reflexes","trait":["Commander"],"id":"feat-7816","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Drilled Reflexes Source Battlecry! pg. 33 --- You leave a lasting impression on your squadmates that makes them particularly adept at following your commands. When you use your drilled reactions ability, you can give an extra reaction to up to two allies instead of only one. Drilled Reflexes leads to... Practiced Reflexes","category":"feat","pfs":"Standard","feat":["Drilled Reflexes"],"rarity":"common","slug":"feat-7816"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Brandish","Commander","Manipulate","Visual"],"id":"feat-7817","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Standard-Bearer's Sacrifice Reaction Source Battlecry! pg. 33 Trigger An opponent targets an ally with a ranged attack, you are observing both of them, and you are also in range of the attack. Requirements You are holding or wielding your banner. --- Seeing an enemy take aim at your ally, you bravely flourish your banner to redirect their attention to you. The triggering opponent must attempt a Will save against your class DC. Success The opponent completes its attack against your ally. Failure The opponent targets you with the triggering attack instead. Critical Failure As failure, and you gain a +2 circumstance bonus to your AC against the triggering attack.","feat":["Standard-Bearer's Sacrifice"],"skill_mod":{},"summary":"Seeing an enemy take aim at your ally, you bravely flourish your banner to redirect their attention to you.","primary_source":"Battlecry!","trait_group":["Class-Specific","Class","Mechanics","Sense"],"level":10,"source_category":["Rulebooks"],"requirement":"You are holding or wielding your banner.","trigger":"An opponent targets an ally with a ranged attack, you are observing both of them, and you are also in range of the attack.","resistance":{},"url":"/Feats.aspx?ID=7817","name":"Standard-Bearer's Sacrifice","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7817"},{"skill_mod":{},"summary":"Your attack creates an opening in your target's defenses for your allies to capitalize on.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Guiding Shot or Set-up Strike","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7818","weakness":{},"name":"Targeting Strike","trait":["Commander"],"id":"feat-7818","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Targeting Strike Source Battlecry! pg. 33 Prerequisites Guiding Shot or Set-up Strike --- Your attack creates an opening in your target's defenses for your allies to capitalize on. When you successfully damage an opponent with either Guiding Shot or Set-Up Strike, the next creature other than you to attack the same target before the start of your next turn deals an amount of additional precision damage equal to your Intelligence modifier.","category":"feat","pfs":"Standard","feat":["Targeting Strike"],"rarity":"common","slug":"feat-7818"},{"skill_mod":{},"summary":"You set an enemy up for a devastating follow-through from your allies.","primary_source":"Battlecry!","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Guiding Shot or Set-up Strike","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7819","weakness":{},"name":"Fortunate Blow","trait":["Commander","Fortune"],"id":"feat-7819","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Fortunate Blow Source Battlecry! pg. 33 Prerequisites Guiding Shot or Set-up Strike --- You set an enemy up for a devastating follow-through from your allies. When you successfully damage an opponent with either Guiding Shot or Set-Up Strike, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result.","category":"feat","pfs":"Standard","feat":["Fortunate Blow"],"rarity":"common","slug":"feat-7819"},{"skill_mod":{},"summary":"You instantly assess the strengths and weaknesses of the enemy forces.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Unrivaled Analysis","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7820","weakness":{},"name":"Perfected Evaluations","trait":["Commander"],"id":"feat-7820","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Perfected Evaluations Source Battlecry! pg. 34 Prerequisites Unrivaled Analysis --- You instantly assess the strengths and weaknesses of the enemy forces. When you use Rapid Assessment, you can attempt up to six Recall Knowledge checks against enemies you are observing.","category":"feat","pfs":"Standard","feat":["Perfected Evaluations"],"rarity":"common","slug":"feat-7820"},{"skill_mod":{},"summary":"You know that even the best-laid plans rarely survive contact with the enemy, and you have prepared your allies to adapt with a wide array of contingencies.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Adaptive Stratagem","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7821","weakness":{},"name":"Contact with the Enemy","trait":["Commander"],"id":"feat-7821","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Contact with the Enemy Source Battlecry! pg. 34 Prerequisites Adaptive Stratagem --- You know that even the best-laid plans rarely survive contact with the enemy, and you have prepared your allies to adapt with a wide array of contingencies. When you use Adaptive Stratagem, you can replace any master tactics or legendary tactics you have prepared with any other tactics in your folio.","category":"feat","pfs":"Standard","feat":["Contact with the Enemy"],"rarity":"common","slug":"feat-7821"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["Commander","Healing","Manipulate"],"id":"feat-7822","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Desperate Resuscitation Three Actions Source Battlecry! pg. 34 Prerequisites Officer's Medical Training; Master in Medicine Requirements You are holding a healer's toolkit or are wearing one and have a free hand; the target's body is mostly intact; the target was not killed by a death effect. --- You can use your training in combat medicine to revive the recently deceased. Attempt a DC 40 Medicine check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is temporarily immune to Desperate Resuscitation for 1 day.","feat":["Desperate Resuscitation"],"skill_mod":{},"summary":"You can use your training in combat medicine to revive the recently deceased.","primary_source":"Battlecry!","trait_group":["Class","Mechanics"],"level":14,"prerequisite":"Officer's Medical Training; Master in Medicine","source_category":["Rulebooks"],"requirement":"You are holding a healer's toolkit or are wearing one and have a free hand; the target's body is mostly intact; the target was not killed by a death effect.","resistance":{},"url":"/Feats.aspx?ID=7822","name":"Desperate Resuscitation","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7822"},{"skill_mod":{},"summary":"The sight of your banner urges your allies to strike now.","primary_source":"Battlecry!","trait_group":["Class-Specific","Class","Sense"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7823","frequency":"once per 10 minutes","weakness":{},"name":"Quickening Banner","trait":["Brandish","Commander","Visual"],"actions_number":2,"id":"feat-7823","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Quickening Banner Single Action Source Battlecry! pg. 34 Frequency once per 10 minutes --- The sight of your banner urges your allies to strike now. Each ally within the aura of your commander's banner is quickened for 1 round and can use this extra action to Strike or Stride.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Quickening Banner"],"rarity":"common","slug":"feat-7823"},{"skill_mod":{},"summary":"You shout out bewildering but authoritative commands while imitating the voices, linguistic quirks, and speech patterns of your opponents.","primary_source":"Battlecry!","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Deceptive Tactics","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7824","weakness":{},"name":"Confusing Commands","trait":["Auditory","Commander","Mental"],"actions_number":4,"id":"feat-7824","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Confusing Commands Two Actions Source Battlecry! pg. 34 Prerequisites Deceptive Tactics --- You shout out bewildering but authoritative commands while imitating the voices, linguistic quirks, and speech patterns of your opponents. Each enemy within the aura of your commander's banner must succeed at a Will save against your class DC or become confused for 1 round (2 rounds on a critical failure). Targets who succeed at their saving throw are temporarily immune to Confusing Commands for 1 day.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Confusing Commands"],"rarity":"common","slug":"feat-7824"},{"skill_mod":{},"summary":"As veterans of countless battles, you and your companion share an indomitable strength.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Battle-Hardened Companion","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7825","weakness":{},"name":"Peerless Mascot Companion","trait":["Commander"],"id":"feat-7825","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Peerless Mascot Companion Source Battlecry! pg. 35 Prerequisites Battle-Hardened Companion --- As veterans of countless battles, you and your companion share an indomitable strength. The companion you gained with Commander's Companion is now a specialized animal companion. You can select one of the usual specializations or the peerless mascot specialization. A commander's companion with the peerless mascot specialization gains the following benefits. It gains a 30-foot aura that grants the same benefits as your banner, effectively acting as a second banner. If you have your actual banner affixed to your companion, the aura is a single 60-foot aura (this includes the increased aura benefit from Battle-Tested Companion). If you later gain the Glorious Banner feat, your banner has a 100-foot aura while it is affixed to your peerless mascot companion. It gains the beast trait. Its Intelligence modifier increases by 2 and its Wisdom modifier increases by 1. It is an expert in Warfare Lore. It can speak one language that you also speak (chosen at the time you gain this feat). Its maximum Hit Points increase by 20, increasing to 25 at 18th level, and 30 at 20th level. Its mastery of all kinds of battlefields grants it a climb Speed and swim Speed equal to its land Speed; if it already had a Speed that was greater than its land Speed, then it has a climb Speed, swim Speed, and land Speed that are all equal to the highest Speed it has. ","category":"feat","pfs":"Standard","feat":["Peerless Mascot Companion"],"rarity":"common","slug":"feat-7825"},{"skill_mod":{},"summary":"Confident in your victory, you command your opponent's surrender.","primary_source":"Battlecry!","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"requirement":"You and your allies currently outnumber enemies on the battlefield, and you or an ally has either restrained an opponent or reduced an opponent to 0 Hit Points since the start of your last turn.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7826","weakness":{},"name":"Demand Surrender","trait":["Auditory","Commander","Incapacitation","Mental"],"actions_number":4,"id":"feat-7826","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Demand Surrender Two Actions Source Battlecry! pg. 35 Requirements You and your allies currently outnumber enemies on the battlefield, and you or an ally has either restrained an opponent or reduced an opponent to 0 Hit Points since the start of your last turn. --- Confident in your victory, you command your opponent's surrender. Choose one opponent you are observing. You command that opponent to surrender in a strong voice. They must attempt a Will save against your class DC, with the following results. Critical Success The creature is unaffected. Success The creature cannot take any hostile actions that include you as a target for 1 round. Failure As success, and the target is fleeing for 1 round. Critical Failure The creature drops any weapons or items it is holding, lies prone on the ground, and does not take any hostile actions against you or your allies for 1 minute, or until you or one of your allies attacks it.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Demand Surrender"],"rarity":"common","slug":"feat-7826"},{"skill_mod":{},"summary":"Even though the fight seems to be surging against you and your compatriots, you know that a key ally can always turn the tide.","primary_source":"Battlecry!","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"requirement":"You and your allies are currently outnumbered by enemies on the battlefield.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7827","weakness":{},"name":"Mercenary Reversal","trait":["Auditory","Commander","Concentrate","Incapacitation","Mental"],"id":"feat-7827","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Mercenary Reversal Source Battlecry! pg. 35 Requirements You and your allies are currently outnumbered by enemies on the battlefield. --- Even though the fight seems to be surging against you and your compatriots, you know that a key ally can always turn the tide. Choose a target you are currently observing. You assail it with a list of reasons why it should join you and why its defeat if it does not is surely inevitable. The target attempts a Will save against your class DC with the following results. Critical Success The target is uninterested in joining you and is temporarily immune to further uses of this ability for 24 hours. Success The target is stunned 1 as it is forced to consider the merits of your offer. Failure The target swaps sides and joins you for the duration of the battle. It gains the controlled condition, but it can attempt a Will save whenever it takes damage or whenever you direct it to take an action that goes against its nature. On a success, the effect ends and it rejoins its former allies. Critical Failure As a failure, but the target is so impressed by your leadership that it thanks you for the privilege of fighting alongside you; if it is still alive at the end of combat, it turns over any coins, wealth or other monetary possessions it has as tribute.","category":"feat","pfs":"Standard","feat":["Mercenary Reversal"],"rarity":"common","slug":"feat-7827"},{"skill_mod":{},"summary":"You snap out a quick series of signals or commands that urge your allies to act with alacrity.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Drilled Reflexes","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7828","weakness":{},"name":"Practiced Reflexes","trait":["Commander"],"id":"feat-7828","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Practiced Reflexes Source Battlecry! pg. 35 Prerequisites Drilled Reflexes --- You snap out a quick series of signals or commands that urge your allies to act with alacrity. When you use your drilled reactions ability, you can give an extra reaction to up to four allies.","category":"feat","pfs":"Standard","feat":["Practiced Reflexes"],"rarity":"common","slug":"feat-7828"},{"skill_mod":{},"summary":"Your banner is an awesome sight to behold.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7829","weakness":{},"name":"Glorious Banner","trait":["Commander"],"id":"feat-7829","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Glorious Banner Source Battlecry! pg. 35 --- Your banner is an awesome sight to behold. Your commander's banner now affects a 60-foot emanation (or an 80-foot burst if you are using Plant Banner); the status bonus to Will saves and DCs against fear effects granted to your allies increases to +2; and you and affected allies gain a +1 status bonus to AC, Fortitude saves, and Reflex saves. Enemies within the aura of your commander's banner take a –2 status penalty to Will saves as long as they can see your banner.","category":"feat","pfs":"Standard","feat":["Glorious Banner"],"rarity":"common","slug":"feat-7829"},{"skill_mod":{},"summary":"You wave your banner in victory, signaling to your allies that the fight is won.","primary_source":"Battlecry!","trait_group":["Class-Specific","Class","Sense"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7830","frequency":"once per 10 minutes","weakness":{},"name":"Pennant of Victory","trait":["Brandish","Commander","Visual"],"actions_number":2,"id":"feat-7830","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Pennant of Victory Single Action Source Battlecry! pg. 35 Frequency once per 10 minutes --- You wave your banner in victory, signaling to your allies that the fight is won. You and all allies within the aura of your commander's banner gain a +4 status bonus to attack and damage rolls, a +10-foot status bonus to all your Speeds, and 40 temporary Hit Points. These benefits last until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Pennant of Victory"],"rarity":"common","slug":"feat-7830"},{"skill_mod":{},"summary":"You swear a vow to protect one of your allies at all costs, regardless of the risk this might pose to you.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7831","weakness":{},"name":"Bodyguard","trait":["Guardian"],"id":"feat-7831","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bodyguard Source Battlecry! pg. 40 --- You swear a vow to protect one of your allies at all costs, regardless of the risk this might pose to you. During your daily preparations, choose one of your allies as your charge. When you Taunt, the penalty your taunted enemy takes increases to –2 against your charge. You can take 10 minutes to change who your charge is before your next daily preparations.","category":"feat","pfs":"Standard","feat":["Bodyguard"],"rarity":"common","slug":"feat-7831"},{"skill_mod":{},"summary":"When you're clad in the heaviest of armors, you have an outsized presence.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7832","weakness":{},"name":"Larger than Life (Guardian)","trait":["Guardian"],"id":"feat-7832","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Larger than Life (Guardian) Source Battlecry! pg. 41 --- When you're clad in the heaviest of armors, you have an outsized presence. Though you don't get any larger, you're treated as one size larger for the purposes of affecting other creatures with actions like Disarm, Grapple, Reposition, Shove, and Trip while wearing heavy armor. Similarly, you're treated as one size larger for the purposes of creatures affecting you with those same actions, as well as with Swallow Whole and similar actions, while wearing heavy armor.","category":"feat","pfs":"Standard","feat":["Larger than Life (Guardian)"],"rarity":"common","slug":"feat-7832"},{"skill_mod":{},"summary":"You can draw the wrath of your foes even at a great distance.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7833","weakness":{},"name":"Long-distance Taunt","trait":["Guardian"],"id":"feat-7833","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Long-distance Taunt Source Battlecry! pg. 41 --- You can draw the wrath of your foes even at a great distance. When you use Taunt, you can choose a target within 120 feet.","category":"feat","pfs":"Standard","feat":["Long-distance Taunt"],"rarity":"common","slug":"feat-7833"},{"skill_mod":{},"summary":"When you push a foe away, you put the entire force of your armored form into it.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7834","weakness":{},"skill":["Athletics","Athletics"],"name":"Punishing Shove","trait":["Guardian"],"id":"feat-7834","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Punishing Shove Source Battlecry! pg. 41 Prerequisites Trained in Athletics --- When you push a foe away, you put the entire force of your armored form into it. When you successfully Shove a creature, that creature takes an amount of bludgeoning damage equal to your Strength modifier (or double that amount on a critical success). This damage increases by 2 when you become an expert in Athletics, 6 when you become a master, and 12 when you become legendary.","category":"feat","pfs":"Standard","feat":["Punishing Shove"],"rarity":"common","slug":"feat-7834"},{"skill_mod":{},"summary":"You know how to use shields offensively far better than most.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7835","weakness":{},"name":"Shield Warfare","trait":["Guardian"],"id":"feat-7835","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shield Warfare Source Battlecry! pg. 41 --- You know how to use shields offensively far better than most. Increase the weapon damage die of any shield bash, shield boss, or shield spikes you wield by one step.","category":"feat","pfs":"Standard","feat":["Shield Warfare"],"rarity":"common","slug":"feat-7835"},{"skill_mod":{},"summary":"You hit a foe with your armor to throw them off balance.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7836","weakness":{},"name":"Shoulder Check","trait":["Guardian"],"actions_number":2,"id":"feat-7836","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shoulder Check Single Action Source Battlecry! pg. 42 --- You hit a foe with your armor to throw them off balance. Make a fist Strike even if you don't have a hand free; if you're wielding a gauntlet or spiked gauntlet, you can make a Strike with one of those weapons instead. The Strike gains the following additional results. Critical Success The target is off-guard against melee attacks you attempt against it until the end of your next turn. Success The target is off-guard against the next melee attack you attempt against it before the end of your current turn. Critical Failure You are off-guard against melee attacks the target attempts against you until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Shoulder Check"],"rarity":"common","slug":"feat-7836"},{"skill_mod":{},"summary":"Your very presence on the field of battle protects nearby allies from harm.","primary_source":"Battlecry!","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7837","weakness":{},"name":"Covering Stance","trait":["Guardian","Stance"],"actions_number":2,"id":"feat-7837","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Covering Stance Single Action Source Battlecry! pg. 42 --- Your very presence on the field of battle protects nearby allies from harm. At the end of each of your turns while you're in this stance, choose one ally adjacent to you to gain lesser cover until the start of your next turn. That ally loses this benefit if they move to a space that is no longer adjacent to you at any point during their move. If you Intercept an Attack that would harm the ally you're covering, that ally can Step as a free action after your reaction is complete.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Covering Stance"],"rarity":"common","slug":"feat-7837"},{"skill_mod":{},"summary":"You make it difficult for enemies to move past you.","primary_source":"Battlecry!","trait_group":["Mechanics","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7838","weakness":{},"name":"Hampering Stance","trait":["Aura","Guardian","Stance"],"actions_number":2,"id":"feat-7838","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Hampering Stance Single Action Source Battlecry! pg. 42 --- You make it difficult for enemies to move past you. While you are in this stance, squares in a 5-foot emanation are difficult terrain for your enemies. Hampering Stance leads to... Lock Down, Not so Fast!","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Hampering Stance"],"rarity":"common","slug":"feat-7838"},{"skill_mod":{},"summary":"You know how to clear a line of fire for your allies.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7839","weakness":{},"name":"Phalanx Formation (Guardian)","trait":["Guardian"],"id":"feat-7839","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Phalanx Formation (Guardian) Source Battlecry! pg. 42 --- You know how to clear a line of fire for your allies. You don't provide lesser cover to enemies against your allies' attacks.","category":"feat","pfs":"Standard","feat":["Phalanx Formation (Guardian)"],"rarity":"common","slug":"feat-7839"},{"skill_mod":{},"summary":"You know how to use the haft of larger weapons to block your enemies' attacks.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7840","weakness":{},"name":"Raise Haft","trait":["Guardian"],"id":"feat-7840","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Raise Haft Source Battlecry! pg. 42 --- You know how to use the haft of larger weapons to block your enemies' attacks. Two-handed weapons you wield gain the parry trait. If the weapon already has the parry trait, you increase the circumstance bonus to AC it provides to +2.","category":"feat","pfs":"Standard","feat":["Raise Haft"],"rarity":"common","slug":"feat-7840"},{"skill_mod":{},"summary":"You reflexively place your shield between your eyes and visual dangers.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7841","weakness":{},"name":"Shield your Eyes","trait":["Guardian"],"id":"feat-7841","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shield your Eyes Source Battlecry! pg. 42 --- You reflexively place your shield between your eyes and visual dangers. While your shield is raised, you gain a +2 circumstance bonus to all defenses against effects with the light or visual trait. If you critically fail your save against such an effect while your shield is raised, you fail instead. Likewise, if such an effect critically succeeds against your DC, it's a success instead.","category":"feat","pfs":"Standard","feat":["Shield your Eyes"],"rarity":"common","slug":"feat-7841"},{"skill_mod":{},"summary":"By banging loudly on your shield, you get the attention of even the most stubborn of foes.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a shield.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7842","weakness":{},"name":"Shielding Taunt","trait":["Flourish","Guardian"],"actions_number":2,"id":"feat-7842","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shielding Taunt Single Action Source Battlecry! pg. 42 Requirements You are wielding a shield. --- By banging loudly on your shield, you get the attention of even the most stubborn of foes. Raise a Shield, and then Taunt a creature. Your Taunt gains the auditory trait. ","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Shielding Taunt"],"rarity":"common","slug":"feat-7842"},{"skill_mod":{},"summary":"The force of your blow causes your enemy to focus their attention on you.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7843","weakness":{},"name":"Taunting Strike","trait":["Flourish","Guardian"],"actions_number":2,"id":"feat-7843","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Taunting Strike Single Action Source Battlecry! pg. 42 --- The force of your blow causes your enemy to focus their attention on you. Make a Strike. Regardless of whether the Strike hits, you Taunt the target. Your Taunt gains the visual trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Taunting Strike"],"rarity":"common","slug":"feat-7843"},{"skill_mod":{},"summary":"The armor you wear protects you and shelters your allies against explosions and other large-scale assaults.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7844","weakness":{},"name":"Area Armor","trait":["Guardian"],"id":"feat-7844","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Area Armor Source Battlecry! pg. 42 --- The armor you wear protects you and shelters your allies against explosions and other large-scale assaults. While you're wearing medium or heavy armor, allies adjacent to you gain a +1 circumstance bonus to Reflex saves against area effects. If you're a master in the armor, the bonus is +2 instead.","category":"feat","pfs":"Standard","feat":["Area Armor"],"rarity":"common","slug":"feat-7844"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Guardian"],"id":"feat-7845","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Armored Courage Single Action Source Battlecry! pg. 43 Frequency once per hour Requirements You are wearing medium or heavy armor. --- You take comfort in the safety of your armor. You gain a number of temporary Hit Points equal to your level that last for 1 minute, and you reduce your frightened condition value by 1 (to a minimum of 0).","feat":["Armored Courage"],"skill_mod":{},"summary":"You take comfort in the safety of your armor.","primary_source":"Battlecry!","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wearing medium or heavy armor.","resistance":{},"url":"/Feats.aspx?ID=7845","name":"Armored Courage","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7845"},{"skill_mod":{},"summary":"Though other guardians understand how to anticipate the flow of martial combat, you predict blasts of magical lightning, blazing trap runes, and more.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Intercept Attack","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7846","weakness":{},"name":"Energy Interceptor","trait":["Guardian"],"id":"feat-7846","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Energy Interceptor Source Battlecry! pg. 43 Prerequisites Intercept Attack --- Though other guardians understand how to anticipate the flow of martial combat, you predict blasts of magical lightning, blazing trap runes, and more. You can use Intercept Attack when an ally would take acid, cold, electricity, fire, or sonic damage, not only when they would take physical damage.","category":"feat","pfs":"Standard","feat":["Energy Interceptor"],"rarity":"common","slug":"feat-7846"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Flourish","Guardian"],"id":"feat-7847","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Flying Tackle Two Actions Source Battlecry! pg. 43 Prerequisites Trained in Athletics --- You barrel forward, gathering enough momentum to take down a threatening foe. Stride and then Leap, or attempt to High Jump or Long Jump. If you end your movement adjacent to a foe, you can attempt to Trip that foe. If you succeed at the Athletics check to Trip, you get a critical success instead. You can use Flying Tackle while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["Flying Tackle"],"skill_mod":{},"summary":"You barrel forward, gathering enough momentum to take down a threatening foe.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"level":4,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7847","name":"Flying Tackle","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7847"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Guardian"],"id":"feat-7848","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Not so Fast! Reaction Source Battlecry! pg. 43 Prerequisites Hampering Stance Trigger A creature within your reach leaves a square during a move action it’s using. Requirements You are in Hampering Stance. --- You lash out when foes try to get past you, possibly stopping them in their tracks. Make a melee Strike against the triggering creature. The Strike gains the following additional results. Critical Success The target's movement is disrupted. Success The target takes a –10-foot circumstance penalty to its Speed for the rest of its triggering movement. This penalty might cause the triggering creature's movement to end immediately based on its affected Speed. Failure As success, but the target instead takes a –5-foot circumstance penalty to its Speed. Critical Failure The target is unaffected.","feat":["Not so Fast!"],"skill_mod":{},"summary":"You lash out when foes try to get past you, possibly stopping them in their tracks.","primary_source":"Battlecry!","trait_group":["Class"],"level":4,"prerequisite":"Hampering Stance","source_category":["Rulebooks"],"requirement":"You are in Hampering Stance.","trigger":"A creature within your reach leaves a square during a move action it’s using.","resistance":{},"url":"/Feats.aspx?ID=7848","name":"Not so Fast!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7848"},{"skill_mod":{},"summary":"When a foe ignores your taunts, you make them pay.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"Your taunted enemy is off-guard because it didn't target you or include you in an area effect.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7849","weakness":{},"name":"Proud Nail","trait":["Flourish","Guardian"],"actions_number":2,"id":"feat-7849","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Proud Nail Single Action Source Battlecry! pg. 43 Requirements Your taunted enemy is off-guard because it didn't target you or include you in an area effect. --- When a foe ignores your taunts, you make them pay. Make a melee Strike against your taunted enemy. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Proud Nail"],"rarity":"common","slug":"feat-7849"},{"skill_mod":{},"summary":"You provoke attacks from foes that might otherwise stop your allies from moving.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a shield.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7850","weakness":{},"name":"Shielded Attrition","trait":["Guardian"],"actions_number":2,"id":"feat-7850","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shielded Attrition Single Action Source Battlecry! pg. 43 Requirements You are wielding a shield. --- You provoke attacks from foes that might otherwise stop your allies from moving. Raise your Shield, then choose whether to Stride up to half your Speed. This movement triggers enemies' reactions as normal. Each enemy who could have reacted to your movement is unable to react to your allies' movement until the start of your next turn (regardless of whether it chose to react to your movement).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Shielded Attrition"],"rarity":"common","slug":"feat-7850"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Guardian"],"id":"feat-7851","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Disarming Intercept Free Action Source Battlecry! pg. 43 Prerequisites Intercept Attack Trigger You Intercept an Attack that was made with a melee weapon by a creature you’re adjacent to. --- When you catch a weapon in your armor, you can move your body to wrench it from your foe's grasp. After Intercepting the Attack, attempt to Disarm the weapon used for that attack. You don't need to have a hand free, and you gain an item bonus to the Athletics check equal to the value of your armor's potency rune.","feat":["Disarming Intercept"],"skill_mod":{},"summary":"When you catch a weapon in your armor, you can move your body to wrench it from your foe's grasp.","primary_source":"Battlecry!","trait_group":["Class"],"level":6,"prerequisite":"Intercept Attack","source_category":["Rulebooks"],"trigger":"You Intercept an Attack that was made with a melee weapon by a creature you’re adjacent to.","resistance":{},"url":"/Feats.aspx?ID=7851","name":"Disarming Intercept","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7851"},{"skill_mod":{},"summary":"You slowly advance on the battlefield, taking utmost caution.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7852","weakness":{},"name":"Guarded Advance (Guardian)","trait":["Guardian"],"actions_number":2,"id":"feat-7852","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Guarded Advance (Guardian) Single Action Source Battlecry! pg. 43 --- You slowly advance on the battlefield, taking utmost caution. You Raise a Shield and Step twice, in any order.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Guarded Advance (Guardian)"],"rarity":"common","slug":"feat-7852"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Flourish","Guardian"],"id":"feat-7853","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Lock Down Single Action Source Battlecry! pg. 43 Prerequisites Hampering Stance Requirements You are in Hampering Stance. --- You attack an enemy to ensure they can't move beyond your reach. Strike an enemy within your reach. If you hit and deal damage, that enemy can't use move actions to move beyond the reach of the weapon or unarmed attack you used for the Strike. The enemy can still move to other squares within reach of that weapon or unarmed attack. This effect lasts until the beginning of your next turn, until you move, or until you use that weapon or unarmed attack to make another attack, whichever comes first.","feat":["Lock Down"],"skill_mod":{},"summary":"You attack an enemy to ensure they can't move beyond your reach.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"level":6,"prerequisite":"Hampering Stance","source_category":["Rulebooks"],"requirement":"You are in Hampering Stance.","resistance":{},"url":"/Feats.aspx?ID=7853","name":"Lock Down","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7853"},{"skill_mod":{},"summary":"When an ally is in danger, you can hustle to reach them and punish the foe threatening them.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7854","weakness":{},"name":"Retaliating Rescue","trait":["Guardian"],"actions_number":4,"id":"feat-7854","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Retaliating Rescue Two Actions Source Battlecry! pg. 44 --- When an ally is in danger, you can hustle to reach them and punish the foe threatening them. Stride up to your Speed. You must end this movement adjacent to an ally who is within an enemy's reach. Then, you push your ally up to 5 feet (as normal for forced movement, this movement doesn't trigger reactions) and make a melee Strike against an enemy within your reach. If your ally was in that enemy's reach and your push moved them out of it, you gain a +2 circumstance bonus to your attack roll.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Retaliating Rescue"],"rarity":"common","slug":"feat-7854"},{"skill_mod":{},"summary":"Using your armor, you pummel a foe that isn't focused on you in the head or face to stagger them.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"You are wearing medium or heavy armor, and your taunted enemy is off-guard because it didn't target you or include you in an area effect.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7855","weakness":{},"name":"Ring their Bell","trait":["Flourish","Guardian"],"actions_number":2,"id":"feat-7855","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ring their Bell Single Action Source Battlecry! pg. 44 PFS Note Add the Incapacitation trait to the feat. Requirements You are wearing medium or heavy armor, and your taunted enemy is off-guard because it didn't target you or include you in an area effect. --- Using your armor, you pummel a foe that isn't focused on you in the head or face to stagger them. Make a fist Strike against your taunted enemy even if you don't have a hand free; if you're wielding a gauntlet or spiked gauntlet, you can make a Strike with one of those weapons instead. If the Strike hits and deals damage, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ring their Bell"],"rarity":"common","slug":"feat-7855"},{"skill_mod":{},"summary":"You bring your booted foot down on the ground with enough force to rattle your foes.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7856","weakness":{},"name":"Stomp Ground","trait":["Guardian"],"actions_number":4,"id":"feat-7856","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Stomp Ground Two Actions Source Battlecry! pg. 44 --- You bring your booted foot down on the ground with enough force to rattle your foes. Each creature in a 5-foot emanation must attempt a Reflex saving throw against your class DC. Critical Success The creature is unaffected. Success The creature is off-guard until the end of your turn. Failure The creature is knocked prone. Critical Failure The creature is knocked prone and takes 1d6 bludgeoning damage from the fall.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Stomp Ground"],"rarity":"common","slug":"feat-7856"},{"skill_mod":{},"summary":"Your taunts draw the attention of multiple enemies at once.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7857","weakness":{},"name":"Group Taunt","trait":["Guardian"],"id":"feat-7857","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Group Taunt Source Battlecry! pg. 45 --- Your taunts draw the attention of multiple enemies at once. When you use Taunt, you can choose up to three targets within range, and you can have up to three taunted enemies at a time. Each time you Taunt, you can choose which enemies remain taunted and which the effect ends for. You must remain at or below this limit.","category":"feat","pfs":"Standard","feat":["Group Taunt"],"rarity":"common","slug":"feat-7857"},{"skill_mod":{},"summary":"As you move forward in a rush, you put the weight of your armor behind an attack that can drag a foe with you.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You are wearing medium or heavy armor.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7858","weakness":{},"name":"Juggernaut Charge","trait":["Flourish","Guardian"],"actions_number":4,"id":"feat-7858","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Juggernaut Charge Two Actions Source Battlecry! pg. 45 Requirements You are wearing medium or heavy armor. --- As you move forward in a rush, you put the weight of your armor behind an attack that can drag a foe with you. You Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy, then Stride again. If your Strike hit and dealt damage, that enemy is pulled with you and is moved the same direction and distance as your second Stride.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Juggernaut Charge"],"rarity":"common","slug":"feat-7858"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Guardian"],"id":"feat-7859","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Repositioning Block Free Action Source Battlecry! pg. 45 Prerequisites Shield Block Trigger You used Shield Block to prevent damage from an adjacent creature’s attack. --- As you absorb a blow from an enemy, you can use their attack's momentum against them. Attempt to Reposition the creature whose attack you used Shield Block against. You don't need to have a hand free to do so. You gain a +1 item bonus to the Athletics check if your shield is at least 4th level, a +2 item bonus if your shield is at least 10th level, and a +3 item bonus if your shield is at least 16th level.","feat":["Repositioning Block"],"skill_mod":{},"summary":"As you absorb a blow from an enemy, you can use their attack's momentum against them.","primary_source":"Battlecry!","trait_group":["Class"],"level":8,"prerequisite":"Shield Block","source_category":["Rulebooks"],"trigger":"You used Shield Block to prevent damage from an adjacent creature’s attack.","resistance":{},"url":"/Feats.aspx?ID=7859","name":"Repositioning Block","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7859"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Guardian"],"id":"feat-7860","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Shield from Arrows Reaction Source Battlecry! pg. 45 Trigger An adjacent ally is the target of a physical ranged Strike. Requirements You can see the attacker, you are not off-guard, and you have Raised your Shield. --- You place your shield in the path of an oncoming projectile. Your adjacent ally gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it with your shield. Shield from Arrows leads to... Shield from Spells","feat":["Shield from Arrows"],"skill_mod":{},"summary":"You place your shield in the path of an oncoming projectile.","primary_source":"Battlecry!","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"requirement":"You can see the attacker, you are not off-guard, and you have Raised your Shield.","trigger":"An adjacent ally is the target of a physical ranged Strike.","resistance":{},"url":"/Feats.aspx?ID=7860","name":"Shield from Arrows","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7860"},{"skill_mod":{},"summary":"Attacks with your shield knock the sense out of your foes.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You are wearing a shield.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7861","weakness":{},"name":"Shield Wallop","trait":["Flourish","Guardian"],"actions_number":2,"id":"feat-7861","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Shield Wallop Single Action Source Battlecry! pg. 45 Requirements You are wearing a shield. --- Attacks with your shield knock the sense out of your foes. Make a shield bash, shield boss, or shield spikes Strike. If you hit and deal damage, the target is stupefied 1 until the start of your next turn (stupefied 2 on a critical hit). If your shield is a tower shield, fortress shield, or another shield that grants a higher circumstance bonus to AC when you Take Cover behind it, the creature is instead stupefied 2 if you hit and deal damage to it (stupefied 3 on a critical hit). Shield Wallop leads to... Devastating Shield Wallop","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Shield Wallop"],"rarity":"common","slug":"feat-7861"},{"skill_mod":{},"summary":"You crush an enemy under the enormous weight of your armor.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"You are wearing medium or heavy armor and are standing adjacent to a prone enemy.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7862","weakness":{},"name":"Belly Flop","trait":["Guardian"],"actions_number":2,"id":"feat-7862","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Belly Flop Single Action Source Battlecry! pg. 45 Requirements You are wearing medium or heavy armor and are standing adjacent to a prone enemy. --- You crush an enemy under the enormous weight of your armor. You drop prone and make a fist Strike against the prone enemy. You don't take the penalty from being prone to this Strike's attack roll, nor do you need to have a free hand to make it. If you're wielding a gauntlet or spiked gauntlet, you can Strike with one of those weapons instead of your fist. If you hit, you immobilize the target, and you can add your armor's item bonus to your Athletics for the Escape DC. The immobilization ends automatically if you Stand or otherwise move from the spot where you dropped prone.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Belly Flop"],"rarity":"common","slug":"feat-7862"},{"skill_mod":{},"summary":"When saving your allies from harm, you push them behind you to better protect them.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Intercept Attack","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7863","weakness":{},"name":"Get Behind Me!","trait":["Guardian"],"id":"feat-7863","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Get Behind Me! Source Battlecry! pg. 45 Prerequisites Intercept Attack --- When saving your allies from harm, you push them behind you to better protect them. When you use Intercept Attack to protect an ally, you can move that ally up to 10 feet if they’re willing. You can’t move the ally to a position outside your reach, you can’t move them into or through obstacles, and you must move them farther away from the source of the attack if possible. This movement doesn’t trigger reactions.","category":"feat","pfs":"Standard","feat":["Get Behind Me!"],"rarity":"common","slug":"feat-7863"},{"skill_mod":{},"summary":"Putting your weight behind your weapon's swing, you can push one enemy into another.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7864","weakness":{},"name":"Momentum Strike","trait":["Flourish","Guardian"],"actions_number":4,"id":"feat-7864","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Momentum Strike Two Actions Source Battlecry! pg. 45 --- Putting your weight behind your weapon's swing, you can push one enemy into another. Make a melee Strike against an enemy of your size or smaller. If you hit and deal damage, you can move the enemy up to 5 feet (up to 10 feet on a critical hit) in a direction of your choice. It must remain within your reach during this movement, and you can't move it into or through obstacles. You can move the target into another creature's space. If you do, the second creature takes bludgeoning damage equal to double your Strength modifier and is pushed away from the target until it's no longer in the same space. If there’s no room for the second creature to move, you can't move the target into it.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Momentum Strike"],"rarity":"common","slug":"feat-7864"},{"skill_mod":{},"summary":"Even if you're knocked off balance, your armor continues to protect you.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7865","weakness":{},"name":"Sure-Footed","trait":["Guardian"],"id":"feat-7865","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sure-Footed Source Battlecry! pg. 46 --- Even if you're knocked off balance, your armor continues to protect you. You don't take a penalty to AC from the clumsy condition if you're wearing medium or heavy armor. Your clumsy condition still applies to other Dexterity-based checks and DCs, and this benefit is negated if the armor is broken.","category":"feat","pfs":"Standard","feat":["Sure-Footed"],"rarity":"common","slug":"feat-7865"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Guardian"],"id":"feat-7866","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tough Cookie Two Actions Source Battlecry! pg. 46 Frequency once per day Requirements Your current Hit Points are at half your maximum or less. --- Though you've taken a lot of punishment, you aren't easily brought down. You gain a number of temporary Hit Points equal to half your maximum Hit Points that last for 1 minute.","feat":["Tough Cookie"],"skill_mod":{},"summary":"Though you've taken a lot of punishment, you aren't easily brought down.","primary_source":"Battlecry!","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"Your current Hit Points are at half your maximum or less.","resistance":{},"url":"/Feats.aspx?ID=7866","name":"Tough Cookie","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7866"},{"skill_mod":{},"summary":"You flex your muscles to crack your damaged armor, blasting jagged shards into nearby enemies.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"requirement":"You are wearing medium or heavy armor that doesn’t have the broken condition, and your current Hit Points are at half your maximum or lower.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7867","weakness":{},"name":"Armor Break","trait":["Guardian"],"actions_number":4,"id":"feat-7867","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Armor Break Two Actions Source Battlecry! pg. 46 Requirements You are wearing medium or heavy armor that doesn’t have the broken condition, and your current Hit Points are at half your maximum or lower. --- You flex your muscles to crack your damaged armor, blasting jagged shards into nearby enemies. Each enemy in a 10-foot emanation takes 11d6 piercing damage with a Reflex save against your class DC. You can push any enemy that fails its save 5 feet away from you (or up to 10 feet on a critical failure). The damage increases by 1d6 per level beyond 14th. Your armor gains the broken condition. While your armor remains broken due to Armor Break, you don't take its penalty to Speed. In addition, if the broken armor has the bulwark trait, you retain its bonus to Reflex saves, but the bonus is reduced by 1.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Armor Break"],"rarity":"common","slug":"feat-7867"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Guardian"],"id":"feat-7868","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Armored Counterattack Free Action Source Battlecry! pg. 46 Prerequisites Intercept Attack Trigger You use Intercept Attack against a melee Strike and are adjacent to the creature that made the Strike. --- With the might of your armor behind you, you hit back at a foe who would dare try to hurt your allies. After Intercepting the Attack, make your own Strike against the triggering enemy. If your Strike hits, you Taunt the target; this Taunt gains the visual trait.","feat":["Armored Counterattack"],"skill_mod":{},"summary":"With the might of your armor behind you, you hit back at a foe who would dare try to hurt your allies.","primary_source":"Battlecry!","trait_group":["Class"],"level":12,"prerequisite":"Intercept Attack","source_category":["Rulebooks"],"trigger":"You use Intercept Attack against a melee Strike and are adjacent to the creature that made the Strike.","resistance":{},"url":"/Feats.aspx?ID=7868","name":"Armored Counterattack","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7868"},{"skill_mod":{},"summary":"The impact of your shield sends foes tumbling to the ground.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Shield Wallop","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7869","weakness":{},"name":"Devastating Shield Wallop","trait":["Flourish","Guardian"],"id":"feat-7869","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Devastating Shield Wallop Source Battlecry! pg. 47 Prerequisites Shield Wallop --- The impact of your shield sends foes tumbling to the ground. When you use Shield Wallop, after its other effects, the target attempts a Fortitude saving throw against your class DC. If your shield is a tower shield, fortress shield, or another shield that grants a higher circumstance bonus to AC when you Take Cover behind it, the target takes a –2 circumstance penalty to this saving throw. Critical Success The target takes no additional effect. Success The target is off-guard to you until the end of the current turn. Failure The target is knocked prone. Critical Failure The target is knocked prone and stunned 1.","category":"feat","pfs":"Standard","feat":["Devastating Shield Wallop"],"rarity":"common","slug":"feat-7869"},{"skill_mod":{},"summary":"Whether with a weapon or your bare hands, you keep your opponents in their place.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7870","weakness":{},"skill":["Athletics","Athletics"],"name":"Right Where you Want Them","trait":["Guardian"],"id":"feat-7870","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Right Where you Want Them Source Battlecry! pg. 47 Prerequisites Master in Athletics --- Whether with a weapon or your bare hands, you keep your opponents in their place. Increase the maximum distance you can Reposition or Shove an opponent to 10 feet on a success or 15 feet on a critical success.","category":"feat","pfs":"Standard","feat":["Right Where you Want Them"],"rarity":"common","slug":"feat-7870"},{"skill_mod":{},"summary":"You charge into a group of enemies to send them flying.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"requirement":"You are wearing medium or heavy armor.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7871","weakness":{},"name":"Scattering Charge","trait":["Flourish","Guardian"],"actions_number":6,"id":"feat-7871","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Scattering Charge Three Actions Source Battlecry! pg. 47 Requirements You are wearing medium or heavy armor. --- You charge into a group of enemies to send them flying. Stride up to your Speed. At the end of your movement, you can Shove up to three creatures within your reach. You don't need a hand free to do so. You attempt a separate Athletics check for each one; each attempt counts toward your multiple attack penalty, but the penalty doesn't increase until after you've made all the attempts. Regardless of your results, you can't Stride to follow any of the targets.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Scattering Charge"],"rarity":"common","slug":"feat-7871"},{"skill_mod":{},"summary":"With a barrage of blows, you diminish an enemy's strength.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7872","weakness":{},"name":"Weakening Assault","trait":["Guardian"],"actions_number":4,"id":"feat-7872","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Weakening Assault Two Actions Source Battlecry! pg. 47 --- With a barrage of blows, you diminish an enemy's strength. Strike an enemy affected by your Taunt twice. If either Strike hits, the target is enfeebled 1 until the beginning of your next turn. If both Strikes hit, the target is enfeebled 3 instead.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Weakening Assault"],"rarity":"common","slug":"feat-7872"},{"skill_mod":{},"summary":"You become a bulwark against foes' attacks that target you and your allies.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7873","weakness":{},"name":"Blanket Defense","trait":["Flourish","Guardian"],"actions_number":6,"id":"feat-7873","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Blanket Defense Three Actions Source Battlecry! pg. 48 --- You become a bulwark against foes' attacks that target you and your allies. Raise a Shield. Until the start of your next turn or until you no longer have your shield raised, each ally that ends their turn adjacent to you gains the benefits of your raised shield. You can Shield Block a hit against any adjacent ally (each one costs you a reaction as normal). If you are wielding a tower shield, fortress shield, or another shield that grants a higher circumstance bonus to AC when you Take Cover behind it, any adjacent ally can Take Cover behind your shield to gain the increased bonus to Armor Class.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Blanket Defense"],"rarity":"common","slug":"feat-7873"},{"skill_mod":{},"summary":"You strike a foe with force to prevent them from reacting.","primary_source":"Battlecry!","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7874","weakness":{},"name":"Bloody Denial","trait":["Flourish","Guardian"],"actions_number":4,"id":"feat-7874","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Bloody Denial Two Actions Source Battlecry! pg. 48 --- You strike a foe with force to prevent them from reacting. Make a Strike. If you hit, the target must attempt a Fortitude saving throw against your class DC. If your Strike was a critical hit, the result of the save is one degree of success worse. Critical Success The creature is unaffected. Success Choose an ally. Until the start of your next turn, the creature can't use reactions against that ally. Failure The creature can't use reactions until the start of your next turn. Critical Failure As failure, plus the creature is stunned 1.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Bloody Denial"],"rarity":"common","slug":"feat-7874"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-3586"],"trait":["Guardian"],"id":"feat-7875","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Keep up the Good Fight Reaction Source Battlecry! pg. 48 Frequency once per hour Trigger An enemy reduces you to 0 Hit Points but doesn't kill you. --- Your commitment to protecting others keeps you going, even against insurmountable odds. Instead of being knocked out, you're reduced to 1 Hit Point. You increase your wounded value by 1 and gain a number of temporary Hit Points equal to your level that last for 1 round.","feat":["Keep up the Good Fight"],"skill_mod":{},"summary":"Your commitment to protecting others keeps you going, even against insurmountable odds.","primary_source":"Battlecry!","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"trigger":"An enemy reduces you to 0 Hit Points but doesn't kill you.","resistance":{},"url":"/Feats.aspx?ID=7875","name":"Keep up the Good Fight","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7875"},{"skill_mod":{},"summary":"At the first sign of trouble, often before you consciously realize the danger, you drop into a stance with a mere thought.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"You roll initiative.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7876","weakness":{},"name":"Opening Stance","trait":["Guardian"],"actions_number":0,"id":"feat-7876","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Opening Stance Free Action Source Battlecry! pg. 48 Trigger You roll initiative. --- At the first sign of trouble, often before you consciously realize the danger, you drop into a stance with a mere thought. Use a stance action.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Opening Stance"],"rarity":"common","slug":"feat-7876"},{"skill_mod":{},"summary":"You make a foe pay for attacking you as its blow or spell glances off your armor.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Battlecry!"],"trigger":"An enemy critically misses a Strike or spell attack roll against your AC.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7877","weakness":{},"name":"Clang!","trait":["Guardian"],"actions_number":1,"id":"feat-7877","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Clang! Reaction Source Battlecry! pg. 48 Trigger An enemy critically misses a Strike or spell attack roll against your AC. --- You make a foe pay for attacking you as its blow or spell glances off your armor. Either Strike the triggering enemy or Stride up to your Speed toward the triggering enemy. If you Stride and end your movement adjacent to the triggering enemy, it's off-guard until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Clang!"],"rarity":"common","slug":"feat-7877"},{"skill_mod":{},"summary":"With a mighty blow, you send an enemy flying backward and onto the ground.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"requirement":"You are wearing medium or heavy armor.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7878","weakness":{},"name":"Clobber","trait":["Guardian"],"actions_number":4,"id":"feat-7878","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Clobber Two Actions Source Battlecry! pg. 49 Requirements You are wearing medium or heavy armor. --- With a mighty blow, you send an enemy flying backward and onto the ground. Strike a foe. This Strike deals an extra die of weapon damage. If you hit and deal damage, you can automatically Shove the target, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). The target then falls prone. This counts as two attacks when calculating your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Clobber"],"rarity":"common","slug":"feat-7878"},{"skill_mod":{},"summary":"The idea that you would hurt your companions, even when you've lost your reason, is unthinkable.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7879","weakness":{},"name":"Never!","trait":["Guardian"],"id":"feat-7879","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Never! Source Battlecry! pg. 49 --- The idea that you would hurt your companions, even when you've lost your reason, is unthinkable. Each time you would attack an ally due to being confused or controlled, you can attempt another saving throw against the effect that caused you to be confused or controlled with a +4 circumstance bonus to the save. If you succeed, you don't make the attack, though you still expend any actions it would have taken. If your save ends the effect making you confused or controlled, you can take any remaining actions during your turn as normal. Failing or critically failing this additional save doesn't increase the effect's duration or otherwise worsen it.","category":"feat","pfs":"Standard","feat":["Never!"],"rarity":"common","slug":"feat-7879"},{"skill_mod":{},"summary":"With a powerful blow, you crack a foe's armor or tough hide, opening it up for further attacks.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7880","weakness":{},"name":"Demolish Defenses","trait":["Guardian"],"actions_number":4,"id":"feat-7880","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Demolish Defenses Two Actions Source Battlecry! pg. 49 --- With a powerful blow, you crack a foe's armor or tough hide, opening it up for further attacks. Make a melee Strike. This Strike deals one additional weapon die of damage; if the target is your taunted enemy, this increases to two additional weapon die of damage. This counts as two attacks for the purposes of calculating your multiple attack penalty. If you hit and deal damage, the target must attempt a Fortitude saving throw against your class DC. Critical Success The target takes no additional effect. Success The target is off-guard until the end of your next turn. Failure The target is clumsy 2 until the end of your next turn. Once it loses this clumsy condition, it's off-guard for 1 round. Critical Failure As failure, but the target is clumsy 3.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Demolish Defenses"],"rarity":"common","slug":"feat-7880"},{"skill_mod":{},"summary":"Your armor protects you from the deadliest hits.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7881","weakness":{},"name":"Perfect Protection","trait":["Guardian"],"id":"feat-7881","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Protection Source Battlecry! pg. 49 --- Your armor protects you from the deadliest hits. Each time you're critically hit while wearing the medium or heavy armor, attempt a DC 14 flat check. On a success, it becomes a normal hit. Special If your armor has a fortification rune, you roll only one flat check, but the DC is 12 (or 10 if it's a greater fortification rune).","category":"feat","pfs":"Standard","feat":["Perfect Protection"],"rarity":"common","slug":"feat-7881"},{"skill_mod":{},"summary":"Indignant at any who would strike you or your allies, you get your revenge.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Intercept Attack; ","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7882","weakness":{},"name":"Quick Vengeance","trait":["Guardian"],"id":"feat-7882","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Quick Vengeance Source Battlecry! pg. 49 Prerequisites Intercept Attack; --- Indignant at any who would strike you or your allies, you get your revenge. When you use Intercept Attack or Shield Block, you are quickened on your next turn. You can use the extra action only to Stride closer to the enemy whose attack triggered that reaction or to Strike that enemy.","category":"feat","pfs":"Standard","feat":["Quick Vengeance"],"rarity":"common","slug":"feat-7882"},{"skill_mod":{},"summary":"Your prowess with a shield allows you to block magic and more.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Shield from Arrows","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7883","weakness":{},"name":"Shield from Spells","trait":["Guardian"],"id":"feat-7883","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Shield from Spells Source Battlecry! pg. 49 Prerequisites Shield from Arrows --- Your prowess with a shield allows you to block magic and more. You can use Shield from Arrows against ranged spell attacks and other ranged attacks, not just physical ranged Strikes.","category":"feat","pfs":"Standard","feat":["Shield from Spells"],"rarity":"common","slug":"feat-7883"},{"skill_mod":{},"summary":"You've learned how to maximize the defensive abilities of the largest shields.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7884","weakness":{},"name":"Great Shield Mastery","trait":["Guardian"],"id":"feat-7884","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Great Shield Mastery Source Battlecry! pg. 49 --- You've learned how to maximize the defensive abilities of the largest shields. You continually benefit from Take Cover without needing to spend an action, as long as you have a shield raised and it's a tower shield, fortress shield, or other shield that grants a higher circumstance bonus to AC when you Take Cover behind it. This benefit ends only if you cease having the shield raised, not from the normal conditions that end Take Cover.","category":"feat","pfs":"Standard","feat":["Great Shield Mastery"],"rarity":"common","slug":"feat-7884"},{"skill_mod":{},"summary":"Thanks to your armor, almost nothing can stop you.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7885","weakness":{},"name":"Unyielding Force","trait":["Guardian"],"id":"feat-7885","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Unyielding Force Source Battlecry! pg. 49 --- Thanks to your armor, almost nothing can stop you. While you are wearing medium or heavy armor, the resistance you receive from guardian's armor increases to 6 + half your level.","category":"feat","pfs":"Standard","feat":["Unyielding Force"],"rarity":"common","slug":"feat-7885"},{"skill_mod":{},"summary":"You gain the tactics class feature like a commander and gain your own folio; this folio contains two common mobility or offensive tactics of your choosing.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence +2","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7886","weakness":{},"archetype":["Commander"],"name":"Commander Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-7886","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Commander Dedication Source Battlecry! pg. 52 Archetype Commander Prerequisites Intelligence +2 --- You gain the tactics class feature like a commander and gain your own folio; this folio contains two common mobility or offensive tactics of your choosing. You can prepare one of these tactics whenever a commander would be able to prepare tactics. You gain a commander's banner that grants you a 30-foot aura for the purposes of using your tactics, but the banner does not grant the commander's banner bonus to Will saves and DCs against fear effects. You become trained in commander class DC and Warfare Lore; if you were already trained in Warfare Lore, you become trained in another Lore skill of your choice. Commander Dedication leads to... Basic Field Training, Officer's Expertise, Officer's Mastery, Tactical Excellence","category":"feat","pfs":"Standard","feat":["Commander Dedication"],"rarity":"common","slug":"feat-7886"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level commander feat.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Commander Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7887","weakness":{},"archetype":["Commander"],"name":"Basic Field Training","trait":["Archetype"],"id":"feat-7887","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Field Training Source Battlecry! pg. 52 Archetype Commander Prerequisites Commander Dedication --- You gain a 1st- or 2nd-level commander feat. Basic Field Training leads to... Advanced Field Training","category":"feat","pfs":"Standard","feat":["Basic Field Training"],"rarity":"common","slug":"feat-7887"},{"skill_mod":{},"summary":"You add two new tactics to your folio and increase your maximum number of tactics prepared by 1.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Commander Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7888","weakness":{},"archetype":["Commander"],"name":"Tactical Excellence","trait":["Archetype"],"id":"feat-7888","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tactical Excellence Source Battlecry! pg. 52 Archetype Commander Prerequisites Commander Dedication --- You add two new mobility or offensive tactics to your folio and increase your maximum number of tactics prepared by 1. Special You can select this feat a second time at 8th level; when you do, you may choose your new tactics from either mobility or offensive tactics you do not already know or from any of the expert tactics you have access to.","category":"feat","pfs":"Standard","feat":["Tactical Excellence"],"rarity":"common","slug":"feat-7888"},{"skill_mod":{},"summary":"You gain a commander feat.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Field Training","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7889","weakness":{},"archetype":["Commander"],"name":"Advanced Field Training","trait":["Archetype"],"id":"feat-7889","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Field Training Source Battlecry! pg. 52 Archetype Commander Prerequisites Basic Field Training --- You gain a commander feat. For the purpose of meeting its prerequisites, your commander level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another commander feat.","category":"feat","pfs":"Standard","feat":["Advanced Field Training"],"rarity":"common","slug":"feat-7889"},{"skill_mod":{},"summary":"Your proficiency in commander class DC increases to expert, and you become an expert in Warfare Lore .","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Commander Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7890","weakness":{},"archetype":["Commander"],"name":"Officer's Expertise","trait":["Archetype"],"id":"feat-7890","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Officer's Expertise Source Battlecry! pg. 52 Archetype Commander Prerequisites Commander Dedication --- Your proficiency in commander class DC increases to expert, and you become an expert in Warfare Lore. If you're already an expert in Warfare Lore, you instead become an expert in another Lore skill you're trained in or trained in another Lore skill of your choice.","category":"feat","pfs":"Standard","feat":["Officer's Expertise"],"rarity":"common","slug":"feat-7890"},{"skill_mod":{},"summary":"Your proficiency in commander class DC increases to master, and you become a master in Warfare Lore.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Commander Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7891","weakness":{},"archetype":["Commander"],"name":"Officer's Mastery","trait":["Archetype"],"id":"feat-7891","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Officer's Mastery Source Battlecry! pg. 52 Archetype Commander Prerequisites Commander Dedication --- Your proficiency in commander class DC increases to master, and you become a master in Warfare Lore. If you're already a master in Warfare Lore, you instead become a master in another Lore skill you're an expert in, an expert in another Lore skill you're trained in, or trained in another Lore skill of your choice.","category":"feat","pfs":"Standard","feat":["Officer's Mastery"],"rarity":"common","slug":"feat-7891"},{"skill_mod":{},"summary":"You become trained in Athletics ; if you were already trained in Athletics, you instead become trained in a skill of your choice.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength +2; Constitution +2","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7892","weakness":{},"archetype":["Guardian"],"name":"Guardian Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-7892","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Guardian Dedication Source Battlecry! pg. 53 Archetype Guardian Prerequisites Strength +2; Constitution +2 --- You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in guardian class DC. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you're 13th level or higher, you also become an expert in the armor types granted to you by this feat. You can use the Taunt action. Guardian Dedication leads to... Basic Defender, Guardian Resiliency, Guardian's Intercept, Ironclad Fortitude","category":"feat","pfs":"Standard","feat":["Guardian Dedication"],"rarity":"common","slug":"feat-7892"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level guardian feat.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Guardian Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7893","weakness":{},"archetype":["Guardian"],"name":"Basic Defender","trait":["Archetype"],"id":"feat-7893","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Defender Source Battlecry! pg. 53 Archetype Guardian Prerequisites Guardian Dedication --- You gain a 1st- or 2nd-level guardian feat. Basic Defender leads to... Advanced Defender","category":"feat","pfs":"Standard","feat":["Basic Defender"],"rarity":"common","slug":"feat-7893"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each guardian archetype class feat you have.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Guardian Dedication; class granting no more Hit Points than 10 + your Constitution modifier","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7894","weakness":{},"archetype":["Guardian"],"name":"Guardian Resiliency","trait":["Archetype"],"id":"feat-7894","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Guardian Resiliency Source Battlecry! pg. 53 Archetype Guardian Prerequisites Guardian Dedication; class granting no more Hit Points than 10 + your Constitution modifier --- You gain 3 additional Hit Points for each guardian archetype class feat you have. As you continue selecting guardian archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Guardian Resiliency"],"rarity":"common","slug":"feat-7894"},{"skill_mod":{},"summary":"You gain one guardian feat.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Defender","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7895","weakness":{},"archetype":["Guardian"],"name":"Advanced Defender","trait":["Archetype"],"id":"feat-7895","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Defender Source Battlecry! pg. 53 Archetype Guardian Prerequisites Basic Defender --- You gain one guardian feat. For the purpose of meeting its prerequisites, your guardian level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another guardian feat.","category":"feat","pfs":"Standard","feat":["Advanced Defender"],"rarity":"common","slug":"feat-7895"},{"skill_mod":{},"summary":"You can use the Intercept Attack reaction once per 10 minutes.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Guardian Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7896","weakness":{},"archetype":["Guardian"],"name":"Guardian's Intercept","trait":["Archetype"],"id":"feat-7896","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Guardian's Intercept Source Battlecry! pg. 53 Archetype Guardian Prerequisites Guardian Dedication --- You can use the Intercept Attack reaction once per 10 minutes. Guardian's Intercept leads to... Armored Resistance","category":"feat","pfs":"Standard","feat":["Guardian's Intercept"],"rarity":"common","slug":"feat-7896"},{"skill_mod":{},"summary":"While you are wearing medium or heavy armor, you gain resistance to physical damage equal to half your character level when you use the Intercept Attack reaction to take damage instead of your ally.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Guardian's Intercept","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7897","weakness":{},"archetype":["Guardian"],"name":"Armored Resistance","trait":["Archetype"],"id":"feat-7897","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Armored Resistance Source Battlecry! pg. 53 Archetype Guardian Prerequisites Guardian's Intercept --- While you are wearing medium or heavy armor, you gain resistance to physical damage equal to half your character level when you use the Intercept Attack reaction to take damage instead of your ally.","category":"feat","pfs":"Standard","feat":["Armored Resistance"],"rarity":"common","slug":"feat-7897"},{"skill_mod":{},"summary":"Your proficiency rank in Fortitude saves increases to master.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Guardian Dedication; expert in Fortitude saves","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7898","weakness":{},"archetype":["Guardian"],"name":"Ironclad Fortitude","trait":["Archetype"],"id":"feat-7898","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Ironclad Fortitude Source Battlecry! pg. 53 Archetype Guardian Prerequisites Guardian Dedication; expert in Fortitude saves --- Your proficiency rank in Fortitude saves increases to master.","category":"feat","pfs":"Standard","feat":["Ironclad Fortitude"],"rarity":"common","slug":"feat-7898"},{"access":"You are from the Broken Lands region.","primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-876"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-7899","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Aldori Duelist Dedication Source Battlecry! pg. 54 Archetype Aldori Duelist Prerequisites trained in martial weapons Access You are from the Broken Lands region. --- Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of Acrobatics or Athletics; if you were already trained in that skill, you become an expert instead. You gain the Additional Lore feat for Dueling Lore; if you were already trained in Dueling Lore, you also become trained in a Lore skill of your choice. You have familiarity with Aldori dueling swords, treating them as martial weapons for the purposes of proficiency. You gain access to Aldori dueling swords. Aldori Duelist Dedication leads to... Aldori Parry, Aldori Swordlord, Aldori's Retort, Devastating Duelist, Dueling Acumen, Duelist's Edge, Duelist's Form, One-on-One, Saving Slash, Swordlord Exile, Tempo Duelist, Unnerving Prowess","feat":["Aldori Duelist Dedication"],"skill_mod":{},"summary":"Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword.","primary_source":"Battlecry!","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"trained in martial weapons","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7899","archetype":["Aldori Duelist"],"name":"Aldori Duelist Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-7899"},{"skill_mod":{},"summary":"You're always ready for a new duel, and you've been trained to start and end fights quickly.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Aldori Duelist Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7900","weakness":{},"archetype":["Aldori Duelist"],"name":"Dueling Acumen","trait":["Archetype","Skill"],"id":"feat-7900","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dueling Acumen Source Battlecry! pg. 54 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication --- You're always ready for a new duel, and you've been trained to start and end fights quickly. When you're in a duel or can see exactly one creature, you can always roll Dueling Lore for initiative. If you do so while in a duel, you must choose from either Deception, Intimidation, or Perception when you roll for initiative; you're considered to have rolled the chosen skill for initiative for the purpose of dueling actions.","category":"feat","pfs":"Standard","feat":["Dueling Acumen"],"rarity":"common","slug":"feat-7900"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-877"],"trait":["Archetype"],"id":"feat-7901","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aldori Parry Single Action Source Battlecry! pg. 54 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication --- You can parry attacks against you with your Aldori dueling sword. Aldori dueling swords you're wielding gain the parry trait. If you have your other hand or hands free while wielding an Aldori dueling sword, you gain a +2 circumstance bonus to AC while parrying instead of the usual +1. Aldori Parry leads to... Aldori Riposte","feat":["Aldori Parry"],"skill_mod":{},"summary":"You can parry attacks against you with your Aldori dueling sword.","primary_source":"Battlecry!","trait_group":["Feat"],"level":4,"prerequisite":"Aldori Duelist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7901","archetype":["Aldori Duelist"],"name":"Aldori Parry","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7901"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-878"],"trait":["Archetype"],"id":"feat-7902","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Duelist's Edge Free Action Source Battlecry! pg. 54 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication Trigger You roll initiative, and you are observing at least one opponent. --- You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately Interact to draw an Aldori dueling sword.","feat":["Duelist's Edge"],"skill_mod":{},"summary":"You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight.","primary_source":"Battlecry!","trait_group":["Feat"],"level":4,"prerequisite":"Aldori Duelist Dedication","source_category":["Rulebooks"],"trigger":"You roll initiative, and you are observing at least one opponent.","resistance":{},"url":"/Feats.aspx?ID=7902","archetype":["Aldori Duelist"],"name":"Duelist's Edge","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7902"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-879"],"trait":["Archetype"],"id":"feat-7903","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Aldori Riposte Reaction Source Battlecry! pg. 54 Archetype Aldori Duelist Prerequisites Aldori Parry Trigger An opponent within your reach critically fails a Strike against you. Requirements You are using an Aldori dueling sword to parry. --- You riposte with your Aldori dueling sword when your enemy leaves an opening. Make a melee Strike against or attempt to Disarm the triggering opponent using your Aldori dueling sword.","feat":["Aldori Riposte"],"skill_mod":{},"summary":"You riposte with your Aldori dueling sword when your enemy leaves an opening.","primary_source":"Battlecry!","trait_group":["Feat"],"level":6,"prerequisite":"Aldori Parry","source_category":["Rulebooks"],"requirement":"You are using an Aldori dueling sword to parry.","trigger":"An opponent within your reach critically fails a Strike against you.","resistance":{},"url":"/Feats.aspx?ID=7903","archetype":["Aldori Duelist"],"name":"Aldori Riposte","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7903"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-880"],"trait":["Archetype"],"id":"feat-7904","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Unnerving Prowess Free Action Source Battlecry! pg. 55 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication Trigger You critically succeed at a Strike or Disarm with your Aldori dueling sword, or succeed at a Strike or Disarm attempt with your Aldori dueling sword against an opponent during your first turn of an encounter. --- Your incredible skill with your blade unnerves your foes. You attempt to Demoralize the target of your Strike or Disarm. This Demoralize attempt does not have the auditory trait, nor do you take a penalty to the check if the target doesn't understand your language.","feat":["Unnerving Prowess"],"skill_mod":{},"summary":"Your incredible skill with your blade unnerves your foes.","primary_source":"Battlecry!","trait_group":["Feat"],"level":6,"prerequisite":"Aldori Duelist Dedication","source_category":["Rulebooks"],"trigger":"You critically succeed at a Strike or Disarm with your Aldori dueling sword , or succeed at a Strike or Disarm attempt with your Aldori dueling sword against an opponent during your first turn of an encounter.","resistance":{},"url":"/Feats.aspx?ID=7904","archetype":["Aldori Duelist"],"name":"Unnerving Prowess","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7904"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-881"],"trait":["Archetype"],"id":"feat-7905","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Saving Slash Reaction Source Battlecry! pg. 55 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication Trigger An opponent critically hits you with a melee attack. --- You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 15 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit.","feat":["Saving Slash"],"skill_mod":{},"summary":"You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack.","primary_source":"Battlecry!","trait_group":["Feat"],"level":10,"prerequisite":"Aldori Duelist Dedication","source_category":["Rulebooks"],"trigger":"An opponent critically hits you with a melee attack.","resistance":{},"url":"/Feats.aspx?ID=7905","archetype":["Aldori Duelist"],"name":"Saving Slash","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7905"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"skill":["Deception","Deception"],"trait":["Archetype"],"id":"feat-7906","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > One-on-One Single Action Source Battlecry! pg. 55 Archetype Aldori Duelist Frequency once per round Prerequisites Aldori Duelist Dedication; Trained in Deception --- Your true skill can be seen in a one-on-one fight where you have room to dance around your opponent. You attempt to Feint and then Strike an adjacent creature with an Aldori dueling sword. The Feint attempt must be against the same target as your Strike.","feat":["One-on-One"],"skill_mod":{},"summary":"Your true skill can be seen in a one-on-one fight where you have room to dance around your opponent.","primary_source":"Battlecry!","trait_group":["Feat"],"level":12,"prerequisite":"Aldori Duelist Dedication; Trained in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7906","archetype":["Aldori Duelist"],"name":"One-on-One","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7906"},{"skill_mod":{},"summary":"You can flow through combat reactions with graceful ease.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Aldori Duelist Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7907","weakness":{},"archetype":["Aldori Duelist"],"name":"Aldori's Retort","trait":["Archetype"],"id":"feat-7907","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Aldori's Retort Source Battlecry! pg. 55 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication --- You can flow through combat reactions with graceful ease. At the start of each of your turns, you gain an additional reaction that you can use only for Aldori Riposte, Saving Slash, or any dueling action.","category":"feat","pfs":"Standard","feat":["Aldori's Retort"],"rarity":"common","slug":"feat-7907"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Stance"],"id":"feat-7908","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Duelist's Form Single Action Source Battlecry! pg. 55 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication Requirements You are wielding only an Aldori dueling sword and have your other hand or hands free; you are not fatigued. --- Many assume that a duelist's habit of fighting with one hand behind their back or on their hip is an insult or self-restriction. This could not be further from the truth. Fighting with a single hand dictates mastery and heightens the duelist's focus by narrowing points of interest, allowing them to move and react to changing situations with unnatural speed. While in this stance, you are quickened. You can use this extra action only to Step or use a single-action activity gained from the Aldori duelist archetype. If you use your free hand for anything, this stance ends. When this stance ends, you become fatigued until you rest for at least 10 minutes.","feat":["Duelist's Form"],"skill_mod":{},"summary":"Many assume that a duelist's habit of fighting with one hand behind their back or on their hip is an insult or self-restriction.","primary_source":"Battlecry!","trait_group":["Feat","Class-Specific"],"level":16,"prerequisite":"Aldori Duelist Dedication","source_category":["Rulebooks"],"requirement":"You are wielding only an Aldori dueling sword and have your other hand or hands free; you are not fatigued .","resistance":{},"url":"/Feats.aspx?ID=7908","archetype":["Aldori Duelist"],"name":"Duelist's Form","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7908"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7909","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Tempo Duelist Single Action Source Battlecry! pg. 55 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication --- You move with an unpredictable tempo, shifting between unnervingly slow and rapid movements. You are concealed for 1 round. As the nature of this effect still leaves your location obvious, you can't use this concealment to Hide or Sneak.","feat":["Tempo Duelist"],"skill_mod":{},"summary":"You move with an unpredictable tempo, shifting between unnervingly slow and rapid movements.","primary_source":"Battlecry!","trait_group":["Feat"],"level":16,"prerequisite":"Aldori Duelist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7909","archetype":["Aldori Duelist"],"name":"Tempo Duelist","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7909"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7910","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Devastating Duelist Single Action Source Battlecry! pg. 55 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication --- You pointedly note your enemy's deficiencies, filling them with fear and dismay. Strike an opponent with your Aldori dueling sword. If the Strike is successful, attempt a Dueling Lore check against the target's Will DC. On a success, the target becomes frightened 2. This is an emotion, fear, and mental effect.","feat":["Devastating Duelist"],"skill_mod":{},"summary":"You pointedly note your enemy's deficiencies, filling them with fear and dismay.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":18,"prerequisite":"Aldori Duelist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7910","archetype":["Aldori Duelist"],"name":"Devastating Duelist","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7910"},{"skill_mod":{},"summary":"You are an Aldori swordlord.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Aldori Duelist Dedication; you have taken the last name of Aldori, sworn to the Aldori swordpact, and demonstrated skill at swordplay by winning a duel using only a sword in the presence of an Aldori swordlord.","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7911","weakness":{},"archetype":["Aldori Duelist"],"name":"Aldori Swordlord","trait":["Archetype"],"id":"feat-7911","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Aldori Swordlord Source Battlecry! pg. 55 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication; you have taken the last name of Aldori, sworn to the Aldori swordpact, and demonstrated skill at swordplay by winning a duel using only a sword in the presence of an Aldori swordlord. --- You are an Aldori swordlord. You can always obtain free room and board at the Aldori Academy for yourself and your allies. You can use Dueling Lore instead of Diplomacy to Make an Impression or Request provided that the target you are Making an Impression on would be aware of the Aldori swordlords or your Request is related to your standing as a swordlord. Whenever you successfully Strike a creature with an Aldori dueling sword, you gain 5 temporary Hit Points (or 10 temporary Hit Point on a critical success) that last for 1 round. Special You can’t take both this feat and Swordlord Exile.","category":"feat","pfs":"Standard","feat":["Aldori Swordlord"],"rarity":"common","slug":"feat-7911"},{"skill_mod":{},"summary":"You are a swordlord exile.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Aldori Duelist Dedication; you have broken or forsaken the Aldori swordpact.","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7912","weakness":{},"archetype":["Aldori Duelist"],"name":"Swordlord Exile","trait":["Archetype"],"id":"feat-7912","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Swordlord Exile Source Battlecry! pg. 55 Archetype Aldori Duelist Prerequisites Aldori Duelist Dedication; you have broken or forsaken the Aldori swordpact. --- You are a swordlord exile. You have abandoned or been abandoned by the Aldori Academy. Aldori swordlords are honor-bound to challenge you on sight. Additionally, your unbridled skill strikes terror in those around you. You can use Dueling Lore instead of Intimidation to Coerce and Demoralize while your Aldori dueling sword is visible to the target of your attempt. With broken pride, your blade is now a disgraced tool used to remove obstacles between you and your goals, whatever they may be. The first time you hit a creature with an Aldori dueling sword each round, you deal 5 additional precision damage. Special You can’t take both this feat and Aldori Swordlord.","category":"feat","pfs":"Standard","feat":["Swordlord Exile"],"rarity":"common","slug":"feat-7912"},{"legacy_name":["Drow Shootist Dedication"],"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["feat-2683"],"trait":["Archetype","Dedication"],"id":"feat-7913","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Crossbow Infiltrator Dedication Source Battlecry! pg. 56 Archetype Crossbow Infiltrator Prerequisites Trained in Stealth --- You have mastered stealthy weapons that allow you to strike carefully from a distance far enough to avoid reprisal, yet close enough to confirm your kills. You have familiarity with the gauntlet bow, hand crossbow, and repeating hand crossbow, treating the repeating hand crossbow as a martial weapon for the purposes of proficiency and the gauntlet bow as a simple weapon for the purposes of proficiency. If you're at least an expert in any of these weapons, you gain access to that weapon's critical specialization effect. You also gain the Infiltrator's Draw action. Infiltrator's Draw Single Action Frequency once per round; Effect You Interact to draw a gauntlet bow, hand crossbow, or repeating hand crossbow, then Strike with it. Alternatively, you can Strike with a loaded hand crossbow or repeating hand crossbow you're already holding and then Interact to stow it. Crossbow Infiltrator Dedication leads to... Crescent Cross Training, Infiltration Assassination, Infiltrator's Blitz, Infiltrator's Reload, Lethargy Poisoner, Reloading Trick, Repeating Hand Crossbow Training, Unseen Shot","feat":["Crossbow Infiltrator Dedication"],"skill_mod":{},"summary":"You have mastered stealthy weapons that allow you to strike carefully from a distance far enough to avoid reprisal, yet close enough to confirm your kills.","primary_source":"Battlecry!","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7913","archetype":["Crossbow Infiltrator"],"name":"Crossbow Infiltrator Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7913"},{"skill_mod":{},"summary":"You have familiarity with the crescent cross , an ingenious weapon that combines an arm-mounted, multi-chamber crossbow with a crescent-shaped blade.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Crossbow Infiltrator Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7914","weakness":{},"archetype":["Crossbow Infiltrator"],"name":"Crescent Cross Training","trait":["Archetype"],"id":"feat-7914","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Crescent Cross Training Source Battlecry! pg. 56 Archetype Crossbow Infiltrator Prerequisites Crossbow Infiltrator Dedication --- You have familiarity with the crescent cross, an ingenious weapon that combines an arm-mounted, multi-chamber crossbow with a crescent-shaped blade. For the purposes of proficiency, you treat both its configurations as simple weapons. Feats and abilities from this archetype that normally work with a gauntlet bow also work with your crescent cross, treating the melee form of the crescent cross as a gauntlet where appropriate. You gain the Crescent Spray action. Crescent Spray Two Actions (flourish) Requirements You are wielding a crescent cross; Effects You Strike up to three times with the ranged version of your crescent cross. If it is currently in its melee configuration, you can swap it to its ranged configuration as a free action before attempting these Strikes. You must have a bolt already chambered for each Strike and can Interact to swap to a different capacity chamber as a free action between each Strike. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.","category":"feat","pfs":"Standard","feat":["Crescent Cross Training"],"rarity":"common","slug":"feat-7914"},{"skill_mod":{},"summary":"The specific needs of your organization or mission warrant your use of the latest in ingenious crossbow technology.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Crossbow Infiltrator Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7915","weakness":{},"archetype":["Crossbow Infiltrator"],"name":"Repeating Hand Crossbow Training","legacy_id":["feat-2684"],"trait":["Archetype"],"id":"feat-7915","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Repeating Hand Crossbow Training Source Battlecry! pg. 56 Archetype Crossbow Infiltrator Prerequisites Crossbow Infiltrator Dedication --- The specific needs of your organization or mission warrant your use of the latest in ingenious crossbow technology. You gain access to repeating hand crossbows and repeater bandoliers. If you have Running Reload or a similar feat that allows you to reload and perform another action or activity as a single action, you can use that action more efficiently with a repeating weapon. You can use the action as a 3-action activity to reload a magazine into a repeating weapon after you perform its other granted action, or as a 2-action activity if you use a magazine from a repeater bandolier.","category":"feat","pfs":"Standard","feat":["Repeating Hand Crossbow Training"],"rarity":"common","slug":"feat-7915"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["Archetype"],"id":"feat-7916","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Infiltrator's Reload Single Action Source Battlecry! pg. 56 Archetype Crossbow Infiltrator Prerequisites Crossbow Infiltrator Dedication; Expert in Stealth --- You specialize in reloading while preparing for the next step in your infiltration. Interact to reload a weapon you have familiarity with from this archetype, then either Hide, Sneak, or Take Cover.","feat":["Infiltrator's Reload"],"skill_mod":{},"summary":"You specialize in reloading while preparing for the next step in your infiltration.","primary_source":"Battlecry!","trait_group":["Feat"],"level":6,"prerequisite":"Crossbow Infiltrator Dedication; Expert in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7916","archetype":["Crossbow Infiltrator"],"name":"Infiltrator's Reload","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7916"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2685"],"trait":["Archetype","Flourish","Manipulate"],"id":"feat-7917","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Reloading Trick Single Action Source Battlecry! pg. 57 Archetype Crossbow Infiltrator Prerequisites Crossbow Infiltrator Dedication Requirements You're wielding an unloaded hand crossbow or an unloaded gauntlet bow. --- You can fire off a single shot even when it seems like you are unprepared. You Interact to reload your hand crossbow or gauntlet bow and attempt a ranged Strike with it. Special If you have the Repeating Hand Crossbow Training feat, you can use this feat with a repeating hand crossbow to load an entire magazine, but the speed means you can fire only one bolt before the magazine jams and becomes useless. You must fully replace a magazine as normal before firing with a repeating hand crossbow after using this ability.","feat":["Reloading Trick"],"skill_mod":{},"summary":"You can fire off a single shot even when it seems like you are unprepared.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Crossbow Infiltrator Dedication","source_category":["Rulebooks"],"requirement":"You're wielding an unloaded hand crossbow or an unloaded gauntlet bow .","resistance":{},"url":"/Feats.aspx?ID=7917","archetype":["Crossbow Infiltrator"],"name":"Reloading Trick","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7917"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-2686"],"trait":["Archetype"],"id":"feat-7918","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Lethargy Poisoner Source Battlecry! pg. 57 Archetype Crossbow Infiltrator Prerequisites Crossbow Infiltrator Dedication; Trained in Crafting --- You've learned more than the use of hand crossbows. During your daily preparations, you can prepare a dose of lethargy poison from ordinary materials in a wilderness or urban area. If you're an expert in Crafting, you can instead craft a dose of stupor poison. You can prepare two doses (of either poison) if you're a master in Crafting and three doses if you're legendary in Crafting. The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat.","feat":["Lethargy Poisoner"],"skill_mod":{},"summary":"You've learned more than the use of hand crossbows.","primary_source":"Battlecry!","trait_group":["Feat"],"level":8,"prerequisite":"Crossbow Infiltrator Dedication; Trained in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7918","archetype":["Crossbow Infiltrator"],"name":"Lethargy Poisoner","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-7918"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7919","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Infiltration Assassination Two Actions Source Battlecry! pg. 57 Archetype Crossbow Infiltrator Prerequisites Crossbow Infiltrator Dedication Requirements You're wielding a loaded gauntlet bow. --- With a high-priority target in reach, you quickly move to eliminate them. Make a melee Strike using your gauntlet bow as a gauntlet. If the Strike is successful, you automatically latch onto the target, giving them the grabbed condition, then make a ranged Strike against them with your gauntlet bow. This Strike does not trigger reactions normally triggered by ranged attacks. If you are holding or wearing an injury poison, you can apply it to the bolt used in the attack as a free action before making the ranged Strike.","feat":["Infiltration Assassination"],"skill_mod":{},"summary":"With a high-priority target in reach, you quickly move to eliminate them.","primary_source":"Battlecry!","trait_group":["Feat"],"level":10,"prerequisite":"Crossbow Infiltrator Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a loaded gauntlet bow .","resistance":{},"url":"/Feats.aspx?ID=7919","archetype":["Crossbow Infiltrator"],"name":"Infiltration Assassination","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7919"},{"skill_mod":{},"summary":"Your attacks are deadly, silent, and nearly untraceable.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Crossbow Infiltrator Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7920","weakness":{},"archetype":["Crossbow Infiltrator"],"name":"Unseen Shot","trait":["Archetype"],"id":"feat-7920","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Unseen Shot Source Battlecry! pg. 57 Archetype Crossbow Infiltrator Prerequisites Crossbow Infiltrator Dedication --- Your attacks are deadly, silent, and nearly untraceable. The first time each round that you attempt to Strike a target you are undetected or unnoticed by while using a weapon you have familiarity with from this archetype, you are hidden from the target after the attack, as they cannot tell where the attack came from.","category":"feat","pfs":"Standard","feat":["Unseen Shot"],"rarity":"common","slug":"feat-7920"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7921","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Infiltrator's Blitz Three Actions Source Battlecry! pg. 57 Archetype Crossbow Infiltrator Prerequisites Crossbow Infiltrator Dedication --- Though your training is meant to ensure you don't get caught by your enemies, your missions are often high risk, and sometimes the only option you have left when things go wrong is to unleash a blistering torrent of violence while running away as fast as possible. You can attempt to Escape any effect that is currently immobilizing you. You gain a +10-foot circumstance bonus to your Speed and can Stride up to three times. At any point during each of these Strides, you can Strike with a weapon you have familiarity with from this archetype and can then immediately Interact to reload that weapon. After using Infiltrator's Blitz, you become fatigued for 1 minute.","feat":["Infiltrator's Blitz"],"skill_mod":{},"summary":"Though your training is meant to ensure you don't get caught by your enemies, your missions are often high risk, and sometimes the only option you have left when things go wrong is to unleash a blistering torrent of violence while running away as fast as possible.","primary_source":"Battlecry!","trait_group":["Feat"],"level":16,"prerequisite":"Crossbow Infiltrator Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7921","archetype":["Crossbow Infiltrator"],"name":"Infiltrator's Blitz","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7921"},{"skill_mod":{},"summary":"Having devoted your life to crafting propaganda, you know that winning the hearts and minds of soldiers can be a deciding factor in securing the successful outcome of a war.","primary_source":"Battlecry!","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma +2; Trained in Deception; Trained in Diplomacy","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7922","weakness":{},"archetype":["Field Propagandist"],"skill":["Deception","Diplomacy","Deception","Diplomacy"],"name":"Field Propagandist Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-7922","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Field Propagandist Dedication Source Battlecry! pg. 58 Archetype Field Propagandist Prerequisites Charisma +2; Trained in Deception; Trained in Diplomacy --- Having devoted your life to crafting propaganda, you know that winning the hearts and minds of soldiers can be a deciding factor in securing the successful outcome of a war. You gain the Spread Propaganda exploration activity (see below). While you are not immune to propaganda, you are resistant to it. You gain a +2 circumstance bonus to your Perception DC against attempts made by others to Lie to you. If you have the Lie to Me skill feat, you gain a +2 circumstance bonus to your Deception DC. You become trained in Society. If you were already trained, you become an expert instead. Spread Propaganda (exploration, secret) You spread propaganda about a faction (which may include an army, organization, or other particular group of people). This takes as long as it would normally take for you to Gather Information (typically 2 hours). At the end of this time, the GM rolls a secret Deception check to see how effective you were at spreading propaganda. Critical Success Your propaganda spreads effectively, and for the next month, creatures that succeed on checks to Gather Information learn your propaganda over facts about the subject. It cannot be traced back to you. You also learn information as if you succeeded at a Recall Knowledge check about the faction. Success As critical success, but the propaganda persists for 1 week and can be traced back to you by a character who critically succeeds at the skill check to Gather Information. Failure Your propaganda fails to take hold. Critical Failure Your propaganda is stunningly ineffective, and you take a –4 circumstance penalty to Deception checks to spread propaganda about the same subject for 1 week. In addition, the subject and its enemies become aware that you attempted to spread propaganda. Field Propagandist Dedication leads to... A Tale to Believe In, Fabricate Truth, Invented Vulnerability, Invincible Army, Mass Delusion, Orator's Fillibuster, Predispose Settlement, The Truth as I See it","category":"feat","pfs":"Standard","feat":["Field Propagandist Dedication"],"rarity":"uncommon","slug":"feat-7922"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Concentrate","Emotion","Linguistic","Mental"],"id":"feat-7923","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fabricate Truth Single Action Source Battlecry! pg. 58 Archetype Field Propagandist Prerequisites Field Propagandist Dedication --- You invent a false truth by fast talking, switching arguments, shifting the standard of evidence, and generally confounding others. Choose a creature within 30 feet that you're aware of. Attempt a Deception check against that target's Will DC. Regardless of your result, the target is temporarily immune to your attempts to Fabricate Truth for 10 minutes. Critical Success The target becomes stupefied 2 for 1 round. Success The target becomes stupefied 1 for 1 round.","feat":["Fabricate Truth"],"skill_mod":{},"summary":"You invent a false truth by fast talking, switching arguments, shifting the standard of evidence, and generally confounding others.","primary_source":"Battlecry!","trait_group":["Feat","Sense","Mechanics"],"level":4,"prerequisite":"Field Propagandist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7923","archetype":["Field Propagandist"],"name":"Fabricate Truth","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7923"},{"skill_mod":{},"summary":"You spend 7 days of downtime seeding propaganda through a settlement with a population of 2,500 or fewer.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Field Propagandist Dedication; Expert in Deception","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7924","weakness":{},"archetype":["Field Propagandist"],"skill":["Deception","Deception"],"name":"Predispose Settlement","trait":["Archetype","Downtime","Skill"],"id":"feat-7924","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Predispose Settlement Source Battlecry! pg. 58 Archetype Field Propagandist Prerequisites Field Propagandist Dedication; Expert in Deception --- You spend 7 days of downtime seeding propaganda through a settlement with a population of 2,500 or fewer. At 10th level, this increases to a settlement with a population of 10,000 or fewer, and at 16th level, you can affect settlements of any size. Select a faction or organization (such as the Pathfinder Society, the Hellknights, or the Firebrands) that this propaganda targets and whether you are improving or decreasing the settlement's attitude toward that faction. After this period, attempt a Deception or Diplomacy check against the hard DC of the level of the settlement. These changes last for 1 week before the people return to their original attitudes. Critical Success You adjust the starting attitude of the settlement's inhabitants toward the targeted faction by two steps. In addition, you gain a +1 circumstance bonus on initiative rolls made in encounters that include members of your targeted faction while in the settlement for 1 week. Success As critical success, but the inhabitants' attitude is adjusted by one step. Critical Failure The propaganda attempt backfires. The attitude of the settlement's inhabitants toward you decreases by one step.","category":"feat","pfs":"Standard","feat":["Predispose Settlement"],"rarity":"common","slug":"feat-7924"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype","Auditory","Concentrate","Linguistic","Mental"],"id":"feat-7925","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Invented Vulnerability Single Action Source Battlecry! pg. 58 Archetype Field Propagandist Frequency once per round Prerequisites Field Propagandist Dedication --- You list off the potential fears and weaknesses of an enemy you can see or hear, speaking with such certainty that they become real. Attempt a Deception check against the enemy's Will DC. Select bludgeoning, piercing, or slashing damage. Regardless of your result, the target is temporarily immune to Invented Vulnerability for 10 minutes. Critical Success The target gains weakness to the selected type of damage equal to 3 + half your level for 1 round. Success The target gains weakness 5 to the selected type of damage for 1 round.","feat":["Invented Vulnerability"],"skill_mod":{},"summary":"You list off the potential fears and weaknesses of an enemy you can see or hear, speaking with such certainty that they become real.","primary_source":"Battlecry!","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Field Propagandist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7925","archetype":["Field Propagandist"],"name":"Invented Vulnerability","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7925"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype","Auditory","Concentrate","Linguistic","Mental"],"id":"feat-7926","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Invincible Army Single Action Source Battlecry! pg. 58 Archetype Field Propagandist Frequency once per round Prerequisites Field Propagandist Dedication --- You enumerate the many virtues and victories of your chosen allies, creating a story of their invincibility so convincing that it is as good as the truth. Choose an ally you can see and attempt a Deception or Diplomacy check against the hard DC for the target's level. On a success, the target gains resistance 5 to either bludgeoning, piercing, or slashing damage, chosen when you use this ability; the type of damage resisted is usually tied to the story you tell about the character, such as giving them piercing resistance after telling a story about the time they rushed through a rain of arrows to take on an enemy encampment. You can instead attempt your check against a very hard DC for the target's level to give them resistance to two damage types, adding acid, fire, cold, electricity, and sonic to the damage types you can grant resistance to.","feat":["Invincible Army"],"skill_mod":{},"summary":"You enumerate the many virtues and victories of your chosen allies, creating a story of their invincibility so convincing that it is as good as the truth.","primary_source":"Battlecry!","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Field Propagandist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7926","archetype":["Field Propagandist"],"name":"Invincible Army","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7926"},{"skill_mod":{},"summary":"When you seek to convince others of the worth of your cause, you are capable of unleashing such an entrancing torrent of rhetoric and metaphor that it is all but impossible to look away from you.","primary_source":"Battlecry!","trait_group":["Feat","Sense","Mechanics"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Field Propagandist Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7927","weakness":{},"archetype":["Field Propagandist"],"name":"Orator's Fillibuster","trait":["Archetype","Auditory","Concentrate","Linguistic","Mental"],"id":"feat-7927","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Orator's Fillibuster Source Battlecry! pg. 58 Archetype Field Propagandist Prerequisites Field Propagandist Dedication --- When you seek to convince others of the worth of your cause, you are capable of unleashing such an entrancing torrent of rhetoric and metaphor that it is all but impossible to look away from you. When you begin a conversation or similar attempt with the goal of Making an Impression, all creatures who are observing you become fascinated unless they succeed at a Will save against the higher of your class DC or spell DC. Creatures who are familiar with you and your verbal techniques, such as allies you've known for at least several days, are immune to this effect, though newer allies who have not heard one of your speeches before might still be affected. Affected creatures remain fascinated for as long as you continue your filibuster, though they can attempt a new save to end the effect at the end of each minute while your filibuster lasts. A creature who succeeds at a saving throw to end the fascinated condition from your filibuster is also unaffected by your attempt to Make an Impression. You can continue your filibuster indefinitely, but after every 10 minutes you must attempt a Fortitude saving throw against a hard DC for your level. Failing this save results in your filibuster ending and prevents you from attempting another filibuster for 1 hour.","category":"feat","pfs":"Standard","feat":["Orator's Fillibuster"],"rarity":"common","slug":"feat-7927"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Concentrate","Linguistic","Mental"],"id":"feat-7928","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > A Tale to Believe In Single Action Source Battlecry! pg. 58 Archetype Field Propagandist Prerequisites Field Propagandist Dedication --- You recite a tale of prowess that rewrites the combat unfolding around you. You can attempt a counteract check against a mental effect that's currently affecting an ally within 30 feet, using Deception for the counteract check and half your level as the counteract rank.","feat":["A Tale to Believe In"],"skill_mod":{},"summary":"You recite a tale of prowess that rewrites the combat unfolding around you.","primary_source":"Battlecry!","trait_group":["Feat","Sense","Mechanics"],"level":8,"prerequisite":"Field Propagandist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7928","archetype":["Field Propagandist"],"name":"A Tale to Believe In","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7928"},{"skill_mod":{},"summary":"Your knack for spinning a believable reality from threads of story is so practiced that sometimes even you begin to believe what you're saying.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Field Propagandist Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7929","weakness":{},"archetype":["Field Propagandist"],"name":"The Truth as I See it","trait":["Archetype"],"id":"feat-7929","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > The Truth as I See it Source Battlecry! pg. 58 Archetype Field Propagandist Prerequisites Field Propagandist Dedication --- Your knack for spinning a believable reality from threads of story is so practiced that sometimes even you begin to believe what you're saying. When you use Deception to Lie, you can carefully structure your deceits so that each individual statement you make is the truth, from a certain perspective. Once per day when using Deception to Lie, you can roll twice and take the better result. This is a fortune effect. You don't take a penalty to Deception checks while subject to the ring of truth spell or similar effects. Whenever you are subject to ring of truth or a similar effect, you can attempt a Deception check when you first begin speaking to counteract the spell's effects, with a counteract rank equal to half your level (rounded up); succeeding at this check doesn't end the spell or effect, but it does cause it to indicate that you are speaking the truth, even when you are actually lying.","category":"feat","pfs":"Standard","feat":["The Truth as I See it"],"rarity":"common","slug":"feat-7929"},{"skill_mod":{},"summary":"You wave around fabricated evidence that contradicts what your enemies know to be true.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Field Propagandist Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7930","weakness":{},"archetype":["Field Propagandist"],"name":"Mass Delusion","trait":["Archetype"],"id":"feat-7930","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Mass Delusion Source Battlecry! pg. 58 Archetype Field Propagandist Prerequisites Field Propagandist Dedication --- You wave around fabricated evidence that contradicts what your enemies know to be true. When you Fabricate Truth, you can affect all enemies within 30 feet of you. Compare your Deception check result to the Will DCs of all targets. It is possible to get a different degree of success for each target.","category":"feat","pfs":"Standard","feat":["Mass Delusion"],"rarity":"common","slug":"feat-7930"},{"skill_mod":{},"summary":"You're skilled in subtle tactics and using the environment against your enemies.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Stealth; Trained in Survival","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7931","weakness":{},"archetype":["Guerrilla"],"skill":["Stealth","Survival","Stealth","Survival"],"name":"Guerrilla Dedication","trait":["Archetype","Dedication"],"id":"feat-7931","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Guerrilla Dedication Source Battlecry! pg. 60 Archetype Guerrilla Prerequisites Trained in Stealth; Trained in Survival --- You're skilled in subtle tactics and using the environment against your enemies. You become trained in your choice of Deception or Thievery; if you are already trained in both, you become an expert in one instead. When you take this dedication, choose a single, discrete urban or wilderness location, such as “Mzali” or “the Verduran Forest”; this becomes your favored location. When you are in this location and undetected by all enemies, you can Sneak without attempting a Stealth check as long as you move no more than half your Speed. During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren't actively Searching or on guard. You can change your favored location by spending 1 week of downtime in the new location you would like to set as your favored location. Guerrilla Dedication leads to... Battlefront Sabotage, Deathblow, Frightful Attrition, Guerrilla Weaponry, Hit and Run, Lonely Army, Rally Support, Snare Expert, Terrain Ghost","category":"feat","pfs":"Standard","feat":["Guerrilla Dedication"],"rarity":"common","slug":"feat-7931"},{"skill_mod":{},"summary":"You are especially skilled in transforming simple weapons that can be easily assembled from readily available materials into deadly weapons.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Guerrilla Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7932","weakness":{},"archetype":["Guerrilla"],"name":"Guerrilla Weaponry","trait":["Archetype"],"id":"feat-7932","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Guerrilla Weaponry Source Battlecry! pg. 60 Archetype Guerrilla Prerequisites Guerrilla Dedication --- You are especially skilled in transforming simple weapons that can be easily assembled from readily available materials into deadly weapons. In your hands, a blowgun's base damage increases from 1 to a 1d4 damage die, and it gains the deadly d4 trait. In addition, you gain the following action. Guerrilla Assault Single Action Frequency once per round; Effect You Interact to reload a sling or blowgun and then Strike. If the Strike is successful and you were undetected or unnoticed by the target when you made the attack, you are now hidden from the target after the attack, as they cannot tell where the attack came from. Guerrilla Weaponry leads to... Poisoned Sticks and Stones","category":"feat","pfs":"Standard","feat":["Guerrilla Weaponry"],"rarity":"common","slug":"feat-7932"},{"skill_mod":{},"summary":"Your knowledge of traps aids you in defending your hideout.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Guerrilla Dedication; Trained in Crafting","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7933","weakness":{},"archetype":["Guerrilla"],"skill":["Crafting","Crafting"],"name":"Snare Expert","trait":["Archetype"],"id":"feat-7933","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Snare Expert Source Battlecry! pg. 60 Archetype Guerrilla Prerequisites Guerrilla Dedication; Trained in Crafting --- Your knowledge of traps aids you in defending your hideout. You gain the Snare Crafting feat. When you set a snare, any saving throw it requires uses the higher of your class DC or the snare's DC. Snares you set within your favored location increase their Stealth DC by 2.","category":"feat","pfs":"Standard","feat":["Snare Expert"],"rarity":"common","slug":"feat-7933"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["Archetype","Flourish"],"id":"feat-7934","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Hit and Run Two Actions Source Battlecry! pg. 60 Archetype Guerrilla Prerequisites Guerrilla Dedication; Expert in Stealth Requirements You are unnoticed or undetected by your target. --- Leaping from a hiding place, you quickly attack your foe before retreating. You Stride or Step, then attempt a melee or ranged Strike against a creature. After your Strike, you Sneak away. None of the movement taken as part of this activity triggers reactions.","feat":["Hit and Run"],"skill_mod":{},"summary":"Leaping from a hiding place, you quickly attack your foe before retreating.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Guerrilla Dedication; Expert in Stealth","source_category":["Rulebooks"],"requirement":"You are unnoticed or undetected by your target.","resistance":{},"url":"/Feats.aspx?ID=7934","archetype":["Guerrilla"],"name":"Hit and Run","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7934"},{"skill_mod":{},"summary":"You prepare your sling stones with small, edged grooves to enable them to deliver poison, and you have learned other techniques for poisoning your weapons.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Guerrilla Weaponry","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7935","weakness":{},"archetype":["Guerrilla"],"name":"Poisoned Sticks and Stones","trait":["Archetype"],"id":"feat-7935","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Poisoned Sticks and Stones Source Battlecry! pg. 60 Archetype Guerrilla Prerequisites Guerrilla Weaponry --- You prepare your sling stones with small, edged grooves to enable them to deliver poison, and you have learned other techniques for poisoning your weapons. You can apply injury poisons to sling bullets, allowing them to deliver such poisons on a successful Strike. During your daily preparations, you can prepare a number of simple injury poisons equal to your level that can only be applied to sling bullets or blowgun darts. These follow the rules for injury poisons, except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire at your next daily preparations. Special If you later gain the Poison Weapon feat (such as from the poisoner archetype or the rogue multiclass archetype), you can apply your injury poisons to any weapon that is normally a valid receptacle for injury poisons, but you do not gain additional simple injury poisons during your daily preparations. Poisoned Sticks and Stones leads to... Deathblow, Venomous Weapons","category":"feat","pfs":"Standard","feat":["Poisoned Sticks and Stones"],"rarity":"common","slug":"feat-7935"},{"skill_mod":{},"summary":"You often rely on the local populace for supplies and shelter.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Guerrilla Dedication; trained in either Diplomacy or Intimidation","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7936","weakness":{},"archetype":["Guerrilla"],"skill":["Diplomacy","Intimidation"],"name":"Rally Support","trait":["Archetype","Skill"],"id":"feat-7936","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Rally Support Source Battlecry! pg. 60 Archetype Guerrilla Prerequisites Guerrilla Dedication; trained in either Diplomacy or Intimidation --- You often rely on the local populace for supplies and shelter. Once per day, you can attempt a check to Request or Coerce against an easy DC for your level when speaking with someone who is a non-hostile, long-term resident of your favored location. On a success, choose one of the following to obtain. A nonmagical item of your level or lower A safe place to shelter for 24 hours 3 days' worth of food and water for you and up to 5 allies ","category":"feat","pfs":"Standard","feat":["Rally Support"],"rarity":"common","slug":"feat-7936"},{"skill_mod":{},"summary":"Your skill with poisons is such that your preferred weapons also contain trace amounts of it, even when you don't actively apply a dose.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Poisoned Sticks and Stones","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7937","weakness":{},"archetype":["Guerrilla"],"name":"Venomous Weapons","trait":["Archetype"],"id":"feat-7937","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Venomous Weapons Source Battlecry! pg. 60 Archetype Guerrilla Prerequisites Poisoned Sticks and Stones --- Your skill with poisons is such that your preferred weapons also contain trace amounts of it, even when you don't actively apply a dose. Blowguns and slings you are wielding have the venomous trait.","category":"feat","pfs":"Standard","feat":["Venomous Weapons"],"rarity":"common","slug":"feat-7937"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Incapacitation"],"id":"feat-7938","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Battlefront Sabotage Two Actions Source Battlecry! pg. 61 Archetype Guerrilla Prerequisites Guerrilla Dedication Requirements You have a free hand. --- You know methods of sabotaging your enemy's war machines and weaponry. You can attempt to sabotage a siege weapon or vehicle with a Thievery check against the standard DC of the weapon or vehicle's level. Critical Success The next time the weapon is Launched or the vehicle moves, it targets or moves to a square of your choice instead of its intended target. Success As critical success, but the weapon or vehicle targets or moves to a random square. Failure The sabotage fails. Additionally, you can use Battlefront Sabotage to sabotage a weapon an enemy is wielding. Choose a creature wielding a melee or ranged weapon within your reach and attempt a Thievery check against their Reflex DC. On a success, the weapon's wielder must succeed at a DC 11 flat check the next time it attempts a Strike with that weapon or the action is disrupted, as part of the weapon's structural integrity falters. The creature is then temporarily immune to Battlefront Sabotage of their weapons for 10 minutes.","feat":["Battlefront Sabotage"],"skill_mod":{},"summary":"You know methods of sabotaging your enemy's war machines and weaponry.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Guerrilla Dedication","source_category":["Rulebooks"],"requirement":"You have a free hand.","resistance":{},"url":"/Feats.aspx?ID=7938","archetype":["Guerrilla"],"name":"Battlefront Sabotage","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7938"},{"skill_mod":{},"summary":"Your diminishment of your foes' ranks damages their morale.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Guerrilla Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7939","weakness":{},"archetype":["Guerrilla"],"name":"Frightful Attrition","trait":["Archetype","Emotion","Fear","Incapacitation","Mental"],"id":"feat-7939","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Frightful Attrition Source Battlecry! pg. 61 Archetype Guerrilla Prerequisites Guerrilla Dedication --- Your diminishment of your foes' ranks damages their morale. Whenever you reduce a creature to 0 HP with a Strike or spell, all enemies within 30 feet of the downed creature who witnessed the attack must attempt a Will saving throw against your class DC. A creature that didn't see you directly (such as if you're invisible or remained hidden after the attack) takes a –2 circumstance penalty to this save. Regardless of the result, each creature is temporarily immune to your Frightful Attrition for 10 minutes. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing for 1 round.","category":"feat","pfs":"Standard","feat":["Frightful Attrition"],"rarity":"common","slug":"feat-7939"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7940","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Lonely Army Three Actions Source Battlecry! pg. 61 Archetype Guerrilla Prerequisites Guerrilla Dedication Requirements You are in your favored location; you are currently hidden, unobserved, or unnoticed by all enemies; and you are not fatigued. --- You move and attack with deadly silence, unbelievable speed, and unlimited ferocity. Strike with a blowgun or sling; if the Strike is successful, the enemy cannot tell where it came from and you remain hidden. Immediately after the successful Strike, you can Sneak to a new location, Interact to reload a blowgun or sling, and Strike again, remaining hidden on a successful Strike. If the second Strike is successful, you can Sneak, Interact to reload, and then Strike with a sling or blowgun a third time, remaining hidden after a successful Strike. After using Lonely Army, you are fatigued for 1 minute.","feat":["Lonely Army"],"skill_mod":{},"summary":"You move and attack with deadly silence, unbelievable speed, and unlimited ferocity.","primary_source":"Battlecry!","trait_group":["Feat"],"level":14,"prerequisite":"Guerrilla Dedication","source_category":["Rulebooks"],"requirement":"You are in your favored location; you are currently hidden , unobserved, or unnoticed by all enemies; and you are not fatigued .","resistance":{},"url":"/Feats.aspx?ID=7940","archetype":["Guerrilla"],"name":"Lonely Army","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-7940"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7941","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Deathblow Two Actions Source Battlecry! pg. 61 Archetype Guerrilla Prerequisites Guerrilla Dedication; Poisoned Sticks and Stones --- Your carefully prepared and placed shot brings instant death to your target. Attempt a Strike with a blowgun or sling using ammunition that you have poisoned with your simple injury poison. If the Strike is successful and you are hidden from the target, or unnoticed or undetected by them, the target must succeed at a Fortitude save against your class DC or die; this is a death and incapacitation effect. A creature that survives is temporarily immune to the instant death effect of Deathblow for 1 day.","feat":["Deathblow"],"skill_mod":{},"summary":"Your carefully prepared and placed shot brings instant death to your target.","primary_source":"Battlecry!","trait_group":["Feat"],"level":16,"prerequisite":"Guerrilla Dedication; Poisoned Sticks and Stones","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7941","archetype":["Guerrilla"],"name":"Deathblow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7941"},{"skill_mod":{},"summary":"You move through your territory like a living shadow.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Guerrilla Dedication; Master in Stealth; Master in Survival","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7942","weakness":{},"archetype":["Guerrilla"],"skill":["Stealth","Survival","Stealth","Survival"],"name":"Terrain Ghost","trait":["Archetype","Skill"],"id":"feat-7942","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Terrain Ghost Source Battlecry! pg. 61 Archetype Guerrilla Prerequisites Guerrilla Dedication; Master in Stealth; Master in Survival --- You move through your territory like a living shadow. Within your favored location, you're permanently under the effect of vanishing tracks , and you're always concealed from all foes unless you choose not to be.","category":"feat","pfs":"Standard","feat":["Terrain Ghost"],"rarity":"common","slug":"feat-7942"},{"skill_mod":{},"summary":"When you take this dedication, choose one willing, non-minion ally to be your student in the ways of the Iridian Choir.","primary_source":"Battlecry!","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7943","weakness":{},"archetype":["Iridian Choirmaster"],"skill":["Occultism","Occultism"],"name":"Iridian Choirmaster Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-7943","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Iridian Choirmaster Dedication Source Battlecry! pg. 62 Archetype Iridian Choirmaster Prerequisites Trained in Occultism --- When you take this dedication, choose one willing, non-minion ally to be your student in the ways of the Iridian Choir. As part of your training in this archetype, you teach your student the necessary mindset and techniques; they gain the benefits of your abilities without having to take any feats of their own. You gain the benefits of your Iridian Choirmaster archetype feats only if both you and your student are alive and conscious. You and your student can trade nonverbal messages as a single action, which have the effects of the message spell but are non-magical. This requires a single action, has the concentrate, mental, and linguistic traits, and requires that you be able to see each other. If your student dies, or if you and your student choose to part ways, you can choose and develop a new student by spending 1 week of downtime training another willing, non minion ally. Iridian Choirmaster Dedication leads to... Ensnaring Disarm, Lesson of Bonded Eyes, Lesson of Mutual Gambits, Lesson of Sympathetic Vulnerability, Lesson of the Broken Wing, Lesson of the Circling Gale, Lesson of the Splintered Aegis, Lesson of Unified Elusion, Pupil's Guard, Repeat Lesson, Seize Advantage, Shared Mind, Shared Heart, Simultaneous Strike","category":"feat","pfs":"Standard","feat":["Iridian Choirmaster Dedication"],"rarity":"uncommon","slug":"feat-7943"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Flourish"],"id":"feat-7944","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lesson of the Broken Wing Single Action Source Battlecry! pg. 62 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication --- You make yourself appear to be a tempting target to draw an enemy in, distracting them from your student's attacks. Choose an enemy creature within 60 feet that you are aware of. You take a –1 penalty to your AC against that creature's Strikes until the beginning of your next turn, and your student gains a +1 circumstance bonus to their Strikes against the target creature during that time.","feat":["Lesson of the Broken Wing"],"skill_mod":{},"summary":"You make yourself appear to be a tempting target to draw an enemy in, distracting them from your student's attacks.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7944","archetype":["Iridian Choirmaster"],"name":"Lesson of the Broken Wing","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7944"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7945","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lesson of the Circling Gale Single Action Source Battlecry! pg. 62 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication --- You and your student have trained with footwork drills to mirror each other's movements. You Step, and your student can immediately Step as a reaction. Lesson of the Circling Gale leads to... Lesson of the Hurricane's Might","feat":["Lesson of the Circling Gale"],"skill_mod":{},"summary":"You and your student have trained with footwork drills to mirror each other's movements.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7945","archetype":["Iridian Choirmaster"],"name":"Lesson of the Circling Gale","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7945"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7946","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ensnaring Disarm Free Action Source Battlecry! pg. 62 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication Trigger Your last action was a critical success to Disarm. Requirements Your student is within 15 feet of the Disarmed creature. --- You smack your foe's item out of their hand so that your student can grab it. Instead of the item falling to the ground in the target's space, you aim your blow to send the disarmed item flying, allowing your student to immediately catch it as a free action; they must have a free hand to do so.","feat":["Ensnaring Disarm"],"skill_mod":{},"summary":"You smack your foe's item out of their hand so that your student can grab it.","primary_source":"Battlecry!","trait_group":["Feat"],"level":6,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"requirement":"Your student is within 15 feet of the Disarmed creature.","trigger":"Your last action was a critical success to Disarm .","resistance":{},"url":"/Feats.aspx?ID=7946","archetype":["Iridian Choirmaster"],"name":"Ensnaring Disarm","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7946"},{"skill_mod":{},"summary":"You and your student share an understanding of your surroundings.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7947","weakness":{},"archetype":["Iridian Choirmaster"],"name":"Lesson of Bonded Eyes","trait":["Archetype"],"id":"feat-7947","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Lesson of Bonded Eyes Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication --- You and your student share an understanding of your surroundings. As long as you and your student can see (giving this effect the visual trait) or hear (giving this effect the auditory trait) each other, if a hidden creature is observed by either of you, it's observed by both of you.","category":"feat","pfs":"Standard","feat":["Lesson of Bonded Eyes"],"rarity":"common","slug":"feat-7947"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7948","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Repeat Lesson Reaction Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication Trigger Your student fails or critically fails an Athletics check to Disarm, Grapple, Reposition, Shove, or Trip a target within your reach. --- Upon seeing your student falter, you demonstrate the proper technique. Attempt the same action that your student failed against the same target. You must meet the action's requirements.","feat":["Repeat Lesson"],"skill_mod":{},"summary":"Upon seeing your student falter, you demonstrate the proper technique.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"trigger":"Your student fails or critically fails an Athletics check to Disarm , Grapple , Reposition , Shove , or Trip a target within your reach.","resistance":{},"url":"/Feats.aspx?ID=7948","archetype":["Iridian Choirmaster"],"name":"Repeat Lesson","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7948"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7949","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Lesson of Mutual Gambits Single Action Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication Requirements Your last action was a success to Feint. --- You create an opening for your student, setting them up for their own attack. The creature you Feinted is off-guard to the first Strike or spell attack roll your student makes against it before the end of your next turn.","feat":["Lesson of Mutual Gambits"],"skill_mod":{},"summary":"You create an opening for your student, setting them up for their own attack.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"requirement":"Your last action was a success to Feint .","resistance":{},"url":"/Feats.aspx?ID=7949","archetype":["Iridian Choirmaster"],"name":"Lesson of Mutual Gambits","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7949"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7950","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Lesson of Sympathetic Vulnerability Single Action Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication Trigger Your student triggered a creature's weakness to energy damage with a Strike or spell on their previous turn. --- You temporarily borrow the essence of your student's attack to infuse yourself. Until the end of your current turn, damage you deal to enemies from Strikes and spells is the same type that triggered the creature's weakness instead of its usual type.","feat":["Lesson of Sympathetic Vulnerability"],"skill_mod":{},"summary":"You temporarily borrow the essence of your student's attack to infuse yourself.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"trigger":"Your student triggered a creature's weakness to energy damage with a Strike or spell on their previous turn.","resistance":{},"url":"/Feats.aspx?ID=7950","archetype":["Iridian Choirmaster"],"name":"Lesson of Sympathetic Vulnerability","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7950"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Fortune"],"id":"feat-7951","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Lesson of the Splintered Aegis Single Action Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication Requirements Your last action was a Strike that dealt damage to an enemy. --- With your attack, you demonstrate to your student a hole in your enemy's defenses. Before the beginning of your next turn, your student can roll their next Strike or spell attack roll against that same enemy twice and take the better result.","feat":["Lesson of the Splintered Aegis"],"skill_mod":{},"summary":"With your attack, you demonstrate to your student a hole in your enemy's defenses.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"requirement":"Your last action was a Strike that dealt damage to an enemy.","resistance":{},"url":"/Feats.aspx?ID=7951","archetype":["Iridian Choirmaster"],"name":"Lesson of the Splintered Aegis","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7951"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7952","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Seize Advantage Reaction Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication Trigger Your student critically succeeds at a Strike or spell attack roll. --- You take the openings granted by your student's success to reposition yourself. You Step or Stride up to your Speed.","feat":["Seize Advantage"],"skill_mod":{},"summary":"You take the openings granted by your student's success to reposition yourself.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"trigger":"Your student critically succeeds at a Strike or spell attack roll.","resistance":{},"url":"/Feats.aspx?ID=7952","archetype":["Iridian Choirmaster"],"name":"Seize Advantage","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7952"},{"skill_mod":{},"summary":"You and your student react as one to common threats.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7953","weakness":{},"archetype":["Iridian Choirmaster"],"name":"Lesson of Unified Elusion","trait":["Archetype","Fortune"],"id":"feat-7953","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Lesson of Unified Elusion Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication --- You and your student react as one to common threats. When you and your student are both targeted by the same effect that requires a Reflex saving throw, you and your student take the better of each of your die rolls for the save. You each still add your own Reflex save modifier to the die result.","category":"feat","pfs":"Standard","feat":["Lesson of Unified Elusion"],"rarity":"common","slug":"feat-7953"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7954","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Pupil's Guard Reaction Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication Trigger Your student would be targeted with a reaction (such as Reactive Strike) due to their Stride or manipulate action. Requirements You're adjacent to your student. --- You're intimately familiar with your student's motions and are ready to step in at a moment's notice should anything threaten to disrupt them. You interpose yourself between the attack and your student, becoming the target of the reaction and taking all damage and associated effects (if any) yourself. This allows your student to complete their action without interruption.","feat":["Pupil's Guard"],"skill_mod":{},"summary":"You're intimately familiar with your student's motions and are ready to step in at a moment's notice should anything threaten to disrupt them.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"requirement":"You're adjacent to your student.","trigger":"Your student would be targeted with a reaction (such as Reactive Strike ) due to their Stride or manipulate action.","resistance":{},"url":"/Feats.aspx?ID=7954","archetype":["Iridian Choirmaster"],"name":"Pupil's Guard","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7954"},{"skill_mod":{},"summary":"You and your student enact a graceful dance of battle.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Lesson of the Circling Gale","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7955","weakness":{},"archetype":["Iridian Choirmaster"],"name":"Lesson of the Hurricane's Might","trait":["Archetype"],"id":"feat-7955","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Lesson of the Hurricane's Might Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Lesson of the Circling Gale --- You and your student enact a graceful dance of battle. When you use Lesson of the Circling Gale, you can Strike as a free action after you Step. Your multiple attack penalty applies to this Strike as normal. Your student can Strike after they Step as part of their reaction. This Strike doesn't count toward your student's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike.","category":"feat","pfs":"Standard","feat":["Lesson of the Hurricane's Might"],"rarity":"common","slug":"feat-7955"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7956","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Simultaneous Strike Single Action Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication --- Moving in unison, you and your student unleash an attack against a foe. Strike a creature, and your student can use their reaction to make a Strike against the same creature. If both attacks are successful, total the damage for the two attacks for the purpose of resistances and weaknesses.","feat":["Simultaneous Strike"],"skill_mod":{},"summary":"Moving in unison, you and your student unleash an attack against a foe.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7956","archetype":["Iridian Choirmaster"],"name":"Simultaneous Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7956"},{"skill_mod":{},"summary":"Your thoughts and dreams are your student's thoughts and dreams, and vice versa.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Iridian Choirmaster Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7957","weakness":{},"archetype":["Iridian Choirmaster"],"name":"Shared Mind, Shared Heart","trait":["Archetype","Mental"],"id":"feat-7957","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Shared Mind, Shared Heart Source Battlecry! pg. 63 Archetype Iridian Choirmaster Prerequisites Iridian Choirmaster Dedication --- Your thoughts and dreams are your student's thoughts and dreams, and vice versa. You develop a permanent mental connection, allowing you to communicate telepathically as long as you're on the same plane. When one of you fails a save against a mental effect, the other can choose to take the results of the failed save instead. If both of you are targeted by the same mental effect requiring a saving throw, you and your student take the better of each of your die rolls for the save. You each still add your own save modifier to the die result. This is a fortune effect.","category":"feat","pfs":"Standard","feat":["Shared Mind, Shared Heart"],"rarity":"common","slug":"feat-7957"},{"skill_mod":{},"summary":"You have drilled enough with your light mortar to operate it with unrivaled efficiency.","primary_source":"Battlecry!","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"light mortar innovation","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7958","weakness":{},"archetype":["Munitions Master"],"name":"Munitions Master Dedication","trait":["Archetype","Class","Dedication","Uncommon"],"id":"feat-7958","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Restricted\" > Munitions Master Dedication Source Battlecry! pg. 65 Archetype Munitions Master Prerequisites light mortar innovation --- You have drilled enough with your light mortar to operate it with unrivaled efficiency. You gain the Engineer's Efficiency action. Engineer's Efficiency Single Action Frequency once per turn; Requirements You are adjacent to your light mortar; Effect You Aim your light mortar and then either Load or Launch it. Munitions Master Dedication leads to... Burrowing Shot, Focused Fire, Recoiling Relocation, Siege Celerity, Wrapped in Smoke","category":"feat","pfs":"Restricted","feat":["Munitions Master Dedication"],"rarity":"uncommon","slug":"feat-7958"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-7959","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Focused Fire Single Action Source Battlecry! pg. 65 Archetype Munitions Master Prerequisites Munitions Master Dedication --- You limit the blast of your shot for accuracy. You Launch your light mortar, targeting a single square. The blast is limited to the targeted square but deals one additional die of damage.","feat":["Focused Fire"],"skill_mod":{},"summary":"You limit the blast of your shot for accuracy.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Munitions Master Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7959","archetype":["Munitions Master"],"name":"Focused Fire","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-7959"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7960","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Wrapped in Smoke Single Action Source Battlecry! pg. 65 Archetype Munitions Master Prerequisites Munitions Master Dedication --- You ignite a small portion of powder in a rapid, inefficient burn, creating a hazy cloud. You create a cloud of smoke in a 5-foot emanation centered on your innovation, which lasts for 1 minute. All creatures and objects within the smoke become concealed, and those outside the smoke become concealed to those within.","feat":["Wrapped in Smoke"],"skill_mod":{},"summary":"You ignite a small portion of powder in a rapid, inefficient burn, creating a hazy cloud.","primary_source":"Battlecry!","trait_group":["Feat"],"level":4,"prerequisite":"Munitions Master Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7960","archetype":["Munitions Master"],"name":"Wrapped in Smoke","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-7960"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Manipulate","Unstable"],"id":"feat-7961","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Siege Celerity Free Action Source Battlecry! pg. 65 Archetype Munitions Master Prerequisites Munitions Master Dedication Trigger Your turn begins. --- You push yourself and your light mortar beyond your limits. You are quickened for this turn. You can use the extra action to Load or Launch your light mortar. This doesn't allow you to bypass the normal limit of one Launch per round.","feat":["Siege Celerity"],"skill_mod":{},"summary":"You push yourself and your light mortar beyond your limits.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics","Class-Specific"],"level":6,"prerequisite":"Munitions Master Dedication","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=7961","archetype":["Munitions Master"],"name":"Siege Celerity","actions_number":0,"category":"feat","pfs":"Restricted","actions":"Free Action","rarity":"common","slug":"feat-7961"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish","Unstable"],"id":"feat-7962","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Recoiling Relocation Free Action Source Battlecry! pg. 65 Archetype Munitions Master Prerequisites Munitions Master Dedication Trigger You launch your light mortar. Requirements You are adjacent to your light mortar. --- Your innovation contains a chamber to store a small amount of compressed exhaust gas from your Launches. You can release this gas coinciding with the recoil to propel your mortar and yourself through the air to reach a better firing position. You and your light mortar move up to the light mortar's Speed in the direction of your choice. You must end this movement adjacent to your innovation.","feat":["Recoiling Relocation"],"skill_mod":{},"summary":"Your innovation contains a chamber to store a small amount of compressed exhaust gas from your Launches.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics","Class-Specific"],"level":8,"prerequisite":"Munitions Master Dedication","source_category":["Rulebooks"],"requirement":"You are adjacent to your light mortar.","trigger":"You launch your light mortar .","resistance":{},"url":"/Feats.aspx?ID=7962","archetype":["Munitions Master"],"name":"Recoiling Relocation","actions_number":0,"category":"feat","pfs":"Restricted","actions":"Free Action","rarity":"common","slug":"feat-7962"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7963","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Restricted\" > Burrowing Shot Single Action Source Battlecry! pg. 65 Archetype Munitions Master Prerequisites Munitions Master Dedication --- You tune your light mortar to maximize penetration into hard surfaces. You Launch your light mortar, dealing half the normal amount of damage to creatures in the area of the blast but double damage to objects and structures.","feat":["Burrowing Shot"],"skill_mod":{},"summary":"You tune light mortar to maximize penetration into hard surfaces.","primary_source":"Battlecry!","trait_group":["Feat"],"level":10,"prerequisite":"Munitions Master Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7963","archetype":["Munitions Master"],"name":"Burrowing Shot","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-7963"},{"skill_mod":{},"summary":"Your studies of the lists of the dead allow you to call forth a horde of undead with a brief incantation.","primary_source":"Battlecry!","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"ability to cast spells from spell slots, ability to cast _summon undead_ ","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7964","weakness":{},"archetype":["Necrologist"],"name":"Necrologist Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-7964","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Necrologist Dedication Source Battlecry! pg. 66 Archetype Necrologist Prerequisites ability to cast spells from spell slots, ability to cast summon undead --- Your studies of the lists of the dead allow you to call forth a horde of undead with a brief incantation. You can summon your horde with the Raise the Horde activity, and you can use the Mobbing Assault action while your horde is raised to command it to attack. The eerie connection you have with your horde precludes you from also having an animal companion or any other companion (such as a follower), though if an ability allows you to have more than one follower (such as with the Additional Follower feat of the captain archetype), you can count your horde as one. You have enough control over your horde that it doesn't attack you or your allies. When raised, your horde is Huge and has a speed of 20 feet. It has the mindless and undead traits. It can be attacked. Though it's made of several undead creatures, it can't share the same space as other creatures (unless you have certain feats). Due to your eldritch connection with your horde, it uses your AC, saves, and other defensive statistics like skill DCs, but is immune to the grappled, prone, and restrained conditions. The horde has resistance equal to your level to physical damage, but weakness equal to your level to area and splash damage. You share an animating force, so any damage that would be dealt to the horde is dealt to you instead, though you take damage only once from any ability that includes both you and the horde in the area of effect (though you take the greater amount of damage). Raise the Horde Two Actions (concentrate, magical, manipulate) Frequency once per 10 minutes; Effect Your undead horde appears in an unoccupied space within 30 feet. Choose whether your horde consists of skeletons or zombies, which affects the type of damage it deals with Mobbing Assault. Your horde remains summoned until the end of your next turn, but you can Sustain the effect for up to 1 minute. The effect also ends if you end your turn more than 120 feet away from the horde. When you first use Raise the Horde and each time you Sustain the effect, you can have the horde Stride. When Raise the Horde ends, the undead that comprise your horde collapse lifelessly to the ground and quickly rot away. They can no longer be targeted or used for actions. Mobbing Assault Single Action (concentrate) Requirements Your horde has been raised; Effect Each enemy in a 5-foot emanation around your horde takes 2d6 bludgeoning damage (if your horde is zombies) or 2d6 slashing damage (if your horde is skeletons) with a basic Reflex save against your spell DC. At 10th level and every 4 levels thereafter, the damage increases by 2d6. Necrologist Dedication leads to... Danse Macabre, Death Rattle, Deathguard, Dismal Harvest, Ghostsong, Grasping Corpses, Preserve the Horde, Shambling March, Shift Horde","category":"feat","pfs":"Standard","feat":["Necrologist Dedication"],"rarity":"rare","slug":"feat-7964"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype","Concentrate","Magical"],"id":"feat-7965","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Dismal Harvest Free Action Source Battlecry! pg. 66 Archetype Necrologist Frequency once per round Prerequisites Necrologist Dedication Trigger Your last action was a Mobbing Assault made by your horde that reduced at least one living creature to 0 Hit Points. --- The expiring breaths of your enemies fuel your power. You gain 15 temporary Hit Points that last for 1 minute. The temporary Hit Points you gain increase by 5 at 10th level and every 2 levels thereafter.","feat":["Dismal Harvest"],"skill_mod":{},"summary":"The expiring breaths of your enemies fuel your power.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Necrologist Dedication","source_category":["Rulebooks"],"trigger":"Your last action was a Mobbing Assault made by your horde that reduced at least one living creature to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=7965","archetype":["Necrologist"],"name":"Dismal Harvest","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7965"},{"skill_mod":{},"summary":"Your foes are left reeling from the attacks made by the zombies or skeletons of your horde.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Necrologist Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7966","weakness":{},"archetype":["Necrologist"],"name":"Grasping Corpses","trait":["Archetype"],"id":"feat-7966","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Grasping Corpses Source Battlecry! pg. 67 Archetype Necrologist Prerequisites Necrologist Dedication --- Your foes are left reeling from the attacks made by the zombies or skeletons of your horde. A creature that is damaged by your horde's Mobbing Assault is off-guard until the beginning of your next turn. Grasping Corpses leads to... In the Horde's Grip","category":"feat","pfs":"Standard","feat":["Grasping Corpses"],"rarity":"common","slug":"feat-7966"},{"skill_mod":{},"summary":"Your horde is swifter, marching in time to your command.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Necrologist Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7967","weakness":{},"archetype":["Necrologist"],"name":"Shambling March","trait":["Archetype"],"id":"feat-7967","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Shambling March Source Battlecry! pg. 67 Archetype Necrologist Prerequisites Necrologist Dedication --- Your horde is swifter, marching in time to your command. Increase the Speed of your horde by 10 feet.","category":"feat","pfs":"Standard","feat":["Shambling March"],"rarity":"common","slug":"feat-7967"},{"skill_mod":{},"summary":"The twisting rotted limbs, clattering bones, or swirling ectoplasm of your horde can hide you from others' vision.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Necrologist Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7968","weakness":{},"archetype":["Necrologist"],"name":"Deathguard","trait":["Archetype"],"id":"feat-7968","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Deathguard Source Battlecry! pg. 67 Archetype Necrologist Prerequisites Necrologist Dedication --- The twisting rotted limbs, clattering bones, or swirling ectoplasm of your horde can hide you from others' vision. You and your allies can occupy the same space as your horde, becoming concealed to all creatures when you do so.","category":"feat","pfs":"Standard","feat":["Deathguard"],"rarity":"common","slug":"feat-7968"},{"skill_mod":{},"summary":"You have come to understand the pain and fury of spirits and can raise them to do your ghastly work.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Necrologist Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7969","weakness":{},"archetype":["Necrologist"],"name":"Ghostsong","trait":["Archetype","Magical"],"id":"feat-7969","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ghostsong Source Battlecry! pg. 67 Archetype Necrologist Prerequisites Necrologist Dedication --- You have come to understand the pain and fury of spirits and can raise them to do your ghastly work. When you Raise your Horde, you can choose spirits instead of skeletons or zombies. When you do so, your horde gains the incorporeal trait and immunity to disease, poison, and precision damage, and your horde's Mobbing Assault deals void damage. Ghostsong leads to... Wailing Dead","category":"feat","pfs":"Standard","feat":["Ghostsong"],"rarity":"common","slug":"feat-7969"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-7970","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Preserve the Horde Free Action Source Battlecry! pg. 67 Archetype Necrologist Prerequisites Necrologist Dedication Trigger You cast summon undead . Requirements Your horde is raised. --- The act of summoning additional undead minions doesn't make you lose the focus required to maintain the animation of your horde. You Sustain your horde.","feat":["Preserve the Horde"],"skill_mod":{},"summary":"The act of summoning additional undead minions doesn't make you lose the focus required to maintain the animation of your horde.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Necrologist Dedication","source_category":["Rulebooks"],"requirement":"Your horde is raised.","trigger":"You cast summon undead .","resistance":{},"url":"/Feats.aspx?ID=7970","archetype":["Necrologist"],"name":"Preserve the Horde","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7970"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Concentrate","Flourish","Manipulate","Visual"],"id":"feat-7971","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Danse Macabre Two Actions Source Battlecry! pg. 67 Archetype Necrologist Frequency once per 10 minutes Prerequisites Necrologist Dedication Requirements Your horde is raised. --- Your horde can drag unwilling victims along with it as it shambles forward. Your horde Strides up to its Speed and can move through the spaces of Large and smaller creatures, but it must end its movement in an unoccupied space. Each creature whose space it moves through is subjected to the horde's Mobbing Assault, attempting a basic Reflex save as usual. A creature who fails the saving throw is also Repositioned to an unoccupied square of your choice adjacent to the horde's final position. You can't move the creature into or through obstacles.","feat":["Danse Macabre"],"skill_mod":{},"summary":"Your horde can drag unwilling victims along with it as it shambles forward.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics","Sense"],"level":12,"prerequisite":"Necrologist Dedication","source_category":["Rulebooks"],"requirement":"Your horde is raised.","resistance":{},"url":"/Feats.aspx?ID=7971","archetype":["Necrologist"],"name":"Danse Macabre","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7971"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype","Magical","Manipulate"],"id":"feat-7972","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shift Horde Single Action Source Battlecry! pg. 67 Archetype Necrologist Frequency once per round Prerequisites Necrologist Dedication Requirements Your horde is raised. --- With a wave of your hand, your risen undead horde collapses and another one rises to take its place. You Sustain your horde, dispersing the current group of undead and replacing them with a different type of undead to which you have access.","feat":["Shift Horde"],"skill_mod":{},"summary":"With a wave of your hand, your risen undead horde collapses and another one rises to take its place.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Necrologist Dedication","source_category":["Rulebooks"],"requirement":"Your horde is raised.","resistance":{},"url":"/Feats.aspx?ID=7972","archetype":["Necrologist"],"name":"Shift Horde","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7972"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Auditory","Concentrate","Emotion","Fear","Flourish","Magical","Mental"],"id":"feat-7973","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wailing Dead Two Actions Source Battlecry! pg. 67 Archetype Necrologist Frequency once per 10 minutes Prerequisites Ghostsong Requirements Your horde is raised and consists of spirits. --- The voices of the spirits you command spark fear in the hearts of your enemies. You Sustain your horde and command those spirits to shriek in unison. Each living enemy within a 20 foot emanation from your horde takes 5d10 mental damage, depending on its Will saving throw against your spell DC. This damage increases by 1d10 at 14th level and every 2 levels thereafter. Critical Success The creature is unaffected. Success The creature takes half damage and is frightened 1. Failure The creature takes full damage and is frightened 2. Critical Failure The creature takes double damage and is frightened 3.","feat":["Wailing Dead"],"skill_mod":{},"summary":"The voices of the spirits you command spark fear in the hearts of your enemies.","primary_source":"Battlecry!","trait_group":["Feat","Sense","Mechanics"],"level":12,"prerequisite":"Ghostsong","source_category":["Rulebooks"],"requirement":"Your horde is raised and consists of spirits.","resistance":{},"url":"/Feats.aspx?ID=7973","archetype":["Necrologist"],"name":"Wailing Dead","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7973"},{"skill_mod":{},"summary":"When the time comes for your horde to be returned to its temporary rest, its departure carries those nearby closer to death.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Necrologist Dedication","source_category":["Rulebooks"],"requirement":"Your horde is raised.","source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7974","weakness":{},"archetype":["Necrologist"],"name":"Death Rattle","trait":["Archetype","Concentrate","Magical"],"id":"feat-7974","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Death Rattle Source Battlecry! pg. 67 Archetype Necrologist Prerequisites Necrologist Dedication Requirements Your horde is raised. --- When the time comes for your horde to be returned to its temporary rest, its departure carries those nearby closer to death. Dismiss your raised horde, which draws life energy toward it as it crumbles to the ground and fades away. Each living creature within your horde's space or in a 5-foot emanation around it must attempt a Fortitude saving throw against your spell DC or become drained 1 (drained 2 on a critical failure).","category":"feat","pfs":"Standard","feat":["Death Rattle"],"rarity":"common","slug":"feat-7974"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Flourish"],"id":"feat-7975","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > In the Horde's Grip Single Action Source Battlecry! pg. 67 Archetype Necrologist Prerequisites Grasping Corpses --- When your skeletons and zombies attack, their skeletal claws and rotting hands clutch and tear flesh. Weaker foes are caught in their grip. You command your horde to perform a Mobbing Assault. Instead of being off-guard, a creature who takes physical damage from failing the saving throw is grabbed by your horde (restrained on a critical failure). The DC to Escape from your horde is equal to your spell DC. Creatures grabbed by your horde that fail a saving throw against the horde's Mobbing Assault take 2d6 persistent bleed damage.","feat":["In the Horde's Grip"],"skill_mod":{},"summary":"When your skeletons and zombies attack, their skeletal claws and rotting hands clutch and tear flesh.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Grasping Corpses","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7975","archetype":["Necrologist"],"name":"In the Horde's Grip","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7975"},{"skill_mod":{},"summary":"Your studies into the battlefield applications of magic have made your spells particularly effective at disrupting enemy formations or manipulating enemy troops into positions where they are more vulnerable to wide-scale magical attacks.","primary_source":"Battlecry!","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"You have a spellcasting class feature.","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7976","weakness":{},"archetype":["War Mage"],"name":"War Mage Dedication","trait":["Archetype","Class","Dedication","Uncommon"],"id":"feat-7976","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > War Mage Dedication Source Battlecry! pg. 68 Archetype War Mage Prerequisites You have a spellcasting class feature. --- Your studies into the battlefield applications of magic have made your spells particularly effective at disrupting enemy formations or manipulating enemy troops into positions where they are more vulnerable to wide-scale magical attacks. When you cast a non-cantrip spell that deals damage in an area, choose a number of targets equal to your Intelligence modifier who failed their saving throw against the effect. Move each one up to 10 feet from their original position after they take damage and any other effects from the spell. You can't move a creature into or through obstacles. A Medium or smaller creature counts as one target; a Large creature counts as two Medium creatures; and a Huge creature counts as four Medium creatures. You can't move Gargantuan creatures in this way. You also gain the Additional Lore general feat for Warfare Lore. If you were already trained in Warfare Lore, you become trained in a Lore skill of your choice. War Mage Dedication leads to... Arcana of Iron, Intimidating Spell, Mage's Field Dressing, Shield Spell Reinforcement, Shielding Formation, Siege Ritualist, Spellshield","category":"feat","pfs":"Standard","feat":["War Mage Dedication"],"rarity":"uncommon","slug":"feat-7976"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7977","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mage's Field Dressing Single Action Source Battlecry! pg. 68 Archetype War Mage Prerequisites War Mage Dedication; Battle Medicine Requirements Your previous action was to Cast a Spell from a wizard spell slot, and the spell affected an ally within 60 feet. --- As your spell takes hold on your ally, you use some of its magic to quickly dress their wounds. You use Battle Medicine on one ally affected by the required spell. You do not need to be holding or wearing a healer's toolkit, as you conjure glowing threads, bandages, or similar supplies out of pure magic, which adds the arcane trait to Battle Medicine.","feat":["Mage's Field Dressing"],"skill_mod":{},"summary":"As your spell takes hold on your ally, you use some of its magic to quickly dress their wounds.","primary_source":"Battlecry!","trait_group":["Feat"],"level":4,"prerequisite":"War Mage Dedication; Battle Medicine","source_category":["Rulebooks"],"requirement":"Your previous action was to Cast a Spell from a wizard spell slot, and the spell affected an ally within 60 feet.","resistance":{},"url":"/Feats.aspx?ID=7977","archetype":["War Mage"],"name":"Mage's Field Dressing","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7977"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Spellshape","Metamagic"],"id":"feat-7978","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shield Spell Reinforcement Free Action Source Battlecry! pg. 68 Archetype War Mage Prerequisites War Mage Dedication; you can cast the shield cantrip Requirements You are wielding a shield. --- You can empower your defensive magic by channeling it through a physical shield. If your next action is to cast the shield cantrip, you use your shield as a locus to cast the spell, raising a magical barrier in the form of a large force projection of your worn shield. You can choose for an adjacent ally to gain the benefits of the shield spell instead of yourself. If the ally would take damage from a physical attack while protected by your shield cantrip, you can use your reaction to Shield Block with the spell on their behalf.","feat":["Shield Spell Reinforcement"],"skill_mod":{},"summary":"You can empower your defensive magic by channeling it through a physical shield.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"War Mage Dedication; you can cast the _shield_ cantrip","source_category":["Rulebooks"],"requirement":"You are wielding a shield.","resistance":{},"url":"/Feats.aspx?ID=7978","archetype":["War Mage"],"name":"Shield Spell Reinforcement","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-7978"},{"skill_mod":{},"summary":"Sometimes, magical warfare requires the application of more complex arcana.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"War Mage Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7979","weakness":{},"archetype":["War Mage"],"name":"Siege Ritualist","trait":["Archetype"],"id":"feat-7979","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Siege Ritualist Source Battlecry! pg. 68 Archetype War Mage Prerequisites War Mage Dedication --- Sometimes, magical warfare requires the application of more complex arcana. When you attempt a Warfare Lore check as one of the casters of a ritual, you gain a +2 circumstance bonus to the check. You learn a siege ritual of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it. At 8th level and every 4 levels thereafter, you learn another siege ritual with the same restriction and with a maximum rank of half that level.","category":"feat","pfs":"Standard","feat":["Siege Ritualist"],"rarity":"common","slug":"feat-7979"},{"skill_mod":{},"summary":"You eschew wands and staves for more advanced weaponry.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"War Mage Dedication; Bespell Strikes","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7980","weakness":{},"archetype":["War Mage"],"name":"Arcana of Iron","trait":["Archetype"],"id":"feat-7980","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Arcana of Iron Source Battlecry! pg. 68 Archetype War Mage Prerequisites War Mage Dedication; Bespell Strikes --- You eschew wands and staves for more advanced weaponry. You become trained in advanced weapons. If you gain the weapon expertise class feature, your proficiency in martial and advanced weapons increases to expert. The extra damage you deal with Bespell Strikes increases to 1d8. Arcana of Iron leads to... Secrets of Steel","category":"feat","pfs":"Standard","feat":["Arcana of Iron"],"rarity":"common","slug":"feat-7980"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Emotion","Mental","Spellshape","Metamagic"],"id":"feat-7981","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Intimidating Spell Single Action Source Battlecry! pg. 69 Archetype War Mage Prerequisites War Mage Dedication --- The devastation wrought by your large-scale spells is particularly terrifying. If the next action you use is to Cast a Spell that deals damage in an area, any target who fails their saving throw is also frightened 1 (or frightened 2 on a critical failure).","feat":["Intimidating Spell"],"skill_mod":{},"summary":"The devastation wrought by your large-scale spells is particularly terrifying.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"War Mage Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7981","archetype":["War Mage"],"name":"Intimidating Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7981"},{"skill_mod":{},"summary":"You have mastered unique magical techniques designed to protect your allies from harm.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"War Mage Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7982","weakness":{},"archetype":["War Mage"],"name":"Shielding Formation","trait":["Archetype"],"id":"feat-7982","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Shielding Formation Source Battlecry! pg. 69 Archetype War Mage Prerequisites War Mage Dedication --- You have mastered unique magical techniques designed to protect your allies from harm. You gain the shielding formation focus spell.","category":"feat","pfs":"Standard","feat":["Shielding Formation"],"rarity":"common","slug":"feat-7982"},{"skill_mod":{},"summary":"Your shield becomes a bonded item capable of storing your spells.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"War Mage Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7983","weakness":{},"archetype":["War Mage"],"name":"Spellshield","trait":["Archetype"],"id":"feat-7983","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Spellshield Source Battlecry! pg. 69 Archetype War Mage Prerequisites War Mage Dedication --- Your shield becomes a bonded item capable of storing your spells. You gain the arcane bond class feature and the Drain Bonded Item action. You must select a shield as your bonded item. When you make your daily preparations, you can prepare one fewer wizard spell to infuse that magic into your bonded item. This spell must be at least 1 rank lower than the highest-rank wizard spell slot you have. When you Drain your Bonded Item to Cast a Spell, that spell is automatically heightened to the rank of spell you infused into your shield, no matter what rank you originally prepared it at.","category":"feat","pfs":"Standard","feat":["Spellshield"],"rarity":"common","slug":"feat-7983"},{"skill_mod":{},"summary":"As your prowess with weapons increases, so does the ferocity of magic you channel through those weapons.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Arcana of Iron","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7984","weakness":{},"archetype":["War Mage"],"name":"Secrets of Steel","trait":["Archetype"],"id":"feat-7984","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Secrets of Steel Source Battlecry! pg. 69 Archetype War Mage Prerequisites Arcana of Iron --- As your prowess with weapons increases, so does the ferocity of magic you channel through those weapons. When you use Bespell Strikes, you gain access to the critical specialization effect of the chosen weapon or unarmed attacks used with Bespell Strikes. If you critically hit with an attack modified by Bespell Strikes, you deal an additional 1d8 damage of the same type as the extra damage from Bespell Strikes; this damage is added after all other calculations and is not multiplied as part of the critical hit.","category":"feat","pfs":"Standard","feat":["Secrets of Steel"],"rarity":"common","slug":"feat-7984"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Spellshape","Metamagic"],"id":"feat-7985","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Battlefield Arcana Single Action Source Battlecry! pg. 69 Archetype War Mage Prerequisites Steady Spellcasting --- You have learned to safely cast spells even in the heat of battle. If the next action you use is to cast a wizard cantrip, or a wizard spell that is at least 2 ranks lower than the highest rank wizard spell slot you have, that spell does not trigger reactions that normally trigger due to a spell being cast or someone using an action with the manipulate trait.","feat":["Battlefield Arcana"],"skill_mod":{},"summary":"You have learned to safely cast spells even in the heat of battle.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Steady Spellcasting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7985","archetype":["War Mage"],"name":"Battlefield Arcana","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7985"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"trait":["Archetype","Skill"],"id":"feat-7986","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cushion Landing Reaction Source Battlecry! pg. 70 Archetype Cavalier Prerequisites Cavalier Dedication; Trained in Nature Trigger You fall from a height of 15 feet or higher. Requirements Your mount can reach your landing location with a single Stride. --- As you fall, your mount dashes to your rescue. Your mount Strides up to its Speed, positioning itself below you. Rather than falling on your mount, you Mount your mount. Treat the triggering fall as if it were 15 feet shorter, and you don't land prone (though both you and your mount both take damage from the fall based on what you would normally take for any remaining distance).","feat":["Cushion Landing"],"skill_mod":{},"summary":"As you fall, your mount dashes to your rescue.","primary_source":"Battlecry!","trait_group":["Feat"],"level":4,"prerequisite":"Cavalier Dedication; Trained in Nature","source_category":["Rulebooks"],"requirement":"Your mount can reach your landing location with a single Stride.","trigger":"You fall from a height of 15 feet or higher.","resistance":{},"url":"/Feats.aspx?ID=7986","archetype":["Cavalier"],"name":"Cushion Landing","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-7986"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype","Skill"],"id":"feat-7987","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mounting Leap Single Action Source Battlecry! pg. 70 Archetype Cavalier Prerequisites Cavalier Dedication; Trained in Athletics Requirements You're within 10 feet of a creature that is at least one size larger than you and is willing to be your mount. --- You jump atop your mount from afar, landing comfortably astride it. Leap toward the creature and Mount it.","feat":["Mounting Leap"],"skill_mod":{},"summary":"You jump atop your mount from afar, landing comfortably astride it.","primary_source":"Battlecry!","trait_group":["Feat"],"level":4,"prerequisite":"Cavalier Dedication; Trained in Athletics","source_category":["Rulebooks"],"requirement":"You're within 10 feet of a creature that is at least one size larger than you and is willing to be your mount.","resistance":{},"url":"/Feats.aspx?ID=7987","archetype":["Cavalier"],"name":"Mounting Leap","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7987"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Athletics"],"trait":["Archetype","Skill"],"id":"feat-7988","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dashing Pickup Single Action to Three Actions Source Battlecry! pg. 70 Archetype Cavalier Prerequisites Cavalier Dedication; expert in Acrobatics or Athletics --- You Command an Animal to order your mount to Stride (or to Burrow, Climb, Fly, or Swim if it has the corresponding movement type). At any point during this movement, it must move adjacent to you. As it passes you, you Mount your mount. You can increase the number of actions you use with Dashing Pickup to 2 to make your mount Stride twice, or to 3 to make your mount Stride four times; you must use enough actions to ensure your mount is able to move adjacent to you at some point during this movement, and you cannot use this activity if it is not possible for your mount to do so.","feat":["Dashing Pickup"],"skill_mod":{},"summary":"You Command an Animal to order your mount to Stride (or to Burrow, Climb, Fly, or Swim if it has the corresponding movement type).","primary_source":"Battlecry!","trait_group":["Feat"],"level":6,"prerequisite":"Cavalier Dedication; expert in Acrobatics or Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7988","archetype":["Cavalier"],"name":"Dashing Pickup","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action to Three Actions","rarity":"common","slug":"feat-7988"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-7989","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Vaulting Gallop Two Actions Source Battlecry! pg. 71 Archetype Cavalier Prerequisites Cavalier Dedication --- You've trained your mount to vault over obstacles at high speeds. You Command an Animal to order your mount to Stride twice. During this movement, your mount can Leap over obstacles of its size and smaller as well as creatures up to its size, though it must end this movement on solid ground. Leaps taken as part of this activity do not provoke reactions.","feat":["Vaulting Gallop"],"skill_mod":{},"summary":"You've trained your mount to vault over obstacles at high speeds.","primary_source":"Battlecry!","trait_group":["Feat"],"level":6,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=7989","archetype":["Cavalier"],"name":"Vaulting Gallop","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-7989"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Archetype","Flourish"],"id":"feat-7990","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Rearing Display Single Action Source Battlecry! pg. 71 Archetype Cavalier Prerequisites Cavalier Dedication; Expert in Intimidation Requirements You are riding your mount. --- You've trained your mount to make an impressive attack and can leverage its presence to terrify your enemies. You Command an Animal to order your mount to rear up and make a melee Strike against a creature within its reach. On a successful hit, you can attempt an Intimidation check to Demoralize the target. You gain a +1 circumstance bonus to this Intimidation check (+2 if the Strike was a critical hit).","feat":["Rearing Display"],"skill_mod":{},"summary":"You've trained your mount to make an impressive attack and can leverage its presence to terrify your enemies.","primary_source":"Battlecry!","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Cavalier Dedication; Expert in Intimidation","source_category":["Rulebooks"],"requirement":"You are riding your mount.","resistance":{},"url":"/Feats.aspx?ID=7990","archetype":["Cavalier"],"name":"Rearing Display","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7990"},{"skill_mod":{},"summary":"By the grace of your god, your mount can overcome the natural challenges and hazards present in a specific terrain.","primary_source":"Battlecry!","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Faithful Steed; Trained in Survival","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7991","weakness":{},"skill":["Survival","Survival"],"name":"Acclimated Mount","trait":["Champion"],"id":"feat-7991","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Acclimated Mount Source Battlecry! pg. 71 Prerequisites Faithful Steed; Trained in Survival --- By the grace of your god, your mount can overcome the natural challenges and hazards present in a specific terrain. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. Your mount must have a swim Speed to select aquatic, and a fly Speed to select sky. Your mount ignores the effects of difficult terrain while in the selected terrain. If you become an expert in Survival, you can pray during your daily preparations each day to change the type of terrain to which your mount is acclimated.","category":"feat","pfs":"Standard","feat":["Acclimated Mount"],"rarity":"common","slug":"feat-7991"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Magical"],"id":"feat-7992","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Faithful Stride Two Actions or Three Actions Source Battlecry! pg. 71 Prerequisites Faithful Steed Requirements You are riding your mount. --- Confident in your faith, you Command an Animal to order your mount to Stride up to twice its Speed (or up to three times its Speed if you used 3 actions for Faithful Stride). During this movement, your mount can Stride across liquid and other surfaces that don't support its weight. If your mount ends its movement on a surface that can't support it, your mount (and you) fall in or it collapses as normal.","feat":["Faithful Stride"],"skill_mod":{},"summary":"Confident in your faith, you Command an Animal to order your mount to Stride up to twice its Speed (or up to three times its Speed if you used 3 actions for Faithful Stride).","primary_source":"Battlecry!","trait_group":["Class","Mechanics"],"level":8,"prerequisite":"Faithful Steed","source_category":["Rulebooks"],"requirement":"You are riding your mount.","resistance":{},"url":"/Feats.aspx?ID=7992","name":"Faithful Stride","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions or Three Actions","rarity":"common","slug":"feat-7992"},{"primary_source_category":"Rulebooks","source":["Battlecry!"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Flourish"],"id":"feat-7993","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Steed's Toppling Strike Single Action Source Battlecry! pg. 71 Prerequisites Faithful Steed Requirements An enemy triggered your champion's reaction since the end of your last turn. --- Those who defy your cause feel the powerful attacks of your mount. You Command an Animal to order your steed to Strike the enemy who triggered your champion's reaction. Your steed's unarmed attack deals one extra damage die for this Strike. If the Strike hits, the target is knocked prone.","feat":["Steed's Toppling Strike"],"skill_mod":{},"summary":"Those who defy your cause feel the powerful attacks of your mount.","primary_source":"Battlecry!","trait_group":["Class","Mechanics"],"level":12,"prerequisite":"Faithful Steed","source_category":["Rulebooks"],"requirement":"An enemy triggered your champion's reaction since the end of your last turn.","resistance":{},"url":"/Feats.aspx?ID=7993","name":"Steed's Toppling Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-7993"},{"skill_mod":{},"summary":"You become trained in your choice of Diplomacy or Intimidation ; if you are already trained in both of these skills, you become trained in a skill of your choice.","primary_source":"Battlecry!","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma +2; you don't have an animal companion, construct companion, or other companion that functions similarly","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7994","weakness":{},"archetype":["Captain"],"name":"Captain Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-7994","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Restricted\" > Captain Dedication Source Battlecry! pg. 82 Archetype Captain Prerequisites Charisma +2; you don't have an animal companion, construct companion, or other companion that functions similarly --- You become trained in your choice of Diplomacy or Intimidation; if you are already trained in both of these skills, you become trained in a skill of your choice. You also gain your choice of the Group Impression or the Group Coercion skill feat. If you already have both of these skill feats, you gain another 1st level skill feat for which you qualify. You also gain the assistance of a dedicated follower, who has agreed to accompany you on your journeys. They have the minion trait and begin as a novice follower. See followers for more information. Special Once you have a follower, you can never take a feat or class feature that grants an animal companion or another companion that prevents you from having an animal companion. Captain Dedication leads to... Additional Follower, Cadre, Coordinated Tactics, Experienced Follower, Leader of All, Legendary Leader, Peerless Captain, Tactical Guidance","category":"feat","pfs":"Restricted","feat":["Captain Dedication"],"rarity":"uncommon","slug":"feat-7994"},{"skill_mod":{},"summary":"Another follower joins you in your travels.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Captain Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7995","weakness":{},"archetype":["Captain"],"name":"Additional Follower","trait":["Archetype"],"id":"feat-7995","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Additional Follower Source Battlecry! pg. 82 Archetype Captain Prerequisites Captain Dedication --- Another follower joins you in your travels. They are a novice follower that has the minion trait. Special You can select this feat more than once, gaining an additional follower each time, to a maximum of four total followers. Multiple Followers The captain archetype gives you the opportunity to have multiple followers at one time—up to four followers— but only one of those followers, your “active follower,” participates in combat or exploration activities; the rest hang back, ready to be called upon if needed. As soon as you gain a second follower from the captain archetype, you also gain Call Follower to switch your active follower.\n","category":"feat","pfs":"Restricted","feat":["Additional Follower"],"rarity":"common","slug":"feat-7995"},{"skill_mod":{},"summary":"Your followers' skills have developed over the course of your adventures.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Captain Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7996","weakness":{},"archetype":["Captain"],"name":"Experienced Follower","trait":["Archetype"],"id":"feat-7996","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Experienced Follower Source Battlecry! pg. 82 Archetype Captain Prerequisites Captain Dedication --- Your followers' skills have developed over the course of your adventures. All your followers become experienced followers. Additionally, your followers have grown accustomed to the perils of battle, developing the confidence to attack foes without your direction. During an encounter, even if you don't use the Direct Follower action, your active follower spend can still use 1 action that round on your turn to Stride or Strike. They can do this at any point during your turn, as long as you aren't currently taking an action. If they do, that's all the actions they get that round—you can't Direct them later. Experienced Follower leads to... Veteran Follower","category":"feat","pfs":"Restricted","feat":["Experienced Follower"],"rarity":"common","slug":"feat-7996"},{"skill_mod":{},"summary":"You accept anyone who would follow you on your adventures.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Captain Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7997","weakness":{},"archetype":["Captain"],"name":"Leader of All","trait":["Archetype"],"id":"feat-7997","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Leader of All Source Battlecry! pg. 82 Archetype Captain Prerequisites Captain Dedication --- You accept anyone who would follow you on your adventures. You can take followers from any common ancestry, and from uncommon or rare ancestries at the GM's discretion. Your follower gains the traits, size, Speeds, languages, and other special abilities listed in their ancestry. For example, elf followers have the elf and humanoid traits, a 30-foot speed, low-light vision, and the typical languages for elves. Followers don't use their ancestry's Hit Points or attribute boosts and flaws. They also don't gain abilities that would allow them to use actions beyond the standard ones available to a follower, such as Activating an Item or Casting a Spell. Follower Ancestries Since humans are the most populous ancestry in Golarion and don’t have any special abilities, they are presented as the default ancestry for followers. The GM can consider giving captains the Leader of All feat for free if humans aren’t the most common ancestry in their campaign setting, or if they aren’t concerned with players choosing to avoid human followers in favor of more mechanically powerful options.","category":"feat","pfs":"Restricted","feat":["Leader of All"],"rarity":"common","slug":"feat-7997"},{"skill_mod":{},"summary":"Between your daring adventures, people seek you out.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Captain Dedication; expert in Diplomacy or Intimidation","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7998","weakness":{},"archetype":["Captain"],"skill":["Diplomacy","Intimidation"],"name":"Cadre","trait":["Archetype","Skill"],"id":"feat-7998","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Cadre Source Battlecry! pg. 83 Archetype Captain Prerequisites Captain Dedication; expert in Diplomacy or Intimidation --- Between your daring adventures, people seek you out. A loyal cadre of retainers joins you. These individuals don't function as followers and won't accompany you into dangerous areas or situations. However, they can train by your side, assist you in creating items, or help you spread your heroic tales. When you are in a place where your cadre could reasonably assist you, you gain a +1 circumstance bonus to all skill checks to Craft, Create a Forgery, Earn Income, and Subsist, as well as other downtime activities at the GM's discretion. Your cadre also helps you train, making retraining faster than normal. For every 5 days you spend retraining, you make a week's worth of progress.","category":"feat","pfs":"Restricted","feat":["Cadre"],"rarity":"common","slug":"feat-7998"},{"skill_mod":{},"summary":"You can provide tactical guidance to help your follower act more efficiently.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Captain Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=7999","weakness":{},"archetype":["Captain"],"name":"Tactical Guidance","trait":["Archetype"],"id":"feat-7999","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Tactical Guidance Source Battlecry! pg. 83 Archetype Captain Prerequisites Captain Dedication --- You can provide tactical guidance to help your follower act more efficiently. You can spend 2 actions to Direct your Follower instead of 1. If you do, your follower gains an additional action.","category":"feat","pfs":"Restricted","feat":["Tactical Guidance"],"rarity":"common","slug":"feat-7999"},{"skill_mod":{},"summary":" Your followers' training has made them veterans of battle.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Experienced Follower","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8000","weakness":{},"archetype":["Captain"],"name":"Veteran Follower","trait":["Archetype"],"id":"feat-8000","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Veteran Follower Source Battlecry! pg. 83 Archetype Captain Prerequisites Experienced Follower --- Your followers' training has made them veterans of battle. They all become veteran followers. Veteran Follower leads to... Exceptional Follower","category":"feat","pfs":"Restricted","feat":["Veteran Follower"],"rarity":"common","slug":"feat-8000"},{"skill_mod":{},"summary":"You and your follower fight in tandem.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Captain Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8001","weakness":{},"archetype":["Captain"],"name":"Coordinated Tactics","trait":["Archetype"],"id":"feat-8001","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Coordinated Tactics Source Battlecry! pg. 83 Archetype Captain Prerequisites Captain Dedication --- You and your follower fight in tandem. Whenever you and your active follower are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.","category":"feat","pfs":"Restricted","feat":["Coordinated Tactics"],"rarity":"common","slug":"feat-8001"},{"skill_mod":{},"summary":"Your followers' abilities have soared to new heights.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Veteran Follower","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8002","weakness":{},"archetype":["Captain"],"name":"Exceptional Follower","trait":["Archetype"],"id":"feat-8002","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Restricted\" > Exceptional Follower Source Battlecry! pg. 83 Archetype Captain Prerequisites Veteran Follower --- Your followers' abilities have soared to new heights. All your followers become exceptional followers.","category":"feat","pfs":"Restricted","feat":["Exceptional Follower"],"rarity":"common","slug":"feat-8002"},{"skill_mod":{},"summary":"Your fame has spread throughout the lands.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Captain Dedication; legendary in Diplomacy or Intimidation","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8003","weakness":{},"archetype":["Captain"],"skill":["Diplomacy","Intimidation"],"name":"Legendary Leader","trait":["Archetype","Skill"],"id":"feat-8003","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Restricted\" > Legendary Leader Source Battlecry! pg. 83 Archetype Captain Prerequisites Captain Dedication; legendary in Diplomacy or Intimidation --- Your fame has spread throughout the lands. When you first attempt to Coerce or Make an Impression on an intelligent creature, the GM rolls a secret DC 11 flat check to see if they have heard of you. On a success, you gain a +2 circumstance modifier to the skill check for that action. The GM can adjust this flat check as appropriate for circumstances in which you may be more or less known. You can also leverage your notoriety and your network of assistants and admirers to earn money. You can Earn Income using the skill you used to meet the prerequisites of this feat. When you do, you gain a +2 circumstance bonus to the check; this bonus increases to a +3 if you have the Cadre feat, as your retainers praise your deeds and find those who might pay to meet you.","category":"feat","pfs":"Restricted","feat":["Legendary Leader"],"rarity":"common","slug":"feat-8003"},{"skill_mod":{},"summary":"When you have an active follower in an encounter, you are quickened.","primary_source":"Battlecry!","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Captain Dedication","source_category":["Rulebooks"],"source":["Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8004","weakness":{},"archetype":["Captain"],"name":"Peerless Captain","trait":["Archetype"],"id":"feat-8004","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Restricted\" > Peerless Captain Source Battlecry! pg. 83 Archetype Captain Prerequisites Captain Dedication --- When you have an active follower in an encounter, you are quickened; you can use the extra action only to Direct your Follower.","category":"feat","pfs":"Restricted","feat":["Peerless Captain"],"rarity":"common","slug":"feat-8004"},{"skill_mod":{},"summary":"Your familiar is infused with even more magic than other familiars.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Enhanced Familiar","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8005","weakness":{},"archetype":["Familiar Master"],"name":"Incredible Familiar (Familiar Master)","legacy_id":["feat-1975"],"trait":["Archetype"],"id":"feat-8005","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Incredible Familiar (Familiar Master) Source Player Core 2 pg. 200 Archetype Familiar Master Prerequisites Enhanced Familiar --- Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four.","category":"feat","pfs":"Standard","feat":["Incredible Familiar (Familiar Master)"],"rarity":"common","slug":"feat-8005"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","skill":["Lore","Lore","Lore","Lore"],"trait":["General","Skill","Uncommon"],"id":"feat-8006","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Myth Hunter Free Action May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 82 Prerequisites Trained in Hero-God Lore or Trained in Legendary Beast Lore Trigger You successfully Recall Knowledge to identify a creature that has the mythic trait. --- Your ancestors confronted and bested mythic beasts of Iblydan antiquity. Through a combination of hearing these tales and channeling a hint of those warriors' mythic power, you've developed a knack for bypassing a mythic creature's fabled defenses. The next time you successfully Strike the triggering creature, your Strike treats its mythic resistance as 2 lower. You treat its resistance as 4 lower if your Hero-God Lore or Legendary Beast Lore proficiency rank is expert, 6 lower if your rank is master, and 8 lower if your rank is legendary. If your Strike would already ignore mythic resistance (because you are a mythic character or wield a mythic weapon), your next successful Strike against the creature instead deals an additional 1d6 precision damage. This additional damage increases to 1d8 if your Hero-God Lore or Legendary Beast Lore proficiency rank is expert, 1d10 if your rank is master, or 1d12 if your rank is legendary.","feat":["Myth Hunter"],"skill_mod":{},"summary":"Your ancestors confronted and bested mythic beasts of Iblydan antiquity.","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Feat","Rarity"],"level":1,"prerequisite":"Trained in Hero-God Lore or Trained in Legendary Beast Lore","source_category":["Adventure Paths"],"trigger":"You successfully Recall Knowledge to identify a creature that has the mythic trait.","resistance":{},"url":"/Feats.aspx?ID=8006","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Myth Hunter","actions_number":0,"category":"feat","actions":"Free Action","rarity":"uncommon","slug":"feat-8006"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #216: The Acropolis Pyre"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Fire","Healing","Mythic","Uncommon"],"id":"feat-8007","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Fiery Rebirth Free Action May contain spoilers from Myth-Speaker Source Pathfinder #216: The Acropolis Pyre pg. 82 Trigger You regain Hit Points while you are unconscious. --- When you escape death, you return to life with retributive fire that burns those who harmed you. You expend 1 Mythic Point, return to consciousness, Stand, and regain additional Hit Points equal to your level. You then erupt in flames, dealing fire damage equal to twice your level to adjacent foes, with a basic Reflex save against your class DC. Foes that critically fail the save are also pushed 5 feet away from you.","feat":["Fiery Rebirth"],"element":["Fire"],"skill_mod":{},"summary":"When you escape death, you return to life with retributive fire that burns those who harmed you.","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Mythic","Rarity"],"level":4,"source_category":["Adventure Paths"],"trigger":"You regain Hit Points while you are unconscious .","resistance":{},"url":"/Feats.aspx?ID=8007","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Fiery Rebirth","actions_number":0,"category":"feat","actions":"Free Action","rarity":"uncommon","slug":"feat-8007"},{"primary_source_category":"Adventure Paths","usage":"imbued into a worn ikon made of cloth or a weapon ikon with a tassel, wrapping, or similar feature.","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Exemplar","Fortune","Ikon","Uncommon"],"id":"feat-8008","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Follow the Threads of Fate Single Action May contain spoilers from Myth-Speaker Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 79 --- A norn’s thread—spun from fate itself—runs through or wraps around your ikon. Transcendence—Unravel the Future Single Action (fortune, transcendence) You pluck a single thread from your ikon, which ties itself in three loops about your wrist, where it remains for the next minute. If you fail an attack roll or skill check, and a +1 status bonus would change your failure into a success or your success into a critical success, you gain a +1 status bonus to this check retroactively, changing the outcome appropriately as the thread pulls you to the future you desire. The thread then falls from your wrist. You can have only one thread in existence at a time.","feat":["Follow the Threads of Fate"],"skill_mod":{},"summary":"A norn’s thread—spun from fate itself—runs through or wraps around your ikon.","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Class","Mechanics","Class-Specific","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8008","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Follow the Threads of Fate","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-8008"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Feat","speed":{},"frequency":"Once per minute","weakness":{},"primary_source_group":"Myth-Speaker","trait":["Exemplar","Uncommon"],"id":"feat-8009","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Topple the Titans Single Action May contain spoilers from Myth-Speaker Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 79 Frequency Once per minute Requirements Your previous action was a successful or critically successful Trip against a creature at least one size larger than you, and the enemy became prone. --- Even the greatest titans of the world are easier to kill when they’re lying on the ground. You’ve made it your mission to topple such giants and can make others fall with a force that shakes the very earth. The triggering creature’s toppling body shakes the ground, emitting a quake in a 10-foot emanation from their space. Apply the result of your triggering Athletics check against the Reflex DC of each creature in the emanation to Trip them as well. You do not need to have a hand free, and you do not lose your balance if any of your attempts to Trip are a critical failure.","feat":["Topple the Titans"],"skill_mod":{},"summary":"Even the greatest titans of the world are easier to kill when they’re lying on the ground.","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Class","Rarity"],"level":4,"source_category":["Adventure Paths"],"requirement":"Your previous action was a successful or critically successful Trip against a creature at least one size larger than you, and the enemy became prone .","resistance":{},"url":"/Feats.aspx?ID=8009","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Topple the Titans","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-8009"},{"primary_source_category":"Adventure Paths","usage":"imbued into a body ikon ","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Exemplar","Ikon","Uncommon"],"id":"feat-8010","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Riddle the Sphinx May contain spoilers from Myth-Speaker Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 79 --- You’ve learned the secrets of the sphinx’s riddles and empowered your ikon with them. You can voice these mysteries, forcing others to overcome them as you did. Transcendence—Tangle in Riddle Single Action (auditory, mental, transcendence) You speak a bizarre koan that transcends language and is understood by only one creature within 30 feet. The target must attempt a Will save against your class DC. It’s then immune to this ability for 1 hour. Critical Success The target is unaffected. Success The target is stupefied 1 for 1 round. Failure The target is stupefied 1 for 1d4 rounds. Critical Failure The target is stupefied 1 and confused for 1d4 rounds.","feat":["Riddle the Sphinx"],"skill_mod":{},"summary":"You’ve learned the secrets of the sphinx’s riddles and empowered your ikon with them.","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Class","Class-Specific","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8010","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Riddle the Sphinx","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8010"},{"primary_source_category":"Adventure Paths","usage":"imbued into the mirrored aegis ","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Exemplar","Ikon","Uncommon"],"id":"feat-8011","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Shield of Stone May contain spoilers from Myth-Speaker Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 79 --- You stole a gorgon’s gaze and trapped it in your ikon. You’ve learned how to brandish it for your advantage, subduing the rage of the trapped gaze by turning it on your enemies. Transcendence—Brandish the Gorgon’s Gaze Single Action (earth, transcendence, visual) Effect You Raise your mirrored aegis, though it seems to lose some of its usual luster in favor of the dull sheen of stone. If you Shield Block a melee attack with the mirrored aegis before the beginning of your next turn, the gorgon’s eyes upon it flash at the triggering creature, who must attempt a Fortitude save against your class DC. On a failure, they are slowed 1 for 1 minute as their body partially petrifies. Regardless of the outcome, that creature is temporarily immune to this effect for 24 hours.","feat":["Shield of Stone"],"skill_mod":{},"summary":"You stole a gorgon’s gaze and trapped it in your ikon.","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Class","Class-Specific","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8011","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Shield of Stone","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8011"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Myth-Speaker","trait":["Concentrate","Divine","Exemplar","Polymorph","Uncommon"],"id":"feat-8012","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > As a Thousand Soldiers Two Actions May contain spoilers from Myth-Speaker Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 79 Frequency once per hour Prerequisites plunderer of the hive’s riches --- Though you may have stolen from the hive, you’ve nothing but respect for the armies guarding it, and you borrow their strength to overwhelm your foes. Your body transforms into a swarm of bees. You Fly up to twice your Speed; during this movement you can pass through any space that would be small enough for a single insect, and your movement does not trigger reactions. If you pass through an enemy’s space, you can inflict a storm of stings that deals 3d4 piercing damage and 3d4 poison damage, with a basic Reflex save against your class DC. At the end of your movement, you return to your original form. At 10th level and every two levels thereafter, the damage increases by 1d4 piercing damage and 1d4 poison damage.","feat":["As a Thousand Soldiers"],"skill_mod":{},"summary":"Though you may have stolen from the hive, you’ve nothing but respect for the armies guarding it, and you borrow their strength to overwhelm your foes.","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Mechanics","Tradition","Class","Rarity"],"level":8,"prerequisite":"plunderer of the hive’s riches","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8012","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"As a Thousand Soldiers","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-8012"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Myth-Speaker","trait":["Concentrate","Divine","Exemplar","Uncommon","Vitality","Void","Positive","Negative"],"id":"feat-8013","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Forward Gaze into Life Two Actions May contain spoilers from Myth-Speaker Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 79 Frequency once per hour Prerequisites trespasser in death’s realm --- Despite the constant cold of death at your back, you keep your gaze forward into the realm of life. You release two 15-foot cones, aimed exactly opposite each other, one ahead of you that deals 5d10 vitality damage and one behind you that deals 5d10 void damage, each with a basic Reflex save against your class DC. Creatures that critically fail also take 5 persistent damage, of the same damage type dealt.","feat":["Forward Gaze into Life"],"skill_mod":{},"summary":"Despite the constant cold of death at your back, you keep your gaze forward into the realm of life.","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Mechanics","Tradition","Class","Rarity","Energy","Planar","Creature Type"],"level":8,"prerequisite":"trespasser in death’s realm","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8013","source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Forward Gaze into Life","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-8013"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Mythic","Rare"],"id":"feat-8014","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Heroic Weakness May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 65 Archetype Godling Prerequisites Godling Dedication; hero-god accomplishment --- As word of your faith spreads, so too does word of your foibles and weaknesses. Where originally these disadvantages may have been myths themselves, or simply manifestations of ill fortune or chance, when you take this feat, one of those weaknesses becomes real. Work with your GM to choose your heroic weakness—it must be to a specific damage type and must be associated with a specific condition, both of which must be elements that are going to be significant parts of your story’s future. For example, you could choose for a weakness to be spirit damage caused to you by a follower of a rival god, physical damage from a specific category of weapon, void damage caused by a specific kind of undead, or fire damage taken in a certain part of the world or from creatures from that part of the world. The amount of weakness you gain to this damage is equal to twice your level. But with this new weakness comes a new source of power, for when your foes would take advantage of your weakness, you can use the pain and humiliation to bolster your own resolve. You gain the following reaction. Makes Me Stronger Reaction Trigger You take damage from your heroic weakness and are not reduced to fewer than 1 Hit Point by the damage; Effect You make a show of powering through your weakness, be it by flexing your muscles, issuing a challenging roar, laughing off the pain, or simply acting as if the damage doesn’t worry you in the slightest. Your spells gain a status bonus to damage against the triggering creature equal to twice their rank; this lasts until the next time you use this reaction. In addition, the creature that damaged you with your heroic weakness must attempt a Will save against your class or spellcasting DC, whichever is higher, to avoid becoming frightened 1 (frightened 2 on a critical failure).","feat":["Heroic Weakness"],"skill_mod":{},"summary":"As word of your faith spreads, so too does word of your foibles and weaknesses.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mythic","Rarity"],"level":14,"prerequisite":"Godling Dedication; hero-god accomplishment","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8014","archetype":["Godling"],"source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Heroic Weakness","category":"feat","rarity":"rare","slug":"feat-8014"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Mythic","Rare"],"id":"feat-8015","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Myth of Quick-Thinking May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 65 Archetype Godling Prerequisites Godling Dedication; hero-god accomplishment --- Your myth includes amusing parables of clever plans and sly maneuvers, often applied to small things in life such as disguising yourself as a sheep to ambush a wolf or tricking a snake into shedding its skin. You can Lie as a two-action activity, regardless of how elaborate your tale. When you attempt a Deception check, you can spend a Mythic Point to do so at mythic proficiency. If you succeed at a Deception check while in the presence of your hierophant, any of your worshippers that you can see automatically succeed at an attempt to Impersonate or Lie in such a way that supports your story (for example, the target of your Lie claiming you are a teacher sees all of your worshippers as students). You also lay claim to one of the following domains of your choice: confidence, secrecy, or trickery.","feat":["Myth of Quick-Thinking"],"skill_mod":{},"summary":"Your myth includes amusing parables of clever plans and sly maneuvers, often applied to small things in life such as disguising yourself as a sheep to ambush a wolf or tricking a snake into shedding its skin.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mythic","Rarity"],"level":14,"prerequisite":"Godling Dedication; hero-god accomplishment","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8015","archetype":["Godling"],"source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Myth of Quick-Thinking","category":"feat","rarity":"rare","slug":"feat-8015"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Mythic","Rare"],"id":"feat-8016","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Myth of Realm-Walking May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 65 Archetype Godling Prerequisites Godling Dedication; hero-god accomplishment --- Your myth speaks of distant travel to countless countries, planes, or dimensions. When any effect attempts to anchor you to a plane (such as planar tether ) or to banish you from the current plane (such as banishment ), that effect gains the incapacitation trait. If it already has the incapacitation trait, you gain a +4 status bonus to your save against the effect. If you successfully save against such an effect, the creature that attempted to use this effect on you must succeed at a Will save against your class or spell DC (whichever is higher) to avoid becoming stupefied 1 for 1 minute (stupefied 2 on a critical failure). You also lay claim to one of the following domains of your choice: dreams, fate, or travel.","feat":["Myth of Realm-Walking"],"skill_mod":{},"summary":"Your myth speaks of distant travel to countless countries, planes, or dimensions.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mythic","Rarity"],"level":14,"prerequisite":"Godling Dedication; hero-god accomplishment","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8016","archetype":["Godling"],"source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Myth of Realm-Walking","category":"feat","rarity":"rare","slug":"feat-8016"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Archetype","Rare"],"id":"feat-8017","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Hero-God's Bond May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 67 Archetype Warrior Of Legend Prerequisites Warrior Of Legend Dedication --- At times, the myth of a hero-god includes a favored partner or a bonded ally, such as the hero-gods of promises and shield-bearers, Upion and Warrick. When you gain this feat, select an ally. They are your bonded partner. While you and your bonded partner are on the same plane, you and your bonded partner always have the same doomed value (defaulting to the highest value), so when your bonded partner’s doomed condition would increase or be set to a specific amount, your doomed value also increases to match (if it is lower than your current doomed value). When either of you are dying, the other knows this immediately, as well as the distance and direction to the dying partner’s location. When either of you attempts a recovery check, as long as the other is on the same plane, reduce the DC of the recovery check by 2. You can communicate telepathically with your bonded partner as long as you are within 60 feet of each other. You can change your bonded partner by spending 1 week of downtime bonding with another ally. Hero-God's Bond leads to... Grief's Fury, Martyr's Parry","feat":["Hero-God's Bond"],"skill_mod":{},"summary":"At times, the myth of a hero-god includes a favored partner or a bonded ally, such as the hero-gods of promises and shield-bearers, Upion and Warrick.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Warrior Of Legend Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8017","archetype":["Warrior Of Legend"],"source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Hero-God's Bond","category":"feat","rarity":"rare","slug":"feat-8017"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Myth-Speaker","trait":["Archetype","Rare"],"id":"feat-8018","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Martyr's Parry Reaction May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 68 Archetype Warrior Of Legend Prerequisites Hero-God's Bond Trigger A creature attacks your bonded partner. Requirements You are wielding a weapon that has the parry trait, and your bonded partner is within reach of one of your melee Strikes with that weapon. --- You intercede to absorb the triggering attack. Your bonded partner gains a +2 circumstance bonus to their AC. If the attack still hits, you take the triggering attack’s damage instead of your bonded partner, though the attack still uses your bonded partner’s defenses for the purposes of determining if it hit or critically hit.","feat":["Martyr's Parry"],"skill_mod":{},"summary":"You intercede to absorb the triggering attack.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Hero-God's Bond","source_category":["Adventure Paths"],"requirement":"You are wielding a weapon that has the parry trait, and your bonded partner is within reach of one of your melee Strikes with that weapon.","trigger":"A creature attacks your bonded partner.","resistance":{},"url":"/Feats.aspx?ID=8018","archetype":["Warrior Of Legend"],"source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Martyr's Parry","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-8018"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Myth-Speaker","trait":["Archetype","Concentrate","Emotion","Mental","Rare"],"id":"feat-8019","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Grief's Fury Reaction May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 68 Archetype Warrior Of Legend Frequency once per day Prerequisites Hero-God's Bond Trigger Your bonded partner gains the dying condition or their dying value would increase. --- A lost love. A broken spear. Rage burning through a hero-god. When a myth speaks of a wounded partner, the hero-god often rejects the future. Too many find themselves on a battlefield, clutching a body that they swore to protect. In that moment, the wellspring of power ignites. Increase the value of your doomed condition by 1, to a maximum of doomed 3. You gain a +2 status bonus to attack rolls against any creature that attacked or dealt damage to your partner in the last minute. If you reduce a creature to 0 HP that attacked or damaged your partner, you gain temporary Hit Points equal to twice their level. These benefits last until your bonded partner is no longer unconscious or for 1 minute, whichever duration is shorter.","feat":["Grief's Fury"],"skill_mod":{},"summary":"A lost love. A broken spear . Rage burning through a hero-god. ","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Feat","Mechanics","Rarity"],"level":10,"prerequisite":"Hero-God's Bond","source_category":["Adventure Paths"],"trigger":"Your bonded partner gains the dying condition or their dying value would increase.","resistance":{},"url":"/Feats.aspx?ID=8019","archetype":["Warrior Of Legend"],"source_group":["Myth-Speaker"],"spoilers":"Myth-Speaker","name":"Grief's Fury","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-8019"},{"skill_mod":{},"summary":"When the hero-gods built Pol-Sylirica and its seven armies, they feared betrayal from within. ","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mythic","Rarity"],"primary_source_category":"Adventure Paths","level":4,"source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8020","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","spoilers":"Myth-Speaker","name":"Hydra's Bond","trait":["Mythic","Rare"],"id":"feat-8020","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Hydra's Bond May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 68 --- When the hero-gods built Pol-Sylirica and its seven armies, they feared betrayal from within. They took inspiration from the multi-headed hydra, and bound the seven armies together with supernatural ties to make them behave as if they shared one body. Following these tactics, during daily preparations, you can select a number of willing creatures equal to half your level to be part of your hydra’s bond. Members of the same hydra’s bond always know if another member is telling the truth. When a member of the hydra’s bond saves against an effect that would have them act against their allies (such as the confused condition, a dominate spell, or other mental effects that would give an ally the controlled condition), you can spend a Mythic Point to allow that character to attempt the save at mythic proficiency. If a member of the hydra’s bond fails a save against such an effect, other members automatically know that the target is controlled or under the influence of a mental effect. In addition, all members of the hydra’s bond gain a +2 circumstance bonus to any roll made to counteract that effect.","category":"feat","feat":["Hydra's Bond"],"rarity":"rare","slug":"feat-8020"},{"skill_mod":{},"summary":"When Aercelys, hero-god of fools and fire, dove into the funeral pyre of his beloved daughter, he seemed a fool without thought for his safety. ","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mythic","Rarity"],"primary_source_category":"Adventure Paths","level":6,"source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8021","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","spoilers":"Myth-Speaker","name":"Fool's Fleeting Plan","trait":["Mythic","Rare"],"id":"feat-8021","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Fool's Fleeting Plan May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 68 --- When Aercelys, hero-god of fools and fire, dove into the funeral pyre of his beloved daughter, he seemed a fool without thought for his safety. Yet when he returned with her body, he showed the slow rise of her chest, and those who doubted became the fools. You carry Aercelys’s spark within you, which protects you from rash decisions. You do not trigger reactions when you use an action that you gained from being quickened.","category":"feat","feat":["Fool's Fleeting Plan"],"rarity":"rare","slug":"feat-8021"},{"skill_mod":{},"summary":"At one time, the hero-gods could not tell their own prophecies.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mythic","Rarity"],"primary_source_category":"Adventure Paths","level":8,"source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8022","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","spoilers":"Myth-Speaker","name":"Stages of Fate","trait":["Mythic","Rare"],"id":"feat-8022","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Stages of Fate May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 68 --- At one time, the hero-gods could not tell their own prophecies. Ongalte, hero-god of deicide, defied this rule and cemented why it should be upheld. Those that can reach into the web of fates and pluck out a string are forbidden from speaking of their own myth. Yet nothing forbids them from speaking the myths of others. You peer through the world around you to see the delicate threads connecting others to their fate when they become afflicted. Choose a creature within 30 feet that you can see and who you know is affected by an ongoing affliction that progresses through stages, such as most diseases or poisons. Spend 1 Mythic Point, then attempt a Religion check at mythic proficiency against that affliction’s DC. Critical Success The next time the afflicted creature attempts a saving throw against the affliction, they automatically gain a critical success. If this results in the affliction coming to an end, you gain 1 Mythic Point. Success The next time the afflicted creature attempts a saving throw against the affliction, they gain a +1 circumstance bonus to the roll and increase the result of the saving throw by one degree of success. Failure The next time the afflicted creature attempts a saving throw against the affliction, they gain a +1 circumstance bonus. Critical Failure You share the afflicted’s fate, and are exposed to their affliction. You must immediately save against the affliction’s effect.","category":"feat","feat":["Stages of Fate"],"rarity":"rare","slug":"feat-8022"},{"skill_mod":{},"summary":"The hero-god of phalanxes and winds, grand Konebrys, led a force of dozens against an army of thousands.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mythic","Rarity"],"primary_source_category":"Adventure Paths","level":8,"prerequisite":"guardian's calling","source_category":["Adventure Paths"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8023","weakness":{},"source_group":["Myth-Speaker"],"primary_source_group":"Myth-Speaker","spoilers":"Myth-Speaker","name":"Windborne Shove","trait":["Mythic","Rare"],"id":"feat-8023","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Windborne Shove May contain spoilers from Myth-Speaker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 69 Prerequisites guardian's calling --- The hero-god of phalanxes and winds, grand Konebrys, led a force of dozens against an army of thousands. They gathered their soldiers in tight ranks, then marched against the wind to take the enemy by surprise. When a gust pushed the foes back, they struck their victorious blow. You emulate Konebrys’s tactics in pushing small forces against mighty foes. Whenever you are adjacent to an ally, creatures that attempt to Tumble Through your space take a –2 circumstance penalty to their Acrobatics check. When you critically succeed on a melee Strike against an enemy, you can immediately attempt to Shove your target as a free action. You can spend a Mythic Point on this Shove attempt to do so at mythic proficiency.","category":"feat","feat":["Windborne Shove"],"rarity":"rare","slug":"feat-8023"},{"skill_mod":{},"summary":"Your power spontaneously evolves or reconfigures itself.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Adventure Paths","level":4,"source_category":["Adventure Paths","Rulebooks"],"source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8024","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","spoilers":"Gatewalkers","name":"Awakened Power","legacy_id":["feat-3778"],"trait":["Deviant","Rare"],"id":"feat-8024","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Awakened Power May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 9, Dark Archives (Remastered) pg. 100 --- Your power spontaneously evolves or reconfigures itself. You gain one awakening benefit for a deviant feat of 4th level or lower. Special You can take this feat multiple times. Each time you do, choose a different deviant feat of 4th level or lower, and gain one of its awakening benefits.","category":"feat","feat":["Awakened Power"],"rarity":"rare","slug":"feat-8024"},{"skill_mod":{},"summary":"Your power undergoes yet another awakening","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Adventure Paths","level":10,"source_category":["Adventure Paths","Rulebooks"],"source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8025","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","spoilers":"Gatewalkers","name":"Greater Awakened Power","legacy_id":["feat-3779"],"trait":["Deviant","Rare"],"id":"feat-8025","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Greater Awakened Power May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 9, Dark Archives (Remastered) pg. 100 --- Your power undergoes yet another awakening. You gain one awakening benefit for a deviant feat of 10th level or lower. Special You can take this feat multiple times. Each time you do, choose a different deviant feat of 10th level or lower, and gain one of its awakening benefits.","category":"feat","feat":["Greater Awakened Power"],"rarity":"rare","slug":"feat-8025"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3780"],"trait":["Attack","Deviant","Magical","Rare"],"id":"feat-8026","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Blasting Beams Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 9, Dark Archives (Remastered) pg. 100 Requirements You have a free hand. --- A directed beam of heat or an arc of lightning is one of the simplest ways to project energy. You fire a blast or beam from one hand. Make an attack roll against a creature within 30 feet. If you succeed, the beam deals 1d6 damage to the target for every 2 levels you have, or double damage on a critical success.","feat":["Blasting Beams"],"skill_mod":{},"summary":"A directed beam of heat or an arc of lightning is one of the simplest ways to project energy.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Mechanics","Feat","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"requirement":"You have a free hand.","resistance":{},"url":"/Feats.aspx?ID=8026","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Blasting Beams","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8026"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3781"],"trait":["Deviant","Magical","Rare"],"id":"feat-8027","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Consume Energy Reaction May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 9, Dark Archives (Remastered) pg. 100 Trigger An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type. --- Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself. Attempt a counteract check against the triggering effect as you draw it into your body. If you successfully counteract the ability, you gain temporary Hit Points equal to double the counteract level of the ability, which last for 1 minute.","feat":["Consume Energy"],"skill_mod":{},"summary":"Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"trigger":"An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type.","resistance":{},"url":"/Feats.aspx?ID=8027","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Consume Energy","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-8027"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3782"],"trait":["Deviant","Magical","Rare"],"id":"feat-8028","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Storming Breath Two Actions May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 9, Dark Archives (Remastered) pg. 100 --- You spit out a freezing breath or sonic scream. You deal 4d6 damage, plus 1d6 damage for every level you have beyond 6th, to all creatures in a 30-foot cone, with a basic Reflex save. ","feat":["Storming Breath"],"skill_mod":{},"summary":"You spit out a freezing breath or sonic scream. You deal 4d6 damage, plus 1d6 damage for every level you have beyond 6th, to all creatures in a 30-foot cone , with a basic Reflex save.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8028","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Storming Breath","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-8028"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3783"],"trait":["Deviant","Magical","Rare"],"id":"feat-8029","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Propulsive Leap Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 10, Dark Archives (Remastered) pg. 101 --- By expelling flames from your feet or levitating through electrical repulsion, you propel yourself through the air. For 1 minute, you gain a fly Speed equal to your Speed or 20 feet, whichever is greater. If you aren’t on solid ground at the end of your turn, you must attempt another backlash check for your deviation, though you remain airborne even if you fail your check unless the damage from the check renders you unconscious.","feat":["Propulsive Leap"],"skill_mod":{},"summary":"By expelling flames from your feet or levitating through electrical repulsion, you propel yourself through the air.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8029","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Propulsive Leap","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8029"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Deviant","Magical","Rare"],"id":"feat-8030","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Sonic Dash Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 10 --- You bounce up and down once, then sprint forward. You Stride twice in a straight line. You can use Sonic Dash while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. ","feat":["Sonic Dash"],"skill_mod":{},"summary":"You bounce up and down once, then sprint forward.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8030","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Sonic Dash","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8030"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Deviant","Magical","Rare"],"id":"feat-8031","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Overclock Senses Free Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 10 --- Your senses speed up to the point that time seems to stand still, allowing you to catch details and incoming attacks. You Seek. After you Seek, you gain a +2 circumstance bonus to your AC against ranged attacks and to Reflex saving throws until the beginning of your next turn.","feat":["Overclock Senses"],"skill_mod":{},"summary":"Your senses speed up to the point that time seems to stand still, allowing you to catch details and incoming attacks.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8031","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Overclock Senses","actions_number":0,"category":"feat","actions":"Free Action","rarity":"rare","slug":"feat-8031"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Deviant","Magical","Rare"],"id":"feat-8032","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Unstable Gearshift Free Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 10 --- You shift your body into a higher gear, your speed compounding further and further. You gain a +10-foot status bonus to all your Speeds, which lasts until the end of your next turn. At any time during your next turn, you can use Unstable Gearshift again, increasing the status bonus by another 5 feet and prolonging the effect for another round. You can keep using Unstable Gearshift in this way until you can no longer use your deviant abilities.","feat":["Unstable Gearshift"],"skill_mod":{},"summary":"You shift your body into a higher gear, your speed compounding further and further.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8032","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Unstable Gearshift","actions_number":0,"category":"feat","actions":"Free Action","rarity":"rare","slug":"feat-8032"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Deviant","Magical","Rare"],"id":"feat-8033","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Lightspeed Assault Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 11 --- You zoom from enemy to enemy, striking each in an instant. Stride to an enemy and attempt a Strike against it. If successful, you can add another action to Lightspeed Assault. Stride again and attempt another Strike; if this second Strike is successful, you can spend another action to Stride again and attempt a third Strike. You can use Lightspeed Assault while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. You attempt a backlash check for your deviation only once, regardless of how many actions you end up spending on your Lightspeed Assault.","feat":["Lightspeed Assault"],"skill_mod":{},"summary":"You zoom from enemy to enemy, striking each in an instant.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8033","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Lightspeed Assault","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8033"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Attack","Cold","Deviant","Magical","Rare"],"id":"feat-8034","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Draining Touch Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 11 --- You reach out your arm, grasping hungrily for a source of energy. Attempt a melee Strike. If you succeed, you deal 1d8 cold damage for every 2 levels you have to the target, or double damage on a critical success.","feat":["Draining Touch"],"skill_mod":{},"summary":"You reach out your arm, grasping hungrily for a source of energy.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Mechanics","Energy","Monster","Feat","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8034","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Draining Touch","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8034"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Deviant","Magical","Mental","Rare"],"id":"feat-8035","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Borrowed Ability Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 11 --- Your touch opens a conduit into the mind of your target, the emptiness within you pulling skills and memories through. You touch an adjacent creature and choose any skill you believe they are trained or better in. If you choose a skill that they are trained or better in, you borrow their proficiency in that skill, becoming trained in that skill for 1 minute. If they are not trained in the skill you choose, the GM chooses the next most applicable skill (for instance, choosing Acrobatics instead of Athletics). At 12th level, you can become an expert in the skill if the target is as well. If the target of Borrowed Ability is unwilling, the effects depend on the target’s Will save. Critical Success The target resists your touch completely. Success Your borrowing is unstable. At the beginning of each of your turns, you must either relinquish your hold on the borrowed skill (as a free action), or attempt another backlash check for your deviation; the ability ends if you fail. Failure Borrowed Ability lasts for its full duration.","feat":["Borrowed Ability"],"skill_mod":{},"summary":"Your touch opens a conduit into the mind of your target, the emptiness within you pulling skills and memories through","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8035","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Borrowed Ability","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8035"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Deviant","Magical","Rare"],"id":"feat-8036","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Kinetic Dampening Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 12 --- You feed off energy in your immediate surroundings, allowing you to dampen the force imparted by incoming blows. Until the beginning of your next turn, you gain resistance 5 to physical damage. At 10th level, and every 4 levels thereafter, the resistance increases by 5. Any blows that strike you during this time make no sound as their energy is drained.","feat":["Kinetic Dampening"],"skill_mod":{},"summary":"You feed off energy in your immediate surroundings, allowing you to dampen the force imparted by incoming blows.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8036","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Kinetic Dampening","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8036"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Deviant","Extradimensional","Magical","Mental","Rare","Spirit"],"id":"feat-8037","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Feed the Void Two Actions May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 12 --- The void within you manages to manifest itself temporarily, a black hole opening over your heart and threatening to draw everything in. A 60-foot cone becomes filled with screaming winds that rush in toward you. All creatures in the cone must attempt a Fortitude saving throw. Critical Success The creature is unaffected. Success The creature is pulled 10 feet toward you. Failure The creature is pulled 20 feet toward you. Critical Failure The creature is pulled 30 feet toward you. Creatures that would be pulled into your square contact the void, which deals 5d6 spirit damage with no saving throw, and are then spat back out in a square adjacent to you of your choice. At 12th level, and every 2 levels thereafter, the damage increases by 1d6.","feat":["Feed the Void"],"skill_mod":{},"summary":"The void within you manages to manifest itself temporarily, a black hole opening over your heart and threatening to draw everything in.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity","Creature Type"],"level":10,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8037","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Feed the Void","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-8037"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3784"],"trait":["Deviant","Magical","Rare"],"id":"feat-8038","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Bone Spikes Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 12, Dark Archives (Remastered) pg. 101 --- Sharp shards of bone tear forth from your elbows, wrists, or other parts of your body. For 1 minute, you can make bone spike unarmed Strikes that deal 1d6 piercing damage and have the versatile S and sweep traits. When you take the Bone Spikes action, you can choose one weapon on your person and duplicate its weapon runes onto your bone spikes (with the exception of any runes that couldn’t apply to the bone spikes).","feat":["Bone Spikes"],"skill_mod":{},"summary":"Sharp shards of bone tear forth from your elbows, wrists, or other parts of your body.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8038","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Bone Spikes","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8038"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3785"],"trait":["Deviant","Magical","Rare"],"id":"feat-8039","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Titan Swing Two Actions May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 13, Dark Archives (Remastered) pg. 101 --- Your limbs tense as you deliver a mighty swing. Make a melee Strike. If it hits, you deal an extra die of weapon damage and push the target back by 5 feet. If you’re at least 10th level, increase this to two extra dice and push the target by 10 feet, and if you’re at least 18th level, increase it to three extra dice and push the target by 15 feet. ","feat":["Titan Swing"],"skill_mod":{},"summary":"Your limbs tense as you deliver a mighty swing.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8039","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Titan Swing","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-8039"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3786"],"trait":["Deviant","Healing","Magical","Rare"],"id":"feat-8040","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > High-Speed Regeneration Free Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 13, Dark Archives (Remastered) pg. 101 Trigger Your turn begins --- Your wounds knit together with barely a thought. You regain Hit Points equal to double your level. When you gain this deviation, the GM secretly selects one type of energy damage or precious material, such as fire or cold iron. When you take damage of that type, your wound smokes until the end of your next turn, preventing you from using High-Speed Regeneration.","feat":["High-Speed Regeneration"],"skill_mod":{},"summary":"Your wounds knit together with barely a thought.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"trigger":"Your turn begins","resistance":{},"url":"/Feats.aspx?ID=8040","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"High-Speed Regeneration","actions_number":0,"category":"feat","actions":"Free Action","rarity":"rare","slug":"feat-8040"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3787"],"trait":["Deviant","Magical","Rare"],"id":"feat-8041","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Tectonic Stomp Two Actions May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 13, Dark Archives (Remastered) pg. 101 --- You cause minor tremors that topple your enemies. All creatures in a 30-foot emanation who are touching the ground take 1d6 bludgeoning damage for every 2 levels you have, with a basic Reflex save. A creature that fails its save also falls prone.","feat":["Tectonic Stomp"],"skill_mod":{},"summary":"You cause minor tremors that topple your enemies.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8041","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Tectonic Stomp","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-8041"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3788"],"trait":["Deviant","Magical","Rare"],"id":"feat-8042","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Eerie Flicker Reaction May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 13, Dark Archives (Remastered) pg. 102 Trigger An enemy’s Strike would hit you and you weren’t already concealed, hidden, or undetected by that enemy. --- Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you. ","feat":["Eerie Flicker"],"skill_mod":{},"summary":"Your body flickers momentarily into the Ethereal Plane .","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"trigger":"An enemy’s Strike would hit you and you weren’t already concealed , hidden , or undetected by that enemy.","resistance":{},"url":"/Feats.aspx?ID=8042","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Eerie Flicker","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-8042"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3789"],"trait":["Deviant","Magical","Rare"],"id":"feat-8043","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Ghostly Grasp (Deviant) Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 13, Dark Archives (Remastered) pg. 102 --- An invisible arm extends from you to grab and manipulate objects. The arm reaches up to 15 feet, grabs an unattended object of 1 Bulk or less, and immediately deposits it in one of your free hands or at your feet. Alternatively, it reaches up to 15 feet and performs a simple Interact action like pushing open a window, though it can’t perform actions that require significant mechanical dexterity. For every 5 levels you have, the amount the hand can lift increases by 1 Bulk, and the arm’s range increases by 15 feet. Being ghostly, the arm can affect ghosts, spirits, and other incorporeal entities, though in most cases, you need an awakening for this to be useful.","feat":["Ghostly Grasp (Deviant)"],"skill_mod":{},"summary":"An invisible arm extends from you to grab and manipulate objects.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8043","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Ghostly Grasp (Deviant)","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8043"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3790"],"trait":["Auditory","Deviant","Magical","Rare"],"id":"feat-8044","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Enervating Wail Two Actions May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 13, Dark Archives (Remastered) pg. 102 --- You release a terrible wail that tears at the spirits of all nearby. All living creatures in a 20-foot emanation take void damage with a basic Fortitude save. The damage is 4d6, plus 1d6 for every level you have beyond 6th. ","feat":["Enervating Wail"],"skill_mod":{},"summary":"You release a terrible wail that tears at the spirits of all nearby.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Sense","Feat","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8044","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Enervating Wail","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-8044"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide (Remastered)","Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-3791"],"trait":["Deviant","Magical","Rare"],"id":"feat-8045","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Distant Wandering Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide (Remastered) pg. 13, Dark Archives (Remastered) pg. 103 --- Your body falls unconscious and your spirit projects out of it. While in spirit form, you can’t consciously move your body, and you are invisible and inaudible, though a creature still might notice the signs of your presence and passing, just like for an invisible creature affected by silence , or a scouting eye . You can freely move about, though you can’t touch or move anything, cast spells, attack, or otherwise affect anything around you. Despite your ghostly form, you are not incorporeal and can’t pass through barriers you couldn’t in your body. Most effects can’t harm your spirit form, though some spells, like spirit blast and spirit song , explicitly damage a creature’s spirit. You can return to your body as a free action. If you are in spirit form at the beginning of your turn, you must attempt another backlash check for your deviation, returning to your body if you fail. Awakening Your spirit moves at the speed of thought. You gain a fly Speed and a +20-foot status bonus to your Speed while in spirit form. Awakening Time seems to pass more slowly while you are projecting your spirit. When you enter spirit form, you can Recall Knowledge or Seek. You are quickened while in spirit form and can use the extra action only to Recall Knowledge or Seek.","feat":["Distant Wandering"],"skill_mod":{},"summary":"Your body falls unconscious and your spirit projects out of it.","primary_source":"Gatewalkers Player's Guide (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8045","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Distant Wandering","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-8045"},{"skill_mod":{},"summary":"You have a dragon’s desire for treasure.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8046","weakness":{},"name":"Covet Hoard","trait":["Dragonet"],"id":"feat-8046","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Covet Hoard Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 210 --- You have a dragon’s desire for treasure. You gain the Hefty Hauler skill feat, even if you don’t meet the prerequisites. You also gain a +2 circumstance bonus to your Perception DC against attempts to Steal from you and to any saving throw against an effect targeting an item you’re holding or carrying. At 11th level, you gain the Incredible Investiture general feat, even if you don’t meet the prerequisites.","category":"feat","pfs":"Standard","feat":["Covet Hoard"],"rarity":"common","slug":"feat-8046"},{"skill_mod":{},"summary":"You have developed your magical breath.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8047","weakness":{},"name":"Dragonet Breath","trait":["Dragonet"],"actions_number":4,"id":"feat-8047","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dragonet Breath Two Actions Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 211 --- You have developed your magical breath. You expel the dragonet breath associated with your heritage. Dragonet Breath gains the traits listed in parentheses, and the DC is your class DC or spell DC, whichever is higher. After you use Dragonet Breath, you can’t use it again for 1d4 rounds. Fey Dragonet (arcane, poison) You breathe a 15-foot cone of euphoric gas. Each creature in the area must succeed at a Fortitude save or become stupefied 1 for 1 round. Homing Drake (acid) You expel a 30-foot line of caustic spittle that deals 1d4 acid damage with a basic Reflex save. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. House Drake (arcane, mental) You breathe out a cloud of silver mist in a 15-foot cone that deals 1d4 mental damage with a basic Will save. It counts as silver for the purpose of weaknesses. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. Pearl Dragonet (arcane, curse) You breathe a 15-foot cone of golden mist that alters the luck of creatures caught in it. Each time you use Dragonet Breath, decide if it gives good luck or bad luck. Any creature affected by your Dragonet Breath becomes temporarily immune to it for 1 hour. If your breath gives good luck, each creature in the area gains a +1 status bonus to its next attack roll or skill check before the start of your next turn. If your breath gives bad luck, each creature in the area must attempt a Will save. A creature that fails its save takes a –1 status penalty to its next attack roll or skill check before the start of your next turn. On a critical failure, the creature must instead roll twice and take the worse result on the check; this is a misfortune effect. Tidepool Dragonet (fire) You breathe a 15-foot line of superheated gas that deals 1d4 fire damage with a basic Reflex save. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. You can use your breath underwater even though it has the fire trait. If you do, it gains the water trait and emerges as a 20-foot cone of boiling water. Dragonet Breath leads to... Inhale, Exhale!","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Dragonet Breath"],"rarity":"common","slug":"feat-8047"},{"skill_mod":{},"summary":"You might be a little dragon, but you are still a dragon, which means it’s difficult to constrain you.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8048","weakness":{},"name":"Dragonet Resistances","trait":["Dragonet"],"id":"feat-8048","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dragonet Resistances Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 211 --- You might be a little dragon, but you are still a dragon, which means it’s difficult to constrain you. You gain a +2 circumstance bonus to saves against sleep effects and effects that would make you paralyzed. Dragonet Resistances leads to... Dragonet Immunities","category":"feat","pfs":"Standard","feat":["Dragonet Resistances"],"rarity":"common","slug":"feat-8048"},{"skill_mod":{},"summary":"You’ve grown especially large and now tower over your fellow dragonets.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8049","weakness":{},"name":"Mighty Dragonet","trait":["Dragonet"],"id":"feat-8049","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mighty Dragonet Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 211 --- You’ve grown especially large and now tower over your fellow dragonets. Instead of Tiny, your size is Small. Special Though you can grow larger at a higher level than 1st, you can’t retrain out of this feat.","category":"feat","pfs":"Standard","feat":["Mighty Dragonet"],"rarity":"common","slug":"feat-8049"},{"skill_mod":{},"summary":"Your claws are as sharp as your teeth.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8050","weakness":{},"name":"My Claws are Daggers","trait":["Dragonet"],"id":"feat-8050","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > My Claws are Daggers Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 211 --- Your claws are as sharp as your teeth. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the knife group and have the agile, finesse, and unarmed traits. At 5th level, whenever you get a critical hit with your claws or jaws, you get its critical specialization effect. Special If your dragonet heritage is house drake, your claws count as silver.","category":"feat","pfs":"Standard","feat":["My Claws are Daggers"],"rarity":"common","slug":"feat-8050"},{"skill_mod":{},"summary":"Your scales are hard as armor, ensuring you always have some protection in the dangerous world.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8051","weakness":{},"name":"Scales of Steel","trait":["Dragonet"],"id":"feat-8051","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scales of Steel Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 212 --- Your scales are hard as armor, ensuring you always have some protection in the dangerous world. When you’re unarmored, your scales give you a +1 item bonus to AC with a Dexterity cap of +3. The item bonus increases to +2 at 5th level. The item bonus to AC from these scales is cumulative with armor potency runes on your explorer’s clothing, the mystic armor spell, or bands of force .","category":"feat","pfs":"Standard","feat":["Scales of Steel"],"rarity":"common","slug":"feat-8051"},{"skill_mod":{},"summary":"You have strengthened your wings and can now fly for short distances.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8052","frequency":"once per round","weakness":{},"name":"Take Wing","trait":["Dragonet"],"id":"feat-8052","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Take Wing Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 212 Frequency once per round --- You have strengthened your wings and can now fly for short distances. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall. Take Wing leads to... Zip! Zoom!","category":"feat","pfs":"Standard","feat":["Take Wing"],"rarity":"common","slug":"feat-8052"},{"skill_mod":{},"summary":"You’ve awoken the power of your draconic heritage.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"versatile heritage","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8053","weakness":{},"name":"Ascended Dragonet Heritage","trait":["Dragonet"],"id":"feat-8053","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ascended Dragonet Heritage Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 212 Prerequisites versatile heritage --- You’ve awoken the power of your draconic heritage. You gain all the mechanical benefits of the dragonet heritage you selected at first level, allowing you to take feats and gain any benefits that require a specific dragonet heritage.","category":"feat","pfs":"Standard","feat":["Ascended Dragonet Heritage"],"rarity":"common","slug":"feat-8053"},{"skill_mod":{},"summary":"You take an especially deep breath as a prelude to unleashing your dragonet breath on your foes.","primary_source":"Draconic Codex\r\n","trait_group":["Mechanics","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Dragonet Breath","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8054","weakness":{},"name":"Inhale, Exhale!","trait":["Concentrate","Dragonet"],"actions_number":2,"id":"feat-8054","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Inhale, Exhale! Single Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 212 Prerequisites Dragonet Breath --- You take an especially deep breath as a prelude to unleashing your dragonet breath on your foes. If your next action is to use your Dragonet Breath, add 5 feet to the length of the cone or line. If your breath deals damage, you also deal one additional die of damage.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Inhale, Exhale!"],"rarity":"common","slug":"feat-8054"},{"skill_mod":{},"summary":"You are protective of your hoard, and woe betide anyone who tries to take what’s yours.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"trigger":"A creature in your reach that you’re aware of attempts to Disarm you, or damage or Steal an item in your possession.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8055","weakness":{},"name":"Jealous Grip","trait":["Dragonet"],"actions_number":1,"id":"feat-8055","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Jealous Grip Reaction Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 212 Trigger A creature in your reach that you’re aware of attempts to Disarm you, or damage or Steal an item in your possession. --- You are protective of your hoard, and woe betide anyone who tries to take what’s yours. Make a melee Strike against the triggering creature. If your attack is a critical hit and the triggering action was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Jealous Grip"],"rarity":"common","slug":"feat-8055"},{"skill_mod":{},"summary":"You can fly longer distances before you need to land.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Take Wing","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8056","weakness":{},"name":"Zip! Zoom!","trait":["Dragonet"],"id":"feat-8056","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Zip! Zoom! Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 212 Prerequisites Take Wing --- You can fly longer distances before you need to land. The fly Speed you gain from Take Wing increases to 25 feet. Zip! Zoom! leads to... Into the Sky","category":"feat","pfs":"Standard","feat":["Zip! Zoom!"],"rarity":"common","slug":"feat-8056"},{"skill_mod":{},"summary":"You form a close bond with a companion, similar to that of a master and familiar, that lets you gift them with a touch of your inherent magic.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8057","weakness":{},"name":"Bond Companion","trait":["Dragonet"],"id":"feat-8057","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Restricted\" > Bond Companion Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 212 PFS Note Without a limit to usage, this feat grants infinite focus points. --- You form a close bond with a companion, similar to that of a master and familiar, that lets you gift them with a touch of your inherent magic. You can spend time with another player character during your daily preparations to make them your designated companion for that day. That player must have a Focus Point pool. You gain the Fortify Focus activity. Fortify Focus Two Actions (concentrate) Requirements You are touching your designated companion, and their focus pool isn’t full; Effect Your companion regains 1 Focus Point.","category":"feat","pfs":"Restricted","feat":["Bond Companion"],"rarity":"common","slug":"feat-8057"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Dragonet"],"id":"feat-8058","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ferocious Will Reaction Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 213 Frequency once per hour Trigger You succeed at a saving throw against a magical mental effect. --- You send a blast of magical feedback at the effect's source, dealing 5d6 mental damage with a basic Will save against your class DC or spell DC, whichever is higher. If the target critically fails, it’s also slowed 1 for 1 round. At 11th level and every 2 levels thereafter, the damage increases by 1d6.","feat":["Ferocious Will"],"skill_mod":{},"summary":"You send a blast of magical feedback at the effect's source, dealing 5d6 mental damage with a basic Will save against your class DC or spell DC, whichever is higher.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"level":9,"source_category":["Lost Omens"],"trigger":"You succeed at a saving throw against a magical mental effect.","resistance":{},"url":"/Feats.aspx?ID=8058","name":"Ferocious Will","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8058"},{"skill_mod":{},"summary":"You fly as naturally as any dragonet.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Zip! Zoom!","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8059","weakness":{},"name":"Into the Sky","trait":["Dragonet"],"id":"feat-8059","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Into the Sky Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 213 Prerequisites Zip! Zoom! --- You fly as naturally as any dragonet. You have a fly Speed of 25 feet at all times.","category":"feat","pfs":"Standard","feat":["Into the Sky"],"rarity":"common","slug":"feat-8059"},{"skill_mod":{},"summary":"You call nearby wild dragonets to swarm to your side. ","primary_source":"Draconic Codex\r\n","trait_group":["Mechanics","Ancestry"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8060","frequency":"once per day","weakness":{},"name":"Form a Flock","trait":["Aura","Dragonet"],"actions_number":6,"id":"feat-8060","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Form a Flock Three Actions Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 213 Frequency once per day --- You call nearby wild dragonets to swarm to your side. The flock grants you 25 temporary Hit Points that last up to 1 minute. The flock disperses and the effect ends when the temporary Hit Points are gone, the minute elapses, or you Dismiss Form a Flock. As long as you’re surrounded by your flock, you gain weakness 5 to area and splash damage and have a flock aura in a 10-foot emanation. Enemies in this aura are dazzled. When you use Form a Flock and while it lasts, you can take the Acrid Barrage action. Acrid Barrage Two Actions Frequency once per round; Effect Each enemy in your aura takes 5d6 acid damage and 2d6 persistent acid damage with a basic Reflex save against your class DC or spell DC, whichever is higher. The initial damage increases to 6d6 at 15th level and 7d6 at 18th level.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Form a Flock"],"rarity":"common","slug":"feat-8060"},{"skill_mod":{},"summary":"Through your wiles, charm, or a little bit of magic, you lure in a foe for a closer look—and a quick bite!","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry","Mechanics","Sense"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8061","weakness":{},"name":"Lurching Chomp","trait":["Dragonet","Mental","Visual"],"actions_number":2,"id":"feat-8061","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Lurching Chomp Single Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 213 --- Through your wiles, charm, or a little bit of magic, you lure in a foe for a closer look—and a quick bite! Choose a creature within 30 feet. It must attempt a Will save against your class DC or spell DC, whichever is higher. If the target fails its save, you pull it up to 30 feet. If the target ends this movement in reach of your jaws, you can attempt a jaws Strike against it. Regardless of the result of its save, the target is temporarily immune for 24 hours.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Lurching Chomp"],"rarity":"common","slug":"feat-8061"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Dragonet"],"id":"feat-8062","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Dazzling Dragonet Disappearance Reaction Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 213 Frequency once per day Trigger An adjacent enemy hits you with an attack. --- A brilliant sheen on your scales flashes when you’re hit, then you’re nowhere to be found. The triggering enemy becomes dazzled for 1 round, and you become affected by a 4th-rank invisibility spell.","feat":["Dazzling Dragonet Disappearance"],"skill_mod":{},"summary":"A brilliant sheen on your scales flashes when you’re hit, then you’re nowhere to be found.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"level":17,"source_category":["Lost Omens"],"trigger":"An adjacent enemy hits you with an attack .","resistance":{},"url":"/Feats.aspx?ID=8062","name":"Dazzling Dragonet Disappearance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8062"},{"skill_mod":{},"summary":"You will not fall asleep unless you choose to allow it, nor will you sit still.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Dragonet Resistances","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8063","weakness":{},"name":"Dragonet Immunities","trait":["Dragonet"],"id":"feat-8063","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Dragonet Immunities Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 213 Prerequisites Dragonet Resistances --- You will not fall asleep unless you choose to allow it, nor will you sit still. Your resistances to sleep and paralysis increase, letting you completely ignore such effects, as befits a dragon. You gain immunity to sleep effects and effects that would make you paralyzed.","category":"feat","pfs":"Standard","feat":["Dragonet Immunities"],"rarity":"common","slug":"feat-8063"},{"skill_mod":{},"summary":"Your scales have taken on the characteristics of your draconic benefactor and insulate you from certain damage types.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Dragonscaled Kobold heritage","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8064","weakness":{},"name":"Benefactor's Resistance","trait":["Kobold"],"id":"feat-8064","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Benefactor's Resistance Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 214 Prerequisites Dragonscaled Kobold heritage --- Your scales have taken on the characteristics of your draconic benefactor and insulate you from certain damage types. You gain resistance equal to half your level to the damage type dealt by the breath of your draconic benefactor. Examples are shown on the Draconic Benefactors table here. If your draconic benefactor’s breath deals bludgeoning, piercing, or slashing damage, instead of gaining resistance to that type, you must choose acid, cold, fire, electricity, or sonic.","category":"feat","pfs":"Standard","feat":["Benefactor's Resistance"],"rarity":"common","slug":"feat-8064"},{"skill_mod":{},"summary":"You possess features that dragons find particularly cute or charming, making it easier to endear yourself to them, or at least cause them to momentarily forgive your insolence.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8065","weakness":{},"name":"Draconic Sycophant","legacy_id":["feat-2380"],"trait":["Kobold"],"id":"feat-8065","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Draconic Sycophant Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 214 --- You possess features that dragons find particularly cute or charming, making it easier to endear yourself to them, or at least cause them to momentarily forgive your insolence. You gain a +2 circumstance bonus to Perception checks and saving throws against dragons. In addition, whenever you meet a creature with the dragon trait in a social situation, you can attempt a Diplomacy check to Make an Impression on that creature immediately, rather than after conversing for 1 minute; you take a –5 circumstance penalty to this check. If you fail, you can choose to engage in 1 minute of conversation and then attempt a new check rather than accept the failure or critical failure result.","category":"feat","pfs":"Standard","feat":["Draconic Sycophant"],"rarity":"common","slug":"feat-8065"},{"skill_mod":{},"summary":"The study of dragons is not merely academic to you but part of your family tree.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Dragonscaled Kobold heritage","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8066","weakness":{},"name":"Dragonscaled Lore","trait":["Kobold"],"id":"feat-8066","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dragonscaled Lore Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 214 Prerequisites Dragonscaled Kobold heritage --- The study of dragons is not merely academic to you but part of your family tree. Tracking lineages, benefactors, and communities has become second nature. You become trained in Intimidation and your choice of Arcana, Nature, Occultism, or Religion. For each of these skills in which you were already trained, you become trained in a skill of your choice. You also gain the Additional Lore general feat for Dragon Lore.","category":"feat","pfs":"Standard","feat":["Dragonscaled Lore"],"rarity":"common","slug":"feat-8066"},{"skill_mod":{},"summary":"Your draconic features include a pouch inside your body that you use to store food prior to digestion.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Dragonscaled Kobold heritage","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8067","weakness":{},"name":"Hoarder's Craw","trait":["Kobold"],"id":"feat-8067","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hoarder's Craw Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 214 Prerequisites Dragonscaled Kobold heritage --- Your draconic features include a pouch inside your body that you use to store food prior to digestion. However, instead of swallowing rocks or other minerals to help grind your food, you swallow gold and other precious ores for the same purpose. Inside your craw, you can store up to 100 coins (of any type) or an amount of precious material that’s light Bulk (usually a chunk). Items can be concealed inside your craw or regurgitated as an Interact action. Instead of precious material or coins, you can also use your craw to conceal an item of light Bulk but can only do so for up to 1 hour before you must regurgitate it. While carrying anything other than precious material or coins in your craw, you become clumsy 1 due to the discomfort.","category":"feat","pfs":"Standard","feat":["Hoarder's Craw"],"rarity":"common","slug":"feat-8067"},{"skill_mod":{},"summary":"You channel the power of your draconic benefactor to expel a torrent of energy from your mouth that manifests as a 30-foot line or a 15-foot cone , dealing 1d4 damage.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Dragonscaled Kobold heritage","source_category":["Lost Omens","Rulebooks"],"source":["Draconic Codex\r\n","Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8068","weakness":{},"name":"Kobold Breath","trait":["Kobold"],"actions_number":4,"id":"feat-8068","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kobold Breath Two Actions Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 215, Advanced Player's Guide pg. 14 Prerequisites Dragonscaled Kobold heritage --- You channel the power of your draconic benefactor to expel a torrent of energy from your mouth that manifests as a 30-foot line or a 15-foot cone, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can’t use this ability again for 1d4 rounds. At 3rd level and every 2 levels after that, the damage increases by 1d4. The breath shape, damage type, and the saving throw match those of your draconic benefactor, such as those shown on the Draconic Benefactors table here. This activity has the traits associated with the magical tradition of your draconic benefactor and the type of damage the breath deals. Kobold Breath leads to... Breath Unleashed, Draconic Paragon, Kobold Momentum","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Kobold Breath"],"rarity":"common","slug":"feat-8068"},{"skill_mod":{},"summary":"Your benefactor’s blood flows through your veins, and you channel their power into your body.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Dragonscaled Kobold heritage","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8069","weakness":{},"name":"Benefactor's Strike","trait":["Kobold"],"id":"feat-8069","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Benefactor's Strike Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 215 Prerequisites Dragonscaled Kobold heritage --- Your benefactor’s blood flows through your veins, and you channel their power into your body. When you critically hit with an unarmed Strike, the target takes an additional 1 persistent damage of the same type as the damage dealt by the breath of your draconic benefactor. Some examples are shown on the Draconic Benefactors table here. Benefactor's Strike leads to... Draconic Paragon","category":"feat","pfs":"Standard","feat":["Benefactor's Strike"],"rarity":"common","slug":"feat-8069"},{"skill_mod":{},"summary":"You possess the confidence of a dragon, and your success emboldens you to draw on power reserves you didn’t know you had.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Kobold Breath","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8070","weakness":{},"name":"Kobold Momentum","trait":["Kobold"],"id":"feat-8070","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Kobold Momentum Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 215 Prerequisites Kobold Breath --- You possess the confidence of a dragon, and your success emboldens you to draw on power reserves you didn’t know you had. You recharge your Kobold Breath whenever you score a critical hit with a Strike. In addition, if you score a critical hit with a Strike and then use your Kobold Breath on the same turn, you can reroll any 1s on the damage dice. You must use the new result, even if it’s a 1.","category":"feat","pfs":"Standard","feat":["Kobold Momentum"],"rarity":"common","slug":"feat-8070"},{"skill_mod":{},"summary":"You’re a cunning adversary in close quarters and are well-versed in hit-and-run tactics that exploit the advantages of your small stature.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8071","weakness":{},"name":"Tip the Scales","trait":["Kobold"],"id":"feat-8071","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tip the Scales Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 215 --- You’re a cunning adversary in close quarters and are well-versed in hit-and-run tactics that exploit the advantages of your small stature. As part of your training, you learned what to do when you’re grabbed or restrained. You gain a +1 circumstance bonus to checks to Escape, and after resolving a successful Escape action, you can immediately use your reaction to Step or to Shove or Trip the creature from whom you just Escaped.","category":"feat","pfs":"Standard","feat":["Tip the Scales"],"rarity":"common","slug":"feat-8071"},{"skill_mod":{},"summary":"You’re able to channel more of your draconic benefactor’s power and focus it into your Kobold Breath, increasing its effectiveness but requiring more time to recover.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Kobold Breath","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8072","weakness":{},"name":"Breath Unleashed","trait":["Kobold"],"id":"feat-8072","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Breath Unleashed Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 215 Prerequisites Kobold Breath --- You’re able to channel more of your draconic benefactor’s power and focus it into your Kobold Breath, increasing its effectiveness but requiring more time to recover. When you use Kobold Breath, you can increase the damage dice to d8s and increase the area to 30 feet for a cone or 60 feet for a line. If you do, you can’t use Kobold Breath again for 1 hour. During this time, Kobold Breath cannot be recharged using Kobold Momentum.","category":"feat","pfs":"Standard","feat":["Breath Unleashed"],"rarity":"common","slug":"feat-8072"},{"skill_mod":{},"summary":"The power infused into you by your draconic benefactor’s presence allows you to manifest their most iconic spells.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Dragonscaled Kobold heritage","source_category":["Lost Omens","Rulebooks"],"source":["Draconic Codex\r\n","Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8073","weakness":{},"name":"Dracomancer","trait":["Kobold"],"id":"feat-8073","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dracomancer Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 215, Advanced Player's Guide pg. 15 Prerequisites Dragonscaled Kobold heritage --- The power infused into you by your draconic benefactor’s presence allows you to manifest their most iconic spells. Choose one 1st-rank spell and one 2nd-rank spell from those listed for a dragon spellcaster of your draconic benefactor’s type, such as those presented here (for example, fear and invisibility for a conspirator dragon benefactor). You can cast each of these spells once per day as innate spells of the same tradition as your draconic benefactor. You gain the trained proficiency rank in the spell attack modifier and spell DC statistics, and your key spellcasting attribute is Charisma. Dracomancer leads to... Draconic Paragon, Elite Dracomancer","category":"feat","pfs":"Standard","feat":["Dracomancer"],"rarity":"common","slug":"feat-8073"},{"skill_mod":{},"summary":"Your connection to your draconic benefactor becomes especially pronounced.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Benefactor's Strike","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8074","weakness":{},"name":"Draconic Paragon","trait":["Kobold"],"id":"feat-8074","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Draconic Paragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 215 Prerequisites Benefactor's Strike --- Your connection to your draconic benefactor becomes especially pronounced. You gain additional effects for the prerequisite kobold feat. If you have more than one of the prerequisite feats, you gain the appropriate additional effects. Benefactor’s Strike Your unarmed strikes made with your jaws, claws, or tail gain the deadly d6 trait. Dracomancer Increase the number of times per day you can cast each of the granted 1st and 2nd-rank innate spells by 1. Kobold Breath Creatures that critically fail their save against your Kobold Breath take 3d4 persistent damage of the type dealt by your draconic benefactor. ","category":"feat","pfs":"Standard","feat":["Draconic Paragon"],"rarity":"common","slug":"feat-8074"},{"skill_mod":{},"summary":"Your draconic power equals that of a lesser dragon.","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Dracomancer","source_category":["Lost Omens","Rulebooks"],"source":["Draconic Codex\r\n","Advanced Player's Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8075","weakness":{},"name":"Elite Dracomancer","trait":["Kobold"],"id":"feat-8075","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Elite Dracomancer Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 215, Advanced Player's Guide pg. 15 Prerequisites Dracomancer --- Your draconic power equals that of a lesser dragon. Choose one 3rd-rank spell and one 4th-rank spell from those listed for a dragon spellcaster of your draconic benefactor’s type, such as those here (for example, clairvoyance and paralyze for a conspirator dragon benefactor). You can cast each of these spells once per day as innate spells of the same tradition as your draconic benefactor.","category":"feat","pfs":"Standard","feat":["Elite Dracomancer"],"rarity":"common","slug":"feat-8075"},{"skill_mod":{},"summary":"Your blood surges with the might of dragons who master the waters, and you can move freely in their domain.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8076","weakness":{},"name":"Aqueous Dragonblood","trait":["Dragonblood","Lineage"],"id":"feat-8076","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Aqueous Dragonblood Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 216 --- Your blood surges with the might of dragons who master the waters, and you can move freely in their domain. You gain a swim Speed of 15 feet; if you already have a base swim Speed, it increases by 5 feet. You can hold your breath underwater for 10 minutes before needing air, and you take only a –1 circumstance melee penalty to slashing or bludgeoning attacks that pass through water (instead of –2). If you choose a draconic exemplar, you must choose a dragon with a swim Speed. Aqueous Dragonblood leads to... Home in the Deep","category":"feat","pfs":"Standard","feat":["Aqueous Dragonblood"],"rarity":"common","slug":"feat-8076"},{"skill_mod":{},"summary":"Thanks to your draconic blood, there are no mountains or hills you can’t surmount.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8077","weakness":{},"name":"Summiting Dragonblood","trait":["Dragonblood","Lineage"],"id":"feat-8077","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Summiting Dragonblood Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 216 --- Thanks to your draconic blood, there are no mountains or hills you can’t surmount. You gain a climb Speed of 20 feet; if you already have a base climb Speed, it increases by 5 feet. You also gain the Combat Climber skill feat, even if you aren’t trained in Athletics. If you choose a draconic exemplar, you must choose a dragon with a climb Speed.","category":"feat","pfs":"Standard","feat":["Summiting Dragonblood"],"rarity":"common","slug":"feat-8077"},{"skill_mod":{},"summary":"Each step upon the earth makes your blood resonate.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry","Feat"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8078","weakness":{},"name":"Terra Dragonblood","trait":["Dragonblood","Lineage"],"id":"feat-8078","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Terra Dragonblood Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 216 --- Each step upon the earth makes your blood resonate. You gain tremorsense as an imprecise sense to a range of 30 feet; if you already have tremorsense, increase its range by 5 feet. If you choose a draconic exemplar, you must choose a dragon with a burrow Speed. Terra Dragonblood leads to... Earthbond, Heart of Earth, Mineral Deposits","category":"feat","pfs":"Standard","feat":["Terra Dragonblood"],"rarity":"common","slug":"feat-8078"},{"skill_mod":{},"summary":"Your connection to the divine has sanctified your blood, but the power only manifests when you are shedding it.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Divine Dragonblood","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8079","weakness":{},"name":"Blood and Spirit","trait":["Dragonblood"],"id":"feat-8079","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Blood and Spirit Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 216 Prerequisites Divine Dragonblood --- Your connection to the divine has sanctified your blood, but the power only manifests when you are shedding it. Choose holy or unholy. While you are taking persistent bleed damage, you can Interact to coat a piercing or slashing weapon you’re wielding with your blood. Until the end of your turn, your Strikes with that weapon deal an additional 1d6 spirit damage with the chosen trait to creatures with the opposing trait. Alternatively, you can deal 1d6 slashing damage to yourself (which can’t be resisted in any way) as part of that Interact action if you aren’t taking persistent bleed damage.","category":"feat","pfs":"Standard","feat":["Blood and Spirit"],"rarity":"common","slug":"feat-8079"},{"skill_mod":{},"summary":"Your bond to the terra firma under your feet increases as your connection to your draconic aspect grows.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Terra Dragonblood","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8080","weakness":{},"name":"Earthbond","trait":["Dragonblood"],"id":"feat-8080","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Earthbond Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 216 Prerequisites Terra Dragonblood --- Your bond to the terra firma under your feet increases as your connection to your draconic aspect grows. You can ignore difficult terrain caused by stone (such as rubble or gravel) and uneven ground made of stone and earth. In addition, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition or Shove you. This bonus also applies to saving throws against spells or effects that attempt to force you to move.","category":"feat","pfs":"Standard","feat":["Earthbond"],"rarity":"common","slug":"feat-8080"},{"skill_mod":{},"summary":"Your teeth are curved or hooked to hold on to your enemies.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Draconic Aspect; jaws unarmed attack","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8081","weakness":{},"name":"Tenacious Jaws","trait":["Dragonblood"],"id":"feat-8081","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tenacious Jaws Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 216 Prerequisites Draconic Aspect; jaws unarmed attack --- Your teeth are curved or hooked to hold on to your enemies. Your jaws unarmed attack gains the grapple trait. When you use your Breath of the Dragon, an opponent grabbed or restrained in your jaws uses the outcome one degree of success worse than the result of their saving throw.","category":"feat","pfs":"Standard","feat":["Tenacious Jaws"],"rarity":"common","slug":"feat-8081"},{"skill_mod":{},"summary":"You inherit a primal dragon’s bond to base elements.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Primal Dragonblood","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8082","weakness":{},"name":"Voice of the Elements","trait":["Dragonblood"],"id":"feat-8082","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Voice of the Elements Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 216 Prerequisites Primal Dragonblood --- You inherit a primal dragon’s bond to base elements. You gain a +1 circumstance bonus to Diplomacy checks to Make an Impression on creatures with the elemental trait. You can also ask questions of, receive answers from, and use the Diplomacy skill with elementals that don’t speak any language.","category":"feat","pfs":"Standard","feat":["Voice of the Elements"],"rarity":"common","slug":"feat-8082"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Dragonblood"],"id":"feat-8083","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Energize Bite Free Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 217 Prerequisites Breath of the Dragon; jaws unarmed attack Requirements Your most recent action was to use Breath of the Dragon. --- The deadly energy of your breath remains in your jaws to empower your attacks. Until the end of your turn, your jaws unarmed attack deals an extra 1d6 damage of a type matching that of your draconic benefactor. This ability has the trait associated with the type of damage it deals.","feat":["Energize Bite"],"skill_mod":{},"summary":"The deadly energy of your breath remains in your jaws to empower your attacks.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"level":9,"prerequisite":"Breath of the Dragon; jaws unarmed attack","source_category":["Lost Omens"],"requirement":"Your most recent action was to use Breath of the Dragon.","resistance":{},"url":"/Feats.aspx?ID=8083","name":"Energize Bite","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8083"},{"skill_mod":{},"summary":"You cut through the water, and dwell beneath the surface with ease.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Aqueous Dragonblood","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8084","weakness":{},"name":"Home in the Deep","trait":["Dragonblood"],"id":"feat-8084","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Home in the Deep Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 217 Prerequisites Aqueous Dragonblood --- You cut through the water, and dwell beneath the surface with ease. Increase your swim Speed by 15 feet; you also gain the amphibious trait.","category":"feat","pfs":"Standard","feat":["Home in the Deep"],"rarity":"common","slug":"feat-8084"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Dragonblood"],"id":"feat-8085","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Mineral Deposits Single Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 217 Frequency once per hour Prerequisites Terra Dragonblood --- Precious metals from your bloodstream line your claws, jaws, or the tip of your tail, and you’re able call upon your blood to surge and empower your attacks. Choose cold iron or silver and a claw, jaws, or tail unarmed attack that you have. Until the end of your turn, your Strikes with the chosen unarmed attack count as being made of the chosen metal. At 17th level, you can choose adamantine.","feat":["Mineral Deposits"],"skill_mod":{},"summary":"Precious metals from your bloodstream line your claws, jaws, or the tip of your tail, and you’re able call upon your blood to surge and empower your attacks.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"level":9,"prerequisite":"Terra Dragonblood","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8085","name":"Mineral Deposits","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8085"},{"skill_mod":{},"summary":"You raise your fledgling wings to protect you from attack, gaining a +1 circumstance bonus to AC and to saving throws against spells that target you until the start of your next turn.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Dragon's Flight","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8086","weakness":{},"name":"Sheltering Wing","trait":["Dragonblood"],"actions_number":2,"id":"feat-8086","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Sheltering Wing Single Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 217 Prerequisites Dragon's Flight --- You raise your fledgling wings to protect you from attack, gaining a +1 circumstance bonus to AC and to saving throws against spells that target you until the start of your next turn. If you have Dragon’s Flight, this bonus increases to +2 as your large wings provide greater protection.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Sheltering Wing"],"rarity":"common","slug":"feat-8086"},{"skill_mod":{},"summary":"Your breath causes lasting hindrance to those it harms.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Breath of the Dragon","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8087","weakness":{},"name":"Debilitating Breath","trait":["Dragonblood"],"id":"feat-8087","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Debilitating Breath Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 217 Prerequisites Breath of the Dragon --- Your breath causes lasting hindrance to those it harms. Creatures who fail their saves against your Breath of the Dragon gain one of the following conditions, based on the damage type of your breath: clumsy 1 (electricity, cold, fire, or sonic damage), enfeebled 1 (acid, physical, or poison damage), or stupefied 1 (force, mental, spirit, vitality, or void damage). The condition lasts until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Debilitating Breath"],"rarity":"common","slug":"feat-8087"},{"skill_mod":{},"summary":"The earth parts to allow you passage.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Terra Dragonblood","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8088","weakness":{},"name":"Heart of Earth","trait":["Dragonblood"],"id":"feat-8088","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Heart of Earth Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 217 Prerequisites Terra Dragonblood --- The earth parts to allow you passage. You gain a burrow Speed of 15 feet. While burrowing, your tremorsense becomes precise up to 15 feet. When you Burrow, you can choose to leave behind a tunnel of your size or smaller for others to traverse through.","category":"feat","pfs":"Standard","feat":["Heart of Earth"],"rarity":"common","slug":"feat-8088"},{"skill_mod":{},"summary":"Twice per week, you can cast interplanar teleport as an innate spell of the tradition corresponding to your draconic exemplar.","primary_source":"Draconic Codex\r\n","trait_group":["Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"draconic exemplar associated with a specific plane (such as a diabolic dragon or empyreal dragon)","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8089","weakness":{},"name":"Ascendant Blood","trait":["Dragonblood","Rare"],"id":"feat-8089","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Ascendant Blood Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 217 Prerequisites draconic exemplar associated with a specific plane (such as a diabolic dragon or empyreal dragon) --- Twice per week, you can cast interplanar teleport as an innate spell of the tradition corresponding to your draconic exemplar. This can be used only to travel to the plane associated with your draconic exemplar (for instance, Heaven if your draconic nature is tied to an empyreal dragon) or from that plane to the Universe. Due to your draconic blood, your body serves as the locus, and you don’t require a planar key. If there’s any question about the plane to which your draconic exemplar is associated, the GM determines the answer.","category":"feat","pfs":"Standard","feat":["Ascendant Blood"],"rarity":"rare","slug":"feat-8089"},{"skill_mod":{},"summary":"As an acolyte of dragonkind, you have an item known as a draconic gift that you can use to summon a portion of the magical essence of the dragon you received it from.","primary_source":"Draconic Codex\r\n","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Arcana","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8090","weakness":{},"archetype":["Draconic Acolyte"],"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Draconic Acolyte Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8090","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Draconic Acolyte Dedication Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 218 Archetype Draconic Acolyte Prerequisites Trained in Arcana --- As an acolyte of dragonkind, you have an item known as a draconic gift that you can use to summon a portion of the magical essence of the dragon you received it from. Choose a draconic benefactor with a trait that matches the trained skill you used to qualify for this feat (arcane for Arcana, primal for Nature, occult for Occultism, and divine for Religion). You can’t change your draconic benefactor later. You gain the Additional Lore feat for Dragon Lore. If you were already trained in Dragon Lore, you also become trained in a Lore skill of your choice. You gain a draconic gift , a palm-sized magic item of negligible Bulk with a level equal to your level and a trait matching your draconic benefactor’s tradition. Choose this item’s appearance when you take this feat. This item is linked to your spirit, so if you ever lose possession of it (whether by dropping it or having it stolen from your person), it appears back in your possession at the beginning of your next turn. Finally, you gain the Channel Draconic Essence action and Draconic Salvation reaction. These and all other actions from this archetype gain the tradition trait of your draconic benefactor. Channel Draconic Essence Single Action (concentrate) Requirements You aren’t channeling draconic essence and you’re holding or wearing your draconic gift; Effect You call down a portion of the magical essence of your draconic benefactor. A Medium spectral dragon that looks like your benefactor appears in any square within 30 feet. This spectral dragon can’t be targeted by any attacks or spells and has no Hit Points, saving throws, or skills. It can occupy the same space as creatures and objects. While your spectral dragon is in your space, you gain a +1 status bonus to saves against sleep and paralysis. Channel Draconic Essence lasts until you Channel Draconic Essence again, you Dismiss the effect, the encounter ends, you fall unconscious, or the spectral dragon is farther than 120 feet from you, whichever comes first. Draconic Salvation Reaction (concentrate, fortune) Trigger You critically fail a saving throw against an effect with the same tradition trait as your draconic benefactor (for instance, a divine spell if your benefactor is a diabolic dragon); Requirements Your spectral dragon is in your space; Effect You improve your saving throw result by one degree of success, and Channel Draconic Essence ends. Draconic Acolyte Dedication leads to... Benefactor's Wings, Call Draconic Ally, Deepening Devotion, Draconic Familiar, Draconic Fury, Draconic Resilience, Essence Overflow, Frightening Power, Hidden Hoard, Reflexive Devotion","category":"feat","pfs":"Standard","feat":["Draconic Acolyte Dedication"],"rarity":"uncommon","slug":"feat-8090"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-8091","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Draconic Fury Two Actions Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 218 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication Requirements You are holding or wearing your draconic gift . --- You briefly summon spectral claws that lash out in a flurry. All creatures in a 15-foot cone take 2d6 slashing damage with a basic Reflex save against the higher of your class DC or spell DC. A creature that critically fails the save also takes 1d4 persistent bleed damage. If you are Channeling Draconic Essence, your spectral dragon’s space can be the origin of the cone. At 8th level and every 4 levels thereafter, the initial damage increases by 1d6 and the persistent bleed damage on a critical failure increases by 1d4.","feat":["Draconic Fury"],"skill_mod":{},"summary":"You briefly summon spectral claws that lash out in a flurry. ","primary_source":"Draconic Codex\r\n","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"requirement":"You are holding or wearing your draconic gift .","resistance":{},"url":"/Feats.aspx?ID=8091","archetype":["Draconic Acolyte"],"name":"Draconic Fury","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8091"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-8092","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Draconic Resilience Single Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication Requirements You are holding or wearing your draconic gift . --- Energy reminiscent of dragon scales shimmers over you, making it more difficult for attacks to penetrate your defenses. Until the start of your next turn, you gain a +1 status bonus to AC and gain resistance equal to half your level to bludgeoning damage. If you are Channeling Draconic Essence, you can grant these benefits to a willing creature who is in the same space as your spectral dragon instead of you. Draconic Resilience leads to... Reactive Resilience","feat":["Draconic Resilience"],"skill_mod":{},"summary":"Energy reminiscent of dragon scales shimmers over you, making it more difficult for attacks to penetrate your defenses.","primary_source":"Draconic Codex\r\n","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"requirement":"You are holding or wearing your draconic gift .","resistance":{},"url":"/Feats.aspx?ID=8092","archetype":["Draconic Acolyte"],"name":"Draconic Resilience","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8092"},{"skill_mod":{},"summary":"Your devotion to dragons has attracted a loyal servant.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8093","weakness":{},"archetype":["Draconic Acolyte"],"name":"Draconic Familiar","trait":["Archetype"],"id":"feat-8093","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Draconic Familiar Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication --- Your devotion to dragons has attracted a loyal servant. You gain a familiar. You can select four familiar or master abilities each day, instead of two, but one of them must always be the dragon familiar ability. When you Channel Draconic Essence, you can also Command your familiar as a free action.","category":"feat","pfs":"Standard","feat":["Draconic Familiar"],"rarity":"common","slug":"feat-8093"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-8094","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Essence Overflow Two Actions Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication Requirements You are Channeling Draconic Essence. --- Uncontainable power explodes from your spectral dragon. Your Channel Draconic Essence ends, and all creatures (except you) in a 10-foot emanation from your spectral dragon take 6d6 damage with a basic Reflex save against the higher of your class DC or spell DC. The damage’s type matches the breath of your draconic benefactor. You then can’t use Essence Overflow again for 1d4 rounds. At 8th level and every 2 levels thereafter, the damage increases by 1d6.","feat":["Essence Overflow"],"skill_mod":{},"summary":" Your Channel Draconic Essence ends, and all creatures (except you) in a 10-foot emanation from your spectral dragon take 6d6 damage with a ","primary_source":"Draconic Codex\r\n","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"requirement":"You are Channeling Draconic Essence.","resistance":{},"url":"/Feats.aspx?ID=8094","archetype":["Draconic Acolyte"],"name":"Essence Overflow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8094"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8095","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Benefactor's Wings Single Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication Requirements You are holding or wearing your draconic gift . --- Calling on your draconic gift, spectral wings carry you to your destination. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If your spectral dragon shares your space, this fly Speed is instead 30 feet, and your spectral dragon moves with you. If you aren’t on solid ground at the end of this movement, you fall.","feat":["Benefactor's Wings"],"skill_mod":{},"summary":"Calling on your draconic gift, spectral wings carry you to your destination.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"level":8,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"requirement":"You are holding or wearing your draconic gift .","resistance":{},"url":"/Feats.aspx?ID=8095","archetype":["Draconic Acolyte"],"name":"Benefactor's Wings","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8095"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-8096","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Reactive Resilience Reaction Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Frequency once per day Prerequisites Draconic Resilience Trigger You take damage. Requirements You are Channeling Draconic Essence. --- Your power blunts blades and weakens spells like the hardiest of dragon scales. You gain resistance to the triggering damage equal to your level. Channel Draconic Essence ends.","feat":["Reactive Resilience"],"skill_mod":{},"summary":"Your power blunts blades and weakens spells like the hardiest of dragon scales.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"level":8,"prerequisite":"Draconic Resilience","source_category":["Lost Omens"],"requirement":"You are Channeling Draconic Essence.","trigger":"You take damage.","resistance":{},"url":"/Feats.aspx?ID=8096","archetype":["Draconic Acolyte"],"name":"Reactive Resilience","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8096"},{"skill_mod":{},"summary":"Your investment in your draconic gift has unlocked greater power.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8097","weakness":{},"archetype":["Draconic Acolyte"],"name":"Deepening Devotion","trait":["Archetype"],"id":"feat-8097","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Deepening Devotion Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication --- Your investment in your draconic gift has unlocked greater power. When your spectral dragon shares your space, the status bonus to saves against sleep and paralysis increases to +2. In addition, you can use Draconic Salvation if you succeeded or failed on your saving throw, not only if you critically failed.","category":"feat","pfs":"Standard","feat":["Deepening Devotion"],"rarity":"common","slug":"feat-8097"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8098","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Reflexive Devotion Free Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication Trigger You roll initiative. --- The power of dragons flows through you at the merest thought. You Channel Draconic Essence.","feat":["Reflexive Devotion"],"skill_mod":{},"summary":"The power of dragons flows through you at the merest thought.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"level":10,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"trigger":"You roll initiative.","resistance":{},"url":"/Feats.aspx?ID=8098","archetype":["Draconic Acolyte"],"name":"Reflexive Devotion","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8098"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Aura","Emotion","Fear","Mental"],"id":"feat-8099","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Frightening Power Single Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication Requirements You are holding or wearing your draconic gift . --- Draconic essence coruscates around you, sapping the resilience of your foes. Each enemy in a 20-foot emanation must attempt a Will saving throw against the higher of your class DC or spell DC. If you are Channeling Draconic Essence, your spectral dragon can be the origin of this emanation. Regardless of the result of its saving throw, a creature that attempts a save is temporarily immune to your Frightening Power for 24 hours. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 4.","feat":["Frightening Power"],"skill_mod":{},"summary":"Draconic essence coruscates around you, sapping the resilience of your foes.","primary_source":"Draconic Codex\r\n","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"requirement":"You are holding or wearing your draconic gift .","resistance":{},"url":"/Feats.aspx?ID=8099","archetype":["Draconic Acolyte"],"name":"Frightening Power","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8099"},{"skill_mod":{},"summary":"Either by beseeching a dragon or bending it to your will, you conjure a mighty creature to assist you.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8100","weakness":{},"archetype":["Draconic Acolyte"],"name":"Call Draconic Ally","trait":["Archetype"],"id":"feat-8100","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Call Draconic Ally Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication --- Either by beseeching a dragon or bending it to your will, you conjure a mighty creature to assist you. Once per day while you are Channeling Draconic Essence, you can cast summon dragon as an innate spell with a tradition matching your draconic exemplar, heightened to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Call Draconic Ally"],"rarity":"common","slug":"feat-8100"},{"skill_mod":{},"summary":"Your draconic gift is the key to a repository of treasure that only you can access.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Draconic Acolyte Dedication","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8101","weakness":{},"archetype":["Draconic Acolyte"],"name":"Hidden Hoard","trait":["Archetype"],"id":"feat-8101","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Hidden Hoard Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 219 Archetype Draconic Acolyte Prerequisites Draconic Acolyte Dedication --- Your draconic gift is the key to a repository of treasure that only you can access. You create an extradimensional space that can hold up to 100 Bulk worth of objects. The space functions as a spacious pouch , but has no Bulk, and can be Interacted with using only one hand by touching your draconic gift . You can normally store and retrieve items that could fit through the opening of a bag (as spacious pouch ). However, you can store an unattended item larger than would normally fit (but no larger than 10 Bulk) by spending 1 minute concentrating on your draconic gift as you press it against the object. Retrieving it takes 1 minute and causes the item to appear in the closest unoccupied space.","category":"feat","pfs":"Standard","feat":["Hidden Hoard"],"rarity":"common","slug":"feat-8101"},{"skill_mod":{},"summary":"You gain the service of a young riding drake , riding dragonet , or another animal companion with the dragon trait you have access to.","primary_source":"Draconic Codex\r\n","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Nature; Charisma +1","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8102","weakness":{},"archetype":["Drake Rider"],"skill":["Nature","Nature"],"name":"Drake Rider Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8102","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Drake Rider Dedication Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 220 Archetype Drake Rider Prerequisites Trained in Nature; Charisma +1 --- You gain the service of a young riding drake, riding dragonet, or another animal companion with the dragon trait you have access to. Your bond with your dragon companion lets you communicate and issue commands to it telepathically with a range of 100 feet. You must still use the Command an Animal action to direct it but don’t require words or gestures to do so. Drake Rider Dedication leads to... Flair Rider Stance, Mature Dragon Companion, War Rider Stance, Winged Leap","category":"feat","pfs":"Standard","feat":["Drake Rider Dedication"],"rarity":"uncommon","slug":"feat-8102"},{"skill_mod":{},"summary":"Your dragon companion matures and the bond you share is strengthened.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Drake Rider Dedication","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8103","weakness":{},"archetype":["Drake Rider"],"name":"Mature Dragon Companion","trait":["Archetype"],"id":"feat-8103","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mature Dragon Companion Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 220 Archetype Drake Rider Prerequisites Drake Rider Dedication --- Your dragon companion matures and the bond you share is strengthened. The dragon companion you gained with your Drake Rider Dedication is now a mature animal companion. Your dragon companion gains greater independence. During an encounter, even if you don’t use the Command an Animal action, your dragon companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later. Mature Dragon Companion leads to... Incredible Dragon Companion","category":"feat","pfs":"Standard","feat":["Mature Dragon Companion"],"rarity":"common","slug":"feat-8103"},{"skill_mod":{},"summary":"While drakes and dragons are able flyers, they’re uncomfortable carrying a rider in the air without special training.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"dragon companion with the mount special ability; Drake Rider Dedication","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8104","weakness":{},"archetype":["Drake Rider"],"name":"Winged Leap","trait":["Archetype"],"id":"feat-8104","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Winged Leap Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 220 Archetype Drake Rider Prerequisites dragon companion with the mount special ability; Drake Rider Dedication --- While drakes and dragons are able flyers, they’re uncomfortable carrying a rider in the air without special training. Through hard work, nerves of steel, and the deep bond you share with your draconic companion, your companion has learned to carry you skyward, if only briefly. Your dragon companion gains the Winged Leap action. Winged Leap Single Action Frequency once per round; Effect Your dragon companion Flies. If it doesn’t normally have a fly Speed, it gains a fly Speed of 25 feet for this movement. If it isn’t on solid ground at the end of this movement, it falls. Winged Leap leads to... Wing Rider","category":"feat","pfs":"Standard","feat":["Winged Leap"],"rarity":"common","slug":"feat-8104"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"trait":["Archetype","Stance"],"id":"feat-8105","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Flair Rider Stance Single Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 220 Archetype Drake Rider Prerequisites Drake Rider Dedication; Trained in Acrobatics --- You spend little time in your saddle as you flip unpredictably around your dragon mount, dodging attacks. While mounted and in this stance, your mount always provides you with lesser cover and you don’t take the –2 circumstance penalty to Reflex saves while mounted. Flair Rider Stance leads to... Death Dive","feat":["Flair Rider Stance"],"skill_mod":{},"summary":"You spend little time in your saddle as you flip unpredictably around your dragon mount, dodging attacks.","primary_source":"Draconic Codex\r\n","trait_group":["Feat","Class-Specific"],"level":6,"prerequisite":"Drake Rider Dedication; Trained in Acrobatics","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8105","archetype":["Drake Rider"],"name":"Flair Rider Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8105"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Aura","Stance"],"id":"feat-8106","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > War Rider Stance Single Action Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 220 Archetype Drake Rider Prerequisites Drake Rider Dedication; expert in martial weapons; dragon companion with a support benefit that includes damage --- Your dragon’s constant breath threatens your foes. While in this stance, your dragon companion has an aura in a 5-foot emanation. Each creature that starts its turn in the aura takes the damage listed under the dragon’s support benefit with a basic Reflex save against your mount’s Athletics DC. War Rider Stance leads to... Strafing Breath","feat":["War Rider Stance"],"skill_mod":{},"summary":"Your dragon’s constant breath threatens your foes.","primary_source":"Draconic Codex\r\n","trait_group":["Feat","Mechanics","Class-Specific"],"level":6,"prerequisite":"Drake Rider Dedication; expert in martial weapons; dragon companion with a support benefit that includes damage","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8106","archetype":["Drake Rider"],"name":"War Rider Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8106"},{"skill_mod":{},"summary":"Your mature dragon companion develops further, becoming more robust and formidable.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Mature Dragon Companion","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8107","weakness":{},"archetype":["Drake Rider"],"name":"Incredible Dragon Companion","trait":["Archetype"],"id":"feat-8107","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Dragon Companion Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 220 Archetype Drake Rider Prerequisites Mature Dragon Companion --- Your mature dragon companion develops further, becoming more robust and formidable. Your dragon companion becomes a nimble or savage animal companion, gaining additional capabilities determined by the type of companion.","category":"feat","pfs":"Standard","feat":["Incredible Dragon Companion"],"rarity":"common","slug":"feat-8107"},{"skill_mod":{},"summary":"Your bond with your dragon has been honed so fine that it can carry you aloft with its full capability.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Winged Leap","source_category":["Lost Omens"],"source":["Draconic Codex\r\n"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8108","weakness":{},"archetype":["Drake Rider"],"name":"Wing Rider","trait":["Archetype"],"id":"feat-8108","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Wing Rider Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 220 Archetype Drake Rider Prerequisites Winged Leap --- Your bond with your dragon has been honed so fine that it can carry you aloft with its full capability. Your dragon companion has a fly Speed of 25 feet at all times. Wing Rider leads to... Death Dive, Guided Hover","category":"feat","pfs":"Standard","feat":["Wing Rider"],"rarity":"common","slug":"feat-8108"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8109","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Death Dive Three Actions Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 220 Archetype Drake Rider Prerequisites Flair Rider Stance; Wing Rider Requirements You are riding your dragon companion and are airborne. --- You guide your mount into a plummet, diving headlong at a single foe. You command your mount to Fly twice. It must end this movement at a lower altitude than it began its turn at. You and your mount gain a +4 circumstance bonus to AC against reactions triggered by this movement. At the end of this movement, your mount attempts a melee Strike against one creature in its reach. If the Strike hits, the target is knocked prone if it’s smaller than your mount; if it’s a critical hit, the target is knocked prone if it’s the same size as your mount or smaller.","feat":["Death Dive"],"skill_mod":{},"summary":"You guide your mount into a plummet, diving headlong at a single foe.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"level":12,"prerequisite":"Flair Rider Stance; Wing Rider","source_category":["Lost Omens"],"requirement":"You are riding your dragon companion and are airborne.","resistance":{},"url":"/Feats.aspx?ID=8109","archetype":["Drake Rider"],"name":"Death Dive","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8109"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8110","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Strafing Breath Three Actions Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 221 Archetype Drake Rider Prerequisites War Rider Stance Requirements War Rider Stance is active. --- You urge your dragon mount forward, wreathed in magical power. Your mount Strides three times. If your mount has a fly Speed, it can substitute a Fly action for any of these Stride actions. As it moves, your dragon companion’s magical breath billows around you. The aura from War Rider Stance increases to a 10-foot emanation during this movement, and each creature that’s in the emanation at any point during your movement takes the damage from it (with the normal save). A creature can take damage only once, even if you move past it multiple times.","feat":["Strafing Breath"],"skill_mod":{},"summary":"You urge your dragon mount forward, wreathed in magical power.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"level":12,"prerequisite":"War Rider Stance","source_category":["Lost Omens"],"requirement":"War Rider Stance is active.","resistance":{},"url":"/Feats.aspx?ID=8110","archetype":["Drake Rider"],"name":"Strafing Breath","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8110"},{"primary_source_category":"Lost Omens","source":["Draconic Codex\r\n"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8111","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Guided Hover Reaction Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 221 Archetype Drake Rider Prerequisites Wing Rider Trigger Your turn ends. Requirements Your airborne dragon mount has not used the Fly action this turn. --- You guide your draconic companion, whose outstretched wings fill with unseen thermals. Your mount hovers without needing to use a Fly action to stay in place.","feat":["Guided Hover"],"skill_mod":{},"summary":"You guide your draconic companion, whose outstretched wings fill with unseen thermals.","primary_source":"Draconic Codex\r\n","trait_group":["Feat"],"level":14,"prerequisite":"Wing Rider","source_category":["Lost Omens"],"requirement":"Your airborne dragon mount has not used the Fly action this turn.","trigger":"Your turn ends.","resistance":{},"url":"/Feats.aspx?ID=8111","archetype":["Drake Rider"],"name":"Guided Hover","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8111"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","skill":["Occultism","Occultism"],"legacy_id":["feat-4064"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8112","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Oatia Skysage Dedication May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 238 Archetype Oatia Skysage Prerequisites Trained in Occultism --- Your study of the stars unlocks supernatural insights and magic. You either become trained in Astronomy Lore or an expert in Occultism. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with two of the following cantrips of your choice: detect magic , guidance , know the way , or read aura . You cast these spells as occult spells as you draw on the stars and night sky. You’re trained in occult spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Intelligence. Oatia Skysage Dedication leads to... Basic Skysage Divination, Minor Omen, Night's Glow, Night's Shine, Night's Warning, Scholar's Hunch, Stargazer's Eyes, Starlight Armor, Starlit Spells","feat":["Oatia Skysage Dedication"],"skill_mod":{},"summary":"Your study of the stars unlocks supernatural insights and magic.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Occultism","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8112","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Oatia Skysage Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8112"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4065"],"trait":["Archetype"],"id":"feat-8113","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Basic Skysage Divination Source Gatewalkers (Hardcover) pg. 238 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication --- The stars move, granting you a sliver of their magic. Choose one of the following 1st-rank spells to your spell repertoire: object reading or sure strike . You can Cast this Spell as an occult Oatia skysage spell. At 6th level, choose one of the following 2nd-rank spells to add to your spell repertoire: augury or see the unseen . At 8th level, you choose one of the following 3rd-rank spells to add to your spell repertoire: clairaudience or locate . Basic Skysage Divination leads to... Expert Skysage Divination","feat":["Basic Skysage Divination"],"skill_mod":{},"summary":"The stars move, granting you a sliver of their magic.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":4,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8113","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Basic Skysage Divination","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8113"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4066"],"trait":["Archetype"],"id":"feat-8114","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Stargazer's Eyes Source Gatewalkers (Hardcover) pg. 238 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication --- Long hours in darkened observatories have sharpened your senses. If you don’t have low-light vision or darkvision, you gain low-light vision, or if you already have low-light vision, you gain darkvision. Special You can take this feat a second time, upgrading your low-light vision to darkvision.","feat":["Stargazer's Eyes"],"skill_mod":{},"summary":"Long hours in darkened observatories have sharpened your senses.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":4,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8114","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Stargazer's Eyes","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8114"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4067"],"trait":["Archetype","Occult"],"id":"feat-8115","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Night's Glow Source Gatewalkers (Hardcover) pg. 238 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication --- The stars and moon lend you their light. You gain your choice of the moonbeam or zenith star domain spell. Like your Oatia skysage spells, you cast this focus spell as an occult spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus to reflect upon or gaze at the stars. Special You can take this feat a second time, gaining the focus spell that you didn’t gain the first time. Increase the number of Focus Points in your pool by 1. Night's Glow leads to... Night's Shine","feat":["Night's Glow"],"skill_mod":{},"summary":"The stars and moon lend you their light.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Tradition"],"level":6,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8115","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Night's Glow","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8115"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4068"],"trait":["Archetype","Fortune","Occult"],"id":"feat-8116","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Minor Omen Reaction Source Gatewalkers (Hardcover) pg. 238 Archetype Oatia Skysage Frequency once per day Prerequisites Oatia Skysage Dedication Trigger You fail a Reflex save. Requirements You can see the night sky. --- The stars warn you of danger in the nick of time. Reroll the failed save and use the new result.","feat":["Minor Omen"],"skill_mod":{},"summary":"The stars warn you of danger in the nick of time.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Mechanics","Tradition"],"level":8,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"requirement":"You can see the night sky.","trigger":"You fail a Reflex save.","resistance":{},"url":"/Feats.aspx?ID=8116","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Minor Omen","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8116"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4069"],"trait":["Archetype","Fortune","Occult"],"id":"feat-8117","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Scholar's Hunch Reaction Source Gatewalkers (Hardcover) pg. 238 Archetype Oatia Skysage Frequency once per hour Prerequisites Oatia Skysage Dedication Trigger You fail a Lore or Occultism skill check. --- Scholarly debates have taught you to think on your feet. Reroll the failed check and use the new result.","feat":["Scholar's Hunch"],"skill_mod":{},"summary":"Scholarly debates have taught you to think on your feet.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Mechanics","Tradition"],"level":8,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"trigger":"You fail a Lore or Occultism skill check.","resistance":{},"url":"/Feats.aspx?ID=8117","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Scholar's Hunch","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8117"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4070"],"trait":["Archetype","Occult"],"id":"feat-8118","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Starlit Spells Source Gatewalkers (Hardcover) pg. 238 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication --- The stars reveal and punish your enemies. You can cast revealing light and 3rd-level holy light as occult innate spells, each once per day.","feat":["Starlit Spells"],"skill_mod":{},"summary":"The stars reveal and punish your enemies.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Tradition"],"level":10,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8118","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Starlit Spells","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8118"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4071"],"trait":["Archetype"],"id":"feat-8119","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Expert Skysage Divination Source Gatewalkers (Hardcover) pg. 238 Archetype Oatia Skysage Prerequisites Basic Skysage Divination --- Your studies of the stars have taught you about the mysteries of the cosmos. You choose one of the following 4th-rank spells to add to your spell repertoire: clairvoyance or read omens . At 12th level, choose one of the following 5th-rank spells to add to your spell repertoire: mind probe or scouting eye . At 14th level, choose one of the following 6th-rank spells to add to your spell repertoire: scrying or truesight . You become an expert with spell attack rolls and spell DCs for occult spells. Expert Skysage Divination leads to... Master Skysage Divination","feat":["Expert Skysage Divination"],"skill_mod":{},"summary":"Your studies of the stars have taught you about the mysteries of the cosmos.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":10,"prerequisite":"Basic Skysage Divination","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8119","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Expert Skysage Divination","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8119"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4072"],"trait":["Archetype","Occult"],"id":"feat-8120","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Night's Shine Source Gatewalkers (Hardcover) pg. 239 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication; Night's Glow --- Your power from the moon and stars becomes strong enough to illuminate the night sky. You gain your choice of the asterism or touch of the moon domain spell. Increase the number of Focus Points in your pool by 1. Special You can take this feat a second time, gaining the focus spell that you didn’t gain the first time. Increase the number of Focus Points in your pool by 1.","feat":["Night's Shine"],"skill_mod":{},"summary":"Your power from the moon and stars becomes strong enough to illuminate the night sky.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Tradition"],"level":12,"prerequisite":"Oatia Skysage Dedication; Night's Glow","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8120","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Night's Shine","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8120"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4073"],"trait":["Archetype","Concentrate","Occult"],"id":"feat-8121","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Night's Warning Reaction Source Gatewalkers (Hardcover) pg. 239 Archetype Oatia Skysage Frequency once per hour Prerequisites Oatia Skysage Dedication Trigger A creature targets you with an attack and you can see the attacker. Requirements You can see the night sky. --- Portents written in the night sky show you how to avoid an attack. The triggering attack roll targets your Occultism DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn’t remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn’t take the –2 circumstance penalty when defending against the attack.","feat":["Night's Warning"],"skill_mod":{},"summary":"Portents written in the night sky show you how to avoid an attack. ","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Mechanics","Tradition"],"level":14,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"requirement":"You can see the night sky.","trigger":"A creature targets you with an attack and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=8121","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Night's Warning","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8121"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4074"],"trait":["Archetype","Occult"],"id":"feat-8122","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Starlight Armor Three Actions Source Gatewalkers (Hardcover) pg. 239 Archetype Oatia Skysage Frequency once per day Prerequisites Oatia Skysage Dedication --- You armor yourself in the light of distant suns, shielding yourself from harm. The armor grants you resistance 7 to piercing, bludgeoning, and slashing damage. The armor also sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever an adjacent creature attacks you, the attacker must attempt a Will save against your spell DC at the end of its action. On a failure, it becomes dazzled until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. When you reach 17th level, the resistance increases to 10.","feat":["Starlight Armor"],"skill_mod":{},"summary":"You armor yourself in the light of distant suns, shielding yourself from harm.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Tradition"],"level":14,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8122","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Starlight Armor","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"common","slug":"feat-8122"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4075"],"trait":["Archetype"],"id":"feat-8123","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Master Skysage Divination Source Gatewalkers (Hardcover) pg. 239 Archetype Oatia Skysage Prerequisites Expert Skysage Divination --- You unlock the most powerful secrets hidden in the stars above. You choose one of the following 7th-rank spells to add to your spell repertoire: retrocognition or true target . At 18th level, add pinpoint to your spell repertoire, and at 20th level, add foresight to your spell repertoire. You gain master proficiency with spell attack rolls and spell DCs for occult spells.","feat":["Master Skysage Divination"],"skill_mod":{},"summary":"You unlock the most powerful secrets hidden in the stars above.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":16,"prerequisite":"Expert Skysage Divination","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8123","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Master Skysage Divination","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8123"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4106"],"trait":["Archetype","Dedication","Rare"],"id":"feat-8124","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Scion of Domora Dedication May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 240 Archetype Scions of Domora Prerequisites Familiar Master Dedication; you have befriended a spirit guide and it bonded with you using its Bond to Mortal ability. --- You gain a spirit guide ally. Your familiar takes on the form of a spirit guide specific familiar. Special You can take Scion of Domora Dedication even if you have the Familiar Master Dedication and have not taken two other Familiar Master feats. You can’t select another dedication feat until you have gained at least two other feats from the scion of Domora or familiar master archetypes. Scion of Domora Dedication leads to... Guardian's Embrace, Guided Skill, Invigorating Breath, Spirit Guide Form, Spiritual Aid, Spiritual Flurry, Spiritual Strike","feat":["Scion of Domora Dedication"],"skill_mod":{},"summary":"You gain a spirit guide ally.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Familiar Master Dedication; you have befriended a spirit guide and it bonded with you using its Bond to Mortal ability.","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8124","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Scion of Domora Dedication","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8124"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4107"],"trait":["Archetype","Flourish"],"id":"feat-8125","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Spiritual Strike Two Actions Source Gatewalkers (Hardcover) pg. 240 Archetype Scions of Domora Prerequisites Scion of Domora Dedication Requirements You are wielding a weapon with at least one fundamental rune and your familiar is adjacent to you or in your space. --- Your spirit guide enhances your attacks with occult power. Make a Strike with a weapon that has at least one fundamental rune. This counts as two attacks when calculating your multiple attack penalty. The Strike has the effects of the ghost touch property rune and deals an additional 2d6 force damage. If your weapon has a major striking rune, this Strike instead deals 3d6 force damage. Spiritual Strike leads to... Spiritual Flurry","feat":["Spiritual Strike"],"skill_mod":{},"summary":"Your spirit guide enhances your attacks with occult power.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding a weapon with at least one fundamental rune and your familiar is adjacent to you or in your space.","resistance":{},"url":"/Feats.aspx?ID=8125","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Spiritual Strike","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-8125"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4108"],"trait":["Archetype"],"id":"feat-8126","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Guided Skill Single Action Source Gatewalkers (Hardcover) pg. 241 Archetype Scions of Domora Frequency once per day Prerequisites Scion of Domora Dedication --- You ask your spirit guide for aid. For the next 10 minutes, you gain a +2 status bonus to checks made using Acrobatics, Occultism, Stealth, or Survival.","feat":["Guided Skill"],"skill_mod":{},"summary":"You ask your spirit guide for aid.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":6,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8126","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Guided Skill","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8126"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4109"],"trait":["Archetype"],"id":"feat-8127","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Guardian's Embrace Single Action Source Gatewalkers (Hardcover) pg. 241 Archetype Scions of Domora Prerequisites Scion of Domora Dedication Requirements You are adjacent to your spirit guide or it is sharing your space. --- Your spirit guide discorporates to surround you in an invisible protective shroud. You gain a +2 status bonus to AC against physical attacks until the beginning of your next turn. If you are hit by a physical attack during this time, you can use a reaction to gain resistance 10 to physical damage dealt by that attack; doing so ends the AC bonus, and you can’t use Guardian’s Embrace again for 10 minutes. Your spirit guide cannot be targeted by effects, cannot be affected by area effects, and cannot take any actions while this ability is active. Your spirit guide appears in a space adjacent to you when the effect ends.","feat":["Guardian's Embrace"],"skill_mod":{},"summary":"Your spirit guide discorporates to surround you in an invisible protective shroud.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":8,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"requirement":"You are adjacent to your spirit guide or it is sharing your space.","resistance":{},"url":"/Feats.aspx?ID=8127","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Guardian's Embrace","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8127"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4110"],"trait":["Archetype"],"id":"feat-8128","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Invigorating Breath Single Action Source Gatewalkers (Hardcover) pg. 241 Archetype Scions of Domora Frequency once per hour Prerequisites Scion of Domora Dedication Requirements You are adjacent to your spirit guide or it is sharing your space. --- Your spirit guide exhales its sweet-smelling breath on you, granting you the strength to push through your pain. You gain 20 temporary Hit Points for 10 minutes. At 15th level, you instead gain 30 temporary Hit Points for 10 minutes.","feat":["Invigorating Breath"],"skill_mod":{},"summary":"Your spirit guide exhales its sweet-smelling breath on you, granting you the strength to push through your pain.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":10,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"requirement":"You are adjacent to your spirit guide or it is sharing your space.","resistance":{},"url":"/Feats.aspx?ID=8128","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Invigorating Breath","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8128"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4111"],"trait":["Archetype"],"id":"feat-8129","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Spiritual Flurry Source Gatewalkers (Hardcover) pg. 241 Archetype Scions of Domora Prerequisites Scion of Domora Dedication; Spiritual Strike --- When you use Spiritual Strike, hit targets become off-guard until the end of your current turn. In addition, the additional force damage dealt by the Strike increases by 2d6.","feat":["Spiritual Flurry"],"skill_mod":{},"summary":"When you use Spiritual Strike, hit targets become off-guard until the end of your current turn. ","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":10,"prerequisite":"Scion of Domora Dedication; Spiritual Strike","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8129","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Spiritual Flurry","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8129"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4112"],"trait":["Archetype"],"id":"feat-8130","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Spiritual Aid Source Gatewalkers (Hardcover) pg. 241 Archetype Scions of Domora Prerequisites Scion of Domora Dedication --- When you call your spirit guide for aid, its presence bolsters your will and agility. You gain the Spiritual Aid reaction. Spiritual Aid Reaction Trigger You fail a Reflex or Will saving throw; Effect You reroll the triggering saving throw. You must use the second result, even if it’s worse. If you roll a success, you get a critical success instead.","feat":["Spiritual Aid"],"skill_mod":{},"summary":"When you call your spirit guide for aid, its presence bolsters your will and agility.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":12,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8130","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Spiritual Aid","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8130"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4113"],"trait":["Archetype","Polymorph"],"id":"feat-8131","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Spirit Guide Form Two Actions Source Gatewalkers (Hardcover) pg. 241 Archetype Scions of Domora Frequency once per day Prerequisites Scion of Domora Dedication --- You fuse with your spirit guide, becoming a hybrid being with enhanced physical and spiritual power. This effect lasts 1 minute; you can end it early as a free action. During this time, you can’t use any other actions granted by this archetype. You gain the following statistics and abilities, regardless of your type of spirit guide. You become incorporeal. You gain resistance 10 to all damage (except force, ghost touch , or spirit; double resistance vs. non-magical). Darkvision. An unarmed melee attack of the same type as your spirit guide (either claws or jaws), which is the only attack you can Strike with. You’re trained with this attack. Your attack modifier is +29 or your normal unarmed attack modifier, whichever is higher. You use the listed statistics for the unarmed attack type: Claws (agile, backstabber, finesse) Single Action, Damage 3d6+5 slashing plus 1d6 force; Jaws (forceful) Single Action Damage 3d10+5 piercing plus 1d6 force. ","feat":["Spirit Guide Form"],"skill_mod":{},"summary":"You fuse with your spirit guide, becoming a hybrid being with enhanced physical and spiritual power.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8131","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Spirit Guide Form","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-8131"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","skill":["Society","Society"],"legacy_id":["feat-4114"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8132","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Twilight Speaker Dedication May contain spoilers from Gatewalkers Source Gatewalkers (Hardcover) pg. 242 Archetype Twilight Speaker Prerequisites Trained in Society; you are an Ilverani elf --- You have carefully studied the histories, customs, and etiquette of many of the younger peoples of Golarion. You become an expert in Society. At 7th level, you become a master in Society, and at 15th level, you become legendary in Society. You can use the Society skill instead of the Diplomacy skill when you attempt to Make an Impression on a non-elven intelligent humanoid creature. Twilight Speaker Dedication leads to... Betraying Shank, Empathetic Envoy, Ilverani Purist, World-Wise Vigilance","feat":["Twilight Speaker Dedication"],"skill_mod":{},"summary":"You have carefully studied the histories, customs, and etiquette of many of the younger peoples of Golarion.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Society; you are an Ilverani elf","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8132","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Twilight Speaker Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8132"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4115"],"trait":["Archetype"],"id":"feat-8133","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Empathetic Envoy Source Gatewalkers (Hardcover) pg. 242 Archetype Twilight Speaker Prerequisites Twilight Speaker Dedication --- You believe that treating others with respect is the fastest way into their hearts, and in turn others are more likely to believe in your good intentions and write off bad first impressions as flukes. If a creature’s attitude toward you becomes lower over the course of a social interaction (for example, from friendly to indifferent, or from indifferent to unfriendly), their impression of you returns to its starting level an hour after the social interaction ends. This ability has no effect if the creature you are interacting with becomes hostile.","feat":["Empathetic Envoy"],"skill_mod":{},"summary":"You believe that treating others with respect is the fastest way into their hearts, and in turn others are more likely to believe in your good intentions and write off bad first impressions as flukes.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":4,"prerequisite":"Twilight Speaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8133","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Empathetic Envoy","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8133"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4116"],"trait":["Archetype","Concentrate","Emotion","Mental","Visual"],"id":"feat-8134","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Disarming Smile Reaction Source Gatewalkers (Hardcover) pg. 242 Archetype Twilight Speaker Trigger You are the target of a melee attack and the attacker has not rolled yet. Requirements You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker. --- With a wide and sincere smile, you give your attacker pause. You attempt a Diplomacy check against the triggering attacker’s Will DC. After you use Disarming Smile, all creatures who witnessed you use it are temporarily immune to your Disarming Smile for the next 24 hours. Critical Success Your enemy ceases their attack, momentarily taken aback by your disarming smile. The attack fails and the triggering target can’t attempt hostile actions against you until the beginning of its next turn or until you (or your allies) take hostile actions against the enemy (or its allies). You can begin talking to the creature on your next turn to attempt another Diplomacy check; on a success, you sustain the effect until the beginning of your next turn, to a maximum of 1 minute. Talking on subsequent rounds requires that you be able to communicate with the target creature and imparts the auditory and linguistic traits to the action. Success Your foe pauses momentarily. Their attack fails, but they can attempt further attacks against you. Failure The target’s attack is unaffected. Disarming Smile leads to... Emphatic Emissary","feat":["Disarming Smile"],"skill_mod":{},"summary":"With a wide and sincere smile, you give your attacker pause.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat","Mechanics","Sense"],"level":6,"source_category":["Adventure Paths"],"requirement":"You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker.","trigger":"You are the target of a melee attack and the attacker has not rolled yet.","resistance":{},"url":"/Feats.aspx?ID=8134","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Disarming Smile","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8134"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4117"],"trait":["Archetype"],"id":"feat-8135","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Betraying Shank Single Action Source Gatewalkers (Hardcover) pg. 243 Archetype Twilight Speaker Prerequisites Twilight Speaker Dedication Requirements You are within melee reach of a target, but it is not in combat with you. --- While your usual diplomacy is well intentioned, you know that sometimes those same skills will need to be turned to deception. In a flash, you draw a sheathed or concealed agile or finesse weapon and make a melee Strike. The target is off-guard against your Strike. You then roll Deception for initiative.","feat":["Betraying Shank"],"skill_mod":{},"summary":"While your usual diplomacy is well intentioned, you know that sometimes those same skills will need to be turned to deception.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":6,"prerequisite":"Twilight Speaker Dedication","source_category":["Adventure Paths"],"requirement":"You are within melee reach of a target, but it is not in combat with you.","resistance":{},"url":"/Feats.aspx?ID=8135","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Betraying Shank","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8135"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4118"],"trait":["Archetype","Skill"],"id":"feat-8136","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Ilverani Purist Source Gatewalkers (Hardcover) pg. 243 Archetype Twilight Speaker Prerequisites Twilight Speaker Dedication --- All twilight speakers are trained to resist the alluring customs of younger peoples, but you have made it your mandate to keep the Ilverani way unchanged. Such dedication has given you a trained eye for subtlety and deception. When you attempt to Sense the Motive of a non-elf humanoid creature and you roll a critical failure, you fail instead.","feat":["Ilverani Purist"],"skill_mod":{},"summary":"All twilight speakers are trained to resist the alluring customs of younger peoples, but you have made it your mandate to keep the Ilverani way unchanged.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":8,"prerequisite":"Twilight Speaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8136","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Ilverani Purist","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8136"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4119"],"trait":["Archetype"],"id":"feat-8137","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > World-Wise Vigilance Source Gatewalkers (Hardcover) pg. 243 Archetype Twilight Speaker Prerequisites Twilight Speaker Dedication --- Your keen study of other cultures gives you insights into the ways those cultures fight. When you use Perception to roll initiative and none of your enemies have the elf trait, you can choose to roll Society instead.","feat":["World-Wise Vigilance"],"skill_mod":{},"summary":"Your keen study of other cultures gives you insights into the ways those cultures fight.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":8,"prerequisite":"Twilight Speaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8137","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"World-Wise Vigilance","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8137"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","legacy_id":["feat-4120"],"trait":["Archetype"],"id":"feat-8138","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Emphatic Emissary Reaction Source Gatewalkers (Hardcover) pg. 243 Archetype Twilight Speaker Prerequisites Disarming Smile Trigger You roll initiative. --- You can tell when diplomacy has failed and a meeting is close to unraveling or falling to blows. You gain a +2 circumstance bonus on your initiative roll. During your first turn in combat, you can use your Disarming Smile, targeting every hostile intelligent humanoid creature that can see you but has yet to act. If you choose to sustain your Disarming Smile, you sustain the effect for only one creature, as normal.","feat":["Emphatic Emissary"],"skill_mod":{},"summary":"You can tell when diplomacy has failed and a meeting is close to unraveling or falling to blows.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Feat"],"level":10,"prerequisite":"Disarming Smile","source_category":["Adventure Paths"],"trigger":"You roll initiative.","resistance":{},"url":"/Feats.aspx?ID=8138","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Emphatic Emissary","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8138"},{"skill_mod":{},"summary":"The call of a long dead runelord has infected your soul and transformed your fate.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Rarity"],"primary_source_category":"Adventure Paths","level":12,"source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8139","weakness":{},"archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","spoilers":"Revenge of the Runelords","name":"Avenging Runelord Dedication","trait":["Destiny","Mythic","Rare"],"id":"feat-8139","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Avenging Runelord Dedication May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 72 Archetype Avenging Runelord --- The call of a long dead runelord has infected your soul and transformed your fate. Choose one of the following sins: envy, gluttony, greed, sloth, or wrath. You become trained in Arcana. If you are already trained in Arcana, you become trained in the skill of your choice. At 14th level, you gain expert proficiency in Arcana. At 16th level, if you gain master proficiency in Arcana. You have familiarity with common weapons in the polearm and spear weapon groups—for the purposes of proficiency, you treat any of these that are martial weapons as common weapons. When your proficiency for simple weapons and any that are advanced weapons as martial weapons. You learn the Thassilonian language. You gain the ability to cast an arcane spell as an innate spell. This spell must be chosen from the following list: darkvision , mystic armor , runic body , runic weapon , see the unseen , sending , or truesight ; alternatively, you can choose any spell of 6th rank or lower from the sin spells listed for your chosen sin (see School of Thassilonian Rune Magic). You can cast this spell as an arcane innate spell once per day. The spell is automatically heightened to a spell rank equal to half your level rounded up. Use mythic proficiency to determine any attack rolls or spell DCs. Your obsession with revenge allows you to reflexively lash out at those who harm you with blasts of arcane magic. You gain the Runelord's Response reaction. Avenging Runelord Dedication leads to... Apocalyptic Visions, Autonomous Arms, Craft Runewell, Expanded Runelord Magic, Reliable Magic, Shining Runes, Subjugation, Vindictive Thoughts, Willing Runes, Writhing Runelord Weapon","category":"feat","feat":["Avenging Runelord Dedication"],"rarity":"rare","slug":"feat-8139"},{"skill_mod":{},"summary":"Your ability to use magic associated with your chosen sin grows.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Avenging Runelord Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8140","weakness":{},"archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Expanded Runelord Magic","trait":["Mythic"],"id":"feat-8140","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Expanded Runelord Magic Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 73 Archetype Avenging Runelord Prerequisites Avenging Runelord Dedication --- Your ability to use magic associated with your chosen sin grows. You gain the ability to cast one more arcane spell as an innate spell. This spell must be chosen from those listed in Avenging Runelord Dedication above, as well as contingency , spell riposte , or any 7th-rank spell from your chosen sin’s school. You can cast this spell as an arcane innate spell once per day. The spell is automatically heightened to a spell rank equal to half your level rounded up. Use mythic proficiency to determine any attack rolls or spell DCs. Expanded Runelord Magic leads to... Advanced Runelord Magic","category":"feat","feat":["Expanded Runelord Magic"],"rarity":"common","slug":"feat-8140"},{"skill_mod":{},"summary":"Magic stored in written form or within wands is more reliable in your capable hands.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Avenging Runelord Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8141","weakness":{},"archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Reliable Magic","trait":["Mythic"],"id":"feat-8141","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Reliable Magic Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 73 Archetype Avenging Runelord Prerequisites Avenging Runelord Dedication --- Magic stored in written form or within wands is more reliable in your capable hands. Whenever you overcharge a wand, reduce the DC of the flat check to avoid destroying the wand by 4. It still gains the broken condition on a success. When you Cast a Spell from a scroll you can spend a Mythic Point as a free action. The spell is cast at mythic proficiency. Once you cast the spell using this ability, attempt a DC 11 flat check. If this check is successful, the scroll is not destroyed, and instead glows with light equivalent to that of a candle for 10 minutes. You can Cast a Spell from this scroll again, but if you do so you cannot enhance it in any way (such as by using this feat), and the scroll is destroyed. If not used before the end of the 10 minutes, the scroll is destroyed.","category":"feat","feat":["Reliable Magic"],"rarity":"common","slug":"feat-8141"},{"skill_mod":{},"summary":"Whenever you Cast a Spell that requires more than one action to cast, the signature Thassilonian runes you trace in the air flicker with light and command attention.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Avenging Runelord Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8142","weakness":{},"archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Shining Runes","trait":["Mythic"],"id":"feat-8142","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Shining Runes Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 73 Archetype Avenging Runelord Prerequisites Avenging Runelord Dedication --- Whenever you Cast a Spell that requires more than one action to cast, the signature Thassilonian runes you trace in the air flicker with light and command attention. They may blaze brightly, leave lingering fog, create discordant noise, or fill the air with an overwhelming scent, such that their presence obfuscates you from onlookers. You gain concealment from enemy creatures until the beginning of your next turn. The DC to identify your spells as you cast them is 2 higher than normal.","category":"feat","feat":["Shining Runes"],"rarity":"common","slug":"feat-8142"},{"skill_mod":{},"summary":"Magical markings of every kind seem eager to aid your endeavors.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Avenging Runelord Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8143","weakness":{},"archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Willing Runes","trait":["Mythic"],"id":"feat-8143","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Willing Runes Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 73 Archetype Avenging Runelord Prerequisites Avenging Runelord Dedication --- Magical markings of every kind seem eager to aid your endeavors. Whenever you read text, be it mundane or magical, the writing itself seems to almost to leap into your thoughts. You gain a +2 status bonus to checks to Decipher Writing, Identify Magic, Learn a Spell, or any Research check or Recall Knowledge check involving reading. You gain a +2 status bonus to saving throws and to your AC against effects from hazards that involve reading, such as those created by a rune trap ritual. If you were the one who triggered the hazard by reading the triggering runes, the status bonus increases to +4. If you prepare spells from a spellbook, you gain the following activity. ","category":"feat","feat":["Willing Runes"],"rarity":"common","slug":"feat-8143"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Arcane","Flourish","Mythic"],"id":"feat-8144","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Writhing Runelord Weapon Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 74 Archetype Avenging Runelord Prerequisites Avenging Runelord Dedication Requirements You are wielding a polearm or spear. --- Your prowess with long-hafted weapons catches your opponents by surprise, as it bends or elongates in an obviously supernatural manner. Spend a Mythic Point. Your weapon gains the reach trait until the end of your turn, if it doesn’t have it already. You can Stride and Strike twice, in any order. The movement from your Stride doesn’t provoke reactions. Your Strikes are made at mythic proficiency and gain the critical specialization effect of the weapon. Apply your multiple attack penalty to your Strikes as normal, but the target of your second Strike is off-guard to it.","feat":["Writhing Runelord Weapon"],"skill_mod":{},"summary":"Your prowess with long-hafted weapons catches your opponents by surprise, as it bends or elongates in an obviously supernatural manner.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mechanics","Mythic"],"level":14,"prerequisite":"Avenging Runelord Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding a polearm or spear.","resistance":{},"url":"/Feats.aspx?ID=8144","archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"name":"Writhing Runelord Weapon","category":"feat","rarity":"common","slug":"feat-8144"},{"skill_mod":{},"summary":"A portion of the ancient grasping spirit that infuses your being spills over into a spear or polearm you carry.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":16,"prerequisite":"Avenging Runelord Dedication; expert proficiency in a spear or polearm","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8145","weakness":{},"archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Autonomous Arms","trait":["Mythic"],"id":"feat-8145","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Autonomous Arms Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 74 Archetype Avenging Runelord Prerequisites Avenging Runelord Dedication; expert proficiency in a spear or polearm --- A portion of the ancient grasping spirit that infuses your being spills over into a spear or polearm you carry. When you perform your daily preparations, choose one spear or polearm you own. This weapon becomes infused with arcane magic and fragments of thought—it doesn’t become fully intelligent, but it instinctually recognizes you as its wielder and denies its abilities to any other wielder while you live. If your weapon doesn’t possess it already, it gains the effects of the animated property rune. This does not count against the maximum number of property runes your weapon can have at one time. You also gain the following action. ","category":"feat","feat":["Autonomous Arms"],"rarity":"common","slug":"feat-8145"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Complex","Concentrate","Incapacitation","Mental","Mythic"],"id":"feat-8146","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Subjugation Two Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 74 Archetype Avenging Runelord Prerequisites Avenging Runelord Dedication --- You have managed to gain a degree of control over the runelord’s ancient soul within your mind, enough that you can project this invasive influence into the minds of others. Spend a Mythic Point. You attempt to send your runelord’s influence into the mind of a creature you can sense within 30 feet. The creature attempts a Will save against your class DC or spell DC, whichever is higher. Giants take a –2 status penalty to this saving throw. Regardless of the result, the target is temporarily immune to this ability for 24 hours once the Subjugation ends. Critical Success The creature is unaffected. Success The creature is slowed 1 as it fights off your runelord’s influence. You gain awareness of its abilities and weaknesses as if you achieved a critical success on a Recall Knowledge check to identify the creature. Failure The creature relinquishes control of its faculties and abilities. You gain awareness of its abilities and weaknesses as success. You control the creature until the end of its next turn. Critical Failure As failure, but you control the creature for 1 minute.","feat":["Subjugation"],"skill_mod":{},"summary":"You have managed to gain a degree of control over the runelord’s ancient soul within your mind, enough that you can project this invasive influence into the minds of others.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Hazard","Mechanics","Mythic"],"level":16,"prerequisite":"Avenging Runelord Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8146","archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"name":"Subjugation","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-8146"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Arcane","Mental","Mythic"],"id":"feat-8147","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Vindictive Thoughts Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 75 Archetype Avenging Runelord Prerequisites Avenging Runelord Dedication Trigger You attempt a saving throw against a spell --- Those who seek to do you personal harm with magic must suffer the same misfortune. Before you attempt your saving throw, spend a Mythic Point. You make this saving throw at mythic proficiency. On any result but a critical failure, the spell’s caster takes 10d6 mental damage (basic Will save against your class DC or spell DC using mythic proficiency, whichever is higher). At 18th level, the mental damage increases to 11d6, and at 20th level, the mental damage increases to 12d6.","feat":["Vindictive Thoughts"],"skill_mod":{},"summary":"Those who seek to do you personal harm with magic must suffer the same misfortune.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mechanics","Mythic"],"level":16,"prerequisite":"Avenging Runelord Dedication","source_category":["Adventure Paths"],"trigger":"You attempt a saving throw against a spell","resistance":{},"url":"/Feats.aspx?ID=8147","archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"name":"Vindictive Thoughts","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-8147"},{"skill_mod":{},"summary":"Your ability to use magic associated with your chosen sin grows.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":18,"prerequisite":"Expanded Runelord Magic","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8148","weakness":{},"archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Advanced Runelord Magic","trait":["Mythic"],"id":"feat-8148","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Advanced Runelord Magic Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 75 Archetype Avenging Runelord Prerequisites Expanded Runelord Magic --- Your ability to use magic associated with your chosen sin grows. You gain the ability to cast one more arcane spell as an innate spell. This spell must be chosen from those available with Expanded Runelord Magic, in addition to foresight , unrelenting observation , or any spell from your chosen sin’s school. You can cast this spell as an arcane innate spell once per day. The spell is automatically heightened to a spell rank equal to half your level rounded up. Use mythic proficiency to determine any attack rolls or spell DCs.","category":"feat","feat":["Advanced Runelord Magic"],"rarity":"common","slug":"feat-8148"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"frequency":"Once per day","weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Arcane","Mental","Mythic"],"id":"feat-8149","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Apocalyptic Visions Two Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 75 Archetype Avenging Runelord Frequency Once per day Prerequisites Avenging Runelord Dedication --- Your runelord may not have lived long enough to need to retreat into hiding in the face of Earthfall, but the apocalyptic echoes of this event nevertheless reached their soul all the way in the Boneyard. You’ve learned to endure the invasive thoughts of this empire-ending event, but now you can project that despair into the minds of others. Spend a Mythic Point and target up to 10 creatures within 60 feet that you can sense. You force images into their minds of Earthfall, forcing them to endure a vision of the end of the world and all they hold dear. The creatures must attempt a Will save against your class DC or spell DC using mythic proficiency, whichever is higher. Critical Success The creature is unaffected. Success The creature is so distracted by the visions that they are slowed 1 for 1 round. Failure The creature is slowed 1 and stupefied 1 for 1 minute. Critical Failure The creature is slowed 2 and stupefied 2 for 1 minute. In addition, the creature suffers the effects of the spell nightmare the next time it rests. If the creature fails or critically fails against this effect, the effect repeats each time the creature attempts to sleep until it succeeds on its save or 6 days have passed. You do not need to know the creature’s name or remain on the same planet for the creature to experience these nightmares. ","feat":["Apocalyptic Visions"],"skill_mod":{},"summary":"Your runelord may not have lived long enough to need to retreat into hiding in the face of Earthfall, but the apocalyptic echoes of this event nevertheless reached their soul all the way in the Boneyard.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Tradition","Monster","Mechanics","Mythic"],"level":18,"prerequisite":"Avenging Runelord Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8149","archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"name":"Apocalyptic Visions","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-8149"},{"skill_mod":{},"summary":"Even if the runelord whose soul influences you never did so themselves, you know how to create your own runewell—an artifact that grants you a measure of immortality.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":20,"prerequisite":"Avenging Runelord Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8150","weakness":{},"archetype":["Avenging Runelord"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Craft Runewell","trait":["Mythic"],"id":"feat-8150","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Craft Runewell Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 75 Archetype Avenging Runelord Prerequisites Avenging Runelord Dedication --- Even if the runelord whose soul influences you never did so themselves, you know how to create your own runewell —an artifact that grants you a measure of immortality. You learn the create demiplane ritual. To create your runewell , you must cast create demiplane heightened to 10th-rank. When you do so, you also create an anima focus (an immobile object like a statue or fortification with an appearance you design) at the location you cast the ritual, connecting your other-worldly home to this location. Once you create your runewell , you cannot create another unless the current one is destroyed. While you are located on the same plane that your anima focus is located on, or while you are within your runewell , any doomed value you gain stops at doomed 3. The only way an adversary can destroy your anima focus or runewell is to reduce you to 0 Hit Points and doomed 3 and then reduce your anima focus to 0 Hit Points using arcane magic (or an agent affected by arcane magic) from one of the schools in opposition to your specialized sin chosen when you took Avenging Runelord Dedication. Your anima focus has Hardness equal to twice your level and Hit Points equal to your own. Your anima focus has fast healing equal to twice your Intelligence modifier. Your anima focus is associated with the same sin as your chosen avenging runelord sin. As long as at least one sizable settlement in which this sin is prevalent (subject to the GM’s discretion) is within a hundred miles of it, your anima focus absorbs energy from these sins. As long as it does so and you are on the same plane as the anima focus , you do not age and are immune to effects that rob you of your mental abilities (such as the never mind spell or the confused and stupefied conditions). Other creatures cannot enter your runewell unless they possess a planar key you created and gave to them, or unless they’re adjacent to your anima focus . Your runewell has an exit that allows adjacent creatures within to activate with an Interact action; when they do so, they exit the runewell and appear adjacent to your anima focus . You gain the following activity. Enter Runewell 10 minutes (concentrate, manipulate, teleportation) You and up to 6 willing creatures you’re touching are instantly transported into your runewell , regardless of any distance between you and your anima focus .","category":"feat","feat":["Craft Runewell"],"rarity":"common","slug":"feat-8150"},{"skill_mod":{},"summary":"Destiny calls, and the soul of a dead hero reincarnates to take up the fight! Either an old enemy resumes their efforts to affect chaos and violence, or a new threat arises and you feel compelled to stand against it.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Rarity"],"primary_source_category":"Adventure Paths","level":12,"source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8151","weakness":{},"archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","spoilers":"Revenge of the Runelords","name":"Heroic Scion Dedication","trait":["Destiny","Mythic","Rare"],"id":"feat-8151","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Heroic Scion Dedication May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 77 Archetype Heroic Scion --- Destiny calls, and the soul of a dead hero reincarnates to take up the fight! Either an old enemy resumes their efforts to affect chaos and violence, or a new threat arises and you feel compelled to stand against it. You’ve stood against evil before, and the time is nigh for you to do so once again. When you select this mythic destiny, work with your GM to determine the best choice for which previous PC or NPC serves as the source of your reincarnation. For the Revenge of the Runelords Adventure Path in particular, any PC who played a role in the Rise of the Runelords, Shattered Star, or Return of the Runelords Adventure Paths makes for a perfect fit—as would any allied NPC who, in your previous campaign, perished before the end. A heroic scion comes into the world when a nemesis from their old adventures returns. In the case of this campaign, the heroic scion’s nemesis are the ancient runelords of Thassilon. In other campaigns, this nemesis can be a specific individual, a coterie of rivals, or an organization you’re destined to oppose. You instinctively know when your nemesis is active in the world. This knowledge may begin as nightmares or a feeling of inevitable conflict but grows stronger and more specific as you contemplate further. You also know when this entity or group has been fully defeated and ceases to operate at all. You gain a +2 circumstance bonus to Perception checks to Seek or Sense Motive whenever an ally or servant of your nemesis attempts to Lie to you, escape your notice, or Impersonate someone else. Fate has deemed you incredibly hard to kill. You reduce the DC of recovery checks by 1. Choose one skill that’s not a Lore skill, based on the themes of your reincarnated heroic source. Your GM can help you determine a list of appropriate skills to choose from. When you employ an action using that skill, you may spend a Mythic Point to attempt the associated check at mythic proficiency. Finally, you gain the Additional Lore feat for a special Lore skill subcategory—Incarnation Lore. This Lore skill allows you to become aware of or recall your past exploits. When you increase your proficiency in Incarnation Lore, you remember more about your previous adventures. Certain heroic scion feats require you to attempt an Incarnation Lore check, such as when you attempt the following activity granted you by this feat. Heroic Scion Dedication leads to... Avoid Fate's Gaze, Daunting Spell, Eternal Hero, I've Been Here Before, Internal Dialogue, Let Death Be My Weapon, Momentary Respite, My Reputation Precedes Me, On My Best Day, Reincarnated Companion, Telling Blow, To Me!, To Thine Own Self, Vigorous Victor","category":"feat","feat":["Heroic Scion Dedication"],"rarity":"rare","slug":"feat-8151"},{"skill_mod":{},"summary":"Your past and current enemies may know you by reputation, but spying on you with magic is much more difficult.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8152","weakness":{},"archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Avoid Fate's Gaze","trait":["Mythic"],"id":"feat-8152","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Avoid Fate's Gaze Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 77 Archetype Heroic Scion Prerequisites Heroic Scion Dedication --- Your past and current enemies may know you by reputation, but spying on you with magic is much more difficult. Whenever you attempt a saving throw against a scrying or effect, you do so at mythic proficiency. Scrying effects that attempt to observe you that don’t allow saving throws to resist (such as clairaudience or clairvoyance ) treat you as if you were concealed and actively trying to Hide or Sneak unless they are mythic as well.","category":"feat","feat":["Avoid Fate's Gaze"],"rarity":"common","slug":"feat-8152"},{"skill_mod":{},"summary":"You adapt quickly to new settings and terrains.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8153","weakness":{},"archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"I've Been Here Before","trait":["Exploration","Mythic"],"id":"feat-8153","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > I've Been Here Before Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 77 Archetype Heroic Scion Prerequisites Heroic Scion Dedication --- You adapt quickly to new settings and terrains. When you make your daily preparations in a region you’ve never visited before (such as a city, geographical region, or small demiplane, but not in a dungeon, structure, or other location that focuses on encounter mode play), you spend part of that time introspectively digging into the memories of your past life to get a feel for the adventure that awaits. Choose one of the following Exploration activities: Avoid Notice, Defend, Investigate, Scout, or Search. You perform that exploration activity at full speed rather than at half speed, and any skill check you attempt as a result of this Exploration activity is made at mythic proficiency. These benefits end as soon as you enter a new region, as determined by the GM.","category":"feat","feat":["I've Been Here Before"],"rarity":"common","slug":"feat-8153"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Fortune","Mythic"],"id":"feat-8154","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Internal Dialogue Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 78 Archetype Heroic Scion Frequency once per 10 minutes Prerequisites Heroic Scion Dedication Trigger You fail a skill check. --- Past experiences or even past selves whisper words of advice and encouragement when you need them. Roll an Incarnation Lore check and use that result instead of your failed skill check result.","feat":["Internal Dialogue"],"skill_mod":{},"summary":"Past experiences or even past selves whisper words of advice and encouragement when you need them.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic"],"level":14,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"trigger":"You fail a skill check.","resistance":{},"url":"/Feats.aspx?ID=8154","archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"name":"Internal Dialogue","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-8154"},{"skill_mod":{},"summary":"Long years of brave exploits haven’t gone unnoticed.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8155","weakness":{},"archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"My Reputation Precedes Me","trait":["Mythic"],"id":"feat-8155","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > My Reputation Precedes Me Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 78 Archetype Heroic Scion Prerequisites Heroic Scion Dedication --- Long years of brave exploits haven’t gone unnoticed. Whether you know just the right things to say or those you’re speaking with recognize you as a reincarnated hero, you gain a +2 circumstance bonus to Diplomacy checks made to Gather Information or Make An Impression, and to Intimidation checks made to Coerce. At 18th level, these circumstance bonuses increase to +3. If you spend a Mythic point when you attempt such a check, you do so at mythic proficiency.","category":"feat","feat":["My Reputation Precedes Me"],"rarity":"common","slug":"feat-8155"},{"skill_mod":{},"summary":"You’re not alone in having a legendary past life—so too does your companion.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Heroic Scion Dedication; familiar or nimble or savage animal companion","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8156","weakness":{},"archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Reincarnated Companion","trait":["Mythic"],"id":"feat-8156","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Reincarnated Companion Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 78 Archetype Heroic Scion Prerequisites Heroic Scion Dedication; familiar or nimble or savage animal companion --- You’re not alone in having a legendary past life—so too does your companion. This previous life might be the return of an animal companion or familiar a previous PC of yours had that perished, or it could be the reincarnation of an entirely different legendary creature. It could even be the returning spirit of a close friend or ally who stood by your side. If you have an animal companion, it gains one specialization of your choice. If you have a familiar, it gains two additional familiar abilities. If your fated companion is slain, you can replace it at no cost when you perform your daily preparations.","category":"feat","feat":["Reincarnated Companion"],"rarity":"common","slug":"feat-8156"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic"],"id":"feat-8157","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > To Thine Own Self Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 78 Archetype Heroic Scion Prerequisites Heroic Scion Dedication Trigger You fail a saving throw against an effect that would alter your memory or cause you to become controlled by another creature. --- Awareness of your past perils protects you from those who would manipulate your thoughts. Attempt to counteract the triggering effect using your Incarnation Lore modifier as your counteract modifier and half your level as your counteract rank.","feat":["To Thine Own Self"],"skill_mod":{},"summary":"Awareness of your past perils protects you from those who would manipulate your thoughts.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"level":14,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"trigger":"You fail a saving throw against an effect that would alter your memory or cause you to become controlled by another creature.","resistance":{},"url":"/Feats.aspx?ID=8157","archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"name":"To Thine Own Self","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-8157"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Concentrate","Mythic","Spellshape","Metamagic"],"id":"feat-8158","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Daunting Spell Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 78 Archetype Heroic Scion Prerequisites Heroic Scion Dedication --- Your enemies feel the inevitability of defeat once they feel the potency of your magic. If your next action is to Cast a Spell that allows a saving throw, your spell gains the emotion, fear, and mental traits. The spell gains the following success and failure effects in addition to any other effects it would normally have. If the target is your nemesis or an ally of your nemesis, use mythic proficiency to determine your spell’s attack bonus and save DC; if the spell has multiple targets, all targets must be your nemesis or allied with your nemesis for you to use mythic proficiency. Critical Success The target is unaffected by the daunting spell. Success The target is frightened 1. Failure The target is frightened 2 and stupefied 1 for as long as they remain frightened. If the daunting spell has a duration, the affected creature can’t reduce their frightened condition from this effect below 1 until the spell’s duration ends. Critical Failure As failure, but frightened 3 and stupefied 2.","feat":["Daunting Spell"],"skill_mod":{},"summary":"Your enemies feel the inevitability of defeat once they feel the potency of your magic.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic"],"level":16,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8158","archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"name":"Daunting Spell","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-8158"},{"skill_mod":{},"summary":"You recall your death in vivid detail, and the fear, pain, and uncertainty you suffered are blunted by the truth of your reincarnation.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":16,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8159","weakness":{},"archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Let Death Be My Weapon","trait":["Mythic"],"id":"feat-8159","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Let Death Be My Weapon Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 78 Archetype Heroic Scion Prerequisites Heroic Scion Dedication --- You recall your death in vivid detail, and the fear, pain, and uncertainty you suffered are blunted by the truth of your reincarnation. Pain and agony brought on by your foes can be endured and even turned back upon them when you feel yourself at death’s door. Whenever you have the doomed, dying, or wounded condition, you gain that condition’s value as a status bonus to damage rolls when you make melee or ranged weapon Strikes. If you have multiple conditions, only the highest value condition counts for setting the amount of this damage bonus. You also gain the following free action. ","category":"feat","feat":["Let Death Be My Weapon"],"rarity":"common","slug":"feat-8159"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Healing","Mythic"],"id":"feat-8160","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Momentary Respite Free Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 78 Archetype Heroic Scion Frequency once per day Prerequisites Heroic Scion Dedication Trigger You lose Hit Points from persistent damage. --- Your sense of destiny manifests as rapid physical healing. Spend a Mythic Point. You regain 8d8 Hit Points and remove any persistent damage condition affecting you. Until the end of your next turn, you’re immune to persistent damage (though you would take any other effects of an attack or spell that would also give you persistent damage).","feat":["Momentary Respite"],"skill_mod":{},"summary":"Your sense of destiny manifests as rapid physical healing.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic"],"level":16,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"trigger":"You lose Hit Points from persistent damage.","resistance":{},"url":"/Feats.aspx?ID=8160","archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"name":"Momentary Respite","actions_number":0,"category":"feat","actions":"Free Action","rarity":"common","slug":"feat-8160"},{"skill_mod":{},"summary":"Long years of success have not only shown you where your limits lie, they’ve expanded them.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":16,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8161","weakness":{},"archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Vigorous Victor","trait":["Mythic"],"id":"feat-8161","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Vigorous Victor Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 79 Archetype Heroic Scion Prerequisites Heroic Scion Dedication --- Long years of success have not only shown you where your limits lie, they’ve expanded them. You gain a +2 circumstance bonus to saving throws against effects that would cause you to become drained, enfeebled, fatigued, sickened, or slowed. Whenever you attempt such a save, you can spend a Mythic Point do so at mythic proficiency. The bonus increases to +3 at 18th level.","category":"feat","feat":["Vigorous Victor"],"rarity":"common","slug":"feat-8161"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic"],"id":"feat-8162","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > On My Best Day Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 79 Archetype Heroic Scion Frequency once per hour Prerequisites Heroic Scion Dedication --- Be they in your current life or your previous one, you’ve had many heroic moments that continue to inspire you. Even past failures or humiliations can become a source of inspiration—or at least, an opportunity to make up for a past error on this new day. Attempt an Incarnation Lore check against a very hard DC of your level. Critical Success You gain a +3 status bonus to AC and resistance to physical damage equal to your level until the end of your next turn. You can Sustain this effect for up to 1 minute. Success As critical success, but the status bonus is +2 and the resistance is equal to half your level. Failure You gain a +1 status bonus to AC until the end of your next turn. Critical Failure You gain a +1 status bonus to AC against the next attack made against you until the end of your next turn.","feat":["On My Best Day"],"skill_mod":{},"summary":"Be they in your current life or your previous one, you’ve had many heroic moments that continue to inspire you.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"level":18,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8162","archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"name":"On My Best Day","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-8162"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Flourish","Mythic"],"id":"feat-8163","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Telling Blow Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 79 Archetype Heroic Scion Prerequisites Heroic Scion Dedication --- Your determination empowers a telling blow to defeat your most powerful enemies. Spend a Mythic Point. Make a Strike at mythic proficiency. If the Strike hits, you deal an extra die of weapon damage. You can spend additional Mythic Points after determining the outcome of the attack to deal one more die of weapon damage per extra Mythic Point spent. If the target of your attack is your nemesis or an ally of your nemesis, you gain two die of weapon damage per extra Mythic Point spent. If you have no Mythic Points remaining after using this ability, you gain the fatigued condition.","feat":["Telling Blow"],"skill_mod":{},"summary":"Your determination empowers a telling blow to defeat your most powerful enemies.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic"],"level":18,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8163","archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"name":"Telling Blow","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-8163"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Auditory","Emotion","Mental","Mythic","Visual"],"id":"feat-8164","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > To Me! Two Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 79 Archetype Heroic Scion Frequency once per day Prerequisites Heroic Scion Dedication --- Two lives spent in adventuring groups has given you a special gift for bolstering party morale and pushing your allies to achieve greater ends when they work as a team. Spend a Mythic Point to rally your allies to your side to regroup or push your advantage. Stride and then make a melee Strike. As soon as your turn is over, your allies within 30 feet who can see and hear you may Stride in your direction as a free action, but don’t have to. Your allies control their own movement and may move in such a way as to avoid obstacles or creatures, but if they Stride, they must be at least 5 feet closer to you than where they were when they started by the end of this movement. If yours or an ally’s movement this round triggers reactions, you or your ally uses mythic proficiency to determine their AC or to attempt a saving throw to resist the reaction. If an ally is within melee range of the target of the Strike you made with this ability, that ally may also make a melee Strike against that enemy as a reaction instead of Striding toward you. Any Strikes from To Me! made against your nemesis, be they Strikes you make or Strikes made by allies, use mythic proficiency.","feat":["To Me!"],"skill_mod":{},"summary":"Two lives spent in adventuring groups has given you a special gift for bolstering party morale and pushing your allies to achieve greater ends when they work as a team.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Sense","Mechanics","Mythic"],"level":18,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8164","archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"name":"To Me!","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-8164"},{"skill_mod":{},"summary":"Whatever the explanation, you’re almost impossible to kill.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":20,"prerequisite":"Heroic Scion Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8165","weakness":{},"archetype":["Heroic Scion"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Eternal Hero","trait":["Mythic"],"id":"feat-8165","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Eternal Hero Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 79 Archetype Heroic Scion Prerequisites Heroic Scion Dedication --- You might be protected by divine intervention or the necessity of cosmic balance. You might be watched over by agents of destiny or fate. You could even be simply someone whose luck and skill have always worked together to ensure your triumph, no matter the odds you might face. Whatever the explanation, you’re almost impossible to kill. You reduce the DC of recovery checks by 1 (this is cumulative with the reduction from the Heroic Scion Dedication feat). Whenever your doomed condition would increase to 4 or more, it doesn’t increase. The first time each day you would be reduced to 0 Hit Points or outright killed by magical means, you instead remain at 1 Hit Point and become immune to all damage until the end of your next turn. If you finally do die, you can spend a Mythic Point as a free action to immediately reincarnate—manifesting in a new body with the same statistics (save for potential changes to your ancestry and ancestry feats) within 15 feet of where your death occurred. Each time you repeat this reincarnation, the cost to do so increases by 1, so that after your third reincarnation, you can no longer swiftly return (as no mythic character can ever have more than 3 Mythic Points at one time).","category":"feat","feat":["Eternal Hero"],"rarity":"common","slug":"feat-8165"},{"skill_mod":{},"summary":"The current of time shifts subtly in your field of view. You have learned to tread these temporal eddies, moving forward and pushing backward in small strokes.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Rarity"],"primary_source_category":"Adventure Paths","level":12,"source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8166","weakness":{},"archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","spoilers":"Revenge of the Runelords","name":"Timewracked Dedication","trait":["Destiny","Mythic","Rare"],"id":"feat-8166","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Timewracked Dedication May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 80 Archetype Timewracked --- The current of time shifts subtly in your field of view. You have learned to tread these temporal eddies, moving forward and pushing backward in small strokes—sometimes even gaining the ability to move your allies and enemies through time as you choose. Whether or not you’ll ever be fully restored to your proper timeline, you can’t predict—but until then you continue to manipulate your estrangement from time to move unseen, defy your opponents in combat, and occupy future or past versions of yourself to escape distress. With practice you could gain the ability to rehearse a speech at the same tie you deliver it or attack distant foes without spending the time to move between them. Eventually, you might gain the power to vanish from existence altogether while you hop forward and backward in time or even become immortal. Your Speed increases by 5 feet for each mode of movement available to you. You can spend a Mythic Point to roll any check made to determine your initiative at mythic proficiency. If your initiative roll result is tied with an opponent’s initiative roll, you can choose to go first. In addition, you gain the following reaction. Timewracked Dedication leads to... Be Right Back, Bolstered Recovery, Fracture Time Flow, Live Off Borrowed Time, Not This Time, Now You See Me, Preserve the Moment, Second Sight, Temporal Fury, Timelessness","category":"feat","feat":["Timewracked Dedication"],"rarity":"rare","slug":"feat-8166"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Concentrate","Manipulate","Mythic","Occult"],"id":"feat-8167","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Be Right Back Three Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 81 Archetype Timewracked Cost the Price of the chosen item Frequency once per day Prerequisites Timewracked Dedication --- You can manipulate time to produce an item in a seemingly impossible fashion. You flicker a few times as you make adjustments to your gear, then solidify again with a specific needed item that you purchased from an alternate timeline using coin you have on your person. This allows you to purchase a single common item with a level no higher than your level and its Bulk must be low enough that carrying it wouldn’t have made you encumbered. You must spend the standard amount to purchase the item, and this money must be carried on your person. You can be wearing or holding the item, as long as you have the required number of hands free, and if the item has the invested trait, you have already Invested in it, provided you haven’t reached your limit of invested items.","feat":["Be Right Back"],"skill_mod":{},"summary":"You can manipulate time to produce an item in a seemingly impossible fashion.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic","Tradition"],"cost":"the Price of the chosen item","level":14,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8167","archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"name":"Be Right Back","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-8167"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic","Occult"],"id":"feat-8168","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Live Off Borrowed Time Free Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 81 Archetype Timewracked Frequency once per minute Prerequisites Timewracked Dedication Trigger Your turn begins. --- You tap into the future to steal a bit of time from yourself a few seconds from now that you can use immediately. You become quickened for 1 round, and can use the extra action to take any basic or specialty basic 1-action action. You gain this extra action immediately and can use it this turn. At the end of your turn, you become slowed 1 and are immune to the quickened condition until the end of your next turn.","feat":["Live Off Borrowed Time"],"skill_mod":{},"summary":"You tap into the future to steal a bit of time from yourself a few seconds from now that you can use immediately.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Tradition"],"level":14,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=8168","archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"name":"Live Off Borrowed Time","actions_number":0,"category":"feat","actions":"Free Action","rarity":"common","slug":"feat-8168"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Flourish","Mythic","Occult"],"id":"feat-8169","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Now You See Me Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 81 Archetype Timewracked Prerequisites Timewracked Dedication --- You flash through several possible timelines as you move. Stride up to your Speed. This movement doesn’t provoke reactions, and you are concealed until the end of your turn. All creatures are off-guard to you until the end of your turn. You can use Now You See Me while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["Now You See Me"],"skill_mod":{},"summary":"You flash through several possible timelines as you move.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic","Tradition"],"level":14,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8169","archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"name":"Now You See Me","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-8169"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic","Prediction"],"id":"feat-8170","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Second Sight Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82 Archetype Timewracked Prerequisites Timewracked Dedication --- You peer into the next several seconds to watch the potential timelines around a nearby creature unfold. Spend a Mythic Point, then make a check to Recall Knowledge at mythic proficiency about a creature you can see. This check gains the following additional effects. Critical Success You learn all the actions the creature will take on its next turn (or in the first round of combat if combat hasn’t begun), such as “Stride toward Seelah” or “Cast shield .” These actions are locked in and the creature must attempt them, even if the situation changes, though it need not perform the actions in the order stated. For instance, if the creature locked in the actions “Stride toward Seelah,” “Make a longsword Strike against Seelah,” and “Raise a shield,” and Seelah spent her turn moving adjacent to the creature, the creature can make the longsword Strike as its first action if it wishes. If the creature is unable to fulfill an action it committed to, it loses that action as it reels from a temporal paradox. If the situation changes drastically (perhaps Seelah becomes invisible and the creature is unaware where Seelah is), the GM determines what happens. Success You gain one additional piece of information about the creature, as if you had critically succeeded at the Recall Knowledge check.","feat":["Second Sight"],"skill_mod":{},"summary":"You peer into the next several seconds to watch the potential timelines around a nearby creature unfold.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Mechanics"],"level":14,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8170","archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"name":"Second Sight","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-8170"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic","Occult"],"id":"feat-8171","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Temporal Fury Two Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82 Archetype Timewracked Prerequisites Timewracked Dedication --- You shift and skip through time, vanishing during your movement to appear in unexpected and advantageous locations for combat. Spend a Mythic Point. Strike, then Step up to 10 feet. This movement is affected normally by barriers and difficult terrain; you still move physically through the area, just so swiftly that it appears that you’ve teleported. Then, make another Strike. Apply your multiple attack penalty to both Strikes normally, but this second Strike is made at mythic proficiency and your target is off guard against it. Temporal Fury leads to... Echoing Fury","feat":["Temporal Fury"],"skill_mod":{},"summary":"You shift and skip through time, vanishing during your movement to appear in unexpected and advantageous locations for combat.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Tradition"],"level":14,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8171","archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"name":"Temporal Fury","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-8171"},{"skill_mod":{},"summary":"Whenever you rest, you recover with remarkable speed.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic"],"primary_source_category":"Adventure Paths","level":16,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8172","weakness":{},"archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Bolstered Recovery","trait":["Healing","Mythic"],"id":"feat-8172","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Bolstered Recovery Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82 Archetype Timewracked Prerequisites Timewracked Dedication --- Whenever you rest, you recover with remarkable speed. Double the number of Hit Points you regain and the amount by which condition values are reduced from a full night’s rest. You gain the following action. ","category":"feat","feat":["Bolstered Recovery"],"rarity":"common","slug":"feat-8172"},{"skill_mod":{},"summary":"You cheat the rules of time to co-locate during your attack.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":16,"prerequisite":"Temporal Fury","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8173","weakness":{},"archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Echoing Fury","trait":["Mythic"],"id":"feat-8173","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Echoing Fury Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82 Archetype Timewracked Prerequisites Temporal Fury --- You cheat the rules of time to co-locate during your attack. When you use Temporal Fury, your Step can be up to 15 feet. If your second Strike is against the same creature as your first Strike, your second Strike deals an additional die of weapon damage; if both Strikes hit, you combine their damage for the purpose of resistances and weaknesses.","category":"feat","feat":["Echoing Fury"],"rarity":"common","slug":"feat-8173"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic","Occult"],"id":"feat-8174","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Preserve the Moment Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82 Archetype Timewracked Frequency once per day Prerequisites Timewracked Dedication Trigger Your turn ends. --- Sometimes, your actions are so successful and impressive that it’s worth going back to them. Note the actions you took during the turn that just ended (excepting the reaction you used to trigger Preserve the Moment), including the die roll results (not the actual check results). Die rolls you made as a result of others’ actions on you or from the environment are not recorded. For example, if you Stride up to a firewyrm, roll a basic Reflex save against its intense heat aura, then Strike the firewyrm with a longsword, and then Climb up an adjacent wall, when you activate Preserve the Moment you record only the Stride action, the Strike action (and the die roll result you roll for the Strike), and the Climb action (and the die roll result you roll for the Athletics check to do so); you do not record your Reflex save against the aura’s effects. Preserve the Moment works best, as a result, when the actions you take are relatively standard and when rolls associated with those are high rolls. You gain the following reaction, which you can use once during the next 24 hours. ","feat":["Preserve the Moment"],"skill_mod":{},"summary":"Sometimes, your actions are so successful and impressive that it’s worth going back to them.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Tradition"],"level":16,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"trigger":"Your turn ends.","resistance":{},"url":"/Feats.aspx?ID=8174","archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"name":"Preserve the Moment","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-8174"},{"skill_mod":{},"summary":"Your ability to interact with and even observe the flow of time allows you to fracture it slightly in a localized place whenever you land a particularly solid blow on a foe.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic","Tradition"],"primary_source_category":"Adventure Paths","level":18,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8175","weakness":{},"archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Fracture Time Flow","trait":["Incapacitation","Mythic","Occult"],"id":"feat-8175","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Fracture Time Flow Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 83 Archetype Timewracked Prerequisites Timewracked Dedication --- Your ability to interact with and even observe the flow of time allows you to fracture it slightly in a localized place whenever you land a particularly solid blow on a foe. Whenever you achieve a critical success with a Strike, the target of that Strike must also attempt a Will save against your class DC or spell DC, whichever is higher. Critical Success The target is unaffected by the fractured timeflow. Success The target is slowed 1 for 1 round. Failure The target is slowed 2 for 1 round. Critical Failure The target is stunned 3, then slowed 2 for 1 round after they recover from being stunned.","category":"feat","feat":["Fracture Time Flow"],"rarity":"common","slug":"feat-8175"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic","Occult"],"id":"feat-8176","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Not This Time Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 83 Archetype Timewracked Prerequisites Timewracked Dedication Trigger A creature targets you with a single-target spell or ability that you defend against with a saving throw or your AC. --- You reflexively attempt to cycle a creature’s timeline briefly to a reality where it’s less able to succeed. Spend a Mythic Point. The creature that targets you must then attempt a Will save against your class DC or spell DC at mythic proficiency, whichever is higher. Critical Success The spell or ability affects you normally. Success The creature’s attempt to target you is slightly hindered. If your AC is being targeted, you gain a +2 circumstance bonus to your AC. If you need to attempt a saving throw, you gain a +2 circumstance bonus to the save. Failure The creature’s attempt to target you is significantly hindered. If your AC is being targeted, you gain a +2 circumstance bonus to your AC, and a critical hit against you becomes a normal hit. If you need to attempt a saving throw, you gain a +2 circumstance bonus to the save, and if you critically fail, you fail instead. Critical Failure The creature’s attempt to target you fails, and the actions it used to make the attempt are wasted.","feat":["Not This Time"],"skill_mod":{},"summary":"You reflexively attempt to cycle a creature’s timeline briefly to a reality where it’s less able to succeed.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Tradition"],"level":18,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"trigger":"A creature targets you with a single-target spell or ability that you defend against with a saving throw or your AC.","resistance":{},"url":"/Feats.aspx?ID=8176","archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"name":"Not This Time","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-8176"},{"skill_mod":{},"summary":"Time travelers are rare, but even among them your isolation from time is unique.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":20,"prerequisite":"Timewracked Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8177","weakness":{},"archetype":["Timewracked"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Timelessness","trait":["Mythic"],"id":"feat-8177","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Timelessness Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 83 Archetype Timewracked Prerequisites Timewracked Dedication --- Time travelers are rare, but even among them your isolation from time is unique. As long as you remain timewracked, you do not age and cannot die of natural causes. You’re immune to hostile spells and effects related to time or aging, as well as the slowed condition (except for when you gain the slowed condition through this mythic destiny). You reduce the DC of recovery checks by 1. Whenever you roll a flat check to end persistent damage, you roll twice and choose your desired result; this is a fortune effect. In addition, your intimate knowledge of the flow of time gives you a measure of influence over the attempt of another to manipulate it. Whenever an enemy creature that you are aware of and who is within 60 feet of you gains the quickened condition, you gain the quickened condition for 1 round. The actions available to you from the acquired condition are the same as those granted by the ability that quickens your enemy.","category":"feat","feat":["Timelessness"],"rarity":"common","slug":"feat-8177"},{"skill_mod":{},"summary":"When you became infused with a shard of the god of war, you knew in your gut that your destiny would be one for the ages—yet you may not, at first, know the exact way such a destiny would play out.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Rarity"],"primary_source_category":"Adventure Paths","level":12,"source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8178","weakness":{},"archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","spoilers":"Revenge of the Runelords","name":"Warshard Warrior Dedication","trait":["Destiny","Mythic","Rare"],"id":"feat-8178","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Warshard Warrior Dedication May contain spoilers from Revenge of the Runelords Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 84 Archetype Warshard Warrior --- When you became infused with a shard of the god of war, you knew in your gut that your destiny would be one for the ages—yet you may not, at first, know the exact way such a destiny would play out. If you still carry the warshard that empowered you, you might carry it as a token or wear it as jewelry—if indeed it’s not simply embedded into your body. Regardless, the warshard itself no longer has any intrinsic power of its own, and even if you toss the warshard aside, its gifts do not leave you, nor can another benefit from them. If you throw the warshard away or lose it, your destiny remains unaltered; you have, in effect, become the warshard itself. This power manifests through a weapon you wield. When you make your daily preparations, choose one weapon in your possession in which you have at least expert proficiency. That weapon becomes your warshard weapon until you choose a different weapon in your possession during another of your daily preparations. You can choose a mundane nonmagical weapon, a weapon with magical runes, one made of an unusual material, or even a specific magic weapon such as a storm flash or a bloodletting kukri, but not an intelligent weapon or an artifact like the bastard sword Serithtial or one of the seven swords of sin. While you don’t lose access to your warshard warrior feats if your warshard weapon is taken from you or destroyed, note that several of this destiny’s feats require you to be wielding your warshard weapon. You can etch or remove runes from a warshard weapon normally. You can have only one warshard weapon at a time. Your gain the Mythic Strike feat, but you can only use it with your warshard weapon. Whenever you make a Strike with your warshard weapon at mythic proficiency, you double the amount of additional damage you deal with the weapon specialization class feature. When you make Crafting checks to Repair your warshard weapon, your treat your proficiency rank in Crafting as legendary for determining how many Hit Points you restore to the item; in addition, if your Crafting result is a critical failure, you get a failure instead. You also gain the following action. Warshard Warrior Dedication leads to... Athlete's Ally, Divide and Conquer, Final Shot Knows the Way, I Am the Weapon, Indomitable Shot, Lightless Sight, Prescient Parry, Steadfast Grip, Throw and Catch, Transmute Weapon, Warshard Rune","category":"feat","feat":["Warshard Warrior Dedication"],"rarity":"rare","slug":"feat-8178"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Magical","Mythic"],"id":"feat-8179","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Athlete's Ally Single Action Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication Requirements You're wielding your warshard weapon. --- You channel the power of your warshard through your weapon to better perform athletic maneuvers. Spend a Mythic Point. For 1 minute, when you attempt Athletics checks to Disarm, Grapple, Reposition, Shove, or Trip with your warshard weapon, you do so at mythic proficiency. Note that this ability doesn’t grant additional weapon traits to your weapon, so your options for which of these maneuvers you can attempt might be limited by your weapon’s existing traits.","feat":["Athlete's Ally"],"skill_mod":{},"summary":"You channel the power of your warshard through your weapon to better perform athletic maneuvers.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic"],"level":14,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"requirement":"You're wielding your warshard weapon.","resistance":{},"url":"/Feats.aspx?ID=8179","archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"name":"Athlete's Ally","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-8179"},{"skill_mod":{},"summary":"You gain darkvision as long as you wield your warshard weapon.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8180","weakness":{},"archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Lightless Sight","trait":["Mythic"],"id":"feat-8180","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Lightless Sight Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication --- You gain darkvision as long as you wield your warshard weapon; if you already have darkvision, it becomes greater darkvision. You also gain the following ability. ","category":"feat","feat":["Lightless Sight"],"rarity":"common","slug":"feat-8180"},{"skill_mod":{},"summary":"The connection you have with your warshard weapon strengthens it and assists you in maintaining your grip on it in battle.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8181","weakness":{},"archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Steadfast Grip","trait":["Mythic"],"id":"feat-8181","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Steadfast Grip Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication --- The connection you have with your warshard weapon strengthens it and assists you in maintaining your grip on it in battle. Your DCs against attempts made to Disarm, Steal, or otherwise remove your warshard weapon from your possession are calculated at mythic proficiency. When you designate a warshard weapon, its Hardness increases by an amount equal to half your level, and its Hit Points increase by an amount equal to your level for as long as it is your warshard weapon.","category":"feat","feat":["Steadfast Grip"],"rarity":"common","slug":"feat-8181"},{"skill_mod":{},"summary":"When you choose a warshard weapon during daily preparations, you can transform the material it’s composed of so that the weapon is made of a precious material.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8182","weakness":{},"archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Transmute Weapon","trait":["Mythic"],"id":"feat-8182","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Transmute Weapon Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 86 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication --- When you choose a warshard weapon during daily preparations, you can transform the material it’s composed of so that the weapon is made of a precious material (like adamantine, dawnsilver, or cold iron). The material and quality of the material you select must be of a level equal to or less than your character level. You can transmute the weapon into a standard-grade item of that material only if the weapon is at least level 9. You can transmute the weapon into high-grade item of that material only if the weapon is at least level 15.","category":"feat","feat":["Transmute Weapon"],"rarity":"common","slug":"feat-8182"},{"skill_mod":{},"summary":"When you choose a warshard weapon during your daily preparations, you can empower it with an additional magical effect.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8183","weakness":{},"archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"Warshard Rune","trait":["Mythic"],"id":"feat-8183","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Warshard Rune Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 86 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication --- When you choose a warshard weapon during your daily preparations, you can empower it with an additional magical effect. Choose one common weapon property rune that’s of a level equal to or lower than your level. That rune is applied to your warshard weapon as if it were etched onto it normally, but this weapon property does not count against the normal maximum number of property runes a weapon can have. If you empower a weapon with a property rune of the same type, only the highest-level one applies. This additional rune functions only when you wield your warshard weapon and have at least 1 unspent Mythic Point; otherwise, the rune becomes dormant until these conditions are met.","category":"feat","feat":["Warshard Rune"],"rarity":"common","slug":"feat-8183"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic"],"id":"feat-8184","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Divide and Conquer Two Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 86 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication Requirements You are wielding a melee warshard weapon. --- When you face multiple foes, you wield your warshard weapon with vigor. Spend 1 Mythic Point, then Step to a space where you threaten at least two opponents with your warshard weapon. Attempt two Strikes at mythic proficiency, each against a different target. If you hit with both Strikes, you gain an additional effect based on the type of damage you inflict with your weapon. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them. If your weapon doesn’t deal one of these three damage types, you can’t use it to Divide and Conquer, and if you deal two different types of damage to each target, you don’t gain any additional effect. • Bludgeoning You knock your enemies around. Each damaged target becomes off-guard until the start of your next turn. • Piercing Your strikes punch through your enemies, leaving bloody wounds. Each damaged target takes 1d8 persistent bleed damage. • Slashing Your slashes leave particularly painful wounds. Each damaged target becomes sickened 2.","feat":["Divide and Conquer"],"skill_mod":{},"summary":"When you face multiple foes, you wield your warshard weapon with vigor.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"level":16,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding a melee warshard weapon.","resistance":{},"url":"/Feats.aspx?ID=8184","archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"name":"Divide and Conquer","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-8184"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Attack","Mythic"],"id":"feat-8185","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Indomitable Shot Two Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 86 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication Requirements You are wielding a ranged warshard weapon. --- You can fire a single shot that penetrates multiple foes. Spend 1 Mythic Point, then fire a single shot from your ranged warshard weapon. You inflict your weapon’s damage on all creatures in a line, to a maximum distance equal to your weapon’s maximum range or until the line hits a solid object that’s either thicker than 5 feet or has a Hardness in excess of 20, whichever comes first. Each creature in the area attempts a basic Reflex save against your class DC or spell DC, whichever is higher, calculated at mythic proficiency. For each range increment beyond the first, a creature gains a cumulative +2 circumstance bonus to their Reflex save. This ability counts as two attacks when calculating your multiple attack penalty.","feat":["Indomitable Shot"],"skill_mod":{},"summary":"You can fire a single shot that penetrates multiple foes.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic"],"level":16,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding a ranged warshard weapon.","resistance":{},"url":"/Feats.aspx?ID=8185","archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"name":"Indomitable Shot","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-8185"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Manipulate","Mythic"],"id":"feat-8186","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Prescient Parry Reaction Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 87 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication Trigger You are targeted by a melee or ranged Strike with a weapon. Requirements You are wielding your warshard weapon. --- Spend a Mythic Point. Your warshard weapon intervenes at the last second, rising to deflect the incoming blow. For this attack, calculate your AC at mythic proficiency, then add any item bonus from your weapon to that value. If the attack misses and the target is within your reach, or if your warshard weapon is a ranged weapon and the target is within the weapon’s first range increment, you can Strike the creature who made the triggering attack with your warshard weapon.","feat":["Prescient Parry"],"skill_mod":{},"summary":"Your warshard weapon intervenes at the last second, rising to deflect the incoming blow.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mechanics","Mythic"],"level":16,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding your warshard weapon.","trigger":"You are targeted by a melee or ranged Strike with a weapon.","resistance":{},"url":"/Feats.aspx?ID=8186","archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"name":"Prescient Parry","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-8186"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic","Press"],"id":"feat-8187","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Final Shot Knows the Way Two Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 87 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication Requirements You are wielding a ranged warshard weapon and used it to make a ranged Strike against a foe this round. --- You judge a foe’s defenses after attacking them and channel that knowledge into your warshard weapon and its ammunition. Spend a Mythic Point, then Stride twice. At any point during this movement, attempt a ranged Strike at mythic proficiency with your warshard weapon against the same foe you already attacked this round. This Strike ignores any modifiers from cover or concealment the target may have, as the ammunition weaves and twists through the air in an impossible flight. All penalties from range increments are negated during this Strike. If this shot hits its target, the target is so astounded by the shot that they become off-guard until the end of your next turn.","feat":["Final Shot Knows the Way"],"skill_mod":{},"summary":"You judge a foe’s defenses after attacking them and channel that knowledge into your warshard weapon and its ammunition.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic","Mechanics"],"level":18,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding a ranged warshard weapon and used it to make a ranged Strike against a foe this round.","resistance":{},"url":"/Feats.aspx?ID=8187","archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"name":"Final Shot Knows the Way","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-8187"},{"primary_source_category":"Adventure Paths","source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Revenge of the Runelords","trait":["Mythic"],"id":"feat-8188","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Throw and Catch Two Actions Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 87 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication Requirements You are wielding a melee warshard weapon. --- You hurl your warshard weapon at an opponent, even though the weapon isn’t designed to be thrown. Spend a Mythic Point. Your weapon gains the thrown trait with a range increment of 40 feet; if your weapon already has the thrown trait, increase its range increment by 40 feet. Make a ranged Strike at mythic proficiency at an opponent within range. For this ranged Strike, apply your full Strength modifier to the damage, as if it were a melee Strike. After the Strike resolves, the weapon flies back to your hand, and you can then attempt a melee Strike (at your normal proficiency, not mythic proficiency) against a target in reach of your weapon. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks.","feat":["Throw and Catch"],"skill_mod":{},"summary":"You hurl your warshard weapon at an opponent, even though the weapon isn’t designed to be thrown.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"level":18,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding a melee warshard weapon.","resistance":{},"url":"/Feats.aspx?ID=8188","archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"name":"Throw and Catch","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-8188"},{"skill_mod":{},"summary":"Your supernatural bond with your weapon infuses it with a powerful echo of your sentience, your memory, and even fragments of your very soul.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Mythic"],"primary_source_category":"Adventure Paths","level":20,"prerequisite":"Warshard Warrior Dedication","source_category":["Adventure Paths"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8189","weakness":{},"archetype":["Warshard Warrior"],"source_group":["Revenge of the Runelords"],"primary_source_group":"Revenge of the Runelords","name":"I Am the Weapon","trait":["Mythic"],"id":"feat-8189","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > I Am the Weapon Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 87 Archetype Warshard Warrior Prerequisites Warshard Warrior Dedication --- Your supernatural bond with your weapon infuses it with a powerful echo of your sentience, your memory, and even fragments of your very soul. When you would be killed while wielding your warshard weapon, you instead disappear and your warshard weapon falls to the ground. You reappear adjacent to your warshard weapon as soon as any sapient creature picks it up. If the creature is a close ally (such as another PC), you return to life with only 1 Hit Point. However, if a stranger does so, you return to life with full Hit Points. At your discretion, you can delay your return to life for up to 24 hours after a creature picks up the weapon, but you still return to life adjacent to your weapon (or as close to it as possible). If no one picks up your weapon within a week of your death, your soul enters the River of Souls, and you can be brought back to life using other means. No matter how you're brought back to life, you can Call Warshard Weapon as a free action as soon as you regain consciousness. Alternatively, if no one picks up your warshard weapon within a week of your death, you can choose to fuse with your weapon rather than entering the River of Souls. You can no longer be brought back to life, but your soul remains bound to the weapon, and together you are an intelligent item, gaining the same Perception modifier, senses, communication, languages, attribute modifiers, and Will save as you. You retain the same Intelligence-, Wisdom-, and Charisma-based skills. You must still be carried and wielded, and your options are now limited to actions you can take as an intelligent item. You no longer gain or can spend Mythic Points, but as a weapon, you are still mythic. You can spend your actions to attack using the attack modifier with your warshard weapon you had in life, but your damage bonus uses the Strength modifier of your wielder instead of the Strength modifier you had in life. You gain the Impart Martial Wisdom action below, and you might gain other powers at the GM’s discretion, such as the ability to influence or even control your wielder. If you’re destroyed in this weapon form, your soul moves on to the River of Souls and you can be brought back to life using other means, but you must designate a new warshard weapon normally thereafter. Activate—Impart Martial Wisdom Two Actions (concentrate, mythic, prediction) Frequency once per 10 minutes; Effect You call upon your experience in battle to see how best to attack a foe and give that knowledge to your wielder. Your wielder makes a Strike against a creature within reach or within your first range increment at mythic proficiency. This Strike ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.","category":"feat","feat":["I Am the Weapon"],"rarity":"common","slug":"feat-8189"},{"access":"Character follows the ways of Sangpotshi or studies texts and lore containing Sangpotshi secrets","primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","skill":["Occultism","Occultism"],"legacy_id":["feat-5243"],"trait":["General","Skill","Uncommon"],"id":"feat-8190","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Calm and Centered May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 286 Prerequisites Master in Occultism Access Character follows the ways of Sangpotshi or studies texts and lore containing Sangpotshi secrets --- Your occult connection to the world helps you deal with being frightened or stupefied. When your frightened or stupefied condition values would decrease, decrease the value by 2.","feat":["Calm and Centered"],"skill_mod":{},"summary":"Your occult connection to the world helps you deal with being frightened or stupefied .","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Master in Occultism","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8190","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Calm and Centered","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8190"},{"access":"Character follows the ways of Sangpotshi or studies texts and lore containing Sangpotshi secrets","primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","skill":["Occultism","Occultism"],"legacy_id":["feat-5244"],"trait":["Concentrate","Emotion","General","Mental","Skill","Uncommon"],"id":"feat-8191","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Comforting Presence Reaction May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 286 Prerequisites Master in Occultism Access Character follows the ways of Sangpotshi or studies texts and lore containing Sangpotshi secrets Trigger An adjacent ally becomes frightened or stupefied. --- Your occult connection to your allies lets you take on fear and confusion they feel. Focus on your calmness and pull in nearby allies’ emotions. Reduce the frightened and stupefied condition values of adjacent allies by 1, and increase your frightened and stupefied condition values by the same amount.","feat":["Comforting Presence"],"skill_mod":{},"summary":"Your occult connection to your allies lets you take on fear and confusion they feel. ","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Feat","Rarity"],"level":10,"prerequisite":"Master in Occultism","source_category":["Adventure Paths"],"trigger":"An adjacent ally becomes frightened or stupefied .","resistance":{},"url":"/Feats.aspx?ID=8191","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Comforting Presence","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-8191"},{"access":"Character follows the ways of Sangpotshi or studies texts and lore containing Sangpotshi secrets","primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","skill":["Occultism","Occultism"],"legacy_id":["feat-5245"],"trait":["General","Secret","Skill","Uncommon"],"id":"feat-8192","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Go With the Flow Reaction May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 287 Frequency once per day Prerequisites Master in Occultism Access Character follows the ways of Sangpotshi or studies texts and lore containing Sangpotshi secrets Trigger A creature detects your attempt to Impersonate, and you’re within 30 feet of at least one other creature. --- You have an occult connection to the world that helps you blend in with the cacophony of life around you. Attempt an Occultism check against the creature’s Perception DC. On a success, the creature mistakenly identifies another creature within 30 feet of you as you instead.","feat":["Go With the Flow"],"skill_mod":{},"summary":"You have an occult connection to the world that helps you blend in with the cacophony of life around you.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Feat","Mechanics","Rarity"],"level":7,"prerequisite":"Master in Occultism","source_category":["Adventure Paths"],"trigger":"A creature detects your attempt to Impersonate , and you’re within 30 feet of at least one other creature.","resistance":{},"url":"/Feats.aspx?ID=8192","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Go With the Flow","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-8192"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5247"],"trait":["Fortune","Rare","Reincarnated","Universal Ancestry"],"id":"feat-8193","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Let's Try That Again Reaction May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 319 Frequency once per day Trigger You fail a skill check. --- You feel a sense of deja vu when you’ve made a mistake, almost as if you weren’t so careless in a past life and could certainly do better if given another chance. Reroll the triggering skill check and use the new result, even if it’s worse than your first roll.","feat":["Let's Try That Again"],"skill_mod":{},"summary":"You feel a sense of deja vu when you’ve made a mistake, almost as if you weren’t so careless in a past life and could certainly do better if given another chance.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","AoN-Special","Ancestry"],"level":1,"source_category":["Adventure Paths"],"trigger":"You fail a skill check.","resistance":{},"url":"/Feats.aspx?ID=8193","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Let's Try That Again","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-8193"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5248"],"trait":["Downtime","Rare","Reincarnated","Universal Ancestry"],"id":"feat-8194","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Restricted\" > Like a Roach May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 319 PFS Note This feat is not available for PFS play. --- Living with the bare necessities isn’t terribly hard for someone who has defied death, and like a cockroach, you always know how to survive. When you Subsist during downtime, the DC for your skill check is reduced by 2. You don’t need a minimum proficiency rank to Subsist in unusual environments, nor do you take a –5 penalty if you Subsist after 8 hours or less of exploration.","feat":["Like a Roach"],"skill_mod":{},"summary":"Living with the bare necessities isn’t terribly hard for someone who has defied death, and like a cockroach, you always know how to survive.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","AoN-Special","Ancestry"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8194","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Like a Roach","category":"feat","pfs":"Restricted","rarity":"rare","slug":"feat-8194"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5249"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8195","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Weight of Experience May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 319 --- The experience you’ve accumulated over multiple lifetimes envelops you like a weighted blanket, providing comfort and bestowing confidence under pressure. You gain the trained proficiency rank in one skill of your choice and the Assurance skill feat in that skill as a bonus feat.","feat":["Weight of Experience"],"skill_mod":{},"summary":"The experience you’ve accumulated over multiple lifetimes envelops you like a weighted blanket, providing comfort and bestowing confidence under pressure.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8195","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Weight of Experience","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8195"},{"legacy_name":["Wisdom from Another Life"],"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5250"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8196","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Wisdom From Another Life May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 319 --- You absorbed a wide variety of facts before you died, and your soul still remembers slivers of this precious knowledge. You gain the trained proficiency rank in one skill of your choice and the Additional Lore skill feat as a bonus feat.","feat":["Wisdom From Another Life"],"skill_mod":{},"summary":"You absorbed a wide variety of facts before you died, and your soul still remembers slivers of this precious knowledge.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8196","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Wisdom From Another Life","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8196"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5251"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8197","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Animal Soul Siblings May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 319 --- Your eyes have been opened to the spiritual essence suffusing the world. You gain speak with animals as a primal innate spell that you can cast once per day. You get a +1 circumstance bonus to Diplomacy checks to Gather Information from animals. Animal Soul Siblings leads to... Plant Soul Siblings","feat":["Animal Soul Siblings"],"skill_mod":{},"summary":"Your eyes have been opened to the spiritual essence suffusing the world.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":1,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8197","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Animal Soul Siblings","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8197"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5252"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8198","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Restricted\" > Empathy Incarnate May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 319 PFS Note This feat is not available for PFS play. --- Reincarnation has given you a compassionate perspective and enabled you to relate to almost everyone you speak with, putting them at ease and quickly generating trust. Whenever you attempt a Diplomacy check to Make An Impression or Request something, the DC is reduced by 2, and if the creature you’re speaking with is lower level than you, any success is a critical success. Whenever you attempt a Diplomacy check to Gather Information, you can’t critically fail.","feat":["Empathy Incarnate"],"skill_mod":{},"summary":"Reincarnation has given you a compassionate perspective and enabled you to relate to almost everyone you speak with, putting them at ease and quickly generating trust.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8198","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Empathy Incarnate","category":"feat","pfs":"Restricted","rarity":"rare","slug":"feat-8198"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5253"],"trait":["Downtime","Rare","Reincarnated","Universal Ancestry"],"id":"feat-8199","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > I've Had Many Jobs May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 319 --- Finding and excelling at odd jobs is child’s play to one who has worked many occupations during many lives. When you attempt to Earn Income, you function as if you were trained in the skill used. If you’re at least an expert in the skill used, the DC for your skill check is reduced by 2.","feat":["I've Had Many Jobs"],"skill_mod":{},"summary":"Finding and excelling at odd jobs is child’s play to one who has worked many occupations during many lives. ","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","AoN-Special","Ancestry"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8199","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"I've Had Many Jobs","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8199"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5254"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8200","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > Reincarnated Ridiculer May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 319 --- You’ve practiced the art of taunting an enemy, ensuring they know death will only make you stronger. When you Demoralize an opponent, the target doesn’t become temporarily immune to your attempts to Demoralize it unless you critically fail the check. If the target critically hit you with a Strike on its previous turn, the DC for this check is reduced by 4.","feat":["Reincarnated Ridiculer"],"skill_mod":{},"summary":"You’ve practiced the art of taunting an enemy, ensuring they know death will only make you stronger.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8200","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Reincarnated Ridiculer","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8200"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5255"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8201","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > Sleep of the Reborn May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 --- Philosophers compare the cycle of life, death, and rebirth to sleeping, dreaming, and waking. You take it to another level by reliving previous lives in dreams, always waking invigorated and thankful for a new chance at life. Whenever you rest for 8 hours, you gain the effects of a long-term rest. If you’re an ancestry that neither sleeps nor dreams, you still receive this benefit by entering a reflective, meditative state during rest.","feat":["Sleep of the Reborn"],"skill_mod":{},"summary":"Philosophers compare the cycle of life, death, and rebirth to sleeping, dreaming, and waking. ","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":5,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8201","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Sleep of the Reborn","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8201"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5256"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8202","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Restricted\" > Lingering Echoes May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 PFS Note This feat is not available for PFS play. --- Not everyone is reincarnated, and you feel a strong connection with the spiritual echoes of those who didn’t receive the same opportunity as you. You gain talking corpse as an occult innate spell that you can cast once per day. You can ask a fourth question of a corpse when you cast this spell. The corpse attempts its Will save against your spell DC or your class DC, whichever is higher.","feat":["Lingering Echoes"],"skill_mod":{},"summary":"Not everyone is reincarnated, and you feel a strong connection with the spiritual echoes of those who didn’t receive the same opportunity as you.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8202","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Lingering Echoes","category":"feat","pfs":"Restricted","rarity":"rare","slug":"feat-8202"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5257"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8203","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Limited\" > Plant Soul Siblings May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 Prerequisites Animal Soul Siblings --- You’re now able to connect with the spirits present in the greenery of the natural world. You gain speak with plants as a primal innate spell that you can cast once per day. You get a +2 circumstance bonus to Diplomacy checks to Gather Information from animals or plants. Plant Soul Siblings leads to... Stone Soul Siblings","feat":["Plant Soul Siblings"],"skill_mod":{},"summary":"You’re now able to connect with the spirits present in the greenery of the natural world. ","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":9,"prerequisite":"Animal Soul Siblings","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8203","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Plant Soul Siblings","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8203"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5258"],"trait":["Downtime","Rare","Reincarnated","Universal Ancestry"],"id":"feat-8204","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Limited\" > Rapid Retraining May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 --- Some feel trapped by their choices and have a tough time reinventing themselves. To you, this dilemma is just a natural part of reincarnation. Retraining other feats or skill increases during downtime only takes 4 days instead of a week, and class features that require a choice can be retrained in a week instead of a month. You also never need to find a teacher to retrain, as the memories of abilities you possessed in past lives are superior to any instructor.","feat":["Rapid Retraining"],"skill_mod":{},"summary":"Some feel trapped by their choices and have a tough time reinventing themselves.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","AoN-Special","Ancestry"],"level":9,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8204","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Rapid Retraining","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8204"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5259"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8205","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Limited\" > You Seem Somewhat Familiar Reaction May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 Trigger You succeed or critically succeed at a Recall Knowledge check about a creature. --- You fought hundreds of foes in your various past lives, and now and then, something about a new opponent tugs at your memory, almost as if you defeated their grandparent long ago. You get a +2 circumstance bonus to your next attack roll, damage roll, or saving throw against this creature. You only receive this bonus once per creature.","feat":["You Seem Somewhat Familiar"],"skill_mod":{},"summary":"You fought hundreds of foes in your various past lives, and now and then, something about a new opponent tugs at your memory, almost as if you defeated their grandparent long ago.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":9,"source_category":["Adventure Paths"],"trigger":"You succeed or critically succeed at a Recall Knowledge check about a creature.","resistance":{},"url":"/Feats.aspx?ID=8205","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"You Seem Somewhat Familiar","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-8205"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5260"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8206","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Limited\" > Clinging to Life Free Action May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 Frequency once per day Trigger You are reduced to 0 HP and don’t immediately die. --- This life still holds much for you, and you aren’t ready to fall back into the River of Souls just yet. When you’re reduced to 0 Hit Points and not immediately killed, you go to 1 Hit Point instead, fall prone, and are unconscious, and you don’t gain the wounded condition.","feat":["Clinging to Life"],"skill_mod":{},"summary":"This life still holds much for you, and you aren’t ready to fall back into the River of Souls just yet.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":13,"source_category":["Adventure Paths"],"trigger":"You are reduced to 0 HP and don’t immediately die.","resistance":{},"url":"/Feats.aspx?ID=8206","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Clinging to Life","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"rare","slug":"feat-8206"},{"legacy_name":["I sense Malevolence"],"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5261"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8207","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Limited\" > I Sense Malevolence May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 --- Your time in the River of Souls has given you deep insight into the machinations of those who refuse to move on. You gain spirit sense as a 6th-rank occult innate spell that you can cast once per day.","feat":["I Sense Malevolence"],"skill_mod":{},"summary":"Your time in the River of Souls has given you deep insight into the machinations of those who refuse to move on.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8207","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"I Sense Malevolence","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8207"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5262"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8208","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Limited\" > Linguistic Revival May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 --- You achieved fluency in different languages with each reincarnation, and your brain remembers much of the grammar, idioms, and obscenities that you spouted in old lives. You gain truespeech as a 5th-rank occult innate spell that you can cast once a day on only yourself. While the spell is active, you get a +2 circumstance bonus to Diplomacy checks while speaking to a creature in a language other than Common.","feat":["Linguistic Revival"],"skill_mod":{},"summary":"You achieved fluency in different languages with each reincarnation, and your brain remembers much of the grammar, idioms, and obscenities that you spouted in old lives.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8208","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Linguistic Revival","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8208"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5263"],"trait":["Concentrate","Rare","Reincarnated","Universal Ancestry"],"id":"feat-8209","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Limited\" > Pain is Temporary Two Actions May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 Frequency once per 10 minutes --- Sangpotshi practitioners know that suffering is a fleeting sensation that ultimately strengthens the soul and prepares it for a new reincarnation. Bolstered by this understanding, you’ve learned to temporarily steel yourself against all forms of pain. You gain resistance 10 to all damage until the end of your next turn.","feat":["Pain is Temporary"],"skill_mod":{},"summary":"Sangpotshi practitioners know that suffering is a fleeting sensation that ultimately strengthens the soul and prepares it for a new reincarnation.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","AoN-Special","Ancestry"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8209","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Pain is Temporary","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"feat-8209"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5264"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8210","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Limited\" > Stone Soul Siblings May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 Prerequisites Plant Soul Siblings --- Your connection with nature’s spirits has progressed to the point where you can even have casual conversation with pebbles and boulders. You gain speak with stones as a primal innate spell that you can cast once per day. You get a +2 circumstance bonus to Diplomacy checks to Gather Information from stones.","feat":["Stone Soul Siblings"],"skill_mod":{},"summary":"Your connection with nature’s spirits has progressed to the point where you can even have casual conversation with pebbles and boulders.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":13,"prerequisite":"Plant Soul Siblings","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8210","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Stone Soul Siblings","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8210"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5265"],"trait":["Fortune","Rare","Reincarnated","Universal Ancestry"],"id":"feat-8211","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Limited\" > Unbreakable Resolve Reaction May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 320 Frequency once per 10 minutes Trigger You fail a Will save. --- The experience of coming back after death has granted you a strong sense of resolve; devilish words, slick spells, and conniving trickery can’t easily catch you unprepared. Reroll the triggering save, using the second result only if it’s better.","feat":["Unbreakable Resolve"],"skill_mod":{},"summary":"The experience of coming back after death has granted you a strong sense of resolve; devilish words, slick spells, and conniving trickery can’t easily catch you unprepared.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","AoN-Special","Ancestry"],"level":13,"source_category":["Adventure Paths"],"trigger":"You fail a Will save.","resistance":{},"url":"/Feats.aspx?ID=8211","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Unbreakable Resolve","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-8211"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5266"],"trait":["Force","Rare","Reincarnated","Universal Ancestry"],"id":"feat-8212","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Limited\" > Boneyard Acquaintance May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 321 --- Before your soul returned from death, you interacted with a host of other souls on their way to the Boneyard. One of these acquaintances owes you a favor. You can temporarily summon it to come to your aid, and it appears as a swirling mass of ectoplasm with indiscernible features and a translucent dagger, the favored weapon of Pharasma. This functions as spiritual guardian that you can cast once per day as a 9th-rank divine innate spell.","feat":["Boneyard Acquaintance"],"skill_mod":{},"summary":"Before your soul returned from death, you interacted with a host of other souls on their way to the Boneyard .","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Energy","Rarity","AoN-Special","Ancestry"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8212","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Boneyard Acquaintance","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-8212"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5267"],"trait":["Concentrate","Rare","Reincarnated","Universal Ancestry"],"id":"feat-8213","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Limited\" > Indomitable Spirit Single Action May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 321 Frequency once per day --- Your soul has accumulated countless particles of quintessence over myriad deaths and rebirths, and for one moment, this raw material from the Great Beyond envelops you and your comrades. Until the end of your next turn, you and any allies adjacent to you get a +4 circumstance bonus to AC and are quickened. The additional action can be used only to Strike or Stride.","feat":["Indomitable Spirit"],"skill_mod":{},"summary":"Your soul has accumulated countless particles of quintessence over myriad deaths and rebirths, and for one moment, this raw material from the Great Beyond envelops you and your comrades.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","AoN-Special","Ancestry"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8213","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Indomitable Spirit","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"feat-8213"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5268"],"trait":["Light","Rare","Reincarnated","Universal Ancestry","Visual"],"id":"feat-8214","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Limited\" > Release the Light Two Actions May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 321 Frequency once per day Requirements You’re below 20 Hit Points. --- Many people report seeing a bright light before their death. You’re one of these people, and at rare intervals when hope seems dim, the light exudes outward from your soul. You shed bright light in a 30-foot radius (and dim light for another 30 feet beyond that) until the end of your next turn. Enemy creatures in the area that rely on sight must attempt a Fortitude save equal to your class DC or spell DC, whichever is higher. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. Critical Failure The creature is blinded for 2 rounds and dazzled for 1 minute.","feat":["Release the Light"],"skill_mod":{},"summary":"Many people report seeing a bright light before their death.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Mechanics","Rarity","AoN-Special","Ancestry","Sense"],"level":17,"source_category":["Adventure Paths"],"requirement":"You’re below 20 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=8214","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Release the Light","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"feat-8214"},{"primary_source_category":"Adventure Paths","source":["Season of Ghosts (Hardcover)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","legacy_id":["feat-5269"],"trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8215","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Limited\" > See You in Hell Reaction May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 321 Frequency once per day Trigger You’re reduced to 0 Hit Points by a creature but not immediately killed. --- You aren’t sure if you’ll be reincarnated again, so you might as well take this foe with you. A blast of spiritual energy lashes out from the depths of your soul, targeting the creature who attacked you. The creature takes spirit damage equal to the amount that reduced you to 0 Hit Points (basic Will save with a DC equal to your class DC or spell DC, whichever is higher).","feat":["See You in Hell"],"skill_mod":{},"summary":"You aren’t sure if you’ll be reincarnated again, so you might as well take this foe with you.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"level":17,"source_category":["Adventure Paths"],"trigger":"You’re reduced to 0 Hit Points by a creature but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=8215","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"See You in Hell","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-8215"},{"skill_mod":{},"summary":"It’s one thing to remember your previous lives.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":17,"source_category":["Adventure Paths"],"source":["Season of Ghosts (Hardcover)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8216","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"This is What It's Like to Die","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-8216","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Limited\" > This is What It's Like to Die May contain spoilers from Season of Ghosts Source Season of Ghosts (Hardcover) pg. 321 --- It’s one thing to remember your previous lives. It’s quite another to remember how you died in each of those lives. You can recall dozens, if not more, of excruciating, humiliating, and devastating ends you’ve suffered over the eons, and you can inflict upon your enemies a vision of these pains. You gain phantasmagoria as an occult innate spell that you can cast once per day. When you gain this feat, choose any two of the following damage types: acid, bludgeoning, cold, electricity, fire, piercing, poison, slashing, or sonic. These damage types caused your deaths more often than not in your previous lives, and whenever a creature takes damage from a phantasmagoria spell you cast, you can swap the mental damage that spell normally causes for one of the two damage types you chose.","category":"feat","pfs":"Limited","feat":["This is What It's Like to Die"],"rarity":"rare","slug":"feat-8216"},{"skill_mod":{},"summary":"By unraveling memories and connections passed down from your progenitors and buried within your unconscious mind, you learn to convert your inherent magic into psychic power.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8310","weakness":{},"name":"Ancestral Mind","legacy_id":["feat-3656"],"trait":["Psychic"],"id":"feat-8310","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ancestral Mind Source Dark Archives (Remastered) pg. 24 --- By unraveling memories and connections passed down from your progenitors and buried within your unconscious mind, you learn to convert your inherent magic into psychic power. You can cast any innate spells you know from an ancestry feat or heritage using your psychic spellcasting and thoughtforms. When you do so, the spell's tradition becomes occult, if it wasn't already, and you can use your psychic spellcasting attribute modifier instead of Charisma to determine your spell attack modifier and spell DC.","category":"feat","pfs":"Standard","feat":["Ancestral Mind"],"rarity":"common","slug":"feat-8310"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3657"],"trait":["Occult","Psychic"],"id":"feat-8311","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Counter Thought Reaction Source Dark Archives (Remastered) pg. 24 Trigger A creature Casts a Spell with the mental trait. Requirements You have an unexpended spell slot you could use to Cast a Spell with the mental trait. --- When a foe Casts a Spell that has the mental trait and you can see its manifestations, you can use your own mental magic to disrupt it. You expend one of your spell slots to counter the triggering creature's casting of a spell with the mental trait. You lose your spell slot as if you had cast the triggering spell; this spell slot must be one for which you could Cast a Spell with the mental trait. You then attempt to counteract the triggering spell.","feat":["Counter Thought"],"skill_mod":{},"summary":"When a foe Casts a Spell that has the mental trait and you can see its manifestations, you can use your own mental magic to disrupt it.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"level":1,"source_category":["Rulebooks"],"requirement":"You have an unexpended spell slot you could use to Cast a Spell with the mental trait.","trigger":"A creature Casts a Spell with the mental trait.","resistance":{},"url":"/Feats.aspx?ID=8311","name":"Counter Thought","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8311"},{"skill_mod":{},"summary":"Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8312","weakness":{},"name":"Mental Buffer","legacy_id":["feat-3658"],"trait":["Psychic"],"id":"feat-8312","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mental Buffer Source Dark Archives (Remastered) pg. 24 --- Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage equal to half your level (minimum 1). This resistance increases to equal to your level while your Psyche is Unleashed.","category":"feat","pfs":"Standard","feat":["Mental Buffer"],"rarity":"common","slug":"feat-8312"},{"skill_mod":{},"summary":"Your telepathic sensitivity intensifies when you're affected by mental magic, making it easier for you to link to other creatures.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8313","weakness":{},"name":"Psychic Rapport","legacy_id":["feat-3659"],"trait":["Psychic"],"id":"feat-8313","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Psychic Rapport Source Dark Archives (Remastered) pg. 24 --- Your telepathic sensitivity intensifies when you're affected by mental magic, making it easier for you to link to other creatures. After you Cast a Spell with the mental trait, until the start of your next turn, you gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks, and to Perception checks to Sense Motive.","category":"feat","pfs":"Standard","feat":["Psychic Rapport"],"rarity":"common","slug":"feat-8313"},{"skill_mod":{},"summary":"Your spells release soothing mental waves.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8314","weakness":{},"name":"Mental Balm","legacy_id":["feat-3660"],"trait":["Amp","Emotion","Mental","Psychic"],"id":"feat-8314","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mental Balm Source Dark Archives (Remastered) pg. 24 --- Your spells release soothing mental waves. Use this amp in place of a psi cantrip's normal amp entry. You can use this amp only on a psi cantrip that targets or affects you or one or more of your allies and doesn't target or affect any enemies. --- Amp You or one ally within 30 feet gains a +2 status bonus to Will saves against emotion effects for 1 minute. You can also have the amped psi cantrip attempt to counteract one effect imposing the frightened condition on yourself or the chosen ally, or an effect imposing the stupefied condition that has a duration of 1 hour or less. If you successfully counteract the effect, you remove only the frightened and stupefied conditions, not any other part of the effect.","category":"feat","pfs":"Standard","feat":["Mental Balm"],"rarity":"common","slug":"feat-8314"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"legacy_id":["feat-3661"],"trait":["Concentrate","Mindshift","Occult","Psyche","Psychic"],"id":"feat-8315","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Psi Burst Single Action Source Dark Archives (Remastered) pg. 24 Frequency once per round --- With a passing thought, you direct violent psychic energies at a nearby creature. Target one creature within 30 feet. It takes 1d4 bludgeoning damage with a basic Reflex save. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.","feat":["Psi Burst"],"skill_mod":{},"summary":"With a passing thought, you direct violent psychic energies at a nearby creature.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8315","name":"Psi Burst","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8315"},{"skill_mod":{},"summary":"You use your magic to bend space, causing your spell to strike from a strange vector.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8316","weakness":{},"name":"Warp Space","legacy_id":["feat-3662"],"trait":["Amp","Psychic"],"id":"feat-8316","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Warp Space Source Dark Archives (Remastered) pg. 24 --- You use your magic to bend space, causing your spell to strike from a strange vector. Use this amp in place of a psi cantrip's normal amp entry. The amped psi cantrip must have a range. --- Amp Choose a square within 30 feet to which you have line of effect and line of sight. Determine your spell’s line of effect and line of sight from there, as well as whether creatures have cover against the spell. The spell can exceed its normal range as measured from you, as long as it’s within its normal range from the square you chose.","category":"feat","pfs":"Standard","feat":["Warp Space"],"rarity":"common","slug":"feat-8316"},{"skill_mod":{},"summary":"You spin out a thread of psychic energy that connects you to an ally, using it as a conduit for your abilities.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8317","weakness":{},"name":"Astral Tether","legacy_id":["feat-3663"],"trait":["Occult","Psychic"],"actions_number":2,"id":"feat-8317","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Astral Tether Single Action Source Dark Archives (Remastered) pg. 24 --- You spin out a thread of psychic energy that connects you to an ally, using it as a conduit for your abilities. Choose a willing creature within 60 feet and connect to it. Whenever you would gain a benefit from a psychic amp, you can have the amp affect the tethered creature instead. You can do so only if the amp grants a distinct benefit, not if it alters the amped spell. The tether can't be severed physically but breaks if the distance between you and the tethered ally ever exceeds 60 feet, if you become unconscious, or if you use Astral Tether again.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Astral Tether"],"rarity":"common","slug":"feat-8317"},{"skill_mod":{},"summary":"As your spell strikes a target, you plant a beacon in the target's mind that announces its presence to those nearby.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8318","weakness":{},"name":"Homing Beacon","legacy_id":["feat-3664"],"trait":["Amp","Psychic"],"id":"feat-8318","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Homing Beacon Source Dark Archives (Remastered) pg. 24 --- As your spell strikes a target, you plant a beacon in the target's mind that announces its presence to those nearby. Use this amp in place of a psi cantrip's normal amp entry. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. --- Amp Choose one creature hit by the spell (if the spell has a spell attack roll) or that fails its save against the spell (if the spell requires a save). A psychic beacon emits from the creature's location, making it easier to notice the creature as the mind and attention of onlookers is subtly drawn to it. For 1 minute, if the target would be invisible, it's instead merely concealed, and if it would be concealed, it's no longer concealed.","category":"feat","pfs":"Standard","feat":["Homing Beacon"],"rarity":"common","slug":"feat-8318"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"legacy_id":["feat-3665"],"trait":["Mindshift","Psychic"],"id":"feat-8319","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Psi Strikes Free Action Source Dark Archives (Remastered) pg. 25 Frequency once per turn Requirements Your most recent action was to Cast a Spell or to Unleash your Psyche. --- You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks and when you unleash your mind, the energies flare to match. The attack deals an extra 1d6 force damage until the end of the current turn. If your Psyche is Unleashed, this benefit instead lasts until your psyche subsides.","feat":["Psi Strikes"],"skill_mod":{},"summary":"You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks.","primary_source":"Dark Archives (Remastered)","level":4,"source_category":["Rulebooks"],"requirement":"Your most recent action was to Cast a Spell or to Unleash your Psyche.","resistance":{},"url":"/Feats.aspx?ID=8319","name":"Psi Strikes","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8319"},{"skill_mod":{},"summary":"You can create a prototypical creature from the depths of your imagination instead of calling one from elsewhere.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8320","weakness":{},"name":"Thoughtform Summoning","legacy_id":["feat-3666"],"trait":["Psychic"],"id":"feat-8320","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Thoughtform Summoning Source Dark Archives (Remastered) pg. 25 --- You can create a prototypical creature from the depths of your imagination instead of calling one from elsewhere. Whenever you summon a creature, you can choose to instead create a psychic construct of that creature. This grants it resistance to physical damage equal to half its level, weakness 5 to force and mental damage, and the ability to pass through enemies' spaces without needing to Tumble Through (though it can't end its turn in an occupied space).","category":"feat","pfs":"Standard","feat":["Thoughtform Summoning"],"rarity":"common","slug":"feat-8320"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3667"],"trait":["Mindshift","Occult","Psychic"],"id":"feat-8321","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Violent Unleash Single Action Source Dark Archives (Remastered) pg. 25 Requirements Your previous action was to Unleash your Psyche. --- The force of your mind unleashing itself releases a violent shock wave that batters your enemies. You deal 2d6 force damage to all creatures in a 20-foot emanation, with a basic Reflex save. At 5th level and every 2 levels thereafter, the damage increases by 1d6.","feat":["Violent Unleash"],"skill_mod":{},"summary":"The force of your mind unleashing itself releases a violent shock wave that batters your enemies.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"level":4,"source_category":["Rulebooks"],"requirement":"Your previous action was to Unleash your Psyche .","resistance":{},"url":"/Feats.aspx?ID=8321","name":"Violent Unleash","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8321"},{"skill_mod":{},"summary":"Your spell leaves behind barriers that reduce shock and motion.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8322","weakness":{},"name":"Inertial Barrier","legacy_id":["feat-3668"],"trait":["Amp","Occult","Psychic"],"id":"feat-8322","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Inertial Barrier Source Dark Archives (Remastered) pg. 25 --- Your spell leaves behind barriers that reduce shock and motion. Use this amp in place of a psi cantrip's normal amp entry. --- Amp You or one target of the spell gains resistance to physical damage equal to 2 + the spell’s rank until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Inertial Barrier"],"rarity":"common","slug":"feat-8322"},{"skill_mod":{},"summary":"You expand your mind beyond your area of psychic specialty.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8323","weakness":{},"name":"Parallel Breakthrough","legacy_id":["feat-3669"],"trait":["Psychic"],"id":"feat-8323","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Parallel Breakthrough Source Dark Archives (Remastered) pg. 25 --- You expand your mind beyond your area of psychic specialty. You gain a 1st-rank psi cantrip for a conscious mind other than your own; this can be either the unique surface cantrip or one of the common cantrips and the accompanying amp. If you choose a common cantrip, you also gain the special benefit granted by that conscious mind when casting the cantrip without an amp. You don't gain any other benefits of that conscious mind, such as additional spells known.","category":"feat","pfs":"Standard","feat":["Parallel Breakthrough"],"rarity":"common","slug":"feat-8323"},{"skill_mod":{},"summary":"Your psychic abilities also allow you to detect the lingering thoughts of spirits and similar entities.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8324","weakness":{},"name":"Sixth Sense","legacy_id":["feat-3670"],"trait":["Occult","Psychic"],"id":"feat-8324","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sixth Sense Source Dark Archives (Remastered) pg. 26 --- Your psychic abilities also allow you to detect the lingering thoughts of spirits and similar entities. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence, such as celestials, fiends, and monitors. You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, Seeking, and on the automatic secret check from Sixth Sense. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. When you notice a creature with your Sixth Sense, you also learn its location, making it hidden to you if it had been undetected.","category":"feat","pfs":"Standard","feat":["Sixth Sense"],"rarity":"common","slug":"feat-8324"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-3671"],"trait":["Psychic"],"id":"feat-8325","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Strain Mind Free Action Source Dark Archives (Remastered) pg. 26 Frequency once per hour Trigger You cast a psi cantrip. Requirements You have 0 Focus Points. --- You strain your body beyond its limits to use an amp even when your mental power is depleted. You add an amp that costs 1 Focus Point to the spell. Instead of paying the normal Focus Point cost, you lose Hit Points equal to four times the spell rank of the amped psi cantrip as you bleed from your nose or suffer some other visible sign of strain.","feat":["Strain Mind"],"skill_mod":{},"summary":"You strain your body beyond its limits to use an amp even when your mental power is depleted.","primary_source":"Dark Archives (Remastered)","level":6,"source_category":["Rulebooks"],"requirement":"You have 0 Focus Points.","trigger":"You cast a psi cantrip.","resistance":{},"url":"/Feats.aspx?ID=8325","name":"Strain Mind","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8325"},{"skill_mod":{},"summary":"With a wresting of will, you siphon off a creature's mental energy to replenish your own.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8326","weakness":{},"name":"Brain Drain","legacy_id":["feat-3672"],"trait":["Mental","Occult","Psychic"],"actions_number":4,"id":"feat-8326","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Brain Drain Two Actions Source Dark Archives (Remastered) pg. 26 --- With a wresting of will, you siphon off a creature's mental energy to replenish your own. One non-mindless creature within 30 feet must attempt a Will save against your spell DC. Success The creature is unaffected. Failure The creature is stupefied 1 for 1 minute, and you regain 1 Focus Point, up to your normal maximum. You can't use Brain Drain again until after the next time you make your daily preparations. Critical Failure As failure, but the creature is stupefied 2.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Brain Drain"],"rarity":"common","slug":"feat-8326"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3673"],"trait":["Aura","Emotion","Fear","Mental","Psychic"],"id":"feat-8327","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Dark Persona's Presence Free Action Source Dark Archives (Remastered) pg. 26 Trigger You Unleash your Psyche. --- When you Unleash your Psyche, all your rage and pain—the portion of your psyche dedicated to cruel retribution—come along with it. The force of your dark persona's negativity batters constantly against all creatures in a 30-foot emanation when you Unleash your Psyche and for as long as your Psyche is Unleashed. A creature must attempt a Will save against your spell DC the first time it enters the emanation, or if it's in the emanation when you take this action; it doesn't need to attempt a save again, even if it leaves the emanation and returns. A creature frightened by your Dark Persona's Presence can't decrease its frightened value below 1 while within the emanation. Critical Success The creature is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3. While your Psyche is Unleashed, your dark persona cares only for destruction. You can Cast a Spell only if it can directly damage an enemy or object or can impose a detrimental condition or penalty on one.","feat":["Dark Persona's Presence"],"skill_mod":{},"summary":"When you Unleash your Psyche, all your rage and pain—the portion of your psyche dedicated to cruel retribution—come along with it.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"level":8,"source_category":["Rulebooks"],"trigger":"You Unleash your Psyche.","resistance":{},"url":"/Feats.aspx?ID=8327","name":"Dark Persona's Presence","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8327"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3674"],"trait":["Mental","Nonlethal","Occult","Psychic"],"id":"feat-8328","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mental Static Reaction Source Dark Archives (Remastered) pg. 27 Trigger You roll a critical success on a Will save against a mental effect from a creature. --- Your thoughts sting back when a lesser mind tries to invade your own. You deal mental damage equal to your level to the triggering creature. If you so desire, you can also send the creature a single mental image to coincide with the damage, such as a watchful eye or the dread of floating in an infinite sea.","feat":["Mental Static"],"skill_mod":{},"summary":"Your thoughts sting back when a lesser mind tries to invade your own.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Weapon","Tradition","Monster"],"level":8,"source_category":["Rulebooks"],"trigger":"You roll a critical success on a Will save against a mental effect from a creature.","resistance":{},"url":"/Feats.aspx?ID=8328","name":"Mental Static","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8328"},{"skill_mod":{},"summary":"Your spell reaches into the mind of a creature and removes you from it.","primary_source":"Dark Archives (Remastered)","trait_group":["School","Monster","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8329","weakness":{},"school":"illusion","name":"Remove Presence","legacy_id":["feat-3675"],"trait":["Amp","Illusion","Mental","Occult","Psychic"],"id":"feat-8329","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Remove Presence Source Dark Archives (Remastered) pg. 27 --- Your spell reaches into the mind of a creature and removes you from it. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. --- Amp Choose one target of the spell or one creature in its area. If that enemy fails its save or the spell hits it, you become undetected by that creature, disappearing from its senses for 1 minute or until you use a hostile action. This is similar to being invisible, but effects like see the unseen don't reveal you—you're affecting the target's mind, not its vision. Truesight can still see through this illusion if the counteract check succeeds.","category":"feat","pfs":"Standard","feat":["Remove Presence"],"rarity":"common","slug":"feat-8329"},{"skill_mod":{},"summary":"You can detect the flickers of mental activity let off by all thinking creatures.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8330","weakness":{},"name":"Thoughtsense","legacy_id":["feat-3676"],"trait":["Mental","Psychic"],"id":"feat-8330","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Thoughtsense Source Dark Archives (Remastered) pg. 27 --- You can detect the flickers of mental activity let off by all thinking creatures. You gain thoughtsense as a vague sense that has a range of 30 feet—like all vague senses, it's only about as precise as an average human's sense of smell, meaning you generally can predict only if a creature is present. Your thoughtsense detects only thinking creatures, so a creature that is unthinking or otherwise immune to mental effects (such as many constructs and oozes) can't be perceived using your thoughtsense, regardless of how precise it is. While your Psyche is Unleashed, your thoughtsense upgrades to an imprecise sense, letting you use it to Seek out creatures.","category":"feat","pfs":"Standard","feat":["Thoughtsense"],"rarity":"common","slug":"feat-8330"},{"skill_mod":{},"summary":"Your spell leaves a lingering connection between you and a creature—one through which you can nudge the creature's mind this way or that.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8331","weakness":{},"name":"Whispering Steps","legacy_id":["feat-3677"],"trait":["Amp","Mental","Mental","Occult","Psychic"],"id":"feat-8331","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Whispering Steps Source Dark Archives (Remastered) pg. 27 --- Your spell leaves a lingering connection between you and a creature—one through which you can nudge the creature's mind this way or that. The amped cantrip must take 2 or more actions to cast, target one or more creatures, and either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. --- Amp Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature's mind, forcing it to Stride up to half its Speed in a direction of your choosing; as this is forced movement, you can't force the creature to move into hazardous terrain, off a ledge, or the like. After it moves, the creature becomes temporarily immune to this amp for 24 hours.","category":"feat","pfs":"Standard","feat":["Whispering Steps"],"rarity":"common","slug":"feat-8331"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","legacy_id":["feat-3678"],"trait":["Illusion","Occult","Psyche","Psychic"],"id":"feat-8332","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dream Guise Single Action Source Dark Archives (Remastered) pg. 27 Requirements wandering reverie subconscious mind --- You Stride into a willing ally's space, at which point both of your appearances shift into a shared third appearance, usually one that looks like a mix of the two of you. Then, either you or your ally Strides. You each maintain the merged appearance. Creatures who are observing this know what happened, but still must Seek or otherwise engage with the illusion to attempt to disbelieve it and determine which of you is which. Otherwise, they can't tell the difference and have an equal chance to target each of you (DC 11 flat check). This illusion ends as soon as either you or the ally you're merged with acts.","feat":["Dream Guise"],"skill_mod":{},"summary":"You Stride into a willing ally's space, at which point both of your appearances shift into a shared third appearance, usually one that looks like a mix of the two of you.","primary_source":"Dark Archives (Remastered)","trait_group":["School","Monster","Tradition"],"level":10,"source_category":["Rulebooks"],"requirement":" wandering reverie subconscious mind","resistance":{},"url":"/Feats.aspx?ID=8332","name":"Dream Guise","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8332"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3679"],"trait":["Concentrate","Emotion","Psyche","Psychic"],"id":"feat-8333","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Emotional Surge Single Action Source Dark Archives (Remastered) pg. 27 Requirements emotional acceptance subconscious mind --- Your heart soars, increasing your power for a moment. You gain a +2 status bonus to attack rolls and skill checks until the start of your next turn.","feat":["Emotional Surge"],"skill_mod":{},"summary":"Your heart soars, increasing your power for a moment.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"requirement":" emotional acceptance subconscious mind","resistance":{},"url":"/Feats.aspx?ID=8333","name":"Emotional Surge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8333"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3680"],"trait":["Fortune","Psyche","Psychic"],"id":"feat-8334","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Impose Order (Psychic) Single Action Source Dark Archives (Remastered) pg. 27 Requirements precise discipline subconscious mind --- You bring discipline to your mind and magic, ensuring that you don't under-perform. Until the end of your turn, instead of rolling dice for damage, count each damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, and 7 for d12).","feat":["Impose Order (Psychic)"],"skill_mod":{},"summary":"You bring discipline to your mind and magic, ensuring that you don't under-perform.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"level":10,"source_category":["Rulebooks"],"requirement":" precise discipline subconscious mind","resistance":{},"url":"/Feats.aspx?ID=8334","name":"Impose Order (Psychic)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8334"},{"skill_mod":{},"summary":"Seeing an enemy's attack, you quickly consult multiple scraps of lore in your mind, synthesizing them into the perfect plan.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":" gathered lore subconscious mind","source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8335","weakness":{},"name":"Scour the Library","legacy_id":["feat-3681"],"trait":["Psyche","Psychic"],"actions_number":2,"id":"feat-8335","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Scour the Library Single Action Source Dark Archives (Remastered) pg. 27 Requirements gathered lore subconscious mind --- Seeing an enemy's attack, you quickly consult multiple scraps of lore in your mind, synthesizing them into the perfect plan. Make a check to Recall Knowledge (using an appropriate skill) about one creature within 60 feet. On a success, in addition to the normal benefits, you gain a +1 circumstance bonus to your next attack roll against that creature and to your AC against the creature's next attack. On a critical success, the bonuses are +2.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Scour the Library"],"rarity":"common","slug":"feat-8335"},{"legacy_name":["Deepest Wellspring"],"skill_mod":{},"summary":"You've glimpsed the furthest recesses of your mind.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8336","weakness":{},"name":"Amp Focus","legacy_id":["feat-3693"],"trait":["Psychic"],"id":"feat-8336","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Amp Focus Source Dark Archives (Remastered) pg. 28 --- You've glimpsed the furthest recesses of your mind. When you Refocus, you regain all your Focus Points (even if you spent them on something other than amps).","category":"feat","pfs":"Standard","feat":["Amp Focus"],"rarity":"common","slug":"feat-8336"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-3682"],"trait":["Fortune","Occult","Psychic"],"id":"feat-8337","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Foreseen Failure Free Action Source Dark Archives (Remastered) pg. 28 Frequency once per day Trigger A spell you cast has no effect because you critically failed all your spell attack rolls or because all targets critically succeeded at their saving throws. --- You see your spell fail to take hold to disastrous end, then snap back to reality—it was all a precognition, and you know to try a different spell. Your spell is expended, but you can Cast a Spell that requires the same number of actions as the triggering spell or fewer to cast. The second spell must be a different spell than the first.","feat":["Foreseen Failure"],"skill_mod":{},"summary":"You see your spell fail to take hold to disastrous end, then snap back to reality—it was all a precognition, and you know to try a different spell.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"level":12,"source_category":["Rulebooks"],"trigger":"A spell you cast has no effect because you critically failed all your spell attack rolls or because all targets critically succeeded at their saving throws.","resistance":{},"url":"/Feats.aspx?ID=8337","name":"Foreseen Failure","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8337"},{"skill_mod":{},"summary":"The shock of seeing your ally near death breaks whatever limits exist in your mind, sending your power spilling forth.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"trigger":"A non-minion ally within 60 feet is reduced to 0 Hit Points.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8338","weakness":{},"name":"No!!!","legacy_id":["feat-3683"],"trait":["Psychic"],"actions_number":1,"id":"feat-8338","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > No!!! Reaction Source Dark Archives (Remastered) pg. 28 Trigger A non-minion ally within 60 feet is reduced to 0 Hit Points. --- The shock of seeing your ally near death breaks whatever limits exist in your mind, sending your power spilling forth. If your psyche is currently unleashed, you can immediately use a psyche action that takes 1 action or less to use. If your psyche is not currently unleashed, you Unleash your Psyche, which remains unleashed until the end of your next turn. You can ignore Unleash Psyche's requirement of needing to have Cast a Spell on your previous turn, but you still can't Unleash your Psyche if you're stupefied or for 2 rounds after your psyche subsides.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["No!!!"],"rarity":"common","slug":"feat-8338"},{"skill_mod":{},"summary":"You stop holding your power back, unleashing it all in a catastrophic blast.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8339","weakness":{},"name":"Psi Catastrophe","legacy_id":["feat-3684"],"trait":["Concentrate","Mindshift","Occult","Psyche","Psychic"],"actions_number":4,"id":"feat-8339","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Psi Catastrophe Two Actions Source Dark Archives (Remastered) pg. 28 --- You stop holding your power back, unleashing it all in a catastrophic blast. All creatures in a 20-foot emanation take 1d6 bludgeoning damage per level with a basic Reflex save. Your psyche subsides as your power is expended.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Psi Catastrophe"],"rarity":"common","slug":"feat-8339"},{"skill_mod":{},"summary":"You become more adept with the spells that are always in your mind.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8340","weakness":{},"name":"Conscious Spell Specialization","legacy_id":["feat-3685"],"trait":["Psychic"],"id":"feat-8340","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Conscious Spell Specialization Source Dark Archives (Remastered) pg. 28 --- You become more adept with the spells that are always in your mind. You gain an additional spell slot of 1st, 2nd, 3rd, and 4th ranks. You can use these spell slots to cast only a spell granted by your conscious mind. At 18th level, you also gain an additional 5th-rank spell slot, with the same restrictions.","category":"feat","pfs":"Standard","feat":["Conscious Spell Specialization"],"rarity":"common","slug":"feat-8340"},{"skill_mod":{},"summary":"Your mind-control spells send burrowing mental roots that tear at your target's mind when they're removed or run their course. ","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8341","weakness":{},"name":"Deep Roots","legacy_id":["feat-3686"],"trait":["Psychic"],"id":"feat-8341","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Deep Roots Source Dark Archives (Remastered) pg. 28 --- Your mind-control spells send burrowing mental roots that tear at your target's mind when they're removed or run their course. When you Cast a Spell that imposes the controlled condition or otherwise forces the target to take certain actions (such as command ), you can choose one target that critically failed its save. When that target finishes fulfilling any commands issued by your spell, or when the spell is dispelled or counteracted, the target takes 1d6 mental damage per rank of the spell.","category":"feat","pfs":"Standard","feat":["Deep Roots"],"rarity":"common","slug":"feat-8341"},{"skill_mod":{},"summary":"The sheer power of your magic fractures reality.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8342","weakness":{},"name":"Shatter Space","legacy_id":["feat-3687"],"trait":["Amp","Psychic"],"id":"feat-8342","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Restricted\" > Shatter Space Source Dark Archives (Remastered) pg. 28 --- The sheer power of your magic fractures reality. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast. --- Amp You or one target of the spell are surrounded by a spiral of torn space. This is an aura, and you choose the radius of the emanation, up to 20 feet. A creature that starts its turn in the aura or enters the aura during its turn takes 1d6 slashing damage for every rank of the amped psi cantrip, with a basic Reflex save against your spell DC. If the creature critically fails, the torn space throws it off balance and it falls prone. The aura lasts until the beginning of your next turn. You can choose whether the aura affects the creature emitting it.","category":"feat","pfs":"Restricted","feat":["Shatter Space"],"rarity":"common","slug":"feat-8342"},{"skill_mod":{},"summary":"Your power has unbound you from the earth below.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8343","weakness":{},"name":"Constant Levitation","legacy_id":["feat-3688"],"trait":["Psychic"],"id":"feat-8343","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Constant Levitation Source Dark Archives (Remastered) pg. 29 --- Your power has unbound you from the earth below. You're affected by a constant fly spell, and when your Psyche is Unleashed, you gain a +10-foot status bonus to your fly Speed.","category":"feat","pfs":"Standard","feat":["Constant Levitation"],"rarity":"common","slug":"feat-8343"},{"skill_mod":{},"summary":"Your magic saturates your surroundings with hateful psychic energy.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8344","weakness":{},"name":"Target of Psychic Ire","legacy_id":["feat-3689"],"trait":["Amp","Occult","Psychic"],"id":"feat-8344","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Target of Psychic Ire Source Dark Archives (Remastered) pg. 29 --- Your magic saturates your surroundings with hateful psychic energy. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast and targets a creature. --- Amp Choose one target of the spell. Psychic phenomena turn themselves on the target—typically, objects fling themselves at the creature. At the beginning of each of the target's turns, it takes 1d4 bludgeoning damage for each spell rank of the psi cantrip this amp was added to, with a basic Reflex save. The target remains marked by psychic ire for 3 rounds. The effect persists even if you fall unconscious or leave the area.","category":"feat","pfs":"Standard","feat":["Target of Psychic Ire"],"rarity":"common","slug":"feat-8344"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"legacy_id":["feat-3690"],"trait":["Concentrate","Occult","Psyche","Psychic","Teleportation"],"id":"feat-8345","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Wandering Thoughts Free Action Source Dark Archives (Remastered) pg. 29 Frequency once per round Requirements You used your most recent action to Cast a Spell. --- When your Psyche is Unleashed, each burst of magic you cast also folds space around you, and you travel through one of those folds. You teleport 15 feet to a square you can see.","feat":["Wandering Thoughts"],"skill_mod":{},"summary":"When your Psyche is Unleashed, each burst of magic you cast also folds space around you, and you travel through one of those folds.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"level":16,"source_category":["Rulebooks"],"requirement":"You used your most recent action to Cast a Spell.","resistance":{},"url":"/Feats.aspx?ID=8345","name":"Wandering Thoughts","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8345"},{"skill_mod":{},"summary":"Flames scouring at your body, venom coursing through your veins—you refuse to believe they exist, and nothing can affect you if you don't believe in it.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"trigger":"You’re about to attempt a Fortitude save or a Reflex save.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8346","weakness":{},"name":"All in your Head","legacy_id":["feat-3691"],"trait":["Psyche","Psychic"],"actions_number":1,"id":"feat-8346","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > All in your Head Reaction Source Dark Archives (Remastered) pg. 29 Trigger You’re about to attempt a Fortitude save or a Reflex save. --- Flames scouring at your body, venom coursing through your veins—you refuse to believe they exist, and nothing can affect you if you don't believe in it. You attempt a Will save against the triggering effect, instead of a Reflex or Fortitude save. You don't gain the benefits of fortress of will or walls of will on this save.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["All in your Head"],"rarity":"common","slug":"feat-8346"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"legacy_id":["feat-3692"],"trait":["Death","Mindshift","Psyche","Psychic"],"id":"feat-8347","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Cranial Detonation Free Action Source Dark Archives (Remastered) pg. 29 Frequency once per round Trigger You successfully reduce one or more non-mindless enemies to 0 Hit Points with a spell. --- As your overwhelming psyche fells a creature, you use its flickering consciousness to detonate psychic energy from the creature's head. Each enemy you reduced to 0 Hit Points dies and its head explodes. Each exploding head generates a shock wave in a 15-foot emanation around that enemy. Each creature in any of the emanations takes 10d6 bludgeoning damage with a basic Reflex save. If this damage reduces an enemy to 0 Hit Points, its head also explodes, potentially damaging more creatures and potentially causing more detonations. A given creature can take damage only once from a single use of Cranial Detonation.","feat":["Cranial Detonation"],"skill_mod":{},"summary":"As your overwhelming psyche fells a creature, you use its flickering consciousness to detonate psychic energy from the creature's head.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"trigger":"You successfully reduce one or more non-mindless enemies to 0 Hit Points with a spell.","resistance":{},"url":"/Feats.aspx?ID=8347","name":"Cranial Detonation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8347"},{"skill_mod":{},"summary":"You shed some of your material form, becoming a being of pure thought.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8348","weakness":{},"name":"Become Thought","legacy_id":["feat-3694"],"trait":["Psychic"],"id":"feat-8348","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Become Thought Source Dark Archives (Remastered) pg. 29 --- You shed some of your material form, becoming a being of pure thought. This has the following effects. You gain resistance 10 to physical damage but weakness 5 to mental damage. You can change your appearance on a whim. This takes a single action, which has the concentrate trait, has the effects of illusory disguise , and lasts until you change your appearance again. Once per year, when you die, you automatically return to life the next day as long as one living sentient creature on your plane remembers you; the memories enable you to reconstruct yourself from their thoughts. You appear in the vicinity of the creature that remembers you most strongly. ","category":"feat","pfs":"Standard","feat":["Become Thought"],"rarity":"common","slug":"feat-8348"},{"skill_mod":{},"summary":"Your mind’s limits are only what you imagine them to be.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8349","weakness":{},"name":"Mind over Matter","legacy_id":["feat-3695"],"trait":["Psychic"],"id":"feat-8349","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Mind over Matter Source Dark Archives (Remastered) pg. 29 --- Your mind's limits are only what you imagine them to be. You gain an additional 10th-rank spell slot.","category":"feat","pfs":"Standard","feat":["Mind over Matter"],"rarity":"common","slug":"feat-8349"},{"skill_mod":{},"summary":"You’ve segmented your psyche so it can operate in tandem.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8350","weakness":{},"name":"Twin Psyche","legacy_id":["feat-3696"],"trait":["Psychic"],"id":"feat-8350","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Twin Psyche Source Dark Archives (Remastered) pg. 29 --- You've segmented your psyche so it can operate in tandem. When you Unleash your Psyche, you can double its duration.","category":"feat","pfs":"Standard","feat":["Twin Psyche"],"rarity":"common","slug":"feat-8350"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-3697"],"trait":["Concentrate","Manipulate","Psychic","Spellshape","Metamagic"],"id":"feat-8351","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Unlimited Potential Single Action Source Dark Archives (Remastered) pg. 29 Frequency once per minute --- The laws of magic can limit your mind only if you think you need them, and you've grown past the need for such limits. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don't expend the prepared spell as you cast it.","feat":["Unlimited Potential"],"skill_mod":{},"summary":"The laws of magic can limit your mind only if you think you need them, and you've grown past the need for such limits.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8351","name":"Unlimited Potential","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8351"},{"skill_mod":{},"summary":"Your power wants to be free.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8352","weakness":{},"name":"Automatic Psychic Action","trait":["Psychic"],"id":"feat-8352","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Automatic Psychic Action Source Dark Archives (Remastered) pg. 29 --- Your power wants to be free. You're permanently quickened, and can use the additional action only for psyche actions.","category":"feat","pfs":"Standard","feat":["Automatic Psychic Action"],"rarity":"common","slug":"feat-8352"},{"skill_mod":{},"summary":"You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8353","weakness":{},"name":"Ammunition Thaumaturgy","legacy_id":["feat-3698"],"trait":["Thaumaturge"],"id":"feat-8353","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ammunition Thaumaturgy Source Dark Archives (Remastered) pg. 42 --- You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden. You can Interact to reload a weapon using the hand holding your implement.","category":"feat","pfs":"Standard","feat":["Ammunition Thaumaturgy"],"rarity":"common","slug":"feat-8353"},{"skill_mod":{},"summary":"Your wandering studies mean you've heard rumors or theories about almost every topic.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8354","weakness":{},"name":"Diverse Lore","legacy_id":["feat-3699"],"trait":["Thaumaturge"],"id":"feat-8354","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Diverse Lore Source Dark Archives (Remastered) pg. 42 --- Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.","category":"feat","pfs":"Standard","feat":["Diverse Lore"],"rarity":"common","slug":"feat-8354"},{"skill_mod":{},"summary":"From your collection of religious trinkets, you pull out opposing divine objects.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8355","weakness":{},"name":"Divine Disharmony","legacy_id":["feat-3700"],"trait":["Divine","Esoterica","Manipulate","Thaumaturge"],"actions_number":2,"id":"feat-8355","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Divine Disharmony Single Action Source Dark Archives (Remastered) pg. 42 --- From your collection of religious trinkets, you pull out opposing divine objects—such as the religious symbols of two deities that are hated enemies—and combine them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful. Roll your choice of a Deception or Intimidation check against the Will DC of a creature you can see within 60 feet, with the following results. If the creature is particularly devoted to a deity, such as a cleric, celestial, monitor, fiend, or other creature with divine spells, you gain a +2 circumstance bonus to your skill check. The GM might determine that a creature that despises all deities, such as an alghollthu, is unaffected. Critical Success The creature is off-guard to your attacks until the end of your next turn. Success The creature is off-guard to your attacks until the end of your current turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Divine Disharmony"],"rarity":"common","slug":"feat-8355"},{"skill_mod":{},"summary":"Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8356","weakness":{},"name":"Haunt Ingenuity","legacy_id":["feat-3701"],"trait":["Detection","Divine","Thaumaturge"],"id":"feat-8356","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Haunt Ingenuity Source Dark Archives (Remastered) pg. 42 --- Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. Even when you aren't Searching while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be Searching. You can disable haunts that require master proficiency in a skill as long as you're at least trained in the skill. If you have master proficiency in the skill, you can disable haunts that require a proficiency rank of legendary instead.","category":"feat","pfs":"Standard","feat":["Haunt Ingenuity"],"rarity":"common","slug":"feat-8356"},{"skill_mod":{},"summary":"Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8357","weakness":{},"name":"Root to Life","legacy_id":["feat-3702"],"trait":["Esoterica","Manipulate","Primal","Thaumaturge"],"actions_number":2,"id":"feat-8357","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Root to Life Single Action or Two Actions Source Dark Archives (Remastered) pg. 42 --- Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line. You place a small plant or similar symbol on an adjacent dying creature, immediately stabilizing them; the creature is no longer dying and is instead unconscious at 0 Hit Points. If you spend 2 actions instead of 1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the auditory trait to the action. When you do so, attempt flat checks to remove each source of persistent damage affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15.","category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","feat":["Root to Life"],"rarity":"common","slug":"feat-8357"},{"skill_mod":{},"summary":"Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8358","weakness":{},"name":"Scroll Thaumaturgy","legacy_id":["feat-3703"],"trait":["Thaumaturge"],"id":"feat-8358","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scroll Thaumaturgy Source Dark Archives (Remastered) pg. 42 --- Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease. You can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll's DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. Scroll Thaumaturgy leads to... Scroll Esoterica","category":"feat","pfs":"Standard","feat":["Scroll Thaumaturgy"],"rarity":"common","slug":"feat-8358"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3704"],"trait":["Arcane","Manipulate","Teleportation","Thaumaturge"],"id":"feat-8359","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Call Implement Single Action Source Dark Archives (Remastered) pg. 42 Requirements You have a free hand. --- You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you. You look down and find that your implement has mysteriously appeared in your free hand, as long as the implement was within 1 mile and on the same plane of existence. If your implement is attended by another creature, that creature can prevent the implement from teleporting away if it succeeds at a Will save against your class DC. If the creature succeeds, you can't attempt to Call that Implement again until midnight. ","feat":["Call Implement"],"skill_mod":{},"summary":"You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You have a free hand.","resistance":{},"url":"/Feats.aspx?ID=8359","name":"Call Implement","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8359"},{"skill_mod":{},"summary":"When you apply antithetical material against a creature successfully, you also ward yourself against its next attacks.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":2,"prerequisite":"Exploit Vulnerability","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8360","weakness":{},"name":"Esoteric Warden","legacy_id":["feat-3705"],"trait":["Thaumaturge"],"id":"feat-8360","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Esoteric Warden Source Dark Archives (Remastered) pg. 42 Prerequisites Exploit Vulnerability --- When you apply antithetical material against a creature successfully, you also ward yourself against its next attacks. When you succeed at your check to Exploit a Vulnerability, you gain a +1 status bonus to your AC against the creature's next attack and a +1 status bonus to your next saving throw against the creature; if you critically succeed, these bonuses are +2 instead. You can gain these bonuses only once per day against a particular creature, and the benefit ends if you Exploit Vulnerability again. Esoteric Warden leads to... Shared Warding","category":"feat","pfs":"Standard","feat":["Esoteric Warden"],"rarity":"common","slug":"feat-8360"},{"skill_mod":{},"summary":"You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8361","weakness":{},"name":"Talisman Esoterica","legacy_id":["feat-3706"],"trait":["Esoterica","Thaumaturge"],"id":"feat-8361","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Talisman Esoterica Source Dark Archives (Remastered) pg. 43 --- You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations. You know the formulas for all common talismans in GM Core of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don't need a formula book for them. Talisman Esoterica leads to... Elaborate Talisman Esoterica, Grand Talisman Esoterica","category":"feat","pfs":"Standard","feat":["Talisman Esoterica"],"rarity":"common","slug":"feat-8361"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3707"],"trait":["Esoterica","Fortune","Manipulate","Occult","Thaumaturge"],"id":"feat-8362","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Turn Away Misfortune Reaction Source Dark Archives (Remastered) pg. 43 Trigger You would attempt a roll affected by a misfortune effect. --- You perform a superstition, such as casting salt over your shoulder to ward off bad luck. Turn Away Misfortune's fortune trait cancels out the misfortune effect, causing you to roll normally. As normal, you can apply only one fortune ability to a roll, so if you Turned Away Misfortune on an attack roll, you couldn't also use an ability like Halfling Luck to alter the roll further. ","feat":["Turn Away Misfortune"],"skill_mod":{},"summary":"You perform a superstition, such as casting salt over your shoulder to ward off bad luck.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"level":2,"source_category":["Rulebooks"],"trigger":"You would attempt a roll affected by a misfortune effect.","resistance":{},"url":"/Feats.aspx?ID=8362","name":"Turn Away Misfortune","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8362"},{"skill_mod":{},"summary":"You can find the one weak point in a creature's scales, wards, or armor to get past its resistances.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":4,"prerequisite":"Exploit Vulnerability","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8363","weakness":{},"name":"Breached Defenses","legacy_id":["feat-3708"],"trait":["Thaumaturge"],"id":"feat-8363","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Breached Defenses Source Dark Archives (Remastered) pg. 43 Prerequisites Exploit Vulnerability --- You can find the one weak point in a creature's scales, wards, or armor to get past its resistances. When you succeed at Exploit Vulnerability, you learn about the highest of the creature's resistances that can be bypassed (for example, if the creature has resistance to physical damage except silver), if the creature has one. If you prefer, you can choose the following benefit instead of one of the usual two benefits from Exploit Vulnerability. Breached Defenses You can choose this benefit only if you succeeded at Exploit Vulnerability and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon Strikes bypass the chosen resistance.","category":"feat","pfs":"Standard","feat":["Breached Defenses"],"rarity":"common","slug":"feat-8363"},{"skill_mod":{},"summary":"You attack your foe and analyze how it reacts.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8364","weakness":{},"archetype":["Vindicator"],"name":"Instructive Strike","legacy_id":["feat-3709"],"trait":["Thaumaturge"],"actions_number":2,"id":"feat-8364","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Instructive Strike Single Action Source Dark Archives (Remastered) pg. 44 Archetype Vindicator (Level 4) --- You attack your foe and analyze how it reacts. Make a Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Instructive Strike"],"rarity":"common","slug":"feat-8364"},{"skill_mod":{},"summary":"You break a trinket, such as a lodestone or jade pendant, in two, creating a sympathetic link between the halves that bridges distance.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8365","weakness":{},"name":"Paired Link","legacy_id":["feat-3710"],"trait":["Esoterica","Fortune","Occult","Thaumaturge"],"id":"feat-8365","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Paired Link Source Dark Archives (Remastered) pg. 44 --- You break a trinket, such as a lodestone or jade pendant, in two, creating a sympathetic link between the halves that bridges distance. During your daily preparations, you perform a short ceremony where you gift one of the two halves to a willing ally. On that ally, you can cast spells and use thaumaturge abilities targeting your paired ally as though you are adjacent to each other, and the ally can cast spells targeting you in the same way. These effects last as long as you and the ally have their half; if either half leaves either of your possessions for even a moment, or if you establish a link with a new ally during your next daily preparations, the link breaks. Paired Link leads to... Seven-Part Link","category":"feat","pfs":"Standard","feat":["Paired Link"],"rarity":"common","slug":"feat-8365"},{"skill_mod":{},"summary":"Your studies into the supernatural have resulted in an especially strong knowledge of rituals","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8366","weakness":{},"archetype":["Palatine Detective"],"name":"Thaumaturgic Ritualist","legacy_id":["feat-3711"],"trait":["Thaumaturge","Uncommon"],"id":"feat-8366","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Thaumaturgic Ritualist Source Dark Archives (Remastered) pg. 44 Archetype Palatine Detective (Level 6) --- Your studies into the supernatural have resulted in an especially strong knowledge of rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a rank no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a rank no higher than half your level and for which you meet the prerequisites.","category":"feat","pfs":"Standard","feat":["Thaumaturgic Ritualist"],"rarity":"uncommon","slug":"feat-8366"},{"skill_mod":{},"summary":"You've forged a deeper bond to your invested items, allowing you to activate them more than usual.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8367","weakness":{},"name":"One More Activation","legacy_id":["feat-3712"],"trait":["Thaumaturge"],"id":"feat-8367","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > One More Activation Source Dark Archives (Remastered) pg. 44 --- You've forged a deeper bond to your invested items, allowing you to activate them more than usual. Once each day, you can Activate an Item you've invested even after you've used that activation the maximum number of times for its frequency. You can do so only if the item's level is half your level or lower, the activation has a frequency of once per day or more frequent, and you haven't already used the activation this round.","category":"feat","pfs":"Standard","feat":["One More Activation"],"rarity":"common","slug":"feat-8367"},{"skill_mod":{},"summary":"Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":6,"prerequisite":"Scroll Thaumaturgy","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8368","weakness":{},"name":"Scroll Esoterica","legacy_id":["feat-3713"],"trait":["Esoterica","Thaumaturge"],"id":"feat-8368","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scroll Esoterica Source Dark Archives (Remastered) pg. 44 Prerequisites Scroll Thaumaturgy --- Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls. Each day during your daily preparations, you can create a single temporary scroll containing a 1st-rank spell of any tradition. The spell must be common, or you must otherwise have access to it. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't used it by then. It can't be used to Learn the Spell. At 8th level, add a second temporary scroll containing a 2nd-rank spell. Scroll Esoterica leads to... Elaborate Scroll Esoterica","category":"feat","pfs":"Standard","feat":["Scroll Esoterica"],"rarity":"common","slug":"feat-8368"},{"skill_mod":{},"summary":"When you apply your will to invoke a vulnerability, the result is more powerful, and the vulnerability ripples out in a web from your main target to affect a broader range of creatures.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":6,"prerequisite":"Exploit Vulnerability mortal weakness or personal antithesis","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8369","weakness":{},"name":"Sympathetic Vulnerabilities","legacy_id":["feat-3714"],"trait":["Thaumaturge"],"id":"feat-8369","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sympathetic Vulnerabilities Source Dark Archives (Remastered) pg. 45 Prerequisites Exploit Vulnerability mortal weakness or personal antithesis --- When you apply your will to invoke a vulnerability, the result is more powerful, and the vulnerability ripples out in a web from your main target to affect a broader range of creatures. This has one of two effects, based on the type of vulnerability you invoked. While you have mortal weakness applied, your Strikes also apply that weakness against any creature that has that weakness, not just creatures of the exact same kind. For instance, if you used mortal weakness against a cinder dragon to apply its weakness to cold to your Strikes, those Strikes would also apply to the weakness to cold of fire elementals or any other creature with a weakness to cold. While you have personal antithesis applied to a non-humanoid creature, you can apply your custom weakness to all creatures of the exact same kind. For example, if you used personal antithesis against an ort, the custom weakness would apply to other orts but not to other types of devils.","category":"feat","pfs":"Standard","feat":["Sympathetic Vulnerabilities"],"rarity":"common","slug":"feat-8369"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3715"],"trait":["Curse","Esoterica","Thaumaturge"],"id":"feat-8370","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Cursed Effigy Single Action Source Dark Archives (Remastered) pg. 45 Prerequisites Exploit Vulnerability Requirements Your last action was a successful Strike against the target of your Exploit Vulnerability, and the Strike dealt physical damage. --- After your attack, you grab a bit of blood, cut hair, or other piece of the creature's body. You incorporate the material into a premade doll, paper figure, or other effigy to create a sympathetic link that makes it harder to resist your abilities. As long as you are Exploiting Vulnerability against that creature, it takes a –2 status penalty to its saving throws against thaumaturge abilities or items that use your thaumaturge class DC.","feat":["Cursed Effigy"],"skill_mod":{},"summary":"After your attack, you grab a bit of blood, cut hair, or other piece of the creature's body.","primary_source":"Dark Archives (Remastered)","trait_group":["Affliction"],"level":8,"prerequisite":"Exploit Vulnerability","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike against the target of your Exploit Vulnerability, and the Strike dealt physical damage.","resistance":{},"url":"/Feats.aspx?ID=8370","name":"Cursed Effigy","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8370"},{"skill_mod":{},"summary":"As you continue to collect talismanic esoterica, you improve your ability to create temporary talismans.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":8,"prerequisite":"Talisman Esoterica","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8371","weakness":{},"name":"Elaborate Talisman Esoterica","legacy_id":["feat-3716"],"trait":["Thaumaturge"],"id":"feat-8371","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Elaborate Talisman Esoterica Source Dark Archives (Remastered) pg. 45 Prerequisites Talisman Esoterica --- As you continue to collect talismanic esoterica, you improve your ability to create temporary talismans. You can create four temporary talismans each day instead of two. Special You can select this feat a second time if you are 14th level or higher, allowing you to create six talismans each day instead of four.","category":"feat","pfs":"Standard","feat":["Elaborate Talisman Esoterica"],"rarity":"common","slug":"feat-8371"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3717"],"trait":["Esoterica","Manipulate","Thaumaturge"],"id":"feat-8372","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Share Weakness Single Action Source Dark Archives (Remastered) pg. 45 Prerequisites Exploit Vulnerability mortal weakness Requirements You are Exploiting a creature's Vulnerability using mortal weakness. --- You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an adjacent ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's Strikes apply the weakness from your mortal weakness the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again. Share Weakness leads to... Ubiquitous Weakness","feat":["Share Weakness"],"skill_mod":{},"summary":"You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an adjacent ally, establishing a personal link that allows your ally to affect an enemy as if they were you.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"level":10,"prerequisite":"Exploit Vulnerability mortal weakness","source_category":["Rulebooks"],"requirement":"You are Exploiting a creature's Vulnerability using mortal weakness.","resistance":{},"url":"/Feats.aspx?ID=8372","name":"Share Weakness","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8372"},{"skill_mod":{},"summary":"Magical equipment and gear are the tools of your trade, and you know you need as many as possible to help you against the supernatural.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":10,"prerequisite":"Charisma +3","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8373","weakness":{},"name":"Thaumaturge's Investiture","legacy_id":["feat-3718"],"trait":["Thaumaturge"],"id":"feat-8373","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Thaumaturge's Investiture Source Dark Archives (Remastered) pg. 45 Prerequisites Charisma +3 --- Magical equipment and gear are the tools of your trade, and you know you need as many as possible to help you against the supernatural. Thus, mastering the efficient use of such magical equipment is a matter of great importance. You gain the Incredible Investiture skill feat, increasing your limit on invested items from 10 to 12. The limit increases to 14 if you have Charisma +4, 16 if you have Charisma +5, 18 if you have Charisma +6, and 20 if you have Charisma +7.","category":"feat","pfs":"Standard","feat":["Thaumaturge's Investiture"],"rarity":"common","slug":"feat-8373"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3719"],"trait":["Esoterica","Thaumaturge"],"id":"feat-8374","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Twin Weakness Two Actions Source Dark Archives (Remastered) pg. 45 Prerequisites mortal weakness or personal antithesis Requirements You're holding an implement and a weapon, you are using Exploit Vulnerability with mortal weakness or personal antithesis, and the target creature is within reach of both your implement and weapon. --- As you make an attack augmented by your esoterica, you also press your implement against the creature, applying its weakness as your implement's energies sear the creature's flesh. Make a melee Strike against the target of your Exploit Vulnerability. On any attack roll result but a critical failure, you also press your implement against the creature, automatically dealing the additional damage from Exploit Vulnerability. This is in addition to any damage from your Strike, including the weakness the Strike applies from Exploit Vulnerability. This counts as two attacks when calculating your multiple attack penalty.","feat":["Twin Weakness"],"skill_mod":{},"summary":"As you make an attack augmented by your esoterica, you also press your implement against the creature, applying its weakness as your implement's energies sear the creature's flesh.","primary_source":"Dark Archives (Remastered)","level":10,"prerequisite":"mortal weakness or personal antithesis","source_category":["Rulebooks"],"requirement":"You're holding an implement and a weapon, you are using Exploit Vulnerability with mortal weakness or personal antithesis, and the target creature is within reach of both your implement and weapon.","resistance":{},"url":"/Feats.aspx?ID=8374","name":"Twin Weakness","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8374"},{"skill_mod":{},"summary":"You've picked up more scraps of magic texts, improving your makeshift scrolls.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":12,"prerequisite":"Scroll Esoterica","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8375","weakness":{},"name":"Elaborate Scroll Esoterica","legacy_id":["feat-3720"],"trait":["Thaumaturge"],"id":"feat-8375","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Elaborate Scroll Esoterica Source Dark Archives (Remastered) pg. 46 Prerequisites Scroll Esoterica --- You've picked up more scraps of magic texts, improving your makeshift scrolls. In addition to your daily scrolls from Scroll Esoterica, add a scroll with a 3rd-rank spell. At 14th level, add a scroll with a 4th-rank spell. At 16th level, add a scroll with a 5th-rank spell. Elaborate Scroll Esoterica leads to... Grand Scroll Esoterica","category":"feat","pfs":"Standard","feat":["Elaborate Scroll Esoterica"],"rarity":"common","slug":"feat-8375"},{"skill_mod":{},"summary":"Your bond to your invested items enables you to put more of yourself into them.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"trigger":"once per 10 minutes","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8376","weakness":{},"name":"Intensify Investiture","legacy_id":["feat-3721"],"trait":["Thaumaturge"],"actions_number":0,"id":"feat-8376","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Intensify Investiture Free Action Source Dark Archives (Remastered) pg. 46 Trigger once per 10 minutes --- Your bond to your invested items enables you to put more of yourself into them. If you next action is to activate an invested item that has a saving throw DC, you can use your thaumaturge class DC instead of the item's DC if it is higher.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Intensify Investiture"],"rarity":"common","slug":"feat-8376"},{"skill_mod":{},"summary":"You ward your allies from the attacks of your foes whenever you apply those protections to yourself.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":12,"prerequisite":"Esoteric Warden","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8377","weakness":{},"name":"Shared Warding","legacy_id":["feat-3722"],"trait":["Thaumaturge"],"id":"feat-8377","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Warding Source Dark Archives (Remastered) pg. 46 Prerequisites Esoteric Warden --- You ward your allies from the attacks of your foes whenever you apply those protections to yourself. When you gain a status bonus to AC and saves from Esoteric Warden, you can choose to grant the same benefit to all allies within 30 feet.","category":"feat","pfs":"Standard","feat":["Shared Warding"],"rarity":"common","slug":"feat-8377"},{"skill_mod":{},"summary":"You have claimed an area or location as your demesne, granting you the ability to ward and protect it.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8378","weakness":{},"name":"Thaumaturge's Demesne","legacy_id":["feat-3723"],"trait":["Arcane","Thaumaturge","Uncommon"],"id":"feat-8378","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Thaumaturge's Demesne Source Dark Archives (Remastered) pg. 46 --- You have claimed an area or location as your demesne, granting you the ability to ward and protect it. When you select this feat, choose a demesne, an area of no more than 2,000 square feet. You must legitimately own the area or, if its a public area, you must lay claim to the area without anyone contesting it. Once you've chosen your demesne, it's automatically protected by an arcane peaceful bubble spell with an unlimited duration, heightened to half your level rounded up and using your thaumaturge class DC in place of a spell DC, if necessary. Additionally, the demesne is attended by three phantasmal minions (Player Core 349). These phantasmal minions have an unlimited duration; you don't need to concentrate on them, and they aren't summoned minions. You can spend an action, which has the concentrate trait, to command one to perform a basic task; it continues to perform the task until the task is completed or it's commanded again. Thaumaturge's Demesne leads to... Unlimited Demesne","category":"feat","pfs":"Standard","feat":["Thaumaturge's Demesne"],"rarity":"uncommon","slug":"feat-8378"},{"skill_mod":{},"summary":"Reacting with an implement becomes instinct.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":14,"prerequisite":"an implement that grants a reaction","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8379","weakness":{},"name":"Esoteric Reflexes","legacy_id":["feat-3724"],"trait":["Thaumaturge"],"id":"feat-8379","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Esoteric Reflexes Source Dark Archives (Remastered) pg. 46 Prerequisites an implement that grants a reaction --- Reacting with an implement becomes instinct. At the start of your turn, you gain an additional reaction, which you can use for only reactions granted by your implements.","category":"feat","pfs":"Standard","feat":["Esoteric Reflexes"],"rarity":"common","slug":"feat-8379"},{"skill_mod":{},"summary":"You've gained the ability to place multiple talismans on an item.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":14,"prerequisite":"Talisman Esoterica","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8380","weakness":{},"name":"Grand Talisman Esoterica","legacy_id":["feat-3725"],"trait":["Thaumaturge"],"id":"feat-8380","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Grand Talisman Esoterica Source Dark Archives (Remastered) pg. 46 Prerequisites Talisman Esoterica --- You've gained the ability to place multiple talismans on an item. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item with this ability.","category":"feat","pfs":"Standard","feat":["Grand Talisman Esoterica"],"rarity":"common","slug":"feat-8380"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3726"],"trait":["Occult","Teleportation","Thaumaturge"],"id":"feat-8381","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Trespass Teleportation Reaction Source Dark Archives (Remastered) pg. 47 Prerequisites Exploit Vulnerability Trigger The target of your Exploit Vulnerability is within 120 feet and uses a teleportation effect. Requirements You are benefiting from Exploit Vulnerability. --- You can hunt your foe to the ends of creation. You teleport along with the enemy, appearing the same direction and distance from it as you were before it teleported (or the nearest unoccupied space if your destination is occupied). Any allies affected by Share Weakness or Ubiquitous Weakness, if you have those abilities, can spend their reaction to teleport along with the enemy if they're within 120 of the enemy and choose to do so.","feat":["Trespass Teleportation"],"skill_mod":{},"summary":"You can hunt your foe to the ends of creation.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster","Mechanics"],"level":14,"prerequisite":"Exploit Vulnerability","source_category":["Rulebooks"],"requirement":"You are benefiting from Exploit Vulnerability.","trigger":"The target of your Exploit Vulnerability is within 120 feet and uses a teleportation effect.","resistance":{},"url":"/Feats.aspx?ID=8381","name":"Trespass Teleportation","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8381"},{"skill_mod":{},"summary":"By weakening your relation to the ground and strengthening your relation to the sky, you've learned to soar through the air, your implement carrying you as surely as any broomstick or pestle.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8382","weakness":{},"name":"Implement's Flight","legacy_id":["feat-3727"],"trait":["Primal","Thaumaturge"],"id":"feat-8382","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Implement's Flight Source Dark Archives (Remastered) pg. 47 --- By weakening your relation to the ground and strengthening your relation to the sky, you've learned to soar through the air, your implement carrying you as surely as any broomstick or pestle. As long as you're holding a thaumaturge implement, you gain a fly Speed equal to your land Speed.","category":"feat","pfs":"Standard","feat":["Implement's Flight"],"rarity":"common","slug":"feat-8382"},{"skill_mod":{},"summary":"By exchanging pieces of a seven-part set of esoterica, you create a magical web by which your allies can affect each other at a distance.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":16,"prerequisite":"Paired Link","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8383","weakness":{},"name":"Seven-Part Link","legacy_id":["feat-3728"],"trait":["Thaumaturge"],"id":"feat-8383","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Seven-Part Link Source Dark Archives (Remastered) pg. 47 Prerequisites Paired Link --- Many traditions hold the number seven as significant. By exchanging pieces of a seven-part set of esoterica, you create a magical web by which your allies can affect each other at a distance. When you use Paired Link during your daily preparations, you can exchange linking esoterica with up to six willing allies, keeping one piece for yourself. In addition to the normal effects of Paired Link, if a linked ally casts a spell with a range of touch, they can target linked allies within 30 feet with that spell.","category":"feat","pfs":"Standard","feat":["Seven-Part Link"],"rarity":"common","slug":"feat-8383"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3729"],"trait":["Arcane","Esoterica","Thaumaturge"],"id":"feat-8384","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Sever Magic Two Actions Source Dark Archives (Remastered) pg. 47 Requirements You're holding an implement. --- You apply a frayed thread, a pinch of fulu ash, or a similar undone charm to your weapon, and swing to break a spell. Make a Strike against an enemy. If you hit and deal damage, you attempt to counteract a single spell active on the target (your choice). Your counteract rank is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.","feat":["Sever Magic"],"skill_mod":{},"summary":"You apply a frayed thread, a pinch of fulu ash, or a similar undone charm to your weapon, and swing to break a spell.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"level":16,"source_category":["Rulebooks"],"requirement":"You're holding an implement .","resistance":{},"url":"/Feats.aspx?ID=8384","name":"Sever Magic","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8384"},{"skill_mod":{},"summary":"You've completed the third and final step in your assimilation of scroll esoterica, granting you daily scrolls of incredible power. ","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":18,"prerequisite":"Elaborate Scroll Esoterica","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8385","weakness":{},"name":"Grand Scroll Esoterica","legacy_id":["feat-3730"],"trait":["Thaumaturge"],"id":"feat-8385","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Grand Scroll Esoterica Source Dark Archives (Remastered) pg. 47 Prerequisites Elaborate Scroll Esoterica --- You've completed the third and final step in your assimilation of scroll esoterica, granting you daily scrolls of incredible power. In addition to your daily scrolls from Scroll Esoterica and Elaborate Scroll Esoterica, add a single scroll with a 6th-rank spell. At 20th level, add a scroll with a 7th-rank spell.","category":"feat","pfs":"Standard","feat":["Grand Scroll Esoterica"],"rarity":"common","slug":"feat-8385"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3731"],"trait":["Magical","Thaumaturge"],"id":"feat-8386","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Implement's Assault Three Actions Source Dark Archives (Remastered) pg. 47 Requirements You're holding an implement. --- Your implement supercharges your weapon to shoot an impossible volley or carve through your foes. Make a Strike with your weapon against each enemy within 30 feet of you. You don't increase your multiple attack penalty until after making all the attacks. If your weapon is a melee weapon and any of the attacks are outside your reach, you Release the weapon before the Strikes, and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space.","feat":["Implement's Assault"],"skill_mod":{},"summary":"Your implement supercharges your weapon to shoot an impossible volley or carve through your foes.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"level":18,"source_category":["Rulebooks"],"requirement":"You're holding an implement .","resistance":{},"url":"/Feats.aspx?ID=8386","name":"Implement's Assault","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8386"},{"skill_mod":{},"summary":"You have an exceptional link to your third implement. ","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8387","weakness":{},"name":"Intense Implement","legacy_id":["feat-3732"],"trait":["Thaumaturge"],"id":"feat-8387","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Intense Implement Source Dark Archives (Remastered) pg. 47 --- You have an exceptional link to your third implement. You gain the adept benefit for your third implement.","category":"feat","pfs":"Standard","feat":["Intense Implement"],"rarity":"common","slug":"feat-8387"},{"skill_mod":{},"summary":"You've nurtured your bonds with your comrades, allowing you to share the benefits of your esoterica.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Share Weakness","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8388","weakness":{},"name":"Ubiquitous Weakness","legacy_id":["feat-3733"],"trait":["Manipulate","Thaumaturge"],"id":"feat-8388","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ubiquitous Weakness Source Dark Archives (Remastered) pg. 47 Prerequisites Share Weakness --- You've nurtured your bonds with your comrades, allowing you to share the benefits of your esoterica. When you use Exploit Vulnerability and choose mortal weakness, select any number of allies within 30 feet of you. Their Strikes apply the weakness from mortal weakness the same way your Strikes do. This benefit ends when you stop benefiting from Exploit Vulnerability. Since this effect depends on magically strengthening your bond to your allies, only allies with whom you've developed a rapport over the course of one or more days gain the benefit.","category":"feat","pfs":"Standard","feat":["Ubiquitous Weakness"],"rarity":"common","slug":"feat-8388"},{"skill_mod":{},"summary":"You can move your demesne here and there, bringing it wherever your journey takes you.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Thaumaturge's Demesne","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8389","weakness":{},"name":"Unlimited Demesne","legacy_id":["feat-3734"],"trait":["Arcane","Thaumaturge"],"id":"feat-8389","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Unlimited Demesne Source Dark Archives (Remastered) pg. 47 Prerequisites Thaumaturge's Demesne --- You can move your demesne here and there, bringing it wherever your journey takes you. Your demesne expands to a maximum of 10,000 square feet. Once per day, you can call your demesne forth, which takes 1 minute. This has the effects of resplendent mansion , except that it conjures your demesne from its previous location, with all the benefits of Thaumaturge's Demesne in addition to the those of the spell. You must be able to claim the new area, with the same restrictions as Thaumaturge's Demesne.","category":"feat","pfs":"Standard","feat":["Unlimited Demesne"],"rarity":"common","slug":"feat-8389"},{"skill_mod":{},"summary":"The thaumaturge's path culminates with the working of wonders.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":20,"prerequisite":"Legendary in Arcana, Legendary in Nature, Legendary in Occultism, or Legendary in Religion","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8390","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Wonder Worker","legacy_id":["feat-3735"],"trait":["Thaumaturge"],"id":"feat-8390","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Wonder Worker Source Dark Archives (Remastered) pg. 47 Prerequisites Legendary in Arcana, Legendary in Nature, Legendary in Occultism, or Legendary in Religion --- The thaumaturge's path culminates with the working of wonders. Once per day, you can align your esoterica to cast a spell of 8th rank or lower that takes 1, 2, or 3 actions to cast. The spell must be common or one to which you have access. You can choose a spell of any tradition for which you're legendary in the associated skill (Arcana for arcane, Nature for primal, Occultism for occult, or Religion for divine). Use your thaumaturge class DC in place of any necessary spell DC and your thaumaturge class DC – 10 in place of any necessary counteract modifier or spell attack modifier.","category":"feat","pfs":"Standard","feat":["Wonder Worker"],"rarity":"common","slug":"feat-8390"},{"skill_mod":{},"summary":"You feel something awaken within your mind","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence +2 or Charisma +2","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8391","weakness":{},"archetype":["Psychic"],"name":"Psychic Dedication","legacy_id":["feat-3736"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-8391","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Psychic Dedication Source Dark Archives (Remastered) pg. 48 Archetype Psychic Prerequisites Intelligence +2 or Charisma +2 --- You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the Cast a Spell activity; as you don't have a subconscious mind class feature, your thoughtforms are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits for this psi cantrip, but not any other benefits from the conscious mind. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for psychic archetype spells is the attribute you used to qualify for the archetype, and they are occult psychic spells. Psychic Dedication leads to... Basic Psychic Spellcasting, Basic Thoughtform, Psi Development","category":"feat","pfs":"Standard","feat":["Psychic Dedication"],"rarity":"common","slug":"feat-8391"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level psychic feat.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Psychic Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8392","weakness":{},"archetype":["Psychic"],"name":"Basic Thoughtform","legacy_id":["feat-3737"],"trait":["Archetype"],"id":"feat-8392","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Thoughtform Source Dark Archives (Remastered) pg. 48 Archetype Psychic Prerequisites Psychic Dedication --- You gain a 1st- or 2nd-level psychic feat of your choice. Basic Thoughtform leads to... Advanced Thoughtform","category":"feat","pfs":"Standard","feat":["Basic Thoughtform"],"rarity":"common","slug":"feat-8392"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Psychic Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8393","weakness":{},"archetype":["Psychic"],"name":"Basic Psychic Spellcasting","legacy_id":["feat-3738"],"trait":["Archetype"],"id":"feat-8393","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Psychic Spellcasting Source Dark Archives (Remastered) pg. 48 Archetype Psychic Prerequisites Psychic Dedication --- You gain the basic spellcasting benefits. When you gain a spell slot of a new rank from the psychic archetype, add a spell of the appropriate spell rank to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered. Basic Psychic Spellcasting leads to... Expert Psychic Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Psychic Spellcasting"],"rarity":"common","slug":"feat-8393"},{"skill_mod":{},"summary":"You gain one psychic feat.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Thoughtform","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8394","weakness":{},"archetype":["Psychic"],"name":"Advanced Thoughtform","legacy_id":["feat-3739"],"trait":["Archetype"],"id":"feat-8394","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Thoughtform Source Dark Archives (Remastered) pg. 48 Archetype Psychic Prerequisites Basic Thoughtform --- You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another psychic feat.","category":"feat","pfs":"Standard","feat":["Advanced Thoughtform"],"rarity":"common","slug":"feat-8394"},{"skill_mod":{},"summary":"You’ve found a new mental form","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Psychic Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8395","weakness":{},"archetype":["Psychic"],"name":"Psi Development","legacy_id":["feat-3740"],"trait":["Archetype"],"id":"feat-8395","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Psi Development Source Dark Archives (Remastered) pg. 48 Archetype Psychic Prerequisites Psychic Dedication --- You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. You gain the psychic benefits for this second psi cantrip. You gain the ability to amp your psi cantrips. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers.","category":"feat","pfs":"Standard","feat":["Psi Development"],"rarity":"common","slug":"feat-8395"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Occultism","Occultism"],"legacy_id":["feat-3741"],"trait":["Archetype"],"id":"feat-8396","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Psychic Spellcasting Source Dark Archives (Remastered) pg. 48 Archetype Psychic Prerequisites Basic Psychic Spellcasting; Master in Occultism --- You gain the expert spellcasting benefits. Expert Psychic Spellcasting leads to... Master Psychic Spellcasting","feat":["Expert Psychic Spellcasting"],"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":12,"prerequisite":"Basic Psychic Spellcasting; Master in Occultism","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8396","archetype":["Psychic"],"name":"Expert Psychic Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8396"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Occultism","Occultism"],"legacy_id":["feat-3742"],"trait":["Archetype"],"id":"feat-8397","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Psychic Spellcasting Source Dark Archives (Remastered) pg. 48 Archetype Psychic Prerequisites Expert Psychic Spellcasting; Legendary in Occultism --- You gain the master spellcasting benefits.","feat":["Master Psychic Spellcasting"],"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":18,"prerequisite":"Expert Psychic Spellcasting; Legendary in Occultism","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8397","archetype":["Psychic"],"name":"Master Psychic Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8397"},{"skill_mod":{},"summary":"You've uncovered basic thaumaturgy.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma +2","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8398","weakness":{},"archetype":["Thaumaturge"],"name":"Thaumaturge Dedication","legacy_id":["feat-3743"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-8398","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Thaumaturge Dedication Source Dark Archives (Remastered) pg. 49 Archetype Thaumaturge Prerequisites Charisma +2 --- You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use esoterica actions. You become trained in your choice of Arcana, Nature, Occultism, or Religion; if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. Glimpse Vulnerability Single Action (esoterica, manipulate) Frequency once per round; Requirement You are holding your implement; Effect You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon Strikes. Thaumaturge Dedication leads to... Basic Thaumaturgy, Implement Initiate, Magical Knowledge, Resolute","category":"feat","pfs":"Standard","feat":["Thaumaturge Dedication"],"rarity":"common","slug":"feat-8398"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level thaumaturge feat of your choice.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Thaumaturge Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8399","weakness":{},"archetype":["Thaumaturge"],"name":"Basic Thaumaturgy","legacy_id":["feat-3744"],"trait":["Archetype"],"id":"feat-8399","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Thaumaturgy Source Dark Archives (Remastered) pg. 49 Archetype Thaumaturge Prerequisites Thaumaturge Dedication --- You gain a 1st- or 2nd-level thaumaturge feat of your choice. Basic Thaumaturgy leads to... Advanced Thaumaturgy","category":"feat","pfs":"Standard","feat":["Basic Thaumaturgy"],"rarity":"common","slug":"feat-8399"},{"skill_mod":{},"summary":"You gain one thaumaturge feat.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Thaumaturgy","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8400","weakness":{},"archetype":["Thaumaturge"],"name":"Advanced Thaumaturgy","legacy_id":["feat-3745"],"trait":["Archetype"],"id":"feat-8400","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Thaumaturgy Source Dark Archives (Remastered) pg. 49 Archetype Thaumaturge Prerequisites Basic Thaumaturgy --- You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another thaumaturge feat.","category":"feat","pfs":"Standard","feat":["Advanced Thaumaturgy"],"rarity":"common","slug":"feat-8400"},{"skill_mod":{},"summary":"Mastery of an implement is the sign of a studied thaumaturge.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Thaumaturge Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8401","weakness":{},"archetype":["Thaumaturge"],"name":"Implement Initiate","legacy_id":["feat-3746"],"trait":["Archetype"],"id":"feat-8401","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Implement Initiate Source Dark Archives (Remastered) pg. 49 Archetype Thaumaturge Prerequisites Thaumaturge Dedication --- Mastery of an implement is the sign of a studied thaumaturge. You gain your implement's initiate benefit. If the benefit affects the target of Exploit Vulnerability, for you it affects the target of Glimpse Vulnerability instead.","category":"feat","pfs":"Standard","feat":["Implement Initiate"],"rarity":"common","slug":"feat-8401"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion"],"legacy_id":["feat-3747"],"trait":["Archetype"],"id":"feat-8402","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Magical Knowledge Source Dark Archives (Remastered) pg. 49 Archetype Thaumaturge Prerequisites Thaumaturge Dedication; trained in at least one of Arcana, Nature, Occultism, or Religion and expert in at least one other --- Increase your proficiency rank in one of Arcana, Nature, Occultism, or Religion from expert to master and in another from trained to expert. You gain a skill feat associated with each of the skills you chose.","feat":["Magical Knowledge"],"skill_mod":{},"summary":"Increase your proficiency rank in one of Arcana, Nature, Occultism, or Religion.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":8,"prerequisite":"Thaumaturge Dedication; trained in at least one of Arcana, Nature, Occultism, or Religion and expert in at least one other","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8402","archetype":["Thaumaturge"],"name":"Magical Knowledge","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8402"},{"skill_mod":{},"summary":"You've tempered your mind and become resolute against effects that strain your willpower.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Thaumaturge Dedication; expert in Will","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8403","weakness":{},"archetype":["Thaumaturge"],"name":"Resolute","legacy_id":["feat-3748"],"trait":["Archetype"],"id":"feat-8403","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Resolute Source Dark Archives (Remastered) pg. 49 Archetype Thaumaturge Prerequisites Thaumaturge Dedication; expert in Will --- You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master.","category":"feat","pfs":"Standard","feat":["Resolute"],"rarity":"common","slug":"feat-8403"},{"skill_mod":{},"summary":"Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye. ","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"You made a bargain with a devil or won a legal case or other similar duel of wits against a devil.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8404","weakness":{},"name":"Devil's Eye","legacy_id":["feat-3749"],"trait":["Aftermath","Divine","Rare"],"id":"feat-8404","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Devil's Eye Source Dark Archives (Remastered) pg. 55 Prerequisites You made a bargain with a devil or won a legal case or other similar duel of wits against a devil. --- Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye. The eye is the same shape and iris color as your normal eye would be, but the sclera is a deep red instead of white and the pupil is a narrow, vertical slit. The eye grants you an abnormal understanding of the loopholes and legal processes employed to trap poor creatures that don't know any better. You gain the Objection reaction. You also become an expert in Legal Lore and gain a +1 circumstance bonus to any check you make to read or negotiate a treatise, contract, or similar text. At 7th level you become a master of Legal Lore, and at 15th level you become legendary in Legal Lore. You can use Legal Lore in place of Perception to detect verbal loopholes, double entendres, hidden meanings, code, or contradictions in a conversation you can hear. This doesn't let you fully understand coded speech but alerts you to its presence. Objection Reaction (fortune) Frequency once per minute; Trigger You're about to attempt a saving throw against a linguistic effect; Effect Your devil's eye crackles with infernal glee as you discover a loophole in the wording of the triggering effect. You roll your saving throw twice, taking the higher result. ","category":"feat","pfs":"Limited","feat":["Devil's Eye"],"rarity":"rare","slug":"feat-8404"},{"skill_mod":{},"summary":"With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you.","primary_source":"Dark Archives (Remastered)","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"You helped to lay a haunt, ghost, or spirit to rest.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8405","weakness":{},"name":"Echo of the Fallen","legacy_id":["feat-3750"],"trait":["Aftermath","Rare"],"id":"feat-8405","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Echo of the Fallen Source Dark Archives (Remastered) pg. 55 Prerequisites You helped to lay a haunt, ghost, or spirit to rest. --- With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you. This manifests as an echo of their former self that follows you around and that you and anyone capable of casting divine or occult spells can see and speak with. When you take this feat, work with your GM to choose Eye one martial weapon and one skill (or an advanced weapon if you're trained in all martial weapons) that are appropriate for the spirit; once you've chosen the weapon and skill, you can't change them. You gain the Accept Echo action. Accept Echo Single Action (concentrate, occult) Frequency once per day; Effect You allow the echo to inhabit your body, gaining a glowing aura around you, shining pale-green irises, a resonating voice, and the silhouette of the spirit around your own body, all of which can be seen clearly by others. While in this state, you become trained in the weapon you chose and an expert in the skill you chose. Additionally, while you're in this state, the echo can speak and interact with the Universe using your body, and you gain a +4 status bonus to all saves against possession effects, as the possessing spirit protects you from other possessions. This state lasts for 10 minutes, after which the echo disappears completely until the next time you make your daily preparations. You can Dismiss this effect. At 7th level you become a master of the skill you chose, at 13th level you become an expert with the weapon you chose, and at 15th level you become legendary with the skill you chose. ","category":"feat","pfs":"Limited","feat":["Echo of the Fallen"],"rarity":"rare","slug":"feat-8405"},{"skill_mod":{},"summary":"The chill of ice entered your veins and never left, adjusting the internal temperature of your body.","primary_source":"Dark Archives (Remastered)","trait_group":["Energy","Monster","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"You've been brought to 0 Hit Points by an enemy that has the cold trait or an enemy's ability that has the cold trait.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8406","weakness":{},"name":"Lingering Chill","legacy_id":["feat-3751"],"trait":["Aftermath","Cold","Primal","Rare"],"id":"feat-8406","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Lingering Chill Source Dark Archives (Remastered) pg. 55 Prerequisites You've been brought to 0 Hit Points by an enemy that has the cold trait or an enemy's ability that has the cold trait. --- The chill of ice entered your veins and never left, adjusting the internal temperature of your body. Your breath comes out in puffs, and your skin is as cold and smooth as the ice in your veins. You can cast frostbite as a primal innate cantrip. You gain resistance to cold damage equal to half your level, and you're protected from severe cold temperatures.","category":"feat","pfs":"Limited","feat":["Lingering Chill"],"rarity":"rare","slug":"feat-8406"},{"skill_mod":{},"summary":"You've been ensnared by an azata's infectious enthusiasm for life, love, and freedom.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"You've partied extensively with an azata or entered a romantic relationship with an azata.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8407","weakness":{},"name":"Elysium's Cadence","legacy_id":["feat-3752"],"trait":["Aftermath","Divine","Rare"],"id":"feat-8407","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Elysium's Cadence Source Dark Archives (Remastered) pg. 56 Prerequisites You've partied extensively with an azata or entered a romantic relationship with an azata. --- You've been ensnared by an azata's infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes. You gain a +1 circumstance bonus to checks to Make an Impression, or a +2 circumstance bonus if the target is holy. You gain the Set Free reaction. Set Free Reaction (fortune) Frequency once per hour; Trigger You attempt a check to remove or counteract an effect that causes the confused, controlled, fascinated, immobilized, paralyzed, or restrained condition; Effect You roll twice and use the better result.","category":"feat","pfs":"Limited","feat":["Elysium's Cadence"],"rarity":"rare","slug":"feat-8407"},{"skill_mod":{},"summary":"Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"You've been reduced to 0 Hit Points while engulfed by an ooze.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8408","weakness":{},"name":"Jelly Body","legacy_id":["feat-3753"],"trait":["Aftermath","Magical","Rare"],"id":"feat-8408","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Jelly Body Source Dark Archives (Remastered) pg. 56 Prerequisites You've been reduced to 0 Hit Points while engulfed by an ooze. --- Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones. You gain resistance equal to your level to precision damage and damage from critical hits. You can submerge up to 1 Bulk of items within your body by sticking them inside of yourself. While the protrusion of the item is still visible from the outside, the items don't count toward making you encumbered or your maximum Bulk while stored in you. You can Interact to retrieve or store an item submerged into your body.","category":"feat","pfs":"Limited","feat":["Jelly Body"],"rarity":"rare","slug":"feat-8408"},{"skill_mod":{},"summary":"In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8409","weakness":{},"name":"Gift of the Hoard","legacy_id":["feat-3754"],"trait":["Aftermath","Magical","Rare"],"id":"feat-8409","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Gift of the Hoard Source Dark Archives (Remastered) pg. 56 Prerequisites You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard. --- In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body. Your eyes begin to glow and change color while your limbs and neck grow a veneer of scales, visually matching the associated dragon, accompanied by a near-insatiable desire to amass a hoard of your own. You gain the dragon breath sorcerer bloodline spell, emulating the breath of the associated dragon. If you don't have one, you gain a focus pool of 1 Focus Point. You Refocus by counting and arranging your treasure.","category":"feat","pfs":"Limited","feat":["Gift of the Hoard"],"rarity":"rare","slug":"feat-8409"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3755"],"trait":["Aftermath","Magical","Rare","Void","Negative"],"id":"feat-8410","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Siphon Life Two Actions Source Dark Archives (Remastered) pg. 56 Prerequisites You've been reduced to 0 Hit Points by an enemy with the void trait. --- Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy's life force. Strike with an unarmed attack. If you hit and the target is a living creature, it takes 4d6 additional void damage, depending on its Fortitude save. If the target takes any void damage, you gain an equal number of temporary Hit Points, which last for 1 minute. Critical Success The target takes no additional void damage and becomes temporarily immune for 1 minute. Success The target takes half the additional void damage. Failure The target takes full additional void damage. Critical Failure The target takes double the additional void damage.","feat":["Siphon Life"],"skill_mod":{},"summary":"Experiences with necromantic energy have left a permanent mark on you.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Rarity","Energy","Planar","Creature Type"],"level":10,"prerequisite":"You've been reduced to 0 Hit Points by an enemy with the void trait.","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8410","name":"Siphon Life","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"feat-8410"},{"skill_mod":{},"summary":"You were the target of some petrifying effect, and an element of that stony gaze has remained with you.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"You have been petrified by an enemy.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8411","weakness":{},"name":"Petrified Skin","legacy_id":["feat-3756"],"trait":["Aftermath","Magical","Rare"],"id":"feat-8411","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Petrified Skin Source Dark Archives (Remastered) pg. 56 Prerequisites You have been petrified by an enemy. --- It might have been a medusa, basilisk, or even a paleohemoth; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin and covers more of your body as you lose health. You gain a stone fist unarmed attack that deals 1d8 bludgeoning damage, has the shove trait, and is in the brawling weapon group (unlike a normal fist, it doesn't have the agile or finesse traits). Additionally, you become more petrified as your life force ebbs. When you have fewer than half your maximum Hit Points, you increase the damage die size of your stone fist from 1d8 to 1d10 and gain resistance to physical damage (except adamantine) equal to your Constitution modifier. If you would gain the dying condition, you can choose to instead be permanently petrified and avoid the risk of death. When you do, you enter your petrified form with your full maximum Hit Points instead of the normal number. If you become unpetrified, you return to 0 Hit Points, as normal. You can't voluntarily end this petrification. An effect that suppresses, counteracts, or otherwise ends petrification (such as sure footing) functions against this petrification, but has no effect against the petrification unless the effect has a counteract rank equal to half your level or higher and the effect's creator succeeds at a counteract check against the hard DC for your level. Each time you recover from this petrification, you gain a new scar on your skin in the shape of a long, thin crack.","category":"feat","pfs":"Limited","feat":["Petrified Skin"],"rarity":"rare","slug":"feat-8411"},{"skill_mod":{},"summary":"A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body.","primary_source":"Dark Archives (Remastered)","trait_group":["Energy","Elemental","Planar","Monster","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"You've been brought to 0 Hit Points by an enemy that has the fire trait or an enemy's ability that has the fire trait.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8412","weakness":{},"name":"Dormant Eruption","legacy_id":["feat-3757"],"trait":["Aftermath","Fire","Primal","Rare"],"id":"feat-8412","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Dormant Eruption Source Dark Archives (Remastered) pg. 57 Prerequisites You've been brought to 0 Hit Points by an enemy that has the fire trait or an enemy's ability that has the fire trait. --- A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. You're hot to the touch, gaining resistance 5 to cold and fire. Whenever an adjacent creature Strikes you with a melee attack or touches you, it takes 1d6 persistent fire damage. You gain the Thermal Eruption action. Thermal Eruption Two Actions (fire, primal) Frequency once per day; Effect You concentrate your thermal energy and explode it outward. All creatures in a 20-foot emanation take 14d6 fire damage with a basic Reflex save. Afterward, you lose all effects of the Dormant Eruption feat until your next daily preparations.","category":"feat","pfs":"Limited","feat":["Dormant Eruption"],"element":["Fire"],"rarity":"rare","slug":"feat-8412"},{"skill_mod":{},"summary":"Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster","Rarity","Elemental","Planar"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"You've been brought to 0 Hit Points by an enemy that has the water trait or an enemy's ability that has the water trait.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8413","weakness":{},"name":"Sink and Swim","legacy_id":["feat-3758"],"trait":["Aftermath","Primal","Rare","Water"],"id":"feat-8413","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Sink and Swim Source Dark Archives (Remastered) pg. 57 Prerequisites You've been brought to 0 Hit Points by an enemy that has the water trait or an enemy's ability that has the water trait. --- Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements. You gain a swim Speed equal to your land Speed. If you already had a swim Speed, it's increased by 10 feet. You gain the Water Transfer activity, which enables you to teleport through a body of water. Water Transfer two-actions] ([primal, teleportation, water) Frequency once per minute; Requirements You're on land and adjacent to a body of water; Effect You sink into the water and emerge back onto land in another space within 120 feet that's adjacent to the same body of water. You can transport yourself, any items you're wearing and holding, and up to one other willing creature.","category":"feat","pfs":"Limited","feat":["Sink and Swim"],"element":["Water"],"rarity":"rare","slug":"feat-8413"},{"skill_mod":{},"summary":"There are some fates worse than death–and you worked to save a fey from one such fate. ","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"You helped to save a fey from a terrible fate, and you're not a fey.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8414","weakness":{},"name":"Fey Life","legacy_id":["feat-3759"],"trait":["Aftermath","Healing","Primal","Rare"],"id":"feat-8414","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Fey Life Source Dark Archives (Remastered) pg. 57 Prerequisites You helped to save a fey from a terrible fate, and you're not a fey. --- There are some fates worse than death–and you worked to save a fey from one such fate. In return, your life became bound to theirs. Fey magic has since become a part of you, bringing the vibrant colors of the First World to you and all that surrounds you. Your skin, hair, all that you touch, and anything within 5 feet of you changes to the most brilliant hues possible, though the colors fade as you cease to touch an object or you move away. You gain the ability to cast summon fey as a 7th-rank primal innate spell once per day. At 18th level the spell heightens to 8th rank, and at 20th level it heightens to 9th rank. The first time you die after gaining this feat, the bond you made with the fey invokes the power of the First World to return you to life. Immediately after dying, you revive, becoming conscious (and wounded as normal) at 27 Hit Points, and you gain the fey trait. Your eyes become a rainbow of colors, and you take on a visual aspect of the fey with whom you are bound, such as by growing wings, horns, or a plantlike body. The change has no mechanical effect; for instance, the wings wouldn't allow you to fly, nor would horns grant a horn unarmed attack. The second time you die, you reawaken in the First World with the full appearance of the fey that was bound to you. You become an NPC, unconcerned with your old mortal life. You can be returned to your previous life in the Universe by having allies spend 3 days building a shrine to the First World, giving three offerings that hold deep sentimental value for you or another, and holding a raucous, three-day long feast. Any time that you die after that, you reawaken again in the First World with no memories of your previous life, and you can only be brought back by powerful magic such as a wish ritual. ","category":"feat","pfs":"Limited","feat":["Fey Life"],"rarity":"rare","slug":"feat-8414"},{"skill_mod":{},"summary":"A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do.","primary_source":"Dark Archives (Remastered)","trait_group":["Elemental","Planar","Monster","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"You've been brought to 0 Hit Points by an enemy that has the air trait or an enemy's ability that has the air trait.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8415","weakness":{},"name":"Walk on the Wind","legacy_id":["feat-3760"],"trait":["Aftermath","Air","Magical","Rare"],"id":"feat-8415","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Walk on the Wind Source Dark Archives (Remastered) pg. 57 Prerequisites You've been brought to 0 Hit Points by an enemy that has the air trait or an enemy's ability that has the air trait. --- A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do. You're light on your feet, your voice gains an airy quality that allows it to travel further than normal, and your clothing and hair rustle gently around you at all times. You can Stride at half your land Speed across calm air. If you attempt to carry another creature with you while walking on air, even if it's in an extradimensional space, you fall.","category":"feat","pfs":"Limited","feat":["Walk on the Wind"],"element":["Air"],"rarity":"rare","slug":"feat-8415"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3761"],"trait":["Concentrate","Druid","Spellshape","Metamagic"],"id":"feat-8416","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cryptic Spell Single Action Source Dark Archives (Remastered) pg. 64 Requirements You're in natural terrain. --- You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'- wisp. If the next action you take is to Cast a Spell, the spell gains the subtle trait, masking the spell's manifestations in the natural sights and sounds of the environment. The trait hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.","feat":["Cryptic Spell"],"skill_mod":{},"summary":"You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'- wisp.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You're in natural terrain.","resistance":{},"url":"/Feats.aspx?ID=8416","name":"Cryptic Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8416"},{"skill_mod":{},"summary":"With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter.","primary_source":"Dark Archives (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8417","weakness":{},"skill":["Deception","Deception"],"name":"Wolf in Sheep's Clothing","legacy_id":["feat-3762"],"trait":["Ranger"],"id":"feat-8417","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Wolf in Sheep's Clothing Source Dark Archives (Remastered) pg. 64 Prerequisites Trained in Deception --- With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter. You can Impersonate creatures with the animal, beast, or plant traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could Impersonate a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn't change your actual size.","category":"feat","pfs":"Standard","feat":["Wolf in Sheep's Clothing"],"rarity":"common","slug":"feat-8417"},{"skill_mod":{},"summary":"The eye rebels, the mind recoils—no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land.","primary_source":"Dark Archives (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Trained in Occultism; Expert in Stealth","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8418","weakness":{},"skill":["Occultism","Stealth","Occultism","Stealth"],"name":"Can't You See?","legacy_id":["feat-3763"],"trait":["Druid","Ranger"],"id":"feat-8418","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Can't You See? Source Dark Archives (Remastered) pg. 64 Prerequisites Trained in Occultism; Expert in Stealth --- The eye rebels, the mind recoils—no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land. A character who attempts to Point Out your location must attempt a DC 14 flat check. If they fail, their allies misunderstand them and aren't sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to Seek you while you're hidden to or undetected by it, it thinks you're in a different location chosen by the GM. In either case, you appear to be hidden to a creature that thinks you're in a different location, though you're actually undetected by it for targeting and further uses of the Seek action.","category":"feat","pfs":"Standard","feat":["Can't You See?"],"rarity":"common","slug":"feat-8418"},{"skill_mod":{},"summary":"The natural world can be scary to those not used to it—and you make it scarier still.","primary_source":"Dark Archives (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Trained in Intimidation; Trained in Stealth","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8419","weakness":{},"skill":["Intimidation","Stealth","Intimidation","Stealth"],"name":"Eerie Environs","legacy_id":["feat-3764"],"trait":["Druid","Ranger"],"id":"feat-8419","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Eerie Environs Source Dark Archives (Remastered) pg. 65 Prerequisites Trained in Intimidation; Trained in Stealth --- The natural world can be scary to those not used to it—and you make it scarier still. If you're hidden from a creature, you can attempt to Demoralize it without losing your hidden condition— imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don't take a penalty to your check if the target doesn't understand your language.","category":"feat","pfs":"Standard","feat":["Eerie Environs"],"rarity":"common","slug":"feat-8419"},{"skill_mod":{},"summary":"The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backward, or through places no one would think to pass through.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Trained in Intimidation; Trained in Survival","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8420","weakness":{},"skill":["Intimidation","Survival","Intimidation","Survival"],"name":"Eerie Traces","legacy_id":["feat-3765"],"trait":["Concentrate","Druid","Exploration","Move","Ranger"],"id":"feat-8420","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Eerie Traces Source Dark Archives (Remastered) pg. 65 Prerequisites Trained in Intimidation; Trained in Survival --- The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don't need to attempt a Survival check to change your tracks, but anyone tracking you must attempt a Will save against the higher of your class DC or spell DC. Success The tracker is unaffected. Failure The tracker becomes frightened 1 for as long as it follows your tracks. This condition doesn't decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter frightened 1. Critical Failure As failure, but your disturbing traces cause the tracker to be frightened 2 instead.","category":"feat","pfs":"Standard","feat":["Eerie Traces"],"rarity":"common","slug":"feat-8420"},{"skill_mod":{},"summary":"The world conspires to keep you forgotten and unnoticed— memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face.","primary_source":"Dark Archives (Remastered)","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8421","weakness":{},"name":"Forgotten Presence","legacy_id":["feat-3766"],"trait":["Druid","Uncommon"],"id":"feat-8421","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Forgotten Presence Source Dark Archives (Remastered) pg. 65 --- The world conspires to keep you forgotten and unnoticed— memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to Recall Knowledge about you take a –2 circumstance penalty. Add rewrite memory to your spell list as a primal spell.","category":"feat","pfs":"Standard","feat":["Forgotten Presence"],"rarity":"uncommon","slug":"feat-8421"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Occultism","Survival","Occultism","Survival"],"legacy_id":["feat-3767"],"trait":["Auditory","Concentrate","Curse","Druid","Linguistic","Manipulate","Primal","Ranger","Uncommon"],"id":"feat-8422","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Eerie Proclamation Two Actions Source Dark Archives (Remastered) pg. 65 Frequency once per hour Prerequisites Expert in Occultism; Expert in Survival Requirements You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house). --- You know there are places in the world that are just wrong— places where the birds don't sing and where you always feel like you're being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a 10-foot by 10- foot square you can see and make an ominous proclamation of some manner (i.e. “This is cursed ground,” “That is an ill-omened place.”). The next creature that enters the marked territory must attempt a Will save against your spell DC (if you're a druid) or class DC (if you're a ranger). Success The target is unaffected. Failure Something goes horribly awry for the victim in the cursed ground. The details are up to the GM—it can be a purely “natural” accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition. Critical Failure As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute. ## d4 Failure Critical Failure 1 Clumsy 2 Clumsy 3 2 Enfeebled 2 Enfeebled 3 3 Stupefied 2 Stupefied 3 4 Dazzled Blinded for 1 round, then dazzled ","feat":["Eerie Proclamation"],"skill_mod":{},"summary":"You know there are places in the world that are just wrong— places where the birds don't sing and where you always feel like you're being watched.","primary_source":"Dark Archives (Remastered)","trait_group":["Sense","Mechanics","Affliction","Class","Tradition","Monster","Rarity"],"level":10,"prerequisite":"Expert in Occultism; Expert in Survival","source_category":["Rulebooks"],"requirement":"You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).","resistance":{},"url":"/Feats.aspx?ID=8422","name":"Eerie Proclamation","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-8422"},{"skill_mod":{},"summary":"You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist.","primary_source":"Dark Archives (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8423","weakness":{},"skill":["Stealth","Stealth"],"name":"Obscured Emergence","legacy_id":["feat-3768"],"trait":["Ranger"],"id":"feat-8423","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Obscured Emergence Source Dark Archives (Remastered) pg. 65 Prerequisites Expert in Stealth --- You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist. When you stop being hidden due to your own actions (not due to someone successfully finding you), you gain concealment until the start of your next turn as people's eyes find it oddly hard to focus on you. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to Hide.","category":"feat","pfs":"Standard","feat":["Obscured Emergence"],"rarity":"common","slug":"feat-8423"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3769"],"trait":["Druid","Manipulate","Spellshape","Metamagic"],"id":"feat-8424","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Bizarre Transformation Single Action Source Dark Archives (Remastered) pg. 65 Prerequisites Untamed Form --- The forms you take on defy belief—chimerical sights of twisted antlers or acidic drool. If your next action is to cast untamed form, you can change the damage type of a single unarmed attack granted by untamed form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. The chosen attack gains the appropriate trait.","feat":["Bizarre Transformation"],"skill_mod":{},"summary":"The forms you take on defy belief—chimerical sights of twisted antlers or acidic drool.","primary_source":"Dark Archives (Remastered)","trait_group":["Class","Mechanics"],"level":14,"prerequisite":"Untamed Form","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8424","name":"Bizarre Transformation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8424"},{"skill_mod":{},"summary":"You've learned how to read the natural auras of other living creatures.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Occultism","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8425","weakness":{},"skill":["Occultism","Occultism"],"name":"Aura Sight","legacy_id":["feat-3770"],"trait":["Concentrate","Exploration","General","Secret","Skill","Uncommon"],"id":"feat-8425","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Aura Sight Source Dark Archives (Remastered) pg. 78 Prerequisites Expert in Occultism --- You've learned how to read the natural auras of other living creatures. To do this, you must focus on a single living target without blinking for 1 minute. You can do this while performing some other minor task—such as making conversation to distract from your intentions—but you can't blink or otherwise lose your concentration. You can then perceive any or all of the following information. The target's current apparent attitude toward you (friendly, indifferent, and so on). The target's current apparent emotional state. A general assessment of the target's physical health, such as what conditions or afflictions it has. You might need to succeed at an Occultism check against the affliction or condition's DC to detect the presence of a specifically hidden or subtle condition or affliction. In addition, the GM rolls a secret Occultism check for you against the target's Deception DC. If your result exceeds your target's, you can identify if they're being deceptive in some way (such as expressing a false attitude toward you or faking an emotional state). This doesn't allow you to automatically identify the exact nature of that deception, only to tell the outward appearance is false.","category":"feat","pfs":"Standard","feat":["Aura Sight"],"rarity":"uncommon","slug":"feat-8425"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Occultism","Occultism"],"legacy_id":["feat-3771"],"trait":["Concentrate","Exploration","General","Skill","Uncommon"],"id":"feat-8426","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Automatic Writing Source Dark Archives (Remastered) pg. 78 Frequency once per day Prerequisites Expert in Occultism --- When confronted with the unknown, you can receive knowledge beyond your own experience via written messages delivered by your hand. You spend 10 minutes seated while holding a writing utensil, using it to make small circular motions as you open your mind to the forces around you. You receive information as your hand writes on its own, guided by spirits. At the end of these 10 minutes, Recall Knowledge with any Lore skill in which you are not trained, using your Occultism modifier instead of your modifier with that skill. The strain of this spirit channeling leaves you stupefied 1 for the next 10 minutes.","feat":["Automatic Writing"],"skill_mod":{},"summary":"When confronted with the unknown, you can receive knowledge beyond your own experience via written messages delivered by your hand.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Feat","Rarity"],"level":2,"prerequisite":"Expert in Occultism","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8426","name":"Automatic Writing","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8426"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"legacy_id":["feat-3772"],"trait":["General","Healing","Manipulate","Skill","Uncommon"],"id":"feat-8427","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Chromotherapy Two Actions Source Dark Archives (Remastered) pg. 78 Prerequisites Expert in Medicine --- You firmly believe in the technique of strengthening one's life force, spiritual energies, and bodily fluids through the application of colored light. When using a torch, lantern, or other artificial light source to illuminate an area of dim light or darker, you use a combination of alchemical reagents, medicinal components, and colored lenses to turn that light one of seven colors, allowing you to help an ally recover from persistent damage. You give that target an assisted recovery, but the target can be anywhere within the bright light of the light source instead of needing to be adjacent to you. Ambient bright light (like sunlight) drowns out your artificial illumination and prevents you from using Chromotherapy. The color of the light you choose determines the type of persistent damage from which you help the target recover. ## Color Description Red You increase blood flow to heat the body, attempting to end persistent cold damage. Orange You cancel out electric charge, attempting to end persistent electricity damage. Yellow You reduce pain and mental stress, attempting to end persistent mental damage. Green You promote blood flow in a way that helps clot wounds, attempting to end persistent bleed damage. Blue You cool the body, attempting to end persistent fire damage. Indigo You render acids inert, attempting to end persistent acid damage. Violet You purify the body, attempting to end persistent poison damage. ","feat":["Chromotherapy"],"skill_mod":{},"summary":"You firmly believe in the technique of strengthening one's life force, spiritual energies, and bodily fluids through the application of colored light.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"level":2,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8427","name":"Chromotherapy","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-8427"},{"skill_mod":{},"summary":"You know how to stimulate a body's natural healing abilities through the application of resonant crystals.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8428","weakness":{},"skill":["Occultism","Occultism"],"name":"Crystal Healing","legacy_id":["feat-3773"],"trait":["General","Healing","Manipulate","Skill","Uncommon"],"id":"feat-8428","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crystal Healing Source Dark Archives (Remastered) pg. 78 Prerequisites Trained in Occultism --- You know how to stimulate a body's natural healing abilities through the application of resonant crystals. Doing so requires you to use at least two semiprecious stones with a total value of 5 gp or more in place of a healer's toolkit, which allows you to attempt to Treat Disease or Treat Poison using Occultism rather than Medicine. If you're an expert in Occultism and you use gems whose total value equals or exceeds 50 gp, you gain a +1 item bonus to your Occultism check. If you're a master and the gems' value equals or exceeds 700 gp, the item bonus increases to +2; if you're legendary in Occultism and the gems' value equals or exceeds 15,000 gp, the item bonus increases to +3.","category":"feat","pfs":"Standard","feat":["Crystal Healing"],"rarity":"uncommon","slug":"feat-8428"},{"skill_mod":{},"summary":"You can find what you're looking for using a dowsing rod or pendulum.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":3,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8429","weakness":{},"skill":["Survival","Survival"],"name":"Folk Dowsing","legacy_id":["feat-3774"],"trait":["General","Skill","Uncommon"],"id":"feat-8429","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Folk Dowsing Source Dark Archives (Remastered) pg. 78 Prerequisites Trained in Survival --- You can find what you're looking for using a dowsing rod or pendulum. If you Search while wielding a dowsing rod or pendulum, in addition to the normal checks for Searching, the GM rolls a secret Survival check for you to detect the largest source of water, oil, or another natural non-bodily fluid in the area. Even if the liquid is concealed from you—for example, if it stems from an underground spring or is piped through a wall—this technique points you in the right direction. The GM determines the DC, which is usually the trained simple DC with a hard or very hard adjustment if the source of water is small. If you're an expert in Survival, the GM also makes a Survival check for you to detect sizable deposits of metal, minerals, and nearby graves. The DC is usually the expert simple DC, with DC adjustments for smaller deposits.","category":"feat","pfs":"Standard","feat":["Folk Dowsing"],"rarity":"uncommon","slug":"feat-8429"},{"skill_mod":{},"summary":"You've attuned your natural aura to that of plant life, coaxing it to grow faster than normal.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Feat","Tradition","Monster","Rarity","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Nature","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8430","weakness":{},"skill":["Nature","Nature"],"name":"Morphic Manipulation","legacy_id":["feat-3775"],"trait":["Exploration","General","Primal","Skill","Uncommon","Vitality","Positive"],"id":"feat-8430","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Morphic Manipulation Source Dark Archives (Remastered) pg. 79 Prerequisites Master in Nature --- You've attuned your natural aura to that of plant life, coaxing it to grow faster than normal. You sit for 10 minutes with a small, natural non-creature plant—such as a lone flower, a small bush, or a potted succulent—while you bring your aura in tune through meditation. You coax the plant to advance one stage in its life cycle: from seed to sprout, sprout to plant, plant to flower, or flower to fruit. If the plant doesn't have proper nutrients (if you're sprouting a seed without soil or water, for example), the plant withers 5 minutes after you complete the activity. Performing this activity more than once per day renders you fatigued and unable to use Morphic Manipulation until your next full night's rest.","category":"feat","pfs":"Standard","feat":["Morphic Manipulation"],"rarity":"uncommon","slug":"feat-8430"},{"skill_mod":{},"summary":"With a touch, you can read the psychic impressions left on objects by their previous owners.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Feat","Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8431","weakness":{},"skill":["Occultism","Occultism"],"name":"Read Psychometric Resonance","legacy_id":["feat-3776"],"trait":["Concentrate","Emotion","Exploration","General","Mental","Occult","Skill","Uncommon"],"id":"feat-8431","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Read Psychometric Resonance Source Dark Archives (Remastered) pg. 79 Prerequisites Trained in Occultism --- With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to Detect Magic in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child's beloved teddy bear, the sorrow from a widower's wedding ring, or the fear from a victim's murder weapon. If you're looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action. Psychometric Assessment (concentrate, emotion, exploration, mental, occult) Requirements Your bare hands are touching an object in which you detected psychometric resonance; Effect You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take 1d6 psychic damage, as determined by the GM.","category":"feat","pfs":"Standard","feat":["Read Psychometric Resonance"],"rarity":"uncommon","slug":"feat-8431"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"one per day","weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-3777"],"trait":["General","Skill","Uncommon"],"id":"feat-8432","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Skeptic's Defense Reaction Source Dark Archives (Remastered) pg. 79 Frequency one per day Prerequisites Master in Intimidation Trigger You are targeted by or are in the area of a mental spell or effect. --- You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract rank of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round. This is an auditory linguistic effect.","feat":["Skeptic's Defense"],"skill_mod":{},"summary":"You don't believe in any mental twaddle, and you're certainly not afraid of it.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"level":7,"prerequisite":"Master in Intimidation","source_category":["Rulebooks"],"trigger":"You are targeted by or are in the area of a mental spell or effect.","resistance":{},"url":"/Feats.aspx?ID=8432","name":"Skeptic's Defense","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-8432"},{"skill_mod":{},"summary":"You were formed from a clone ritual or alchemical experiment.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8433","weakness":{},"name":"Clone-Risen","legacy_id":["feat-3792"],"trait":["Lineage","Reflection"],"id":"feat-8433","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Clone-Risen Source Dark Archives (Remastered) pg. 120 --- You were formed from a clone ritual or alchemical experiment. Created as a vessel for another creature, you can suppress your sentience momentarily, making your mind harder to alter. You gain the Empty Vessel reaction. Empty Vessel Reaction (concentrate) Frequency once per day; Trigger You would take mental damage or be affected by a mental effect; Effect You gain a +2 circumstance bonus to Will saves and resistance to mental damage equal to your level against the triggering effect. This applies only to the initial effect, not successive saves, persistent mental damage, or other repeated effects. Clone-Risen leads to... Replicate","category":"feat","pfs":"Standard","feat":["Clone-Risen"],"rarity":"common","slug":"feat-8433"},{"skill_mod":{},"summary":"You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8434","weakness":{},"name":"Mirror-Risen","legacy_id":["feat-3793"],"trait":["Lineage","Reflection"],"id":"feat-8434","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mirror-Risen Source Dark Archives (Remastered) pg. 120 --- You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions. You gain the Mirror's Trickery reaction. Mirror's Trickery Reaction (concentrate, illusion, occult, visual) Frequency once per day; Trigger You would be hit by a Strike; Effect You create an illusory duplicate at the last instant and attempt to trick your foe into striking it instead of you. The attacker attempts a DC 11 flat check; on a failure, the attack hits the duplicate, changing the result from a critical success to a success or a success to a failure. Mirror-Risen leads to... Mirror Refuge, Reflective Pocket","category":"feat","pfs":"Standard","feat":["Mirror-Risen"],"rarity":"common","slug":"feat-8434"},{"skill_mod":{},"summary":"You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8435","weakness":{},"name":"Morph-Risen","legacy_id":["feat-3794"],"trait":["Lineage","Reflection"],"id":"feat-8435","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Morph-Risen Source Dark Archives (Remastered) pg. 120 --- You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating. This accident might have drained your power, or you might have retained some of your skills, but either way, your form resists further forced transformation. You gain a +1 circumstance bonus to saving throws against morph and polymorph effects, and if you roll a success on a saving throw against a hostile morph or polymorph effect, you get a critical success instead. Morph-Risen leads to... Warp Likeness","category":"feat","pfs":"Standard","feat":["Morph-Risen"],"rarity":"common","slug":"feat-8435"},{"skill_mod":{},"summary":"You didn't just inherit your physical form from your progenitor; you also retained some of their knowledge.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8436","weakness":{},"name":"Progenitor Lore","legacy_id":["feat-3795"],"trait":["Reflection"],"id":"feat-8436","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Progenitor Lore Source Dark Archives (Remastered) pg. 120 --- You didn't just inherit your physical form from your progenitor; you also retained some of their knowledge. You're trained in Deception and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a Lore corresponding to your ancestry (e. g., Elf Lore if your progenitor is an elf).","category":"feat","pfs":"Standard","feat":["Progenitor Lore"],"rarity":"common","slug":"feat-8436"},{"skill_mod":{},"summary":"Due to your origins, your form is more flexible than most.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Sense"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8437","weakness":{},"name":"Warped Reflection","legacy_id":["feat-3796"],"trait":["Emotion","Fear","Mental","Reflection","Visual"],"actions_number":2,"id":"feat-8437","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Warped Reflection Single Action Source Dark Archives (Remastered) pg. 120 --- Due to your origins, your form is more flexible than most. You shift your appearance to resemble a creature within 30 feet but with an unsettling, horrifying twist. Though this transformation is momentary, witnessing it gives the target deep existential dread. It must succeed at a Will save against the higher of your class DC or spell DC or become frightened 1 (frightened 2 on a critical failure) and be stupefied 1 as long as the frightened condition lasts. Once you've used Warped Reflection against a creature, it's temporarily immune for 24 hours.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Warped Reflection"],"rarity":"common","slug":"feat-8437"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-3797"],"trait":["Concentrate","Fortune","Mental","Reflection"],"id":"feat-8438","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Mistaken Identity Reaction Source Dark Archives (Remastered) pg. 120 Frequency once per minute Trigger You're about to attempt a saving throw against a mental effect. --- You feel a strong connection with your progenitor and can convince yourself an effect targeting your mind was meant for theirs instead, allowing you to shrug off harmful effects. Roll the saving throw twice, and take the higher result. However, subsuming your identity is disturbing, and you're frightened 1.","feat":["Mistaken Identity"],"skill_mod":{},"summary":"You feel a strong connection with your progenitor and can convince yourself an effect targeting your mind was meant for theirs instead.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"level":5,"source_category":["Rulebooks"],"trigger":"You're about to attempt a saving throw against a mental effect.","resistance":{},"url":"/Feats.aspx?ID=8438","name":"Mistaken Identity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8438"},{"skill_mod":{},"summary":"You've formed a connection with a small hand mirror, allowing you to use it as an extradimensional storage space.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Mirror-Risen","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8439","weakness":{},"name":"Reflective Pocket","legacy_id":["feat-3798"],"trait":["Extradimensional","Reflection"],"id":"feat-8439","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Reflective Pocket Source Dark Archives (Remastered) pg. 120 Prerequisites Mirror-Risen --- You've formed a connection with a small hand mirror, allowing you to use it as an extradimensional storage space. You can store one item of light Bulk in your mirror at a time. Storing or retrieving an item requires an Interact action and any creature can do so. While an item is stored within the mirror, the mirror reflects the item's image. You gain a +2 circumstance bonus to Stealth checks to Conceal the Object unless someone checks the mirror's reflection.","category":"feat","pfs":"Standard","feat":["Reflective Pocket"],"rarity":"common","slug":"feat-8439"},{"skill_mod":{},"summary":"You've learned to reshape your malleable form.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":5,"prerequisite":"Clone-Risen","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8440","weakness":{},"name":"Replicate","legacy_id":["feat-3799"],"trait":["Reflection"],"id":"feat-8440","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Replicate Source Dark Archives (Remastered) pg. 121 Prerequisites Clone-Risen --- You've learned to reshape your malleable form. You can cast illusory disguise once per day as an innate occult spell. This is a morph effect, as your body physically transforms, rather than an illusion effect.","category":"feat","pfs":"Standard","feat":["Replicate"],"rarity":"common","slug":"feat-8440"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-3800"],"trait":["Morph","Occult","Reflection"],"id":"feat-8441","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Warp Likeness Single Action Source Dark Archives (Remastered) pg. 121 Frequency once per minute Prerequisites Morph-Risen Requirements You hit a creature with a melee Strike on your last action. --- You channel some of your own nature through your blow, temporarily warping your target's form to resemble your own. The creature you hit must attempt a Fortitude save against the higher of your class DC or spell DC. Critical Success The target is unaffected. Success The target resists the effect but its form twists in the process. It's clumsy 1 until the end of its next turn. Failure The target's body briefly warps to resemble yours. It's clumsy 1 until the end of its next turn and sickened 1. Critical Failure The target’s body warps to resemble yours for a significant time. It’s clumsy 1 for 1 minute and sickened 2.","feat":["Warp Likeness"],"skill_mod":{},"summary":"You channel some of your own nature through your blow, temporarily warping your target's form to resemble your own.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"level":5,"prerequisite":"Morph-Risen","source_category":["Rulebooks"],"requirement":"You hit a creature with a melee Strike on your last action.","resistance":{},"url":"/Feats.aspx?ID=8441","name":"Warp Likeness","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8441"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-3801"],"trait":["Extradimensional","Occult","Reflection"],"id":"feat-8442","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Mirror Refuge Two Actions Source Dark Archives (Remastered) pg. 121 Frequency once per day Prerequisites Mirror-Risen Requirements You’re within 5 feet of a mirrored surface. --- Your origin in the space behind mirrors enables you to use a mirror as a hideaway, like the spell one with stone. You meld into an adjacent mirror. You can hear but not see outside this space, and creatures outside can't see or hear you. You can cast spells while within the mirror, but no effects can cross the mirror. Your Mirror Refuge lasts for 10 minutes unless the mirror is broken, which expels you and deals 10d6 damage to you. You can Dismiss the effect. You appear in a space adjacent to the mirror when the effect ends.","feat":["Mirror Refuge"],"skill_mod":{},"summary":"Your origin in the space behind mirrors enables you to use a mirror as a hideaway, like the spell one with stone.","primary_source":"Dark Archives (Remastered)","trait_group":["Mechanics","Tradition","Monster"],"level":9,"prerequisite":"Mirror-Risen","source_category":["Rulebooks"],"requirement":"You’re within 5 feet of a mirrored surface.","resistance":{},"url":"/Feats.aspx?ID=8442","name":"Mirror Refuge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8442"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-3802"],"trait":["Reflection"],"id":"feat-8443","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Two-Truths Single Action Source Dark Archives (Remastered) pg. 121 Prerequisites Expert in Deception --- Your ability to imitate your progenitor is so strong, you can even convince yourself. When you use this action, you alter your thought processes to your progenitor or from your progenitor back to yourself. As long as what you say is true from the point of view of your current identity, you can say it even under effects like ring of truth that force you to speak truly.","feat":["Two-Truths"],"skill_mod":{},"summary":"Your ability to imitate your progenitor is so strong, you can even convince yourself.","primary_source":"Dark Archives (Remastered)","level":9,"prerequisite":"Expert in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8443","name":"Two-Truths","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8443"},{"skill_mod":{},"summary":"When you cast humanoid form or illusory disguise to alter your appearance, the spell's duration is 2 hours","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":9,"prerequisite":"ability to cast _humanoid form_ or _illusory disguise_","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8444","weakness":{},"name":"Unyielding Disguise","legacy_id":["feat-3803"],"trait":["Reflection"],"id":"feat-8444","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Unyielding Disguise Source Dark Archives (Remastered) pg. 121 Prerequisites ability to cast humanoid form or illusory disguise --- When you cast humanoid form or illusory disguise to alter your appearance, the spell's duration is 2 hours. At the end of the duration, you can extend the spell's duration for another hour, but doing so is taxing, making you drained 1. You can keep extending it in this way, increasing your drained condition by 1 each time, to a maximum duration of 6 hours.","category":"feat","pfs":"Standard","feat":["Unyielding Disguise"],"rarity":"common","slug":"feat-8444"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3804"],"trait":["Reflection"],"id":"feat-8445","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Malleable Form Single Action Source Dark Archives (Remastered) pg. 121 Prerequisites ability to cast at least one polymorph spell Requirements You're polymorphed by a spell that has multiple choices of battle form. --- You adroitly shift your form, taking on another appearance. Choose a different battle form of the polymorph spell affecting you, and change to that form instead of the current one. This destabilizes the spell's magic, reducing its duration by 1 round. Use the rank of the spell to determine the statistics, as normal.","feat":["Malleable Form"],"skill_mod":{},"summary":"You adroitly shift your form, taking on another appearance.","primary_source":"Dark Archives (Remastered)","level":13,"prerequisite":"ability to cast at least one polymorph spell","source_category":["Rulebooks"],"requirement":"You're polymorphed by a spell that has multiple choices of battle form.","resistance":{},"url":"/Feats.aspx?ID=8445","name":"Malleable Form","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8445"},{"skill_mod":{},"summary":"Through your strong connection with your progenitor, you're able to redirect those attempting to spy on you.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8446","weakness":{},"name":"Redirect Attention","legacy_id":["feat-3805"],"trait":["Reflection"],"id":"feat-8446","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Redirect Attention Source Dark Archives (Remastered) pg. 121 --- Through your strong connection with your progenitor, you're able to redirect those attempting to spy on you. Whenever you would be directly targeted with a scrying effect, the effect must attempt a counteract check against the higher of your spell DC or class DC. If the check fails, the effect targets your progenitor instead of you.","category":"feat","pfs":"Standard","feat":["Redirect Attention"],"rarity":"common","slug":"feat-8446"},{"skill_mod":{},"summary":"You create a copy of a foe by calling them forth from a nearby reflection.","primary_source":"Dark Archives (Remastered)","primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8447","weakness":{},"name":"Reflect Foe","legacy_id":["feat-3806"],"trait":["Reflection"],"id":"feat-8447","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Reflect Foe Source Dark Archives (Remastered) pg. 121 --- You create a copy of a foe by calling them forth from a nearby reflection, clonally growing them in an instant from one of your hairs or otherwise creating them in a way that matches your own nature as a reflection. You can cast duplicate foe once per day as an innate occult spell. At 20th level, your innate duplicate foe is heightened to 8th rank.","category":"feat","pfs":"Standard","feat":["Reflect Foe"],"rarity":"common","slug":"feat-8447"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Stealth","Deception","Stealth"],"legacy_id":["feat-3807"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8448","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Alter Ego Dedication Source Dark Archives (Remastered) pg. 126 Archetype Alter Ego Prerequisites Trained in Deception; Trained in Stealth --- You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in Deception. You gain the Assume a Role activity. Assume a Role (concentrate) Requirements You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information; Effect You quickly and accurately learn how to do mundane jobs or at least copy the movements enough to appear as if you do. A chosen role can take many forms—from cook, cleaner, or librarian to cult member, priest, or duke—but it's always a role and never a specific individual. You perform the Impersonate activity to pass as a member of the role you observed and gain a +1 circumstance bonus to any Deception checks you attempt in your impersonation. This takes the normal amount of time it takes you to Impersonate. You also choose one Lore skill relevant to that role (such as Farming Lore for a farmer). While in your role, you gain a +1 circumstance bonus to checks for that Lore skill, and if you're untrained in it, you can use your level as your proficiency bonus. You stop assuming the role after 24 hours, if you start studying for a new role, or if you choose to. Alter Ego Dedication leads to... Borrow Memories, Change of Face, Fake It Till You Make it, In Plain Sight, Muscle Mimicry, Sound Mirror, Swap Reflections","feat":["Alter Ego Dedication"],"skill_mod":{},"summary":"You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Deception; Trained in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8448","archetype":["Alter Ego"],"name":"Alter Ego Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8448"},{"skill_mod":{},"summary":"You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8449","weakness":{},"archetype":["Alter Ego"],"name":"Change of Face","legacy_id":["feat-3808"],"trait":["Archetype","Skill"],"id":"feat-8449","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Change of Face Source Dark Archives (Remastered) pg. 126 Archetype Alter Ego Prerequisites Alter Ego Dedication --- You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you Impersonate, you don't need a disguise kit; instead, simple illusions or temporary transformations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you Impersonate in this way, your Impersonate activity gains the occult trait.","category":"feat","pfs":"Standard","feat":["Change of Face"],"rarity":"common","slug":"feat-8449"},{"skill_mod":{},"summary":"When you take on a role, you become more capable with all sorts of tasks involving that role.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8450","weakness":{},"archetype":["Alter Ego"],"name":"Fake It Till You Make it","legacy_id":["feat-3809"],"trait":["Archetype"],"id":"feat-8450","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fake It Till You Make it Source Dark Archives (Remastered) pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication --- When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume.","category":"feat","pfs":"Standard","feat":["Fake It Till You Make it"],"rarity":"common","slug":"feat-8450"},{"skill_mod":{},"summary":"People often only see what they want to see, a weakness you know how to take full advantage of.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8451","weakness":{},"archetype":["Alter Ego"],"name":"In Plain Sight","legacy_id":["feat-3810"],"trait":["Archetype","Skill"],"id":"feat-8451","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > In Plain Sight Source Dark Archives (Remastered) pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication --- People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use Deception in place of Stealth when using the Avoid Notice exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks.","category":"feat","pfs":"Standard","feat":["In Plain Sight"],"rarity":"common","slug":"feat-8451"},{"skill_mod":{},"summary":"You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions—perfect for misdirection and infiltration.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8452","weakness":{},"archetype":["Alter Ego"],"name":"Sound Mirror","legacy_id":["feat-3811"],"trait":["Archetype"],"id":"feat-8452","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sound Mirror Source Dark Archives (Remastered) pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication --- You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions—perfect for misdirection and infiltration. You can cast silence on yourself as a 2nd- rank innate occult spell and ventriloquism as a 1st-rank innate occult spell, each once per day. You also can cast figment as an innate occult cantrip. You become trained in the spell attack modifier and spell DC statistics, and your key spellcasting attribute for alter ego archetype spells is Charisma.","category":"feat","pfs":"Standard","feat":["Sound Mirror"],"rarity":"common","slug":"feat-8452"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Deception","Athletics","Deception"],"legacy_id":["feat-3812"],"trait":["Archetype","Concentrate","Skill"],"id":"feat-8453","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Muscle Mimicry Reaction Source Dark Archives (Remastered) pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication; Trained in Athletics; Master in Deception Trigger An enemy makes a successful Disarm, Escape, Grapple, Shove, or Trip attempt. --- Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your Athletics check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn.","feat":["Muscle Mimicry"],"skill_mod":{},"summary":"Your study of another allows you to mirror their movements subtly, even in the heat of combat.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":7,"prerequisite":"Alter Ego Dedication; Trained in Athletics; Master in Deception","source_category":["Rulebooks"],"trigger":"An enemy makes a successful Disarm , Escape , Grapple , Shove , or Trip attempt.","resistance":{},"url":"/Feats.aspx?ID=8453","archetype":["Alter Ego"],"name":"Muscle Mimicry","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8453"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"legacy_id":["feat-3813"],"trait":["Archetype","Extradimensional","Incapacitation","Occult","Teleportation"],"id":"feat-8454","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Swap Reflections Two Actions Source Dark Archives (Remastered) pg. 127 Archetype Alter Ego Frequency once per 10 minutes Prerequisites Alter Ego Dedication --- You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a Will save against your spell DC or class DC, whichever is higher. Critical Success The spell has no effect. Success You swap positions with your target or arrive adjacent to your target, whichever your target prefers. Failure You swap positions with your target or arrive adjacent to your target, whichever you prefer. Critical Failure You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early.","feat":["Swap Reflections"],"skill_mod":{},"summary":"You've learned how to use even your reflection to your advantage.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics","Tradition","Monster"],"level":8,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8454","archetype":["Alter Ego"],"name":"Swap Reflections","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8454"},{"skill_mod":{},"summary":"Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8455","weakness":{},"archetype":["Alter Ego"],"name":"Borrow Memories","legacy_id":["feat-3814"],"trait":["Archetype","Uncommon"],"id":"feat-8455","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Borrow Memories Source Dark Archives (Remastered) pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication --- Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast mind probe as an innate occult spell once per day, using your class DC or spell DC, whichever is higher. If you cast mind probe on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to Sustain the Spell to extend its duration—only when asking a question—nor do you need to be in range or have line of effect to Sustain it.","category":"feat","pfs":"Standard","feat":["Borrow Memories"],"rarity":"uncommon","slug":"feat-8455"},{"skill_mod":{},"summary":"Whether willingly or not, you've become a vessel for a being of unimaginable power.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8456","weakness":{},"archetype":["Living Vessel"],"name":"Living Vessel Dedication","legacy_id":["feat-3815"],"trait":["Archetype","Dedication","Rare"],"id":"feat-8456","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Restricted\" > Living Vessel Dedication Source Dark Archives (Remastered) pg. 140 Archetype Living Vessel --- Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats. You need to spend at least an hour each day assuaging the entity within you or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become doomed 1, and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda. You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling unconscious, though at the risk of letting it enact its will. Entity's Resurgence Reaction Trigger You would be reduced to 0 Hit Points but not immediately killed; Effect Instead of letting you fall unconscious, your entity takes control. You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key attribute modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall unconscious, whichever comes first. While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make. No matter the entity's nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even a malicious entity won't change allegiances or ignore danger except in the most extreme circumstances. Living Vessel Dedication leads to... Entity's Strike, Exude Demonic Corruption, Fey's Trickery, Tap Vitality, Vessel's Form, Warped Constriction","category":"feat","pfs":"Restricted","feat":["Living Vessel Dedication"],"rarity":"rare","slug":"feat-8456"},{"skill_mod":{},"summary":"The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Living Vessel Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8457","weakness":{},"archetype":["Living Vessel"],"name":"Entity's Strike","legacy_id":["feat-3816"],"trait":["Archetype"],"id":"feat-8457","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Entity's Strike Source Dark Archives (Remastered) pg. 140 Archetype Living Vessel Prerequisites Living Vessel Dedication --- The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals 1d6 damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, finesse, and magical traits.","category":"feat","pfs":"Restricted","feat":["Entity's Strike"],"rarity":"common","slug":"feat-8457"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-3817"],"trait":["Archetype","Concentrate","Healing","Vitality","Positive"],"id":"feat-8458","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Tap Vitality Single Action Source Dark Archives (Remastered) pg. 140 Archetype Living Vessel Frequency once per hour Prerequisites Living Vessel Dedication --- You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control. Special This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey.","feat":["Tap Vitality"],"skill_mod":{},"summary":"You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics","Energy","Planar","Creature Type"],"level":6,"prerequisite":"Living Vessel Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8458","archetype":["Living Vessel"],"name":"Tap Vitality","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-8458"},{"legacy_name":["Exude Abyssal Corruption"],"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3818"],"trait":["Archetype","Manipulate","Poison"],"id":"feat-8459","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Exude Demonic Corruption Two Actions Source Dark Archives (Remastered) pg. 141 Archetype Living Vessel Prerequisites Living Vessel Dedication; your entity is a demon --- Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee Strikes deal an additional 1d6 poison damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes 1d6 poison damage. At 14th level, the poison damage increases to 2d6, and at 20th level, the poison damage increases to 3d6.","feat":["Exude Demonic Corruption"],"skill_mod":{},"summary":"Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics","Poison","Affliction"],"level":8,"prerequisite":"Living Vessel Dedication; your entity is a demon","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8459","archetype":["Living Vessel"],"name":"Exude Demonic Corruption","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-8459"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"illusion","legacy_id":["feat-3819"],"trait":["Archetype","Illusion","Primal","Subtle"],"id":"feat-8460","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Fey's Trickery Two Actions Source Dark Archives (Remastered) pg. 141 Archetype Living Vessel Frequency once per hour Prerequisites Living Vessel Dedication; your entity is a fey --- You connect with the fey trickster within yourself to momentarily vanish from sight. This has the effects of invisibility .","feat":["Fey's Trickery"],"skill_mod":{},"summary":"You connect with the fey trickster within yourself to momentarily vanish from sight.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","School","Monster","Tradition","Mechanics"],"level":8,"prerequisite":"Living Vessel Dedication; your entity is a fey","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8460","archetype":["Living Vessel"],"name":"Fey's Trickery","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-8460"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3820"],"trait":["Archetype"],"id":"feat-8461","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Warped Constriction Single Action Source Dark Archives (Remastered) pg. 141 Archetype Living Vessel Prerequisites Living Vessel Dedication; your entity is an aberration or outer entity Requirements You have an enemy grabbed or restrained. --- The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your grabbed or restrained foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental attribute modifier. The creature attempts a basic Will save that applies to both types of damage and uses the higher of your class DC or spell DC.","feat":["Warped Constriction"],"skill_mod":{},"summary":"The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":8,"prerequisite":"Living Vessel Dedication; your entity is an aberration or outer entity","source_category":["Rulebooks"],"requirement":"You have an enemy grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=8461","archetype":["Living Vessel"],"name":"Warped Constriction","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-8461"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-3821"],"trait":["Archetype","Concentrate","Polymorph"],"id":"feat-8462","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Restricted\" > Vessel's Form Two Actions Source Dark Archives (Remastered) pg. 141 Archetype Living Vessel Frequency once per day Prerequisites Living Vessel Dedication --- You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects. If you were Medium or smaller, you become Large, and your reach increases to 10 feet. You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap. If you have the Entity's Strike feat, the unarmed attack you gained from that feat increases its damage die from 1d6 to 1d8. You gain 40 temporary Hit Points. You gain a fly Speed equal to your Speed. Special This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey.","feat":["Vessel's Form"],"skill_mod":{},"summary":"You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Living Vessel Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8462","archetype":["Living Vessel"],"name":"Vessel's Form","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-8462"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Arcana","Nature","Occultism","Religion","Diplomacy","Arcana","Nature","Occultism","Religion"],"legacy_id":["feat-3822"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8463","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pactbinder Dedication Source Dark Archives (Remastered) pg. 166 Archetype Pactbinder Prerequisites Trained in Diplomacy; Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion --- The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in Diplomacy and in one of the following: Arcana, Nature, Occultism, or Religion. Many feats from this archetype involve swearing specific pacts. You typically can't retrain out of these feats. You gain the Binding Vow action. Binding Vow Single Action (auditory, concentrate, occult) Frequency once per day; Effect You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as dying, to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's sanctification). When you make a Request or Coerce directly in service of fulfilling your vow, you gain a +1 circumstance bonus to your check against any creatures aware of your vow. Pactbinder Dedication leads to... Pact of Draconic Fury, Pact of Eldritch Eyes, Pact of Fey Glamour, Pact of Infernal Prowess, Pact of the Final Breath, Sociable Vow","feat":["Pactbinder Dedication"],"skill_mod":{},"summary":"The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Diplomacy; Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8463","archetype":["Pactbinder"],"name":"Pactbinder Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8463"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["feat-3823"],"trait":["Archetype","Skill"],"id":"feat-8464","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sociable Vow Source Dark Archives (Remastered) pg. 166 Archetype Pactbinder Prerequisites Pactbinder Dedication; Expert in Diplomacy --- You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to Gather Information, Make an Impression, or Demoralize you make directly in service of fulfilling the vow.","feat":["Sociable Vow"],"skill_mod":{},"summary":"You can leverage your vow in more social interactions.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":4,"prerequisite":"Pactbinder Dedication; Expert in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8464","archetype":["Pactbinder"],"name":"Sociable Vow","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8464"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","legacy_id":["feat-3824"],"trait":["Archetype","Illusion","Primal","Uncommon"],"id":"feat-8465","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Pact of Fey Glamour Source Dark Archives (Remastered) pg. 166 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast illusory disguise as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact.","feat":["Pact of Fey Glamour"],"skill_mod":{},"summary":"You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","School","Monster","Tradition","Rarity"],"level":4,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8465","archetype":["Pactbinder"],"name":"Pact of Fey Glamour","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8465"},{"skill_mod":{},"summary":"You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard.","primary_source":"Dark Archives (Remastered)","trait_group":["Tradition","Monster","Feat","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8466","weakness":{},"archetype":["Pactbinder"],"name":"Pact of Draconic Fury","legacy_id":["feat-3825"],"trait":["Arcane","Archetype","Uncommon"],"id":"feat-8466","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Pact of Draconic Fury Source Dark Archives (Remastered) pg. 166 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the Dragon Breath activity. In exchange, you promise to search for objects the dragon wants for their hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service. Dragon Breath Two Actions Frequency once per hour; Effect You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath, your breath is a 30-foot cone. If they had a line-shaped breath, your breath is a 60- foot line. If they had a burst-shaped breath, your breath is a 10-foot burst within 60 feet. No matter the shape, it deals 1d6 damage per level, of the same damage type as the dragon's breath, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath of the dragon you made the pact with.","category":"feat","pfs":"Standard","feat":["Pact of Draconic Fury"],"rarity":"uncommon","slug":"feat-8466"},{"skill_mod":{},"summary":"You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8467","weakness":{},"archetype":["Pactbinder"],"name":"Pact of Infernal Prowess","legacy_id":["feat-3826"],"trait":["Archetype","Divine","Uncommon"],"id":"feat-8467","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Pact of Infernal Prowess Source Dark Archives (Remastered) pg. 167 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a fortune effect. Additionally, you can choose to automatically succeed at checks to Earn Income for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as the wish ritual, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a pinpoint spell. They can also use 10th-rank scrying on you at will, and you automatically critically fail your saving throw. Special You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact.","category":"feat","pfs":"Standard","feat":["Pact of Infernal Prowess"],"rarity":"uncommon","slug":"feat-8467"},{"skill_mod":{},"summary":"You've sworn a pact with a powerful psychopomp—typically an olethros advocate or yamaraj judge—granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8468","weakness":{},"archetype":["Pactbinder"],"name":"Pact of the Final Breath","legacy_id":["feat-3827"],"trait":["Archetype","Divine","Uncommon"],"id":"feat-8468","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Pact of the Final Breath Source Dark Archives (Remastered) pg. 167 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with a powerful psychopomp—typically an olethros advocate or yamaraj judge—granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead. As long as you keep your end of the bargain, you live twice as long as you normally would before dying of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the dying condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds. In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you'd already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on.","category":"feat","pfs":"Standard","feat":["Pact of the Final Breath"],"rarity":"uncommon","slug":"feat-8468"},{"skill_mod":{},"summary":"You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Tradition","Monster","Rarity"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8469","weakness":{},"archetype":["Pactbinder"],"name":"Pact of Eldritch Eyes","legacy_id":["feat-3828"],"trait":["Archetype","Occult","Uncommon"],"id":"feat-8469","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Pact of Eldritch Eyes Source Dark Archives (Remastered) pg. 167 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions. You can cast scouting eye as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected Lore skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll. Special The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void.","category":"feat","pfs":"Standard","feat":["Pact of Eldritch Eyes"],"rarity":"uncommon","slug":"feat-8469"},{"skill_mod":{},"summary":"A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"You are cursed or have previously been cursed.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8470","weakness":{},"archetype":["Curse Maelstrom"],"name":"Curse Maelstrom Dedication","legacy_id":["feat-3829"],"trait":["Archetype","Dedication","Rare"],"id":"feat-8470","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Curse Maelstrom Dedication Source Dark Archives (Remastered) pg. 168 PFS Note The DC of the Curse Maelstrom's Expel Maelstrom is the higher of the character's spell DC or class DC. Archetype Curse Maelstrom Prerequisites You are cursed or have previously been cursed. --- A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. This is a misfortune effect. If you do so, you enter a curse maelstrom state. If the misfortune effect is somehow canceled or negated (by a fortune effect, for example), you don't enter a curse maelstrom state. In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a misfortune effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's curse effect and are affected by the curse, you also enter a curse maelstrom state. No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute. While in a curse maelstrom state, you can't benefit from fortune effects, and they also don't cancel misfortune effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. Expel Maelstrom Single Action (curse, occult) Requirements You're in a curse maelstrom state; Effect You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The result depends on the creature's Will save. Critical Success The creature is unaffected, and the curse's energy dissipates harmlessly. Success The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. Failure The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. Critical Failure The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a misfortune effect. Curse Maelstrom Dedication leads to... Accursed Magic, Counter Curse, Familiar Oddities, Share Burden, Torrential Backlash, Unnerving Expansion","category":"feat","pfs":"Standard","feat":["Curse Maelstrom Dedication"],"rarity":"rare","slug":"feat-8470"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Occultism","Lore","Occultism","Lore"],"legacy_id":["feat-3830"],"trait":["Archetype","Skill"],"id":"feat-8471","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Familiar Oddities Source Dark Archives (Remastered) pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication; Trained in Occultism or Trained in Curse Lore --- Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to Identify Magic on a cursed item or a spell that has the curse trait.","feat":["Familiar Oddities"],"skill_mod":{},"summary":"Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":2,"prerequisite":"Curse Maelstrom Dedication; Trained in Occultism or Trained in Curse Lore","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8471","archetype":["Curse Maelstrom"],"name":"Familiar Oddities","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8471"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3831"],"trait":["Archetype"],"id":"feat-8472","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Unnerving Expansion Single Action Source Dark Archives (Remastered) pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication --- You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to Demoralize a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature.","feat":["Unnerving Expansion"],"skill_mod":{},"summary":"You gather your curse around you and impel it to pour outward, expanding your maelstrom.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":4,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8472","archetype":["Curse Maelstrom"],"name":"Unnerving Expansion","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8472"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3832"],"trait":["Archetype"],"id":"feat-8473","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Share Burden Reaction Source Dark Archives (Remastered) pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication Trigger An ally within 60 feet would be affected by a curse or misfortune effect, and you wouldn't be affected but are an eligible target for the effect. --- You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering curse or misfortune effect affects you.","feat":["Share Burden"],"skill_mod":{},"summary":"You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":6,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"trigger":"An ally within 60 feet would be affected by a curse or misfortune effect, and you wouldn't be affected but are an eligible target for the effect.","resistance":{},"url":"/Feats.aspx?ID=8473","archetype":["Curse Maelstrom"],"name":"Share Burden","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8473"},{"skill_mod":{},"summary":"When the curse within you spills out, you can lay curses on others and claim them for yourself with ease.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8474","weakness":{},"archetype":["Curse Maelstrom"],"name":"Accursed Magic","legacy_id":["feat-3833"],"trait":["Archetype"],"id":"feat-8474","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Accursed Magic Source Dark Archives (Remastered) pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication --- When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast claim curse . At 10th level, you can also cast seal fate (Player Core 2 251), and at 12th level, you can also cast inevitable disaster . You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state. If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting attribute, and you become trained in the spell attack modifier and spell DC statistics.","category":"feat","pfs":"Standard","feat":["Accursed Magic"],"rarity":"common","slug":"feat-8474"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3834"],"trait":["Archetype"],"id":"feat-8475","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Counter Curse Reaction Source Dark Archives (Remastered) pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication Trigger You or an ally within 30 feet is targeted by or in the emanation of a curse or misfortune effect from an opponent or object of which you're aware. Requirements You’re in a curse maelstrom state. --- You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract rank and the higher of your class DC – 10 or spell DC – 10 as the counteract modifier. On a success, you neutralize the curse or misfortune effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. Counter Curse leads to... Reverse Curse","feat":["Counter Curse"],"skill_mod":{},"summary":"You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":8,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"requirement":"You’re in a curse maelstrom state.","trigger":"You or an ally within 30 feet is targeted by or in the emanation of a curse or misfortune effect from an opponent or object of which you're aware.","resistance":{},"url":"/Feats.aspx?ID=8475","archetype":["Curse Maelstrom"],"name":"Counter Curse","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8475"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3835"],"trait":["Archetype"],"id":"feat-8476","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Torrential Backlash Two Actions Source Dark Archives (Remastered) pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication Requirements You’re in a curse maelstrom state. --- Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take 1d6 void damage for each level you have, with a basic Fortitude save, using the higher of your class DC or spell DC. Your curse maelstrom state then ends.","feat":["Torrential Backlash"],"skill_mod":{},"summary":"Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":10,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"requirement":"You’re in a curse maelstrom state.","resistance":{},"url":"/Feats.aspx?ID=8476","archetype":["Curse Maelstrom"],"name":"Torrential Backlash","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8476"},{"skill_mod":{},"summary":"When you counter a curse or misfortune effect, you send it back to destroy its originator. ","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Counter Curse","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8477","weakness":{},"archetype":["Curse Maelstrom"],"name":"Reverse Curse","legacy_id":["feat-3836"],"trait":["Archetype"],"id":"feat-8477","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reverse Curse Source Dark Archives (Remastered) pg. 169 Archetype Curse Maelstrom Prerequisites Counter Curse --- When you counter a curse or misfortune effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own curse or misfortune effect, attempting a saving throw against its own DC if the effect allows a saving throw. In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself.","category":"feat","pfs":"Standard","feat":["Reverse Curse"],"rarity":"common","slug":"feat-8477"},{"skill_mod":{},"summary":"By right of ritual or sheer stubbornness, you have claimed rulership of the land.","primary_source":"Dark Archives (Remastered)","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trained in Occultism or Trained in Religion","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8478","weakness":{},"skill":["Occultism","Religion","Occultism","Religion"],"name":"Sacral Lord","legacy_id":["feat-3837"],"trait":["Champion","Oracle","Rare"],"id":"feat-8478","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sacral Lord Source Dark Archives (Remastered) pg. 177 Prerequisites Trained in Occultism or Trained in Religion --- By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast detect magic , guidance , and sigil as innate divine cantrips, and you gain a +1 circumstance bonus to Make an Impression on creatures that have the celestial, fiend, fey, monitor, or spirit traits. Special You and your land are linked. Changes to one mirror themselves on the other—if you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land. Sacral Lord leads to... Sacral Monarch","category":"feat","pfs":"Standard","feat":["Sacral Lord"],"rarity":"rare","slug":"feat-8478"},{"skill_mod":{},"summary":"You have come into your full powers and are truly a monarch of your realm, by your own definition at least.","primary_source":"Dark Archives (Remastered)","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sacral Lord; Master in Occultism or Master in Religion","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8479","weakness":{},"skill":["Occultism","Religion","Occultism","Religion"],"name":"Sacral Monarch","legacy_id":["feat-3838"],"trait":["Champion","Oracle"],"id":"feat-8479","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sacral Monarch Source Dark Archives (Remastered) pg. 177 Prerequisites Sacral Lord; Master in Occultism or Master in Religion --- You have come into your full powers and are truly a monarch of your realm, by your own definition at least. While in your territory, you can cast banishment and inevitable disaster as innate divine spells, each once per day.","category":"feat","pfs":"Standard","feat":["Sacral Monarch"],"rarity":"common","slug":"feat-8479"},{"skill_mod":{},"summary":"You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"You have a spellcasting class feature.","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8480","weakness":{},"archetype":["Time Mage"],"name":"Time Mage Dedication","legacy_id":["feat-3839"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8480","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Time Mage Dedication Source Dark Archives (Remastered) pg. 184 Archetype Time Mage Prerequisites You have a spellcasting class feature. --- You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand. As some of your future knowledge leaks back to your present self, you gain the delay consequence domain spell. The rules for focus spells appear on here. You can Refocus by revisiting moments from your past and contemplating futures yet to come. If you already knew delay consequence from a feat or ability that allows you to gain your choice of domain spell, such as the Domain Initiate feat, then when you take Time Mage Dedication, you can retrain that option to select a different domain spell instead as your personal timeline rearranges itself. You also gain time sense as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites. Time Mage Dedication leads to... Chronocognizance, Chronomancer's Secrets, Future Spell Learning, Into the Future, Purge of Moments, Spell Acceleration, Timeline-Splitting Spell, What Could Have Been","category":"feat","pfs":"Standard","feat":["Time Mage Dedication"],"rarity":"uncommon","slug":"feat-8480"},{"skill_mod":{},"summary":"The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Time Mage Dedication; master in Perception","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8481","weakness":{},"archetype":["Time Mage"],"name":"Chronocognizance","legacy_id":["feat-3840"],"trait":["Archetype","Skill"],"id":"feat-8481","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Chronocognizance Source Dark Archives (Remastered) pg. 184 Archetype Time Mage Prerequisites Time Mage Dedication; master in Perception --- The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the slowed or quickened conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a Perception check, as determined by the GM. If you're legendary in Arcana, Nature, Occultism, or Religion, whenever a creature that you can observe gains the benefits of freeze time or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration.","category":"feat","pfs":"Standard","feat":["Chronocognizance"],"rarity":"common","slug":"feat-8481"},{"skill_mod":{},"summary":"The secrets of time peel back, revealing deeper truths.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8482","weakness":{},"archetype":["Time Mage"],"name":"Chronomancer's Secrets","legacy_id":["feat-3841"],"trait":["Archetype"],"id":"feat-8482","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Chronomancer's Secrets Source Dark Archives (Remastered) pg. 185 Archetype Time Mage Prerequisites Time Mage Dedication --- The secrets of time peel back, revealing deeper truths. You gain either the stasis domain spell or the path of least resistance focus spell. Special You can take this feat a second time, gaining the focus spell that you didn't gain the first time.","category":"feat","pfs":"Standard","feat":["Chronomancer's Secrets"],"rarity":"common","slug":"feat-8482"},{"skill_mod":{},"summary":"More future memories of time magic percolate back to the present, teaching you spells you've yet to learn.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8483","weakness":{},"archetype":["Time Mage"],"name":"Future Spell Learning","legacy_id":["feat-3842"],"trait":["Archetype"],"id":"feat-8483","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Future Spell Learning Source Dark Archives (Remastered) pg. 185 Archetype Time Mage Prerequisites Time Mage Dedication --- More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add behold the weave , cast into time , haste , loose time's arrow , quicken time , slow , and stagnate time to your spell list. If you have a repository of spells, like a witch's familiar or a spellbook, add these spells to it. If you have a spell repertoire, when you gain this feat you can retrain one spell in it, replacing it with one of the added spells.","category":"feat","pfs":"Standard","feat":["Future Spell Learning"],"rarity":"common","slug":"feat-8483"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3843"],"trait":["Archetype","Concentrate","Spellshape","Metamagic"],"id":"feat-8484","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > What Could Have Been Free Action Source Dark Archives (Remastered) pg. 185 Archetype Time Mage Prerequisites Time Mage Dedication --- Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline—for instance, instead of summoning a generic or random troll with summon giant , you summon a troll version of yourself from a timeline where you're a troll. If your next action is to Cast a Spell that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a –2 penalty to all skills in which you're untrained.","feat":["What Could Have Been"],"skill_mod":{},"summary":"Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8484","archetype":["Time Mage"],"name":"What Could Have Been","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8484"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3844"],"trait":["Archetype","Concentrate","Spellshape","Metamagic"],"id":"feat-8485","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Into the Future Single Action Source Dark Archives (Remastered) pg. 185 Archetype Time Mage Prerequisites Time Mage Dedication --- You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to Cast a Spell that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of Casting the Spell itself, such as a Reactive Strike reaction or ending a foe's fascinated condition by taking a hostile action, aren't delayed.","feat":["Into the Future"],"skill_mod":{},"summary":"You know your spell will be needed not now but in a few moments, so you cast your magic into the future.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8485","archetype":["Time Mage"],"name":"Into the Future","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8485"},{"skill_mod":{},"summary":"Special time-weaving techniques let you compress your spellcasting gestures and incantations into a short burst so you can cast with incredible speed—though it causes temporal strain.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8486","weakness":{},"archetype":["Time Mage"],"name":"Spell Acceleration","trait":["Archetype"],"id":"feat-8486","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Spell Acceleration Source Dark Archives (Remastered) pg. 185 Archetype Time Mage Prerequisites Time Mage Dedication --- Special time-weaving techniques let you compress your spellcasting gestures and incantations into a short burst so you can cast with incredible speed—though it causes temporal strain. You gain the Quickened Casting feat. It applies to your cantrips and spells from the class you used to qualify for the Time Mage Dedication.","category":"feat","pfs":"Standard","feat":["Spell Acceleration"],"rarity":"common","slug":"feat-8486"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-3845"],"trait":["Archetype","Concentrate"],"id":"feat-8487","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Purge of Moments Three Actions Source Dark Archives (Remastered) pg. 185 Archetype Time Mage Frequency once per hour Prerequisites Time Mage Dedication --- All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, negative effects, afflictions, conditions, and persistent damage. Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages.","feat":["Purge of Moments"],"skill_mod":{},"summary":"All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8487","archetype":["Time Mage"],"name":"Purge of Moments","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8487"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-3846"],"trait":["Archetype","Concentrate","Manipulate"],"id":"feat-8488","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Timeline-Splitting Spell Three Actions Source Dark Archives (Remastered) pg. 185 Archetype Time Mage Frequency once per day Prerequisites Time Mage Dedication --- You invest in two futures, then choose the one to make a reality. You Cast two Spells that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different ranks. You expend the resources for both spells, such as spell slots, Focus Points, and costs, such as gp or valuables. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. Then, choose which of the two spells takes effect, using the previously attempted rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears to the other timeline.","feat":["Timeline-Splitting Spell"],"skill_mod":{},"summary":"You invest in two futures, then choose the one to make a reality.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":18,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8488","archetype":["Time Mage"],"name":"Timeline-Splitting Spell","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8488"},{"skill_mod":{},"summary":"You became partially unstuck from time and have learned how to manipulate your place in the flow of time.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8489","weakness":{},"archetype":["Chronoskimmer"],"name":"Chronoskimmer Dedication","legacy_id":["feat-3847"],"trait":["Archetype","Dedication","Rare"],"id":"feat-8489","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Chronoskimmer Dedication Source Dark Archives (Remastered) pg. 186 Archetype Chronoskimmer --- You became partially unstuck from time and have learned how to manipulate your place in the flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. Stabilize your Timestream (fortune) You don't roll initiative, and instead your initiative is equal to 10 + the modifier you would have used for initiative. Destabilize your Timestream (fortune) You don't roll initiative, and instead attempt a DC 11 flat check. On a success, your initiative is equal to 19 + the modifier you would have used for initiative, and on a failure, your initiative is equal to 1 + that modifier. Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC. Chronoskimmer Dedication leads to... Borrow Time, Combat Premonition, Escape Timeline, Guide the Timeline, Reset the Past, Reversing Charge, Space-Time Shift, Steal Time, Superimpose Time Duplicates, Turn Back the Clock","category":"feat","pfs":"Standard","feat":["Chronoskimmer Dedication"],"rarity":"rare","slug":"feat-8489"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-3848"],"trait":["Archetype","Concentrate","Fortune"],"id":"feat-8490","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Turn Back the Clock Reaction Source Dark Archives (Remastered) pg. 186 Archetype Chronoskimmer Frequency once per day Prerequisites Chronoskimmer Dedication Trigger You fail a skill check or saving throw. --- After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll.","feat":["Turn Back the Clock"],"skill_mod":{},"summary":"After failing a test of skill, you hop back in your personal timeline so you can try again.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"trigger":"You fail a skill check or saving throw.","resistance":{},"url":"/Feats.aspx?ID=8490","archetype":["Chronoskimmer"],"name":"Turn Back the Clock","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8490"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-3849"],"trait":["Archetype","Concentrate"],"id":"feat-8491","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Guide the Timeline Single Action Source Dark Archives (Remastered) pg. 186 Archetype Chronoskimmer Frequency once per day Prerequisites Chronoskimmer Dedication --- You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a fortune effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a misfortune effect. Regardless of your choice, the target becomes temporarily immune for 24 hours.","feat":["Guide the Timeline"],"skill_mod":{},"summary":"You know the result you want and subtly nudge the timeline to your intended destination.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8491","archetype":["Chronoskimmer"],"name":"Guide the Timeline","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8491"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3850"],"trait":["Archetype"],"id":"feat-8492","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Reversing Charge Two Actions Source Dark Archives (Remastered) pg. 186 Archetype Chronoskimmer Prerequisites Chronoskimmer Dedication --- You dive into the fray before rewinding yourself to safety. Stride up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You then teleport back to the square from which you began your Reversing Charge. You can use Reversing Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["Reversing Charge"],"skill_mod":{},"summary":"You dive into the fray before rewinding yourself to safety. Stride up to your Speed.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":8,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8492","archetype":["Chronoskimmer"],"name":"Reversing Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8492"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-3851"],"trait":["Archetype"],"id":"feat-8493","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Superimpose Time Duplicates Single Action Source Dark Archives (Remastered) pg. 186 Archetype Chronoskimmer Frequency once per hour Prerequisites Chronoskimmer Dedication --- You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like all-around vision or the deny advantage class feature.","feat":["Superimpose Time Duplicates"],"skill_mod":{},"summary":"You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":8,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8493","archetype":["Chronoskimmer"],"name":"Superimpose Time Duplicates","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8493"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-3852"],"trait":["Archetype"],"id":"feat-8494","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Borrow Time Free Action Source Dark Archives (Remastered) pg. 186 Archetype Chronoskimmer Frequency once per minute Prerequisites Chronoskimmer Dedication Trigger Your turn begins. --- You reach ahead and make use of time that's yet to be. You become quickened and can use the extra action to Step, Stride, or Strike. You gain this extra action immediately and can use it this turn. At the end of your turn, you become stunned 1.","feat":["Borrow Time"],"skill_mod":{},"summary":"You reach ahead and make use of time that's yet to be.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":10,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=8494","archetype":["Chronoskimmer"],"name":"Borrow Time","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8494"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-3853"],"trait":["Archetype"],"id":"feat-8495","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Steal Time Two Actions Source Dark Archives (Remastered) pg. 186 Archetype Chronoskimmer Frequency once per hour Prerequisites Chronoskimmer Dedication --- You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a Fortitude saving throw against your chronoskimmer DC. The creature takes the effects of slow based on the result of its saving throw.","feat":["Steal Time"],"skill_mod":{},"summary":"You reach into another creature's timeline and attempt to alter their flow of time.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":10,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8495","archetype":["Chronoskimmer"],"name":"Steal Time","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8495"},{"skill_mod":{},"summary":"By narrowing your sense of the future, you can improve that of your allies.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8496","weakness":{},"archetype":["Chronoskimmer"],"name":"Combat Premonition","legacy_id":["feat-3854"],"trait":["Archetype"],"id":"feat-8496","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Combat Premonition Source Dark Archives (Remastered) pg. 187 Archetype Chronoskimmer Prerequisites Chronoskimmer Dedication --- By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a fortune effect. You roll your initiative roll twice and take the worse result; this is a misfortune effect. The two effects are tied together: if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Combat Premonition does nothing.","category":"feat","pfs":"Standard","feat":["Combat Premonition"],"rarity":"common","slug":"feat-8496"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-3855"],"trait":["Archetype"],"id":"feat-8497","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Escape Timeline Free Action Source Dark Archives (Remastered) pg. 187 Archetype Chronoskimmer Frequency once per day Prerequisites Chronoskimmer Dedication Trigger Your turn begins. --- You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn— you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space.","feat":["Escape Timeline"],"skill_mod":{},"summary":"You step outside of the flow of time momentarily, allowing you to avoid dangers.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":12,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=8497","archetype":["Chronoskimmer"],"name":"Escape Timeline","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8497"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"legacy_id":["feat-3856"],"trait":["Archetype"],"id":"feat-8498","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Space-Time Shift Free Action Source Dark Archives (Remastered) pg. 187 Archetype Chronoskimmer Frequency once per 10 minutes Prerequisites Chronoskimmer Dedication Trigger Your turn begins. --- You travel just a few moments into the future to immediately arrive at your destination. Your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Stride instead of traversing normally to the location. Your augmented Strides have the teleportation trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your Burrow, Climb, Fly, or Swim actions in this way if you have the corresponding movement type.","feat":["Space-Time Shift"],"skill_mod":{},"summary":"You travel just a few moments into the future to immediately arrive at your destination.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":12,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=8498","archetype":["Chronoskimmer"],"name":"Space-Time Shift","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8498"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-3857"],"trait":["Archetype"],"id":"feat-8499","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Reset the Past Free Action Source Dark Archives (Remastered) pg. 187 Archetype Chronoskimmer Frequency once per day Prerequisites Chronoskimmer Dedication --- You manipulate time to recharge one of your temporal techniques—by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already.","feat":["Reset the Past"],"skill_mod":{},"summary":"You manipulate time to recharge one of your temporal techniques—by revising your past so you never used it in the first place.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":14,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8499","archetype":["Chronoskimmer"],"name":"Reset the Past","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8499"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Occultism","Occultism"],"legacy_id":["feat-3858"],"trait":["Archetype","Dedication","Rare"],"id":"feat-8500","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Psychic Duelist Dedication Source Dark Archives (Remastered) pg. 203 Archetype Psychic Duelist Prerequisites Trained in Occultism; you have been in a psychic duel --- Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel. Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's rank. Psychic Fist You can use your standard attribute modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC. Psychic Duelist Dedication leads to... Duel Spell Advantage, Instigate Psychic Duel, Supreme Psychic Center","feat":["Psychic Duelist Dedication"],"skill_mod":{},"summary":"Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Trained in Occultism; you have been in a psychic duel","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8500","archetype":["Psychic Duelist"],"name":"Psychic Duelist Dedication","category":"feat","pfs":"Standard","rarity":"rare","slug":"feat-8500"},{"skill_mod":{},"summary":"When you start a psychic duel, you gain a third natural psychic spell.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Psychic Duelist Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8501","weakness":{},"archetype":["Psychic Duelist"],"name":"Duel Spell Advantage","legacy_id":["feat-3859"],"trait":["Archetype"],"id":"feat-8501","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Duel Spell Advantage Source Dark Archives (Remastered) pg. 203 Archetype Psychic Duelist Prerequisites Psychic Duelist Dedication --- When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice. If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose: confusion , hallucination , suggestion , synaptic pulse , synesthesia , and wave of despair .","category":"feat","pfs":"Standard","feat":["Duel Spell Advantage"],"rarity":"common","slug":"feat-8501"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3860"],"trait":["Archetype"],"id":"feat-8502","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Supreme Psychic Center Free Action Source Dark Archives (Remastered) pg. 203 Archetype Psychic Duelist Prerequisites Psychic Duelist Dedication Trigger Your turn in a psychic duel begins. --- With the merest thought, you realign your mental defenses to your duel's circumstances. You Recenter.","feat":["Supreme Psychic Center"],"skill_mod":{},"summary":"With the merest thought, you realign your mental defenses to your duel's circumstances.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":8,"prerequisite":"Psychic Duelist Dedication","source_category":["Rulebooks"],"trigger":"Your turn in a psychic duel begins.","resistance":{},"url":"/Feats.aspx?ID=8502","archetype":["Psychic Duelist"],"name":"Supreme Psychic Center","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8502"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"illusion","legacy_id":["feat-3861"],"trait":["Archetype","Illusion","Incapacitation","Mental","Occult"],"id":"feat-8503","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Instigate Psychic Duel Three Actions Source Dark Archives (Remastered) pg. 203 Archetype Psychic Duelist Frequency once per day Prerequisites Psychic Duelist Dedication --- You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a Will save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure. Critical Success The target is unaffected. Success The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel. Failure As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn. Critical Failure As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel.","feat":["Instigate Psychic Duel"],"skill_mod":{},"summary":"You attempt to enter a psychic duel with a creature.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","School","Monster","Mechanics","Tradition"],"level":12,"prerequisite":"Psychic Duelist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8503","archetype":["Psychic Duelist"],"name":"Instigate Psychic Duel","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8503"},{"skill_mod":{},"summary":"You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8504","weakness":{},"archetype":["Mind Smith"],"name":"Mind Smith Dedication","legacy_id":["feat-3862"],"trait":["Archetype","Dedication"],"id":"feat-8504","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mind Smith Dedication Source Dark Archives (Remastered) pg. 204 Archetype Mind Smith --- You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: A one-handed weapon that deals 1d4 damage and has the agile and finesse traits A one-handed weapon that deals 1d6 damage and has the finesse trait A one-handed weapon that deals 1d8 damage A two-handed weapon that deals 1d10 damage and has the reach trait Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would've taken. You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. Mind Smith Dedication leads to... Advanced Runic Mind-Smithing, Ghost Blade, Just the Tool, Malleable Mental Forge, Malleable Movement, Mental Forge, Metallic Envisionment, Mind Projectiles, Mind Shards, Runic Mind Smithing","category":"feat","pfs":"Standard","feat":["Mind Smith Dedication"],"rarity":"common","slug":"feat-8504"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-3863"],"trait":["Archetype","Skill"],"id":"feat-8505","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Malleable Movement Free Action Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication; Expert in Athletics Trigger You Leap. --- You shift the shape of your weapon to help you Leap farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to Leap. As normal, this can't increase the distance of your Leap beyond your Speed.","feat":["Malleable Movement"],"skill_mod":{},"summary":"You shift the shape of your weapon to help you Leap farther and faster.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":2,"prerequisite":"Mind Smith Dedication; Expert in Athletics","source_category":["Rulebooks"],"trigger":"You Leap .","resistance":{},"url":"/Feats.aspx?ID=8505","archetype":["Mind Smith"],"name":"Malleable Movement","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8505"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-3864"],"trait":["Archetype","Concentrate"],"id":"feat-8506","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ghost Blade Single Action Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Frequency once per hour Prerequisites Mind Smith Dedication --- You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a ghost touch property rune for 1 minute.","feat":["Ghost Blade"],"skill_mod":{},"summary":"You alter your weapon's phase so it can more easily strike incorporeal creatures.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8506","archetype":["Mind Smith"],"name":"Ghost Blade","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8506"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3865"],"trait":["Archetype"],"id":"feat-8507","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Just the Tool Single Action Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire toolkits with this ability. You can use this action again to change your mind weapon back to a weapon.","feat":["Just the Tool"],"skill_mod":{},"summary":"You temporarily change your weapon's shape to assist you in the field.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"level":4,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8507","archetype":["Mind Smith"],"name":"Just the Tool","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8507"},{"skill_mod":{},"summary":"Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8508","weakness":{},"archetype":["Mind Smith"],"name":"Mental Forge","legacy_id":["feat-3866"],"trait":["Archetype"],"id":"feat-8508","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mental Forge Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, or S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list.a Mental Forge leads to... Malleable Mental Forge","category":"feat","pfs":"Standard","feat":["Mental Forge"],"rarity":"common","slug":"feat-8508"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3867"],"trait":["Archetype","Concentrate","Magical","Mental"],"id":"feat-8509","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mind Shards Two Actions Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind. You concentrate and unleash a 15-foot cone that deals 3d6 mental damage to all creatures in the area, with a basic Will save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by 1d6 at level 7 and every two levels thereafter.","feat":["Mind Shards"],"skill_mod":{},"summary":"With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8509","archetype":["Mind Smith"],"name":"Mind Shards","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8509"},{"skill_mod":{},"summary":"You open your mind to further weapon customization.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mind Smith Dedication; Mental Forge","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8510","weakness":{},"archetype":["Mind Smith"],"name":"Malleable Mental Forge","legacy_id":["feat-3868"],"trait":["Archetype"],"id":"feat-8510","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Malleable Mental Forge Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication; Mental Forge --- You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day, you can swap the choices with any other options on the list.","category":"feat","pfs":"Standard","feat":["Malleable Mental Forge"],"rarity":"common","slug":"feat-8510"},{"skill_mod":{},"summary":"You've learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8511","weakness":{},"archetype":["Mind Smith"],"name":"Mind Projectiles","legacy_id":["feat-3869"],"trait":["Archetype"],"id":"feat-8511","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mind Projectiles Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- You've learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon Strikes; these are ranged Strikes with a maximum range of 30 feet that deal 1d6 damage of the same type as your mind weapon. Your ranged mind weapon Strike gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon. For example, if your weapon had +1, striking , and spell reservoir runes, you would get a +1 item bonus to hit with your ranged mind weapon Strike, and it would deal the additional damage from the striking rune, but it wouldn't be able to unleash a spell from the spell reservoir rune, as that rune can be etched onto only melee weapons.","category":"feat","pfs":"Standard","feat":["Mind Projectiles"],"rarity":"common","slug":"feat-8511"},{"skill_mod":{},"summary":"You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8512","weakness":{},"archetype":["Mind Smith"],"name":"Runic Mind Smithing","legacy_id":["feat-3870"],"trait":["Archetype"],"id":"feat-8512","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Runic Mind Smithing Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: corrosive, flaming, frost, shock, thundering, and vitalizing. You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal.","category":"feat","pfs":"Standard","feat":["Runic Mind Smithing"],"rarity":"common","slug":"feat-8512"},{"skill_mod":{},"summary":"You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8513","weakness":{},"archetype":["Mind Smith"],"name":"Metallic Envisionment","legacy_id":["feat-3871"],"trait":["Archetype"],"id":"feat-8513","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Metallic Envisionment Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon Strikes are treated as the chosen type of metal.","category":"feat","pfs":"Standard","feat":["Metallic Envisionment"],"rarity":"common","slug":"feat-8513"},{"skill_mod":{},"summary":"Your mind can hold onto more complicated patterns than ever before.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8514","weakness":{},"archetype":["Mind Smith"],"name":"Advanced Runic Mind-Smithing","legacy_id":["feat-3872"],"trait":["Archetype"],"id":"feat-8514","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Advanced Runic Mind-Smithing Source Dark Archives (Remastered) pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the holy and unholy runes. In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations.","category":"feat","pfs":"Standard","feat":["Advanced Runic Mind-Smithing"],"rarity":"common","slug":"feat-8514"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Occultism","Occultism"],"legacy_id":["feat-3873"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8515","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Sleepwalker Dedication Source Dark Archives (Remastered) pg. 206 Archetype Sleepwalker Prerequisites Expert in Occultism --- You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance Single Action (mental, occult) You fall into a half- sleeping trance. This lasts for 1 minute or until you fall unconscious, whichever comes first. You can attempt to Dismiss your trance, but your attempt fails unless you succeed at a Will saving throw against your own class DC or spell DC, whichever is higher. Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects: You gain a +1 status bonus to Will saves. This bonus increases to +2 against mental effects. If you're legendary in Occultism, the bonus against mental effects increases to +3. You take a –1 penalty to Perception checks and initiative rolls. Sleepwalker Dedication leads to... Dream Logic, Dream Magic, Ever Dreaming, Infiltrate Dream, Shared Dream, Vision of Foresight, Waking Dream, Ward Slumber","feat":["Sleepwalker Dedication"],"skill_mod":{},"summary":"You've learned to manipulate states of consciousness, beginning with your own.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Expert in Occultism","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8515","archetype":["Sleepwalker"],"name":"Sleepwalker Dedication","category":"feat","pfs":"Restricted","rarity":"uncommon","slug":"feat-8515"},{"skill_mod":{},"summary":"Entering a dream is as natural to you as stepping through a doorway.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8516","weakness":{},"archetype":["Sleepwalker"],"name":"Infiltrate Dream","legacy_id":["feat-3874"],"trait":["Archetype","Mental","Occult"],"id":"feat-8516","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Infiltrate Dream Source Dark Archives (Remastered) pg. 206 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream. While within the dream, you can attempt an Occultism check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure. Critical Success You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer. Success You receive a hint or clue about the topic. This clue won’t be inaccurate, but it’s cryptic, vague, or might be understandable only with additional information. Critical Failure The dreams mislead you, and you learn an erroneous piece of information. Infiltrate Dream leads to... Oneiric Influence","category":"feat","pfs":"Restricted","feat":["Infiltrate Dream"],"rarity":"common","slug":"feat-8516"},{"primary_source_category":"Rulebooks","source":["Dark Archives (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3875"],"trait":["Archetype","Fortune","Occult","Prediction"],"id":"feat-8517","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Vision of Foresight Single Action Source Dark Archives (Remastered) pg. 206 Archetype Sleepwalker Prerequisites Sleepwalker Dedication Requirements You’re in a Daydream Trance. --- You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result.","feat":["Vision of Foresight"],"skill_mod":{},"summary":"You use your daydreams to predict the success of actions, rapidly envisioning the possibilities.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics","Tradition","Monster"],"level":6,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"requirement":"You’re in a Daydream Trance.","resistance":{},"url":"/Feats.aspx?ID=8517","archetype":["Sleepwalker"],"name":"Vision of Foresight","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-8517"},{"skill_mod":{},"summary":"You learn dream-related magic to aid your studies.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8518","weakness":{},"archetype":["Sleepwalker"],"name":"Dream Magic","legacy_id":["feat-3876"],"trait":["Archetype"],"id":"feat-8518","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Dream Magic Source Dark Archives (Remastered) pg. 206 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- You learn dream-related magic to aid your studies. Choose dream message or sleep upon taking this feat; you learn this spell as a 4th-rank occult innate spell that you can cast once per day. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in the spell attack modifier and spell DC statistics, and your spellcasting attribute for these spells is Wisdom. Special You can take this feat twice, gaining the spell you didn't select initially the second time.","category":"feat","pfs":"Restricted","feat":["Dream Magic"],"rarity":"common","slug":"feat-8518"},{"skill_mod":{},"summary":"While in your trance, you can blur the line between dreams and reality for others.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8519","weakness":{},"archetype":["Sleepwalker"],"name":"Waking Dream","legacy_id":["feat-3877"],"trait":["Archetype"],"id":"feat-8519","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Waking Dream Source Dark Archives (Remastered) pg. 206 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- While in your trance, you can blur the line between dreams and reality for others. You gain the waking dream focus spell, which you can use only while you're in a Daydream Trance. You gain a pool of Focus Points with 1 Focus Point, and you can Refocus by taking a nap for 10 minutes. You become trained in the spell attack modifier and spell DC statistics, and your spellcasting attribute for these spells is Wisdom.","category":"feat","pfs":"Restricted","feat":["Waking Dream"],"rarity":"common","slug":"feat-8519"},{"skill_mod":{},"summary":"While Infiltrating a Dream, you can also implant a suggestion in the target's mind.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Infiltrate Dream","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8520","weakness":{},"archetype":["Sleepwalker"],"name":"Oneiric Influence","legacy_id":["feat-3878"],"trait":["Archetype","Incapacitation","Mental","Occult"],"id":"feat-8520","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Oneiric Influence Source Dark Archives (Remastered) pg. 206 Archetype Sleepwalker Prerequisites Infiltrate Dream --- While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a Will save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a subconscious suggestion spell, but even on a critical success, the target doesn't realize you were trying to control them and might not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike, and they might not remember doing it unless later reminded.","category":"feat","pfs":"Restricted","feat":["Oneiric Influence"],"rarity":"common","slug":"feat-8520"},{"skill_mod":{},"summary":"Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Tradition","Monster"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8521","weakness":{},"archetype":["Sleepwalker"],"name":"Ward Slumber","legacy_id":["feat-3879"],"trait":["Archetype","Occult"],"id":"feat-8521","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Ward Slumber Source Dark Archives (Remastered) pg. 207 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against nightmare or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations. They heal double the usual amount of Hit Points from resting.","category":"feat","pfs":"Restricted","feat":["Ward Slumber"],"rarity":"common","slug":"feat-8521"},{"skill_mod":{},"summary":"You can transmit a sense of dreamy nonchalance.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat","Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8522","weakness":{},"archetype":["Sleepwalker"],"name":"Dream Logic","legacy_id":["feat-3880"],"trait":["Archetype","Mental","Occult"],"id":"feat-8522","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Restricted\" > Dream Logic Source Dark Archives (Remastered) pg. 207 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a Perception check against your class or spell DC, whichever is higher. On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar. Any hostile action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they're prompted to relate the events, they might not report them.","category":"feat","pfs":"Restricted","feat":["Dream Logic"],"rarity":"common","slug":"feat-8522"},{"skill_mod":{},"summary":"You've learned to create a shared dreamscape to communicate with others.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8523","weakness":{},"archetype":["Sleepwalker"],"name":"Shared Dream","legacy_id":["feat-3881"],"trait":["Archetype"],"id":"feat-8523","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Restricted\" > Shared Dream Source Dark Archives (Remastered) pg. 207 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- You've learned to create a shared dreamscape to communicate with others. You can cast dream council as an innate occult spell once per day.","category":"feat","pfs":"Restricted","feat":["Shared Dream"],"rarity":"common","slug":"feat-8523"},{"skill_mod":{},"summary":"You draw no distinction between the sleeping and waking worlds.","primary_source":"Dark Archives (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8524","weakness":{},"archetype":["Sleepwalker"],"name":"Ever Dreaming","legacy_id":["feat-3882"],"trait":["Archetype"],"id":"feat-8524","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Restricted\" > Ever Dreaming Source Dark Archives (Remastered) pg. 207 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- You draw no distinction between the sleeping and waking worlds. Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're unconscious due to sleep, you don't take the –4 penalty to AC, Perception, and Reflex saves, and don't have the off-guard condition. You're still blinded while asleep. You can act on your turn while asleep, though you're slowed 2 until you fully awaken.","category":"feat","pfs":"Restricted","feat":["Ever Dreaming"],"rarity":"common","slug":"feat-8524"},{"skill_mod":{},"summary":"Your feet move faster, almost out of your conscious control.","primary_source":"Dark Archives (Remastered)","trait_group":["Class-Specific","Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8526","weakness":{},"name":"Trance of Celerity","trait":["Cursebound","Divine","Oracle"],"actions_number":2,"id":"feat-8526","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Trance of Celerity Single Action Source Dark Archives (Remastered) pg. 189 --- Your feet move faster, almost out of your conscious control. You gain a +5-foot status bonus to your Speeds for 1 minute. If you become cursebound 2 at any point during this duration, the bonus increases to a +10-foot status bonus. If you become cursebound 3 at any point during this duration, this bonus increases to +15-foot status bonus instead. Finally, if you become cursebound 4 at any point during this duration, this bonus increases to a +20-foot status bonus.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Trance of Celerity"],"rarity":"common","slug":"feat-8526"},{"skill_mod":{},"summary":"You accelerate a foe's personal timestream, which causes them to experience time at a faster rate, putting a terrible strain on their mind and body.","primary_source":"Dark Archives (Remastered)","trait_group":["Class-Specific","Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"time mystery","source_category":["Rulebooks"],"source":["Dark Archives (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8527","weakness":{},"name":"On Borrowed Time","trait":["Cursebound","Divine","Oracle"],"actions_number":4,"id":"feat-8527","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > On Borrowed Time Two Actions Source Dark Archives (Remastered) pg. 189 Prerequisites time mystery --- You accelerate a foe's personal timestream, which causes them to experience time at a faster rate, putting a terrible strain on their mind and body. A creature you target within 30 feet takes 3d6 persistent mental damage with a basic Will save. At the end of the subject's turn, they take this persistent damage after all other persistent damage. Before they roll their flat check to end the persistent damage, an additional round passes for them; this affects the duration of all beneficial effects, negative effects, afflictions, conditions, and other persistent damage. The subject attempts saving throws, flat checks, and any other rolls and takes damage as if the time had passed. They don't take the persistent mental damage from On Borrowed Time more than once per round. If you are cursebound 2 when you use On Borrowed Time, the persistent damage increases to 4d6. If you are cursebound 3 when you use On Borrowed Time, the persistent damage increases to 5d6.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["On Borrowed Time"],"rarity":"common","slug":"feat-8527"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8750"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8528","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Firework Technician Dedication Source Guns & Gears (Remastered) pg. 134, Guns & Gears (Remastered) pg. 134 Archetype Firework Technician Prerequisites Trained in Crafting --- You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck. You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the quick alchemy benefits, creating up to 4 pyrotechnic versatile vials during your daily preparations. These vials have the fire trait and deal fire damage instead of acid. You can use pyrotechnic versatile vials only to throw as bombs, for the Launch Fireworks action (see below), or with Quick Alchemy to create fireworks consumables, including doses or rounds of black powder, the sparkler item, and other items determined by the GM. You can replenish your pyrotechnic versatile vials during exploration the same way an alchemist can. You can create fireworks displays to have distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks action and learn some basic effects. You can learn additional, more complex displays through other firework technician feats. These add a new fireworks display to your options for Launch Fireworks, each of which lists its number of actions and effects. The DC for Launch Fireworks is equal to your class DC or spell DC, whichever is higher. Launch Fireworks Single Action (manipulate) Cost 1 versatile vial; Requirements You're holding or wearing an alchemist's toolkit and have a free hand; Effect You set off a fireworks display. You can launch a normal firework to simply create a visual or audible signal within 20 feet or you can choose one of the following special effects. You can also use the comet, flower, or salute fireworks displays, and feats can add more options. A specific fireworks display takes the listed number of actions to launch and has the listed traits. Comet Single Action (visual) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also Point Out a single creature in the line, and your allies do not need to hear or understand you. Flower Single Action (visual) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky. Each enemy in a 20-foot emanation must attempt a Fortitude save. On a failure, the enemy is dazzled for 1 round, and on a critical failure they are dazzled for 2 rounds. Salute Single Action (auditory) You create a startling bang or whistle. When you launch a salute display, you can choose a confused or fascinated ally within 60 feet. If the ally you chose is fascinated, the noise is so violent that it acts as a hostile effect for the purpose of their fascinated condition (though it has no negative repercussions) automatically ending most applications of the fascinated condition. If they're confused, the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the confused condition which normally occurs when a creature is damaged. If the confused condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute. Special If you have Quick Alchemy from another source (such as the alchemist class or multiclass archetype), you can use standard versatile vials to Launch Fireworks or create fireworks consumables. Each time you create a versatile vial, you choose whether it's a standard vial or pyrotechnic vial. Both types count toward your maximum number of versatile vials. You can replenish only pyrotechnic vials during exploration unless another ability lets you replenish standard versatile vials (such as the benefit of the alchemist class), in which case you can choose the type each time you replenish. Firework Technician Dedication leads to... Banshee Cry Display, Coughing Dragon Display, Expert Fireworks Crafter, Goblin Jubilee Display, Jumping Jenny Display","feat":["Firework Technician Dedication"],"skill_mod":{},"summary":"You’ve learned the secrets of making fire and sound bloom using black powder, metals, and paper.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8528","archetype":["Firework Technician"],"name":"Firework Technician Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8528"},{"skill_mod":{},"summary":"This display emits a cascade of loud bangs or glittering trails.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8529","weakness":{},"archetype":["Firework Technician"],"name":"Coughing Dragon Display","legacy_id":["feat-8751"],"trait":["Archetype"],"id":"feat-8529","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Coughing Dragon Display Source Guns & Gears (Remastered) pg. 134, Guns & Gears (Remastered) pg. 134 Archetype Firework Technician Prerequisites Firework Technician Dedication --- This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing auditory or visual effects behind your magnificent display. You gain the Coughing Dragon fireworks display. Coughing Dragon Two Actions Choose either auditory or visual effects. The display gains that trait, and you attempt to counteract one or more effects in a 60-foot emanation that have this trait. On a success, the effect is suppressed until the start of your next turn, rather than ending entirely. Use your Fireworks Lore modifier as your counteract modifier, and your counteract rank is equal to half your level (rounded up). You can spend 2 versatile vials and 3 actions (instead of the usual Cost and actions) to create an even bigger coughing dragon display that attempts to counteract both auditory and visual effects at the same time.","category":"feat","pfs":"Standard","feat":["Coughing Dragon Display"],"rarity":"common","slug":"feat-8529"},{"primary_source_category":"Rulebooks","source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-8752"],"trait":["Archetype"],"id":"feat-8530","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expert Fireworks Crafter Source Guns & Gears (Remastered) pg. 135, Guns & Gears (Remastered) pg. 134 Archetype Firework Technician Prerequisites Firework Technician Dedication; Expert in Crafting --- You’re particularly adept at crafting fireworks, allowing you to create more fireworks than you otherwise could. Your number of versatile vials per day increases to 5.","feat":["Expert Fireworks Crafter"],"skill_mod":{},"summary":"You’re particularly adept at crafting fireworks, allowing you to create more fireworks than you otherwise could.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"level":6,"prerequisite":"Firework Technician Dedication; Expert in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8530","archetype":["Firework Technician"],"name":"Expert Fireworks Crafter","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8530"},{"skill_mod":{},"summary":"This multi-sequence rocket blasts confetti at a series of altitudes.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8531","weakness":{},"archetype":["Firework Technician"],"name":"Jumping Jenny Display","legacy_id":["feat-8753"],"trait":["Archetype"],"id":"feat-8531","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Jumping Jenny Display Source Guns & Gears (Remastered) pg. 135, Guns & Gears (Remastered) pg. 134 Archetype Firework Technician Prerequisites Firework Technician Dedication --- This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the Jumping Jenny fireworks display. Jumping Jenny Single Action Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to Fly, they must succeed at an Acrobatics check to Maneuver in Flight against the DC of Launch Fireworks, or the Fly action is disrupted. If all the creature's attempts to Fly are disrupted, at the end of its turn, it falls harmlessly to the ground below.","category":"feat","pfs":"Standard","feat":["Jumping Jenny Display"],"rarity":"common","slug":"feat-8531"},{"skill_mod":{},"summary":"Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party.","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8532","weakness":{},"archetype":["Firework Technician"],"name":"Goblin Jubilee Display","legacy_id":["feat-8754"],"trait":["Archetype"],"id":"feat-8532","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Goblin Jubilee Display Source Guns & Gears (Remastered) pg. 135, Guns & Gears (Remastered) pg. 134 Archetype Firework Technician Prerequisites Firework Technician Dedication --- Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the Goblin Jubilee fireworks display. Goblin Jubilee Three Actions (fire, sonic, visual) Chaos fills a 20-foot burst within 120 feet. All creatures in the area takes 3d6 fire damage and 3d6 sonic damage and must attempt a Fortitude save. Every 3 levels, the fire damage and sonic damage each increase by 1d6. You can expend 2 versatile vials instead of 1 to increase the fire and sonic damage by 1d6 each, or by 2d6 each at 16th level. Critical Success The creature is unaffected. Success The creature is dazzled and deafened until the end of its next turn and takes half damage. Failure The creature is dazzled and deafened for 1 minute and takes full damage. Critical Failure The creature is blinded for 1 round, dazzled and deafened for 1 minute, and takes double damage.","category":"feat","pfs":"Standard","feat":["Goblin Jubilee Display"],"rarity":"common","slug":"feat-8532"},{"skill_mod":{},"summary":"You’ve learned how to unleash a sudden and disruptive noisemaker at just the right moment in your display, a technique that can cause a spellcaster to fumble the phrasing of their magic","primary_source":"Guns & Gears (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears (Remastered)","Guns & Gears (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8533","weakness":{},"archetype":["Firework Technician"],"name":"Banshee Cry Display","legacy_id":["feat-8755"],"trait":["Archetype"],"id":"feat-8533","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Banshee Cry Display Source Guns & Gears (Remastered) pg. 135, Guns & Gears (Remastered) pg. 134 Archetype Firework Technician Prerequisites Firework Technician Dedication --- You've learned how to unleash a sudden and disruptive noisemaker at just the right moment in your display, a technique that can cause a spellcaster to fumble the phrasing of their magic. You gain the Banshee Cry fireworks display. Banshee Cry Reaction Trigger A creature within 30 feet Casts a Spell or Activates an Item using a concentrate Activation; Effect You set off a firework that explodes with a loud screech near the creature. The creature must attempt a Will save. Success The creature is unaffected. Failure The creature must use an additional action on the triggering action or activity, or it’s disrupted. Critical Failure The triggering action is disrupted.","category":"feat","pfs":"Standard","feat":["Banshee Cry Display"],"rarity":"common","slug":"feat-8533"},{"access":"You’re a member of the Hellbreakers league.","primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8534","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Hellbreaker Dedication May contain spoilers from Hellbreakers Source Pathfinder #222: Hellbreakers pg. 216, Hellbreakers Players Guide pg. 8 Archetype Hellbreaker Access You’re a member of the Hellbreakers league. --- By joining the League, you've taken on the responsibilities of a Hellbreaker. You gain the Additional Lore general feat for both Devil Lore and Hellknight Lore. If you were already trained in one or both of those Lore skills, you also become trained in a Lore skill of your choice. When you roll initiative, you can attempt a Devil Lore, Hellknight Lore, or Society check to Recall Knowledge about one enemy you can see as a free action, if that skill would be applicable. The GM is the final arbiter of whether or not one of those skills would be appropriate to Recall Knowledge about the enemy. Hellbreaker Dedication leads to... Battle Scars, Defy Hell, Devil you Know, Hellbreaker's Resolve, High Alert, Oppurtune Trickster, Rend Armor, Return to the Pit!","feat":["Hellbreaker Dedication"],"skill_mod":{},"summary":"By joining the League, you’ve taken on the responsibilities of a Hellbreaker.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8534","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"spoilers":"Hellbreakers","name":"Hellbreaker Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8534"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","skill":["Lore","Lore","Lore","Lore"],"trait":["Archetype","Skill"],"id":"feat-8535","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Devil you Know Source Pathfinder #222: Hellbreakers pg. 216, Hellbreakers Players Guide pg. 8 Archetype Hellbreaker Prerequisites Hellbreaker Dedication; Expert in Devil Lore or Expert in Hellknight Lore --- Your knowledge of your enemies gives you an advantage against them, granting you a swift reaction to their devilry. If you know you're fighting against any devils or Hellknights at the beginning of an encounter, you can roll the respective Lore skill for your initiative roll. In addition, whenever you successfully Recall Knowledge about a creature using Devil Lore or Hellknight Lore, you gain a +1 circumstance bonus to your next skill check against that creature before the end of your next turn. If you're a master in Devil Lore or Hellknight Lore, the bonus increases to +2. Devil you Know leads to... Hell's Bane","feat":["Devil you Know"],"skill_mod":{},"summary":"Your knowledge of your enemies gives you an advantage against them, granting you a swift reaction to their devilry.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat"],"level":4,"prerequisite":"Hellbreaker Dedication; Expert in Devil Lore or Expert in Hellknight Lore","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8535","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"Devil you Know","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8535"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Hellbreakers","trait":["Archetype"],"id":"feat-8536","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Hellbreaker's Resolve Single Action Source Pathfinder #222: Hellbreakers pg. 216, Hellbreakers Players Guide pg. 8 Archetype Hellbreaker Frequency once per hour Prerequisites Hellbreaker Dedication --- You gird yourself in both mind and body for danger, steeling your resolve. You gain a number of temporary Hit Points equal to your level that last for 1 minute. While you have those temporary Hit Points, you gain a +1 status bonus to Will saves.","feat":["Hellbreaker's Resolve"],"skill_mod":{},"summary":"You gird yourself in both mind and body for danger, steeling your resolve.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat"],"level":4,"prerequisite":"Hellbreaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8536","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"Hellbreaker's Resolve","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8536"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Archetype"],"id":"feat-8537","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > High Alert Single Action Source Pathfinder #222: Hellbreakers pg. 216, Hellbreakers Players Guide pg. 8 Archetype Hellbreaker Prerequisites Hellbreaker Dedication --- You're constantly on guard, keeping watch over your allies against fiendish forces—no one can get the jump on your group while you're around. Choose an ally you can see within 30 feet. They gain a +1 circumstance bonus to their AC and Reflex saving throws against devils and creatures allied with the Chelaxian government (as determined by the GM) until the beginning of your next turn. This action gains the visual trait, the auditory trait, or both, depending on how you alert your ally.","feat":["High Alert"],"skill_mod":{},"summary":"You're constantly on guard, keeping watch over your allies against fiendish forces—no one can get the jump on your group while you're around.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat"],"level":6,"prerequisite":"Hellbreaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8537","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"High Alert","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8537"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","skill":["Deception","Deception"],"trait":["Archetype","Mental"],"id":"feat-8538","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Oppurtune Trickster Reaction Source Pathfinder #222: Hellbreakers pg. 217, Hellbreakers Players Guide pg. 9 Archetype Hellbreaker Prerequisites Hellbreaker Dedication; Trained in Deception Trigger An adjacent ally makes a melee Strike against a creature. Requirements You’re adjacent to both your ally and the creature. --- You aren't above using underhanded tactics to gain an advantage, easily routing your opponents when they attack. Attempt a Deception check against the Perception DC of the creature that's the target of the triggering attack. Regardless of the result, the target is temporarily immune to your attempts to use Opportune Trickster for the next 10 minutes. Special If you have the Dirty Trick skill feat, you can attempt a Thievery check instead of a Deception check; if you do, this action loses the mental trait. Critical Success The target is off-guard (including against the triggering attack) until the end of your ally's turn. Success The target is off-guard against the triggering attack. Critical Failure You lose your balance in your attempt to assist your ally and fall prone.","feat":["Oppurtune Trickster"],"skill_mod":{},"summary":"You aren’t above using underhanded tactics to gain an advantage, easily routing your opponents when they attack.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Hellbreaker Dedication; Trained in Deception","source_category":["Adventure Paths"],"requirement":"You’re adjacent to both your ally and the creature.","trigger":"An adjacent ally makes a melee Strike against a creature.","resistance":{},"url":"/Feats.aspx?ID=8538","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"Oppurtune Trickster","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8538"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Archetype"],"id":"feat-8539","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Hell's Bane Source Pathfinder #222: Hellbreakers pg. 217, Hellbreakers Players Guide pg. 9 Archetype Hellbreaker Prerequisites Devil you Know --- Your in-depth knowledge of your foes grants you insight into their weaknesses, granting you an advantage when fighting against them. When you critically succeed at a skill check to Recall Knowledge about a devil or Hellknight, you gain a +4 status bonus to damage against that creature for 1 minute.","feat":["Hell's Bane"],"skill_mod":{},"summary":"Your in-depth knowledge of your foes grants you insight into their weaknesses, granting you an advantage when fighting against them.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat"],"level":8,"prerequisite":"Devil you Know","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8539","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"Hell's Bane","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8539"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Archetype","Manipulate"],"id":"feat-8540","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Rend Armor Single Action Source Pathfinder #222: Hellbreakers pg. 217, Hellbreakers Players Guide pg. 9 Archetype Hellbreaker Prerequisites Hellbreaker Dedication Requirements Your last action was a critical Strike that dealt bludgeoning or piercing damage. --- Your enemies' defenses are no match for you as you wrench your weapon to compromise their armor. The creature takes a –2 circumstance penalty to their AC that lasts until they can take 10 minutes to repair their armor. The creature can also Interact to adjust their armor, which removes this penalty for 1 minute.","feat":["Rend Armor"],"skill_mod":{},"summary":"Your enemies' defenses are no match for you as you wrench your weapon to compromise their armor.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Hellbreaker Dedication","source_category":["Adventure Paths"],"requirement":"Your last action was a critical Strike that dealt bludgeoning or piercing damage.","resistance":{},"url":"/Feats.aspx?ID=8540","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"Rend Armor","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8540"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Archetype"],"id":"feat-8541","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Battle Scars Source Pathfinder #222: Hellbreakers pg. 217, Hellbreakers Players Guide pg. 9 Archetype Hellbreaker Prerequisites Hellbreaker Dedication --- You've faced enough opponents that your experience is written across your skin, toughening you against your fiendish foes. You gain resistance to bludgeoning and slashing damage from devils and creatures allied with the Chelaxian government (as determined by the GM) equal to half your level.","feat":["Battle Scars"],"skill_mod":{},"summary":"You've faced enough opponents that your experience is written across your skin, toughening you against your fiendish foes.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat"],"level":10,"prerequisite":"Hellbreaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8541","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"Battle Scars","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8541"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Archetype","Divine","Stance"],"id":"feat-8542","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Defy Hell Single Action Source Pathfinder #222: Hellbreakers pg. 217, Hellbreakers Players Guide pg. 9 Archetype Hellbreaker Prerequisites Hellbreaker Dedication Requirements You aren' t unholy. --- Your devotion to your cause gives you endless strength and courage to withstand the enemy's attacks. As long as you're in this stance, you gain a +2 status bonus to saves against mental effects and can make Hellbreaker Strikes. Hellbreaker Strike Two Actions (holy) Make a weapon or unarmed Strike. This counts as two attacks when determining your multiple attack penalty. If your Strike hits, you deal an additional 2d8 spirit damage. At 18th level, this increases to 3d8 spirit damage. Defy Hell leads to... Thorn in Hell's Side","feat":["Defy Hell"],"skill_mod":{},"summary":"Your devotion to your cause gives you endless strength and courage to withstand the enemy's attacks.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat","Tradition","Monster","Class-Specific"],"level":10,"prerequisite":"Hellbreaker Dedication","source_category":["Adventure Paths"],"requirement":"You aren' t unholy .","resistance":{},"url":"/Feats.aspx?ID=8542","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"Defy Hell","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8542"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Archetype"],"id":"feat-8543","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Return to the Pit! Source Pathfinder #222: Hellbreakers pg. 217, Hellbreakers Players Guide pg. 9 Archetype Hellbreaker Prerequisites Hellbreaker Dedication --- You can send the fiends who have vexed you back to their home plane where they belong. You can cast banishment once per day as a divine innate spell. When you take this feat, you craft a personal symbol of the Hellbreakers League that's anathema to devils. If you wield this symbol in one hand when you spend an extra action while casting banishment on a devil, you don't need to pay the extra cost to give that creature a –2 circumstance penalty to its save.","feat":["Return to the Pit!"],"skill_mod":{},"summary":"You can send the fiends who have vexed you back to their home plane where they belong.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat"],"level":12,"prerequisite":"Hellbreaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8543","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"Return to the Pit!","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8543"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #222: Hellbreakers","Hellbreakers Players Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hellbreakers","trait":["Archetype"],"id":"feat-8544","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Thorn in Hell's Side Source Pathfinder #222: Hellbreakers pg. 217, Hellbreakers Players Guide pg. 9 Archetype Hellbreaker Prerequisites Defy Hell --- Your devotion to the ideals of justice, freedom, and revolution allow you to truly punish those who stand in your way. When you critically succeed at a Hellbreaker Strike, the target must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or become stunned 1 (stunned 2 on a critical failure). This effect has the incapacitation trait.","feat":["Thorn in Hell's Side"],"skill_mod":{},"summary":"Your devotion to the ideals of justice, freedom, and revolution allow you to truly punish those who stand in your way.","primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Feat"],"level":12,"prerequisite":"Defy Hell","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8544","archetype":["Hellbreaker"],"source_group":["Hellbreakers"],"name":"Thorn in Hell's Side","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8544"},{"skill_mod":{},"summary":"You’ve built tools into your innovation so you can access and use them easily.","primary_source":"Guns & Gears","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8546","weakness":{},"name":"Built-In Tools","trait":["Inventor","Modification"],"id":"feat-8546","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Built-In Tools Source Guns & Gears pg. 25 --- You’ve built tools into your innovation so you can access and use them easily. When you take this feat, choose up to two sets of tools you own, such as thieves’ tools or healer’s tools, that weigh a total of 2 Bulk or less. These tools become part of your innovation. The innovation’s Bulk doesn’t increase from this addition. As long as you are wielding, wearing, or adjacent to your innovation, you have the same quick access to these tools as the tools you are wearing, and they don’t count against the usual limit of tools you can wear.","category":"feat","pfs":"Standard","feat":["Built-In Tools"],"rarity":"common","slug":"feat-8546"},{"skill_mod":{},"summary":"You aim an explosion from your innovation downward to launch yourself into the air.","primary_source":"Guns & Gears","trait_group":["Energy","Elemental","Planar","Monster","Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8547","weakness":{},"name":"Explosive Leap","trait":["Fire","Inventor","Move","Unstable"],"actions_number":2,"id":"feat-8547","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Explosive Leap Single Action Source Guns & Gears pg. 25 --- You aim an explosion from your innovation downward to launch yourself into the air. You jump up to 30 feet in any direction without touching the ground. You must land on a space of solid ground, or else you fall after using your next action. As normal for effects where you fall after using your next action, you still fall at the end of your turn, even if you don’t use any further actions that turn. Special If your innovation is a minion, it can take this action rather than you.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Explosive Leap"],"element":["Fire"],"rarity":"common","slug":"feat-8547"},{"skill_mod":{},"summary":"You quickly fix your innovation, at the cost of its stability.","primary_source":"Guns & Gears","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8548","weakness":{},"name":"Haphazard Repair","trait":["Inventor","Unstable"],"actions_number":2,"id":"feat-8548","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Haphazard Repair Single Action Source Guns & Gears pg. 26 --- You quickly fix your innovation, at the cost of its stability. You Repair your innovation almost immediately. You don’t have to place the innovation on a flat surface, but you do need to be adjacent to it (including holding or wearing it), as well as having a repair kit as normal.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Haphazard Repair"],"rarity":"common","slug":"feat-8548"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Auditory","Concentrate","Inventor"],"id":"feat-8549","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > No! No! I Created You! Reaction Source Guns & Gears pg. 26 Archetype Lepidstadt Surgeon (Level 6) Frequency once per minute Prerequisites construct companion Trigger Your construct companion would become confused or controlled. --- You appeal to your construct companion’s bond with its creator to have it break free of a controlling effect. Attempt to counteract the effect that confused or controlled your construct companion, using your Crafting modifier for the counteract check and half your level rounded up for the counteract level.","feat":["No! No! I Created You!"],"skill_mod":{},"summary":"You appeal to your construct companion’s bond with its creator to have it break free of a controlling effect.","primary_source":"Guns & Gears","trait_group":["Sense","Mechanics","Class"],"level":1,"prerequisite":"construct companion","source_category":["Rulebooks"],"trigger":"Your construct companion would become confused or controlled .","resistance":{},"url":"/Feats.aspx?ID=8549","archetype":["Lepidstadt Surgeon"],"name":"No! No! I Created You!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8549"},{"skill_mod":{},"summary":"You have created a construct companion, and while it might not be an innovation, it serves as a trustworthy minion.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8550","weakness":{},"name":"Prototype Companion","trait":["Inventor"],"id":"feat-8550","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Prototype Companion Source Guns & Gears pg. 26 --- You have created a construct companion, and while it might not be an innovation, it serves as a trustworthy minion. You gain a prototype construct companion.","category":"feat","pfs":"Standard","feat":["Prototype Companion"],"rarity":"common","slug":"feat-8550"},{"skill_mod":{},"summary":"You tamper with a foe’s weapon or armor, using a free hand.","primary_source":"Guns & Gears","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8551","weakness":{},"name":"Tamper","trait":["Inventor","Manipulate"],"actions_number":2,"id":"feat-8551","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tamper Single Action Source Guns & Gears pg. 26 --- You tamper with a foe’s weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy’s Reflex DC. Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy’s movement, making the enemy flat‑footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used. Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn’t Interact to end it. Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Tamper"],"rarity":"common","slug":"feat-8551"},{"skill_mod":{},"summary":"You adjust your innovation’s core, changing the way it explodes.","primary_source":"Guns & Gears","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8552","weakness":{},"name":"Variable Core","trait":["Inventor","Modification"],"id":"feat-8552","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Variable Core Source Guns & Gears pg. 26 --- You adjust your innovation’s core, changing the way it explodes. When you choose this feat, select acid, cold, or electricity. Your innovation’s core runs on that power source. When using the Explode action, or any time your innovation explodes on a critical failure and damages you, change the damage type from fire damage to the type you chose. If you have the offensive boost class feature and retrain Variable Core to a different damage type, you can also switch to a different offensive boost that deals the same damage type if you wish.","category":"feat","pfs":"Standard","feat":["Variable Core"],"rarity":"common","slug":"feat-8552"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor","Manipulate","Modification"],"id":"feat-8553","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Collapse Armor Single Action Source Guns & Gears pg. 26 Prerequisites armor innovation Requirements You are wearing your armor innovation, or holding it in both hands in its compact form (see text) --- You’ve modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant. If you’re wearing your innovation when you Collapse your Armor, you remove it instantly, and it compresses into its compact form, which is held in both of your hands (if you don’t have both hands available, it falls to the ground in an adjacent space). If you’re holding your armor in compact form when you take this action, it unfolds back into its armor form onto your body. In compact form, your armor innovation is easier to carry, with a Bulk 1 lower than the Bulk listed for it, to a minimum of light Bulk (carried armor normally has a Bulk 1 higher than listed in the armor entry).","feat":["Collapse Armor"],"skill_mod":{},"summary":"You’ve modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant. ","primary_source":"Guns & Gears","trait_group":["Class","Mechanics","Class-Specific"],"level":2,"prerequisite":"armor innovation","source_category":["Rulebooks"],"requirement":"You are wearing your armor innovation, or holding it in both hands in its compact form (see text)","resistance":{},"url":"/Feats.aspx?ID=8553","name":"Collapse Armor","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8553"},{"skill_mod":{},"summary":"You’ve modified your construct companion and built it out of light materials, enabling you to collapse it into a carrying case or other compact and innocuous form.","primary_source":"Guns & Gears","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"construct companion","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8554","weakness":{},"name":"Collapse Construct","trait":["Inventor","Manipulate","Modification"],"actions_number":2,"id":"feat-8554","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Collapse Construct Single Action Source Guns & Gears pg. 26 Prerequisites construct companion --- You’ve modified your construct companion and built it out of light materials, enabling you to collapse it into a carrying case or other compact and innocuous form. Either your construct or you (if you’re adjacent to it) can Collapse your Construct to turn it into its compact form or back into its normal form. In compact form, your construct can’t act but is easily carried, with a Bulk of 2 if it’s Small, 4 if it’s Medium, or 8 if it’s Large. The compact form has wheels, so you can easily drag it behind you at half your Speed (rather than the usual slower Speed for dragging).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Collapse Construct"],"rarity":"common","slug":"feat-8554"},{"skill_mod":{},"summary":"You are incredibly skilled at reverse engineering items to learn their formulas, or disassembling them just to disable them.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8555","weakness":{},"skill":["Crafting","Crafting"],"name":"Reverse Engineer","trait":["Inventor"],"id":"feat-8555","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Reverse Engineer Source Guns & Gears pg. 26 Prerequisites Expert in Crafting --- You are incredibly skilled at reverse engineering items to learn their formulas, or disassembling them just to disable them. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. If you get a critical success on your Crafting check, you can opt to both create the formula and reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item’s value. Furthermore, you can use Crafting instead of Thievery to Disable a Device or Pick a Lock.","category":"feat","pfs":"Standard","feat":["Reverse Engineer"],"rarity":"common","slug":"feat-8555"},{"skill_mod":{},"summary":"They told you there was no way that explosions could heal people, but they were fools… Fools who didn’t understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage , with the DC reduction from appropriate assistance. At 3rd level, and every 2 levels thereafter, increase the healing by 1d10.","primary_source":"Guns & Gears","trait_group":["Energy","Elemental","Planar","Monster","Mechanics","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8556","weakness":{},"name":"Searing Restoration","trait":["Fire","Healing","Inventor","Manipulate","Unstable"],"actions_number":2,"id":"feat-8556","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Searing Restoration Single Action Source Guns & Gears pg. 27 --- They told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance. At 3rd level, and every 2 levels thereafter, increase the healing by 1d10. Special If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Searing Restoration"],"element":["Fire"],"rarity":"common","slug":"feat-8556"},{"skill_mod":{},"summary":"You’ve upgraded your construct companion’s power and decision-making ability.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"construct companion","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8557","weakness":{},"name":"Advanced Construct Companion","trait":["Inventor"],"id":"feat-8557","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Advanced Construct Companion Source Guns & Gears pg. 27 Prerequisites construct companion --- You’ve upgraded your construct companion’s power and decision-making ability. It becomes an advanced construct companion. During an encounter, even if you don’t use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike. Advanced Construct Companion leads to... Incredible Construct Companion","category":"feat","pfs":"Standard","feat":["Advanced Construct Companion"],"rarity":"common","slug":"feat-8557"},{"skill_mod":{},"summary":"You’ve modified your armor with fins, rotors, and other devices to make it easy for you to move through the water, plus mechanical gills that can help you extract breathable air from water.","primary_source":"Guns & Gears","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"armor innovation","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8558","weakness":{},"name":"Diving Armor","trait":["Inventor","Modification"],"id":"feat-8558","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Diving Armor Source Guns & Gears pg. 27 Prerequisites armor innovation --- You’ve modified your armor with fins, rotors, and other devices to make it easy for you to move through the water, plus mechanical gills that can help you extract breathable air from water. While wearing your armor innovation, you can breathe underwater and gain a swim Speed equal to your land Speed.","category":"feat","pfs":"Standard","feat":["Diving Armor"],"rarity":"common","slug":"feat-8558"},{"skill_mod":{},"summary":"You’ve built your innovation with replaceable interlocking pieces that you can use to transform it into another type of weapon entirely.","primary_source":"Guns & Gears","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"weapon innovation","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8559","weakness":{},"name":"Dual-Form Weapon","trait":["Inventor","Modification"],"id":"feat-8559","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dual-Form Weapon Source Guns & Gears pg. 27 Prerequisites weapon innovation --- You’ve built your innovation with replaceable interlocking pieces that you can use to transform it into another type of weapon entirely. When you select this feat, choose a level 0 or 1st-level simple or martial weapon. It must be either a common weapon or another to which you have access. This weapon becomes your innovation’s second configuration. Select a new set of weapon modifications for this new configuration. You can spend two Interact actions to switch your weapon innovation between the two configurations. These actions don’t need to be taken consecutively, but if you’ve provided the first and not the second, the weapon is non-functional as it is stranded between states. Your weapon’s Bulk is always the greater Bulk of the two configurations, regardless of which configuration it’s in—if one weapon is smaller than the other, you still need to keep any weapon parts on hand. Any runes on your weapon innovation don’t affect the second weapon configuration.","category":"feat","pfs":"Standard","feat":["Dual-Form Weapon"],"rarity":"common","slug":"feat-8559"},{"skill_mod":{},"summary":"Rather than just using your gadgets for various boosts and tweaks, you also craft a few specific temporary consumable gadgets each day.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8560","weakness":{},"skill":["Crafting","Crafting"],"name":"Gadget Specialist","trait":["Inventor"],"id":"feat-8560","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gadget Specialist Source Guns & Gears pg. 27 Prerequisites Expert in Crafting --- Rather than just using your gadgets for various boosts and tweaks, you also craft a few specific temporary consumable gadgets each day. You gain the formulas for three common or uncommon gadgets. Each day during your daily preparations, you can create two temporary gadgets from your formula book. Gadgets prepared in this way don’t cost you any resources to Craft and don’t have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven’t already used them. If you’re a master in Crafting, you can create three gadgets per day, and you gain three additional common or uncommon gadget formulas. If you’re legendary in Crafting, you can create four gadgets per day, and you gain another additional three common or uncommon gadget formulas, for a total of nine. Gadget Specialist leads to... Contingency Gadgets, Ubiquitous Gadgets","category":"feat","pfs":"Standard","feat":["Gadget Specialist"],"rarity":"common","slug":"feat-8560"},{"skill_mod":{},"summary":"You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful attack.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"armor, construct, or weapon innovation","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8561","weakness":{},"name":"Megaton Strike","trait":["Inventor"],"actions_number":4,"id":"feat-8561","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Megaton Strike Two Actions Source Guns & Gears pg. 28 Prerequisites armor, construct, or weapon innovation --- You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful attack. You make a Strike, dealing an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. The type of Strike you can make depends on your innovation. Armor You Strike with a melee unarmed attack or a melee weapon. To use a melee weapon for this, you must have prepared it in advance with special contraptions when you make your daily preparations. Construct Your minion innovation Strikes. Weapon You Strike with your weapon innovation. Unstable Function You put even more force into the Strike, though you risk stress fractures to your innovation. Add the unstable trait to Megaton Strike. The Strike deals another extra damage die, for a total of two extra dice at 4th level, three at 10th level, and four at 18th level. Special If your innovation is a minion, it can take this action rather than you. Megaton Strike leads to... Gigaton Strike","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Megaton Strike"],"rarity":"common","slug":"feat-8561"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor","Manipulate","Unstable"],"id":"feat-8562","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Clockwork Celerity Free Action Source Guns & Gears pg. 28 Prerequisites armor, construct, or weapon innovation Trigger Your turn begins. --- You can use unstable clockwork devices in your innovation to push your invention to act more quickly. You are quickened for this turn. How you can use the extra action depends on your innovation. Armor You can use the extra action to Step, Stride, or use another movement action granted by your innovation (such as Swim if you have the Diving Armor feat). Construct You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you spend 2 actions to Command your construct). Weapon You can use the extra action to Strike with your innovation or Reload your innovation. ","feat":["Clockwork Celerity"],"skill_mod":{},"summary":"You can use unstable clockwork devices in your innovation to push your invention to act more quickly.","primary_source":"Guns & Gears","trait_group":["Class","Mechanics","Class-Specific"],"level":6,"prerequisite":"armor, construct, or weapon innovation","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=8562","name":"Clockwork Celerity","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8562"},{"skill_mod":{},"summary":"You’ve adjusted your construct innovation so that when you ride it, special plates, hollows, or similar form partial barriers around you to add additional protection.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"construct innovation","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8563","weakness":{},"name":"Construct Shell","trait":["Inventor"],"id":"feat-8563","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Construct Shell Source Guns & Gears pg. 28 Prerequisites construct innovation --- You’ve adjusted your construct innovation so that when you ride it, special plates, hollows, or similar form partial barriers around you to add additional protection. You have lesser cover from all attacks when mounted on your construct innovation, not just from attacks where the construct would be in the way. Additionally, if your construct uses an emanation while you’re riding on it, such as Explode, you can choose not to be affected by the emanation.","category":"feat","pfs":"Standard","feat":["Construct Shell"],"rarity":"common","slug":"feat-8563"},{"skill_mod":{},"summary":"You bleed off some electric power from your innovation in the shape of a damaging bolt. ","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8564","weakness":{},"name":"Megavolt","trait":["Electricity","Inventor","Manipulate"],"actions_number":4,"id":"feat-8564","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Megavolt Two Actions Source Guns & Gears pg. 28 --- You bleed off some electric power from your innovation in the shape of a damaging bolt. Creatures in a 20-foot line from your innovation take 3d4 electricity damage, with a basic Reflex save against your class DC. The electricity damage increases by 1d4 at 8th level and every 2 levels thereafter. Unstable Function You overload and supercharge the voltage even higher. Add the unstable trait to Megavolt. The area increases to a 60-foot line and the damage increases from d4s to d12s. If you have the breakthrough innovation class feature, you can choose a 60-foot or 90-foot line for the area when you use an unstable Megavolt; if you also have the revolutionary innovation class feature, you can choose a 60-foot, 90-foot, or 120-foot line. Special If your innovation is a minion, it can take this action rather than you. Megavolt leads to... Gigavolt","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Megavolt"],"rarity":"common","slug":"feat-8564"},{"skill_mod":{},"summary":"You’ve found a way to use a hodgepodge combination of devices to enhance your visual abilities in every situation. ","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8565","weakness":{},"name":"Visual Fidelity","trait":["Inventor"],"id":"feat-8565","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Visual Fidelity Source Guns & Gears pg. 28 --- You’ve found a way to use a hodgepodge combination of devices to enhance your visual abilities in every situation. You gain darkvision and low-light vision, and you can see invisible creatures and objects as translucent shapes, though these shapes are indistinct enough to be concealed to you. If an effect would give you the blinded condition, the effect must attempt a counteract check against your class DC, with your counteract level equaling half your level, rounded up. On a failed counteract check, you aren’t blinded—your various devices are able to compensate.","category":"feat","pfs":"Standard","feat":["Visual Fidelity"],"rarity":"common","slug":"feat-8565"},{"skill_mod":{},"summary":"When you use a full-power Megaton Strike, you can knock your foe back.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Megaton Strike","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8566","weakness":{},"name":"Gigaton Strike","trait":["Inventor"],"id":"feat-8566","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Gigaton Strike Source Guns & Gears pg. 28 Prerequisites Megaton Strike --- When you use a full-power Megaton Strike, you can knock your foe back. When you succeed at your Strike while using an unstable Megaton Strike, your target must attempt a Fortitude save against your class DC. Special If your innovation is a minion, this benefit applies on its unstable Megaton Strikes. Critical Success The creature is unaffected. Success The creature is pushed back 5 feet. Failure The creature is pushed back 10 feet. Critical Failure The creature is pushed back 20 feet.","category":"feat","pfs":"Standard","feat":["Gigaton Strike"],"rarity":"common","slug":"feat-8566"},{"skill_mod":{},"summary":"Thanks to your continual tinkering, your construct companion has advanced to an astounding new stage of engineering, enhancing all its attributes.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Advanced Construct Companion","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8567","weakness":{},"name":"Incredible Construct Companion","trait":["Inventor"],"id":"feat-8567","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Construct Companion Source Guns & Gears pg. 29 Prerequisites Advanced Construct Companion --- Thanks to your continual tinkering, your construct companion has advanced to an astounding new stage of engineering, enhancing all its attributes. Your construct companion becomes an incredible construct companion. Incredible Construct Companion leads to... Paragon Companion","category":"feat","pfs":"Standard","feat":["Incredible Construct Companion"],"rarity":"common","slug":"feat-8567"},{"skill_mod":{},"summary":"You’ve modified your innovation using clever workarounds, so you can include another initial modification without compromising its structure.","primary_source":"Guns & Gears","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"initial modification","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8568","weakness":{},"name":"Manifold Modifications","trait":["Inventor","Modification"],"id":"feat-8568","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Manifold Modifications Source Guns & Gears pg. 29 Prerequisites initial modification --- You’ve modified your innovation using clever workarounds, so you can include another initial modification without compromising its structure. Your innovation gains an additional initial modification from the list for innovations of its type.","category":"feat","pfs":"Standard","feat":["Manifold Modifications"],"rarity":"common","slug":"feat-8568"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor","Manipulate"],"id":"feat-8569","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Overdrive Ally Single Action Source Guns & Gears pg. 29 Prerequisites Overdrive Requirements You are currently in overdrive. --- You quickly fling some of your powered-up mechanisms to an ally, sharing your benefits with them briefly. Choose an ally within 30 feet. Until the end of their next turn, that ally’s Strikes deal additional damage equal to half your Intelligence modifier, or your full Intelligence modifier if you were in critical overdrive. The ally doesn’t gain the increased damage from expert, master, or legendary overdrive. Overdrive Ally leads to... Shared Overdrive","feat":["Overdrive Ally"],"skill_mod":{},"summary":"You quickly fling some of your powered-up mechanisms to an ally, sharing your benefits with them briefly.","primary_source":"Guns & Gears","trait_group":["Class","Mechanics"],"level":8,"prerequisite":"Overdrive","source_category":["Rulebooks"],"requirement":"You are currently in overdrive .","resistance":{},"url":"/Feats.aspx?ID=8569","name":"Overdrive Ally","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8569"},{"skill_mod":{},"summary":"They thought you had used up all your devices, but they thought wrong! ","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Gadget Specialist","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8570","weakness":{},"name":"Ubiquitous Gadgets","trait":["Inventor"],"id":"feat-8570","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ubiquitous Gadgets Source Guns & Gears pg. 29 Prerequisites Gadget Specialist --- They thought you had used up all your devices, but they thought wrong! You have a few more gadgets up your sleeve than others expect. Increase the number of temporary gadgets you can create each day by 2. Special You can select this feat a second time if you are 14th level or higher.","category":"feat","pfs":"Standard","feat":["Ubiquitous Gadgets"],"rarity":"common","slug":"feat-8570"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor","Manipulate"],"id":"feat-8571","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Distracting Explosion Reaction Source Guns & Gears pg. 29 Prerequisites offensive boost Trigger A creature within your reach uses a concentrate action. --- Your enemies think they can concentrate on something else while you’re nearby? Oh, you’ll give them a distraction, all right! Make a melee Strike against the triggering creature with a weapon or unarmed attack that is benefiting from your offensive boost. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. Unstable Function You pull out all the stops to create an explosive distraction. Add the unstable trait to Distracting Explosion. If the attack hits, you disrupt the triggering concentrate action. Special If your innovation is a minion, it can take this reaction instead of you, even though minions can’t normally take reactions or act when it’s not their turn. It uses your reaction for the turn to do so.","feat":["Distracting Explosion"],"skill_mod":{},"summary":"Your enemies think they can concentrate on something else while you’re nearby? Oh, you’ll give them a distraction, all right! ","primary_source":"Guns & Gears","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"offensive boost","source_category":["Rulebooks"],"trigger":"A creature within your reach uses a concentrate action.","resistance":{},"url":"/Feats.aspx?ID=8571","name":"Distracting Explosion","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8571"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor","Manipulate"],"id":"feat-8572","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Electrify Armor Single Action Source Guns & Gears pg. 29 Prerequisites armor innovation Requirements You are wearing your armor innovation. --- You electrify your armor to punish foes who dare to attack you. For 1 round, any creature that touches you, or that hits you with a melee unarmed attack or a non-reach melee weapon attack, takes 1d4 electricity damage. The effect ends if you cease wearing your armor innovation. If you have the revolutionary innovation class feature, the damage increases to 2d4. Unstable Function You create an unstable chain reaction, sending countless sparks dancing across your armor. Add the unstable trait to Electrify Armor. The effects last for 1 minute instead of 1 round, and the damage dice increase from d4s to d12s.","feat":["Electrify Armor"],"skill_mod":{},"summary":"You electrify your armor to punish foes who dare to attack you.","primary_source":"Guns & Gears","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"armor innovation","source_category":["Rulebooks"],"requirement":"You are wearing your armor innovation.","resistance":{},"url":"/Feats.aspx?ID=8572","name":"Electrify Armor","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8572"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Inventor","Manipulate"],"id":"feat-8573","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Helpful Tinkering Single Action Source Guns & Gears pg. 30 Frequency once per 10 minutes Prerequisites offensive boost --- You don’t just tinker with your own innovation, you fiddle with your allies’ weapons as well (for their benefit, of course). Choose an ally in your reach and one of their weapons. Attempt a Crafting check against a high DC for your level. Success For 1 minute, the chosen ally’s Strikes with the chosen weapon gain the same offensive boost your innovation has. Critical Failure Your ally takes damage of the type and amount that your offensive boost normally deals on a successful Strike.","feat":["Helpful Tinkering"],"skill_mod":{},"summary":"You don’t just tinker with your own innovation, you fiddle with your allies’ weapons as well (for their benefit, of course).","primary_source":"Guns & Gears","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"offensive boost","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8573","name":"Helpful Tinkering","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8573"},{"skill_mod":{},"summary":"Aha! You lock on to your enemy’s weak point to assist your construct companion in destroying it.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"construct innovation","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8574","weakness":{},"name":"Lock On","trait":["Inventor"],"actions_number":2,"id":"feat-8574","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Lock On Single Action Source Guns & Gears pg. 30 Prerequisites construct innovation --- Aha! You lock on to your enemy’s weak point to assist your construct companion in destroying it. When you Lock On, designate an enemy you can see. If your next action is to Command your construct, the construct gains a +2 circumstance bonus to attack rolls against the designated enemy until the end of the turn. If you use 2 actions for the Command, the bonus is instead a +3 circumstance bonus, or a +4 circumstance bonus if you’re legendary in Crafting.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Lock On"],"rarity":"common","slug":"feat-8574"},{"skill_mod":{},"summary":"You aren’t satisfied with keeping to just one kind of boost from your constant tinkering, so you’ve learned to modulate between several possibilities at once.","primary_source":"Guns & Gears","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"offensive boost","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8575","weakness":{},"name":"Boost Modulation","trait":["Inventor","Manipulate"],"id":"feat-8575","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Boost Modulation Source Guns & Gears pg. 30 Prerequisites offensive boost --- You aren’t satisfied with keeping to just one kind of boost from your constant tinkering, so you’ve learned to modulate between several possibilities at once. Choose two additional offensive boosts. You can use an Interact action to change the offensive boost currently affecting your weapon, choosing between the one you chose for the class feature and the two you chose for this modification. If your weapon has the modular trait, you can swap the offensive boost as part of the Interact action you take to use that trait.","category":"feat","pfs":"Standard","feat":["Boost Modulation"],"rarity":"common","slug":"feat-8575"},{"skill_mod":{},"summary":"You are too brilliant to be caught off guard, and you always have just the right gadget for the situation.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Gadget Specialist","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8576","weakness":{},"name":"Contingency Gadgets","trait":["Inventor"],"id":"feat-8576","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Contingency Gadgets Source Guns & Gears pg. 30 Prerequisites Gadget Specialist --- You are too brilliant to be caught off guard, and you always have just the right gadget for the situation. When you prepare your gadgets during your daily preparations, you can choose to leave one of them as a contingency gadget that you keep ready for just this situation, rather than declaring which gadget you’re making. You can pull the contingency gadget out using an Interact action, at which point you must choose which gadget you had prepared as a contingency. If you’re legendary in Crafting, you can leave two contingency gadgets during your daily preparations, instead of just one.","category":"feat","pfs":"Standard","feat":["Contingency Gadgets"],"rarity":"common","slug":"feat-8576"},{"skill_mod":{},"summary":"You vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down.","primary_source":"Guns & Gears","trait_group":["Energy","Monster","Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8577","weakness":{},"name":"Deep Freeze","trait":["Cold","Inventor","Manipulate"],"actions_number":4,"id":"feat-8577","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Deep Freeze Two Actions Source Guns & Gears pg. 30 --- You vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down. Target one creature within 60 feet. That creature takes cold damage equal to your level, with effects depending on its Reflex save. Critical Success The target is unaffected. Success The target takes half damage and takes a –5-foot status penalty to its Speeds for 1 round. Failure The target takes full damage and takes a –10-foot status penalty to its Speeds for 1 round. Critical Failure The target takes double damage, is slowed 1 for 1 round, and takes a –15-foot status penalty to its Speeds for 1 round. Unstable Function Your innovation discharges an enormous cone of supercooled fluid, potentially causing cascading failures. Add the unstable trait to Deep Freeze. The ability affects all creatures within a 60-foot cone instead of a single target, and it deals cold damage equal to double your level instead of equal to your level.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Deep Freeze"],"rarity":"common","slug":"feat-8577"},{"skill_mod":{},"summary":"When you unleash electricity from your innovation, you can bounce it off obstacles, creating a field of electric death.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Megavolt","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8578","weakness":{},"name":"Gigavolt","trait":["Inventor"],"id":"feat-8578","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Gigavolt Source Guns & Gears pg. 31 Prerequisites Megavolt --- When you unleash electricity from your innovation, you can bounce it off obstacles, creating a field of electric death. When you use Megavolt, each time your line of electricity hits a solid barrier, such as a wall, it bounces off at an angle of your choice and continues until you have reached the full length of the line. Even if a creature is in the area from multiple bounces, it takes the damage only once.","category":"feat","pfs":"Standard","feat":["Gigavolt"],"rarity":"common","slug":"feat-8578"},{"skill_mod":{},"summary":"You’ve experimented enough on your teammates to transfer a substantial number of powered-up gizmos to them, enabling one of your allies to benefit from the full effects and duration of your Overdrive.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Overdrive Ally","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8579","weakness":{},"name":"Shared Overdrive","trait":["Inventor"],"id":"feat-8579","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Overdrive Source Guns & Gears pg. 31 Prerequisites Overdrive Ally --- You’ve experimented enough on your teammates to transfer a substantial number of powered-up gizmos to them, enabling one of your allies to benefit from the full effects and duration of your Overdrive. The first time you use Overdrive Ally during a given Overdrive, the effect lasts for the remainder of the duration of your Overdrive, instead of just until the end of the target’s next turn. Any further uses of Overdrive Ally during the same Overdrive have their normal duration, per Overdrive Ally. Shared Overdrive leads to... Ubiquitous Overdrive","category":"feat","pfs":"Standard","feat":["Shared Overdrive"],"rarity":"common","slug":"feat-8579"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor"],"id":"feat-8580","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Explosive Maneuver Single Action Source Guns & Gears pg. 31 Prerequisites weapon innovation Requirements Your last action was a successful Strike against a foe using your weapon innovation. --- Thanks to a hidden experimental feature you built into your weapon, your weapon explosively deploys levers, tangling hooks, or similar mechanisms to provide significant assistance when you perform a combat maneuver. When you use Explosive Maneuver, choose Grapple, Shove, or Trip. Your weapon innovation must have a weapon trait that matches the action you chose (for instance, to choose Grapple, your weapon must have the grapple trait). You take the chosen action against the same foe as your previous successful Strike, using the same multiple attack penalty as your previous successful Strike. You still increase your multiple attack penalty after the Grapple, Shove, or Trip, as normal.","feat":["Explosive Maneuver"],"skill_mod":{},"summary":"Thanks to a hidden experimental feature you built into your weapon, your weapon explosively deploys levers, tangling hooks, or similar mechanisms to provide significant assistance when you perform a combat maneuver.","primary_source":"Guns & Gears","trait_group":["Class"],"level":14,"prerequisite":"weapon innovation","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike against a foe using your weapon innovation.","resistance":{},"url":"/Feats.aspx?ID=8580","name":"Explosive Maneuver","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8580"},{"skill_mod":{},"summary":"Your construct companion has reached the pinnacle of form and function.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Incredible Construct Companion","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8581","weakness":{},"name":"Paragon Companion","trait":["Inventor"],"id":"feat-8581","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Paragon Companion Source Guns & Gears pg. 31 Prerequisites Incredible Construct Companion --- Your construct companion has reached the pinnacle of form and function. Your construct companion becomes a paragon construct companion.","category":"feat","pfs":"Standard","feat":["Paragon Companion"],"rarity":"common","slug":"feat-8581"},{"skill_mod":{},"summary":"Whether through a release of jets of flame, propeller blades, sonic bursts, streamlined aerodynamic structure, electromagnetic fields, or some combination of the above, you’ve managed to free your innovation from the bonds of gravity!","primary_source":"Guns & Gears","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"armor innovation","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8582","weakness":{},"name":"Soaring Armor","trait":["Inventor","Manipulate"],"id":"feat-8582","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Soaring Armor Source Guns & Gears pg. 31 Prerequisites armor innovation --- Whether through a release of jets of flame, propeller blades, sonic bursts, streamlined aerodynamic structure, electromagnetic fields, or some combination of the above, you’ve managed to free your innovation from the bonds of gravity! While wearing your innovation, you gain a fly Speed equal to your land Speed.","category":"feat","pfs":"Standard","feat":["Soaring Armor"],"rarity":"common","slug":"feat-8582"},{"skill_mod":{},"summary":"You’ve built triple redundancies into your innovation and added all sorts of buffers to protect it from the harm of your unstable experiments.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"You would attempt the flat check for an unstable action, but you haven’t rolled the flat check yet.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8583","weakness":{},"name":"Unstable Redundancies","trait":["Inventor"],"actions_number":0,"id":"feat-8583","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Unstable Redundancies Free Action Source Guns & Gears pg. 32 Trigger You would attempt the flat check for an unstable action, but you haven’t rolled the flat check yet. --- You’ve built triple redundancies into your innovation and added all sorts of buffers to protect it from the harm of your unstable experiments. You automatically succeed at the triggering flat check. You can’t rely on your Unstable Redundancies again until you spend 10 minutes setting them back up. If you spend 10 minutes retuning your innovation so you can use unstable actions again, you can set up your Unstable Redundancies during the same time.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Unstable Redundancies"],"rarity":"common","slug":"feat-8583"},{"skill_mod":{},"summary":"Need to balance on a razor’s edge, force open an iron door, or persuade a dragon to negotiate? Never fear! No matter the situation, you always have just the thing.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8584","frequency":"once per hour","weakness":{},"name":"Just the Thing!","trait":["Inventor"],"id":"feat-8584","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Just the Thing! Source Guns & Gears pg. 32 Frequency once per hour --- Need to balance on a razor’s edge, force open an iron door, or persuade a dragon to negotiate? Never fear! No matter the situation, you always have just the thing. You attempt a skill action that takes 1 minute or less to complete, using the same number of actions or amount of time as normal. However, as you take the action, describe a device you pull out and use to accomplish the skill. The specifics of how you accomplish this are up to you, but they should fit the challenge at hand. For instance, you might use gravitic stabilizers to balance on the razor’s edge, a force battering ram gizmo to open the iron door, or a device that produces an aroma with the ability to pacify wyrms to persuade the dragon. Using an invention in this way lets you alter how you calculate the skill check used in the action. Instead of the normal skill modifier associated with that skill action, you use your Crafting modifier.","category":"feat","pfs":"Standard","feat":["Just the Thing!"],"rarity":"common","slug":"feat-8584"},{"skill_mod":{},"summary":"Your innovation sets foes on fire, covers them in acid, leaves barbed thorns behind, or otherwise deals persistent damage to your foes that sticks around long after you deliver your boosted attack.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"offensive boost","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8585","weakness":{},"name":"Persistent Boost","trait":["Inventor"],"id":"feat-8585","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Persistent Boost Source Guns & Gears pg. 32 Prerequisites offensive boost --- Your innovation sets foes on fire, covers them in acid, leaves barbed thorns behind, or otherwise deals persistent damage to your foes that sticks around long after you deliver your boosted attack. When you or your construct innovation damage a foe with offensive boost, that foe also takes 1d8 persistent damage of the same damage type as the offensive boost damage.","category":"feat","pfs":"Standard","feat":["Persistent Boost"],"rarity":"common","slug":"feat-8585"},{"skill_mod":{},"summary":"When your foes try to attack you, you always seem to have some outlandish invention you can pull out at the last second to protect you from whatever attack they throw at you. ","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"A creature you can see targets you with an attack against your AC.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8586","weakness":{},"name":"You Failed to Account for… This!","trait":["Inventor"],"actions_number":1,"id":"feat-8586","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > You Failed to Account for… This! Reaction Source Guns & Gears pg. 32 Trigger A creature you can see targets you with an attack against your AC. --- When your foes try to attack you, you always seem to have some outlandish invention you can pull out at the last second to protect you from whatever attack they throw at you. Describe a device you’re attempting to use to protect yourself from the foe’s attack—for instance, when attacked by a shocker lizard’s shock Strike, you might pull out a specially grounded lightning rod from that time you tried to power an invention by harnessing a thunderstorm! Using an invention to defend in this way means that the attack roll for the triggering attack targets your Crafting DC instead of your AC. Since you’re using your Crafting DC instead of your AC, any penalties to your AC don’t apply, but this doesn’t remove any conditions or other effects that are causing you such penalties. For instance, if you were flat-footed and used an invention to defend against a sneak attack, you’d still take the extra precision damage if you were hit, even though the –2 penalty to AC from being flat-footed wouldn’t apply to your Crafting DC.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["You Failed to Account for… This!"],"rarity":"common","slug":"feat-8586"},{"skill_mod":{},"summary":"You release a volley of projectiles from your weapon, or power it to fly in every direction across the battlefield and Strike multiple creatures.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"weapon innovation","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8587","weakness":{},"name":"Devastating Weaponry","trait":["Inventor"],"actions_number":6,"id":"feat-8587","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Devastating Weaponry Three Actions Source Guns & Gears pg. 32 Prerequisites weapon innovation --- You release a volley of projectiles from your weapon, or power it to fly in every direction across the battlefield and Strike multiple creatures. Make a Strike with your weapon innovation against each foe within 30 feet of you. Don’t increase your multiple attack penalty until after making all the attacks. If your innovation is a melee weapon and any of the attacks are outside your reach, you Release the weapon before the Strikes, and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space. As normal, if your weapon innovation requires one or more actions to reload between Strikes, you can’t use it to make multiple attacks with Devastating Weaponry.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Devastating Weaponry"],"rarity":"common","slug":"feat-8587"},{"skill_mod":{},"summary":"Your construct unleashes a broad swath of devastation by separating its limbs, deploying hidden armaments, or using a similar technique to wreak havoc.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"construct innovation","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8588","weakness":{},"name":"Engine of Destruction","trait":["Inventor"],"actions_number":6,"id":"feat-8588","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Engine of Destruction Three Actions Source Guns & Gears pg. 32 Prerequisites construct innovation --- Your construct unleashes a broad swath of devastation by separating its limbs, deploying hidden armaments, or using a similar technique to wreak havoc. You Command your innovation. Instead of its normal actions, it Strides once, then makes a Strike against each foe within 30 feet of it with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn’t increase until after the construct makes all the attacks.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Engine of Destruction"],"rarity":"common","slug":"feat-8588"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Inventor"],"id":"feat-8589","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Negate Damage Reaction Source Guns & Gears pg. 32 Prerequisites armor innovation Trigger You would take damage. --- Your armor innovation activates various devices you prepared ahead of time, and you use one of them to reduce the damage you would take by 15. Unstable Function You activate all the precautions at once, violently repelling the incoming attack to blunt its force. Add the unstable trait to Negate Damage and reduce the damage you would take by 50.","feat":["Negate Damage"],"skill_mod":{},"summary":"Your armor innovation activates various devices you prepared ahead of time, and you use one of them to reduce the damage you would take by 15.","primary_source":"Guns & Gears","trait_group":["Class"],"level":18,"prerequisite":"armor innovation","source_category":["Rulebooks"],"trigger":"You would take damage.","resistance":{},"url":"/Feats.aspx?ID=8589","name":"Negate Damage","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8589"},{"skill_mod":{},"summary":"You become so entwined with your innovations that you can use them without a second thought.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"armor, construct, or weapon innovation","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8590","weakness":{},"name":"Full Automation","trait":["Inventor"],"id":"feat-8590","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Full Automation Source Guns & Gears pg. 33 Prerequisites armor, construct, or weapon innovation --- You become so entwined with your innovations that you can use them without a second thought. You’re permanently quickened. How you can use the extra action depends on your innovation. Armor Your armor responds to the most subtle stimuli to move you in the right direction as long as you are wearing it. You can use the extra action to Stride, Step, or use a form of movement provided by your innovation (such as Fly or Swim). Construct Your ability to command your construct becomes instinctive. You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you choose to spend 2 actions to Command your construct). Weapon Your weapon becomes easier to wield with deadly efficacy, almost as if it is an extension of your body. It speeds effortlessly toward whatever target you choose as long as you are holding it. You can use the extra action to Strike with your innovation. ","category":"feat","pfs":"Standard","feat":["Full Automation"],"rarity":"common","slug":"feat-8590"},{"skill_mod":{},"summary":"You prepare a variety of incredible gizmos on each of your allies, linking them together through careful modification to enable you to power them up all at once.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Shared Overdrive","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8591","weakness":{},"name":"Ubiquitous Overdrive","trait":["Inventor"],"id":"feat-8591","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ubiquitous Overdrive Source Guns & Gears pg. 33 Prerequisites Shared Overdrive --- You prepare a variety of incredible gizmos on each of your allies, linking them together through careful modification to enable you to power them up all at once. During your daily preparations, select up to six willing allies. Whenever you Overdrive, you grant the benefits of your overdrive to any of these allies you choose who are within 30 feet of you. The allies don’t gain the increased damage from expert, master, or legendary overdrive.","category":"feat","pfs":"Standard","feat":["Ubiquitous Overdrive"],"rarity":"common","slug":"feat-8591"},{"skill_mod":{},"summary":"You’ve been provided a body part designed for combat.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8592","weakness":{},"name":"Automaton Armament","trait":["Automaton"],"id":"feat-8592","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Automaton Armament Source Guns & Gears pg. 39 --- You’ve been provided a body part designed for combat. You gain either a claw or pincer unarmed attack. The claw deals 1d4 slashing damage, is in the brawling group, and has the agile, finesse, and unarmed traits. The pincer deals 1d6 piercing damage, is in the brawling group, and has the grapple and unarmed traits. Your body can be reconfigured; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain. Enhancement Your attacking part is reinforced. Increase the damage die of the unarmed attack you gain from this feat by one step (from 1d4 to 1d6, or from 1d6 to 1d8).","category":"feat","pfs":"Standard","feat":["Automaton Armament"],"rarity":"common","slug":"feat-8592"},{"skill_mod":{},"summary":"You can deliver silent messages.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8593","weakness":{},"name":"Arcane Communication","trait":["Automaton"],"id":"feat-8593","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Arcane Communication Source Guns & Gears pg. 40 --- You can deliver silent messages. You gain touch telepathy, allowing you to communicate silently and mentally with any creature you’re touching, as long as you share a language. Enhancement You can send your messages even further. Your telepathy gains a range of 10 feet, but you still have to share a language with your target.","category":"feat","pfs":"Standard","feat":["Arcane Communication"],"rarity":"common","slug":"feat-8593"},{"skill_mod":{},"summary":"Your eye has been magically enhanced to pierce darkness.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8594","weakness":{},"name":"Arcane Eye","trait":["Automaton"],"id":"feat-8594","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Arcane Eye Source Guns & Gears pg. 40 Prerequisites low-light vision --- Your eye has been magically enhanced to pierce darkness. You gain darkvision. Enhancement Your eye can see invisible creatures in brief spurts. You can cast see invisibility as an arcane innate spell once per hour.","category":"feat","pfs":"Standard","feat":["Arcane Eye"],"rarity":"common","slug":"feat-8594"},{"skill_mod":{},"summary":"You have come to better understand the process that made your body and the magic that powers it.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8595","weakness":{},"name":"Automaton Lore","trait":["Automaton"],"id":"feat-8595","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Automaton Lore Source Guns & Gears pg. 40 --- You have come to better understand the process that made your body and the magic that powers it. You gain the trained proficiency rank in Arcana and Crafting. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Automaton Lore. Enhancement Your gain greater understanding. Increase your proficiency rank in either Arcana or Crafting, as well as Automaton Lore, to expert. If you were already an expert in the chosen skill, increase your rank to master instead.","category":"feat","pfs":"Standard","feat":["Automaton Lore"],"rarity":"common","slug":"feat-8595"},{"skill_mod":{},"summary":"You can channel your core’s power through the magical gem that serves as your eye. ","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8596","weakness":{},"name":"Energy Beam","trait":["Automaton"],"id":"feat-8596","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Energy Beam Source Guns & Gears pg. 40 --- You can channel your core’s power through the magical gem that serves as your eye. You gain an energy beam ranged unarmed attack that deals 1d4 fire damage. The energy beam has a range increment of 20 feet. On a critical hit, the target takes persistent fire damage equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects. Enhancement You channel greater power. Increase the damage die of your energy beam by one step, from 1d4 to 1d6.","category":"feat","pfs":"Standard","feat":["Energy Beam"],"rarity":"common","slug":"feat-8596"},{"skill_mod":{},"summary":"Your body is designed to be particularly resilient.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8597","weakness":{},"name":"Reinforced Chassis","trait":["Automaton"],"id":"feat-8597","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reinforced Chassis Source Guns & Gears pg. 40 PFS Note An automaton character with the Reinforced Chassis feat uses their unarmored proficiency. --- Your body is designed to be particularly resilient. Your chassis is medium armor in the plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a speed penalty of –5 feet, and a Strength value of 16. You can never wear other armor or remove your chassis; however, you still don't become fatigued from sleeping. Finally, you can etch armor runes onto your chassis as normal. Enhancement Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction.\n","category":"feat","pfs":"Standard","feat":["Reinforced Chassis"],"rarity":"common","slug":"feat-8597"},{"skill_mod":{},"summary":"The magic powering you makes it difficult for outside magic to affect you. ","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8598","weakness":{},"name":"Arcane Safeguards","trait":["Automaton"],"id":"feat-8598","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Arcane Safeguards Source Guns & Gears pg. 41 --- The magic powering you makes it difficult for outside magic to affect you. You gain the Resist Magic reaction. Enhancement Your safeguards improve. When you Resist Magic, you gain a number of temporary Hit Points equal to the spell level of the triggering effect.\n","category":"feat","pfs":"Standard","feat":["Arcane Safeguards"],"rarity":"common","slug":"feat-8598"},{"skill_mod":{},"summary":"Your mechanical body houses a weapon or shield that you can quickly draw and stow, leaving you prepared for combat at all times.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8599","weakness":{},"name":"Integrated Armament","trait":["Automaton"],"id":"feat-8599","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Integrated Armament Source Guns & Gears pg. 41 --- Your mechanical body houses a weapon or shield that you can quickly draw and stow, leaving you prepared for combat at all times. You can use a 1-minute activity, which has the manipulate trait, to integrate a single, one-handed weapon or shield into one of your arms. You can draw or stow this item as an Interact action. Creatures don’t automatically see this integrated item when it’s stowed and must actively Seek in order to find it. They take a –2 circumstance penalty to any checks to do so. While you are wielding the item, it can’t be Disarmed and you can’t drop or Release it; you must Interact to store the weapon and free that hand. A creature determined to retrieve the item can do so, but it requires either 1 minute to remove it or extreme violence to your arm—such as physically removing portions of the limb. You can only have one integrated armament at a time, though you can use the 1-minute activity to replace the item or swap the arm in which it’s stored. Enhancement Your body has more space for integration. You can now either integrate two one-handed weapons, a one-handed weapon and a shield, or a single two-handed weapon which is split across both arms. You can use a single Interact action to draw or store both integrated armaments. When you draw a single weapon, you can choose to hold it with either one hand or both hands.","category":"feat","pfs":"Standard","feat":["Integrated Armament"],"rarity":"common","slug":"feat-8599"},{"skill_mod":{},"summary":"Your animating magic provides some defense.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8600","weakness":{},"name":"Magical Resistance","trait":["Automaton"],"id":"feat-8600","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Magical Resistance Source Guns & Gears pg. 41 --- Your animating magic provides some defense. Choose one of the following energy damage types: cold, electricity, or sonic. You gain resistance 5 to that damage type. Enhancement You tap deeper into your animating magic, and your resistances improve. Choose one of the following benefits: you gain resistance 5 to the remaining two damage types from the above list, or your chosen resistance increases to a value equal to 1 + half your level.","category":"feat","pfs":"Standard","feat":["Magical Resistance"],"rarity":"common","slug":"feat-8600"},{"skill_mod":{},"summary":"You have developed magical techniques to aid you with stalking your prey.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Hunter Automaton heritage","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8601","weakness":{},"name":"Arcane Camouflage","trait":["Automaton"],"id":"feat-8601","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Arcane Camouflage Source Guns & Gears pg. 41 Prerequisites Hunter Automaton heritage --- You have developed magical techniques to aid you with stalking your prey. You can cast blur and invisibility each once per day as 2nd-level arcane innate spells. Enhancement Your camouflage is more potent. Your blur spell now lasts 10 minutes and when you cast invisibility , you can choose to gain the effects of the 4th-level version of the spell. In addition, you can now cast blur and invisibility each twice per day.","category":"feat","pfs":"Standard","feat":["Arcane Camouflage"],"rarity":"common","slug":"feat-8601"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Arcane","Automaton","Transmutation"],"id":"feat-8602","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Arcane Propulsion Two Actions Source Guns & Gears pg. 41 Frequency once per day --- You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time. You can maintain this redirected energy for 5 minutes. You gain a fly Speed equal to your Speed while redirecting the energy. Enhancement You can maintain your flight for longer. You can redirect your energy at all times, allowing you to fly whenever you want, rather than just once per day for 5 minutes.","feat":["Arcane Propulsion"],"skill_mod":{},"summary":"You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time.","primary_source":"Guns & Gears","trait_group":["Tradition","Monster","Ancestry","School"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8602","name":"Arcane Propulsion","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8602"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Automaton"],"id":"feat-8603","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Arcane Slam Two Actions Source Guns & Gears pg. 41 Prerequisites Warrior Automaton heritage Requirements You have a creature grabbed or restrained. --- You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground. Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that. Critical Success You slam the foe down and the magical energy overwhelms it. The creature is knocked prone, becomes dazzled for 1 round, and takes damage equal to 2d6 plus your Strength modifier. The foe is no longer grabbed or restrained by you. Success You slam the foe down. The creature is knocked prone and takes damage equal to your Strength modifier. The foe is no longer grabbed or restrained by you. Failure You are unable to slam the creature, but your hold on the creature remains. Critical Failure The creature breaks free and is no longer grabbed or restrained by you. Enhancement Your arms better channel your core’s power. You no longer take penalties for attempting to slam larger foes. Your foe takes damage equal to 2d6 plus your Strength modifier on a success (or double that on a critical success).","feat":["Arcane Slam"],"skill_mod":{},"summary":"You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"level":9,"prerequisite":"Warrior Automaton heritage","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=8603","name":"Arcane Slam","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8603"},{"skill_mod":{},"summary":"Your core allows you to draw more power from it. ","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Mage Automaton heritage","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8604","weakness":{},"name":"Core Attunement","trait":["Automaton"],"id":"feat-8604","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Core Attunement Source Guns & Gears pg. 42 Prerequisites Mage Automaton heritage --- Your core allows you to draw more power from it. Select one 1st-level arcane spell and one 2nd-level or lower arcane spell, to which you have access. You can cast your chosen spells as arcane innate spells each once per day. Enhancement Your attunement grows stronger. Select one 5th-level or lower arcane spell and one 6th-level or lower arcane spell, to which you have access. You can cast them as arcane innate spells each once per day, in addition to the original spells.","category":"feat","pfs":"Standard","feat":["Core Attunement"],"rarity":"common","slug":"feat-8604"},{"skill_mod":{},"summary":"You’ve focused on enhancing yourself and have received an improvement to one of your existing abilities.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8605","weakness":{},"name":"Lesser Augmentation","trait":["Automaton"],"id":"feat-8605","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Lesser Augmentation Source Guns & Gears pg. 42 --- You’ve focused on enhancing yourself and have received an improvement to one of your existing abilities. You gain the enhancement benefits of one of your 1st- or 5th-level automaton ancestry feats. You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat. Enhancement You gain the enhancement benefits of another 1st- or 5th-level automaton ancestry feat. Also, your reconfigurations take less time. You only need to spend 1 day of downtime to change any of your enhancements. If you have multiple enhancements, changing each one requires a separate day.","category":"feat","pfs":"Standard","feat":["Lesser Augmentation"],"rarity":"common","slug":"feat-8605"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Automaton"],"id":"feat-8606","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rain of Bolts Two Actions Source Guns & Gears pg. 42 Frequency once per day Prerequisites Sharpshooter Automaton heritage --- Throughout the day, your body produces powerful projectiles within your chassis. You fire them all at once in either a 30-foot cone or a 10-foot emanation with a basic Reflex save against the higher of your class DC or Spell DC. Foes in the area take 6d6 piercing damage. This increases to 7d6 at 12th level, 8d6 at 15th level, and 9d6 at 18th level. Enhancement The projectiles regenerate quicker, they are much more powerful, and you can refine the metallic content to harm certain creatures. You can use Rain of Bolts once per hour instead of once per day. The damage increases to 12d6 and each time you use the action, you can choose adamantine, cold iron, or silver. The damage from Rain of Bolts is treated as the metal you chose. At 20th level, the damage increases to 13d6.","feat":["Rain of Bolts"],"skill_mod":{},"summary":"Throughout the day, your body produces powerful projectiles within your chassis.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"level":9,"prerequisite":"Sharpshooter Automaton heritage","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8606","name":"Rain of Bolts","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8606"},{"skill_mod":{},"summary":"You’ve modified your body to allow you to augment your movement.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8607","weakness":{},"name":"Arcane Locomotion","trait":["Automaton"],"id":"feat-8607","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Arcane Locomotion Source Guns & Gears pg. 42 --- You’ve modified your body to allow you to augment your movement. You gain either a climb Speed of 20 feet or a swim Speed of 20 feet, your choice. Enhancement Your body allows for even further forms of movement. You can either select the option from this feat you haven’t chosen yet (climb Speed or swim Speed), or you can increase your land Speed by 5 feet and increase the Speed you chose from this feat increase to be equal to your adjusted land Speed.","category":"feat","pfs":"Standard","feat":["Arcane Locomotion"],"rarity":"common","slug":"feat-8607"},{"skill_mod":{},"summary":"You’ve attuned your core to allow you to phase in and out of the Astral Plane , allowing you to teleport periodically.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8608","weakness":{},"name":"Astral Blink","trait":["Automaton"],"id":"feat-8608","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Astral Blink Source Guns & Gears pg. 42 --- You’ve attuned your core to allow you to phase in and out of the Astral Plane, allowing you to teleport periodically. You can cast dimension door once per hour as a 4th-level innate arcane spell. Enhancement Your attunement allows you to teleport in a series of quick jumps rather than in one big leap. You can expend your hourly use of dimension door as a free action when you begin your turn. If you do, your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Speed instead of traversing normally to the location. While augmented, your Strides gain the conjuration and teleportation traits. Your augmented Strides don’t trigger reactions that can be triggered by move actions or upon leaving or entering a square, unless those reactions trigger on teleportation.","category":"feat","pfs":"Standard","feat":["Astral Blink"],"rarity":"common","slug":"feat-8608"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Automaton"],"id":"feat-8609","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Core Rejuvenation Free Action Source Guns & Gears pg. 43 Frequency once per day Trigger You have the dying condition and are about to attempt a recovery check. --- Your soul taps into your core’s power to push against the grasp of death and allow you to recover consciousness. You’re restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal when losing the dying condition in this way. Enhancement Your soul can draw even more power from your core, granting you additional benefits. When you use Core Rejuvenation, you also gain a number of temporary Hit Points equal to three times your level. These Hit Points remain for 1 minute.","feat":["Core Rejuvenation"],"skill_mod":{},"summary":"Your soul taps into your core’s power to push against the grasp of death and allow you to recover consciousness.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"level":13,"source_category":["Rulebooks"],"trigger":"You have the dying condition and are about to attempt a recovery check .","resistance":{},"url":"/Feats.aspx?ID=8609","name":"Core Rejuvenation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8609"},{"skill_mod":{},"summary":"You’ve empowered your core to support a larger body, granting you size and additional reach.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Medium or Small size","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8610","weakness":{},"name":"Enlarged Chassis","trait":["Automaton"],"id":"feat-8610","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Enlarged Chassis Source Guns & Gears pg. 43 Prerequisites Medium or Small size --- You’ve empowered your core to support a larger body, granting you size and additional reach. You gain the effects of enlarge constantly. Enhancement Your core’s empowerment has stabilized, allowing for greater support. You are no longer clumsy due to the effects of enlarge .","category":"feat","pfs":"Standard","feat":["Enlarged Chassis"],"rarity":"common","slug":"feat-8610"},{"skill_mod":{},"summary":"You have reconfigured the magical resonance of your core to attune to the planar energies of Axis . ","primary_source":"Guns & Gears","trait_group":["Ancestry","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8611","weakness":{},"name":"Axial Recall","trait":["Automaton","Uncommon"],"id":"feat-8611","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Restricted\" > Axial Recall Source Guns & Gears pg. 43 --- You have reconfigured the magical resonance of your core to attune to the planar energies of Axis. You can cast plane shift twice per week as an arcane innate spell that can only target yourself; you can travel only to Axis or the Material Plane, and your body serves as the focus component.","category":"feat","pfs":"Restricted","feat":["Axial Recall"],"rarity":"uncommon","slug":"feat-8611"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Arcane","Automaton","Concentrate","Polymorph","Transmutation"],"id":"feat-8612","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Core Cannon Two Actions Source Guns & Gears pg. 43 Frequency once per day --- Your body transforms into a powerful magical cannon. While immobile as a cannon, you can fire blasts of energy directly from your core, devastating your foes. You become immobilized until you use an Interact action to revert back to your standard form. While in your cannon form, the only actions you can use are to Strike with an energy blast unarmed attack or to Interact to revert back to your standard form. You can remain in your cannon form for up to 1 minute or until you take the action to revert back to your standard form, whichever comes first. Energy blasts are a special ranged unarmed attack. You can only make energy blast Strikes while you’re in your cannon form. Your energy blasts deal 3d8 fire damage and 3d6 force damage, which increases to 4d8 fire damage and 3d6 force damage at level 20. You gain the item bonus to attack rolls with your energy blasts from the highest potency rune on any handwraps of mighty blows you are wearing or any weapon you are wielding, but striking and property runes have no effect on your energy blasts. Energy blasts have a range increment of 120 feet. On a critical hit with an energy blast, the target takes 10 persistent fire damage. Your energy blast doesn’t add critical specialization effects. If it matters for an effect dependent on weapon damage dice, an energy blast’s number of weapon damage dice is three, or four at level 20.","feat":["Core Cannon"],"skill_mod":{},"summary":"Your body transforms into a powerful magical cannon. ","primary_source":"Guns & Gears","trait_group":["Tradition","Monster","Ancestry","Mechanics","School"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8612","name":"Core Cannon","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8612"},{"skill_mod":{},"summary":"You’ve greatly improved your abilities and your core can support further augmentations.","primary_source":"Guns & Gears","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8613","weakness":{},"name":"Greater Augmentation","trait":["Automaton"],"id":"feat-8613","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Greater Augmentation Source Guns & Gears pg. 43 --- You’ve greatly improved your abilities and your core can support further augmentations. You gain the enhancement benefits of one of your 1st-, 5th-, 9th-, or 13th-level automaton ancestry feats. You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat.","category":"feat","pfs":"Standard","feat":["Greater Augmentation"],"rarity":"common","slug":"feat-8613"},{"skill_mod":{},"summary":"You become trained in Crafting and inventor class DC. ","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence 14","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8614","weakness":{},"archetype":["Inventor"],"name":"Inventor Dedication","trait":["Archetype","Dedication","Multiclass","Uncommon"],"id":"feat-8614","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Inventor Dedication Source Guns & Gears pg. 49 Archetype Inventor Prerequisites Intelligence 14 --- You become trained in Crafting and inventor class DC. You gain the Inventor skill feat, even if you don’t meet the skill feat’s requirements. Choose an innovation. You gain that innovation, though you don’t gain any other abilities that modify or use that innovation, such as modifications or Explode. Special You cannot select another dedication feat until you have first gained two other feats from the inventor archetype. Inventor Dedication leads to... Basic Breakthrough, Basic Modification, Brilliant Crafter, Explosion","category":"feat","pfs":"Standard","feat":["Inventor Dedication"],"rarity":"uncommon","slug":"feat-8614"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level inventor feat of your choice.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Inventor Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8615","weakness":{},"archetype":["Inventor"],"name":"Basic Breakthrough","trait":["Archetype"],"id":"feat-8615","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Breakthrough Source Guns & Gears pg. 49 Archetype Inventor Prerequisites Inventor Dedication --- You gain a 1st- or 2nd-level inventor feat of your choice. Basic Breakthrough leads to... Advanced Breakthrough","category":"feat","pfs":"Standard","feat":["Basic Breakthrough"],"rarity":"common","slug":"feat-8615"},{"skill_mod":{},"summary":"Your skill at crafting is unparalleled.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Inventor Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8616","weakness":{},"archetype":["Inventor"],"name":"Brilliant Crafter","trait":["Archetype"],"id":"feat-8616","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Brilliant Crafter Source Guns & Gears pg. 49 Archetype Inventor Prerequisites Inventor Dedication --- Your skill at crafting is unparalleled. You become an expert in Crafting. At 7th level you become a master in Crafting, and at 15th level, you become legendary in Crafting and you become an expert in your inventor class DC.","category":"feat","pfs":"Standard","feat":["Brilliant Crafter"],"rarity":"common","slug":"feat-8616"},{"skill_mod":{},"summary":"You gain one inventor feat.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Breakthrough","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8617","weakness":{},"archetype":["Inventor"],"name":"Advanced Breakthrough","trait":["Archetype"],"id":"feat-8617","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Breakthrough Source Guns & Gears pg. 49 Archetype Inventor Prerequisites Basic Breakthrough --- You gain one inventor feat. For the purpose of meeting its prerequisites, your inventor level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another inventor feat.","category":"feat","pfs":"Standard","feat":["Advanced Breakthrough"],"rarity":"common","slug":"feat-8617"},{"skill_mod":{},"summary":"Your innovation can explode on command.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Inventor Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8618","weakness":{},"archetype":["Inventor"],"name":"Explosion","trait":["Archetype"],"id":"feat-8618","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Explosion Source Guns & Gears pg. 49 Archetype Inventor Prerequisites Inventor Dedication --- Your innovation can explode on command. You gain the Explode action.","category":"feat","pfs":"Standard","feat":["Explosion"],"rarity":"common","slug":"feat-8618"},{"skill_mod":{},"summary":"You’ve learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Inventor Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8619","weakness":{},"archetype":["Inventor"],"name":"Basic Modification","trait":["Archetype"],"id":"feat-8619","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Basic Modification Source Guns & Gears pg. 49 Archetype Inventor Prerequisites Inventor Dedication --- You’ve learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish. You gain a basic modification of your choice for your innovation. Your innovation must meet any requirements for the modification you choose, as normal. ","category":"feat","pfs":"Standard","feat":["Basic Modification"],"rarity":"common","slug":"feat-8619"},{"skill_mod":{},"summary":"You have an innate knack for tactical observation, and you’ve innovated to apply that knack in a variety of ways that allow you to assist your allies.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"expert in Perception","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8620","weakness":{},"archetype":["Overwatch"],"name":"Overwatch Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8620","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Overwatch Dedication Source Guns & Gears pg. 50 Archetype Overwatch Prerequisites expert in Perception --- You have an innate knack for tactical observation, and you’ve innovated to apply that knack in a variety of ways that allow you to assist your allies. With the help of enhanced visual gear (such as a specially modified telescope, goggled visor, or binoculars), you’re keenly aware of the movement of combatants on the battlefield. You quickly and efficiently disperse that information to your nearby allies so they can use it to direct their own observations and reactions to danger. You’re surrounded by an overwatch field aura in a 30-foot emanation. Your overwatch field aura grants you increased perception and allows you to call out warnings to your allies within the aura to point out threats. This aura has the auditory and visual traits. You and allies within your overwatch field receive a +2 circumstance bonus when using Perception for Initiative checks. Special You can’t select another dedication feat until after you have gained at least two other feats from the overwatch archetype. Overwatch Dedication leads to... Control Tower, Forewarn, Master Spotter, Spyglass Modification, Swift Intervention, Topple Giants, Wide Overwatch","category":"feat","pfs":"Standard","feat":["Overwatch Dedication"],"rarity":"uncommon","slug":"feat-8620"},{"skill_mod":{},"summary":"Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Overwatch Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8621","weakness":{},"archetype":["Overwatch"],"name":"Spyglass Modification","trait":["Archetype"],"id":"feat-8621","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spyglass Modification Source Guns & Gears pg. 50 Archetype Overwatch Prerequisites Overwatch Dedication --- Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field. This permits your overwatch field to extend around a single corner or turn and allows you to see around that corner as well. This ability doesn’t let you see through walls or other barriers. You can’t use it to see around a second or further corner, and it doesn’t allow you to make ranged attacks or perform other actions that require line of effect with your target.","category":"feat","pfs":"Standard","feat":["Spyglass Modification"],"rarity":"common","slug":"feat-8621"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8622","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Swift Intervention Reaction Source Guns & Gears pg. 50 Archetype Overwatch Prerequisites Overwatch Dedication Trigger An ally within your overwatch field fails in their attempt to Arrest a Fall, Balance, Grab a Ledge, or Maneuver in Flight Requirements You are wielding a ranged weapon. --- You’re burdened with noticing potential threats at all times. Because of this, you’ve learned that a well-placed shot can prevent disaster. You make a shot to either pin an ally’s clothing to stop a fall or secure them against a ledge, or you bounce an attack off their armor to correct their course as they stumble while attempting to balance or fly. Make a single ranged attack roll against the DC of the triggering check; your ally uses the result of your ranged attack roll in place of their original roll. You must have line of effect to your ally, and your attack roll includes any normal bonuses or penalties for a ranged attack with that weapon (such as the penalty for making a ranged attack beyond your first range increment).","feat":["Swift Intervention"],"skill_mod":{},"summary":"You’re burdened with noticing potential threats at all times. ","primary_source":"Guns & Gears","trait_group":["Feat"],"level":6,"prerequisite":"Overwatch Dedication","source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon.","trigger":"An ally within your overwatch field fails in their attempt to Arrest a Fall , Balance , Grab a Ledge , or Maneuver in Flight ","resistance":{},"url":"/Feats.aspx?ID=8622","archetype":["Overwatch"],"name":"Swift Intervention","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8622"},{"skill_mod":{},"summary":"When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job, using the opening from the first attempt to keep your foe off-balance and ensure your eventual success.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Overwatch Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8623","weakness":{},"archetype":["Overwatch"],"name":"Topple Giants","trait":["Archetype"],"id":"feat-8623","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Topple Giants Source Guns & Gears pg. 51 Archetype Overwatch Prerequisites Overwatch Dedication --- When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job, using the opening from the first attempt to keep your foe off-balance and ensure your eventual success. When an ally within your overwatch field attempts to Disarm, Shove, or Trip an opponent within your overwatch field and fails, you coordinate efforts to provide a +2 circumstance bonus to the next Athletics check rolled by a different ally to attempt the same action on the same target before that target’s next turn.","category":"feat","pfs":"Standard","feat":["Topple Giants"],"rarity":"common","slug":"feat-8623"},{"skill_mod":{},"summary":"Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Overwatch Dedication; master in Perception","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8624","weakness":{},"archetype":["Overwatch"],"name":"Wide Overwatch","trait":["Archetype"],"id":"feat-8624","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Wide Overwatch Source Guns & Gears pg. 51 Archetype Overwatch Prerequisites Overwatch Dedication; master in Perception --- Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance. Increase the size of your overwatch field from 30 feet to 60 feet.","category":"feat","pfs":"Standard","feat":["Wide Overwatch"],"rarity":"common","slug":"feat-8624"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype"],"id":"feat-8625","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Forewarn Reaction Source Guns & Gears pg. 51 Archetype Overwatch Frequency once per minute Prerequisites Overwatch Dedication; master in Perception Trigger An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field. --- Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there’s a limit to how often you can guide your allies away from a foe’s relentless assaults. The triggering attack roll targets your Perception DC instead of your ally’s AC. Though this allows your ally to avoid taking penalties to their AC, it doesn’t remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to your ally if they are flat-footed, even though they wouldn’t take the –2 circumstance penalty when defending against the attack.","feat":["Forewarn"],"skill_mod":{},"summary":"Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there’s a limit to how often you can guide your allies away from a foe’s relentless assaults.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":12,"prerequisite":"Overwatch Dedication; master in Perception","source_category":["Rulebooks"],"trigger":"An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field.","resistance":{},"url":"/Feats.aspx?ID=8625","archetype":["Overwatch"],"name":"Forewarn","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8625"},{"skill_mod":{},"summary":"Your incredible perception and trusty enhanced visual gear allow you to see things others miss.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Overwatch Dedication; expert in Perception","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8626","weakness":{},"archetype":["Overwatch"],"name":"Master Spotter","trait":["Archetype"],"id":"feat-8626","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Master Spotter Source Guns & Gears pg. 51 Archetype Overwatch Prerequisites Overwatch Dedication; expert in Perception --- Your incredible perception and trusty enhanced visual gear allow you to see things others miss. Your proficiency rank in Perception increases to master.","category":"feat","pfs":"Standard","feat":["Master Spotter"],"rarity":"common","slug":"feat-8626"},{"skill_mod":{},"summary":"Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Overwatch Dedication; master in Perception","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8627","weakness":{},"archetype":["Overwatch"],"name":"Control Tower","trait":["Archetype"],"id":"feat-8627","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Control Tower Source Guns & Gears pg. 51 Archetype Overwatch Prerequisites Overwatch Dedication; master in Perception --- Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes. You and allies in your overwatch field gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within the overwatch field. You and your allies don’t have to succeed at a flat check to target a concealed creature within your overwatch field. When you or an ally targets a hidden creature in your overwatch field, reduce the DC of the flat check to 5.","category":"feat","pfs":"Standard","feat":["Control Tower"],"rarity":"common","slug":"feat-8627"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8628","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Converge Reaction Source Guns & Gears pg. 51 Archetype Overwatch Prerequisites ; master in Perception Trigger You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field. --- Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time. Your ally can make a melee Strike against the triggering foe as a reaction. This Strike doesn’t count toward that ally’s multiple attack penalty, and their multiple attack penalty doesn’t apply to this Strike. If your ally’s Strike is successful, combine the damage from your successful ranged attack with the damage from your ally’s melee attack for the purpose of determining resistances and weaknesses.","feat":["Converge"],"skill_mod":{},"summary":"Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":16,"prerequisite":"; master in Perception","source_category":["Rulebooks"],"trigger":"You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field.","resistance":{},"url":"/Feats.aspx?ID=8628","archetype":["Overwatch"],"name":"Converge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8628"},{"skill_mod":{},"summary":"You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non‑prehensile limb, such as a tail.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8629","weakness":{},"archetype":["Sterling Dynamo"],"name":"Sterling Dynamo Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8629","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sterling Dynamo Dedication Source Guns & Gears pg. 52 Archetype Sterling Dynamo --- You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non‑prehensile limb, such as a tail. While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character’s number of hands or prehensile limbs beyond two, even in combination with other abilities or effects. Your sterling dynamo prosthesis is especially optimized for combat, granting you a dynamo melee unarmed attack that is in the brawling weapon group and is made of silver (which makes it more effective against certain types of creatures, such as devils and werewolves). You have several options to customize your sterling dynamo. First, choose whether you have a power driver dynamo, which deals 1d6 bludgeoning damage and has the shove trait, or a percussive striker dynamo, which deals 1d4 bludgeoning damage and has the agile and finesse traits. Most dynamos are automated, so they don’t require a free hand to use, like other unarmed attacks. However, you can instead choose to make your dynamo be manually controlled via a handheld switch, lever, or other device; to make an attack with a manually controlled dynamo, you must have a hand free to operate it, but the benefit is great control and a more devastating strike. This increases the damage die by one size, to a 1d8 for a power drive dynamo or 1d6 for a percussive striker dynamo. Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes. Manual control is required only in the heat of combat, not for less strenuous adventuring or everyday activities. You need to keep your sterling dynamo wound, but the process isn’t particularly onerous, so in most situations, it won’t be an issue. If you spend 1 minute winding up your dynamo, it can remain active for 24 hours before needing additional winding. However, enemies can attempt to Disable the dynamo, which has a level equal to your own, to reduce the remaining operational time by 1 hour, or 2 hours on a critical success. Certain other abilities that adversely affect technology might also reduce the dynamo’s remaining operational time. When your dynamo is out of operational time, you can still use it as a normal prosthetic, but you cannot use your dynamo unarmed attack or any other abilities from this archetype until you wind the dynamo again. You can wind the dynamo for 1 minute at any time to return it to the maximum 24 hours of operational time. Special You cannot select another dedication feat until you have gained two other feats from the sterling dynamo archetype. Sterling Dynamo Dedication leads to... Golem Dynamo, Modular Dynamo, Piston Punch, Soaring Dynamo, Stasian Smash","category":"feat","pfs":"Standard","feat":["Sterling Dynamo Dedication"],"rarity":"uncommon","slug":"feat-8629"},{"skill_mod":{},"summary":"Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat. ","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8630","weakness":{},"archetype":["Sterling Dynamo"],"name":"Modular Dynamo","trait":["Archetype"],"id":"feat-8630","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Modular Dynamo Source Guns & Gears pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication --- Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat. Your dynamo attack gains the modular trait, as well as one of the following configurations of your choice: power driver (1d6 bludgeoning damage; shove), percussive striker (1d4 bludgeoning damage; agile, finesse), rotating sickle (1d6 slashing damage; trip), or entangling barbs (1d6 piercing damage; grapple). If you have a manually controlled dynamo, these damage dice increase by 1 size, as usual, and you can also choose the extendable baton (1d4 bludgeoning damage; finesse, reach), which has the damage increase already factored in. When you use an Interact action to switch configurations using the modular trait, you switch between the initial configuration of dynamo you chose with the Sterling Dynamo Dedication and the new configuration you chose with Modular Dynamo. Special You can select this feat multiple times. Each time, you choose another configuration and add it to the list of options you can choose when you use an Interact action with the modular trait.","category":"feat","pfs":"Standard","feat":["Modular Dynamo"],"rarity":"common","slug":"feat-8630"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8631","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Piston Punch Two Actions Source Guns & Gears pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication --- You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row. Make a single bludgeoning or piercing dynamo Strike and compare the attack roll result to the ACs of up to two foes. The first foe must be within your melee reach and the second foe must be adjacent to the first foe in a straight line away from you. Roll damage only once and apply it to each creature you hit. A Piston Punch counts as two attacks for your multiple attack penalty. Reduce the operational time of your sterling dynamo by 1 hour.","feat":["Piston Punch"],"skill_mod":{},"summary":"You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row. ","primary_source":"Guns & Gears","trait_group":["Feat"],"level":6,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8631","archetype":["Sterling Dynamo"],"name":"Piston Punch","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8631"},{"access":"You are from Ustalav.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Uncommon"],"id":"feat-8632","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Stasian Smash Two Actions Source Guns & Gears pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication Access You are from Ustalav. --- You’ve modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity. Make a dynamo Strike. On a success, the Strike deals an additional 1d12 electricity damage to the target, as well as 1d4 electricity damage to up to two other foes within 10 feet as sparks leap across the gaps. If you critically fail your dynamo Strike, you take 1d12 electricity damage. This counts as two attacks when calculating your multiple attack penalty. At 18th level, the additional electricity damage to the target increases to 2d12, and the additional electricity damage to the other foes increases to 2d4. Reduce the operational time of your sterling dynamo by 1 hour.","feat":["Stasian Smash"],"skill_mod":{},"summary":"You’ve modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity. ","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8632","archetype":["Sterling Dynamo"],"name":"Stasian Smash","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-8632"},{"skill_mod":{},"summary":"You’ve incorporated beast tech from Arcadia into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis’s capabilities.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"access":"You are from Arcadia.","primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8633","weakness":{},"archetype":["Sterling Dynamo"],"name":"Beast Dynamo Howl","trait":["Archetype","Uncommon"],"id":"feat-8633","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Beast Dynamo Howl Source Guns & Gears pg. 53 Archetype Sterling Dynamo Access You are from Arcadia. --- You’ve incorporated beast tech from Arcadia into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis’s capabilities. The beast parts can unleash a disturbing howl as you make a powerful attack with your dynamo. Attempt Intimidation checks to Demoralize against each enemy within 30 feet; you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language. Then, make a dynamo Strike. Reduce the operational time of your sterling dynamo by 1 hour.","category":"feat","pfs":"Standard","feat":["Beast Dynamo Howl"],"rarity":"uncommon","slug":"feat-8633"},{"skill_mod":{},"summary":"You’ve learned the secrets of Jistkan golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"access":"You are an automaton or are otherwise from the ancient Jistka Imperium.","primary_source_category":"Rulebooks","level":12,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8634","weakness":{},"archetype":["Sterling Dynamo"],"name":"Golem Dynamo","trait":["Archetype","Uncommon"],"id":"feat-8634","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Golem Dynamo Source Guns & Gears pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication Access You are an automaton or are otherwise from the ancient Jistka Imperium. --- You’ve learned the secrets of Jistkan golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic. You gain a +1 status bonus to saving throws against magic, and your dynamo Strikes become magical.","category":"feat","pfs":"Standard","feat":["Golem Dynamo"],"rarity":"uncommon","slug":"feat-8634"},{"skill_mod":{},"summary":"You’ve built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly. ","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Sterling Dynamo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8635","weakness":{},"archetype":["Sterling Dynamo"],"name":"Soaring Dynamo","trait":["Archetype"],"id":"feat-8635","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Soaring Dynamo Source Guns & Gears pg. 53 Archetype Sterling Dynamo Prerequisites Sterling Dynamo Dedication --- You’ve built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly. You gain a fly Speed equal to your Speed. Each minute of flight reduces the operational time of your sterling dynamo by 1 hour, measured from the first time you use the Fly action in a given minute.","category":"feat","pfs":"Standard","feat":["Soaring Dynamo"],"rarity":"common","slug":"feat-8635"},{"skill_mod":{},"summary":"You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Snarecrafter Dedication or Snare Specialist","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8636","weakness":{},"archetype":["Trapsmith"],"name":"Trapsmith Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8636","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Trapsmith Dedication Source Guns & Gears pg. 54 Archetype Trapsmith Prerequisites Snarecrafter Dedication or Snare Specialist --- You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts. Your snares include clockwork and steam-powered cogwheels and gears, and their gush of steam can hinder those you ensnare. If you choose to construct a snare using gears and a creature fails their saving throw against the snare, all creatures are concealed to that creature for 1 round, as a burst of steam obscures its vision. Special You can’t select another dedication feat until you have gained two other feats from the snarecrafter or trapsmith archetypes. Trapsmith Dedication leads to... Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheel, Repurposed Parts","category":"feat","pfs":"Standard","feat":["Trapsmith Dedication"],"rarity":"uncommon","slug":"feat-8636"},{"skill_mod":{},"summary":"Snares you create have complicated inner workings that are quite difficult to disable.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trapsmith Dedication; Expert in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8637","weakness":{},"archetype":["Trapsmith"],"skill":["Crafting","Crafting"],"name":"Gear Gnash","trait":["Archetype","Skill"],"id":"feat-8637","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gear Gnash Source Guns & Gears pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication; Expert in Crafting --- Snares you create have complicated inner workings that are quite difficult to disable. Creatures attempting to Disable your snares that use gears must succeed at an additional Thievery check in order to disable the snare. On a failed check, while the snare doesn’t fully trigger, the grinding mechanisms deal bludgeoning damage to the creature equal to half your level. The snare still triggers on a critical failure, as normal.","category":"feat","pfs":"Standard","feat":["Gear Gnash"],"rarity":"common","slug":"feat-8637"},{"skill_mod":{},"summary":"You’ve mastered attaching clockwork propellers to your daily quick-deploy snares that use gears.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Trapsmith Dedication; Master in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8638","weakness":{},"archetype":["Trapsmith"],"skill":["Crafting","Crafting"],"name":"Propeller Attachment","trait":["Archetype","Skill"],"id":"feat-8638","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Propeller Attachment Source Guns & Gears pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication; Master in Crafting --- You’ve mastered attaching clockwork propellers to your daily quick-deploy snares that use gears. This allows you to place your snares in the air or underwater, where they remain in place for up to 10 minutes, after which the propeller runs out of power and they fall or sink. Unless you use additional precautions to hide it, a propeller snare’s location is usually obvious.","category":"feat","pfs":"Standard","feat":["Propeller Attachment"],"rarity":"common","slug":"feat-8638"},{"skill_mod":{},"summary":"You’re able to scavenge the cogwheels from your daily quick‑deploy snares that use gears. ","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Trapsmith Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8639","weakness":{},"archetype":["Trapsmith"],"name":"Recycled Cogwheel","trait":["Archetype"],"id":"feat-8639","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Recycled Cogwheel Source Guns & Gears pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication --- You’re able to scavenge the cogwheels from your daily quick‑deploy snares that use gears. This allows you to deconstruct a snare that didn’t trigger in order to set the snare up somewhere else. Doing so takes the same number of actions as setting the snare did. When you do, you recover the snare and can deploy it in another location.","category":"feat","pfs":"Standard","feat":["Recycled Cogwheel"],"rarity":"common","slug":"feat-8639"},{"skill_mod":{},"summary":"You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Trapsmith Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8640","weakness":{},"archetype":["Trapsmith"],"name":"Repurposed Parts","trait":["Archetype"],"id":"feat-8640","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Repurposed Parts Source Guns & Gears pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication --- You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly. Using two of the snares you prepared for quick deployment during daily preparations, you can quickly deploy a different snare that you know how to Craft, even if you didn’t prepare that snare during your daily preparations.","category":"feat","pfs":"Standard","feat":["Repurposed Parts"],"rarity":"common","slug":"feat-8640"},{"skill_mod":{},"summary":"You’ve learned how to build snares that trigger based on visual stimuli.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Trapsmith Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8641","weakness":{},"archetype":["Trapsmith"],"name":"Finessed Features","trait":["Archetype"],"id":"feat-8641","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Finessed Features Source Guns & Gears pg. 54 Archetype Trapsmith Prerequisites Trapsmith Dedication --- You’ve learned how to build snares that trigger based on visual stimuli. When you construct a snare using gears, you can cause it to trigger based on the visual features of a creature. For example, you could lay a snare that can only be triggered by a Large or Larger creatures, or one that only activates when a creature wearing red clothing would trigger it. You can use this ability to specify your snares to trigger on creatures that typically do not trigger snares, such as creatures smaller than Small, though the creature must still otherwise satisfy the snare’s trigger as normal.","category":"feat","pfs":"Standard","feat":["Finessed Features"],"rarity":"common","slug":"feat-8641"},{"skill_mod":{},"summary":"You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling. ","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Dwarven Weapon Cunning; in Driving Lore","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8642","weakness":{},"archetype":["Trick Driver"],"skill":["Arcana","Arcana"],"name":"Trick Driver Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8642","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Trick Driver Dedication Source Guns & Gears pg. 55 Archetype Trick Driver Prerequisites Dwarven Weapon Cunning; in Driving Lore --- You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling. Whenever piloting a vehicle requires a Piloting Lore or Sailing Lore check, you can use your Driving Lore proficiency instead. You can use Dexterity in place of Intelligence when attempting piloting checks with Driving Lore. You become an expert in Driving Lore. At 7th level, you become a master in Driving Lore, and at 15th level, you become legendary in Driving Lore. Special You cannot select another dedication feat until you have gained two other feats from the trick driver archetype. Trick Driver Dedication leads to... Drive-By Attack, Express Driver, Power Slide, Push It, Roadkill, Take the Wheel","category":"feat","pfs":"Standard","feat":["Trick Driver Dedication"],"rarity":"uncommon","slug":"feat-8642"},{"skill_mod":{},"summary":"You can optimize your vehicle’s performance, coaxing extra speed and choosing paths to avoid slowdowns. ","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trick Driver Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8643","weakness":{},"archetype":["Trick Driver"],"name":"Express Driver","trait":["Archetype","Exploration","Skill"],"id":"feat-8643","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Express Driver Source Guns & Gears pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication --- You can optimize your vehicle’s performance, coaxing extra speed and choosing paths to avoid slowdowns. When calculating your travel speed for the day while piloting a vehicle, you can attempt a Driving Lore check to increase your vehicle’s travel speed. The DC is determined by the GM but is typically based on the vehicle’s piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle’s travel speed by half. This has no effect on your vehicle’s movement in encounters.","category":"feat","pfs":"Standard","feat":["Express Driver"],"rarity":"common","slug":"feat-8643"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"skill":["Lore","Lore"],"trait":["Archetype","Flourish"],"id":"feat-8644","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Take the Wheel Single Action Source Guns & Gears pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication; Expert in Driving Lore Requirements You are adjacent to a vehicle’s point of entry. --- Diving into a moving vehicle and seizing the controls is nothing new for you. You Board and Take Control of the adjacent vehicle.","feat":["Take the Wheel"],"skill_mod":{},"summary":"Diving into a moving vehicle and seizing the controls is nothing new for you.","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Trick Driver Dedication; Expert in Driving Lore","source_category":["Rulebooks"],"requirement":"You are adjacent to a vehicle’s point of entry.","resistance":{},"url":"/Feats.aspx?ID=8644","archetype":["Trick Driver"],"name":"Take the Wheel","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8644"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Move","Reckless","Skill"],"id":"feat-8645","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Power Slide Single Action to Three Actions Source Guns & Gears pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication Requirements You are piloting a vehicle. --- You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear. You Drive with a –2 penalty to your piloting check, gaining the effects of the Drive action for the same number of actions you spent to Power Slide. At the end of the movement, if you succeed, you can turn the vehicle up to 90 degrees. If you critically succeed at your piloting check, you can instead turn the vehicle up to 180 degrees.","feat":["Power Slide"],"skill_mod":{},"summary":"You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear.","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Trick Driver Dedication","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","resistance":{},"url":"/Feats.aspx?ID=8645","archetype":["Trick Driver"],"name":"Power Slide","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action to Three Actions","rarity":"common","slug":"feat-8645"},{"remaster_name":["Push it"],"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"skill":["Lore","Lore"],"trait":["Archetype","Skill"],"id":"feat-8646","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Push It Source Guns & Gears pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication; Expert in Driving Lore --- You can push your vehicle’s performance beyond the limits envisioned by its makers. Whenever you succeed at a piloting check, the vehicle you are piloting gains a +5-foot circumstance bonus to all its Speeds until the end of your turn. If you critically succeed, this bonus increases to +10 feet.","feat":["Push It"],"skill_mod":{},"summary":"You can push your vehicle’s performance beyond the limits envisioned by its makers.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":7,"prerequisite":"Trick Driver Dedication; Expert in Driving Lore","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8646","archetype":["Trick Driver"],"name":"Push It","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8646"},{"skill_mod":{},"summary":"In your hands, any vehicle is a weapon.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Trick Driver Dedication","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8647","weakness":{},"archetype":["Trick Driver"],"name":"Roadkill","trait":["Archetype"],"id":"feat-8647","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Roadkill Source Guns & Gears pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication Requirements You are piloting a vehicle. --- In your hands, any vehicle is a weapon. When you use Run Over, you can use your class DC in place of the vehicle’s collision DC. Your vehicle can Run Over any number of creatures up to one Size smaller than the vehicle or ram any one target creature or object in your path up to the size of your vehicle.","category":"feat","pfs":"Standard","feat":["Roadkill"],"rarity":"common","slug":"feat-8647"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-8648","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Drive-By Attack Single Action to Three Actions Source Guns & Gears pg. 55 Archetype Trick Driver Prerequisites Trick Driver Dedication Requirements You are piloting a vehicle. --- You can smoothly line up an attack without disrupting your control. You Drive, gaining the effects of the Drive action for the same number of actions you spent to Drive- By Attack. At any point during your vehicle’s movement, you Strike.","feat":["Drive-By Attack"],"skill_mod":{},"summary":"You can smoothly line up an attack without disrupting your control.","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Trick Driver Dedication","source_category":["Rulebooks"],"requirement":"You are piloting a vehicle.","resistance":{},"url":"/Feats.aspx?ID=8648","archetype":["Trick Driver"],"name":"Drive-By Attack","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action to Three Actions","rarity":"common","slug":"feat-8648"},{"skill_mod":{},"summary":"You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence 14; Trained in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8649","weakness":{},"archetype":["Vehicle Mechanic"],"skill":["Crafting","Crafting"],"name":"Vehicle Mechanic Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8649","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Vehicle Mechanic Dedication Source Guns & Gears pg. 56 Archetype Vehicle Mechanic Prerequisites Intelligence 14; Trained in Crafting --- You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular. You become an expert in Crafting, and you choose one vehicle you own—or your party owns collectively—to be your signature vehicle: the vehicle you spend time customizing to grant it various advantages. You can spend 1 week of downtime with a new vehicle to designate it as your signature vehicle instead. Due to your amazing customizations and adjustments, pilots gain a +1 circumstance bonus to any piloting checks they make to control your signature vehicle. If you are a master in Crafting, this bonus increases to +2. Special You cannot select another dedication feat until you have gained two other feats from the mechanic archetype. Vehicle Mechanic Dedication leads to... Efficient Controls, Engine Bay, Impervious Vehicle, Miraculous Flight, Patch Job, Superior Propulsion","category":"feat","pfs":"Standard","feat":["Vehicle Mechanic Dedication"],"rarity":"uncommon","slug":"feat-8649"},{"skill_mod":{},"summary":"You are practiced at working in vast garages of vehicles and can work on many machines at a time.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vehicle Mechanic Dedication; Expert in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8650","weakness":{},"archetype":["Vehicle Mechanic"],"skill":["Crafting","Crafting"],"name":"Engine Bay","trait":["Archetype","Skill"],"id":"feat-8650","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Engine Bay Source Guns & Gears pg. 56 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication; Expert in Crafting --- You are practiced at working in vast garages of vehicles and can work on many machines at a time. When Repairing and spending the full 10 minutes, you can fix up to two objects. If you are a master in Crafting, you can fix up to four targets. If you’re legendary in Crafting, you can fix up to eight targets. This feat has no effect when using Quick Repair or another ability to reduce the time spent Repairing.","category":"feat","pfs":"Standard","feat":["Engine Bay"],"rarity":"common","slug":"feat-8650"},{"skill_mod":{},"summary":"You can patch up damage to an object with a quick fix.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vehicle Mechanic Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8651","weakness":{},"archetype":["Vehicle Mechanic"],"name":"Patch Job","trait":["Archetype"],"id":"feat-8651","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Patch Job Source Guns & Gears pg. 56 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication --- You can patch up damage to an object with a quick fix. You gain the Improvised Repair general feat. When you use Improvised Repair, you can attempt a Crafting check with the same DC as Repair. If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type.","category":"feat","pfs":"Standard","feat":["Patch Job"],"rarity":"common","slug":"feat-8651"},{"skill_mod":{},"summary":"By experimenting with the effects of momentum gained from your signature vehicle’s movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Vehicle Mechanic Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8652","weakness":{},"archetype":["Vehicle Mechanic"],"name":"Superior Propulsion","trait":["Archetype"],"id":"feat-8652","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Superior Propulsion Source Guns & Gears pg. 57 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication --- By experimenting with the effects of momentum gained from your signature vehicle’s movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit. Each time the pilot Drives your signature vehicle as a 2- or 3-action activity and succeeds at the Piloting check, the vehicle produces an additional effect, depending on its method of propulsion. If your signature vehicle has more than one propulsion method, the pilot can select which benefit to gain each time they succeed at the Piloting check to Drive the vehicle as a 2- or 3-action activity. Alchemical The caustic runoff from the alchemical engines is now weaponized. Creatures adjacent to your signature vehicle when it begins its movement take acid damage equal to your level. Clockwork More resilient gears allow the vehicle to remain functional, even when damaged. If your signature vehicle is broken, it does not need to make the flat check to avoid losing operating time. Magical The residual magic from your signature vehicle interferes with hostile spells. Pilots, crew, and passengers of the vehicle gain a +1 circumstance bonus to saving throws against spells until the start of the pilot’s next turn. Pulled You have eased the amount of effort needed for those pulling your signature vehicle to move it. The vehicle gains a +10 circumstance bonus to its Speed. Rowed Reinforced ports protect the rowers below decks from harm. Rowers of your signature vehicle who are below decks have greater cover from attacks from outside the vehicle and are not damaged when the vehicle takes collision damage. Steam The outlet of steam forms a cloud around the vehicle as it moves. For the duration of its movement, your signature vehicle is concealed. Wind The draft of the wind helps the vehicle turn. During this movement, your signature vehicle can turn normally, rather than needing to move in a straight line as normal for a 2- or 3-action Drive.","category":"feat","pfs":"Standard","feat":["Superior Propulsion"],"rarity":"common","slug":"feat-8652"},{"skill_mod":{},"summary":"By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Vehicle Mechanic Dedication; Master in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8653","weakness":{},"archetype":["Vehicle Mechanic"],"skill":["Crafting","Crafting"],"name":"Efficient Controls","trait":["Archetype","Skill"],"id":"feat-8653","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Efficient Controls Source Guns & Gears pg. 57 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication; Master in Crafting --- By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew. Reduce the number of crew required to operate your signature vehicle by 25%. For example, you would reduce a sailing ship from needing 1 pilot and 8 crew to 1 pilot and 6 crew. This adjustment only affects the number of crew needed to operate the vehicle; it doesn’t reduce the vehicle’s need for a pilot.","category":"feat","pfs":"Standard","feat":["Efficient Controls"],"rarity":"common","slug":"feat-8653"},{"skill_mod":{},"summary":"From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat. ","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Vehicle Mechanic Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8654","weakness":{},"archetype":["Vehicle Mechanic"],"name":"Impervious Vehicle","trait":["Archetype"],"id":"feat-8654","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Impervious Vehicle Source Guns & Gears pg. 57 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication --- From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat. Your signature vehicle gains a +1 circumstance bonus to AC and Fortitude saves, and increases its Hit Points by an amount equal to twice your level.","category":"feat","pfs":"Standard","feat":["Impervious Vehicle"],"rarity":"common","slug":"feat-8654"},{"skill_mod":{},"summary":"With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon.","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Vehicle Mechanic Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8655","weakness":{},"archetype":["Vehicle Mechanic"],"name":"Miraculous Flight","trait":["Archetype","Magical"],"id":"feat-8655","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Miraculous Flight Source Guns & Gears pg. 57 Archetype Vehicle Mechanic Prerequisites Vehicle Mechanic Dedication --- With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon. The vehicle gains magical propulsion and a fly Speed equal to its fastest current Speed. If your signature vehicle already had a fly Speed, reduce the distance the vehicle needs to make a 90-degree turn to half the usual length (typically half the length of the vehicle).","category":"feat","pfs":"Standard","feat":["Miraculous Flight"],"rarity":"common","slug":"feat-8655"},{"skill_mod":{},"summary":"Sometimes taking the shortest distance between two points involves removing an obstacle or two.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8656","weakness":{},"name":"Blast Lock","trait":["Attack","Gunslinger"],"actions_number":2,"id":"feat-8656","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Blast Lock Single Action Source Guns & Gears pg. 111 Requirements You’re wielding a loaded firearm. --- Sometimes taking the shortest distance between two points involves removing an obstacle or two. You shoot your firearm at a lock within 10 feet. Make an attack roll against the DC required to Pick the Lock. Critical Success You open the lock, or you achieve two successes toward opening a complex lock. Success You open the lock, or you achieve one success toward opening a complex lock. Failure You fail to open the lock, and your shot makes it harder to open. Future attempts to Pick the Lock or Blast the Lock take a –2 circumstance penalty. Critical Failure You fail to open the lock, and your shot makes it much harder to open. Future attempts to Pick the Lock or Blast the Lock take a –4 circumstance penalty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Blast Lock"],"rarity":"common","slug":"feat-8656"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Gunslinger"],"id":"feat-8657","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cover Fire Single Action Source Guns & Gears pg. 111 Archetypes Sniping Duo (Level 4), Sniping Duo (Level 4) Frequency once per round Requirements You’re wielding a loaded firearm or crossbow. --- You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow Strike; the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a –2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that Strike.","feat":["Cover Fire"],"skill_mod":{},"summary":"You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks.","primary_source":"Guns & Gears","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=8657","archetype":["Sniping Duo"],"name":"Cover Fire","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8657"},{"skill_mod":{},"summary":"You have a deep understanding of the crossbow.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8658","weakness":{},"name":"Crossbow Crack Shot","trait":["Gunslinger"],"id":"feat-8658","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crossbow Crack Shot Source Guns & Gears pg. 111 --- You’re exceptionally skilled with the crossbow. The first time each round that you Interact to reload a crossbow you are wielding, including Interact actions as part of your slinger’s reload and similar effects, you increase the range increment for your next Strike with that weapon by 10 feet and deal 1 additional precision damage per weapon damage die with that Strike. If your crossbow has the backstabber trait and you are attacking an flat-footed target, backstabber deals 2 additional precision damage per weapon damage die instead of its normal effects","category":"feat","pfs":"Standard","feat":["Crossbow Crack Shot"],"rarity":"common","slug":"feat-8658"},{"skill_mod":{},"summary":"You carry your ammunition in a way that allows you to reload while holding two weapons.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You’re wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8659","weakness":{},"name":"Dual-Weapon Reload (Gunslinger)","trait":["Gunslinger"],"id":"feat-8659","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dual-Weapon Reload (Gunslinger) Source Guns & Gears pg. 111 PFS Note The Dual-Weapon Reload gunslinger feat should not have the action symbol. Requirements You’re wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. --- You carry your ammunition in a way that allows you to reload while holding two weapons. While you’re wielding two one-handed weapons, each in a different hand, you don’t need a free hand to reload a one-handed ranged weapon you’re wielding.","category":"feat","pfs":"Standard","feat":["Dual-Weapon Reload (Gunslinger)"],"rarity":"common","slug":"feat-8659"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Gunslinger"],"id":"feat-8660","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hit the Dirt! Reaction Source Guns & Gears pg. 111 Archetypes Unexpected Sharpshooter (Level 4), Unexpected Sharpshooter (Level 4) Trigger A creature you can see attempts a ranged Strike against you. --- You fling yourself out of harm’s way. You Leap. Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone after completing your Leap. Hit the Dirt! leads to... Leap and Fire","feat":["Hit the Dirt!"],"skill_mod":{},"summary":"You fling yourself out of harm’s way.","primary_source":"Guns & Gears","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"trigger":"A creature you can see attempts a ranged Strike against you.","resistance":{},"url":"/Feats.aspx?ID=8660","archetype":["Unexpected Sharpshooter"],"name":"Hit the Dirt!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8660"},{"skill_mod":{},"summary":"Bullets and bombs can be scarce in some parts, so you’ve learned to make your own.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8661","weakness":{},"name":"Munitions Crafter","trait":["Gunslinger"],"id":"feat-8661","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Munitions Crafter Source Guns & Gears pg. 111 --- Bullets and bombs can be scarce in some parts, so you’ve learned to make your own. You become trained in Crafting and gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items. You gain infused reagents (a pool of reagents usable to make alchemical items) and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You gain batches of infused reagents per day equal to your level, which you can use to create only bombs or alchemical ammunition. Your advanced alchemy level for creating these is 1 and doesn’t increase on its own. If you use a batch of infused reagents to create basic level-0 ammunition such as black powder cartridges or black powder doses, you produce 10 rounds of ammunition. Munitions Crafter leads to... Munitions Machinist","category":"feat","pfs":"Standard","feat":["Munitions Crafter"],"rarity":"common","slug":"feat-8661"},{"skill_mod":{},"summary":"You’re comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8662","weakness":{},"archetype":["Pistol Phenom"],"name":"Sword and Pistol","trait":["Gunslinger"],"id":"feat-8662","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sword and Pistol Source Guns & Gears pg. 111 Archetypes Pistol Phenom (Level 4), Pistol Phenom (Level 4) --- You’re comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon. When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn’t trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.","category":"feat","pfs":"Standard","feat":["Sword and Pistol"],"rarity":"common","slug":"feat-8662"},{"skill_mod":{},"summary":"You use bulky firearms or crossbows to shield your body from your foes’ attacks.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8663","weakness":{},"name":"Defensive Armaments","trait":["Gunslinger"],"id":"feat-8663","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Defensive Armaments Source Guns & Gears pg. 111 --- You use bulky firearms or crossbows to shield your body from your foes’ attacks. Any two-handed firearms and two-handed crossbows you wield gain the parry trait. If an appropriate weapon already has the parry trait, increase the circumstance bonus to AC it grants when used to parry from +1 to +2.","category":"feat","pfs":"Standard","feat":["Defensive Armaments"],"rarity":"common","slug":"feat-8663"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Gunslinger","Visual"],"id":"feat-8664","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fake Out Reaction Source Guns & Gears pg. 112 PFS Note For the purpose of gunslinger feats and abilities, if the ability states that you fire your weapon, you fire your weapon; if it does not state as such, you do not have to fire your weapon. Notably, Fake Out does not require you to actually fire your weapon. Trigger An ally is about to use an action that requires an attack roll, targeting a creature within your weapon’s first range increment. Requirements You’re wielding a loaded firearm or crossbow --- With a skilled flourish of your weapon, you force an enemy to acknowledge you as a threat. Make an attack roll to Aid the triggering attack. If you dealt damage to that enemy with the same weapon since the start of your last turn, you gain a +1 circumstance bonus to this roll.","feat":["Fake Out"],"skill_mod":{},"summary":"With a skilled flourish of your weapon, you force an enemy to acknowledge you as a threat.","primary_source":"Guns & Gears","trait_group":["Class","Sense"],"level":2,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or crossbow","trigger":"An ally is about to use an action that requires an attack roll, targeting a creature within your weapon’s first range increment.","resistance":{},"url":"/Feats.aspx?ID=8664","name":"Fake Out","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8664"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Gunslinger"],"id":"feat-8665","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pistol Twirl Single Action Source Guns & Gears pg. 112 Archetype Bullet Dancer (Level 4) Prerequisites Trained in Deception Requirements You’re wielding a loaded one-handed ranged weapon --- Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks. You Feint against an opponent within the required weapon’s first range increment, rather than an opponent within melee reach. If you succeed, the foe is flat-footed against your melee and ranged attacks, rather than only your melee attacks. On a critical failure, you’re flat-footed against the target’s melee and ranged attacks, rather than only its melee attacks. Pistol Twirl leads to... Showstopper","feat":["Pistol Twirl"],"skill_mod":{},"summary":"Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks.","primary_source":"Guns & Gears","trait_group":["Class"],"level":2,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"requirement":"You’re wielding a loaded one-handed ranged weapon","resistance":{},"url":"/Feats.aspx?ID=8665","archetype":["Bullet Dancer"],"name":"Pistol Twirl","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8665"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Flourish","Gunslinger"],"id":"feat-8667","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Risky Reload Single Action Source Guns & Gears pg. 112 Archetypes Unexpected Sharpshooter (Level 4), Unexpected Sharpshooter (Level 4) Requirements You’re wielding a firearm. --- You’ve practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm’s functionality. Interact to reload a firearm, then make a Strike with that firearm. If the Strike fails, the firearm misfires.","feat":["Risky Reload"],"skill_mod":{},"summary":"You’ve practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm’s functionality.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"level":2,"source_category":["Rulebooks"],"requirement":"You’re wielding a firearm.","resistance":{},"url":"/Feats.aspx?ID=8667","archetype":["Unexpected Sharpshooter"],"name":"Risky Reload","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8667"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Gunslinger"],"id":"feat-8668","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Warning Shot Single Action Source Guns & Gears pg. 112 Prerequisites Trained in Intimidation Requirements You’re wielding a loaded firearm. --- Who needs words when the roar of a gun is so much more succinct? You attempt to Demoralize a foe by firing your weapon into the air, using the firearm’s maximum range rather than the usual range of 30 feet. This check doesn’t take the –4 circumstance penalty if the target doesn’t share a language with you.","feat":["Warning Shot"],"skill_mod":{},"summary":"Who needs words when the roar of a gun is so much more succinct?","primary_source":"Guns & Gears","trait_group":["Class"],"level":2,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=8668","name":"Warning Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8668"},{"skill_mod":{},"summary":"You’ve practiced a technique for mixing alchemical bombs with your loaded shot.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8669","weakness":{},"name":"Alchemical Shot","trait":["Gunslinger"],"actions_number":4,"id":"feat-8669","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Alchemical Shot Two Actions Source Guns & Gears pg. 112 PFS Note For the gunslinger’s Alchemical Shot feat and any similar abilities that change a weapon’s damage type, only the primary damage’s type is affected; any secondary effects (such as precision damage or damage applied from a rune) are not affected. Requirements You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow --- You’ve practiced a technique for mixing alchemical bombs with your loaded shot. You Interact to retrieve the bomb (if it’s not already in your hand) and pour its contents onto your ammunition, consuming the bomb, then resume your grip on the required weapon. The Strike deals damage of the same type as the bomb (for instance, fire damage for alchemist’s fire), and it deals an additional 1d6 persistent damage of the same type as the bomb. If the Strike is a failure, you take 1d6 damage of the same type as the bomb you used, and the firearm misfires. The persistent damage increases to 2d6 if the bomb is 11th level or higher, or 3d6 if it’s 17th level or higher.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Alchemical Shot"],"rarity":"common","slug":"feat-8669"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Gunslinger"],"id":"feat-8670","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Black Powder Boost Single Action or Two Actions Source Guns & Gears pg. 112 Archetypes Bullet Dancer (Level 6), Bullet Dancer (Level 6) Requirements You’re wielding a loaded firearm. --- You fire your weapon as you jump, using the kickback to go farther. You Leap and discharge your firearm to add a +10-foot status bonus to the distance traveled. If you spend 2 actions for Black Powder Boost, you High Jump or Long Jump instead. Black Powder Boost leads to... Black Powder Blaze, Reach for the Stars","feat":["Black Powder Boost"],"skill_mod":{},"summary":"You fire your weapon as you jump, using the kickback to go farther.","primary_source":"Guns & Gears","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=8670","archetype":["Bullet Dancer"],"name":"Black Powder Boost","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","rarity":"common","slug":"feat-8670"},{"skill_mod":{},"summary":"Even as your firearm misfires, you quickly draw a backup weapon.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Guns & Gears"],"trigger":"Your attack with a firearm misfires.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8671","weakness":{},"name":"Instant Backup","trait":["Gunslinger"],"actions_number":1,"id":"feat-8671","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Instant Backup Reaction Source Guns & Gears pg. 112 Trigger Your attack with a firearm misfires. --- Even as your firearm misfires, you quickly draw a backup weapon. Release the misfired weapon if you so choose, and Interact to draw a one-handed weapon.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Instant Backup"],"rarity":"common","slug":"feat-8671"},{"skill_mod":{},"summary":"Your shots hit simultaneously.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You’re wielding two weapons, each of which can be either a loaded one-handed firearm or loaded one‑handed crossbow.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8672","weakness":{},"name":"Paired Shots","trait":["Gunslinger"],"actions_number":4,"id":"feat-8672","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Paired Shots Two Actions Source Guns & Gears pg. 112 Requirements You’re wielding two weapons, each of which can be either a loaded one-handed firearm or loaded one‑handed crossbow. --- Your shots hit simultaneously. Make two Strikes, one with each of your two ranged weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If both attacks hit, combine their damage and then add any applicable effects from both weapons. You add any precision damage, only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Paired Shots"],"rarity":"common","slug":"feat-8672"},{"skill_mod":{},"summary":"You’ve dedicated your training to the most complex and weird weapons of your favorite group.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8674","weakness":{},"name":"Advanced Shooter","trait":["Gunslinger"],"id":"feat-8674","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Shooter Source Guns & Gears pg. 113 --- You’ve dedicated your training to the most complex and weird weapons of your favorite group. Choose firearms or crossbows. You gain proficiency with all advanced firearms as if they were martial firearms or with all advanced crossbows as if they were martial crossbows.","category":"feat","pfs":"Standard","feat":["Advanced Shooter"],"rarity":"common","slug":"feat-8674"},{"skill_mod":{},"summary":"You use the smoking barrel of your firearm to sear shut a bleeding wound.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm and you or an adjacent ally are taking persistent bleed damage .","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8675","weakness":{},"name":"Cauterize","trait":["Flourish","Gunslinger"],"id":"feat-8675","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cauterize Source Guns & Gears pg. 113 Requirements You’re wielding a loaded firearm and you or an adjacent ally are taking persistent bleed damage. --- You use the smoking barrel of your firearm to sear shut a bleeding wound. Make a Strike with your firearm. You then press the heated barrel to the wounds of you or an ally within reach that is taking persistent bleed damage, giving an immediate flat check to end the bleed with the lower DC for particularly effective assistance.","category":"feat","pfs":"Standard","feat":["Cauterize"],"rarity":"common","slug":"feat-8675"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Flourish","Gunslinger"],"id":"feat-8676","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Drifter's Juke Two Actions Source Guns & Gears pg. 113 Prerequisites way of the drifter Requirements You’re wielding a firearm or crossbow in one hand, and your other hand is either wielding a melee weapon or is empty. --- You move in and out of range to complement your attacks. You Step, make a Strike, Step, and make another Strike. One Strike must be a ranged Strike using your firearm or crossbow, and the other must be a melee Strike using your melee weapon or unarmed attack. You can choose not to take one or both Steps.","feat":["Drifter's Juke"],"skill_mod":{},"summary":"You move in and out of range to complement your attacks.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"level":6,"prerequisite":"way of the drifter","source_category":["Rulebooks"],"requirement":"You’re wielding a firearm or crossbow in one hand, and your other hand is either wielding a melee weapon or is empty.","resistance":{},"url":"/Feats.aspx?ID=8676","name":"Drifter's Juke","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8676"},{"skill_mod":{},"summary":"You’re particularly adept at crafting ammunition and bombs.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Munitions Crafter; Expert in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8677","weakness":{},"skill":["Crafting","Crafting"],"name":"Munitions Machinist","trait":["Gunslinger"],"id":"feat-8677","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Munitions Machinist Source Guns & Gears pg. 113 Prerequisites Munitions Crafter; Expert in Crafting --- You’re particularly adept at crafting ammunition and bombs. Your advanced alchemy level for ammunition and bombs increases to your level – 3. Munitions Machinist leads to... Precious Munitions","category":"feat","pfs":"Standard","feat":["Munitions Machinist"],"rarity":"common","slug":"feat-8677"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Gunslinger"],"id":"feat-8678","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Phalanx Breaker Two Actions Source Guns & Gears pg. 113 Prerequisites way of the vanguard Requirements You’re wielding a two-handed firearm or a two‑handed crossbow. --- You know that to take out an enemy formation, you must punch a hole through its center. Make a ranged Strike with the required weapon against a target within the weapon’s first range increment. The target is pushed directly back 10 feet (20 feet on a critical hit), and if this pushes the target into an obstacle, the target takes bludgeoning damage equal to half your level.","feat":["Phalanx Breaker"],"skill_mod":{},"summary":"You know that to take out an enemy formation, you must punch a hole through its center.","primary_source":"Guns & Gears","trait_group":["Class"],"level":6,"prerequisite":"way of the vanguard","source_category":["Rulebooks"],"requirement":"You’re wielding a two-handed firearm or a two‑handed crossbow.","resistance":{},"url":"/Feats.aspx?ID=8678","name":"Phalanx Breaker","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8678"},{"skill_mod":{},"summary":"With a stern call, carefully chosen barb, or some other challenging declaration, you demand your foe’s attention in a duel.","primary_source":"Guns & Gears","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"way of the pistolero","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8679","weakness":{},"name":"Pistolero's Challenge","trait":["Auditory","Flourish","Gunslinger","Linguistic","Mental"],"actions_number":2,"id":"feat-8679","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Pistolero's Challenge Single Action Source Guns & Gears pg. 114 Prerequisites way of the pistolero --- With a stern call, carefully chosen barb, or some other challenging declaration, you demand your foe’s attention in a duel. Choose an opponent within 30 feet who you can perceive and can hear you, and make your choice of a Deception or Intimidation check against the target’s Will DC. No matter the result of the check, the foe is temporarily immune to your Pistolero’s Challenge until noon the next day. Success Both you and the opponent gain a +2 status bonus to damage rolls with Strikes made against each other. If you’re a master in the skill you used for the check, the status bonus to damage rolls increases to +3, and if you’re legendary, it increases to +4. You can have only one challenge in effect at a time; challenging a new opponent ends this effect on any current target. Otherwise, the effect lasts until one of you is defeated, flees, or the encounter ends. Critical Failure You become frightened 1 and can’t use this ability again for 1 minute. Pistolero's Challenge leads to... Come at Me!","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Pistolero's Challenge"],"rarity":"common","slug":"feat-8679"},{"skill_mod":{},"summary":"You pack your weapon with additional shot and powder, creating a risky but devastating wave of destruction.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm that has the scatter trait.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8680","weakness":{},"name":"Scatter Blast","trait":["Gunslinger"],"actions_number":4,"id":"feat-8680","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scatter Blast Two Actions Source Guns & Gears pg. 114 Requirements You’re wielding a loaded firearm that has the scatter trait. --- You pack your weapon with additional shot and powder, creating a risky but devastating wave of destruction. Make a ranged Strike with the firearm. The firearm’s range increment increases by 20 feet and the radius of its scatter increases by 20 feet. The Strike gains the following failure conditions. Failure The firearm misfires, but it doesn’t cause the other critical failure effects listed below. Critical Failure The firearm misfires and also explodes. It becomes broken, and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon’s fundamental and property runes.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Scatter Blast"],"rarity":"common","slug":"feat-8680"},{"skill_mod":{},"summary":"You take an extra moment to carefully sync your aim and breathing, then fire a shot with great accuracy.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"way of the sniper","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8681","weakness":{},"name":"Sniper's Aim","trait":["Concentrate","Gunslinger"],"actions_number":4,"id":"feat-8681","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sniper's Aim Two Actions Source Guns & Gears pg. 114 Prerequisites way of the sniper --- You take an extra moment to carefully sync your aim and breathing, then fire a shot with great accuracy. Make a ranged weapon Strike. You gain a +2 circumstance bonus to this Strike’s attack roll and ignore the target’s concealment. If you’re using a kickback firearm, you don’t take the normal circumstance penalty on this Strike for not having the required Strength score or firing without using a stabilizer.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Sniper's Aim"],"rarity":"common","slug":"feat-8681"},{"skill_mod":{},"summary":"You carefully align your weapon with the edge of your blade, splitting the projectile in two as you fire to attack two different targets. ","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You’re wielding a firearm or crossbow in one hand and a slashing (or versatile S) melee weapon in the other.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8682","weakness":{},"name":"Bullet Split","trait":["Flourish","Gunslinger"],"actions_number":2,"id":"feat-8682","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bullet Split Single Action Source Guns & Gears pg. 114 Requirements You’re wielding a firearm or crossbow in one hand and a slashing (or versatile S) melee weapon in the other. --- You carefully align your weapon with the edge of your blade, splitting the projectile in two as you fire to attack two different targets. Make two Strikes, one each against two separate targets. The targets must be adjacent to each other and within your weapon’s maximum range. Each of these attacks takes a –2 penalty to the attack roll, but the two count as only one attack when calculating your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bullet Split"],"rarity":"common","slug":"feat-8682"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Fortune","Gunslinger"],"id":"feat-8683","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Grit and Tenacity Reaction Source Guns & Gears pg. 115 Frequency once per hour Trigger You fail a Fortitude or Will save. --- You call upon deep reserves of toughness and mental fortitude to power through an otherwise debilitating effect. Reroll the triggering save with a +2 circumstance bonus; you must use the second result. Grit and Tenacity leads to... Unshakable Grit","feat":["Grit and Tenacity"],"skill_mod":{},"summary":"You call upon deep reserves of toughness and mental fortitude to power through an otherwise debilitating effect.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"level":8,"source_category":["Rulebooks"],"trigger":"You fail a Fortitude or Will save.","resistance":{},"url":"/Feats.aspx?ID=8683","name":"Grit and Tenacity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8683"},{"skill_mod":{},"summary":"You’re quick enough to line up a shot even while diving to the ground.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Hit the Dirt!","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8684","weakness":{},"name":"Leap and Fire","trait":["Gunslinger"],"id":"feat-8684","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Leap and Fire Source Guns & Gears pg. 115 Prerequisites Hit the Dirt! --- You’re quick enough to line up a shot even while diving to the ground. When you use your Hit the Dirt! reaction, at any point during your Leap you can also make a ranged Strike with a loaded firearm or crossbow, targeting the creature whose attack triggered the reaction.","category":"feat","pfs":"Standard","feat":["Leap and Fire"],"rarity":"common","slug":"feat-8684"},{"skill_mod":{},"summary":"You load an extra dose of powder into your shot, causing it to belch a cloud of smoke.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm and are wearing or holding a dose of black powder.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8685","weakness":{},"name":"Smoke Curtain","trait":["Gunslinger"],"actions_number":4,"id":"feat-8685","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Smoke Curtain Two Actions Source Guns & Gears pg. 115 Requirements You’re wielding a loaded firearm and are wearing or holding a dose of black powder. --- You load an extra dose of powder into your shot, causing it to belch a cloud of smoke. You make a Strike with your firearm and create a cloud of smoke in a 20-foot emanation centered on your location. Creatures are concealed while within the smoke, and creatures outside the area are concealed to creatures within the smoke. The smoke dissipates at the start of your next turn. If your Strike is a critical failure, your firearm misfires.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Smoke Curtain"],"rarity":"common","slug":"feat-8685"},{"skill_mod":{},"summary":"You slice or smash your opponent with the melee portion of your weapon before pulling the trigger at point-blank range.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You’re wielding a firearm with an attached bayonet or reinforced stock , a fire lance , or a combination weapon.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8686","weakness":{},"name":"Stab and Blast","trait":["Flourish","Gunslinger"],"actions_number":2,"id":"feat-8686","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Stab and Blast Single Action Source Guns & Gears pg. 115 Requirements You’re wielding a firearm with an attached bayonet or reinforced stock, a fire lance, or a combination weapon. --- You slice or smash your opponent with the melee portion of your weapon before pulling the trigger at point-blank range. Make a melee Strike with the required weapon. If the Strike is successful, you can immediately make a ranged Strike against the same target with a +2 circumstance bonus to the attack roll. This counts as two attacks toward your multiple attack penalty, but you don’t apply the multiple attack penalty until after making both attacks.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Stab and Blast"],"rarity":"common","slug":"feat-8686"},{"skill_mod":{},"summary":"You target a specific area of your foe’s anatomy to debilitating effect.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8687","weakness":{},"name":"Called Shot","trait":["Flourish","Gunslinger"],"actions_number":4,"id":"feat-8687","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Called Shot Two Actions Source Guns & Gears pg. 115 --- You target a specific area of your foe’s anatomy to debilitating effect. Declare a part of your foe’s anatomy to target and make a ranged weapon Strike. If you hit and deal damage, the target takes one of the following effects, based on the body part you targeted. The GM should use the stated effects as a guideline when attacking creatures with stranger anatomy—for instance, applying the “arms” effect to a creature’s tentacles if those are what the creature uses to attack. Arms The target is enfeebled 2 until the end of your next turn. On a critical hit, it’s also enfeebled 1 for 1 minute. Head The target is stupefied 2 until the end of your next turn. On a critical hit, it’s also stupefied 1 for 1 minute. Legs The target takes a –10-foot status penalty to its Speeds until the end of your next turn. On a critical hit, it also takes a –5-foot penalty to its Speeds for 1 minute. Wings If the target is flying using its wings, it immediately falls 20 feet, or 40 feet on a critical hit. The fall is gradual enough that if the target hits the ground, it takes no damage from the fall. ","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Called Shot"],"rarity":"common","slug":"feat-8687"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Gunslinger"],"id":"feat-8688","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Deflecting Shot Reaction Source Guns & Gears pg. 115 Archetypes Sniping Duo (Level 12), Sniping Duo (Level 12) Trigger An ally within the first range increment of your firearm or crossbow is hit by an attack, and you can see the attacker. Requirements You’re wielding a loaded firearm or crossbow. --- You’re always ready to take a quick shot to deflect a weapon or distract a foe enough to render them off target. The ally gains a +2 circumstance bonus to their AC against the triggering attack. You use this reaction after the result of the attack roll is revealed, so you know whether the +2 will make a sufficient difference.","feat":["Deflecting Shot"],"skill_mod":{},"summary":"You’re always ready to take a quick shot to deflect a weapon or distract a foe enough to render them off target.","primary_source":"Guns & Gears","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or crossbow.","trigger":"An ally within the first range increment of your firearm or crossbow is hit by an attack, and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=8688","archetype":["Sniping Duo"],"name":"Deflecting Shot","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8688"},{"skill_mod":{},"summary":"You blast a bullet through one foe and into another.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or crossbow.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8689","weakness":{},"name":"Penetrating Fire","trait":["Gunslinger"],"actions_number":4,"id":"feat-8689","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Penetrating Fire Two Actions Source Guns & Gears pg. 115 Requirements You’re wielding a loaded firearm or crossbow. --- You blast a bullet through one foe and into another. Choose two targets, one of which would give the other lesser cover against your ranged attacks. Make a single ranged Strike with the required weapon against both targets. This attack ignores any lesser cover the nearer target provides the other. Roll damage only once and apply it to each creature you hit. Penetrating Fire counts as two attacks for your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Penetrating Fire"],"rarity":"common","slug":"feat-8689"},{"skill_mod":{},"summary":"You mix flecks of precious materials you’ve gathered on your journeys into your custom bullets to bring out those properties in your temporary ammunition.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Munitions Machinist","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8690","weakness":{},"name":"Precious Munitions","trait":["Gunslinger"],"id":"feat-8690","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Precious Munitions Source Guns & Gears pg. 115 Prerequisites Munitions Machinist --- You mix flecks of precious materials you’ve gathered on your journeys into your custom bullets to bring out those properties in your temporary ammunition. You can use advanced alchemy to create standard-grade adamantine, cold iron, or silver ammunition, spending 1 batch of reagents per piece of ammunition. At 15th level, you can create high‑grade adamantine, cold iron, or silver ammunition.","category":"feat","pfs":"Standard","feat":["Precious Munitions"],"rarity":"common","slug":"feat-8690"},{"skill_mod":{},"summary":"You hurl your melee weapon at an opponent, then fire a bullet into the weapon’s hilt, making it deal additional damage and bounce back to your grasp.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or loaded crossbow in one hand and a bludgeoning or slashing melee weapon in the other.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8691","weakness":{},"name":"Rebounding Assault","trait":["Gunslinger"],"actions_number":4,"id":"feat-8691","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Rebounding Assault Two Actions Source Guns & Gears pg. 115 Requirements You’re wielding a loaded firearm or loaded crossbow in one hand and a bludgeoning or slashing melee weapon in the other. --- You hurl your melee weapon at an opponent, then fire a bullet into the weapon’s hilt, making it bounce back to your grasp. Make a thrown ranged Strike with the melee weapon, then a ranged Strike with your firearm. Both Strikes use your current multiple attack penalty and this counts as two attacks when calculating your multiple attack penalty. If the melee weapon doesn’t already have the thrown trait, it gains the thrown 10 feet trait during a Rebounding Assault. If both attacks are successful, the bolt or bullet hits the thrown melee weapon instead of your target, adding its force into one attack. Combine the damage from both Strikes, using the thrown weapon’s damage type, and add an additional 1d6 precision damage. The impact sends the melee weapon rebounding off the target and back to your hand. In any circumstance other than both attacks hitting, carry out the individual Strikes normally. The thrown weapon doesn’t rebound and remains in the target’s space as normal for thrown weapons.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Rebounding Assault"],"rarity":"common","slug":"feat-8691"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Fortune","Gunslinger"],"id":"feat-8692","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Redirecting Shot Reaction Source Guns & Gears pg. 116 Archetypes Sniping Duo (Level 12), Sniping Duo (Level 12) Trigger An ally misses with a ranged attack that uses a thrown weapon or ammunition. The ally must be willing to accept your assistance, you must see the attack’s target, and the attack’s target must be within the first range increment of your firearm or crossbow. Requirements You’re wielding a loaded firearm or crossbow. --- Seeing your ally’s attack about to go astray, you fire your weapon to right its course. Discharge your firearm and roll a d20. Your ally uses this roll instead of their own, and the attack ignores bonuses the target would gain against the attack from lesser or standard cover.","feat":["Redirecting Shot"],"skill_mod":{},"summary":"Seeing your ally’s attack about to go astray, you fire your weapon to right its course.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or crossbow.","trigger":"An ally misses with a ranged attack that uses a thrown weapon or ammunition. The ally must be willing to accept your assistance, you must see the attack’s target, and the attack’s target must be within the first range increment of your firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=8692","archetype":["Sniping Duo"],"name":"Redirecting Shot","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8692"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Gunslinger"],"id":"feat-8693","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Trick Shot Two Actions Source Guns & Gears pg. 116 Archetypes Bullet Dancer (Level 12), Pistol Phenom (Level 12), Unexpected Sharpshooter (Level 10), Bullet Dancer (Level 12), Pistol Phenom (Level 12), Unexpected Sharpshooter (Level 10) Requirements You’re wielding a loaded crossbow or firearm. --- You shoot not at your foe but at an object nearby. Make a Strike with your firearm against an AC equal to an easy DC for your level. On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn’t a valid option, such as using the explosive barrel option when there’s no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects. Dislodge Object Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard’s crystal ball off a table. Explosive Barrel Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take 6d6 damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by 1d6 for every 2 levels you have above 10th. Trick Shot leads to... Ranged Disarm","feat":["Trick Shot"],"skill_mod":{},"summary":"You shoot not at your foe but at an object nearby.","primary_source":"Guns & Gears","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded crossbow or firearm.","resistance":{},"url":"/Feats.aspx?ID=8693","archetype":["Bullet Dancer","Pistol Phenom","Unexpected Sharpshooter"],"name":"Trick Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8693"},{"skill_mod":{},"summary":"You fire at an enemy while targeting a part of its anatomy that will disrupt its balance. ","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded crossbow or loaded firearm in each hand.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8694","weakness":{},"name":"Twin Shot Knockdown","trait":["Gunslinger"],"actions_number":4,"id":"feat-8694","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Twin Shot Knockdown Two Actions Source Guns & Gears pg. 116 Requirements You’re wielding a loaded crossbow or loaded firearm in each hand. --- You fire at an enemy while targeting a part of its anatomy that will disrupt its balance. Make two Strikes against the same target, one with each of the required weapons. If both Strikes are successful, the target is also knocked prone.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Twin Shot Knockdown"],"rarity":"common","slug":"feat-8694"},{"skill_mod":{},"summary":"Once you’ve locked on to a target, little can obscure your aim.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"requirement":"An enemy you’ve damaged with a ranged weapon during the last minute is concealed or hidden from you.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8695","weakness":{},"name":"Blood in the Air","trait":["Concentrate","Gunslinger"],"actions_number":2,"id":"feat-8695","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blood in the Air Single Action Source Guns & Gears pg. 116 Requirements An enemy you’ve damaged with a ranged weapon during the last minute is concealed or hidden from you. --- Once you’ve locked on to a target, little can obscure your aim. Make a ranged weapon Strike against the required target. This Strike ignores the target’s concealed condition and reduces the flat check for the hidden condition from 11 to 5.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Blood in the Air"],"rarity":"common","slug":"feat-8695"},{"skill_mod":{},"summary":"You relax your eyes, taking in the smallest movements of objects, stirring of grass and leaves, and other signs of the presence of hidden things, granting you the ability to locate invisible creatures. ","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8696","weakness":{},"name":"Deadeye","trait":["Concentrate","Gunslinger"],"actions_number":2,"id":"feat-8696","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Deadeye Single Action Source Guns & Gears pg. 117 --- You relax your eyes, taking in the smallest movements of objects, stirring of grass and leaves, and other signs of the presence of hidden things, granting you the ability to locate invisible creatures. Until the start of your next turn, you can see invisible creatures and objects as silhouettes defined by the movement of air, slight depressions in the ground, and other tells that less-keen eyes would overlook, which makes them merely concealed from you.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Deadeye"],"rarity":"common","slug":"feat-8696"},{"skill_mod":{},"summary":"You fire to ensure that even if your shot doesn’t land cleanly, it still lands close enough to deal some damage.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8697","weakness":{},"name":"Flesh Wound","trait":["Gunslinger"],"actions_number":2,"id":"feat-8697","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Flesh Wound Single Action Source Guns & Gears pg. 117 --- You fire to ensure that even if your shot doesn’t land cleanly, it still lands close enough to deal some damage. Make a ranged Strike. It gains the following effect on a failure (though not a critical failure). Failure Though your attack misses, it still deals one die of damage plus any damage from your weapon specialization class feature. This uses your weapon’s normal damage die and damage type. This attack doesn’t add extra damage from any other sources or abilities.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Flesh Wound"],"rarity":"common","slug":"feat-8697"},{"skill_mod":{},"summary":"You bounce your shot off a nearby surface to strike your opponent from an unexpected angle.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8698","weakness":{},"archetype":["Bullet Dancer"],"name":"Ricochet Shot","trait":["Concentrate","Gunslinger"],"actions_number":2,"id":"feat-8698","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Ricochet Shot Single Action Source Guns & Gears pg. 117 Archetypes Bullet Dancer (Level 14), Bullet Dancer (Level 14) --- You bounce your shot off a nearby surface to strike your opponent from an unexpected angle. When determining whether a target has cover from your ranged attack with a firearm or crossbow, you can choose one solid surface within your weapon’s first range increment to ricochet your shot off of. If you do, you determine the target’s cover from the point where you ricochet your shot instead of from you. Ricochet Shot leads to... Ricochet Master","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ricochet Shot"],"rarity":"common","slug":"feat-8698"},{"remaster_name":["Shattering Shot"],"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Gunslinger"],"id":"feat-8699","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Scattering Shot Single Action Source Guns & Gears pg. 117 Requirements You’re wielding a loaded firearm or loaded crossbow and are wearing or holding an alchemical bomb. --- You fling a bomb into the air and then shoot it with your gun before it falls, raining destruction down over a wide area. If necessary, you Interact to draw the bomb and regrip your weapon. You throw your bomb to the corner of a square within your firearm’s first range increment and shoot it with your firearm. All creatures in a 15-foot burst of the bomb take the bomb’s normal damage with a basic Reflex save against your class DC. They don’t take any splash or persistent damage the bomb would deal normally.","feat":["Scattering Shot"],"skill_mod":{},"summary":"You fling a bomb into the air and then shoot it with your gun before it falls, raining destruction down over a wide area.","primary_source":"Guns & Gears","trait_group":["Class"],"level":12,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or loaded crossbow and are wearing or holding an alchemical bomb.","resistance":{},"url":"/Feats.aspx?ID=8699","name":"Scattering Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8699"},{"skill_mod":{},"summary":"You specialize in blending into a particular type of environment, able to disappear after taking your shot.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8700","weakness":{},"skill":["Stealth","Stealth"],"name":"Shooter's Camouflage","trait":["Gunslinger"],"id":"feat-8700","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shooter's Camouflage Source Guns & Gears pg. 117 Prerequisites Master in Stealth --- You specialize in blending into a particular type of environment, able to disappear after taking your shot. Choose either natural or urban terrain. In the chosen terrain, you can Hide and Sneak even without cover or being concealed.","category":"feat","pfs":"Standard","feat":["Shooter's Camouflage"],"rarity":"common","slug":"feat-8700"},{"skill_mod":{},"summary":"You’ve become hardened by conflict after everything you’ve faced, and you possess a certain intractable stubbornness","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Grit and Tenacity","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8701","weakness":{},"name":"Unshakable Grit","trait":["Gunslinger"],"id":"feat-8701","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Unshakable Grit Source Guns & Gears pg. 117 Prerequisites Grit and Tenacity --- You’ve become hardened by conflict after everything you’ve faced, and you possess a certain intractable stubbornness. If the reroll granted to you by your Grit and Tenacity reaction is a success, you get a critical success instead; if it’s a critical failure, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Unshakable Grit"],"rarity":"common","slug":"feat-8701"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Gunslinger"],"id":"feat-8702","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Blast Tackle Two Actions Source Guns & Gears pg. 117 Prerequisites way of the vanguard Requirements You’re wielding a two-handed crossbow or a firearm that has the kickback or scatter trait. --- You throw yourself at an enemy, bracing your weapon against it and pulling it close before releasing a destructive shot. Attempt to Grapple; if you’re wielding your weapon in both hands, you Release one hand to do so. If your Grapple succeeds, you can immediately Strike the target of the Grapple with the required weapon, even if it’s a two-handed weapon you’re holding in one hand. This Strike deals an additional 3d6 precision damage. As long the creature remains grabbed or restrained, you can use just one hand to reload the weapon and Strike that creature with it.","feat":["Blast Tackle"],"skill_mod":{},"summary":"You throw yourself at an enemy, bracing your weapon against it and pulling it close before releasing a destructive shot.","primary_source":"Guns & Gears","trait_group":["Class"],"level":14,"prerequisite":"way of the vanguard","source_category":["Rulebooks"],"requirement":"You’re wielding a two-handed crossbow or a firearm that has the kickback or scatter trait.","resistance":{},"url":"/Feats.aspx?ID=8702","name":"Blast Tackle","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8702"},{"skill_mod":{},"summary":"You’re a legendary duelist, welcoming all challengers, enabling you to challenge many foes even while other challenges are active. ","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Pistolero's Challenge","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8703","weakness":{},"name":"Come at Me!","trait":["Gunslinger"],"id":"feat-8703","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Come at Me! Source Guns & Gears pg. 117 Prerequisites Pistolero's Challenge --- You’re a legendary duelist, welcoming all challengers, enabling you to challenge many foes even while other challenges are active. There is no longer a limit to the number of Pistolero’s Challenges you can have in effect at one time.","category":"feat","pfs":"Standard","feat":["Come at Me!"],"rarity":"common","slug":"feat-8703"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Concentrate","Gunslinger"],"id":"feat-8704","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Dance of Thunder Three Actions Source Guns & Gears pg. 117 PFS Note For the gunslinger’s Dance of Thunder feat, the first set of three actions must be resolved before subsequent sets of actions can be taken. Frequency once per minute Requirements You’re wielding a loaded firearm or crossbow and are not fatigued. --- Your steps echo with the thunderous retort of exploding black powder as you dance a dance of death. Take any of the following actions you choose in any order: Step, Strike against a target within your firearm’s first range increment, and Interact to reload. If you attempted a Strike and it succeeded, you can repeat these three actions again in any order. If you attempted a Strike in the second set and succeeded, you can repeat the actions one last time. After using Dance of Thunder, you become fatigued for 1 minute.","feat":["Dance of Thunder"],"skill_mod":{},"summary":"Your steps echo with the thunderous retort of exploding black powder as you dance a dance of death.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"level":14,"source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or crossbow and are not fatigued .","resistance":{},"url":"/Feats.aspx?ID=8704","name":"Dance of Thunder","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8704"},{"skill_mod":{},"summary":"You use cacophonous blasts from your gun or distracting shots from your crossbow to cause momentary diversions, letting you move about the battlefield with impunity.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"way of the drifter","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8705","weakness":{},"name":"Disruptive Blur","trait":["Gunslinger"],"id":"feat-8705","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Disruptive Blur Source Guns & Gears pg. 118 Prerequisites way of the drifter --- You use cacophonous blasts from your gun or distracting shots from your crossbow to cause momentary diversions, letting you move about the battlefield with impunity. After you make a Strike with a firearm or crossbow, creatures can’t take reactions that would be triggered by your movement for the rest of your turn.","category":"feat","pfs":"Standard","feat":["Disruptive Blur"],"rarity":"common","slug":"feat-8705"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Gunslinger"],"id":"feat-8706","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Headshot Two Actions Source Guns & Gears pg. 118 Prerequisites way of the sniper Requirements You’re wielding a loaded firearm or crossbow. --- You attempt to finish your target with a final, well-placed shot. Make a crossbow or firearm Strike. If you’ve damaged the target within the last minute with the same weapon and you get a critical success on your attack roll, the target must succeed at a Fortitude save against your class DC or die; this is a death and incapacitation effect. A creature that survives is temporarily immune for 1 day. Creatures with no head (such as dullahans or oozes) are immune to this ability, and creatures with redundant heads (such as ettins) might survive the destruction of a head.","feat":["Headshot"],"skill_mod":{},"summary":"You attempt to finish your target with a final, well-placed shot.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"level":14,"prerequisite":"way of the sniper","source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=8706","name":"Headshot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8706"},{"skill_mod":{},"summary":"Your twirling weapons create a grand distraction that’s difficult to look away from.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Pistol Twirl; Master in Deception","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8707","weakness":{},"archetype":["Bullet Dancer","Pistol Phenom"],"skill":["Deception","Deception"],"name":"Showstopper","trait":["Gunslinger"],"id":"feat-8707","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Showstopper Source Guns & Gears pg. 118 Archetypes Bullet Dancer (Level 16), Pistol Phenom (Level 16), Bullet Dancer (Level 16), Pistol Phenom (Level 16) Prerequisites Pistol Twirl; Master in Deception --- Your twirling weapons create a grand distraction that’s difficult to look away from. When using Pistol Twirl to Feint, you can target all enemies within your weapon’s first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target’s Perception DC.","category":"feat","pfs":"Standard","feat":["Showstopper"],"rarity":"common","slug":"feat-8707"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Flourish","Gunslinger"],"id":"feat-8708","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Two-Weapon Fusillade Single Action Source Guns & Gears pg. 118 Archetypes Bullet Dancer (Level 16), Bullet Dancer (Level 16) Requirements You’re wielding two weapons, each in a different hand. At least one of these weapons must be a loaded firearm or loaded crossbow. --- You attack with both your weapons in a furious barrage. Strike twice, once with each weapon.","feat":["Two-Weapon Fusillade"],"skill_mod":{},"summary":"You attack with both your weapons in a furious barrage.","primary_source":"Guns & Gears","trait_group":["Mechanics","Class"],"level":14,"source_category":["Rulebooks"],"requirement":"You’re wielding two weapons, each in a different hand. At least one of these weapons must be a loaded firearm or loaded crossbow.","resistance":{},"url":"/Feats.aspx?ID=8708","archetype":["Bullet Dancer"],"name":"Two-Weapon Fusillade","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8708"},{"skill_mod":{},"summary":"You’re especially talented at striking your enemies in their most vulnerable areas.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8709","weakness":{},"name":"Fatal Bullet","trait":["Gunslinger"],"id":"feat-8709","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Fatal Bullet Source Guns & Gears pg. 118 --- You’re especially talented at striking your enemies in their most vulnerable areas. When you critically hit with a fatal firearm, you deal an additional die of the appropriate size and damage type for the fatal trait after doubling the weapon’s damage. For example, after getting a critical hit with a fatal d12 weapon, you add an additional 1d12 damage to the attack after doubling its damage.","category":"feat","pfs":"Standard","feat":["Fatal Bullet"],"rarity":"common","slug":"feat-8709"},{"skill_mod":{},"summary":"No one can react faster than you can pull your trigger.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"initial deed that allows you to Interact to draw a weapon","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8710","weakness":{},"name":"Hair Trigger","trait":["Gunslinger"],"id":"feat-8710","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Hair Trigger Source Guns & Gears pg. 118 Prerequisites initial deed that allows you to Interact to draw a weapon --- No one can react faster than you can pull your trigger. When using your initial deed, instead of Interacting to draw a weapon, you can Strike with a firearm or crossbow you’re already wielding. If this Strike hits, the target is also flat-footed until the end of your first turn of the encounter. Special If your initial deed allows you to Interact to draw a weapon more than once, this feat allows you to replace one of these Interact actions and use the other one to draw a weapon. You can’t replace both Interact actions with Strikes, but you can draw a loaded firearm or crossbow with one of the actions and immediately shoot it with the other.","category":"feat","pfs":"Standard","feat":["Hair Trigger"],"rarity":"common","slug":"feat-8710"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Gunslinger"],"id":"feat-8711","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Instant Return Reaction Source Guns & Gears pg. 119 Trigger An enemy misses you with a ranged attack using a type of ammunition appropriate to your weapon (a bullet if you’re wielding a firearm). Requirements You’re wielding an unloaded firearm or crossbow. --- With a single fluid gesture, you catch a projectile out of the air, load it in your weapon, and shoot it back at the attacker. Interact to load the projectile into your weapon, then make a Strike with the required weapon against the triggering opponent. Since you’re using the foe’s ammunition, this Strike applies any special effects that ammunition would have (for instance, if it was explosive ammunition , it would explode in a burst of fire if your Strike hits).","feat":["Instant Return"],"skill_mod":{},"summary":"With a single fluid gesture, you catch a projectile out of the air, load it in your weapon, and shoot it back at the attacker.","primary_source":"Guns & Gears","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"requirement":"You’re wielding an unloaded firearm or crossbow.","trigger":"An enemy misses you with a ranged attack using a type of ammunition appropriate to your weapon (a bullet if you’re wielding a firearm).","resistance":{},"url":"/Feats.aspx?ID=8711","name":"Instant Return","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8711"},{"skill_mod":{},"summary":"You have an eye for angles and can find shots that others believe are impossible.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Ricochet Shot","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8712","weakness":{},"name":"Ricochet Master","trait":["Gunslinger"],"id":"feat-8712","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Ricochet Master Source Guns & Gears pg. 119 Prerequisites Ricochet Shot --- You have an eye for angles and can find shots that others believe are impossible. When using Ricochet Shot, you can bounce your bullet off up to two solid surfaces within your weapon’s first range increment instead of just one. In addition, a creature is flat-footed the first time you attack it with a Ricochet Shot during an encounter. Ricochet Master leads to... Ricochet Legend","category":"feat","pfs":"Standard","feat":["Ricochet Master"],"rarity":"common","slug":"feat-8712"},{"skill_mod":{},"summary":"You jam a triple charge of black powder into your weapon to unleash a devastating but risky and inaccurate attack.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"requirement":"You’re wielding an unloaded firearm","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8713","weakness":{},"name":"Final Shot","trait":["Gunslinger"],"actions_number":6,"id":"feat-8713","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Final Shot Three Actions Source Guns & Gears pg. 119 Requirements You’re wielding an unloaded firearm --- You jam a triple charge of black powder into your weapon to unleash a devastating but risky and inaccurate attack. Interact to reload, expending three doses of black powder in addition to your normal black powder or ammunition, then Strike with your firearm against a creature within the weapon’s first range increment. If you roll a success, the attack is instead a critical success, but if you roll a failure, the weapon misfires. Regardless of your roll, after the attack you’re flat-footed until the start of your next turn and stunned 1.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Final Shot"],"rarity":"common","slug":"feat-8713"},{"skill_mod":{},"summary":"Your attacks with your preferred weapons deal especially devastating wounds.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8714","weakness":{},"name":"Piercing Critical","trait":["Gunslinger"],"id":"feat-8714","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Piercing Critical Source Guns & Gears pg. 119 --- Your attacks with your preferred weapons deal especially devastating wounds. When you Strike with a firearm or crossbow for which you have legendary proficiency, you critically succeed if you roll a 19 on the die, as long as that result is a success.","category":"feat","pfs":"Standard","feat":["Piercing Critical"],"rarity":"common","slug":"feat-8714"},{"skill_mod":{},"summary":"Your senses are finely tuned to the slightest variations in the air, so much that you can place your shot exactly where you intend to aim it from any range possible with your weapon.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8715","weakness":{},"name":"Unerring Shot","trait":["Gunslinger"],"id":"feat-8715","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Unerring Shot Source Guns & Gears pg. 119 --- Your senses are finely tuned to the slightest variations in the air, so much that you can place your shot exactly where you intend to aim it from any range possible with your weapon. When attacking with a ranged weapon in which you have master or greater proficiency, ignore the penalty from its range increment. (The weapon’s maximum range is unchanged.) In addition, if your target has cover against your attack with such a weapon, it doesn’t gain the bonus to AC if it has lesser cover, gets only the bonus of lesser cover if it has standard cover, or gains only the bonus of standard cover if it has greater cover.","category":"feat","pfs":"Standard","feat":["Unerring Shot"],"rarity":"common","slug":"feat-8715"},{"skill_mod":{},"summary":"The sky’s the limit, as long as you’ve got enough black powder.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Black Powder Boost","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8716","weakness":{},"name":"Reach for the Stars","trait":["Gunslinger"],"id":"feat-8716","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Reach for the Stars Source Guns & Gears pg. 119 Prerequisites Black Powder Boost --- The sky’s the limit, as long as you’ve got enough black powder. When you use Black Powder Boost, you can expend additional black powder or ammunition to boost yourself farther. For each dose of black powder or piece of firearm ammunition you spend in addition to your shot, you add another 10 feet to the height or distance of your Leap, to a maximum of 5 boosts (a +50-foot status bonus). You must be wearing a dose of black powder or piece of ammunition, or have it in hand, to detonate it for a boost. You can choose at which points in your Leap you detonate each boost, allowing you to change direction each time. You must then move in a straight line until you boost again or end your Leap.","category":"feat","pfs":"Standard","feat":["Reach for the Stars"],"rarity":"common","slug":"feat-8716"},{"skill_mod":{},"summary":"You prepare to fire with an instinctive speed and muscle memory that go beyond your conscious thoughts.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8717","weakness":{},"name":"Perfect Readiness","trait":["Gunslinger"],"id":"feat-8717","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Perfect Readiness Source Guns & Gears pg. 119 --- You prepare to fire with an instinctive speed and muscle memory that go beyond your conscious thoughts. You’re permanently quickened. You can use your extra action only to Step or Interact to reload.","category":"feat","pfs":"Standard","feat":["Perfect Readiness"],"rarity":"common","slug":"feat-8717"},{"skill_mod":{},"summary":"The more obstacles between you and your target, the deadlier your shots become, as you ricochet off multiple surfaces to hit them.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Ricochet Master","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8718","weakness":{},"name":"Ricochet Legend","trait":["Gunslinger"],"id":"feat-8718","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ricochet Legend Source Guns & Gears pg. 119 Prerequisites Ricochet Master --- The more obstacles between you and your target, the deadlier your shots become, as you ricochet off multiple surfaces to hit them. When using Ricochet Shot, your shot can bounce off of any surface within your weapon’s first three range increments and the target can’t benefit from cover unless they have total cover on all sides. In addition, a creature must attempt a Will save against your class DC the first time in an encounter you attack it with a Ricochet Shot. If it fails, it’s stunned 2 and is unable to determine where your shot originated.","category":"feat","pfs":"Standard","feat":["Ricochet Legend"],"rarity":"common","slug":"feat-8718"},{"skill_mod":{},"summary":"Your ability to react to unexpected circumstances is preternaturally sharp.","primary_source":"Guns & Gears","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8719","weakness":{},"name":"Slinger's Reflexes","trait":["Gunslinger"],"id":"feat-8719","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Slinger's Reflexes Source Guns & Gears pg. 119 --- Your ability to react to unexpected circumstances is preternaturally sharp. At the start of each creature’s turn, you gain an additional reaction you can use on only that turn to use a gunslinger reaction.","category":"feat","pfs":"Standard","feat":["Slinger's Reflexes"],"rarity":"common","slug":"feat-8719"},{"skill_mod":{},"summary":"You become trained in simple and martial crossbows and simple and martial firearms.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Dexterity 14","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8720","weakness":{},"archetype":["Gunslinger"],"name":"Gunslinger Dedication","trait":["Archetype","Dedication","Multiclass","Uncommon"],"id":"feat-8720","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Gunslinger Dedication Source Guns & Gears pg. 127 Archetype Gunslinger Prerequisites Dexterity 14 --- You become trained in simple and martial crossbows and simple and martial firearms. You become trained in gunslinger class DC. Choose a gunslinger here. You become trained in your way’s associated skill; if you were already trained in this skill, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of way. Special You can’t select another dedication feat until you’ve gained two other feats from the gunslinger archetype. Gunslinger Dedication leads to... Basic Shooting, Eagle Eye, Firearm Expert, Practiced Reloads, Slinger's Readiness","category":"feat","pfs":"Standard","feat":["Gunslinger Dedication"],"rarity":"uncommon","slug":"feat-8720"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level gunslinger feat of your choice.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Gunslinger Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8721","weakness":{},"archetype":["Gunslinger"],"name":"Basic Shooting","trait":["Archetype"],"id":"feat-8721","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Shooting Source Guns & Gears pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication --- You gain a 1st- or 2nd-level gunslinger feat of your choice. Basic Shooting leads to... Advanced Shooting","category":"feat","pfs":"Standard","feat":["Basic Shooting"],"rarity":"common","slug":"feat-8721"},{"skill_mod":{},"summary":"You gain one gunslinger feat.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Shooting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8722","weakness":{},"archetype":["Gunslinger"],"name":"Advanced Shooting","trait":["Archetype"],"id":"feat-8722","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Shooting Source Guns & Gears pg. 127 Archetype Gunslinger Prerequisites Basic Shooting --- You gain one gunslinger feat. For the purpose of meeting its prerequisites, your gunslinger level is equal to half your level. Special You can select this feat more than once. Each time you select it, you gain another gunslinger feat.","category":"feat","pfs":"Standard","feat":["Advanced Shooting"],"rarity":"common","slug":"feat-8722"},{"skill_mod":{},"summary":"You’ve learned a gunslinger’s tricks for staking out your territory in a fight.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Gunslinger Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8723","weakness":{},"archetype":["Gunslinger"],"name":"Slinger's Readiness","trait":["Archetype"],"id":"feat-8723","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Slinger's Readiness Source Guns & Gears pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication --- You’ve learned a gunslinger’s tricks for staking out your territory in a fight. You gain the initial deed for the here you selected with Gunslinger’s Dedication.","category":"feat","pfs":"Standard","feat":["Slinger's Readiness"],"rarity":"common","slug":"feat-8723"},{"skill_mod":{},"summary":"You’ve mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Gunslinger Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8724","weakness":{},"archetype":["Gunslinger"],"name":"Practiced Reloads","trait":["Archetype"],"id":"feat-8724","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Practiced Reloads Source Guns & Gears pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication --- You’ve mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals. You gain the slinger’s reload for the here you selected with Gunslinger’s Dedication.","category":"feat","pfs":"Standard","feat":["Practiced Reloads"],"rarity":"common","slug":"feat-8724"},{"skill_mod":{},"summary":"Your practice with crossbows and firearms has sharpened your attention to detail.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Gunslinger Dedication; expert in Perception","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8725","weakness":{},"archetype":["Gunslinger"],"name":"Eagle Eye","trait":["Archetype"],"id":"feat-8725","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Eagle Eye Source Guns & Gears pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication; expert in Perception --- Your practice with crossbows and firearms has sharpened your attention to detail. You become a master in Perception.","category":"feat","pfs":"Standard","feat":["Eagle Eye"],"rarity":"common","slug":"feat-8725"},{"remaster_name":["Advanced Firearm Familiarity"],"skill_mod":{},"summary":"You’ve become an expert with your chosen weapons.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Gunslinger Dedication; expert in any kind of weapon or unarmed attack","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8726","weakness":{},"archetype":["Gunslinger"],"name":"Firearm Expert","trait":["Archetype"],"id":"feat-8726","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Firearm Expert Source Guns & Gears pg. 127 Archetype Gunslinger Prerequisites Gunslinger Dedication; expert in any kind of weapon or unarmed attack --- You’ve become an expert with your chosen weapons. Your proficiency ranks for simple and martial crossbows and simple and martial firearms increase to expert.","category":"feat","pfs":"Standard","feat":["Firearm Expert"],"rarity":"common","slug":"feat-8726"},{"skill_mod":{},"summary":"Artillery is a team sport, where every member of the crew has to rely on the other members.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in martial weapons","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8727","weakness":{},"archetype":["Artillerst"],"name":"Artillerist Dedication","trait":["Archetype","Dedication"],"id":"feat-8727","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Artillerist Dedication Source Guns & Gears pg. 128 Archetype Artillerst Prerequisites trained in martial weapons --- Artillery is a team sport, where every member of the crew has to rely on the other members. At best, a mistake might just waste time. At worst, a misaligned fuse or a badly set pin could cause the whole thing to explode. You’ve taken these lessons to heart, and so your presence on an artillery team assists the entire team at every aspect of the siege weapon’s deployment and usage. If you’re serving on a siege weapon crew, you and all other members gain a +2 circumstance bonus to any checks to Load, Aim, move, or Repair the weapon. When you Aim a siege weapon, you can move the weapon’s aim twice as far as normal. Special You can’t select another dedication feat until you’ve gained at least two other feats from the artillerist archetype.","category":"feat","pfs":"Limited","feat":["Artillerist Dedication"],"rarity":"common","slug":"feat-8727"},{"skill_mod":{},"summary":"It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8728","weakness":{},"archetype":["Artillerst"],"skill":["Crafting","Crafting"],"name":"Named Artillery","trait":["Archetype","Skill"],"id":"feat-8728","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Named Artillery Source Guns & Gears pg. 128 Archetype Artillerst Prerequisites Trained in Crafting --- It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood. You’ve gone a step further, and you always make sure that your named artillery has the best possible maintenance and upkeep. You can spend a full day adjusting and working on a single siege weapon to designate it as your named artillery. The siege weapon you designated as your named artillery gains a +2 circumstance bonus to AC, Fortitude saves, and Reflex saves as well as additional Hit Points equal to twice your level. During your daily preparations, you must spend at least one hour on maintenance to service your named artillery. If you fail to do so, or if you spend a full day designating a new piece of named artillery, the previous named artillery loses any benefits from this feat. Only one artillerist can designate a particular siege weapon as their named artillery, even if several artillerists are serving on the same siege weapon’s crew (though it’s typically more efficient for a group with several artillerists to divide them up, assigning one to each siege weapon).","category":"feat","pfs":"Limited","feat":["Named Artillery"],"rarity":"common","slug":"feat-8728"},{"skill_mod":{},"summary":"Typically, a siege weapon is meant to be run by a crew with a very specific minimum number of members designed to ensure that your crew can account for every possible variable and necessity in loading, aiming, and firing the weapon.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8729","weakness":{},"archetype":["Artillerst"],"name":"Shorthanded","trait":["Archetype"],"id":"feat-8729","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Shorthanded Source Guns & Gears pg. 129 Archetype Artillerst --- Typically, a siege weapon is meant to be run by a crew with a very specific minimum number of members designed to ensure that your crew can account for every possible variable and necessity in loading, aiming, and firing the weapon. In a pinch, however, you can operate it with fewer people, provided you know what you’re doing. You can operate a siege weapon with fewer than the minimum number of crew, at an increasing penalty. You and your crew take a –2 penalty to checks to Load, Aim, Launch, move, or Repair the weapon for each person below the minimum crew. The maximum number of missing minimum crew members you can handle with this feat is 5. For example, if a siege weapon had a minimum crew size of 8, you would still need a crew of 3, and you would take a –10 penalty when doing so.","category":"feat","pfs":"Limited","feat":["Shorthanded"],"rarity":"common","slug":"feat-8729"},{"skill_mod":{},"summary":"By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8730","weakness":{},"archetype":["Artillerst"],"name":"Cannon Corner Shot","trait":["Archetype"],"id":"feat-8730","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Cannon Corner Shot Source Guns & Gears pg. 129 Archetype Artillerst --- By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine. If you personally contribute an additional Load action to the siege weapon’s loading, above the minimum, you can change a burst into a line twice as long as the size of the burst, or vice versa (so a 10-foot burst turns into a 20-foot line, or a 20-foot line turns into a 10-foot burst).","category":"feat","pfs":"Limited","feat":["Cannon Corner Shot"],"rarity":"common","slug":"feat-8730"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"trait":["Archetype"],"id":"feat-8731","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Field Artillery Single Action Source Guns & Gears pg. 129 Archetypes Artillerst, Munitions Master (Level 6) Prerequisites Expert in Crafting --- While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. You can Interact with an adjacent mounted siege weapon to increase its Speed by 10 feet for one round.","feat":["Field Artillery"],"skill_mod":{},"summary":"While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. ","primary_source":"Guns & Gears","trait_group":["Feat"],"level":6,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8731","archetype":["Artillerst","Munitions Master"],"name":"Field Artillery","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8731"},{"skill_mod":{},"summary":"There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8732","weakness":{},"archetype":["Artillerst"],"name":"Live Ammunition","trait":["Archetype"],"id":"feat-8732","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Live Ammunition Source Guns & Gears pg. 129 Archetype Artillerst --- There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation. While it’s more humane to use this strategy with mindless constructs or undead, occasionally an exceedingly foolhardy adventurer demands the opportunity to try it. Loading a creature requires two additional Load actions, which you must conduct personally. The creature must be willing, unconscious, or restrained throughout the process, and the siege weapon must be physically capable of firing the creature in question, based on their size and shape. Typically, that means ballistas don’t qualify, for example—nor do auto-catapults which require specifically-sized balls—but normal catapults and onagers work just fine. When you Launch the weapon, if the weapon usually targets an area, you target a single 5-foot square instead. The siege weapon deals its normal damage to its target, or to the modified area, and to the creature fired.","category":"feat","pfs":"Limited","feat":["Live Ammunition"],"rarity":"common","slug":"feat-8732"},{"skill_mod":{},"summary":"What you don’t know about artillery isn’t worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon’s crew.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8733","weakness":{},"archetype":["Artillerst","Munitions Master"],"name":"Master Siege Engineer","trait":["Archetype"],"id":"feat-8733","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Master Siege Engineer Source Guns & Gears pg. 129 Archetypes Artillerst, Munitions Master (Level 16) --- What you don’t know about artillery isn’t worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon’s crew. You’re permanently quickened. You can only use the extra action to Aim or Launch a siege weapon.","category":"feat","pfs":"Limited","feat":["Master Siege Engineer"],"rarity":"common","slug":"feat-8733"},{"skill_mod":{},"summary":"You’ve bonded to your beast gun and unlocked the first hints of its hidden potential.","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"expert with at least one type of firearm; Trained in Arcana; you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see archetype page)","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8734","weakness":{},"archetype":["Beast Gunner"],"skill":["Arcana","Crafting","Crafting","Arcana","Crafting"],"name":"Beast Gunner Dedication","trait":["Archetype","Dedication","Magical","Uncommon"],"id":"feat-8734","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Beast Gunner Dedication Source Guns & Gears pg. 130 Archetype Beast Gunner Prerequisites expert with at least one type of firearm; Trained in Arcana; you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see archetype page) --- You’ve bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you’ve previously performed a ritual hunt associated with the new beast gun. The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You’re trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma. If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. Your key spellcasting ability for these spells is either Charisma or Intelligence, chosen when you take this feat. You also gain Spellsling. Spellsling Three Actions Requirements You’re wielding your bonded beast gun; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the beast gun you’re wielding. Make a Strike with that beast gun. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the purposes of determining your multiple attack penalty, but you don’t apply the penalty until after you’ve completed resolving the attack and spell. Special You can’t select another dedication feat until you’ve gained two other feats from the beast gunner archetype. Beast Gunner Dedication leads to... Basic Beast Gunner Spellcasting, Controlled Bullet, Drain Vitality","category":"feat","pfs":"Standard","feat":["Beast Gunner Dedication"],"rarity":"uncommon","slug":"feat-8734"},{"skill_mod":{},"summary":"You’ve unlocked the first secrets of beast guns, granting you the power of their synergistic magic. ","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Beast Gunner Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8735","weakness":{},"archetype":["Beast Gunner"],"name":"Basic Beast Gunner Spellcasting","trait":["Archetype"],"id":"feat-8735","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Basic Beast Gunner Spellcasting Source Guns & Gears pg. 131 Archetype Beast Gunner Prerequisites Beast Gunner Dedication --- You’ve unlocked the first secrets of beast guns, granting you the power of their synergistic magic. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you’ve learned or discovered. Basic Beast Gunner Spellcasting leads to... Expert Beast Gunner Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Beast Gunner Spellcasting"],"rarity":"common","slug":"feat-8735"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"school":"necromancy","trait":["Archetype","Magical","Necromancy"],"id":"feat-8736","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Drain Vitality Single Action Source Guns & Gears pg. 131 Archetype Beast Gunner Frequency once per minute Prerequisites Beast Gunner Dedication Requirements You’re wielding your bonded beast gun. --- You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence. You gain temporary Hit Points equal to your level and attempt a flat check against any ongoing persistent damage, using the DC appropriate for particularly effective assistance. Using this ability depletes the magic within your bonded beast gun, preventing you from using any of its activated abilities until the end of your next turn.","feat":["Drain Vitality"],"skill_mod":{},"summary":"You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence.","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics","School"],"level":10,"prerequisite":"Beast Gunner Dedication","source_category":["Rulebooks"],"requirement":"You’re wielding your bonded beast gun.","resistance":{},"url":"/Feats.aspx?ID=8736","archetype":["Beast Gunner"],"name":"Drain Vitality","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8736"},{"skill_mod":{},"summary":"You’ve learned the deeper secrets of beast guns, making you an expert in the magic they grant you. ","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Beast Gunner Spellcasting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8737","weakness":{},"archetype":["Beast Gunner"],"name":"Expert Beast Gunner Spellcasting","trait":["Archetype"],"id":"feat-8737","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Beast Gunner Spellcasting Source Guns & Gears pg. 131 Archetype Beast Gunner Prerequisites Basic Beast Gunner Spellcasting --- You’ve learned the deeper secrets of beast guns, making you an expert in the magic they grant you. You gain the expert spellcasting benefits. Expert Beast Gunner Spellcasting leads to... Master Beast Gunner Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Beast Gunner Spellcasting"],"rarity":"common","slug":"feat-8737"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"evocation","trait":["Archetype","Evocation","Magical"],"id":"feat-8738","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Controlled Bullet Two Actions Source Guns & Gears pg. 131 Archetype Beast Gunner Frequency once per day Prerequisites Beast Gunner Dedication --- You create a direct magical connection with your beast gun, allowing you to guide the beast gun’s next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun Strike against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a Strike against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun’s range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle. On a hit, you can direct the bullet toward a new target. You can continue to make Strikes against new targets in this same way until your attack misses, at which point your shot dissipates. You can’t make a Strike against a target you already attacked during this use of Controlled Bullet, but you can otherwise continue to make attacks against valid targets until you miss. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you’ve made all your attacks.","feat":["Controlled Bullet"],"skill_mod":{},"summary":"You create a direct magical connection with your beast gun, allowing you to guide the beast gun’s next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target.","primary_source":"Guns & Gears","trait_group":["Feat","School","Mechanics"],"level":16,"prerequisite":"Beast Gunner Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8738","archetype":["Beast Gunner"],"name":"Controlled Bullet","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8738"},{"skill_mod":{},"summary":"You’ve learned the final truth of beast guns, making you a master in the magic they grant you.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Beast Gunner Spellcasting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8739","weakness":{},"archetype":["Beast Gunner"],"name":"Master Beast Gunner Spellcasting","trait":["Archetype"],"id":"feat-8739","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Beast Gunner Spellcasting Source Guns & Gears pg. 131 Archetype Beast Gunner Prerequisites Expert Beast Gunner Spellcasting --- You’ve learned the final truth of beast guns, making you a master in the magic they grant you. You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Beast Gunner Spellcasting"],"rarity":"common","slug":"feat-8739"},{"skill_mod":{},"summary":"You’ve learned how to synchronize traditional martial arts and guns.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"expert in unarmored defense and trained in simple weapons","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8740","weakness":{},"archetype":["Bullet Dancer"],"name":"Bullet Dancer Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8740","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bullet Dancer Dedication Source Guns & Gears pg. 132 Archetype Bullet Dancer Prerequisites expert in unarmored defense and trained in simple weapons --- You’ve learned how to synchronize traditional martial arts and guns. You gain the Bullet Dancer Stance action and are trained in bayonets and reinforced stocks. Whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with bayonets, reinforced stocks, simple firearms and unarmed attacks. Bullet Dancer Stance Single Action (stance) Requirements You’re unarmored and wielding a simple firearm, bayonet, or reinforced stock; Effect You enter a specialized stance for a unique martial art centered around the use of simple firearms. While in this stance, the only Strikes you can make are those using bayonets, reinforced stocks, and simple firearms. You can use Flurry of Blows with these weapons. You can use your other monk feats or monk abilities that normally require unarmed attacks with bayonets and reinforced stocks, so long as the feat or ability doesn’t require a single, specific Strike. You can also use them with simple firearms when attacking within half the first range increment. Special You can’t select another dedication feat until you’ve gained two other feats from the bullet dancer dedication archetype. Bullet Dancer Dedication leads to... Bullet Dancer Burn, Ranged Disarm","category":"feat","pfs":"Standard","feat":["Bullet Dancer Dedication"],"rarity":"uncommon","slug":"feat-8740"},{"skill_mod":{},"summary":"The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Bullet Dancer Dedication","source_category":["Rulebooks"],"requirement":"You’re wielding a firearm with an attached bayonet or reinforced stock.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8741","weakness":{},"archetype":["Bullet Dancer"],"name":"Bullet Dancer Burn","trait":["Archetype"],"id":"feat-8741","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Bullet Dancer Burn Source Guns & Gears pg. 132 Archetype Bullet Dancer Prerequisites Bullet Dancer Dedication Requirements You’re wielding a firearm with an attached bayonet or reinforced stock. --- The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught. While in Bullet Dancer Stance, when you successfully Strike an opponent with a bayonet or reinforced stock attached to your firearm, the next ranged Strike you make against that opponent doesn’t trigger reactions that would trigger on a ranged attack, such as Attack of Opportunity. While in Bullet Dancer Stance, when you make a successful ranged Strike against an opponent within your melee reach using a firearm, the next reinforced stock or bayonet attack attached to that firearm deals an additional 1 fire damage and 1 persistent fire damage per weapon damage die. The benefit on your next Strike from either use of Bullet Dancer Burn is lost if not used by the end of your next turn. Bullet Dancer Burn leads to... Bullet Dancer Reload","category":"feat","pfs":"Standard","feat":["Bullet Dancer Burn"],"rarity":"common","slug":"feat-8741"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8742","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Black Powder Blaze Two Actions Source Guns & Gears pg. 132 Archetype Bullet Dancer Prerequisites Black Powder Boost Requirements You’re wielding a loaded firearm. --- You learn to take advantage of every shot, flying across the battlefield with the help of your weapon’s recoil. Stride and use Black Powder Boost. Make a melee Strike with the required weapon at any point during the Black Powder Boost. Special If you have Bullet Dancer Burn, apply the additional fire damage to the granted Strike.","feat":["Black Powder Blaze"],"skill_mod":{},"summary":"You learn to take advantage of every shot, flying across the battlefield with the help of your weapon’s recoil.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":8,"prerequisite":"Black Powder Boost","source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=8742","archetype":["Bullet Dancer"],"name":"Black Powder Blaze","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8742"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-8743","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Bullet Dancer Reload Single Action Source Guns & Gears pg. 132 Archetype Bullet Dancer Prerequisites Bullet Dancer Burn Requirements You’re in Bullet Dancer Stance. --- You’ve learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata. You Strike with a simple firearm, and then Interact to reload that same firearm. You don’t need a free hand to reload your simple firearm in this way.","feat":["Bullet Dancer Reload"],"skill_mod":{},"summary":"You’ve learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata.","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Bullet Dancer Burn","source_category":["Rulebooks"],"requirement":"You’re in Bullet Dancer Stance.","resistance":{},"url":"/Feats.aspx?ID=8743","archetype":["Bullet Dancer"],"name":"Bullet Dancer Reload","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8743"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8744","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Ranged Disarm Single Action Source Guns & Gears pg. 132 Archetype Bullet Dancer Prerequisites Bullet Dancer Dedication; Trick Shot Requirements You’re wielding a simple firearm. --- When using a simple firearm, you can shoot objects right out of your enemy’s hands. Attempt to Disarm the target using a ranged attack roll with your simple firearm, instead of attempting an Athletics check against the target’s Reflex DC.","feat":["Ranged Disarm"],"skill_mod":{},"summary":"When using a simple firearm, you can shoot objects right out of your enemy’s hands.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":14,"prerequisite":"Bullet Dancer Dedication; Trick Shot","source_category":["Rulebooks"],"requirement":"You’re wielding a simple firearm.","resistance":{},"url":"/Feats.aspx?ID=8744","archetype":["Bullet Dancer"],"name":"Ranged Disarm","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8744"},{"skill_mod":{},"summary":"You know how to set explosives to cause the maximum possible damage to buildings and other structures.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8745","weakness":{},"archetype":["Demolitionist"],"name":"Demolitionist Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8745","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Restricted\" > Demolitionist Dedication Source Guns & Gears pg. 133 Archetype Demolitionist --- You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in Engineering Lore or become an expert in it if you were already trained. You gain the Set Explosives action. Set Explosives Two Actions (concentrate) Requirements You have 1 or 2 bombs in hand; Effect You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object’s Hardness equal to your level. Any creatures adjacent to the hazard take the bombs’ splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn’t throw the bombs, Calculated Splash and similar effects don’t apply. Making sure your timing is correct requires concentration, so you can’t Set Explosives again while you’re waiting for a previously set bomb to detonate. Special You can’t select another dedication feat until you’ve gained two other feats from the demolitionist archetype. Demolitionist Dedication leads to... Collapse Wall, Controlled Blast, Explosive Entry, Safety Measures","category":"feat","pfs":"Restricted","feat":["Demolitionist Dedication"],"rarity":"uncommon","slug":"feat-8745"},{"skill_mod":{},"summary":"You’re often careful to be sure you’re not hoisted on your own petard, or anyone else’s, for that matter.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Demolitionist Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8746","weakness":{},"archetype":["Demolitionist"],"name":"Safety Measures","trait":["Archetype"],"id":"feat-8746","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Safety Measures Source Guns & Gears pg. 133 Archetype Demolitionist Prerequisites Demolitionist Dedication --- You’re often careful to be sure you’re not hoisted on your own petard, or anyone else’s, for that matter. When you have cover from a bomb, you gain resistance to damage caused by that bomb equal to half your level, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own bombs regardless of whether you have cover.","category":"feat","pfs":"Restricted","feat":["Safety Measures"],"rarity":"common","slug":"feat-8746"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"skill":["Lore","Lore"],"trait":["Archetype"],"id":"feat-8747","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Restricted\" > Explosive Entry Two Actions Source Guns & Gears pg. 133 Archetype Demolitionist Prerequisites Demolitionist Dedication; Master in Engineering Lore --- You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course! You Set Explosives on a door, window, container, or heavy gate. When the explosives detonate, you can attempt an Engineering Lore check to Force Open the target. If a bomb would add an item bonus to attack rolls, add that item bonus to your Engineering Lore check. Since you’re blasting your way in, you can’t avoid breaking the object or structure. If you roll a critical success, you get a success instead.","feat":["Explosive Entry"],"skill_mod":{},"summary":"You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course!","primary_source":"Guns & Gears","trait_group":["Feat"],"level":7,"prerequisite":"Demolitionist Dedication; Master in Engineering Lore","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8747","archetype":["Demolitionist"],"name":"Explosive Entry","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-8747"},{"skill_mod":{},"summary":"You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. ","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Demolitionist Dedication; Calculated Splash, Directional Bombs, or Expanded Splash","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8748","weakness":{},"archetype":["Demolitionist"],"name":"Controlled Blast","trait":["Archetype"],"id":"feat-8748","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Controlled Blast Source Guns & Gears pg. 133 Archetype Demolitionist Prerequisites Demolitionist Dedication; Calculated Splash, Directional Bombs, or Expanded Splash --- You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. If you have the Directional Bombs feats, you can use it with Set Explosives or Demolition Charge, even though you didn’t throw the bombs. If you have the Calculated Splash or Expanded Splash feats, you can apply the additional splash damage to one of the bombs when you Set Explosives or use Demolition Charge, and you can apply the increased splash area from Expanded Splash to all the bombs.","category":"feat","pfs":"Restricted","feat":["Controlled Blast"],"rarity":"common","slug":"feat-8748"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8749","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Collapse Wall Reaction Source Guns & Gears pg. 133 Archetype Demolitionist Prerequisites Demolitionist Dedication Trigger A creature moves into the bombs’ splash area. Requirements You’re within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge. --- You detonate the required bombs in order to bring a wall down on a creature. If your bombs deal enough damage to reduce the wall’s Hit Points below its Broken Threshold, the wall partially collapses on the creature. The creature takes bludgeoning damage equal to the damage dealt to the wall (basic Reflex save; the DC for this save is equal to your class DC or spell DC, whichever is higher). On a failure, they must spend an Interact action to dig themselves out of the collapse, and on a critical failure, they must spend 2 Interact actions to do so.","feat":["Collapse Wall"],"skill_mod":{},"summary":"You detonate the required bombs in order to bring a wall down on a creature.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":12,"prerequisite":"Demolitionist Dedication","source_category":["Rulebooks"],"requirement":"You’re within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge.","trigger":"A creature moves into the bombs’ splash area.","resistance":{},"url":"/Feats.aspx?ID=8749","archetype":["Demolitionist"],"name":"Collapse Wall","actions_number":1,"category":"feat","pfs":"Restricted","actions":"Reaction","rarity":"common","slug":"feat-8749"},{"skill_mod":{},"summary":"You’ve learned the secrets of making fire and sound bloom using black powder, metals, and paper. ","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8750","weakness":{},"archetype":["Firework Technican"],"skill":["Crafting","Crafting"],"name":"Firework Technician Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8750","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Firework Technician Dedication Source Guns & Gears pg. 134 Archetype Firework Technican Prerequisites Trained in Crafting --- You’ve learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck. You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the Alchemical Crafting feat, a pool of infused reagents equal to your level, and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). Your advanced alchemy level is 1. The rules for these are in the Alchemical Crafting section on page 258 of the Core Rulebook, and rules for infused reagents and advanced alchemy are here. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher. Launch Fireworks Display Single Action to Three Actions (see below); (manipulate); Cost 1 or more batches of infused reagents; Requirements You have a free hand; Effect You set off a fireworks display. You can launch a normal firework to simply create a visual or audible signal within 20 feet or you can choose one of the following special effects. A firework display has the listed traits, and if it costs more than 1 batch of infused reagents, it is noted in its Cost entry. Comet Single Action (visual) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also Point Out a single creature in the line, and your allies do not need to hear or understand you. Flower Single Action (visual) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky. Each enemy with 20 feet of you must attempt a Fortitude save. On a failure, the enemy is dazzled for 1 round, and on a critical failure they are dazzled for 2 rounds. Salute Single Action (auditory) You create a startling bang or whistle, adding an auditory component to your fireworks display. When you launch a salute display, you can choose a confused or fascinated ally within 60 feet. If the ally you chose is fascinated, the noise is so violent that it acts as a hostile effect for the purpose of their fascinated condition (though it has no negative repercussions) automatically ending most applications of the fascinated condition. If they’re confused, the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the confused condition which normally occurs when a creature is damaged. If the confused condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute. Special You can’t select another dedication feat until you’ve gained two other feats from the fireworks technician archetype. Firework Technician Dedication leads to... Coughing Dragon Display, Expert Fireworks Crafter, Goblin Jubilee Display, Jumping Jenny Display","category":"feat","pfs":"Standard","feat":["Firework Technician Dedication"],"rarity":"uncommon","slug":"feat-8750"},{"skill_mod":{},"summary":"This display emits a cascade of loud bangs or glittering trails.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8751","weakness":{},"archetype":["Firework Technican"],"name":"Coughing Dragon Display","trait":["Archetype"],"id":"feat-8751","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Coughing Dragon Display Source Guns & Gears pg. 135 Archetype Firework Technican Prerequisites Firework Technician Dedication --- This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience’s attention, it turns out to have a surprisingly effective use in combat, suppressing auditory or visual effects behind your magnificent display. You gain the Coughing Dragon fireworks display. Coughing Dragon Two Actions Cost 2 batches of infused reagents; Effect Choose either auditory or visual effects. The display gains that trait, and you attempt to counteract one or more effects within 60 feet that have this trait. On a success, the effect is suppressed until the start of your next turn, rather than ending entirely. Use your Fireworks Lore modifier as your counteract modifier, and your counteract level is equal to half your advanced alchemy level (rounded up). A coughing dragon costs 2 batches of infused reagents rather than 1, but you can increase the cost to 3 batches and spend an additional action to create an even bigger coughing dragon display that attempts to counteract both auditory and visual effects at the same time.","category":"feat","pfs":"Standard","feat":["Coughing Dragon Display"],"rarity":"common","slug":"feat-8751"},{"skill_mod":{},"summary":"You’re particularly adept at crafting fireworks, allowing you to create much more powerful fireworks than you otherwise could.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Firework Technician Dedication; Expert in Crafting","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8752","weakness":{},"archetype":["Firework Technican"],"skill":["Crafting","Crafting"],"name":"Expert Fireworks Crafter","trait":["Archetype"],"id":"feat-8752","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expert Fireworks Crafter Source Guns & Gears pg. 135 Archetype Firework Technican Prerequisites Firework Technician Dedication; Expert in Crafting --- You’re particularly adept at crafting fireworks, allowing you to create much more powerful fireworks than you otherwise could. Your advanced alchemy level for fireworks increases to your level – 3.","category":"feat","pfs":"Standard","feat":["Expert Fireworks Crafter"],"rarity":"common","slug":"feat-8752"},{"skill_mod":{},"summary":"This multi-sequence rocket blasts confetti at a series of altitudes.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8753","weakness":{},"archetype":["Firework Technican"],"name":"Jumping Jenny Display","trait":["Archetype"],"id":"feat-8753","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Jumping Jenny Display Source Guns & Gears pg. 135 Archetype Firework Technican Prerequisites Firework Technician Dedication --- This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you’ve found it has an unexpected side effect of confounding enemy fliers. You gain the Jumping Jenny fireworks display. Jumping Jenny Single Action Cost 2 batches of infused reagents; Effect Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to Fly, they must succeed at an Acrobatics check to Maneuver in Flight against the DC of your fireworks display, or the Fly action is disrupted. If all the creature’s attempts to Fly are disrupted, at the end of its turn, it falls harmlessly to the ground below. A jumping jenny costs 2 batches of infused reagents, rather than 1.","category":"feat","pfs":"Standard","feat":["Jumping Jenny Display"],"rarity":"common","slug":"feat-8753"},{"skill_mod":{},"summary":"Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Firework Technician Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8754","weakness":{},"archetype":["Firework Technican"],"name":"Goblin Jubilee Display","trait":["Archetype"],"id":"feat-8754","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Goblin Jubilee Display Source Guns & Gears pg. 135 Archetype Firework Technican Prerequisites Firework Technician Dedication --- Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the Goblin Jubilee fireworks display. Goblin Jubilee Three Actions (fire, sonic, visual) Cost 3 batches of infused reagents; Effect Chaos fills a 20-foot burst within 120 feet. All creatures in the area takes 3d6 fire damage and 3d6 sonic damage and must attempt a Fortitude save. A goblin jubilee display costs 3 batches of infused reagents, rather than 1. Critical Success The creature is unaffected. Success The creature is dazzled and deafened until the end of its next turn and takes half damage. Failure The creature is dazzled and deafened for 1 minute and takes full damage. Critical Failure The creature is blinded for 1 round, dazzled and deafened for 1 minute, and takes double damage.","category":"feat","pfs":"Standard","feat":["Goblin Jubilee Display"],"rarity":"common","slug":"feat-8754"},{"skill_mod":{},"summary":"You’ve learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8755","weakness":{},"archetype":["Firework Technican"],"name":"Banshee Cry Display","trait":["Archetype"],"id":"feat-8755","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Banshee Cry Display Source Guns & Gears pg. 135 Archetype Firework Technican --- You’ve learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the Banshee Cry fireworks display. Banshee Cry Reaction Trigger A creature within 30 feet Casts a Spell that has a verbal component or Activates an Item using a command Activation; Effect You set off a firework to explode with a loud screech near the creature. The creature must attempt a Will save. Success The creature is unaffected. Failure The creature must use an additional action on the triggering action or activity, or it’s disrupted. Critical Failure The triggering action is disrupted.","category":"feat","pfs":"Standard","feat":["Banshee Cry Display"],"rarity":"common","slug":"feat-8755"},{"skill_mod":{},"summary":"You catch an opponent off-guard by spinning your weapon.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in at least one type of one-handed firearm; Trained in Deception; Trained in Performance","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8756","weakness":{},"archetype":["Pistol Phenom"],"skill":["Deception","Performance","Deception","Performance"],"name":"Pistol Phenom Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8756","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pistol Phenom Dedication Source Guns & Gears pg. 136 Archetype Pistol Phenom Prerequisites trained in at least one type of one-handed firearm; Trained in Deception; Trained in Performance --- You catch an opponent off-guard by spinning your weapon. You gain the Pistol Twirl gunslinger feat, enabling you to Feint against creatures within your weapon’s first range increment. This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn’t count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication’s special entry and taking another archetype. Whenever you Feint with a one-handed firearm, you can choose to attempt a Performance check instead of a Deception check. Special You can’t select another dedication feat until you’ve gained at least two other feats from the pistol phenom archetype. Pistol Phenom Dedication leads to... Dazzling Bullet, Gunpowder Gauntlet, Hot Foot, Phenom's Verve, Reach For the Sky, Whirling Knockdown","category":"feat","pfs":"Standard","feat":["Pistol Phenom Dedication"],"rarity":"uncommon","slug":"feat-8756"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8757","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gunpowder Gauntlet Single Action Source Guns & Gears pg. 136 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication --- Your flair keeps foes’ attention, as your motions with your gun draw your foes into a deadly game. As you toy with them and performatively brandish your weapon, you build their tunnel vision, leaving them trapped in a perceptual gauntlet of your own making. Attempt a Performance check against the Will DC of a single target within your one-handed firearm’s first range increment. Critical Success The target takes a –2 status penalty to attack rolls against creatures other than you until the beginning of your next turn. Success The target takes a –1 status penalty to attack rolls against creatures other than you until the beginning of your next turn.","feat":["Gunpowder Gauntlet"],"skill_mod":{},"summary":"Your flair keeps foes’ attention, as your motions with your gun draw your foes into a deadly game.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":4,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8757","archetype":["Pistol Phenom"],"name":"Gunpowder Gauntlet","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8757"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-8758","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dazzling Bullet Single Action Source Guns & Gears pg. 137 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication --- Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs). Attempt a Performance check against the target creature’s Will DC and make a ranged firearm Strike against that target. If the Strike deals damage to the target creature and you succeed at the Performance check, the creature is dazzled for 1 round.","feat":["Dazzling Bullet"],"skill_mod":{},"summary":"Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs).","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8758","archetype":["Pistol Phenom"],"name":"Dazzling Bullet","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8758"},{"skill_mod":{},"summary":"Using a carefully aimed shot, you make a creature “dance.” ","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm.","source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8759","weakness":{},"archetype":["Pistol Phenom"],"name":"Hot Foot","trait":["Archetype"],"id":"feat-8759","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Hot Foot Source Guns & Gears pg. 137 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication Requirements You’re wielding a loaded firearm. --- Using a carefully aimed shot, you make a creature “dance.” You shoot at the ground near a target’s feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol’s retort, you ensure your foe can’t use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm’s first range increment. Critical Success The creature can’t use reactions, is flat-footed, and takes a –2 circumstance penalty to Reflex saves. These effects last until the start of its next turn. Success The creature can’t use reactions until the start of its next turn.","category":"feat","pfs":"Standard","feat":["Hot Foot"],"rarity":"common","slug":"feat-8759"},{"skill_mod":{},"summary":"You’re possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8760","weakness":{},"archetype":["Pistol Phenom"],"name":"Phenom's Verve","trait":["Archetype"],"id":"feat-8760","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Phenom's Verve Source Guns & Gears pg. 137 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication --- You’re possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms. Using that distinctive verve, when you perform impeccably and control the scene with your abilities, you also manage to set up your foes for disaster and ensure they remain in your sights for any follow-up attacks you want to make against them. If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn.","category":"feat","pfs":"Standard","feat":["Phenom's Verve"],"rarity":"common","slug":"feat-8760"},{"remaster_name":["Reach for the Sky"],"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Visual"],"id":"feat-8761","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reach For the Sky Two Actions Source Guns & Gears pg. 137 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication Requirements You’re wielding a loaded firearm. --- You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air. You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it’s of little use to block attacks. With their hands in the air, each of these frightened creatures can’t use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute.","feat":["Reach For the Sky"],"skill_mod":{},"summary":"You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air.","primary_source":"Guns & Gears","trait_group":["Feat","Sense"],"level":12,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"requirement":"You’re wielding a loaded firearm.","resistance":{},"url":"/Feats.aspx?ID=8761","archetype":["Pistol Phenom"],"name":"Reach For the Sky","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8761"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8762","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Whirling Knockdown Two Actions Source Guns & Gears pg. 137 Archetype Pistol Phenom Prerequisites Pistol Phenom Dedication Requirements You’re wielding a loaded one-handed firearm and a one-handed melee weapon. --- You fire your gun while throwing off a target’s balance with your melee weapon. Then, you topple your foe to the ground with the quick orchestrated combination. You don’t need to use brute force to do so, or even necessarily to hit with your gunshot; the effect is all about performing perfectly and eliminating your target’s movements and options, leaving them no choice but to fall. Make a ranged firearm Strike against a creature within the reach of your melee weapon and then attempt a Performance check against the creature’s Reflex DC. If the Strike critically succeeds, the target takes a –2 circumstance penalty to its Reflex DC against this check. The Performance check has the following effects. Critical Success The target falls and lands prone. It takes 2d6 bludgeoning damage from the fall. Success The target falls and lands prone. Critical Failure Your plans backfired on you, and you’re forced to drop your melee weapon in your space.","feat":["Whirling Knockdown"],"skill_mod":{},"summary":"You fire your gun while throwing off a target’s balance with your melee weapon.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":14,"prerequisite":"Pistol Phenom Dedication","source_category":["Rulebooks"],"requirement":"You’re wielding a loaded one-handed firearm and a one-handed melee weapon.","resistance":{},"url":"/Feats.aspx?ID=8762","archetype":["Pistol Phenom"],"name":"Whirling Knockdown","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8762"},{"skill_mod":{},"summary":"When you take this dedication, choose one willing, non-minion ally to act as your spotter.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in at least one type of weapon in the bow or firearm groups; Trained in Stealth","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8763","weakness":{},"archetype":["Sniping Duo"],"skill":["Stealth","Stealth"],"name":"Sniping Duo Dedication","trait":["Archetype","Dedication"],"id":"feat-8763","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sniping Duo Dedication Source Guns & Gears pg. 138 Archetype Sniping Duo Prerequisites trained in at least one type of weapon in the bow or firearm groups; Trained in Stealth --- When you take this dedication, choose one willing, non-minion ally to act as your spotter. As part of your training in this archetype, you train your spotter in the necessary habits and techniques to use your abilities automatically; your spotter doesn’t need to spend any feats of their own to grant the effects. You only gain the benefits of your Sniping Duo archetype feats if both you and your spotter are alive and conscious. You and your spotter don’t grant your foes lesser cover against one another’s Strikes. Whenever you or your spotter successfully Strikes a target, the other member of your duo gains a +1 circumstance bonus per weapon damage die on the damage roll of their next Strike made against that target before the end of their next turn. You can change your designated spotter by spending 3 days of downtime training with another ally. Special You can’t select another dedication feat until you’ve gained two other feats from the sniping duo archetype. Sniping Duo Dedication leads to... Concentrated Assault, Duo's Aim, Eagle Eyes, Exploit Opening, Tag Team, Targeted Redirection, Triangulate, Vantage Shot","category":"feat","pfs":"Standard","feat":["Sniping Duo Dedication"],"rarity":"common","slug":"feat-8763"},{"skill_mod":{},"summary":"Your spotter’s quick signals help you make even difficult shots seem simple.","primary_source":"Guns & Gears","trait_group":["Feat","Sense"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8764","weakness":{},"archetype":["Sniping Duo"],"name":"Triangulate","trait":["Archetype","Auditory","Visual"],"id":"feat-8764","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Triangulate Source Guns & Gears pg. 138 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- Your spotter’s quick signals help you make even difficult shots seem simple. As long as both you and your spotter can see the target of your attacks, you don’t take a penalty for attacking within your weapon’s second range increment. The penalty you take for firing into further range increments is –3 for the third range increment, with an additional –2 penalty for each additional increment beyond the third (–5 for the fourth range increment, –7 for the fifth, and –9 for the sixth).","category":"feat","pfs":"Standard","feat":["Triangulate"],"rarity":"common","slug":"feat-8764"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8765","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Exploit Opening Reaction Source Guns & Gears pg. 138 Archetype Sniping Duo Prerequisites Sniping Duo Dedication Trigger Your spotter critically succeeds at a Strike against a creature, and that creature is within your ranged weapon’s first range increment. --- You take advantage of your spotter’s devastating attack to unleash your own follow-up attack. Make a ranged Strike with a –2 penalty against the target of the triggering attack. This Strike doesn’t count toward your multiple attack penalty and your multiple attack penalty doesn’t apply to the Strike.","feat":["Exploit Opening"],"skill_mod":{},"summary":"You take advantage of your spotter’s devastating attack to unleash your own follow-up attack.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":6,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"trigger":"Your spotter critically succeeds at a Strike against a creature, and that creature is within your ranged weapon’s first range increment.","resistance":{},"url":"/Feats.aspx?ID=8765","archetype":["Sniping Duo"],"name":"Exploit Opening","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8765"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8766","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Targeted Redirection Single Action Source Guns & Gears pg. 138 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe’s cover. If your next action is to make a ranged Strike, you treat your spotter’s position as your own for the purposes of determining cover and range. Your spotter must be within your weapon’s first range increment and they must use a reaction to redirect your shot.","feat":["Targeted Redirection"],"skill_mod":{},"summary":"You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe’s cover .","primary_source":"Guns & Gears","trait_group":["Feat"],"level":6,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8766","archetype":["Sniping Duo"],"name":"Targeted Redirection","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8766"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-8767","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Duo's Aim Two Actions Source Guns & Gears pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- With assistance from your spotter, you aim for an especially accurate attack. Make a ranged weapon Strike against a foe either within your spotter’s melee reach or the first range increment of a ranged weapon your spotter is wielding. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealment. If you’re using a firearm with the kickback trait, you don’t take the normal circumstance penalty to this Strike for not having the required Strength score or firing without using a tripod.","feat":["Duo's Aim"],"skill_mod":{},"summary":"With assistance from your spotter, you aim for an especially accurate attack.","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8767","archetype":["Sniping Duo"],"name":"Duo's Aim","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8767"},{"skill_mod":{},"summary":"You and your spotter take advantage of each other’s attacks to momentarily hide and throw your foes off-balance against your follow-up attack.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8768","weakness":{},"archetype":["Sniping Duo"],"name":"Vantage Shot","trait":["Archetype"],"id":"feat-8768","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Vantage Shot Source Guns & Gears pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- You and your spotter take advantage of each other’s attacks to momentarily hide and throw your foes off-balance against your follow-up attack. When you successfully make a ranged Strike against a foe, your spotter can use a reaction to attempt a Stealth check against the foe’s Perception DC. On a success, the foe is flat-footed against the spotter’s next attack before the end of your spotter’s next turn. Similarly, when your spotter successfully makes a ranged Strike against a foe, you can use a reaction to attempt a Stealth check against the foe’s Perception DC. On a success, the foe is flat-footed against your next attack against them before the end of your next turn.","category":"feat","pfs":"Standard","feat":["Vantage Shot"],"rarity":"common","slug":"feat-8768"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8769","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tag Team Reaction Source Guns & Gears pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication Trigger You or your spotter misses with a Strike against a creature, and the creature is within the other’s melee reach or first range increment. --- Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other’s failures as opportunities to strike. If you used Tag Team after your spotter missed the triggering Strike, make a ranged Strike against the same target with a –2 penalty. If you used this reaction after you missed the triggering Strike, your spotter can use their reaction to make a melee or ranged Strike against the same target. Strikes granted by this feat don’t count toward your or your spotter’s multiple attack penalty and your or your spotter’s multiple attack penalty doesn’t apply to the granted Strike.","feat":["Tag Team"],"skill_mod":{},"summary":"Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other’s failures as opportunities to strike.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":10,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"trigger":"You or your spotter misses with a Strike against a creature, and the creature is within the other’s melee reach or first range increment.","resistance":{},"url":"/Feats.aspx?ID=8769","archetype":["Sniping Duo"],"name":"Tag Team","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8769"},{"skill_mod":{},"summary":"You and your spotter are adept at watching out for one another.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8770","weakness":{},"archetype":["Sniping Duo"],"name":"Eagle Eyes","trait":["Archetype"],"id":"feat-8770","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Eagle Eyes Source Guns & Gears pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- You and your spotter are adept at watching out for one another. As long as you can see or hear each other, neither of you is flat-footed to hidden, undetected, or flanking creatures of your level or lower, or to creatures of your level or lower using a surprise attack. However, they can still help their allies flank.","category":"feat","pfs":"Standard","feat":["Eagle Eyes"],"rarity":"common","slug":"feat-8770"},{"skill_mod":{},"summary":"You and your spotter combine your efforts to bring down your target.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sniping Duo Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8771","weakness":{},"archetype":["Sniping Duo"],"name":"Concentrated Assault","trait":["Archetype"],"id":"feat-8771","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Concentrated Assault Source Guns & Gears pg. 139 Archetype Sniping Duo Prerequisites Sniping Duo Dedication --- You and your spotter combine your efforts to bring down your target. If you and your spotter both use the Ready activity to make a Strike against the same opponent and choose the same trigger for the readied action, resolve your attacks at the same time. Each of you can use the higher of the two attack rolls for your Strikes, each using your own modifier; this is a fortune effect. If both attacks are successful, total the damage for both attacks for the purpose of resistances and weaknesses.","category":"feat","pfs":"Standard","feat":["Concentrated Assault"],"rarity":"common","slug":"feat-8771"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Class","Dedication","Uncommon"],"id":"feat-8772","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Spellshot Dedication Single Action Source Guns & Gears pg. 140 Archetype Spellshot Prerequisites way of the spellshot --- You cast arcane spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for spellshot archetype spells is Intelligence, and they are arcane spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. This counts as the wizard archetype for the benefits of Basic Wizard Spellcasting. Special You can’t select another dedication feat other than Beast Gunner Dedication until you’ve gained two other feats from the spellshot or beast gunner archetypes. Spellshot Dedication leads to... Black Powder Embodiment, Call Gun, Fulminating Shot, Phase Bullet","feat":["Spellshot Dedication"],"skill_mod":{},"summary":"You cast arcane spells like a wizard , gaining a spellbook with four common arcane cantrips of your choice.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"way of the spellshot","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8772","archetype":["Spellshot"],"name":"Spellshot Dedication","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-8772"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per round.","weakness":{},"school":"evocation","trait":["Archetype","Evocation","Magical"],"id":"feat-8773","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fulminating Shot Single Action Source Guns & Gears pg. 141 Archetype Spellshot Frequency once per round. Prerequisites Spellshot Dedication --- You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal 1d6 additional damage of this type. At 12th level, this increases to 2d6 additional damage, and at 18th level, it increases to 3d6 additional damage.","feat":["Fulminating Shot"],"skill_mod":{},"summary":"You channel potent magic into your next shot, empowering it with a blast of crackling energy.","primary_source":"Guns & Gears","trait_group":["Feat","School","Mechanics"],"level":6,"prerequisite":"Spellshot Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8773","archetype":["Spellshot"],"name":"Fulminating Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8773"},{"skill_mod":{},"summary":"You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location.","primary_source":"Guns & Gears","trait_group":["Feat","School","Mechanics"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Spellshot Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8774","weakness":{},"archetype":["Spellshot","Beast Gunner"],"school":"conjuration","name":"Call Gun","trait":["Archetype","Conjuration","Magical","Teleportation"],"id":"feat-8774","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Call Gun Source Guns & Gears pg. 141 PFS Note The Spellshot archetype’s Call Gun action can only be used on a gun in the character’s possession. Archetypes Spellshot, Beast Gunner (Level 8), Beast Gunner (Level 8) Prerequisites Spellshot Dedication --- You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the Call Gun action to call the gun to your hand. Call Gun Single Action (conjuration, magical) Effect You hold aloft a free hand and call the firearm or crossbow you chose during your daily preparations into your hand. As long as the weapon you chose is on the same plane, it appears in your hand.","category":"feat","pfs":"Standard","feat":["Call Gun"],"rarity":"common","slug":"feat-8774"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"conjuration","trait":["Archetype","Conjuration","Magical"],"id":"feat-8775","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Phase Bullet Single Action Source Guns & Gears pg. 141 Archetype Spellshot Frequency once per day Prerequisites Spellshot Dedication --- You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make a crossbow or firearm Strike against a foe who’s observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non‑magical barriers or walls in its way, though magical barriers and force effects stop the bullet. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike’s damage can’t be reduced with a Shield Block reaction using a non‑magical shield.","feat":["Phase Bullet"],"skill_mod":{},"summary":"You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target.","primary_source":"Guns & Gears","trait_group":["Feat","School","Mechanics"],"level":14,"prerequisite":"Spellshot Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8775","archetype":["Spellshot"],"name":"Phase Bullet","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8775"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"weakness":{},"school":"conjuration","trait":["Archetype","Conjuration","Teleportation"],"id":"feat-8776","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Black Powder Embodiment Source Guns & Gears pg. 141 Archetype Spellshot Prerequisites Spellshot Dedication Requirements You’re wielding a loaded magical firearm or crossbow. --- You infuse your entire being into a single shot, merging your body into the blast and enabling you to travel the same path as your bolt or bullet. Strike a creature with the required weapon. On a success, if the target was within 120 feet, you and all your gear are teleported to an open space of your choice within 10 feet of the target.","feat":["Black Powder Embodiment"],"skill_mod":{},"summary":"You infuse your entire being into a single shot, merging your body into the blast and enabling you to travel the same path as your bolt or bullet. ","primary_source":"Guns & Gears","trait_group":["Feat","School","Mechanics"],"level":18,"prerequisite":"Spellshot Dedication","source_category":["Rulebooks"],"requirement":"You’re wielding a loaded magical firearm or crossbow.","resistance":{},"url":"/Feats.aspx?ID=8776","archetype":["Spellshot"],"name":"Black Powder Embodiment","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8776"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Arcana","Arcana"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8777","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Unexpected Sharpshooter Dedication Source Guns & Gears pg. 142 Archetype Unexpected Sharpshooter Frequency once per day Prerequisites Master in Arcana --- Who needs skill when you’ve got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren’t aiming at your foe when you fired. You gain the Accidental Shot activity. Accidental Shot Two Actions (fortune) Frequency once per day; Effect You make a Strike with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. Special You can’t select another dedication feat until you’ve gained two other feats from the unexpected sharpshooter archetype. Unexpected Sharpshooter Dedication leads to... Chain Reaction, I Meant to Do That, Lucky Escape, No Hard Feelings, That Was a Close One, Huh?, Unbelievable Escape, Unbelievable Luck","feat":["Unexpected Sharpshooter Dedication"],"skill_mod":{},"summary":"Who needs skill when you’ve got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren’t aiming at your foe when you fired.","primary_source":"Guns & Gears","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Master in Arcana","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8777","archetype":["Unexpected Sharpshooter"],"name":"Unexpected Sharpshooter Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8777"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Misfortune"],"id":"feat-8778","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lucky Escape Reaction Source Guns & Gears pg. 142 Archetype Unexpected Sharpshooter Frequency once per day Prerequisites Unexpected Sharpshooter Dedication Trigger A creature targets you with an attack, even if you aren’t aware of it. --- Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss. The attacker must roll the attack twice and use the worse result","feat":["Lucky Escape"],"skill_mod":{},"summary":"Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss.","primary_source":"Guns & Gears","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"trigger":"A creature targets you with an attack, even if you aren’t aware of it.","resistance":{},"url":"/Feats.aspx?ID=8778","archetype":["Unexpected Sharpshooter"],"name":"Lucky Escape","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8778"},{"skill_mod":{},"summary":"Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight—at least sometimes.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8779","weakness":{},"archetype":["Unexpected Sharpshooter"],"name":"No Hard Feelings","trait":["Archetype"],"id":"feat-8779","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > No Hard Feelings Source Guns & Gears pg. 142 Archetype Unexpected Sharpshooter Prerequisites Unexpected Sharpshooter Dedication --- Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight—at least sometimes. You can choose to add the nonlethal trait to your ranged weapons, making the choice of whether to add the trait or not just before each Strike.","category":"feat","pfs":"Standard","feat":["No Hard Feelings"],"rarity":"common","slug":"feat-8779"},{"remaster_name":["That was a Close One, Huh?"],"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"skill":["Deception","Deception"],"trait":["Archetype","Skill"],"id":"feat-8780","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > That Was a Close One, Huh? Single Action Source Guns & Gears pg. 142 Archetype Unexpected Sharpshooter Frequency once per round Prerequisites Master in Deception; Unexpected Sharpshooter Dedication Requirements Either you used Accidental Shot and hit your opponent with the Strike this turn, or you used Lucky Escape since your last turn and the triggering attack missed you. --- You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it’s a good idea to oppose you in battle. Attempt to Demoralize either the foe you hit with Accidental Shot or the foe that missed you due to Lucky Escape. You use Deception instead of Intimidation to attempt the check to Demoralize.","feat":["That Was a Close One, Huh?"],"skill_mod":{},"summary":"You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it’s a good idea to oppose you in battle.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":7,"prerequisite":"Master in Deception; Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"requirement":"Either you used Accidental Shot and hit your opponent with the Strike this turn, or you used Lucky Escape since your last turn and the triggering attack missed you.","resistance":{},"url":"/Feats.aspx?ID=8780","archetype":["Unexpected Sharpshooter"],"name":"That Was a Close One, Huh?","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8780"},{"skill_mod":{},"summary":"While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8781","weakness":{},"archetype":["Unexpected Sharpshooter"],"name":"Unbelievable Luck","trait":["Archetype"],"id":"feat-8781","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unbelievable Luck Source Guns & Gears pg. 142 Archetype Unexpected Sharpshooter Prerequisites Unexpected Sharpshooter Dedication --- While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the Accidental Shot activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day.","category":"feat","pfs":"Standard","feat":["Unbelievable Luck"],"rarity":"common","slug":"feat-8781"},{"skill_mod":{},"summary":"Your ability to narrowly evade danger defies all logic.","primary_source":"Guns & Gears","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8782","weakness":{},"archetype":["Unexpected Sharpshooter"],"name":"Unbelievable Escape","trait":["Archetype"],"id":"feat-8782","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unbelievable Escape Source Guns & Gears pg. 142 Archetype Unexpected Sharpshooter Prerequisites Unexpected Sharpshooter Dedication --- Your ability to narrowly evade danger defies all logic. You can use Lucky Escape once per hour instead of once per day.","category":"feat","pfs":"Standard","feat":["Unbelievable Escape"],"rarity":"common","slug":"feat-8782"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Deception","Deception"],"trait":["Archetype"],"id":"feat-8783","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > I Meant to Do That Single Action Source Guns & Gears pg. 142 Archetype Unexpected Sharpshooter Frequency once per hour Prerequisites Trained in Deception; Unexpected Sharpshooter Dedication Requirements Your previous action was a ranged weapon Strike that missed a foe within 60 feet. --- Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe’s weapon away or they stumble over stray debris in an attempt to dodge your bullets. Roll a Deception check to attempt to Shove, Trip, or Disarm the foe you missed.","feat":["I Meant to Do That"],"skill_mod":{},"summary":"Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe’s weapon away or they stumble over stray debris in an attempt to dodge your bullets.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":10,"prerequisite":"Trained in Deception; Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"requirement":"Your previous action was a ranged weapon Strike that missed a foe within 60 feet.","resistance":{},"url":"/Feats.aspx?ID=8783","archetype":["Unexpected Sharpshooter"],"name":"I Meant to Do That","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8783"},{"primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-8784","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Chain Reaction Three Actions Source Guns & Gears pg. 142 Archetype Unexpected Sharpshooter Frequency once per 10 minutes Prerequisites Unexpected Sharpshooter Dedication --- You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone. Make a Strike with a ranged weapon, and if you hit, you can make another Strike at a target within 30 feet of the first target. If you hit the second target, attempt to Strike a third target within 30 feet of the second target, and so on, continuing until you miss a target. You can cease the chain at any point; otherwise, it ends when you first miss an attack. However, you can’t target the same creature more than once; each time you move to a new target, it must be a target you haven’t made a Strike against yet during this particular use of Chain Reaction. This damage is caused by some improbable set of events that injures one target after another, rather than from actually making several shots. Perhaps you shot at a tree branch that then fell on the targets, or one target’s scream caused another to accidentally set off their gun and shoot themselves in the foot. This means that only the first target suffers any special effects tied to the bullet (if it was magical ammunition, for example), but each target you hit still takes the same damage dealt by your Strike. Normally, all damage is of the same damage type as the initial bullet. However, the GM might choose to change the damage type based on their description of the chain reaction. For example, if one target was burned by fire, that target might take fire damage instead of physical damage.","feat":["Chain Reaction"],"skill_mod":{},"summary":"You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire.","primary_source":"Guns & Gears","trait_group":["Feat"],"level":12,"prerequisite":"Unexpected Sharpshooter Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8784","archetype":["Unexpected Sharpshooter"],"name":"Chain Reaction","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8784"},{"skill_mod":{},"summary":"After years of using black powder weaponry in dimly lit spaces, you’ve become accustomed to dazzling flashes of light and sudden shifts in illumination. You gain a +1 circumstance bonus to saving throws against visual effects. If you roll a success on a saving throw against a visual effect, you get a critical success instead.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8785","weakness":{},"name":"Adaptive Vision","trait":["Dwarf","Uncommon"],"id":"feat-8785","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adaptive Vision Source Guns & Gears pg. 200 Access You are from Dongun Hold or Alkenstar. --- After years of using black powder weaponry in dimly lit spaces, you’ve become accustomed to dazzling flashes of light and sudden shifts in illumination. You gain a +1 circumstance bonus to saving throws against visual effects. If you roll a success on a saving throw against a visual effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Adaptive Vision"],"rarity":"uncommon","slug":"feat-8785"},{"skill_mod":{},"summary":"Raised in the ancient halls of Dongun Hold or the surrounding region, you display your lineage with a clan pistol , rather than a clan dagger .","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8786","weakness":{},"name":"Clan Pistol","trait":["Dwarf","Uncommon"],"id":"feat-8786","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Clan Pistol Source Guns & Gears pg. 200 Access You are from Dongun Hold or Alkenstar. --- Raised in the ancient halls of Dongun Hold or the surrounding region, you display your lineage with a clan pistol, rather than a clan dagger. You get one clan pistol of your clan for free, as it was given to you at birth. This replaces your clan dagger. Selling this pistol is a terrible taboo and earns you the disdain of other dwarves. You are trained with the clan pistol. In addition, when your clan pistol is visible, you gain a +1 circumstance bonus on checks to Gather Information or Make an Impression when interacting with citizens of Alkenstar, Dongun Hold, or their allies.","category":"feat","pfs":"Standard","feat":["Clan Pistol"],"rarity":"uncommon","slug":"feat-8786"},{"skill_mod":{},"summary":"You’re knowledgeable in trades that are important to your people’s survival and commercial interests. Pick two of the following Lore skills: Engineering Lore , Explosive Lore, or Firearm Lore.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8787","weakness":{},"name":"Dongun Education","trait":["Dwarf","Uncommon"],"id":"feat-8787","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dongun Education Source Guns & Gears pg. 200 Access You are from Dongun Hold or Alkenstar. --- You’re knowledgeable in trades that are important to your people’s survival and commercial interests. Pick two of the following Lore skills: Engineering Lore, Explosive Lore, or Firearm Lore. At 2nd level, you gain expert proficiency in these Lore skills; at 7th level, you gain master proficiency in these Lore skills; and at 15th level, you gain legendary proficiency in them.","category":"feat","pfs":"Standard","feat":["Dongun Education"],"rarity":"uncommon","slug":"feat-8787"},{"skill_mod":{},"summary":"A lifetime wielding firearms and explosive ordinance amid the chaos of battle has granted you great skill with volatile weapons.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8788","weakness":{},"name":"Explosive Savant","trait":["Dwarf","Uncommon"],"id":"feat-8788","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Explosive Savant Source Guns & Gears pg. 200 Access You are from Dongun Hold or Alkenstar. --- A lifetime wielding firearms and explosive ordinance amid the chaos of battle has granted you great skill with volatile weapons. You become trained in simple and martial bombs and firearms. Explosive Savant leads to... Explosive Expert","category":"feat","pfs":"Standard","feat":["Explosive Savant"],"rarity":"uncommon","slug":"feat-8788"},{"skill_mod":{},"summary":"You’ve grown up around a forge and are well-suited to dealing with smoke and flame. ","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8789","weakness":{},"name":"Fire Savvy","trait":["Dwarf","Uncommon"],"id":"feat-8789","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fire Savvy Source Guns & Gears pg. 200 Access You are from Dongun Hold or Alkenstar. --- You’ve grown up around a forge and are well-suited to dealing with smoke and flame. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 with appropriate assistance. In addition, if you roll a success on a saving throw against suffocation or choking due to smoke or ash, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Fire Savvy"],"rarity":"uncommon","slug":"feat-8789"},{"skill_mod":{},"summary":"You’re used to the clamor of steel, the crack of a firearm, and the thunderous blast of explosions.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8790","weakness":{},"name":"Blast Resistance","trait":["Dwarf","Uncommon"],"id":"feat-8790","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Blast Resistance Source Guns & Gears pg. 200 Access You are from Dongun Hold or Alkenstar. --- You’re used to the clamor of steel, the crack of a firearm, and the thunderous blast of explosions. You gain resistance 3 to sonic. If you roll a success on a saving throw against an auditory effect that causes the deafened condition, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Blast Resistance"],"rarity":"uncommon","slug":"feat-8790"},{"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"skill":["Crafting","Crafting"],"trait":["Dwarf","Fire","Manipulate","Uncommon"],"id":"feat-8791","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Spark Fist Single Action Source Guns & Gears pg. 200 Frequency once per minute Prerequisites Expert in Crafting Access You are from Dongun Hold or Alkenstar. --- You dust explosive black powder on your fist or glove before attacking, which combusts as you hit an opponent. The resulting pops of flame harm both you and your enemy. Until the end of your next turn, your fist loses the nonlethal trait and deals an additional 1 fire damage on a successful Strike. Each time you succeed on a fist Strike, you take 1 fire damage. If your fist would deal more than one weapon damage die, the fire damage dealt on a successful Strike, to both you and your opponent, is equal to the number of weapon damage dice.","feat":["Spark Fist"],"element":["Fire"],"skill_mod":{},"summary":"You dust explosive black powder on your fist or glove before attacking, which combusts as you hit an opponent.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"level":5,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=8791","name":"Spark Fist","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-8791"},{"skill_mod":{},"summary":"You know how to destroy objects with a well-placed explosion.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8792","weakness":{},"name":"Demolitionist","trait":["Dwarf","Uncommon"],"id":"feat-8792","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Demolitionist Source Guns & Gears pg. 201 Access You are from Dongun Hold or Alkenstar. --- You know how to destroy objects with a well-placed explosion. Whenever you hit with a bomb Strike against a trap or an unattended object, you ignore the first 5 points of the object’s Hardness.","category":"feat","pfs":"Standard","feat":["Demolitionist"],"rarity":"uncommon","slug":"feat-8792"},{"skill_mod":{},"summary":"You’re used to fighting and hiding in a haze of smoke and flame.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8793","weakness":{},"name":"Smoke Sight","trait":["Dwarf","Uncommon"],"id":"feat-8793","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Smoke Sight Source Guns & Gears pg. 201 Access You are from Dongun Hold or Alkenstar. --- You’re used to fighting and hiding in a haze of smoke and flame. You automatically succeed at the DC 5 flat check to target a concealed creature if that creature is concealed only by smoke. When you are concealed or hidden in smoke, increase the DC of the flat check to target you to 6 if you’re concealed or 12 if you’re hidden.","category":"feat","pfs":"Standard","feat":["Smoke Sight"],"rarity":"uncommon","slug":"feat-8793"},{"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Crafting","Crafting"],"trait":["Dwarf","Fortune","Uncommon"],"id":"feat-8794","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Crafter's Instinct Reaction Source Guns & Gears pg. 201 Frequency once per day Prerequisites Master in Crafting Access You are from Dongun Hold or Alkenstar. Trigger You misfire with a firearm or you roll a failure on a Strike with a ranged weapon. --- You sense a minor flaw in the weapon as you fire it, and quickly adjust your aim on the fly to avoid the flaw. If the triggering Strike was a misfire, you get a normal failure instead. If the triggering Strike was a failure, it becomes a glancing blow that deals minimum damage for the Strike (adding any bonuses as normal but getting a result of 1 for all damage dice that would be rolled on a success). The glancing blow does not apply other effects that would normally happen only on a hit.","feat":["Crafter's Instinct"],"skill_mod":{},"summary":"You sense a minor flaw in the weapon as you fire it, and quickly adjust your aim on the fly to avoid the flaw.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Mechanics","Rarity"],"level":13,"prerequisite":"Master in Crafting","source_category":["Rulebooks"],"trigger":"You misfire with a firearm or you roll a failure on a Strike with a ranged weapon.","resistance":{},"url":"/Feats.aspx?ID=8794","name":"Crafter's Instinct","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-8794"},{"skill_mod":{},"summary":"You have continued training in volatile weapons and gained a deeper understanding.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":13,"prerequisite":"Explosive Savant","source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8795","weakness":{},"name":"Explosive Expert","trait":["Dwarf","Uncommon"],"id":"feat-8795","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Explosive Expert Source Guns & Gears pg. 201 Prerequisites Explosive Savant Access You are from Dongun Hold or Alkenstar. --- You have continued training in volatile weapons and gained a deeper understanding. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for simple and martial bombs and firearms.","category":"feat","pfs":"Standard","feat":["Explosive Expert"],"rarity":"uncommon","slug":"feat-8795"},{"skill_mod":{},"summary":"Your family’s traditions of defending against Geb’s undead have granted you a sixth sense for detecting spirits, haunts, and other restless dead, no matter their form or the strength of their presence.","primary_source":"Guns & Gears","trait_group":["Ancestry","Weapon","Rarity"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Guns & Gears"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8796","weakness":{},"name":"Scrutinizing Gaze","trait":["Dwarf","Uncommon"],"id":"feat-8796","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Scrutinizing Gaze Source Guns & Gears pg. 201 Access You are from Dongun Hold or Alkenstar. --- Your family’s traditions of defending against Geb’s undead have granted you a sixth sense for detecting spirits, haunts, and other restless dead, no matter their form or the strength of their presence. You gain a +2 circumstance bonus to Perception checks to Sense Motive when trying to determine if a creature is possessed or under the influence of an effect that would make them controlled, a +2 circumstance bonus to Perception checks made to see through disguises worn by undead, and a +2 circumstance bonus when using the Seek action to find hidden or undetected haunts or undead within 30 feet of you. If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice haunts or undead within 30 feet anyway. This check doesn’t gain the usual +2 circumstance bonus, and instead takes a –2 circumstance penalty.","category":"feat","pfs":"Standard","feat":["Scrutinizing Gaze"],"rarity":"uncommon","slug":"feat-8796"},{"remaster_name":["Forge-Blessed Shot"],"access":"You are from Dongun Hold or Alkenstar.","primary_source_category":"Rulebooks","source":["Guns & Gears"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Divine","Dwarf","Uncommon"],"id":"feat-8797","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Forge-Blessd Shot Free Action Source Guns & Gears pg. 201 Frequency once per day Prerequisites worshipper of Torag or Angradd Access You are from Dongun Hold or Alkenstar. Trigger You attempt a ranged Strike. --- You intone a prayer to the dwarven deities Torag or Angradd, willing a higher power to guide your aim in the heat of battle. On your next Strike with a ranged weapon before the end of your turn, you gain a +2 circumstance bonus to your attack roll and ignore your target’s concealed condition, as well as your target’s lesser, standard, and greater cover.","feat":["Forge-Blessd Shot"],"skill_mod":{},"summary":"You intone a prayer to the dwarven deities Torag or Angradd, willing a higher power to guide your aim in the heat of battle.","primary_source":"Guns & Gears","trait_group":["Tradition","Ancestry","Weapon","Rarity"],"level":17,"prerequisite":"worshipper of Torag or Angradd","source_category":["Rulebooks"],"trigger":"You attempt a ranged Strike.","resistance":{},"url":"/Feats.aspx?ID=8797","name":"Forge-Blessd Shot","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-8797"},{"skill_mod":{},"summary":"You enter the stance of the implacable wombat, your reinforced backside ready to jostle and batter those who offend you. ","primary_source":"Fools Aplenty","trait_group":["Class","Weapon","Class-Specific"],"primary_source_category":"April Fools","level":1,"source_category":["April Fools"],"requirement":"You are unarmored.","source":["Fools Aplenty"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8798","weakness":{},"name":"Wombat Style","trait":["Monk","Stance"],"actions_number":2,"id":"feat-8798","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Wombat Style Single Action Source Fools Aplenty Requirements You are unarmored. --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. You enter the stance of the implacable wombat, your reinforced backside ready to jostle and batter those who offend you. The only Strikes you can make are wombat butt unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the hampering, nonlethal, parry, shove, and unarmed traits. While you are in Wombat Stance, you can't be flanked by enemies of your level or lower. Wombat Style leads to... Wombat Bastion, Wombat Burrow","category":"feat","actions":"Single Action","feat":["Wombat Style"],"rarity":"common","slug":"feat-8798"},{"skill_mod":{},"summary":"You make a quick attack before retreating to safety.","primary_source":"Fools Aplenty","trait_group":["Class","Weapon"],"primary_source_category":"April Fools","level":6,"prerequisite":"Wombat Style","source_category":["April Fools"],"requirement":"You are in Wombat Stance","source":["Fools Aplenty"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8799","weakness":{},"name":"Wombat Bastion","trait":["Monk"],"actions_number":4,"id":"feat-8799","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Wombat Bastion Two Actions Source Fools Aplenty Prerequisites Wombat Style Requirements You are in Wombat Stance --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. You make a quick attack before retreating to safety. You either make a wombat butt Strike or Shove an adjacent creature, after which you can Step and Take Cover. If your Strike or Shove is a critical success, you also gain a +2 circumstance bonus to your Fortitude DC to avoid being Repositioned or Shoved until the end of your next turn. Special If you have the Wombat Burrow feat, you can Burrow 5 feet instead of Stepping when using this feat.","category":"feat","actions":"Two Actions","feat":["Wombat Bastion"],"rarity":"common","slug":"feat-8799"},{"skill_mod":{},"summary":"While in Wombat Stance, you gain a Burrow speed equal to the Speed bonus granted by your Incredible Movement ability.","primary_source":"Fools Aplenty","trait_group":["Elemental","Planar","Monster","Class","Weapon"],"primary_source_category":"April Fools","level":10,"prerequisite":"Wombat Style; Incredible Movement","source_category":["April Fools"],"source":["Fools Aplenty"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8801","weakness":{},"name":"Wombat Burrow","trait":["Earth","Monk"],"id":"feat-8801","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Wombat Burrow Source Fools Aplenty Prerequisites Wombat Style; Incredible Movement --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. While in Wombat Stance, you gain a Burrow speed equal to the Speed bonus granted by your Incredible Movement ability. You can Burrow through earth and soil, but not solid rock.","category":"feat","feat":["Wombat Burrow"],"element":["Earth"],"rarity":"common","slug":"feat-8801"},{"skill_mod":{},"summary":"Using the power of punnery, you deliver a lovingly tailored joke at a creature within 60 feet.","primary_source":"Fools Aplenty","trait_group":["Sense","Feat","Mechanics"],"primary_source_category":"April Fools","level":1,"source_category":["April Fools"],"source":["Fools Aplenty"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8803","weakness":{},"name":"Dad Joke","trait":["Auditory","General","Mental","Skill"],"actions_number":2,"id":"feat-8803","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Dad Joke Single Action to Two Actions Source Fools Aplenty --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. Using the power of punnery, you deliver a lovingly tailored joke at a creature within 60 feet. Attempt a skill check using the skill that would be used to identify the creature (e.g. Religion for a fiend); you can instead attempt a Lore check with a +2 circumstance bonus if the target is trained in that Lore or could be identified by that Lore when Recalling Knowledge. If you target a creature that isn’t a family member, this ability gains the incapacitation trait. The target is then immune to your Dad Jokes for 1 hour. If you spend two actions to use this ability by setting up an especially elaborate punchline, your target also takes 1d4 mental damage, plus 1d4 additional damage at 3rd level and every 2 levels thereafter, with a basic Will save against the higher of your class DC or spell DC. Critical Success The joke is so blindingly perfect-yet-awful that the target dissociates from reality. The creature is dazzled and stupefied 1 until the end of your next turn. Double the mental damage dealt to the target. Success The target is stupefied 1 until the end of your next turn or until the creature targets you with a hostile effect, whichever happens first. The target takes full mental damage. Failure The target is unaffected. Critical Failure The target is unaffected. Your allies who hear the joke are so embarrassed by it that they can’t treat you as an ally for any effects until the end of your next turn.","category":"feat","actions":"Single Action to Two Actions","feat":["Dad Joke"],"rarity":"common","slug":"feat-8803"},{"skill_mod":{},"summary":"You have JBNNNMBMM Interact action.","primary_source":"Fools Aplenty","trait_group":["Feat"],"primary_source_category":"April Fools","level":1,"prerequisite":"Pet","source_category":["April Fools"],"source":["Fools Aplenty"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8804","weakness":{},"name":"GGGHhhjjjJJK","trait":["General"],"id":"feat-8804","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > GGGHhhjjjJJK Source Fools Aplenty Prerequisites Pet --- Nethys Note: This is a part of the April Fool's content from Paizo's blogs. You have JBNNNMBMM<<&lt;M thatEHERBEBNMDF<……///.? And can FHERWHFEWRGNMN<Ggmfmngr,m as an Interact action. Oh um oh dear, I believe there was more, but little peets across the keyboard seem to have erased the rest of te sdfja [[[]}sfJHfas. ascs .>>.","category":"feat","feat":["GGGHhhjjjJJK"],"rarity":"common","slug":"feat-8804"},{"access":"trained by a current or former member of a House of Perfection","primary_source_category":"Adventure Paths","source":["Pathfinder #158: Sixty Feet Under"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8805","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Jalmeri Heavenseeker Dedication May contain spoilers from Agents of Edgewatch Source Pathfinder #158: Sixty Feet Under pg. 78 Archetype Jalmeri Heavenseeker Access trained by a current or former member of a House of Perfection --- Your skill and dedication have set you on a path to master the techniques of Jalmeray's greatest martial artists: victors of the Challenge of Sky and Heaven. You become trained in either Acrobatics or Occultism. You gain either the Ki Rush or Ki Strike monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. If you already have both these feats, you can instead choose a single 1st-level monk feat. Special You can't select another dedication feat until you have gained two other feats from the Jalmeri heavenseeker archetype.","feat":["Jalmeri Heavenseeker Dedication"],"skill_mod":{},"summary":"Your skill and dedication have set you on a path to master the techniques of Jalmeray's greatest martial artists: victors of the Challenge of Sky and Heaven.","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Feat","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8805","archetype":["Jalmeri Heavenseeker"],"source_group":["Agents of Edgewatch"],"spoilers":"Agents of Edgewatch","name":"Jalmeri Heavenseeker Dedication","category":"feat","rarity":"uncommon","slug":"feat-8805"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #158: Sixty Feet Under"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"evocation","trait":["Archetype","Electricity","Evocation","Sonic"],"id":"feat-8806","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Heaven's Thunder Single Action Source Pathfinder #158: Sixty Feet Under pg. 78 Archetype Jalmeri Heavenseeker --- With a loud shout, you unleash your ki in a crackling shroud of thunder and lightning that engulfs your body. Until the end of your next turn, your unarmed attacks and weapons you wield that have the monk trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level. If you also know the ki blast ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active ( ki blast loses the force trait and gains the electricity or sonic trait instead). Any creature who successfully Grapples you or is successfully Grappled by you also takes this damage immediately after the Grapple check is resolved.","feat":["Heaven's Thunder"],"skill_mod":{},"summary":"With a loud shout, you unleash your ki in a crackling shroud of thunder and lightning that engulfs your body.","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Feat","Energy","Monster","School"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=8806","archetype":["Jalmeri Heavenseeker"],"source_group":["Agents of Edgewatch"],"name":"Heaven's Thunder","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-8806"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #158: Sixty Feet Under"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","trait":["Archetype","Stance"],"id":"feat-8807","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Sky and Heaven Stance Single Action Source Pathfinder #158: Sixty Feet Under pg. 78 Archetype Jalmeri Heavenseeker Requirements You are unarmored. --- You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal 1d10 slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level.","feat":["Sky and Heaven Stance"],"skill_mod":{},"summary":"You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky.","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Feat","Class-Specific"],"level":6,"source_category":["Adventure Paths"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=8807","archetype":["Jalmeri Heavenseeker"],"source_group":["Agents of Edgewatch"],"name":"Sky and Heaven Stance","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-8807"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #158: Sixty Feet Under"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"evocation","trait":["Archetype","Electricity","Evocation","Sonic"],"id":"feat-8808","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Skyseeker Two Actions Source Pathfinder #158: Sixty Feet Under pg. 79 Archetype Jalmeri Heavenseeker Requirements You are in Sky and Heaven Stance. --- You Leap toward an opponent. At any point in the Leap, you can make a single Strike against a creature within your reach. At 12th level, if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. At 16th level, you can attempt a third Leap if your second Strike hits, and you can attack a target at any point during this third Leap. All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature.","feat":["Skyseeker"],"skill_mod":{},"summary":"You Leap toward an opponent.","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Feat","Energy","Monster","School"],"level":8,"source_category":["Adventure Paths"],"requirement":"You are in Sky and Heaven Stance.","resistance":{},"url":"/Feats.aspx?ID=8808","archetype":["Jalmeri Heavenseeker"],"source_group":["Agents of Edgewatch"],"name":"Skyseeker","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-8808"},{"skill_mod":{},"summary":"You can take away the air that keeps a flying foe aloft.","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":10,"source_category":["Adventure Paths"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8809","weakness":{},"archetype":["Jalmeri Heavenseeker"],"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Steal the Sky","trait":["Archetype"],"id":"feat-8809","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Steal the Sky Source Pathfinder #158: Sixty Feet Under pg. 79 Archetype Jalmeri Heavenseeker --- You can take away the air that keeps a flying foe aloft. You gain the steal the sky ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","feat":["Steal the Sky"],"rarity":"common","slug":"feat-8809"},{"skill_mod":{},"summary":"You can hear air movement like soft whispers.","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":12,"source_category":["Adventure Paths"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8810","weakness":{},"archetype":["Jalmeri Heavenseeker"],"source_group":["Agents of Edgewatch"],"primary_source_group":"Agents of Edgewatch","name":"Speaking Sky","trait":["Archetype"],"id":"feat-8810","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Speaking Sky Source Pathfinder #158: Sixty Feet Under pg. 79 Archetype Jalmeri Heavenseeker --- You can hear air movement like soft whispers. You gain the speaking sky ki spell. Increase the number of Focus Points in your focus pool by 1.","category":"feat","feat":["Speaking Sky"],"rarity":"common","slug":"feat-8810"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #158: Sixty Feet Under"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Agents of Edgewatch","school":"evocation","trait":["Archetype","Electricity","Evocation","Force","Sonic"],"id":"feat-8811","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Cross the Final Horizon Three Actions Source Pathfinder #158: Sixty Feet Under pg. 79 Archetype Jalmeri Heavenseeker Requirements You are in Sky and Heaven Stance. --- You Stride up to your Speed and your ki enshrouds your limbs in a terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. At the end of your movement, make up to three Strikes against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn' t increase until after you have made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each Strike. If you successfully hit with all three Strikes, the target is drained 3.","feat":["Cross the Final Horizon"],"skill_mod":{},"summary":"You Stride up to your Speed and your ki enshrouds your limbs in a terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet.","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Feat","Energy","Monster","School"],"level":20,"source_category":["Adventure Paths"],"requirement":"You are in Sky and Heaven Stance.","resistance":{},"url":"/Feats.aspx?ID=8811","archetype":["Jalmeri Heavenseeker"],"source_group":["Agents of Edgewatch"],"name":"Cross the Final Horizon","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-8811"},{"legacy_name":["Hellknight Armiger Dedication"],"access":"You're from Old Cheliax.","primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-907"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8812","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Hellknight Dedication Source Hellfire Dispatches pg. 24 Archetype Hellknight Prerequisites trained by a Hellknight Order Access You're from Old Cheliax. --- You've started walking the path toward becoming a true Hellknight, though you're currently considered only an armiger. You've been taught how to terrorize others into compliance, but you also continually study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings that steady your willpower against all sorts of trauma. You gain resistance to mental damage equal to 1 + your number of archetype class feats from the Hellknight archetype. You become trained in Intimidation; if you were already trained, you become an expert instead. In addition, you gain the Additional Lore general feat for Hell Lore; if you were already trained in Hell Lore, you also become trained in a Lore skill of your choice. Hellknight Dedication leads to... Advanced Order Training, Ardent Armiger, Armiger's Protection, Diabolic Certitude, Hellknight Mobility, Hellknight Preferment, Hellknight Signifer Preferment, Hellknight-Errant, Mortification, Order Cross-Training, Order Training, Sense Iniquity","feat":["Hellknight Dedication"],"skill_mod":{},"summary":"You've started walking the path toward becoming a true Hellknight, though you're currently considered only an armiger.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"trained by a Hellknight Order","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8812","archetype":["Hellknight"],"name":"Hellknight Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8812"},{"skill_mod":{},"summary":"You've trained to resist the manipulations of fiends , and your Hellknight discipline makes you difficult to influence.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8813","weakness":{},"archetype":["Hellknight"],"name":"Ardent Armiger","legacy_id":["feat-908"],"trait":["Archetype"],"id":"feat-8813","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ardent Armiger Source Hellfire Dispatches pg. 24 Archetype Hellknight Prerequisites Hellknight Dedication --- You've trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against effects that could inflict the controlled or frightened conditions. If a mental effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a free action triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this save even if the effect would normally prevent you from acting of your own volition. You can attempt this new save only once for a given effect, even if you're compelled to violate your order's tenets multiple times. You can't receive a worse result on this Will save than you originally got against the compelling mental effect.","category":"feat","pfs":"Standard","feat":["Ardent Armiger"],"rarity":"common","slug":"feat-8813"},{"skill_mod":{},"summary":"You've learned to wear the iconic Hellknight armor.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8814","weakness":{},"archetype":["Hellknight"],"name":"Armiger's Protection","trait":["Archetype"],"id":"feat-8814","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Armiger's Protection Source Hellfire Dispatches pg. 25 Archetype Hellknight Prerequisites Hellknight Dedication --- You've learned to wear the iconic Hellknight armor. You become trained in light armor and Hellknight breastplate, a medium armor. If you were already trained in light armor and medium armor, you gain training in Hellknight half plate and Hellknight plate. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you're 13th level or higher, you also become an expert in the armor types granted to you by this feat. In addition, when you choose this feat, you receive a non-magical suit of Hellknight armor of a type you become trained in (Hellknight breastplate, Hellknight half plate, or Hellknight plate).","category":"feat","pfs":"Standard","feat":["Armiger's Protection"],"rarity":"common","slug":"feat-8814"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-909"],"trait":["Archetype","Skill"],"id":"feat-8815","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Diabolic Certitude Free Action Source Hellfire Dispatches pg. 25 Archetype Hellknight Prerequisites Hellknight Dedication Trigger Your turn begins, and you can observe a devil. --- Your Hellknight training drilled details of Hell's denizens deep into your mind. Attempt a check to Recall Knowledge about a devil you're observing. If you critically fail this check, you fail instead. If you succeed at this check, you critically succeed instead.","feat":["Diabolic Certitude"],"skill_mod":{},"summary":"Your Hellknight training drilled details of Hell's denizens deep into your mind.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":4,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"trigger":"Your turn begins, and you can observe a devil .","resistance":{},"url":"/Feats.aspx?ID=8815","archetype":["Hellknight"],"name":"Diabolic Certitude","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8815"},{"skill_mod":{},"summary":"Your reckonings have prepared your body for physical punishment.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8816","weakness":{},"archetype":["Hellknight"],"name":"Mortification","legacy_id":["feat-910"],"trait":["Archetype"],"id":"feat-8816","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mortification Source Hellfire Dispatches pg. 25 Archetype Hellknight Prerequisites Hellknight Dedication --- Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of archetype class feats from the Hellknight archetype.","category":"feat","pfs":"Standard","feat":["Mortification"],"rarity":"common","slug":"feat-8816"},{"skill_mod":{},"summary":"Either through unfortunate circumstances or your own choice, you remain a Hellknight armiger instead of entering the true ranks of your order, though you still believe in the tenets of law and order.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Hellknight Dedication; you've refused to take or have failed the Hellknight Test.","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8817","weakness":{},"archetype":["Hellknight"],"name":"Hellknight-Errant","trait":["Archetype"],"id":"feat-8817","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Hellknight-Errant Source Hellfire Dispatches pg. 25 Archetype Hellknight Prerequisites Hellknight Dedication; you've refused to take or have failed the Hellknight Test. --- Either through unfortunate circumstances or your own choice, you remain a Hellknight armiger instead of entering the true ranks of your order, though you still believe in the tenets of law and order. You likely take on an adventuring life with a group of like-minded individuals who aren't Hellknights. The resistance to mental damage you gained from the Hellknight Dedication feat increases to 5 + your number of archetype class feats from the Hellknight archetype. You also gain the Warding Shift action, which allows you to keep your allies from harm. Warding Shift Single Action Requirements You're adjacent to a willing ally; Effect You move the adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated. Special You can't take both this feat and Hellknight Preferment or Hellknight Signifer Preferment.","category":"feat","pfs":"Standard","feat":["Hellknight-Errant"],"rarity":"common","slug":"feat-8817"},{"legacy_name":["Hellknight Dedication"],"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1078"],"trait":["Archetype"],"id":"feat-8818","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Hellknight Preferment Source Hellfire Dispatches pg. 25 Archetype Hellknight Prerequisites Hellknight Dedication; passed the Hellknight Test; trained in Hellknight plate --- You've forged your body to be able to stand toe-to-toe with a devil, and your mind has been shaped by the strictures of the Measure and the Chain. You've become a true Hellknight. You gain expert proficiency rank in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation). You gain the armor specialization effects of Hellknight breastplate, Hellknight half plate, and Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to Intimidation checks while wearing any Hellknight armor. Special You can't take both this feat and Hellknight-Errant or Hellknight Signifer Preferment. Hellknight Preferment leads to... Blade of Law, Hell's Armaments, Infernal Interference, March of Law","feat":["Hellknight Preferment"],"skill_mod":{},"summary":"You've forged your body to be able to stand toe-to-toe with a devil, and your mind has been shaped by the strictures of the Measure and the Chain.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":6,"prerequisite":"Hellknight Dedication; passed the Hellknight Test; trained in Hellknight plate","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8818","archetype":["Hellknight"],"name":"Hellknight Preferment","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8818"},{"legacy_name":["Hellknight Signifer Dedication"],"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1082"],"trait":["Archetype"],"id":"feat-8819","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Hellknight Signifer Preferment Source Hellfire Dispatches pg. 25 Archetype Hellknight Prerequisites Hellknight Dedication; passed the Hellknight Test; trained in Hellknight breastplate; you have a spellcasting class feature. --- You've bolstered your force of will with the power of the Measure and the Chain. You've officially joined the ranks of Hellknight signifers, and you receive a signifer's mask, often devoid of eyeholes or other decorative features. The mask doesn't obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer's mask, you gain a +1 circumstance bonus to Deception checks to Lie, Intimidation checks to Coerce, and Deception DCs against Sense Motive. You gain expert proficiency rank in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation), as well as in your choice of Arcana, Nature, Occultism, or Religion. Special You can't take both this feat and Hellknight-Errant or Hellknight Preferment. Hellknight Signifer Preferment leads to... Branding Spell, Conjure Hell, Gaze of Veracity, Masked Casting, Signifer's Sight","feat":["Hellknight Signifer Preferment"],"skill_mod":{},"summary":"You've bolstered your force of will with the power of the Measure and the Chain.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":6,"prerequisite":"Hellknight Dedication; passed the Hellknight Test; trained in Hellknight breastplate; you have a spellcasting class feature.","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8819","archetype":["Hellknight"],"name":"Hellknight Signifer Preferment","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8819"},{"legacy_name":["Armiger's Mobility"],"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-911"],"trait":["Archetype"],"id":"feat-8820","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Hellknight Mobility Source Hellfire Dispatches pg. 25 Archetype Hellknight Prerequisites Hellknight Dedication; expert in Hellknight half plate or Hellknight plate --- You've learned how best to move in your heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you're a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet.","feat":["Hellknight Mobility"],"skill_mod":{},"summary":"You've learned how best to move in your heavy armor.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":8,"prerequisite":"Hellknight Dedication; expert in Hellknight half plate or Hellknight plate","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8820","archetype":["Hellknight"],"name":"Hellknight Mobility","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8820"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1083"],"trait":["Archetype"],"id":"feat-8821","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Masked Casting Free Action Source Hellfire Dispatches pg. 25 Archetype Hellknight Prerequisites Hellknight Signifer Preferment Trigger You begin Casting a Spell. Requirements You're wearing your signifer's mask. --- You harness the magical energy flowing through your eyeless mask to effortlessly protect you from visual effects. You Avert your Gaze. While Averting your Gaze in this way, you also gain a +2 circumstance bonus to saving throws and checks to disbelieve illusions.","feat":["Masked Casting"],"skill_mod":{},"summary":"You harness the magical energy flowing through your eyeless mask to effortlessly protect you from visual effects.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":8,"prerequisite":"Hellknight Signifer Preferment","source_category":["Lost Omens"],"requirement":"You're wearing your signifer's mask.","trigger":"You begin Casting a Spell.","resistance":{},"url":"/Feats.aspx?ID=8821","archetype":["Hellknight"],"name":"Masked Casting","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8821"},{"skill_mod":{},"summary":"You gain the lesser order benefit for the Hellknight order to which you belong.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8822","weakness":{},"archetype":["Hellknight"],"name":"Order Training","legacy_id":["feat-1075"],"trait":["Archetype"],"id":"feat-8822","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Order Training Source Hellfire Dispatches pg. 26 Archetype Hellknight Prerequisites Hellknight Dedication --- You gain the lesser order benefit for the Hellknight order to which you belong.","category":"feat","pfs":"Standard","feat":["Order Training"],"rarity":"common","slug":"feat-8822"},{"legacy_name":["Sense Chaos"],"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-1079"],"trait":["Archetype","Concentrate"],"id":"feat-8823","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sense Iniquity Single Action Source Hellfire Dispatches pg. 26 Archetype Hellknight Frequency once per hour Prerequisites Hellknight Dedication --- Your Hellknight training gives you the ability to focus your senses and root out those who would attempt to deceive or hide from you. For 1 minute, you gain a +2 status bonus to your Perception DC against attempts to Create a Diversion, Feint you, or Lie to you. During this time, if you Seek to locate a hidden creature or to see through a creature's Impersonate attempt, you gain a +2 status bonus to the Perception check.","feat":["Sense Iniquity"],"skill_mod":{},"summary":"Your Hellknight training gives you the ability to focus your senses and root out those who would attempt to deceive or hide from you.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8823","archetype":["Hellknight"],"name":"Sense Iniquity","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8823"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1080"],"trait":["Archetype"],"id":"feat-8824","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Blade of Law Two Actions Source Hellfire Dispatches pg. 26 Archetype Hellknight Prerequisites Hellknight Preferment Requirements The target has attempted a hostile action against you since your previous turn. --- You call upon the power of law against a foe who would dare stand against you. Make a weapon or unarmed Strike against the target. This counts as two Strikes for your multiple attack penalty. The Strike deals one extra weapon damage die and 1d8 spirit damage. At 18th level, this spirit damage increases to 2d8.","feat":["Blade of Law"],"skill_mod":{},"summary":"You call upon the power of law against a foe who would dare stand against you.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":10,"prerequisite":"Hellknight Preferment","source_category":["Lost Omens"],"requirement":"The target has attempted a hostile action against you since your previous turn.","resistance":{},"url":"/Feats.aspx?ID=8824","archetype":["Hellknight"],"name":"Blade of Law","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8824"},{"skill_mod":{},"summary":"You can channel your mask's power to pierce through lies and see the truth in any situation.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Hellknight Signifer Preferment","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8825","weakness":{},"archetype":["Hellknight"],"name":"Gaze of Veracity","legacy_id":["feat-1084"],"trait":["Archetype"],"id":"feat-8825","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Gaze of Veracity Source Hellfire Dispatches pg. 26 Archetype Hellknight Prerequisites Hellknight Signifer Preferment --- You can channel your mask's power to pierce through lies and see the truth in any situation. You learn the glimpse the truth focus spell. This has the same tradition trait as the spellcasting class feature used as a prerequisite for Hellknight Signifer Preferment. You gain a focus pool of 1 Focus Point if you don't already have a focus pool or increase your focus pool by 1 (to a maximum of 3). You can Refocus by studying tomes of law or by contemplating the Measure and the Chain.","category":"feat","pfs":"Standard","feat":["Gaze of Veracity"],"rarity":"common","slug":"feat-8825"},{"skill_mod":{},"summary":"The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Hellknight Signifer Preferment","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8826","weakness":{},"archetype":["Hellknight"],"name":"Signifer's Sight","legacy_id":["feat-1085"],"trait":["Archetype"],"id":"feat-8826","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Signifer's Sight Source Hellfire Dispatches pg. 26 Archetype Hellknight Prerequisites Hellknight Signifer Preferment --- The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain darkvision; if you already have darkvision, you instead gain greater darkvision. Additionally, if you're dazzled while wearing your signifer's mask and the target is concealed only because you're dazzled, you reduce the flat check DC to target that creature from 5 to 3. Signifer's Sight leads to... Unfetter Sight","category":"feat","pfs":"Standard","feat":["Signifer's Sight"],"rarity":"common","slug":"feat-8826"},{"skill_mod":{},"summary":"You gain the greater order benefit for the Hellknight order to which you belong.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8827","weakness":{},"archetype":["Hellknight"],"name":"Advanced Order Training","legacy_id":["feat-1076"],"trait":["Archetype"],"id":"feat-8827","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Advanced Order Training Source Hellfire Dispatches pg. 26 Archetype Hellknight Prerequisites Hellknight Dedication --- You gain the greater order benefit for the Hellknight order to which you belong.","category":"feat","pfs":"Standard","feat":["Advanced Order Training"],"rarity":"common","slug":"feat-8827"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Concentrate","Divine","Fire","Manipulate","Spirit","Unholy"],"id":"feat-8828","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Conjure Hell Two Actions Source Hellfire Dispatches pg. 26 Archetype Hellknight Frequency once per day Prerequisites Hellknight Signifer Preferment --- Though you might not worship Asmodeus or other devils, you've studied enough of Hell to call forth a brief burst of its fire. Each creature in a 15-foot burst within 120 feet takes 9d6 fire damage with a basic Fortitude save against your spell DC. This fire damage ignores an amount of fire resistance equal to your level, but not immunity to fire. A creature that fails its save also has its soul set aflame, taking 2d6 persistent spirit damage (or 4d6 persistent spirit damage on a critical failure). At 14th level and every 2 levels thereafter, the initial fire damage increases by 2d6.","feat":["Conjure Hell"],"element":["Fire"],"skill_mod":{},"summary":"Though you might not worship Asmodeus or other devils, you've studied enough of Hell to call forth a brief burst of its fire.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Tradition","Monster","Energy","Elemental","Planar","Creature Type"],"level":12,"prerequisite":"Hellknight Signifer Preferment","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8828","archetype":["Hellknight"],"name":"Conjure Hell","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8828"},{"skill_mod":{},"summary":"You've trained relentlessly with your order's weapon to maximize their deadliness.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Hellknight Preferment; expert in at least one of your order's favored weapons","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8829","weakness":{},"archetype":["Hellknight"],"name":"Hell's Armaments","legacy_id":["feat-1081"],"trait":["Archetype"],"id":"feat-8829","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Hell's Armaments Source Hellfire Dispatches pg. 27 Archetype Hellknight Prerequisites Hellknight Preferment; expert in at least one of your order's favored weapons --- You've trained relentlessly with your order's weapon to maximize their deadliness. When you get a critical success on a Strike with one of your order's favored weapons, the target must attempt a Fortitude save against your class DC. If you have access to that weapon's critical specialization effect, you must choose whether to use that effect or this one. Critical Success The target is unaffected. Success The target takes a –10-foot circumstance penalty to its Speeds until the end of your next turn. Failure As success, and the target is slowed 1 until the end of your next turn. Critical Failure As success, and the target is slowed 2 until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Hell's Armaments"],"rarity":"common","slug":"feat-8829"},{"legacy_name":["Hellknight Order Cross-Training"],"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1077"],"trait":["Archetype"],"id":"feat-8830","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Order Cross-Training Source Hellfire Dispatches pg. 27 Archetype Hellknight Prerequisites Hellknight Dedication --- You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training. Special You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order.","feat":["Order Cross-Training"],"skill_mod":{},"summary":"You gain the lesser order benefit of a Hellknight order other than the one to which you belong.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":12,"prerequisite":"Hellknight Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8830","archetype":["Hellknight"],"name":"Order Cross-Training","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8830"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype","Emotion","Fear","Mental","Visual"],"id":"feat-8831","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > March of Law Single Action Source Hellfire Dispatches pg. 27 Archetype Hellknight Frequency once per round Prerequisites Hellknight Preferment Requirements The target has attempted a hostile action against you since your previous turn. --- When faced with lawbreakers, you become almost unstoppable, and your purposeful steps instill terror. Stride toward the required target with a +10-foot status bonus to your Speeds and ignoring difficult terrain. If you end your movement adjacent to the required target, each enemy adjacent to you who saw your movement becomes frightened 2. You can use March of Law while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["March of Law"],"skill_mod":{},"summary":"When faced with lawbreakers, you become almost unstoppable, and your purposeful steps instill terror.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Sense"],"level":14,"prerequisite":"Hellknight Preferment","source_category":["Lost Omens"],"requirement":"The target has attempted a hostile action against you since your previous turn.","resistance":{},"url":"/Feats.aspx?ID=8831","archetype":["Hellknight"],"name":"March of Law","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-8831"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-8832","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Unfetter Sight Single Action Source Hellfire Dispatches pg. 27 Archetype Hellknight Frequency once per hour Prerequisites Signifer's Sight Requirements You're wearing your signifer's mask. --- You release the magic within your mask in an invisible burst, allowing it to temporarily flow into your allies' minds. Each of your allies within a 30-foot emanation gains the benefits of Signifer's Sight for 1 minute, as if they were wearing a signifer's mask.","feat":["Unfetter Sight"],"skill_mod":{},"summary":"You release the magic within your mask in an invisible burst, allowing it to temporarily flow into your allies' minds.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Signifer's Sight","source_category":["Lost Omens"],"requirement":"You're wearing your signifer's mask.","resistance":{},"url":"/Feats.aspx?ID=8832","archetype":["Hellknight"],"name":"Unfetter Sight","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8832"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-8833","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Infernal Interference Two Actions Source Hellfire Dispatches pg. 27 Archetype Hellknight Prerequisites Hellknight Preferment Requirements You're wielding your order's favored weapon. --- Your attacks force a foe to glimpse the iron, soul-wrenching landscapes of Hell. Strike an enemy with the required weapon twice. If either Strike hits, the target is stupefied 1 and can't use reactions until the beginning of your next turn. If both Strikes hit, the target is stupefied 3 instead.","feat":["Infernal Interference"],"skill_mod":{},"summary":"Your attacks force a foe to glimpse the iron, soul-wrenching landscapes of Hell .","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Hellknight Preferment","source_category":["Lost Omens"],"requirement":"You're wielding your order's favored weapon.","resistance":{},"url":"/Feats.aspx?ID=8833","archetype":["Hellknight"],"name":"Infernal Interference","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8833"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Curse","Spellshape","Metamagic"],"id":"feat-8834","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Branding Spell Free Action Source Hellfire Dispatches pg. 27 Archetype Hellknight Prerequisites Hellknight Signifer Preferment --- The flames of your magic mark a target as an enemy of order. If your next action is to Cast a non-cantrip Spell that deals fire damage, that spell brands the target with a mark only you can see if it fails its saving throw. This brand lasts for 1 week. For as long as the target is branded, you always know the general direction and approximate distance of the target's current location, as long as it's on the same plane. You also know the direction the branded target is currently moving, if any, as well as any conditions affecting it. You can have only one brand active at a time.","feat":["Branding Spell"],"skill_mod":{},"summary":"The flames of your magic mark a target as an enemy of order.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Affliction"],"level":16,"prerequisite":"Hellknight Signifer Preferment","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8834","archetype":["Hellknight"],"name":"Branding Spell","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8834"},{"skill_mod":{},"summary":"You're a wall of metal standing against the tide of Andoran's enemies.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"access":"You're invited by a current member of the Eagle Knights or the People's Council.","primary_source_category":"Lost Omens","level":4,"prerequisite":"trained in heavy armor","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8835","weakness":{},"archetype":["Golden Legionnaire"],"name":"Golden Legionnaire Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8835","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Golden Legionnaire Dedication Source Hellfire Dispatches pg. 32 Archetype Golden Legionnaire Prerequisites trained in heavy armor Access You're invited by a current member of the Eagle Knights or the People's Council. --- You're a wall of metal standing against the tide of Andoran's enemies. When you Raise a Shield, you also gain your shield's circumstance bonus to your Fortitude DC against attempts to Grapple, Reposition, or Shove you. You also gain the Additional Lore general feat for Warfare Lore. If you were already trained in Warfare Lore, you also become trained in a Lore skill of your choice. Special You can take this dedication even if you haven't taken more than two non-dedication feats from the Eagle Knight archetype. Golden Legionnaire Dedication leads to... Armed and Armored, Commitment to Protection, Commitment to Valor, Commitment to Vigilance, Hell-Lancer Shot, Legion's Aim, Polished Distraction, Watch Your Back","category":"feat","pfs":"Standard","feat":["Golden Legionnaire Dedication"],"rarity":"uncommon","slug":"feat-8835"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"skill":["Lore","Lore"],"trait":["Archetype","Auditory","Mental","Skill"],"id":"feat-8836","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Commitment to Protection Single Action Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Golden Legionnaire Dedication; Expert in Warfare Lore --- You attempt to guide an ally into a more defensive pose against a particular danger. Attempt a Warfare Lore check against the hard DC for the level of a creature or hazard you can see. An ally of your choice within 30 feet gains an effect based on the outcome. If you're legendary in Warfare Lore, when you roll a failure or critical failure, you get a success instead. Critical Success The ally gains a +2 circumstance bonus to AC against the target creature's or hazard's next attack. Success As critical success, but the bonus is +1. Critical Failure The ally takes a –1 circumstance penalty to AC against the target creature's or hazard's next attack. Commitment to Protection leads to... Lasting Protection, Officer's Protection","feat":["Commitment to Protection"],"skill_mod":{},"summary":"You attempt to guide an ally into a more defensive pose against a particular danger.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Golden Legionnaire Dedication; Expert in Warfare Lore","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8836","archetype":["Golden Legionnaire"],"name":"Commitment to Protection","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8836"},{"skill_mod":{},"summary":"Long hours of experimentation with the Platinum Wing have familiarized you with experimental weaponry.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Golden Legionnaire Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8837","weakness":{},"archetype":["Golden Legionnaire"],"name":"Legion's Aim","trait":["Archetype","Uncommon"],"id":"feat-8837","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Legion's Aim Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Golden Legionnaire Dedication --- Long hours of experimentation with the Platinum Wing have familiarized you with experimental weaponry. You have familiarity with martial firearms and alchemical bombs, treating them as simple weapons for the purposes of proficiency. You ignore the penalty for making ranged attacks within your second range increment with alchemical bombs. You gain access to uncommon firearms and alchemical bombs.","category":"feat","pfs":"Standard","feat":["Legion's Aim"],"rarity":"uncommon","slug":"feat-8837"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Incapacitation","Light","Visual"],"id":"feat-8838","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Polished Distraction Two Actions Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Golden Legionnaire Dedication Requirements You aren't in dim light or darkness. --- You take pride in the sheen of your armor, and how useful it is at distracting your enemies when you reflect light from it. Creatures within a 5-foot emanation that can see you must attempt a Fortitude save against your class DC. Once a creature attempts a save against this effect, it's temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 2 rounds. Critical Failure The creature is blinded for 2 rounds and dazzled for 1 minute.","feat":["Polished Distraction"],"skill_mod":{},"summary":"You take pride in the sheen of your armor, and how useful it is at distracting your enemies when you reflect light from it.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Sense"],"level":6,"prerequisite":"Golden Legionnaire Dedication","source_category":["Lost Omens"],"requirement":"You aren't in dim light or darkness .","resistance":{},"url":"/Feats.aspx?ID=8838","archetype":["Golden Legionnaire"],"name":"Polished Distraction","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8838"},{"skill_mod":{},"summary":"You're used to juggling defensive equipment and your firearms.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Golden Legionnaire Dedication; trained in martial firearms","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8839","weakness":{},"archetype":["Golden Legionnaire"],"name":"Armed and Armored","trait":["Archetype"],"id":"feat-8839","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Armed and Armored Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Golden Legionnaire Dedication; trained in martial firearms --- You're used to juggling defensive equipment and your firearms. You can Interact to reload a weapon using the hand holding your shield.","category":"feat","pfs":"Standard","feat":["Armed and Armored"],"rarity":"common","slug":"feat-8839"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8840","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Commitment to Valor Reaction Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Golden Legionnaire Dedication Trigger You would gain the fleeing condition. --- While fear might distract you from your duty, it'll never cause you to abandon it. Instead of becoming fleeing, you become stupefied 1 for as long you would be fleeing. If you have the frightened condition, decrease its value by 1. Commitment to Valor leads to... No Need to Fear","feat":["Commitment to Valor"],"skill_mod":{},"summary":"While fear might distract you from your duty, it'll never cause you to abandon it.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":8,"prerequisite":"Golden Legionnaire Dedication","source_category":["Lost Omens"],"trigger":"You would gain the fleeing condition.","resistance":{},"url":"/Feats.aspx?ID=8840","archetype":["Golden Legionnaire"],"name":"Commitment to Valor","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8840"},{"skill_mod":{},"summary":"You can use Reactive Strike with a loaded firearm you're wielding.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Reactive Strike; trained in martial firearms","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8841","weakness":{},"archetype":["Golden Legionnaire"],"name":"Crack Retort","trait":["Archetype"],"id":"feat-8841","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Crack Retort Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Reactive Strike; trained in martial firearms --- You can use Reactive Strike with a loaded firearm you're wielding. The triggering creature must be within 5 feet of you for you to do so.","category":"feat","pfs":"Standard","feat":["Crack Retort"],"rarity":"common","slug":"feat-8841"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8842","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Hell-Lancer Shot Two Actions Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Golden Legionnaire Dedication; trained in martial firearms --- Make a ranged Strike with a firearm against a fiend, ignoring the fiend's concealed condition and any lesser cover. If this Strike hits, you gain a circumstance bonus to damage equal to twice the number of weapon damage dice. This counts as two attacks when calculating your multiple attack penalty.","feat":["Hell-Lancer Shot"],"skill_mod":{},"summary":"Make a ranged Strike with a firearm against a fiend , ignoring the fiend's concealed condition and any lesser cover .","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":10,"prerequisite":"Golden Legionnaire Dedication; trained in martial firearms","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8842","archetype":["Golden Legionnaire"],"name":"Hell-Lancer Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8842"},{"skill_mod":{},"summary":"When you use Commitment to Protection, the effects on your ally apply to all attacks the creature or hazard makes.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Commitment to Protection","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8843","weakness":{},"archetype":["Golden Legionnaire"],"name":"Lasting Protection","trait":["Archetype"],"id":"feat-8843","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Lasting Protection Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Commitment to Protection --- When you use Commitment to Protection, the effects on your ally apply to all attacks the creature or hazard makes until the beginning of your next turn.","category":"feat","pfs":"Standard","feat":["Lasting Protection"],"rarity":"common","slug":"feat-8843"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Stance"],"id":"feat-8844","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Commitment to Vigilance Single Action Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Golden Legionnaire Dedication --- Your foes find it difficult to maneuver around you without attracting your attention. While in this stance, all spaces within your melee reach are difficult terrain for your enemies.","feat":["Commitment to Vigilance"],"skill_mod":{},"summary":"Your foes find it difficult to maneuver around you without attracting your attention.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Class-Specific"],"level":14,"prerequisite":"Golden Legionnaire Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8844","archetype":["Golden Legionnaire"],"name":"Commitment to Vigilance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8844"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Linguistic","Mental"],"id":"feat-8845","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Watch Your Back Single Action Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Golden Legionnaire Dedication --- You shout a warning to an ally about encroaching foes. Choose a target ally within 60 feet. Until the beginning of your next turn, the target can't be off-guard due to flanking.","feat":["Watch Your Back"],"skill_mod":{},"summary":"You shout a warning to an ally about encroaching foes.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics"],"level":14,"prerequisite":"Golden Legionnaire Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8845","archetype":["Golden Legionnaire"],"name":"Watch Your Back","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8845"},{"skill_mod":{},"summary":"When you use Commitment to Protection, you can target all allies within 30 feet.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Commitment to Protection","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8846","weakness":{},"archetype":["Golden Legionnaire"],"name":"Officer's Protection","trait":["Archetype"],"id":"feat-8846","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Officer's Protection Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Commitment to Protection --- When you use Commitment to Protection, you can target all allies within 30 feet. If you have Lasting Protection, the effects on all allies apply until the beginning of your next turn.","category":"feat","pfs":"Standard","feat":["Officer's Protection"],"rarity":"common","slug":"feat-8846"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Linguistic","Mental"],"id":"feat-8847","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > No Need to Fear Reaction Source Hellfire Dispatches pg. 33 Archetype Golden Legionnaire Prerequisites Commitment to Valor Trigger You or an ally within 60 feet attempts a saving throw against a fear effect. --- With a simple reminder of perseverance, you bolster the bravery of yourself and your allies. You attempt to counteract the triggering effect with a Warfare Lore check, using half your level rounded up as the counteract rank.","feat":["No Need to Fear"],"skill_mod":{},"summary":"With a simple reminder of perseverance, you bolster the bravery of yourself and your allies.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics"],"level":18,"prerequisite":"Commitment to Valor","source_category":["Lost Omens"],"trigger":"You or an ally within 60 feet attempts a saving throw against a fear effect.","resistance":{},"url":"/Feats.aspx?ID=8847","archetype":["Golden Legionnaire"],"name":"No Need to Fear","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8847"},{"access":"You're invited by a current member of the Eagle Knights or the People's Council.","primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8848","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Steel Falcon Dedication Source Hellfire Dispatches pg. 34 Archetype Steel Falcon Prerequisites Expert in Diplomacy Access You're invited by a current member of the Eagle Knights or the People's Council. --- You serve as an envoy of the ideals of Andoran, whether it's in a foreign court or on the field of battle. Your training in the Steel Falcons enables you to anticipate the attitudes of others to achieve your goals. You gain the Size Up action. Size Up Single Action (concentrate) You designate a single, non-mindless creature as your focus and assess its motivations. You must be able to see and hear the creature. You gain a +2 circumstance bonus to Perception checks when you Sense the Motive of your focus and a +2 circumstance bonus to your Perception DC should your focus attempt to Lie or Feint against you. You gain a +2 circumstance bonus to Deception, Diplomacy, and Intimidation checks against your focus. You can only have one creature designated as your focus at a time. If you use Size Up against a creature when you already have a creature designated, the prior creature loses the designation and the new focus gains the designation. Your designation otherwise lasts until your next daily preparations. Special You can take this dedication even if you haven't taken more than two non-dedication feats from the Eagle Knight archetype. Steel Falcon Dedication leads to... Denounce Tyranny, Frightening Indignation, Gray Corsair Training, Liberty's Promise, Perplex, Uncanny Prediction","feat":["Steel Falcon Dedication"],"skill_mod":{},"summary":"You serve as an envoy of the ideals of Andoran, whether it's in a foreign court or on the field of battle.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Expert in Diplomacy","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8848","archetype":["Steel Falcon"],"name":"Steel Falcon Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8848"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Linguistic","Linguistic","Mental"],"id":"feat-8849","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Denounce Tyranny Two Actions Source Hellfire Dispatches pg. 35 Archetype Steel Falcon Prerequisites Steel Falcon Dedication Requirements You witnessed a creature harm an ally, harm a noncombatant, or commit a wantonly evil act in the last round. --- You call out a creature's despicable or cowardly actions, disrupting its alliances or even making its allies ashamed to be seen with it. Attempt a Diplomacy check and compare the result to the Will DCs of up to three of the triggering creature's allies within 30 feet of you. If you succeed on the check, the target refuses to treat the triggering creature as an ally for 1 round (2 rounds on a critical success). It's possible to get a different degree of success for each target. If you're a master in Diplomacy, you can instead target up to five creatures, and if you're legendary in Diplomacy, you can target up to 10 creatures.","feat":["Denounce Tyranny"],"skill_mod":{},"summary":"You call out a creature's despicable or cowardly actions, disrupting its alliances or even making its allies ashamed to be seen with it.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Steel Falcon Dedication","source_category":["Lost Omens"],"requirement":"You witnessed a creature harm an ally, harm a noncombatant, or commit a wantonly evil act in the last round.","resistance":{},"url":"/Feats.aspx?ID=8849","archetype":["Steel Falcon"],"name":"Denounce Tyranny","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8849"},{"skill_mod":{},"summary":"You strike for Andoran on the waters of the Inner Sea and beyond.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Steel Falcon Dedication; Trained in Intimidation","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8850","weakness":{},"archetype":["Steel Falcon"],"skill":["Intimidation","Intimidation"],"name":"Gray Corsair Training","trait":["Archetype","Uncommon"],"id":"feat-8850","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Gray Corsair Training Source Hellfire Dispatches pg. 35 Archetype Steel Falcon Prerequisites Steel Falcon Dedication; Trained in Intimidation --- You strike for Andoran on the waters of the Inner Sea and beyond. You gain the Pirate Dedication feat even if you haven't taken two other feats from the Steel Falcon archetype or Eagle Knight archetype. You can select feats from the Pirate archetype as if they were Steel Falcon archetype feats. Gray Corsair Training leads to... Eye for Smugglers, Salt Kissed","category":"feat","pfs":"Standard","feat":["Gray Corsair Training"],"rarity":"uncommon","slug":"feat-8850"},{"skill_mod":{},"summary":"Your devotion to Andoran's ideals is as much spiritual as philosophical.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Steel Falcon Dedication; Trained in Religion","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8851","weakness":{},"archetype":["Steel Falcon"],"skill":["Religion","Religion"],"name":"Liberty's Promise","trait":["Archetype"],"id":"feat-8851","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Liberty's Promise Source Hellfire Dispatches pg. 35 Archetype Steel Falcon Prerequisites Steel Falcon Dedication; Trained in Religion --- Your devotion to Andoran's ideals is as much spiritual as philosophical. You gain the cleric's Domain Initiate feat but must select freedom, truth, or zeal as your domain. You cast that domain's domain spell as a divine focus spell, and you Refocus by contemplating or spreading the ideas of the Common Rule rather than praying to a god. When an ability would manifest a divine symbol—such as the word of truth focus spell—it instead manifests as an eagle clutching a sword in its talons. Special You can take this feat multiple times, selecting a different domain each time. Liberty's Promise leads to... Liberty's Devotion","category":"feat","pfs":"Standard","feat":["Liberty's Promise"],"rarity":"common","slug":"feat-8851"},{"skill_mod":{},"summary":"You have a supernatural ability to survive at sea and keep your companions from drowning.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Gray Corsair Training","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8852","weakness":{},"archetype":["Steel Falcon"],"name":"Salt Kissed","trait":["Archetype"],"id":"feat-8852","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Salt Kissed Source Hellfire Dispatches pg. 35 Archetype Steel Falcon Prerequisites Gray Corsair Training --- You have a supernatural ability to survive at sea and keep your companions from drowning. You can cast air bubble and water breathing as 4th-rank divine innate spells once per day each. Add the water domain to those that you can select with Liberty's Promise.","category":"feat","pfs":"Standard","feat":["Salt Kissed"],"rarity":"common","slug":"feat-8852"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Emotion","Incapacitation","Linguistic","Mental"],"id":"feat-8853","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Uncanny Prediction Two Actions Source Hellfire Dispatches pg. 35 Archetype Steel Falcon Prerequisites Steel Falcon Dedication Requirements You're benefiting from the bonuses of Size Up. --- You have an eerie ability to guess the next move of creatures you've Sized Up. You inform a foe that you know exactly what it'll do next, momentarily shocking it into inaction. If your focus from Size Up is within 30 feet of you, your focus must succeed at a Will save against your class DC or spell DC, whichever is higher, or be stunned 1 (or stunned 2 on a critical failure). Regardless of the result, the target becomes temporarily immune to your Uncanny Prediction for 1 hour.","feat":["Uncanny Prediction"],"skill_mod":{},"summary":"You have an eerie ability to guess the next move of creatures you've Sized Up.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics"],"level":8,"prerequisite":"Steel Falcon Dedication","source_category":["Lost Omens"],"requirement":"You're benefiting from the bonuses of Size Up.","resistance":{},"url":"/Feats.aspx?ID=8853","archetype":["Steel Falcon"],"name":"Uncanny Prediction","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8853"},{"skill_mod":{},"summary":"Your time checking seemingly innocent cargo ships for illicit goods has made you as canny as you are suspicious.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Gray Corsair Training","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8854","weakness":{},"archetype":["Steel Falcon"],"name":"Eye for Smugglers","trait":["Archetype"],"id":"feat-8854","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Eye for Smugglers Source Hellfire Dispatches pg. 35 Archetype Steel Falcon Prerequisites Gray Corsair Training --- Your time checking seemingly innocent cargo ships for illicit goods has made you as canny as you are suspicious. You gain a +2 circumstance bonus to Perception checks to locate hidden panels, secret doors or hatches, concealed objects, and similar items (at the GM's discretion). If you aren't using the Seek action or Search, the GM automatically rolls a secret check for you to notice these types of objects when you pass within 10 feet of them.","category":"feat","pfs":"Standard","feat":["Eye for Smugglers"],"rarity":"common","slug":"feat-8854"},{"skill_mod":{},"summary":"You've deepened your connection with the ideals of Andoran.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Liberty's Promise","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8855","weakness":{},"archetype":["Steel Falcon"],"name":"Liberty's Devotion","trait":["Archetype"],"id":"feat-8855","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Liberty's Devotion Source Hellfire Dispatches pg. 35 Archetype Steel Falcon Prerequisites Liberty's Promise --- You've deepened your connection with the ideals of Andoran. You gain an advanced domain spell from one domain you selected with Liberty's Promise. Increase the number of Focus Points in your focus pool by 1. Special You can take this feat multiple times, each time selecting a different advanced domain spell from a domain you selected with Liberty's Promise.","category":"feat","pfs":"Standard","feat":["Liberty's Devotion"],"rarity":"common","slug":"feat-8855"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Emotion","Linguistic","Mental"],"id":"feat-8856","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Perplex Two Actions Source Hellfire Dispatches pg. 35 Archetype Steel Falcon Prerequisites Steel Falcon Dedication --- You weave a confusing web of half-truths, conspiracy theories, and plausible motives to goad an enemy into lashing out wildly. Choose a target within 30 feet that can hear you, and attempt a Diplomacy check against its Will DC. The creature is then immune to Perplex for 24 hours. Critical Success The target is stupefied 3 and confused for 1 round. Success The target is stupefied 1 for 1 round. Failure The target is unaffected.","feat":["Perplex"],"skill_mod":{},"summary":"You weave a confusing web of half-truths, conspiracy theories, and plausible motives to goad an enemy into lashing out wildly.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics"],"level":14,"prerequisite":"Steel Falcon Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8856","archetype":["Steel Falcon"],"name":"Perplex","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8856"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Aura","Divine","Emotion","Fear","Mental"],"id":"feat-8857","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Frightening Indignation Single Action Source Hellfire Dispatches pg. 35 Archetype Steel Falcon Frequency once per day Prerequisites Steel Falcon Dedication --- Your anger at the world's many injustices boil out from you in a wave of palpable energy. An enemy that ends its turn within a 15-foot emanation around you must attempt a Will save against your class DC or spell DC, whichever is higher. This aura lasts for 1 minute. Critical Success The creature is unaffected and becomes temporarily immune to your Frightening Indignation for 1 minute. Success The creature is frightened 1. Failure The creature is frightened 2 and can't reduce its frightened condition below 1 while it's in your aura. Critical Failure As failure, but frightened 3.","feat":["Frightening Indignation"],"skill_mod":{},"summary":"Your anger at the world's many injustices boil out from you in a wave of palpable energy.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Tradition","Monster"],"level":16,"prerequisite":"Steel Falcon Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8857","archetype":["Steel Falcon"],"name":"Frightening Indignation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8857"},{"access":"You're invited by a current member of the Twilight Talons.","primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8858","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Twilight Talon Dedication Source Hellfire Dispatches pg. 36 Archetype Twilight Talon Prerequisites Expert in Deception Access You're invited by a current member of the Twilight Talons. --- Few would even suspect that you're a member of the Eagle Knights, and you use the tricks of the spymaster's trade to keep it that way. You gain the Additional Lore general feat for Espionage Lore. If you were already trained in Espionage Lore, you also become trained in a Lore skill of your choice. During your daily preparations, you can brush up on a specific field to gain the trained proficiency rank in one Lore skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. If you have master proficiency in Espionage Lore, you gain expert proficiency in the chosen skill instead, and if you have legendary proficiency in Espionage Lore, you gain master proficiency in the skill. Special You can take this dedication even if you haven't taken more than two non-dedication feats from the Eagle Knight archetype. Twilight Talon Dedication leads to... Burn Identity, Deceptive Deduction, Fabricated Credentials, Feign Innocence, Hidden Intentions, Make Do, Talon's Mark","feat":["Twilight Talon Dedication"],"skill_mod":{},"summary":"Few would even suspect that you're a member of the Eagle Knights, and you use the tricks of the spymaster's trade to keep it that way.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Expert in Deception","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8858","archetype":["Twilight Talon"],"name":"Twilight Talon Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8858"},{"skill_mod":{},"summary":"On the rare occasions that Twilight Talons need to identify themselves as members of the organization, many rely on an easily concealed tattoo to reveal their allegiance.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Twilight Talon Dedication","source_category":["Lost Omens"],"requirement":"You have a magical or mundane tattoo.","source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8859","weakness":{},"archetype":["Twilight Talon"],"name":"Talon's Mark","trait":["Archetype"],"id":"feat-8859","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Talon's Mark Source Hellfire Dispatches pg. 36 Archetype Twilight Talon Prerequisites Twilight Talon Dedication Requirements You have a magical or mundane tattoo. --- On the rare occasions that Twilight Talons need to identify themselves as members of the organization, many rely on an easily concealed tattoo to reveal their allegiance. Choose a tattoo you have. If the tattoo wasn't already a magic item, it becomes a level 6 item with the invested, occult, and tattoo traits. It also gains the following abilities. Activate—Twist Design Single Action (concentrate, illusion, occult) You transform your tattoo to a different form of approximately the same size. You can Dismiss this effect. Activate—Adopt Persona Three Actions (concentrate, illusion, occult) Frequency once per day; Effect Your tattoo helps you create a temporary cover to infiltrate a protected area or escape a dangerous situation. It casts 2nd-rank illusory disguise and 2nd-rank ventriloquism on you. The duration of both effects is 10 minutes. Talon's Mark leads to... Inked Cache, Instant Credentials","category":"feat","pfs":"Standard","feat":["Talon's Mark"],"rarity":"common","slug":"feat-8859"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8860","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Make Do Single Action Source Hellfire Dispatches pg. 37 Archetype Twilight Talon Prerequisites Twilight Talon Dedication Requirements You're holding a broken tool or weapon. --- You sometimes need to act in a pinch, even if you haven't had the time to repair your gear. For the next minute, you ignore the broken condition of the tool or weapon you're holding. You can't use Make Do again on that item for 24 hours.","feat":["Make Do"],"skill_mod":{},"summary":"You sometimes need to act in a pinch, even if you haven't had the time to repair your gear.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":6,"prerequisite":"Twilight Talon Dedication","source_category":["Lost Omens"],"requirement":"You're holding a broken tool or weapon.","resistance":{},"url":"/Feats.aspx?ID=8860","archetype":["Twilight Talon"],"name":"Make Do","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8860"},{"skill_mod":{},"summary":"You're so familiar with the paperwork necessary to maintain your cover that you can easily whip up documents that support your fabrications.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Twilight Talon Dedication; Master in Deception","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8861","weakness":{},"archetype":["Twilight Talon"],"skill":["Deception","Deception"],"name":"Fabricated Credentials","trait":["Archetype","Skill"],"id":"feat-8861","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Fabricated Credentials Source Hellfire Dispatches pg. 37 Archetype Twilight Talon Prerequisites Twilight Talon Dedication; Master in Deception --- You're so familiar with the paperwork necessary to maintain your cover that you can easily whip up documents that support your fabrications. You can Create a Forgery using Deception, rather than Society, and doing so only takes 10 minutes, or 1 minute if you're legendary in Deception. With your paranoid nature, you're always on the lookout for forgeries. The GM rolls a secret Perception or Society check for you any time you encounter a forgery, even if you don't examine it closely. Fabricated Credentials leads to... Instant Credentials","category":"feat","pfs":"Standard","feat":["Fabricated Credentials"],"rarity":"common","slug":"feat-8861"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8862","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Deceptive Deduction Reaction Source Hellfire Dispatches pg. 37 Archetype Twilight Talon Prerequisites Twilight Talon Dedication Trigger A creature you can see uses Recall Knowledge. --- You've had to take on many roles while working undercover, so you're practiced at following the example of those around you to pretend expertise in a variety of fields. You learn what skill the creature was using to Recall Knowledge and whether that creature is trained in the skill. If it's trained, you can use Deception to Recall Knowledge as if it were that skill for the next minute.","feat":["Deceptive Deduction"],"skill_mod":{},"summary":"You've had to take on many roles while working undercover, so you're practiced at following the example of those around you to pretend expertise in a variety of fields.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":8,"prerequisite":"Twilight Talon Dedication","source_category":["Lost Omens"],"trigger":"A creature you can see uses Recall Knowledge .","resistance":{},"url":"/Feats.aspx?ID=8862","archetype":["Twilight Talon"],"name":"Deceptive Deduction","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8862"},{"skill_mod":{},"summary":"You layer meanings in your words, and only those you've taken into your confidence can divine your true plans.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Twilight Talon Dedication; Master in Deception","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8863","weakness":{},"archetype":["Twilight Talon"],"skill":["Deception","Deception"],"name":"Hidden Intentions","trait":["Archetype"],"id":"feat-8863","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Hidden Intentions Source Hellfire Dispatches pg. 37 Archetype Twilight Talon Prerequisites Twilight Talon Dedication; Master in Deception --- You layer meanings in your words, and only those you've taken into your confidence can divine your true plans. You gain the Doublespeak and Slippery Secrets skill feats. On the first round of combat, if you roll Deception for initiative, creatures that haven't acted are off-guard to you.","category":"feat","pfs":"Standard","feat":["Hidden Intentions"],"rarity":"common","slug":"feat-8863"},{"skill_mod":{},"summary":"You've learned to use your Twilight Talon's mark to secret away contraband.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Talon's Mark","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8864","weakness":{},"archetype":["Twilight Talon"],"name":"Inked Cache","trait":["Archetype"],"id":"feat-8864","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Inked Cache Source Hellfire Dispatches pg. 37 Archetype Twilight Talon Prerequisites Talon's Mark --- You've learned to use your Twilight Talon's mark to secret away contraband. The tattoo's level increases to 10, unless it was already higher, and it gains the abilities of a greater retrieval belt . As a part of activating the tattoo to Store Item, you can attempt a Deception check against the Perception DCs of all creatures that are currently observing you. On a success, a creature doesn't notice you use Store Item.","category":"feat","pfs":"Standard","feat":["Inked Cache"],"rarity":"common","slug":"feat-8864"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Concentrate","Linguistic","Mental"],"id":"feat-8865","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Feign Innocence Single Action Source Hellfire Dispatches pg. 37 Archetype Twilight Talon Prerequisites Twilight Talon Dedication --- You convince a creature that, despite appearances, you're on its side. Choose an enemy within 60 feet, and attempt a Deception check against its Will DC. The target is then temporarily immune to Feign Innocence for 1 hour. If you've taken a hostile action against it this round, your result can be no better than a failure. Critical Success You and the target are considered allies until the end of your next turn or until you take a hostile action against it, whichever comes first. In order to take a hostile action against you, the target must succeed at a Will save against your Deception DC or it loses the action. Success As critical success, but lasts until the end of your turn or until you take a hostile action against it, whichever comes first. Failure No effect. Critical Failure The target knows you attempted to fool it and plays along. You're off-guard to the target until the beginning of your next turn.","feat":["Feign Innocence"],"skill_mod":{},"summary":"You convince a creature that, despite appearances, you're on its side.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics"],"level":12,"prerequisite":"Twilight Talon Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8865","archetype":["Twilight Talon"],"name":"Feign Innocence","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8865"},{"skill_mod":{},"summary":"In a pinch, ink from your tattoo arranges itself into a temporary pass, writ of authority, or similar document.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Fabricated Credentials; Talon's Mark","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8866","weakness":{},"archetype":["Twilight Talon"],"name":"Instant Credentials","trait":["Archetype"],"id":"feat-8866","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Instant Credentials Source Hellfire Dispatches pg. 37 Archetype Twilight Talon Prerequisites Fabricated Credentials; Talon's Mark --- In a pinch, ink from your tattoo arranges itself into a temporary pass, writ of authority, or similar document. If you're in possession of a blank page of paper, you can Create a Forgery as a single action with the concentrate and occult traits. The forgery lasts for 1 minute, and during this time, you can't use any of the other abilities of your Talon's Mark. You can Dismiss the forgery, leaving the paper blank once again.","category":"feat","pfs":"Standard","feat":["Instant Credentials"],"rarity":"common","slug":"feat-8866"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Occult","Teleportation"],"id":"feat-8867","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Burn Identity Two Actions Source Hellfire Dispatches pg. 37 Archetype Twilight Talon Prerequisites Twilight Talon Dedication --- You transport yourself up to 1 mile, as a 5th-rank translocate spell. Everyone who has seen you in the last 24 hours must succeed at a Will save against your class DC or spell DC, whichever is higher, or forget your physical appearance as though affected by a 6th-rank rewrite memory spell. You can choose to exempt any number of creatures from this effect. You can instead Burn Identity as an activity that takes 10 minutes. If you do, instead of the effects of translocate, you can instantly teleport yourself and up to four targets touched (either willing creatures or objects roughly the size of a creature) to the nearest border of Andoran, in addition to its other effects.","feat":["Burn Identity"],"skill_mod":{},"summary":"You transport yourself up to 1 mile, as a 5th-rank translocate spell.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Tradition","Monster"],"level":18,"prerequisite":"Twilight Talon Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8867","archetype":["Twilight Talon"],"name":"Burn Identity","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8867"},{"skill_mod":{},"summary":"After mingling alongside the tastemakers of the Ivy District, you understand how rumors spread through larger settlements.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":3,"prerequisite":"Dandy Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8868","weakness":{},"archetype":["Dandy"],"name":"Ivy District Influencer","trait":["Archetype","Skill","Uncommon"],"id":"feat-8868","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Ivy District Influencer Source Hellfire Dispatches pg. 46 Archetype Dandy Prerequisites Dandy Dedication --- After mingling alongside the tastemakers of the Ivy District, you understand how rumors spread through larger settlements. When you use the Influence Rumor downtime activity in a city or metropolis, decrease the DC of the check by 5. When you're in the metropolis of Absalom, the DC is reduced by an additional 5. At the GM's discretion, this second reduction might apply to the DC of Influence Rumor's skill check when you manipulate a rumor outside of Absalom but among a group of Absalomians.","category":"feat","pfs":"Standard","feat":["Ivy District Influencer"],"rarity":"uncommon","slug":"feat-8868"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish","Uncommon"],"id":"feat-8869","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ivy Playhouse Strike Single Action Source Hellfire Dispatches pg. 46 Archetype Dandy Prerequisites Dandy Dedication --- You've spent so many hours at the Ivy Playhouse or sparring with the Street Performers and Actors' Guild that you've picked up some stage combat techniques. In a fight, you can apply these approaches to make an attack less harmful but more confounding to your foes. Make a melee Strike. If you hit, you take a circumstance penalty to damage equal to the number of weapon damage dice, and the damage gains the nonlethal trait. However, the target is perplexed by the theatricality of your attack and becomes clumsy 1 until the end of your next turn.","feat":["Ivy Playhouse Strike"],"skill_mod":{},"summary":"You've spent so many hours at the Ivy Playhouse or sparring with the Street Performers and Actors' Guild that you've picked up some stage combat techniques.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Rarity"],"level":4,"prerequisite":"Dandy Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8869","archetype":["Dandy"],"name":"Ivy Playhouse Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-8869"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Fortune","Uncommon"],"id":"feat-8870","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Such a Disgrace! Reaction Source Hellfire Dispatches pg. 46 Archetype Dandy Prerequisites Dandy Dedication Trigger An ally within 30 feet fails a Will saving throw against a mental effect. --- You expect the same level of urbane sophistication from your allies as you possess, so whenever one of them succumbs to egregious behavior from a mental effect, you're immediately mortified. How dare they make you look bad! Whether you respond with noisy contempt or quiet distress, your reaction gives your ally a second chance to shake off the effect and save the moment, at least socially. Your ally rerolls the triggering Will saving throw with a +1 circumstance bonus and uses the higher result. Regardless of the result of the save, your ally is temporarily immune to Such a Disgrace! for 10 minutes.","feat":["Such a Disgrace!"],"skill_mod":{},"summary":"You expect the same level of urbane sophistication from your allies as you possess, so whenever one of them succumbs to egregious behavior from a mental effect, you're immediately mortified.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Rarity"],"level":4,"prerequisite":"Dandy Dedication","source_category":["Lost Omens"],"trigger":"An ally within 30 feet fails a Will saving throw against a mental effect.","resistance":{},"url":"/Feats.aspx?ID=8870","archetype":["Dandy"],"name":"Such a Disgrace!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-8870"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Uncommon"],"id":"feat-8871","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sundown Street Posturing Single Action Source Hellfire Dispatches pg. 47 Archetype Dandy Prerequisites Dandy Dedication --- Whether in the salon or on the street, you've captured the attention of everyone around you. In this moment, they're all hanging on your next word or anticipating your next move. You capture the moment by striking an unforgettable pose, one that your friends find alluring and your foes find alarming. Roll a Diplomacy or Intimidation check. You can substitute the result of this check for one Reflex save you would be required to attempt in the next minute.","feat":["Sundown Street Posturing"],"skill_mod":{},"summary":"Whether in the salon or on the street, you've captured the attention of everyone around you.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Dandy Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8871","archetype":["Dandy"],"name":"Sundown Street Posturing","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-8871"},{"skill_mod":{},"summary":"Through your experience with the many parties held nightly in clubs and estates within the Petal District, you understand the way rumors and gossip circulate during social events.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Dandy Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8872","weakness":{},"archetype":["Dandy"],"name":"Petal District Socialite","trait":["Archetype","Skill","Uncommon"],"id":"feat-8872","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Petal District Socialite Source Hellfire Dispatches pg. 47 Archetype Dandy Prerequisites Dandy Dedication --- Through your experience with the many parties held nightly in clubs and estates within the Petal District, you understand the way rumors and gossip circulate during social events. You can use the Influence Rumor activity during a social event attended by a large group of people, such as a gala or town fair, reducing the time it takes to 1d4 hours. This ability doesn't apply to secret events or other small private gatherings.","category":"feat","pfs":"Standard","feat":["Petal District Socialite"],"rarity":"uncommon","slug":"feat-8872"},{"skill_mod":{},"summary":"Though you're hardly ready to retire from the social life, you appreciate the luxury the older wealthy elite enjoy within the private social club of Magpie Manor in Absalom's Petal District.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Dandy Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8873","weakness":{},"archetype":["Dandy"],"name":"Magpie Manor Recovery","trait":["Archetype","Uncommon"],"id":"feat-8873","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Magpie Manor Recovery Source Hellfire Dispatches pg. 47 Archetype Dandy Prerequisites Dandy Dedication --- Though you're hardly ready to retire from the social life, you appreciate the luxury the older wealthy elite enjoy within the private social club of Magpie Manor in Absalom's Petal District. And you try to bring that luxury even to the wilds of the world. If you have a four-person tent and spend at least 10 minutes setting it up to your level of comfort before taking an 8-hour period of rest, you regain an additional number Hit Points equal to double your level and reduce the severity of your drained condition by 2 instead of 1. Up to three other Medium or smaller creatures can share the tent with you and gain these benefits.","category":"feat","pfs":"Standard","feat":["Magpie Manor Recovery"],"rarity":"uncommon","slug":"feat-8873"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Incapacitation","Mental","Uncommon","Visual"],"id":"feat-8874","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Bloom Cabaret Entrance Free Action Source Hellfire Dispatches pg. 47 Archetype Dandy Frequency once per day Prerequisites Dandy Dedication Trigger You’re about to roll initiative. --- In socially exclusive venues like the Ivy District's Bloom Cabaret, you've learned how to make an entrance. This confidence doesn't betray you when you find yourself about to enter combat, allowing you to throw enemies temporarily off-balance. Once per day, you can choose to not roll initiative. Instead, you voluntarily go last. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creature can choose whichever order they want. Enemies who can see you must attempt a Will saving throw against your class DC or spell DC, whichever is higher. On a failure, the enemy is overcome with anticipation for what you'll do or say next and can't use reactions for 1 round. In addition, during your first turn, you gain a +2 circumstance bonus to the first Deception, Diplomacy, or Intimidation check you attempt.","feat":["Bloom Cabaret Entrance"],"skill_mod":{},"summary":"In socially exclusive venues like the Ivy District's Bloom Cabaret, you've learned how to make an entrance.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Rarity","Sense"],"level":10,"prerequisite":"Dandy Dedication","source_category":["Lost Omens"],"trigger":"You’re about to roll initiative.","resistance":{},"url":"/Feats.aspx?ID=8874","archetype":["Dandy"],"name":"Bloom Cabaret Entrance","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-8874"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Concentrate","Linguistic","Mental","Skill","Uncommon"],"id":"feat-8875","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Standard\" > Flower Street Infamy Single Action Source Hellfire Dispatches pg. 47 Archetype Dandy Prerequisites Dandy Dedication --- Your history of coquetries, flirtations, dalliances, and liaisons is so lengthy that, even in a city as large as Absalom, you're bound to run into your past at inopportune moments. Fortunately, the individual involved might be just as shocked as you are by the unexpected encounter. Choose a target within 30 feet and spin a lascivious tale of how the two of you might have met before. Attempt a Deception check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Flower Street Infamy for 24 hours. Critical Success The target is stupefied 3 for 1 minute. Success The target is stupefied 2 for 1 minute. Failure The target is stupefied 1 until the start of your next turn. Critical Failure The target is unaffected.","feat":["Flower Street Infamy"],"skill_mod":{},"summary":"Your history of coquetries, flirtations, dalliances, and liaisons is so lengthy that, even in a city as large as Absalom, you're bound to run into your past at inopportune moments.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics","Rarity"],"level":11,"prerequisite":"Dandy Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8875","archetype":["Dandy"],"name":"Flower Street Infamy","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-8875"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Archetype","Auditory","Concentrate","Emotion","Fear","Linguistic","Mental","Uncommon"],"id":"feat-8876","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Do You Know Who I Am? Two Actions Source Hellfire Dispatches pg. 47 Archetype Dandy Prerequisites Dandy Dedication; Master in Intimidation --- Your reputation casts a long shadow, allowing you to throw your cultural weight around, especially in larger settlements. With a well-timed tirade or attention-getting shout, you can break a foe's mind and bring them low. Choose a foe within 30 feet, and attempt an Intimidation check against the target's Will DC. You gain a +1 circumstance bonus to this check if you're in a city or a +2 circumstance bonus to this check if you're in a metropolis. If you're specifically in Absalom, the bonus is instead +3. The target is then temporarily immune to your Do You Know Who I Am? for 24 hours. Critical Success The target takes 12d6 mental damage and becomes frightened 3. It can't reduce its frightened condition below 1 if it ends its turn adjacent to you. Success The target takes 6d6 mental damage and becomes frightened 2. Failure The target is unaffected. Critical Failure The target is unaffected, and the embarrassment causes you to take 6d6 mental damage.","feat":["Do You Know Who I Am?"],"skill_mod":{},"summary":"Your reputation casts a long shadow, allowing you to throw your cultural weight around, especially in larger settlements.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics","Rarity"],"level":12,"prerequisite":"Dandy Dedication; Master in Intimidation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8876","archetype":["Dandy"],"name":"Do You Know Who I Am?","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-8876"},{"skill_mod":{},"summary":"Divine glory awaits! You embrace your longing to make a true and lasting difference in the Universe by embarking on the path to apotheosis.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8877","weakness":{},"archetype":["Starstone Aspirant"],"name":"Starstone Aspirant Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8877","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Starstone Aspirant Dedication Source Hellfire Dispatches pg. 48 Archetype Starstone Aspirant --- Divine glory awaits! You embrace your longing to make a true and lasting difference in the Universe by embarking on the path to apotheosis. You dedicate yourself to this journey, striving to overcome all your imperfections. Each day during your daily preparations, choose a skill you're untrained in. You can attempt skill actions that normally require you to be trained in that skill, and you gain a +1 circumstance bonus to checks with that skill until your next daily preparations. At 8th level, this bonus increases to +2, and at 15th level, this bonus increases to +3. Starstone Aspirant Dedication leads to... Aroden's Innovation, Cayden's Freedom, For the Fallen!, Gather Disciples, Iomedae's Valor, Minor Deific Power, Norgorber's Secret","category":"feat","pfs":"Standard","feat":["Starstone Aspirant Dedication"],"rarity":"uncommon","slug":"feat-8877"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish","Press"],"id":"feat-8878","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > For the Fallen! Single Action Source Hellfire Dispatches pg. 48 Archetype Starstone Aspirant Prerequisites Starstone Aspirant Dedication --- So many other hopefuls have attempted the Test of the Starstone before you and failed. Whether they were killed or disappeared, you vow to honor their memories by succeeding where they failed. This drive allows to push forward after you've already made an attack. You Step and then Strike.","feat":["For the Fallen!"],"skill_mod":{},"summary":"So many other hopefuls have attempted the Test of the Starstone before you and failed.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Starstone Aspirant Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8878","archetype":["Starstone Aspirant"],"name":"For the Fallen!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8878"},{"skill_mod":{},"summary":"Your mental, physical, and spiritual training have granted you access to divine magic that doesn't rely on any other deity or patron.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Starstone Aspirant Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8879","weakness":{},"archetype":["Starstone Aspirant"],"name":"Minor Deific Power","trait":["Archetype"],"id":"feat-8879","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Minor Deific Power Source Hellfire Dispatches pg. 48 Archetype Starstone Aspirant Prerequisites Starstone Aspirant Dedication --- Your mental, physical, and spiritual training have granted you access to divine magic that doesn't rely on any other deity or patron. Choose a common divine cantrip and one common 1st-rank divine spell. You can cast the cantrip as a divine innate spell at will and the 1st-rank spell as a divine innate spell once per day. Minor Deific Power leads to... Advanced Deific Power","category":"feat","pfs":"Standard","feat":["Minor Deific Power"],"rarity":"common","slug":"feat-8879"},{"skill_mod":{},"summary":"Being the god of secrets, Norgorber has erased all traces of his life before his ascension so that his every mortal act and even his identity remain unknown and unknowable.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Starstone Aspirant Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8880","weakness":{},"archetype":["Starstone Aspirant"],"name":"Norgorber's Secret","trait":["Archetype"],"id":"feat-8880","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Norgorber's Secret Source Hellfire Dispatches pg. 48 Archetype Starstone Aspirant Prerequisites Starstone Aspirant Dedication --- Being the god of secrets, Norgorber has erased all traces of his life before his ascension so that his every mortal act and even his identity remain unknown and unknowable. Something about this path intrigues you, and you've trained your own mind to defy intrusions. You gain mental resistance equal to half your level and a +2 circumstance bonus to saving throws against effects that attempt to read your mind or discern your location.","category":"feat","pfs":"Standard","feat":["Norgorber's Secret"],"rarity":"common","slug":"feat-8880"},{"skill_mod":{},"summary":"Even if you've never downed a tankard of ale nor indulged in a night of rowdy revelry, you appreciate the dedication to freedom from Cayden Cailean and his worshippers.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Starstone Aspirant Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8881","weakness":{},"archetype":["Starstone Aspirant"],"name":"Cayden's Freedom","trait":["Archetype"],"id":"feat-8881","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cayden's Freedom Source Hellfire Dispatches pg. 48 Archetype Starstone Aspirant Prerequisites Starstone Aspirant Dedication --- Even if you've never downed a tankard of ale nor indulged in a night of rowdy revelry, you appreciate the dedication to freedom from Cayden Cailean and his worshippers. After much physical practice, you've become difficult to restrain, and if you're ever grabbed, you can access a little bit of the Accidental God's luck. You gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to Grapple you or Swallow you Whole. In addition, you gain the Liberate Self action. ","category":"feat","pfs":"Standard","feat":["Cayden's Freedom"],"rarity":"common","slug":"feat-8881"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Divine"],"id":"feat-8882","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Iomedae's Valor Reaction Source Hellfire Dispatches pg. 49 Archetype Starstone Aspirant Frequency once per day Prerequisites Starstone Aspirant Dedication Trigger You would be reduced to 0 Hit Points but not immediately killed. --- Though you might not be walking the virtuous path of honor and justice most often associated with Iomedae, you have studied her mortal bravery and can emulate it when you're on the brink of defeat. You avoid being knocked out and remain at 1 Hit Point. You also gain a number of temporary Hit Points equal to your level that last for 1 minute and a +1 status bonus to AC for 1 round.","feat":["Iomedae's Valor"],"skill_mod":{},"summary":"Though you might not be walking the virtuous path of honor and justice most often associated with Iomedae, you have studied her mortal bravery and can emulate it when you're on the brink of defeat.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Tradition","Monster"],"level":6,"prerequisite":"Starstone Aspirant Dedication","source_category":["Lost Omens"],"trigger":"You would be reduced to 0 Hit Points but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=8882","archetype":["Starstone Aspirant"],"name":"Iomedae's Valor","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8882"},{"skill_mod":{},"summary":"Like a muscle, the more you flex your divine power, the stronger it gets.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Minor Deific Power","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8883","weakness":{},"archetype":["Starstone Aspirant"],"name":"Advanced Deific Power","trait":["Archetype"],"id":"feat-8883","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Advanced Deific Power Source Hellfire Dispatches pg. 49 Archetype Starstone Aspirant Prerequisites Minor Deific Power --- Like a muscle, the more you flex your divine power, the stronger it gets. Choose two common divine spells, one of 2nd rank and one of 3rd rank. You can cast each of these spells as divine innate spells once per day. Advanced Deific Power leads to... Greater Deific Power","category":"feat","pfs":"Standard","feat":["Advanced Deific Power"],"rarity":"common","slug":"feat-8883"},{"skill_mod":{},"summary":"As befits the god of humanity and innovation, Aroden left teachings that continue to inspire.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Starstone Aspirant Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8884","weakness":{},"archetype":["Starstone Aspirant"],"name":"Aroden's Innovation","trait":["Archetype"],"id":"feat-8884","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Aroden's Innovation Source Hellfire Dispatches pg. 49 Archetype Starstone Aspirant Prerequisites Starstone Aspirant Dedication --- As befits the god of humanity and innovation, Aroden left teachings that continue to inspire. You've studied his works, and you understand the need to constantly reinvent yourself to meet new challenges. Each day during your daily preparations, choose a general feat of 3rd level or lower. If you meet the feat's prerequisites, you gain the benefits of that feat until your next daily preparations.","category":"feat","pfs":"Standard","feat":["Aroden's Innovation"],"rarity":"common","slug":"feat-8884"},{"skill_mod":{},"summary":"Gods need followers, and you know that its best to gather a flock in the present to support you in your endeavor.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Starstone Aspirant Dedication; Master in Religion","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8885","weakness":{},"archetype":["Starstone Aspirant"],"skill":["Religion","Religion"],"name":"Gather Disciples","trait":["Archetype"],"id":"feat-8885","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Gather Disciples Source Hellfire Dispatches pg. 49 Archetype Starstone Aspirant Prerequisites Starstone Aspirant Dedication; Master in Religion --- Gods need followers, and you know that its best to gather a flock in the present to support you in your endeavor. Of course, you'll reward their faith in you in the future when you become a true deity. You can spend 1 week of downtime in a settlement to evangelize your coming godhood and establish a small group of disciples to your faith. Once this group has been established, these disciples are always helpful to you. You can use Religion to Request something of them, though your request must be able to be performed by the type of people who would follow you, at the GM's discretion. If you critically succeed at this check, your disciples give a piece of helpful advice or let you in on a small secret, granting you or a member of your party a +2 circumstance bonus to the first skill check you attempt when acting on the favor. If you critically fail this check, your disciples' attitude toward you doesn't worsen. You can have three groups of disciples at any one time (or five if you're legendary in Religion). If you exceed this number, the oldest group disbands and must be established again if you return to that settlement.","category":"feat","pfs":"Limited","feat":["Gather Disciples"],"rarity":"common","slug":"feat-8885"},{"skill_mod":{},"summary":"Divine power continues to fill you.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Advanced Deific Power","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8886","weakness":{},"archetype":["Starstone Aspirant"],"name":"Greater Deific Power","trait":["Archetype"],"id":"feat-8886","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Greater Deific Power Source Hellfire Dispatches pg. 49 Archetype Starstone Aspirant Prerequisites Advanced Deific Power --- Divine power continues to fill you. Choose two common divine spells, one of 4th rank and one of 5th rank. You can cast each of these spells as divine innate spells once per day. Greater Deific Power leads to... Major Deific Power","category":"feat","pfs":"Standard","feat":["Greater Deific Power"],"rarity":"common","slug":"feat-8886"},{"skill_mod":{},"summary":"As your apotheosis into living godhood approaches, you accrue the strongest of divine power.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Greater Deific Power","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8887","weakness":{},"archetype":["Starstone Aspirant"],"name":"Major Deific Power","trait":["Archetype"],"id":"feat-8887","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Major Deific Power Source Hellfire Dispatches pg. 49 Archetype Starstone Aspirant Prerequisites Greater Deific Power --- As your apotheosis into living godhood approaches, you accrue the strongest of divine power. Choose three common divine spells, one of 6th rank, one of 7th rank, and one of 8th rank. You can cast each of these spells as divine innate spells once per day.","category":"feat","pfs":"Standard","feat":["Major Deific Power"],"rarity":"common","slug":"feat-8887"},{"skill_mod":{},"summary":"You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Battle Medicine; can’t have a patron deity","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8888","weakness":{},"archetype":["Pure Legion Enforcer"],"name":"Godless Healing","legacy_id":["feat-869"],"trait":["General","Skill"],"id":"feat-8888","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Godless Healing Source Hellfire Dispatches pg. 60 Archetype Pure Legion Enforcer (Level 2) Prerequisites Battle Medicine; can’t have a patron deity --- You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.","category":"feat","pfs":"Standard","feat":["Godless Healing"],"rarity":"common","slug":"feat-8888"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"legacy_id":["feat-1181"],"trait":["General","Skill"],"id":"feat-8889","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mortal Healing Source Hellfire Dispatches pg. 60 Archetype Pure Legion Enforcer (Level 2) Prerequisites Expert in Medicine; you follow the Laws of Mortality --- You grant greater healing when the gods don't interfere. When you roll a success to Treat Wounds for a creature that hasn't regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points.","feat":["Mortal Healing"],"skill_mod":{},"summary":"You grant greater healing when the gods don't interfere.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":2,"prerequisite":"Expert in Medicine; you follow the Laws of Mortality","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8889","archetype":["Pure Legion Enforcer"],"name":"Mortal Healing","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-8889"},{"access":"You’re from Rahadoum.","primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"legacy_id":["feat-2171"],"trait":["General","Skill","Uncommon"],"id":"feat-8890","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Paragon Battle Medicine Source Hellfire Dispatches pg. 60 Archetype Pure Legion Enforcer (Level 7) Prerequisites Battle Medicine; Master in Medicine Access You’re from Rahadoum. --- You've learned the modern uses of Battle Medicine originated by Kassi Aziril. When you successfully use Battle Medicine, you can also reduce the target's sickened, enfeebled, or clumsy condition by 1 (this has no effect if you are subject to an effect continually applying the clumsy condition, like enlarge). If you are legendary in Medicine, you can choose to reduce the target's frightened or stunned condition by 1 instead, and if you have the Godless Healing feat, you can choose to reduce the target's stupefied or drained condition by 1 instead. If you have the Mortal Healing feat, you can reduce all available conditions by 1 for a target who hasn't benefited from vitality or healing magic in the last 24 hours, and if you roll a critical success before applying the effects of the feat, you reduce all available conditions by 2 for that target instead.","feat":["Paragon Battle Medicine"],"skill_mod":{},"summary":"You've learned the modern uses of Battle Medicine originated by Kassi Aziril.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"level":7,"prerequisite":"Battle Medicine; Master in Medicine","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8890","archetype":["Pure Legion Enforcer"],"name":"Paragon Battle Medicine","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8890"},{"skill_mod":{},"summary":"You are sworn to uphold the Laws of Mortality within the borders of Rahadoum.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"member of the Pure Legion","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8891","weakness":{},"archetype":["Pure Legion Enforcer"],"name":"Pure Legion Enforcer Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8891","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Pure Legion Enforcer Dedication Source Hellfire Dispatches pg. 60 Archetype Pure Legion Enforcer Prerequisites member of the Pure Legion --- You are sworn to uphold the Laws of Mortality within the borders of Rahadoum. As part of your commissioning, you learned about the different types of worship and divine magic that you might encounter. You become trained in Intimidation and Religion. If you are already trained in one or both of these skills, you become an expert in that skill. If you are already an expert in both skills, you become trained in a skill of your choice. You also gain the Recognize Spell skill feat. Whenever you attempt to recognize a divine spell, you always learn it is divine and gain a +2 circumstance bonus to the Religion skill check. Finally, you gain the following edicts and anathema. Knowingly committing acts that violate the anathema result in you losing access to abilities granted by this archetype, as determined by your GM. You can regain these lost abilities by spending an appropriate amount of time rededicating yourself to the Pure Legion, typically by donating an amount equal to 20 gp × your level to appropriate causes and eschewing all divine magic (including spells cast by others) for at least 1 day. Edicts confiscate, contain, or destroy all divine objects in Rahadoum; drive out divine casters from Rahadoum Anathema use divine abilities, items, or spells; permit proselytizing of religion in Rahadoum; worship a deity Pure Legion Enforcer Dedication leads to... Edict of Mortality, Mortal Possibility, No Gods, Only Mortals!, Repelling Enforcer, Shake Off the Gods, Throttle the Divine, Traces of the Divine, Unassailable Enforcer, Wrath Against the Divine","category":"feat","pfs":"Standard","feat":["Pure Legion Enforcer Dedication"],"rarity":"uncommon","slug":"feat-8891"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Linguistic"],"id":"feat-8892","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Edict of Mortality Two Actions Source Hellfire Dispatches pg. 61 Archetype Pure Legion Enforcer Prerequisites Pure Legion Enforcer Dedication --- You recite an excerpt of the Laws of Mortality, often the first law: “Let no mortal be beholden to a god.” Attempt an Intimidation check against all enemies within 60 feet that worship a deity, comparing your result against each target's Will DC. Targets are then temporarily immune to your use of this ability for 24 hours. Critical Success The target becomes frightened 2. Until the start of your next turn, if the target attempts to Cast a Spell with the divine trait, it must succeed at a DC 7 flat check or the action is lost. Success As critical success, but frightened 1, and the DC of the flat check is 5.","feat":["Edict of Mortality"],"skill_mod":{},"summary":"You recite an excerpt of the Laws of Mortality, often the first law: “Let no mortal be beholden to a god.” Attempt an Intimidation check against all enemies within 60 feet that worship a deity, comparing your result against each target's Will DC.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics"],"level":8,"prerequisite":"Pure Legion Enforcer Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8892","archetype":["Pure Legion Enforcer"],"name":"Edict of Mortality","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8892"},{"skill_mod":{},"summary":"Your faith in the Pure Legion protects you from spiritual harm.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Pure Legion Enforcer Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8893","weakness":{},"archetype":["Pure Legion Enforcer"],"name":"Unassailable Enforcer","trait":["Archetype"],"id":"feat-8893","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unassailable Enforcer Source Hellfire Dispatches pg. 61 Archetype Pure Legion Enforcer Prerequisites Pure Legion Enforcer Dedication --- Your faith in the Pure Legion protects you from spiritual harm. You gain resistance to spirit damage equal to half your level. This resistance is doubled if the effect that caused the damage has the holy or unholy trait.","category":"feat","pfs":"Standard","feat":["Unassailable Enforcer"],"rarity":"common","slug":"feat-8893"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-8894","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > No Gods, Only Mortals! Free Action Source Hellfire Dispatches pg. 61 Archetype Pure Legion Enforcer Frequency once per 10 minutes Prerequisites Pure Legion Enforcer Dedication Trigger You successfully Recognize a Spell with the divine trait --- You order the caster to stop their spellcasting. Attempt an Intimidation check to counteract the triggering spell, using half your level rounded up as the counteract rank.","feat":["No Gods, Only Mortals!"],"skill_mod":{},"summary":"You order the caster to stop their spellcasting.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":10,"prerequisite":"Pure Legion Enforcer Dedication","source_category":["Lost Omens"],"trigger":"You successfully Recognize a Spell with the divine trait","resistance":{},"url":"/Feats.aspx?ID=8894","archetype":["Pure Legion Enforcer"],"name":"No Gods, Only Mortals!","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-8894"},{"skill_mod":{},"summary":"You can detect those who use divine magic like an additional sense.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Pure Legion Enforcer Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8895","weakness":{},"archetype":["Pure Legion Enforcer"],"name":"Traces of the Divine","trait":["Archetype","Exploration"],"id":"feat-8895","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Traces of the Divine Source Hellfire Dispatches pg. 61 Archetype Pure Legion Enforcer Prerequisites Pure Legion Enforcer Dedication --- You can detect those who use divine magic like an additional sense. You gain a +2 circumstance bonus to Perception checks to Seek and Survival checks to Track creatures that can cast divine spells. In addition, you automatically succeed at the flat check to target a concealed creature that can cast divine spells, and the flat check to target a hidden creature that can cast divine spells is reduced to DC 5.","category":"feat","pfs":"Standard","feat":["Traces of the Divine"],"rarity":"common","slug":"feat-8895"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-8896","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shake Off the Gods Single Action Source Hellfire Dispatches pg. 61 Archetype Pure Legion Enforcer Prerequisites Pure Legion Enforcer Dedication Requirements You're under an effect with the divine trait that required a saving throw. --- Your trust in the Pure Legion rushes forth as you fight off the influence of a god. You can attempt a new saving throw against the required effect with a +2 status bonus to the save. You can't get a worse result than your original saving throw.","feat":["Shake Off the Gods"],"skill_mod":{},"summary":"Your trust in the Pure Legion rushes forth as you fight off the influence of a god.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Pure Legion Enforcer Dedication","source_category":["Lost Omens"],"requirement":"You're under an effect with the divine trait that required a saving throw.","resistance":{},"url":"/Feats.aspx?ID=8896","archetype":["Pure Legion Enforcer"],"name":"Shake Off the Gods","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8896"},{"skill_mod":{},"summary":"You grasp the godly by their throats and damage their connection to their deities.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Pure Legion Enforcer Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8897","weakness":{},"archetype":["Pure Legion Enforcer"],"name":"Throttle the Divine","trait":["Archetype","Misfortune"],"id":"feat-8897","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Throttle the Divine Source Hellfire Dispatches pg. 61 Archetype Pure Legion Enforcer Prerequisites Pure Legion Enforcer Dedication --- You grasp the godly by their throats and damage their connection to their deities. When you have a creature grabbed, it must roll its flat check to use manipulate actions with the divine trait twice and take the worse result. Each time it attempts such an action while you have it grabbed, you tighten your grip further, dealing bludgeoning damage equal to 2d6 + your Strength modifier to that target.","category":"feat","pfs":"Standard","feat":["Throttle the Divine"],"rarity":"common","slug":"feat-8897"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8898","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Wrath Against the Divine Two Actions Source Hellfire Dispatches pg. 61 Archetype Pure Legion Enforcer Prerequisites Pure Legion Enforcer Dedication --- You channel your commitment to removing the divine from the world as you recite the Laws of Mortality. Strike a foe that can cast divine spells. The Strike deals two extra weapon damage dice. The target must also attempt a Will save against your class DC. On a failure, it loses its highest-rank available divine spell prepared or its highest unused spell slot to cast a divine spell. If it has multiple spells at its highest rank available, it randomly selects which spell is lost. On a critical failure, it also can't cast divine spells until the start of your next turn.","feat":["Wrath Against the Divine"],"skill_mod":{},"summary":"You channel your commitment to removing the divine from the world as you recite the Laws of Mortality.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":16,"prerequisite":"Pure Legion Enforcer Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8898","archetype":["Pure Legion Enforcer"],"name":"Wrath Against the Divine","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8898"},{"skill_mod":{},"summary":"Your conviction reflects damage from the divine.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Pure Legion Enforcer Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8899","weakness":{},"archetype":["Pure Legion Enforcer"],"name":"Repelling Enforcer","trait":["Archetype"],"id":"feat-8899","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Repelling Enforcer Source Hellfire Dispatches pg. 61 Archetype Pure Legion Enforcer Prerequisites Pure Legion Enforcer Dedication --- Your conviction reflects damage from the divine. Whenever you are dealt damage by a creature that can cast divine spells, that creature takes 5d6 spirit damage that ignores any resistance to spirit damage the creature has (but not immunity).","category":"feat","pfs":"Standard","feat":["Repelling Enforcer"],"rarity":"common","slug":"feat-8899"},{"skill_mod":{},"summary":"You made yourself into a paragon of mortality and prove that deities aren't needed to achieve greatness.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":20,"prerequisite":"Pure Legion Enforcer Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8900","weakness":{},"archetype":["Pure Legion Enforcer"],"name":"Mortal Possibility","trait":["Archetype"],"id":"feat-8900","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Mortal Possibility Source Hellfire Dispatches pg. 61 Archetype Pure Legion Enforcer Prerequisites Pure Legion Enforcer Dedication --- You made yourself into a paragon of mortality and prove that deities aren't needed to achieve greatness. Choose a skill you have master proficiency in. You become legendary in that skill. In addition, you gain a skill feat of your choice for that skill. The first time each day that you succeed at a skill check with that skill, you gain a +3 status bonus to your next skill check of any skill within the next hour.","category":"feat","pfs":"Standard","feat":["Mortal Possibility"],"rarity":"common","slug":"feat-8900"},{"skill_mod":{},"summary":"You've trained with the Brastlewark gnomes or studied their teachings, and learned the art of crafting their more magical snares.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Snarecrafter Dedication; Snare Crafting","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8901","weakness":{},"archetype":["Snarecrafter"],"name":"Brastlewark Snare Engineering","trait":["Archetype","Uncommon"],"id":"feat-8901","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Brastlewark Snare Engineering Source Hellfire Dispatches pg. 72 Archetype Snarecrafter Prerequisites Snarecrafter Dedication; Snare Crafting --- You've trained with the Brastlewark gnomes or studied their teachings, and learned the art of crafting their more magical snares. More information on magical snares can be found here. You learn the formulas for crafting the pit illusion snare and the shadow cloak snare or two uncommon magical snares of your level or lower that you have access to. When you set a magical snare, the DC of any saving throw it requires uses your spell DC if that's higher. When you craft a non-magical snare, you can choose to give it the magical trait. When you do so and the snare is one that normally deals damage, it deals an additional amount of force damage equal to its level. Brastlewark Snare Engineering leads to... Domino Effect, Remote Detonation","category":"feat","pfs":"Standard","feat":["Brastlewark Snare Engineering"],"rarity":"uncommon","slug":"feat-8901"},{"skill_mod":{},"summary":"Using clever gnomish engineering, you can quickly erect small barriers in which your snares are hidden.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Snarecrafter Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8902","weakness":{},"archetype":["Snarecrafter"],"name":"Barricade Snare","trait":["Archetype","Uncommon"],"id":"feat-8902","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Barricade Snare Source Hellfire Dispatches pg. 72 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- Using clever gnomish engineering, you can quickly erect small barriers in which your snares are hidden. When you prepare snares for quick deployment, you can prepare some of them as barricade snares. A barricade snare consists of a small barricade in which the snare is hidden, but it costs two of your quick deployment snares. Though creatures can automatically see the barricade, the snare hidden inside the barricade must be detected like a standard snare, but with a +2 circumstance bonus to the DC. The barricade occupies the same space as the snare and is 5 feet high; it provides standard cover, can be Climbed with a successful DC 12 Athletics check, has an AC of 10, Hardness 5, and 20 Hit Points, and is immune to critical hits and precision damage. The barricade lasts as long as the snare does. A creature triggers and is affected by the hidden snare when it attempts to Climb the barricade or successfully attacks the barricade while adjacent to it. The snare and barricade are destroyed when the snare is triggered or if the barricade is destroyed, whichever comes first. Special Even if you have the Surprise Snare feat, you must craft a barricade snare in an empty square.","category":"feat","pfs":"Standard","feat":["Barricade Snare"],"rarity":"uncommon","slug":"feat-8902"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Force","Manipulate","Uncommon"],"id":"feat-8903","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Remote Detonation Single Action Source Hellfire Dispatches pg. 72 Archetype Snarecrafter Prerequisites Brastlewark Snare Engineering --- Brastlewark snarecrafters know that sometimes it's more advantageous to magically destroy a snare before it's triggered. Choose a magical snare within 120 feet that you crafted. The snare is automatically destroyed and each creature in a 5-foot emanation takes 1d6 force damage per level of the destroyed snare with a basic Reflex save against the higher of your class DC or spell DC. Special If you detonate a broad snare or giant snare, choose one square that snare occupies to be the center of the emanation.","feat":["Remote Detonation"],"skill_mod":{},"summary":"Brastlewark snarecrafters know that sometimes it's more advantageous to magically destroy a snare before it's triggered.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Energy","Rarity"],"level":8,"prerequisite":"Brastlewark Snare Engineering","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8903","archetype":["Snarecrafter"],"name":"Remote Detonation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-8903"},{"skill_mod":{},"summary":"You can create longer snares for quick deployment, creating lines on the battlefield.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Snarecrafter Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8904","weakness":{},"archetype":["Snarecrafter"],"name":"Broad Snare","trait":["Archetype","Uncommon"],"id":"feat-8904","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Broad Snare Source Hellfire Dispatches pg. 72 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- You can create longer snares for quick deployment, creating lines on the battlefield. When you prepare snares for quick deployment, you can prepare some of them as broad snares. A broad snare takes up a 20-foot line starting from the square in which you craft the snare but it costs two of your quick deployment snares. A broad snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.","category":"feat","pfs":"Standard","feat":["Broad Snare"],"rarity":"uncommon","slug":"feat-8904"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Uncommon"],"id":"feat-8905","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Domino Effect Reaction Source Hellfire Dispatches pg. 73 Archetype Snarecrafter Prerequisites Brastlewark Snare Engineering Trigger A creature triggers a magical snare you crafted. --- You've learned to pull the invisible strings of magic to affect targets that wouldn't normally be. A creature you choose within 15 feet of the triggering creature is affected by the same snare as if they had also triggered it.","feat":["Domino Effect"],"skill_mod":{},"summary":"You've learned to pull the invisible strings of magic to affect targets that wouldn't normally be.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Rarity"],"level":14,"prerequisite":"Brastlewark Snare Engineering","source_category":["Lost Omens"],"trigger":"A creature triggers a magical snare you crafted.","resistance":{},"url":"/Feats.aspx?ID=8905","archetype":["Snarecrafter"],"name":"Domino Effect","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-8905"},{"skill_mod":{},"summary":"As a follower of the Everbloom, you stand up against tyranny and oppression, understanding that revolution against an unjust ruler must sometimes be enacted in secret.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Stealth; you worship Milani","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8906","weakness":{},"archetype":["Rose Warden"],"skill":["Stealth","Stealth"],"name":"Rose Warden Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8906","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rose Warden Dedication Source Hellfire Dispatches pg. 84 Archetype Rose Warden Prerequisites Trained in Stealth; you worship Milani --- As a follower of the Everbloom, you stand up against tyranny and oppression, understanding that revolution against an unjust ruler must sometimes be enacted in secret. You become trained in Deception. If you're already trained in Deception, you become an expert in your choice of Deception or Stealth. When you get a critical success to Lie to a figure of authority, you gain a +1 circumstance bonus to your Fortitude DC and saving throws against being confused, controlled, grabbed, immobilized, or restrained by that figure of authority for 24 hours. You add the edicts and anathema of Milani to your own (see sidebar). Failing to uphold edicts or committing acts that violate the anathema result in you losing access to any abilities granted by this archetype, as determined by your GM. You can regain these lost abilities through the atone ritual as normal. Rose Warden Dedication leads to... Blessed Thorn Strike, Holy Bloom, Liberated Mind, Rise Up!, Unbalancing Appearance, Unfettering Strike, Wall of Roses","category":"feat","pfs":"Standard","feat":["Rose Warden Dedication"],"rarity":"uncommon","slug":"feat-8906"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Divine","Flourish","Sanctified"],"id":"feat-8907","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Blessed Thorn Strike Single Action Source Hellfire Dispatches pg. 84 Archetype Rose Warden Prerequisites Rose Warden Dedication Requirements You witnessed an enemy harm an ally with a Strike or spell last round. --- When you see a foe hurt one of your allies, your righteous retribution causes your weapon to sprout holy thorns. Make a Strike against the triggering enemy. If you hit and deal damage, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or become enfeebled 1 (or enfeebled 2 on a critical failure).","feat":["Blessed Thorn Strike"],"skill_mod":{},"summary":"When you see a foe hurt one of your allies, your righteous retribution causes your weapon to sprout holy thorns.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Tradition","Monster","Mechanics"],"level":4,"prerequisite":"Rose Warden Dedication","source_category":["Lost Omens"],"requirement":"You witnessed an enemy harm an ally with a Strike or spell last round.","resistance":{},"url":"/Feats.aspx?ID=8907","archetype":["Rose Warden"],"name":"Blessed Thorn Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8907"},{"skill_mod":{},"summary":"Though you might not be a priest of Milani, her divine spirit flows through you.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Rose Warden Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8908","weakness":{},"archetype":["Rose Warden"],"name":"Holy Bloom","trait":["Archetype"],"id":"feat-8908","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Holy Bloom Source Hellfire Dispatches pg. 84 Archetype Rose Warden Prerequisites Rose Warden Dedication --- Though you might not be a priest of Milani, her divine spirit flows through you. You gain holy sanctification. Select the freedom or zeal domain. You gain the initial domain spell for that domain. If you don't have one, you gain a focus pool of 1 Focus Point. You can Refocus by praying to Milani or by working with others to plan a just uprising. You become trained in spell attack modifier and spell DC, and your spellcasting attribute for these spells is Wisdom. Special You can choose this feat a second time, gaining the initial domain spell of the domain you didn't gain the first time. Holy Bloom leads to... Holy Flower","category":"feat","pfs":"Standard","feat":["Holy Bloom"],"rarity":"common","slug":"feat-8908"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8909","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Unbalancing Appearance Single Action Source Hellfire Dispatches pg. 85 Archetype Rose Warden Prerequisites Rose Warden Dedication Requirements A creature within your reach is off-guard to you, and you are unnoticed by that creature. --- When you attack from the shadows, your foes are thrown off balance. Make a melee Strike against the creature. If your Strike hits, the target remains off-guard for the rest of your turn and is clumsy 1 (clumsy 2 on a critical hit) until the beginning of your next turn.","feat":["Unbalancing Appearance"],"skill_mod":{},"summary":"When you attack from the shadows, your foes are thrown off balance.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":6,"prerequisite":"Rose Warden Dedication","source_category":["Lost Omens"],"requirement":"A creature within your reach is off-guard to you, and you are unnoticed by that creature.","resistance":{},"url":"/Feats.aspx?ID=8909","archetype":["Rose Warden"],"name":"Unbalancing Appearance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8909"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8910","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Unfettering Strike Single Action Source Hellfire Dispatches pg. 85 Archetype Rose Warden Prerequisites Rose Warden Dedication Requirements A creature within your reach has an ally grabbed or restrained. --- With a damaging blow, you cause a foe to loosen their grip on an ally they're holding down. Make a melee Strike against the creature. If you hit and deal damage, your ally can attempt to Escape from being grabbed or restrained as a free action. If your Strike is a critical hit, your ally gains a +2 circumstance bonus to the attempt.","feat":["Unfettering Strike"],"skill_mod":{},"summary":"With a damaging blow, you cause a foe to loosen their grip on an ally they're holding down.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":6,"prerequisite":"Rose Warden Dedication","source_category":["Lost Omens"],"requirement":"A creature within your reach has an ally grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=8910","archetype":["Rose Warden"],"name":"Unfettering Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8910"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8911","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Liberated Mind Reaction Source Hellfire Dispatches pg. 85 Archetype Rose Warden Prerequisites Rose Warden Dedication Trigger You fail a saving throw against a mental effect. --- Your mind won't be held hostage by those who would seek to control you. You reroll the triggering save, taking the new result. If the effect would cause the confused or controlled condition, you gain a +2 status bonus to the reroll.","feat":["Liberated Mind"],"skill_mod":{},"summary":"Your mind won't be held hostage by those who would seek to control you.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":8,"prerequisite":"Rose Warden Dedication","source_category":["Lost Omens"],"trigger":"You fail a saving throw against a mental effect.","resistance":{},"url":"/Feats.aspx?ID=8911","archetype":["Rose Warden"],"name":"Liberated Mind","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8911"},{"skill_mod":{},"summary":"Roses are the symbol of Milani, and you can call forth a wall of them to stymie those who don't follow her teachings.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Rose Warden Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8912","weakness":{},"archetype":["Rose Warden"],"name":"Wall of Roses","trait":["Archetype"],"id":"feat-8912","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wall of Roses Source Hellfire Dispatches pg. 85 Archetype Rose Warden Prerequisites Rose Warden Dedication --- Roses are the symbol of Milani, and you can call forth a wall of them to stymie those who don't follow her teachings. You can cast wall of thorns once per day as a 4th-rank divine innate spell. The wall is immune to fire and the piercing damage its thorns deal counts as silver for the purposes of resistances. Followers of Milani don't treat the wall's spaces as difficult terrain and don't take damage when they enter one of the wall's spaces.","category":"feat","pfs":"Standard","feat":["Wall of Roses"],"rarity":"common","slug":"feat-8912"},{"skill_mod":{},"summary":"Milani's grace empowers you further.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Holy Bloom","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8913","weakness":{},"archetype":["Rose Warden"],"name":"Holy Flower","trait":["Archetype"],"id":"feat-8913","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Holy Flower Source Hellfire Dispatches pg. 85 Archetype Rose Warden Prerequisites Holy Bloom --- Milani's grace empowers you further. You gain the advanced domain spell from the domain you chose with Holy Bloom. Special If you selected Holy Bloom twice, you can choose this feat a second time, gaining the advanced domain spell of the other domain.","category":"feat","pfs":"Standard","feat":["Holy Flower"],"rarity":"common","slug":"feat-8913"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Auditory","Concentrate","Divine","Linguistic"],"id":"feat-8914","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Rise Up! Two Actions Source Hellfire Dispatches pg. 85 Archetype Rose Warden Frequency once per day Prerequisites Rose Warden Dedication --- Sometimes, you must even slip the chains of gravity to rebel. You shout a brief call to Milani, and you and two allies within 60 feet who can hear and understand you can Stand as a free action without triggering reactions. All targets then gain a fly Speed equal to their Speed or 20 feet, whichever is greater, for 1 minute.","feat":["Rise Up!"],"skill_mod":{},"summary":"Sometimes, you must even slip the chains of gravity to rebel.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics","Tradition","Monster"],"level":12,"prerequisite":"Rose Warden Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8914","archetype":["Rose Warden"],"name":"Rise Up!","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8914"},{"skill_mod":{},"summary":"Your training has taught you the basics of underwater combat.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Athletics","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8915","weakness":{},"archetype":["Undersea Privateer"],"skill":["Athletics","Athletics"],"name":"Undersea Privateer Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8915","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Undersea Privateer Dedication Source Hellfire Dispatches pg. 96 Archetype Undersea Privateer Prerequisites Trained in Athletics --- Your training has taught you the basics of underwater combat. You become an expert in Athletics and gain the Underwater Marauder skill feat. If you're at least an expert in the weapon you're using when fighting in or underwater, you get the critical specialization effect of that weapon when you get a critical hit with it. Undersea Privateer Dedication leads to... Anchor Stance, Boarding Party, Fast Swimmer, Float Free, Propelled Leap, Sailfish Strike, Ship's Shadow, Shroud of the Seas, Slippery as an Eel, Stealthy as an Octopus, Tidal Wave, Trained Swimmer","category":"feat","pfs":"Standard","feat":["Undersea Privateer Dedication"],"rarity":"uncommon","slug":"feat-8915"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Stance"],"id":"feat-8916","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Anchor Stance Single Action Source Hellfire Dispatches pg. 96 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication Requirements You’re in or under water. --- You tense your muscles to make yourself neutrally buoyant and more difficult to move. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition or Shove you. This bonus also applies to saving throws against spells or effects that attempt to force you to move. If any effect would force you to move 10 feet or more, attempt a DC 11 flat check. On a success, you move only 5 feet. Additionally, you don't have to take a Swim action each turn to avoid sinking or moving with the current. Anchor Stance leads to... Riptide","feat":["Anchor Stance"],"skill_mod":{},"summary":"You tense your muscles to make yourself neutrally buoyant and more difficult to move.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Class-Specific"],"level":4,"prerequisite":"Undersea Privateer Dedication","source_category":["Lost Omens"],"requirement":"You’re in or under water.","resistance":{},"url":"/Feats.aspx?ID=8916","archetype":["Undersea Privateer"],"name":"Anchor Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8916"},{"skill_mod":{},"summary":"You move more quickly underwater.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Undersea Privateer Dedication; you have a Swim speed","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8917","weakness":{},"archetype":["Undersea Privateer"],"name":"Fast Swimmer","trait":["Archetype"],"id":"feat-8917","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fast Swimmer Source Hellfire Dispatches pg. 96 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication; you have a Swim speed --- You move more quickly underwater. Your swim Speed increases by 5 feet.","category":"feat","pfs":"Standard","feat":["Fast Swimmer"],"rarity":"common","slug":"feat-8917"},{"skill_mod":{},"summary":"Thanks to tireless practice, water has become a natural environment for you.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Undersea Privateer Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8918","weakness":{},"archetype":["Undersea Privateer"],"name":"Trained Swimmer","trait":["Archetype"],"id":"feat-8918","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Trained Swimmer Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication --- Thanks to tireless practice, water has become a natural environment for you. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain.","category":"feat","pfs":"Standard","feat":["Trained Swimmer"],"rarity":"common","slug":"feat-8918"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype"],"id":"feat-8919","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Float Free Single Action Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Frequency once per round Prerequisites Undersea Privateer Dedication Requirements You’re underwater. --- You move 5 feet or up to half your swim Speed vertically through the water. This movement doesn't trigger reactions normally triggered by movement.","feat":["Float Free"],"skill_mod":{},"summary":"You move 5 feet or up to half your swim Speed vertically through the water.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":6,"prerequisite":"Undersea Privateer Dedication","source_category":["Lost Omens"],"requirement":"You’re underwater.","resistance":{},"url":"/Feats.aspx?ID=8919","archetype":["Undersea Privateer"],"name":"Float Free","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8919"},{"skill_mod":{},"summary":"You mimic the serpentine movements of an eel.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Undersea Privateer Dedication; Trained in Acrobatics","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8920","weakness":{},"archetype":["Undersea Privateer"],"skill":["Acrobatics","Acrobatics"],"name":"Slippery as an Eel","trait":["Archetype","Skill"],"id":"feat-8920","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Slippery as an Eel Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication; Trained in Acrobatics --- You mimic the serpentine movements of an eel. While underwater, you gain a +2 circumstance bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through.","category":"feat","pfs":"Standard","feat":["Slippery as an Eel"],"rarity":"common","slug":"feat-8920"},{"skill_mod":{},"summary":"You're an expert at using the dark of the ocean to conceal yourself.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Undersea Privateer Dedication; Expert in Stealth","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8921","weakness":{},"archetype":["Undersea Privateer"],"skill":["Stealth","Stealth"],"name":"Stealthy as an Octopus","trait":["Archetype","Skill"],"id":"feat-8921","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Stealthy as an Octopus Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication; Expert in Stealth --- You're an expert at using the dark of the ocean to conceal yourself. As long as you're separated from a creature by 20 or more feet of water, the turbulence of the water grants you enough cover to attempt to Hide from that creature.","category":"feat","pfs":"Standard","feat":["Stealthy as an Octopus"],"rarity":"common","slug":"feat-8921"},{"skill_mod":{},"summary":"You're practiced at scaling ships, and even a wet and slippery exterior won't stand in your way.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Undersea Privateer Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8922","weakness":{},"archetype":["Undersea Privateer"],"name":"Boarding Party","trait":["Archetype","Skill"],"id":"feat-8922","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Boarding Party Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication --- You're practiced at scaling ships, and even a wet and slippery exterior won't stand in your way. You can Climb a sea vehicle even if you have one hand occupied. If both your hands are free, you gain a +2 circumstance bonus to your Athletics check. You aren't off-guard while Balancing or Climbing on any part of a sea vehicle.","category":"feat","pfs":"Standard","feat":["Boarding Party"],"rarity":"common","slug":"feat-8922"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Attack","Manipulate"],"id":"feat-8923","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Riptide Single Action Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Anchor Stance Requirements You're in Anchor Stance, and your target is within 5 feet of the edge of a water vehicle or already in the water. --- You swirl water around you to make a current that pulls creatures closer. Attempt an Athletics check against the Fortitude DC of a creature within 20 feet. If the creature is willing, you increase your degree of success by one (turning a failure into a success and a success into a critical success). Critical Success The target is pulled 10 feet toward you. Success The target is pulled 5 feet toward you. Critical Failure Your movements cause you to be off-guard until the beginning of your next turn.","feat":["Riptide"],"skill_mod":{},"summary":"You swirl water around you to make a current that pulls creatures closer.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Anchor Stance","source_category":["Lost Omens"],"requirement":"You're in Anchor Stance, and your target is within 5 feet of the edge of a water vehicle or already in the water.","resistance":{},"url":"/Feats.aspx?ID=8923","archetype":["Undersea Privateer"],"name":"Riptide","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8923"},{"skill_mod":{},"summary":"After extensive training around and on board ships, you've learned how to use their size and contours to conceal yourself.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Undersea Privateer Dedication; Expert in Stealth","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8924","weakness":{},"archetype":["Undersea Privateer"],"skill":["Stealth","Stealth"],"name":"Ship's Shadow","trait":["Archetype"],"id":"feat-8924","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ship's Shadow Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication; Expert in Stealth --- After extensive training around and on board ships, you've learned how to use their size and contours to conceal yourself. When in the water within 20 feet of a sea vehicle or climbing aboard one, you can move at your full Speed while Sneaking.","category":"feat","pfs":"Standard","feat":["Ship's Shadow"],"rarity":"common","slug":"feat-8924"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8925","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Propelled Leap Two Actions Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication --- Like a flying fish, you can build up momentum and launch yourself into the air. Swim toward the surface at up to twice your swim Speed, then attempt a DC 30 Athletics check to propel yourself out of the water. If you do not swim at least 10 feet, you automatically fail. If your Leap takes you near any structure or object and have at least one hand free, you can use the Grab an Edge reaction. If you do not succeed in Grabbing an Edge, you do not take any falling damage as you re-enter the water but are submerged to a distance that equals the height of your Leap. Critical Success You Leap up to 15 feet vertically and 5 feet horizontally. Success You Leap up to 10 feet vertically and 5 feet horizontally. Failure You Leap up to 5 feet vertically and 5 feet horizontally. Critical Failure You're off-guard until the start of your next turn. Propelled Leap leads to... Sailfish Strike","feat":["Propelled Leap"],"skill_mod":{},"summary":"Like a flying fish, you can build up momentum and launch yourself into the air.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":12,"prerequisite":"Undersea Privateer Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8925","archetype":["Undersea Privateer"],"name":"Propelled Leap","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8925"},{"skill_mod":{},"summary":"You've learned to camouflage yourself among the shadows and currents of the ocean so you're hard to see from above.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Undersea Privateer Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8926","weakness":{},"archetype":["Undersea Privateer"],"name":"Shroud of the Seas","trait":["Archetype"],"id":"feat-8926","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shroud of the Seas Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication --- You've learned to camouflage yourself among the shadows and currents of the ocean so you're hard to see from above. When you're fully underwater, you're concealed to all opponents who are out of the water, and hidden to those who are out of the water and more than 10 feet away from you.","category":"feat","pfs":"Standard","feat":["Shroud of the Seas"],"rarity":"common","slug":"feat-8926"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8927","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sailfish Strike Reaction Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication; Propelled Leap Trigger You reach the top of your Propelled Leap. --- You've learned how to convert your upward momentum into a powerful attack. At the top of your Propelled Leap, you can make a melee or ranged Strike as a reaction instead of choosing to Grab an Edge. Your Strike gains a +4 circumstance bonus to damage. After your attack, hit or miss, you fall back into the water.","feat":["Sailfish Strike"],"skill_mod":{},"summary":"You've learned how to convert your upward momentum into a powerful attack.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":14,"prerequisite":"Undersea Privateer Dedication; Propelled Leap","source_category":["Lost Omens"],"trigger":"You reach the top of your Propelled Leap.","resistance":{},"url":"/Feats.aspx?ID=8927","archetype":["Undersea Privateer"],"name":"Sailfish Strike","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8927"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8928","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Tidal Wave Three Actions Source Hellfire Dispatches pg. 97 Archetype Undersea Privateer Prerequisites Undersea Privateer Dedication --- Like the ocean in a storm, you overwhelm your opponents with speed and force. Move up to your Speed and make two Strikes. These Strikes can happen at any point during your movement. If either Strike reduces a target to 0 Hit Points, you gain the quickened condition for 1 round. You can only use the extra action to Stride or Swim.","feat":["Tidal Wave"],"skill_mod":{},"summary":"Like the ocean in a storm, you overwhelm your opponents with speed and force.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":16,"prerequisite":"Undersea Privateer Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8928","archetype":["Undersea Privateer"],"name":"Tidal Wave","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8928"},{"skill_mod":{},"summary":"The fighting style of the Sisterhood of the Golden Erinys is rooted in their understanding of devils.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"access":"You're from Isger or a member of the Sisterhood of the Golden Erinys.","primary_source_category":"Lost Omens","level":2,"prerequisite":"You're from Isger or a member of the Sisterhood of the Golden Erinys.","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8929","weakness":{},"archetype":["Sister of the Golden Erinys"],"name":"Sister of the Golden Erinys Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8929","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sister of the Golden Erinys Dedication Source Hellfire Dispatches pg. 109 PFS Note This feat does not allow Pathfinder Society members to become unholy or add the unholy trait to their weapons. Archetype Sister of the Golden Erinys Prerequisites You're from Isger or a member of the Sisterhood of the Golden Erinys. Access You're from Isger or a member of the Sisterhood of the Golden Erinys. --- The fighting style of the Sisterhood of the Golden Erinys is rooted in their understanding of devils. You gain the Additional Lore general feat for Devil Lore. When you choose this feat, you can choose to become sanctified as unholy. You gain access to the asp coil. You have familiarity with the asp coil and scourge, treating them as simple weapons for the purposes of proficiency. If you're unholy, your Strikes using those weapons and your unarmed Strikes gain the unholy trait. Special If you have the Monastic Weaponry feat, the asp coil gains the monk trait for you. Sister of the Golden Erinys Dedication leads to... Eye for Weakness, Fiendish Brand, Golden Erinys Stance, Promise of Pain, Vengeance Strike, Wrathful Presence","category":"feat","pfs":"Standard","feat":["Sister of the Golden Erinys Dedication"],"rarity":"uncommon","slug":"feat-8929"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Stance"],"id":"feat-8930","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Golden Erinys Stance Single Action Source Hellfire Dispatches pg. 109 Archetype Sister of the Golden Erinys Prerequisites Sister of the Golden Erinys Dedication --- Whether you're a keen student of vengeance or you picked up techniques after being a common target for the sisters' punishment, you've learned to dig painfully into your opponent's flesh. In this stance, you can make fury's fang unarmed attacks. These deal 1d6 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, forceful, nonlethal, and unarmed traits. While in the stance, if you critically hit with a melee Strike that deals piercing damage, the target is sickened 1 (with a DC to remove equal to your class DC); this is in addition to any critical specialization effect you might gain from the attack. Golden Erinys Stance leads to... Cruel Piercing","feat":["Golden Erinys Stance"],"skill_mod":{},"summary":"Whether you're a keen student of vengeance or you picked up techniques after being a common target for the sisters' punishment, you've learned to dig painfully into your opponent's flesh.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Class-Specific"],"level":4,"prerequisite":"Sister of the Golden Erinys Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8930","archetype":["Sister of the Golden Erinys"],"name":"Golden Erinys Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8930"},{"skill_mod":{},"summary":"When you successfully Recall Knowledge about a creature you can see, you automatically learn if it has a weakness to holy or unholy in addition to any other results.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Sister of the Golden Erinys Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8931","weakness":{},"archetype":["Sister of the Golden Erinys"],"name":"Eye for Weakness","trait":["Archetype"],"id":"feat-8931","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Eye for Weakness Source Hellfire Dispatches pg. 109 Archetype Sister of the Golden Erinys Prerequisites Sister of the Golden Erinys Dedication --- When you successfully Recall Knowledge about a creature you can see, you automatically learn if it has a weakness to holy or unholy in addition to any other results. If you critically succeed at the check to Recall Knowledge, that creature is off-guard to you until the end of your turn.","category":"feat","pfs":"Standard","feat":["Eye for Weakness"],"rarity":"common","slug":"feat-8931"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Divine","Unholy"],"id":"feat-8932","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fiendish Brand Two Actions Source Hellfire Dispatches pg. 109 Archetype Sister of the Golden Erinys Prerequisites Sister of the Golden Erinys Dedication --- Make a Strike with a weapon or unarmed attack that deals piercing or slashing damage. If it's successful and deals damage, you carve bleeding words into your target. The target takes 1d6 persistent bleed damage, which has the unholy trait. Anytime the creature casts a holy spell while this bleed damage persists, it must succeed at a DC 5 flat check or the spell is disrupted.","feat":["Fiendish Brand"],"skill_mod":{},"summary":"Make a Strike with a weapon or unarmed attack that deals piercing or slashing damage.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Tradition","Monster","Mechanics"],"level":6,"prerequisite":"Sister of the Golden Erinys Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8932","archetype":["Sister of the Golden Erinys"],"name":"Fiendish Brand","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8932"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8933","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Vengeance Strike Reaction Source Hellfire Dispatches pg. 109 Archetype Sister of the Golden Erinys Prerequisites Sister of the Golden Erinys Dedication Trigger An enemy damages you and is within your reach. --- You lash out at the foe who dared to attack you. Make a melee Strike against the triggering enemy. If you hit and deal damage, the enemy is off-guard to you until the end of your next turn.","feat":["Vengeance Strike"],"skill_mod":{},"summary":"You lash out at the foe who dared to attack you.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":6,"prerequisite":"Sister of the Golden Erinys Dedication","source_category":["Lost Omens"],"trigger":"An enemy damages you and is within your reach.","resistance":{},"url":"/Feats.aspx?ID=8933","archetype":["Sister of the Golden Erinys"],"name":"Vengeance Strike","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8933"},{"skill_mod":{},"summary":"You learn to impale your targets.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Golden Erinys Stance","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8934","weakness":{},"archetype":["Sister of the Golden Erinys"],"name":"Cruel Piercing","trait":["Archetype"],"id":"feat-8934","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Cruel Piercing Source Hellfire Dispatches pg. 109 Archetype Sister of the Golden Erinys Prerequisites Golden Erinys Stance --- You learn to impale your targets. When you're in Golden Erinys Stance, you gain the Puncture Flesh action. ","category":"feat","pfs":"Standard","feat":["Cruel Piercing"],"rarity":"common","slug":"feat-8934"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype","Auditory","Concentrate","Divine","Linguistic","Mental","Nonlethal"],"id":"feat-8935","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Promise of Pain Single Action Source Hellfire Dispatches pg. 109 Archetype Sister of the Golden Erinys Frequency once per minute Prerequisites Sister of the Golden Erinys Dedication --- You call out to an enemy in distress, promising them a future of unending pain. Choose an enemy with the sickened condition that you can see within 120 feet. That creature takes 10d4 mental damage with a basic Will save against your class DC or spell DC, whichever is higher. At 12th level and every 2 levels thereafter, the damage increases by 2d4.","feat":["Promise of Pain"],"skill_mod":{},"summary":"You call out to an enemy in distress, promising them a future of unending pain.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics","Tradition","Monster","Weapon"],"level":10,"prerequisite":"Sister of the Golden Erinys Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8935","archetype":["Sister of the Golden Erinys"],"name":"Promise of Pain","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8935"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Aura","Divine","Emotion","Fear","Mental"],"id":"feat-8936","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wrathful Presence Two Actions Source Hellfire Dispatches pg. 109 Archetype Sister of the Golden Erinys Frequency once per 10 minutes Prerequisites Sister of the Golden Erinys Dedication --- You channel the unending wrath of the erinyes all around you. You have a 30-foot aura for 1 minute or until you Dismiss it. You and your allies in the aura gain a +3 status bonus to damage with Strikes. Your enemies who end their turn within the aura can't reduce their frightened value below 1.","feat":["Wrathful Presence"],"skill_mod":{},"summary":"You channel the unending wrath of the erinyes all around you.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Tradition","Monster"],"level":12,"prerequisite":"Sister of the Golden Erinys Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8936","archetype":["Sister of the Golden Erinys"],"name":"Wrathful Presence","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8936"},{"access":"You’re from Nidal.","primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-8937","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Nidalese Horselord Dedication Source Hellfire Dispatches pg. 120 Archetype Nidalese Horselord Prerequisites Trained in Nature; horse animal companion Access You’re from Nidal. --- Thanks to the deep bond you share with your Nidalese horse, the two of you gain remarkable abilities. You both gain darkvision and a +1 status bonus to saving throws against effects with the darkness or shadow trait. Your horse's Speed also increases by 5 feet. You gain the following edicts and anathema. Edicts oppose the forces of the Umbral Court where possible, provide comfort to those who suffer in darkness Anathema mistreat your horse, worship Zon-Kuthon or permanently ally with those who worship Zon-Kuthon Special You can pledge yourself to the cause of the Nidalese horselords if you've already taken the Cavalier Dedication feat, allowing you to take this dedication feat even if you haven't taken two additional cavalier feats. Nidalese Horselord Dedication leads to... Defy Chains, Dismounting Strike, Face Your Fears, Fear No Pain!, Gallop Across Shadow, Horselord's Bond, Repel Darkness, Shadowpiercing Charge, Swallow Pain, Swift Support","feat":["Nidalese Horselord Dedication"],"skill_mod":{},"summary":"Thanks to the deep bond you share with your Nidalese horse, the two of you gain remarkable abilities.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Nature; horse animal companion","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8937","archetype":["Nidalese Horselord"],"name":"Nidalese Horselord Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-8937"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Emotion","Mental"],"id":"feat-8938","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Face Your Fears Single Action Source Hellfire Dispatches pg. 120 Archetype Nidalese Horselord Frequency once per hour Prerequisites Nidalese Horselord Dedication --- A lifetime of facing Nidal's terrors has taught you to fight through fear. Although you aren't immune to it, you can subdue the emotion to such an extent that many believe it doesn't affect you. Reduce the value of your frightened condition by 1. If this would reduce the value to 0, you are no longer frightened and gain a +1 circumstance bonus against fear effects for 1 minute.","feat":["Face Your Fears"],"skill_mod":{},"summary":"A lifetime of facing Nidal's terrors has taught you to fight through fear.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8938","archetype":["Nidalese Horselord"],"name":"Face Your Fears","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8938"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Aura","Concentrate","Occult"],"id":"feat-8939","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Repel Darkness Two Actions Source Hellfire Dispatches pg. 121 Archetype Nidalese Horselord Prerequisites Nidalese Horselord Dedication --- Your stoicism and courage seem to drive off darkness and shadow. For 1 minute, you suppress magical darkness effects of a rank equal to or lower than half your level rounded up within a 10-foot emanation. This doesn't provide light, but merely restores the area to its natural illumination level. You can Dismiss this aura. If your horse is at least a mature animal companion, you can use Repel Darkness to cause the aura to emanate from your horse instead of you, as long as your horse is within 100 feet.","feat":["Repel Darkness"],"skill_mod":{},"summary":"Your stoicism and courage seem to drive off darkness and shadow.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Mechanics","Tradition","Monster"],"level":4,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=8939","archetype":["Nidalese Horselord"],"name":"Repel Darkness","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-8939"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Auditory","Fortune","Linguistic"],"id":"feat-8940","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fear No Pain! Reaction Source Hellfire Dispatches pg. 121 Archetype Nidalese Horselord Frequency once per hour Prerequisites Nidalese Horselord Dedication Trigger An ally within 30 feet fails a save against a mental effect. --- You have learned to endure pain without complaint and are capable of steeling your allies with similar resolve. When you give them a shout of encouragement, the triggering ally can reroll their failed save with a +2 circumstance bonus.","feat":["Fear No Pain!"],"skill_mod":{},"summary":"You have learned to endure pain without complaint and are capable of steeling your allies with similar resolve.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"trigger":"An ally within 30 feet fails a save against a mental effect.","resistance":{},"url":"/Feats.aspx?ID=8940","archetype":["Nidalese Horselord"],"name":"Fear No Pain!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8940"},{"skill_mod":{},"summary":"Nidalese horses are known as some of the fastest across all Golarion, and your mount has trained to ride quickly into battle.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8941","frequency":"once per day","weakness":{},"archetype":["Nidalese Horselord"],"name":"Swift Support","trait":["Archetype"],"id":"feat-8941","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Swift Support Source Hellfire Dispatches pg. 121 Archetype Nidalese Horselord Frequency once per day Prerequisites Nidalese Horselord Dedication --- Nidalese horses are known as some of the fastest across all Golarion, and your mount has trained to ride quickly into battle. When you command your horse to take the Support action, it gains a +5-foot circumstance bonus to its Speed until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Swift Support"],"rarity":"common","slug":"feat-8941"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8942","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Dismounting Strike Single Action Source Hellfire Dispatches pg. 121 Archetype Nidalese Horselord Prerequisites Nidalese Horselord Dedication Requirements You are mounted on your horse, and your last action was to Command an Animal to order your horse to Stride at least once. --- You leap from your horse, using the momentum of its movement to deal a devastating blow with your melee weapon. You use the Mount action to dismount your horse but can move to any space within 10 feet of your mount, as long as your horse moved at least 15 feet. You then make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you're at least 14th level, increase this to two extra dice.","feat":["Dismounting Strike"],"skill_mod":{},"summary":"You leap from your horse, using the momentum of its movement to deal a devastating blow with your melee weapon.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":8,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"requirement":"You are mounted on your horse, and your last action was to Command an Animal to order your horse to Stride at least once.","resistance":{},"url":"/Feats.aspx?ID=8942","archetype":["Nidalese Horselord"],"name":"Dismounting Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-8942"},{"skill_mod":{},"summary":"You're capable of absorbing pain with less difficulty than others, and your bond with your horse helps it similarly ignore such suffering.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8943","weakness":{},"archetype":["Nidalese Horselord"],"name":"Swallow Pain","trait":["Archetype"],"id":"feat-8943","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Swallow Pain Source Hellfire Dispatches pg. 121 Archetype Nidalese Horselord Prerequisites Nidalese Horselord Dedication --- You're capable of absorbing pain with less difficulty than others, and your bond with your horse helps it similarly ignore such suffering. You and your mount gain resistance to mental damage equal to half your level.","category":"feat","pfs":"Standard","feat":["Swallow Pain"],"rarity":"common","slug":"feat-8943"},{"skill_mod":{},"summary":"Your bond with your horse becomes supernaturally strong as the two of you continue your crusade against Zon-Kuthon's dominion.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8944","weakness":{},"archetype":["Nidalese Horselord"],"name":"Horselord's Bond","trait":["Archetype"],"id":"feat-8944","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Horselord's Bond Source Hellfire Dispatches pg. 121 Archetype Nidalese Horselord Prerequisites Nidalese Horselord Dedication --- Your bond with your horse becomes supernaturally strong as the two of you continue your crusade against Zon-Kuthon's dominion. You and your horse gain greater darkvision. In addition, when your horse succeeds at a save against effects that would cause the confused, controlled, or fascinated condition, it gets a critical success instead.","category":"feat","pfs":"Standard","feat":["Horselord's Bond"],"rarity":"common","slug":"feat-8944"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-8945","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shadowpiercing Charge Three Actions Source Hellfire Dispatches pg. 121 Archetype Nidalese Horselord Prerequisites Nidalese Horselord Dedication Requirements You're riding your horse and wielding a melee weapon. --- You charge into the fray on horseback, and those that lurk in the shadows will feel your wrath. You Command an Animal to have your mount Stride up to double its Speed. You can make a melee Strike at up to two enemies that are within your reach at any point during your mount's movement. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. Each Strike that hits a creature in dim light or darkness deals an additional 3d6 damage of the same type as the Strike. This additional damage increases to 4d6 at 15th level and to 5d6 at 18th level.","feat":["Shadowpiercing Charge"],"skill_mod":{},"summary":"You charge into the fray on horseback, and those that lurk in the shadows will feel your wrath.","primary_source":"Hellfire Dispatches","trait_group":["Feat"],"level":12,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"requirement":"You're riding your horse and wielding a melee weapon.","resistance":{},"url":"/Feats.aspx?ID=8945","archetype":["Nidalese Horselord"],"name":"Shadowpiercing Charge","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-8945"},{"primary_source_category":"Lost Omens","source":["Hellfire Dispatches"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Occult","Sanctified"],"id":"feat-8946","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Defy Chains Reaction Source Hellfire Dispatches pg. 121 Archetype Nidalese Horselord Prerequisites Nidalese Horselord Dedication Trigger A fiend within 15 feet of you damages you with a Strike. --- You turn to face a fiend that attacked you, looking them squarely in the eyes (if it has them) and showing no fear. You increase the amount of damage you take by 4d6, and deal 4d6 spirit damage to the triggering fiend. The damage you take and deal increases to 5d6 at 18th level. In addition, if the fiend has an aura and you're in it, you can attempt an Intimidation check to counteract the aura's effect, using half your level rounded up as the counteract rank. If you succeed, the effects of the aura are suppressed until the end of the triggering fiend's next turn.","feat":["Defy Chains"],"skill_mod":{},"summary":"You turn to face a fiend that attacked you, looking them squarely in the eyes (if it has them) and showing no fear.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Tradition","Monster","Mechanics"],"level":14,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"trigger":"A fiend within 15 feet of you damages you with a Strike.","resistance":{},"url":"/Feats.aspx?ID=8946","archetype":["Nidalese Horselord"],"name":"Defy Chains","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-8946"},{"skill_mod":{},"summary":"Though your enemy wields shadow and darkness as weapons, they are no impediment to you when you ride your trusted horse.","primary_source":"Hellfire Dispatches","trait_group":["Feat","Tradition","Monster"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Nidalese Horselord Dedication","source_category":["Lost Omens"],"source":["Hellfire Dispatches"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8947","weakness":{},"archetype":["Nidalese Horselord"],"name":"Gallop Across Shadow","trait":["Archetype","Occult"],"id":"feat-8947","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Gallop Across Shadow Source Hellfire Dispatches pg. 121 Archetype Nidalese Horselord Prerequisites Nidalese Horselord Dedication --- Though your enemy wields shadow and darkness as weapons, they are no impediment to you when you ride your trusted horse. To that end, your mount can step onto patches of darkness as if they were solid. When your horse moves through an area of darkness, it can treat empty spaces as solid ground. This allows your horse to move across gaps bridged by darkness or even into the air, ascending or descending at a maximum of a 45-degree angle. If your horse isn't on actual solid ground and the area your horse is in becomes dim light or brighter, your horse falls.","category":"feat","pfs":"Standard","feat":["Gallop Across Shadow"],"rarity":"common","slug":"feat-8947"},{"skill_mod":{},"summary":"You can craft tattoos, including magical tattoos.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Treasure Vault","Secrets of Magic"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8948","weakness":{},"archetype":["Runelord"],"skill":["Crafting","Crafting"],"name":"Tattoo Artist","trait":["General","Skill"],"id":"feat-8948","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Tattoo Artist Source Treasure Vault pg. 118, Secrets of Magic pg. 164 Archetypes Runelord (Level 2), Runelord (Level 2) Prerequisites Trained in Crafting --- You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you’re a master in Crafting, this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower Tattoo Artist leads to... Legendary Tattoo Artist","category":"feat","pfs":"Standard","feat":["Tattoo Artist"],"rarity":"common","slug":"feat-8948"},{"skill_mod":{},"summary":"Your craftsmanship at decorating flesh is unparalleled. ","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Tattoo Artist; Master in Crafting","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8949","weakness":{},"skill":["Crafting","Crafting"],"name":"Legendary Tattoo Artist","trait":["General","Skill"],"id":"feat-8949","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Tattoo Artist Source Treasure Vault pg. 118 Prerequisites Tattoo Artist; Master in Crafting --- Your craftsmanship at decorating flesh is unparalleled. You become legendary in Crafting. Whenever you craft a magical tattoo whose level is at least 3 lower than your level, increase all attack roll and DC values of the tattoo’s activated abilities by 1, and increase all resistances granted by the tattoo by 1.","category":"feat","pfs":"Standard","feat":["Legendary Tattoo Artist"],"rarity":"common","slug":"feat-8949"},{"skill_mod":{},"summary":"You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear .","primary_source":"Treasure Vault","trait_group":["Feat","Equipment","Mechanics","Tradition","School"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8950","weakness":{},"archetype":["Ursine Avenger Hood"],"school":"transmutation","name":"Ursine Avenger Form","trait":["Archetype","Artifact","Morph","Primal","Transmutation"],"id":"feat-8950","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Ursine Avenger Form Source Treasure Vault pg. 183 Archetype Ursine Avenger Hood --- You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals 1d8 piercing damage and a claws unarmed attack that deals 1d6 slashing damage and has the agile trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form. Ursine Avenger Form leads to... Fearsome Fangs, Great Bear, Immortal Bear, Terrible Transformation","category":"feat","feat":["Ursine Avenger Form"],"rarity":"common","slug":"feat-8950"},{"skill_mod":{},"summary":"While in ursine form, you gain low-light vision and scent ( imprecise ) 30 feet. If you already had low-light vision, you instead gain darkvision.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8951","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Senses of the Bear","trait":["Archetype"],"id":"feat-8951","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Senses of the Bear Source Treasure Vault pg. 183 Archetype Ursine Avenger Hood --- While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. ","category":"feat","feat":["Senses of the Bear"],"rarity":"common","slug":"feat-8951"},{"skill_mod":{},"summary":"You snatch at your opponent with your claws, pulling them close in a ferocious bear hug.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"requirement":"Your last action was a successful claw Strike.","source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8952","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Bear Hug (Ursine Avenger)","trait":["Archetype"],"actions_number":2,"id":"feat-8952","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Bear Hug (Ursine Avenger) Single Action Source Treasure Vault pg. 183 Archetype Ursine Avenger Hood Requirements Your last action was a successful claw Strike. --- You snatch at your opponent with your claws, pulling them close in a ferocious bear hug. You make another claw Strike against the same target. If this Strike hits, the target is also grabbed.","category":"feat","actions":"Single Action","feat":["Bear Hug (Ursine Avenger)"],"rarity":"common","slug":"feat-8952"},{"skill_mod":{},"summary":"You can cast a 3rd-level summon animal as an innate spell, but only to summon a black bear . ","primary_source":"Treasure Vault","trait_group":["Feat","School","Tradition","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8953","weakness":{},"archetype":["Ursine Avenger Hood"],"school":"conjuration","name":"Call Ursine Ally","trait":["Archetype","Conjuration","Primal","Summon"],"id":"feat-8953","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Call Ursine Ally Source Treasure Vault pg. 184 Archetype Ursine Avenger Hood --- You can cast a 3rd-level summon animal as an innate spell, but only to summon a black bear. At 10th level, the summon animal spell is heightened to 4th level, and you can summon a grizzly bear. At 12th level, your summon animal innate spell is heightened to 5th level, and you can summon a polar bear. At 14th level, it’s heightened to 6th level, and you can summon a cave bear.","category":"feat","feat":["Call Ursine Ally"],"rarity":"common","slug":"feat-8953"},{"skill_mod":{},"summary":"You have a magical affinity for bears and can speak to them through sounds and body language.","primary_source":"Treasure Vault","trait_group":["Feat","School","Tradition"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8954","weakness":{},"archetype":["Ursine Avenger Hood"],"school":"divination","name":"Bear Empathy","trait":["Archetype","Divination","Primal"],"id":"feat-8954","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Bear Empathy Source Treasure Vault pg. 184 Archetype Ursine Avenger Hood --- You have a magical affinity for bears and can speak to them through sounds and body language. You can communicate with all bears, as well as other ursine creatures at the GM’s discretion.","category":"feat","feat":["Bear Empathy"],"rarity":"common","slug":"feat-8954"},{"skill_mod":{},"summary":"When you transform, you can take on a bear’s bulk and size.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Ursine Avenger Form","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8955","frequency":"once per hour","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Great Bear","trait":["Archetype"],"id":"feat-8955","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Great Bear Source Treasure Vault pg. 184 Archetype Ursine Avenger Hood Frequency once per hour Prerequisites Ursine Avenger Form --- When you transform, you can take on a bear’s bulk and size. You can spend an additional action when using Ursine Avenger Form to gain the effects of a 1st-level enlarge spell, which lasts for the spell’s normal duration or until you leave your Ursine Avenger Form, whichever comes first. Great Bear leads to... Mighty Bear","category":"feat","feat":["Great Bear"],"rarity":"common","slug":"feat-8955"},{"skill_mod":{},"summary":"You let out a mighty roar as part of your transformation. ","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Ursine Avenger Form","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8956","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Terrible Transformation","trait":["Archetype"],"id":"feat-8956","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Terrible Transformation Source Treasure Vault pg. 184 Archetype Ursine Avenger Hood Prerequisites Ursine Avenger Form --- You let out a mighty roar as part of your transformation. When you use Ursine Avenger Form, you can make an Intimidation check to Demoralize against each enemy within 30 feet that can see you, and you don’t take a penalty to your Demoralize check if the creature doesn’t understand your language.","category":"feat","feat":["Terrible Transformation"],"rarity":"common","slug":"feat-8956"},{"skill_mod":{},"summary":"Your claws and jaws are brutally powerful and efficient, even by ursine standards.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Ursine Avenger Form","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8957","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Fearsome Fangs","trait":["Archetype"],"id":"feat-8957","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Fearsome Fangs Source Treasure Vault pg. 184 Archetype Ursine Avenger Hood Prerequisites Ursine Avenger Form --- Your claws and jaws are brutally powerful and efficient, even by ursine standards. The base damage of your jaws unarmed attack from Ursine Avenger Form increases to 1d12. The base damage of your claws unarmed attack from Ursine Avenger Form increases to 1d8.","category":"feat","feat":["Fearsome Fangs"],"rarity":"common","slug":"feat-8957"},{"skill_mod":{},"summary":"The power of the bear within you can expand your physical presence even further. ","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Great Bear","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8958","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Mighty Bear","trait":["Archetype"],"id":"feat-8958","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Mighty Bear Source Treasure Vault pg. 184 Archetype Ursine Avenger Hood Prerequisites Great Bear --- The power of the bear within you can expand your physical presence even further. The enlarge spell you cast with your Great Bear feat is heightened to 4th level.","category":"feat","feat":["Mighty Bear"],"rarity":"common","slug":"feat-8958"},{"skill_mod":{},"summary":"Your body thrums with the primal vitality of the greatest of the ursine beasts. ","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Ursine Avenger Form","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8959","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Immortal Bear","trait":["Archetype"],"id":"feat-8959","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Immortal Bear Source Treasure Vault pg. 184 Archetype Ursine Avenger Hood Prerequisites Ursine Avenger Form --- Your body thrums with the primal vitality of the greatest of the ursine beasts. When in Ursine Avenger Form, you gain fast healing 5.","category":"feat","feat":["Immortal Bear"],"rarity":"common","slug":"feat-8959"},{"skill_mod":{},"summary":"The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8960","weakness":{},"archetype":["Gelid Shard"],"name":"First Frost","trait":["Archetype"],"id":"feat-8960","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > First Frost Source Treasure Vault pg. 185 Archetype Gelid Shard --- The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with the frost's touch and ray of frost cantrips. You're trained in spell attack rolls and spell DCs for arcane spells. Your key spellcasting ability is Charisma.","category":"feat","feat":["First Frost"],"rarity":"common","slug":"feat-8960"},{"skill_mod":{},"summary":"Your magical power grows as the shard’s icy influence spreads ever deeper into your being.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8961","weakness":{},"archetype":["Gelid Shard"],"name":"Snowcaster","trait":["Archetype"],"id":"feat-8961","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Snowcaster Source Treasure Vault pg. 185 Archetype Gelid Shard --- Your magical power grows as the shard’s icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level (including heightened versions of lower-level spells) to your repertoire, either a common spell of the arcane tradition that has the cold trait or another cold spell you have access to.","category":"feat","feat":["Snowcaster"],"rarity":"common","slug":"feat-8961"},{"skill_mod":{},"summary":"Snow and ice are no hindrance to you. ","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8962","weakness":{},"archetype":["Gelid Shard"],"name":"Snow Step","trait":["Archetype"],"id":"feat-8962","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Snow Step Source Treasure Vault pg. 185 Archetype Gelid Shard --- Snow and ice are no hindrance to you. You ignore difficult terrain caused by snow and ice, treat greater difficult terrain created by snow and ice as difficult terrain, and leave no tracks when moving through areas of snow or ice.","category":"feat","feat":["Snow Step"],"rarity":"common","slug":"feat-8962"},{"skill_mod":{},"summary":"Your attunement to arcane cold enhances the depths of your growing power.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8963","weakness":{},"archetype":["Gelid Shard"],"name":"Frozen Breadth","trait":["Archetype"],"id":"feat-8963","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Frozen Breadth Source Treasure Vault pg. 185 Archetype Gelid Shard --- Your attunement to arcane cold enhances the depths of your growing power. Increase the number of spells in your repertoire and number of spell slots you gain from gelid shard archetype feats by 1 for each spell level other than your two highest gelid shard spell slots.","category":"feat","feat":["Frozen Breadth"],"rarity":"common","slug":"feat-8963"},{"skill_mod":{},"summary":"Your eyes are accustomed to the harsh glare of the sun on snow and ice. ","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8964","weakness":{},"archetype":["Gelid Shard"],"name":"Winter's Embrace","trait":["Archetype"],"id":"feat-8964","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Winter's Embrace Source Treasure Vault pg. 185 Archetype Gelid Shard --- Your eyes are accustomed to the harsh glare of the sun on snow and ice. You gain a +1 status bonus to saving throws against effects that inflict the dazzled condition. Snow doesn’t impair your vision; you ignore concealment from snowfall. Your skin becomes cold to the touch, and sometimes frost forms on you. You are protected from severe cold and heat.","category":"feat","feat":["Winter's Embrace"],"rarity":"common","slug":"feat-8964"},{"skill_mod":{},"summary":"You draw ever more magical cold into your being, learning how to manipulate it to your whims.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8965","weakness":{},"archetype":["Gelid Shard"],"name":"Expert Snowcasting","trait":["Archetype"],"id":"feat-8965","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Expert Snowcasting Source Treasure Vault pg. 185 Archetype Gelid Shard --- You draw ever more magical cold into your being, learning how to manipulate it to your whims. You gain the expert spellcasting benefits.","category":"feat","feat":["Expert Snowcasting"],"rarity":"common","slug":"feat-8965"},{"skill_mod":{},"summary":"Whether in the heart of a volcanic passageway or the glacial tundras of the Crown of the World, the only temperature you ever personally experience is an oddly comfortable chill. ","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8966","weakness":{},"archetype":["Gelid Shard"],"name":"Winter's Kiss","trait":["Archetype"],"id":"feat-8966","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Winter's Kiss Source Treasure Vault pg. 185 Archetype Gelid Shard --- Whether in the heart of a volcanic passageway or the glacial tundras of the Crown of the World, the only temperature you ever personally experience is an oddly comfortable chill. You are now protected from extreme cold and extreme heat, and you gain resistance to fire equal to half your level. If you would already have resistance to fire equal to half your level from a heritage, ancestry feat, class feat, or another archetype feat, you instead gain resistance to fire equal to your level.","category":"feat","feat":["Winter's Kiss"],"rarity":"common","slug":"feat-8966"},{"skill_mod":{},"summary":"You can’t be impeded by environmental effects that rely on cold or its byproducts.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8967","weakness":{},"archetype":["Gelid Shard"],"name":"Greater Snow Step","trait":["Archetype"],"id":"feat-8967","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Greater Snow Step Source Treasure Vault pg. 185 Archetype Gelid Shard --- You can’t be impeded by environmental effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice.","category":"feat","feat":["Greater Snow Step"],"rarity":"common","slug":"feat-8967"},{"skill_mod":{},"summary":"You have unlocked the deeper magic of your gelid shard , gaining access to new levels of spells. ","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8968","weakness":{},"archetype":["Gelid Shard"],"name":"Master Snowcasting","trait":["Archetype"],"id":"feat-8968","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Master Snowcasting Source Treasure Vault pg. 185 Archetype Gelid Shard --- You have unlocked the deeper magic of your gelid shard , gaining access to new levels of spells. You gain the master spellcasting benefits.","category":"feat","feat":["Master Snowcasting"],"rarity":"common","slug":"feat-8968"},{"skill_mod":{},"summary":"You are as much a creature of cold as whatever ancestry you were born to.","primary_source":"Treasure Vault","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8969","weakness":{},"archetype":["Gelid Shard"],"name":"Icy Apotheosis","trait":["Archetype"],"id":"feat-8969","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Icy Apotheosis Source Treasure Vault pg. 185 Archetype Gelid Shard --- You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the cold trait. You automatically succeed on saving throws against effects that have the cold trait.","category":"feat","feat":["Icy Apotheosis"],"rarity":"common","slug":"feat-8969"},{"skill_mod":{},"summary":"You have learned to setup simple crafting jobs with ease.","primary_source":"Treasure Vault","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Crafting","source_category":["Rulebooks"],"source":["Treasure Vault"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=8970","weakness":{},"skill":["Crafting","Crafting"],"name":"Quick Setup","trait":["General","Rare","Skill"],"id":"feat-8970","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Restricted\" > Quick Setup Source Treasure Vault pg. 159 PFS Note The Quick Setup feat is not permitted in Pathfinder Society play. Prerequisites Master in Crafting --- You have learned to setup simple crafting jobs with ease. Your setup time for consumables that are at least 6 levels lower than you is 1 day, and your setup time for permanent items 6 levels lower than you is 3 days. If you rush the setup and reduce the setup time for consumables at least 6 levels lower than you to less than 1 day, you can instead set them up in just 2 hours (allowing you to do so during an adventuring day if you have access to your tools and materials). If you rush the setup of a permanent item at least 6 levels lower than you and reduce the setup time to less than 1 day, you can perform the setup in 4 hours.","category":"feat","pfs":"Restricted","feat":["Quick Setup"],"rarity":"rare","slug":"feat-8970"},{"access":"You’re an aristocrat or honored retainer from a Chelaxian noble house.","primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","trait":["Archetype","Dedication","Uncommon"],"id":"feat-8971","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Chelaxian Scion Dedication May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 222 Archetype Chelaxian Scion Access You’re an aristocrat or honored retainer from a Chelaxian noble house. --- A noble house has invested in your training, imparting special techniques the family has honed over generations. You gain Additional Lore as a skill feat, choosing from among Cheliax Lore, Devil Lore, Hell Lore, or a Lore associated with your house. In addition, you gain a +1 circumstance bonus to Deception checks, Diplomacy checks, Intimidation checks, and your Will DC against Chelaxian citizens and devils. Chelaxian Scion Dedication leads to... Aristocratic Arms, Patronize the Arts, Stoic as Hell","feat":["Chelaxian Scion Dedication"],"skill_mod":{},"summary":"A noble house has invested in your training, imparting special techniques the family has honed over generations.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Feat","Rarity"],"level":2,"source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8971","archetype":["Chelaxian Scion"],"source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Chelaxian Scion Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8971"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","trait":["Archetype"],"id":"feat-8973","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Aristocratic Arms Source Pathfinder #223: Hell's Destiny pg. 223 Archetype Chelaxian Scion Prerequisites Chelaxian Scion Dedication --- Through consistent (and often punishing) practice, you’ve learned how to use your house’s preferred weapons. You have familiarity with either one martial weapon of your choice; two simple or martial weapons of your choice from your house’s preferred weapons list; or one advanced weapon of your choice from your house’s preferred weapons list. For the purpose of proficiency, treat any of these selections that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. If you’re at least an expert in one of the selected weapons, you get the critical specialization effect of that weapon when you get a critical hit with it. Charthagnion : Weapons with the disarm or parry trait Elliendo : Brawling weapons and knives Henderthane : Hammers and picks Jeggare : One-handed swords Leroung : Clubs and shields Narikopolus : Bows Sarini : Flails Thrune : Clubs and crossbows In addition, you gain the For My House! action. For My House! Free Action Frequency once per minute; Effect You announce your house affiliation, either by declaring it aloud (giving this ability the auditory trait) or openly displaying your house heraldry (giving this ability the visual trait). Until the beginning of your next turn, your weapon Strikes and spells deal an additional 1 damage to any creature that witnessed the display. If you’re an expert in Cheliax Lore, Genealogy Lore, Heraldry Lore, Performance, or Warfare Lore, the additional damage increases to 2. The damage increases to 3 if you’re a master in the skill or 4 if you’re legendary in the skill.","feat":["Aristocratic Arms"],"skill_mod":{},"summary":"Through consistent (and often punishing) practice, you’ve learned how to use your house’s preferred weapons.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Feat"],"level":4,"prerequisite":"Chelaxian Scion Dedication","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8973","archetype":["Chelaxian Scion"],"source_group":["Hell's Destiny"],"name":"Aristocratic Arms","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-8973"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","trait":["Archetype"],"id":"feat-8975","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Patronize the Arts Reaction Source Pathfinder #223: Hell's Destiny pg. 223 Archetype Chelaxian Scion Prerequisites Chelaxian Scion Dedication Trigger An ally within 30 feet of you critically succeeds at an attack roll or skill check. --- A true aristocrat knows how to encourage their best hirelings, ensuring loyalty and future excellence. You praise the triggering ally, granting them one of the following benefits. The ally is then immune to this ability for 1 day. Eagerness: Invigorated by praise, the ally can Feint, Interact with a nearby object, Leap, Reload, or Step as a reaction. Persistence: For 1 minute, the ally gains temporary Hit Points equal to half your level plus your Charisma modifier. Validation: If the ally has the panache class feature, they gain panache.","feat":["Patronize the Arts"],"skill_mod":{},"summary":"A true aristocrat knows how to encourage their best hirelings, ensuring loyalty and future excellence.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Feat"],"level":4,"prerequisite":"Chelaxian Scion Dedication","source_category":["Adventures"],"trigger":"An ally within 30 feet of you critically succeeds at an attack roll or skill check.","resistance":{},"url":"/Feats.aspx?ID=8975","archetype":["Chelaxian Scion"],"source_group":["Hell's Destiny"],"name":"Patronize the Arts","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8975"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"primary_source_group":"Hell's Destiny","skill":["Intimidation","Intimidation"],"trait":["Archetype"],"id":"feat-8976","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Stoic as Hell Reaction Source Pathfinder #223: Hell's Destiny pg. 223 Archetype Chelaxian Scion Frequency once per minute Prerequisites Chelaxian Scion Dedication; Trained in Intimidation; expert in Will Trigger You’re targeted by an emotion effect or effect that would give you the controlled condition. --- Like the archdevil Dispater, you maintain an unshakable poise even under impossible stress. You gain a +2 circumstance bonus to the triggering saving throw or to your Will DC against the triggering effect. If you critically succeed at the saving throw (or if the source of the effect critically fails its skill check, such as to Demoralize you), you gain temporary Hit Points equal to half your level until the end of the effect’s source’s next turn. If the effect originated from a creature, you can Demoralize that creature once as a free action on your next turn; if the creature was temporarily immune to your attempts to Demoralize it, it loses that immunity.","feat":["Stoic as Hell"],"skill_mod":{},"summary":"Like the archdevil Dispater , you maintain an unshakable poise even under impossible stress.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Feat"],"level":6,"prerequisite":"Chelaxian Scion Dedication; Trained in Intimidation; expert in Will","source_category":["Adventures"],"trigger":"You’re targeted by an emotion effect or effect that would give you the controlled condition.","resistance":{},"url":"/Feats.aspx?ID=8976","archetype":["Chelaxian Scion"],"source_group":["Hell's Destiny"],"name":"Stoic as Hell","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-8976"},{"primary_source_category":"Adventures","heighten":["+2"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[12,14,16,18,20],"primary_source_group":"Hell's Destiny","heighten_group":["12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Auditory","Fire","Impulse","Kineticist","Linguistic","Overflow","Primal","Uncommon"],"id":"feat-8977","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Burning Demand Two Actions May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 228 --- You create a faintly glowing sigil (shedding normal light in a 5-foot radius) on the target’s body, after which you command the target to approach you, run away (as if it had the fleeing condition), release what it’s holding, drop prone, or stand in place. The target then attempts a Fortitude save against your class DC. Critical Success The sigil immediately vanishes, and the creature is unaffected. Success The sigil acts as a magnet for your fiery attacks, granting the creature a –1 penalty to its saves and AC against your fire impulses. The sigil lasts until the end of your next turn or until the creature spends at least 1 action obeying your command, whichever happens first. Failure At the start of the creature’s next turn, if it doesn’t use their first action to obey the command, the sigil ignites as it vanishes, dealing 8d6 fire damage and 2d6 persistent fire damage to the creature. Critical Failure The creature must spend the first action of its next turn to obey your command; it can’t Delay. The sigil vanishes at the end of its turn; it ignites if the creature didn’t use all its remaining actions to continue to obey your command, dealing 8d6 fire damage and 2d6 persistent fire damage to the creature. --- Level (+2) The damage increases by 1d6, and the persistent damage increases by 1d6.","feat":["Burning Demand"],"element":["Fire"],"skill_mod":{},"summary":"You create a faintly glowing sigil (shedding normal light in a 5-foot radius) on the target’s body, after which you command the target to approach you, run away (as if it had the fleeing condition), release what it’s holding, drop prone , or stand in place.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Sense","Energy","Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition","Rarity"],"level":12,"source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8977","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Burning Demand","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-8977"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","trait":["Impulse","Kineticist","Primal","Stance","Uncommon","Water"],"id":"feat-8978","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Drowning Mist Two Actions May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 228 --- Though not unique to Chelaxian kineticists, this sarglagon-inspired technique floods enemies’ lungs. Your elemental gate exudes a faint mist that feels as thick as standing water. The moisture doesn’t just tug at limbs; it forcibly seeps into the nostrils and lungs of air-breathing creatures. While in this stance, your aura is difficult terrain for any creature that doesn’t have a swim Speed. Creatures that can’t breathe water must hold their breath while in the aura, and when such creatures take an action that reduces their remaining air by 1 or more rounds, they must also attempt a Fortitude save against your class DC (maximum once per round). You’re immune to the effects of your own Drowning Mist. Critical Success The creature is unaffected and becomes temporarily immune to the effects of this impulse for 24 hours. Success The creature is unaffected. Failure Moisture seeps into the creature’s lungs, making the creature sickened 1. Critical Failure As failure, but sickened 2.","feat":["Drowning Mist"],"element":["Water"],"skill_mod":{},"summary":"Though not unique to Chelaxian kineticists, this sarglagon -inspired technique floods enemies’ lungs.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Class-Specific","Class","Tradition","Monster","Rarity","Elemental","Planar"],"level":12,"source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8978","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Drowning Mist","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-8978"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","trait":["Air","Composite","Impulse","Kineticist","Metal","Primal","Uncommon"],"id":"feat-8979","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Liberating Dive Two Actions May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 229 --- You sprout wings with steel feathers, resembling those of the celestial Talmandor. With a powerful flap, the wings propel you across the battlefield, slicing foes and restraints along your path. Until the end of your turn, you gain a fly Speed equal to your land Speed or 40 feet, whichever is greater. You then Fly up to your Speed, and this movement doesn’t trigger reactions. Choose one foe and one ally you’re adjacent to at any point during this movement. Using one wing’s sharpened edge, you can use a 1-action Elemental Blast as a melee Strike using the metal element against the foe. With the other wing, you can help the ally break free of an effect grabbing, restraining, immobilizing, or paralyzing them; they either attempt a new save against one such effect that allows a save, or they attempt to Escape as a free action. The ally can use your impulse attack modifier in place of their unarmed attack modifier or skill check modifier.","feat":["Liberating Dive"],"element":["Air","Metal"],"skill_mod":{},"summary":"You sprout wings with steel feathers, resembling those of the celestial Talmandor.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition","Rarity"],"level":14,"source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8979","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Liberating Dive","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-8979"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","skill":["Crafting","Crafting"],"trait":["General","Skill","Uncommon"],"id":"feat-8980","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Adventurous Outfitter May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 230 Prerequisites Master in Crafting; Quick Repair --- You tinker, create, and repair gear as you adventure. You can spend part of your daily preparations adjusting your group’s equipment. This allows you to attempt to Repair up to five items during that time. You gain access to a new exploration activity: Tinker on the Go. So long as you have two free hands and have access to the necessary tools, you can make Crafting progress while out traveling. At the GM’s discretion, you might not be able to Tinker on the Go for projects that require extensive infrastructure, such as a smithing forge. Otherwise, time spent exploring can count toward a day of crafting progress, as long as 8 hours of time get used in this way. If you lead a troop, you maintain their equipment in addition to your companions’ gear. Once per day when you Command the troop in a skirmish encounter, you can increase the DC of their offensive actions by 1 until the beginning of your next turn.","feat":["Adventurous Outfitter"],"skill_mod":{},"summary":"You tinker, create, and repair gear as you adventure. You can spend part of your daily preparations adjusting your group’s equipment.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Feat","Rarity"],"level":7,"prerequisite":"Master in Crafting; Quick Repair","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8980","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Adventurous Outfitter","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8980"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","skill":["Lore","Lore"],"trait":["General","Skill","Uncommon"],"id":"feat-8981","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > As on the Board, So on the Battlefield May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 231 Prerequisites Master in Games Lore --- You’re a master of strategy games, able to translate strategies and mechanics from these games to the actual battles they were created to simulate. You can use your proficiency rank in Games Lore for anything that requires proficiency in Warfare Lore (such as prerequisites) and use your Games Lore modifier in place of your Warfare Lore modifier for checks. You can use Games Lore to Make an Impression on military professionals, such as mercenaries and commanders. Your reputation as a strategist opens up opportunities while you’re in a military camp, near a battlefield, or somewhere else that has numerous non‑hostile soldiers, allowing you to Earn Income with Games Lore with a task level of at least your level – 1. If you lead a troop and have had time to create a skirmish bond with them, you’ve also spent time going over the finer points of strategy and even played against many members of your troop. Once per day, you can roll Games Lore for initiative when leading this troop.","feat":["As on the Board, So on the Battlefield"],"skill_mod":{},"summary":"You’re a master of strategy games, able to translate strategies and mechanics from these games to the actual battles they were created to simulate.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Feat","Rarity"],"level":7,"prerequisite":"Master in Games Lore","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8981","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"As on the Board, So on the Battlefield","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8981"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","skill":["Lore","Lore"],"trait":["Bravado","Concentrate","General","Mental","Skill","Uncommon"],"id":"feat-8982","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Improvise Strategy Single Action May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 231 Prerequisites Master in Warfare Lore --- You’re a wild card on the battlefield, inventing unpredictable tactics and surprising foes. You employ one of these strategies, adding either your choice of the auditory or visual trait. Attempt a Warfare Lore check against the Perception DC of a creature within 30 feet, after which the target becomes temporarily immune to further uses of Improvise Strategy for 1 hour. Special Once per day, if you lead a troop that has a skirmish bond, you can Improvise Strategy to attempt a Warfare Lore check against a standard DC for your troop’s level, rather than targeting a foe. If you succeed, your troop replaces its current skirmish bond with another of your choice until the end of your next turn. Critical Success The target gains one of the following conditions of your choice until the end of your next turn: clumsy 1, dazzled, off-guard, or stupefied 1. The target can end the effect by using either a single action with the concentrate trait to regain their bearings (if your strategy had the auditory trait) or an Interact action to rub their eyes (if your strategy had the visual trait). In addition, the target isn’t temporarily immune to further uses of Improvise Strategy. Success As critical success, but the target is temporarily immune to further uses of Improvise Strategy. Failure The target is unaffected. Critical Failure The target sees through the gambit, leaving you off-guard until the beginning of your next turn.","feat":["Improvise Strategy"],"skill_mod":{},"summary":"You’re a wild card on the battlefield, inventing unpredictable tactics and surprising foes.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Class-Specific","Mechanics","Feat","Rarity"],"level":7,"prerequisite":"Master in Warfare Lore","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8982","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Improvise Strategy","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-8982"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","skill":["Diplomacy","Intimidation","Diplomacy","Intimidation"],"trait":["Auditory","Concentrate","General","Linguistic","Mental","Skill","Uncommon"],"id":"feat-8983","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Seasoned Command Single Action May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 232 Prerequisites Master in Diplomacy or Master in Intimidation --- Allies intuitively follow your orders. Choose an ally within 30 feet and then attempt a Diplomacy or Intimidation check against a hard DC for that ally’s level. This counts as a preparatory action to Aid that ally. Regardless of your result, the ally is then temporarily immune to your further uses of Seasoned Command for 1 minute. Special Once per hour, you can Take the Lead of a troop as a free action (rather than 2 actions). Outside of combat, you can establish leadership of a troop and grant a skirmish bond in half the normal time (5 minutes and 4 hours, respectively). Critical Success You immediately gain an additional reaction that can be used only to Aid the chosen ally, and you gain a +1 circumstance bonus to your skill check or attack roll to Aid. Success As critical success, but you don’t gain the circumstance bonus. Failure You don’t gain an additional reaction.","feat":["Seasoned Command"],"skill_mod":{},"summary":"Allies intuitively follow your orders.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Sense","Mechanics","Feat","Rarity"],"level":7,"prerequisite":"Master in Diplomacy or Master in Intimidation","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8983","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Seasoned Command","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-8983"},{"primary_source_category":"Adventures","source":["Pathfinder #223: Hell's Destiny"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Hell's Destiny","skill":["Lore","Lore"],"trait":["General","Skill","Uncommon"],"id":"feat-8984","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Tactical Acumen May contain spoilers from Hell's Destiny Source Pathfinder #223: Hell's Destiny pg. 232 Prerequisites Expert in Warfare Lore --- Even if you don’t know much about its constituent creatures, you can always recognize a troop’s capabilities through features like the formation they move in or even more subtle hints others might miss. You can always use Warfare Lore when you Recall Knowledge to identify a troop. This works like using an applicable Lore to identify a creature. If you’re legendary in Warfare Lore, reduce any adjustment to the Recall Knowledge check’s DC caused by the troop’s rarity by 5. If you lead a troop, when you successfully use Warfare Lore to identify a troop, that troop takes a –1 circumstance penalty to saves against your troop’s offensive abilities until the end of your next turn.","feat":["Tactical Acumen"],"skill_mod":{},"summary":"Even if you don’t know much about its constituent creatures, you can always recognize a troop’s capabilities through features like the formation they move in or even more subtle hints others might miss.","primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Expert in Warfare Lore","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=8984","source_group":["Hell's Destiny"],"spoilers":"Hell's Destiny","name":"Tactical Acumen","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-8984"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3439","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Storyteller's Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 79 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast foresight once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Cunning Trickster Mask, Emancipator's Mask, Grand Medic's Mask, Protective Spirit Mask, Sky Master Mask, Stalking Feline Mask, Thick Hide Mask, Tireless Guide's Mask, Vigilant Mask","feat":["Storyteller's Mask"],"skill_mod":{},"summary":"Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3439","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Storyteller's Mask","category":"feat","rarity":"rare","slug":"feat-3439"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3440","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Thick Hide Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 79 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Cunning Trickster Mask, Emancipator's Mask, Grand Medic's Mask, Protective Spirit Mask, Sky Master Mask, Stalking Feline Mask, Storyteller's Mask, Tireless Guide's Mask, Vigilant Mask","feat":["Thick Hide Mask"],"skill_mod":{},"summary":"Your mask grants you the toughness of Elephant, the Conjured Chronicle.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3440","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Thick Hide Mask","category":"feat","rarity":"rare","slug":"feat-3440"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3441","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Tireless Guide's Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 79 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Cunning Trickster Mask, Emancipator's Mask, Grand Medic's Mask, Protective Spirit Mask, Sky Master Mask, Stalking Feline Mask, Storyteller's Mask, Thick Hide Mask, Vigilant Mask","feat":["Tireless Guide's Mask"],"skill_mod":{},"summary":"Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3441","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Tireless Guide's Mask","category":"feat","rarity":"rare","slug":"feat-3441"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #174: Shadows of the Ancients"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Strength of Thousands","trait":["Archetype","Rare"],"id":"feat-3442","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Vigilant Mask May contain spoilers from Strength of Thousands Source Pathfinder #174: Shadows of the Ancients pg. 79 Archetypes Druid, Wizard (Level 20), Wizard (Level 20) Prerequisites Druid Dedication or Wizard Dedication --- Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense. Masks of the Magic Warriors Source Pathfinder #174: Shadows of the Ancients pg. 78 In becoming Jatembe's new Magic Warriors, the heroes have unlocked secrets of magical potential that none have reached since the earliest Ten Magic Warriors walked the plazas of the Magaambya. On reaching 20th level, the heroes should have the option of taking one of these archetype feats, based on the type of animal they chose for their mask when they first created it in Pathfinder Adventure Path #169: Kindled Magic . These options are each themed to one of Jatembe's magic warriors, but if a hero's mask doesn't fit with a specific animal from this list or the player feels their animal embodies a different effect from the list, feel free to reflavor the feat names to fit the hero's spirit face. For instance, the Cunning Trickster mask could easily be a rodent or a fox, not just a spider. Related Feats : Cunning Trickster Mask, Emancipator's Mask, Grand Medic's Mask, Protective Spirit Mask, Sky Master Mask, Stalking Feline Mask, Storyteller's Mask, Thick Hide Mask, Tireless Guide's Mask","feat":["Vigilant Mask"],"skill_mod":{},"summary":"Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between.","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Feat","Rarity"],"level":20,"prerequisite":"Druid Dedication or Wizard Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3442","archetype":["Druid","Wizard"],"source_group":["Strength of Thousands"],"spoilers":"Strength of Thousands","name":"Vigilant Mask","category":"feat","rarity":"rare","slug":"feat-3442"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype","Dedication","Uncommon"],"id":"feat-3443","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Mammoth Lord Dedication May contain spoilers from Quest for the Frozen Flame Source Pathfinder #177: Burning Tundra pg. 77 Archetype Mammoth Lord Prerequisites Ride --- You've undertaken the ultimate challenge of the Mammoth Lords and tamed a megafauna. You gain a megafauna you tamed as a young animal companion. Your megafauna animal companion must be a megafauna appropriate to the Realm of the Mammoth Lords; see the What Counts as Megafauna? sidebar for guidance and examples. While an animal companion usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size). Contrary to the usual rules for animal companions, this feat can give you a second animal companion. If you have more than one animal companion, you can adventure with only one of them at a time. You can switch between them like a beastmaster does. You gain the Call Companion action, as the beastmaster archetype, and you follow all the other rules found in the Call Companion sidebar. Special You can't select another dedication feat until you've gained two other feats from this archetype. Mammoth Lord Dedication leads to... Gigantic Megafauna Companion, Mammoth Charge, Mature Megafauna Companion, Megafauna Veterinarian, Specialized Megafauna Companion, Speech of the Mammoth Lords, Staggering Blow, Stalwart Mind, Unbreakable Bond","feat":["Mammoth Lord Dedication"],"skill_mod":{},"summary":"You've undertaken the ultimate challenge of the Mammoth Lords and tamed a megafauna.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Ride","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3443","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"spoilers":"Quest for the Frozen Flame","name":"Mammoth Lord Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3443"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype","Flourish"],"id":"feat-3444","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Mammoth Charge Two Actions Source Pathfinder #177: Burning Tundra pg. 77 Archetype Mammoth Lord Prerequisites Mammoth Lord Dedication Requirements You are riding your megafauna companion. --- You Command an Animal to order your megafauna companion to Stride twice. At any point during this movement, you can make a melee Strike against one enemy within reach.","feat":["Mammoth Charge"],"skill_mod":{},"summary":"You Command an Animal to order your megafauna companion to Stride twice.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Mammoth Lord Dedication","source_category":["Adventure Paths"],"requirement":"You are riding your megafauna companion.","resistance":{},"url":"/Feats.aspx?ID=3444","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Mammoth Charge","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-3444"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype"],"id":"feat-3445","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Mature Megafauna Companion Source Pathfinder #177: Burning Tundra pg. 77 Archetype Mammoth Lord Prerequisites Mammoth Lord Dedication --- You've raised your megafauna companion to be a more powerful force on the battlefield than most of its kind. The companion you gained through the Mammoth Lord Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the Command an Animal action, your megafauna animal companion can still use 1 action on your turn to Stride or Strike. Mature Megafauna Companion leads to... Incredible Megafauna Companion","feat":["Mature Megafauna Companion"],"skill_mod":{},"summary":"You've raised your megafauna companion to be a more powerful force on the battlefield than most of its kind.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat"],"level":6,"prerequisite":"Mammoth Lord Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3445","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Mature Megafauna Companion","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3445"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","skill":["Nature","Nature"],"trait":["Archetype","Skill"],"id":"feat-3446","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Megafauna Veterinarian Source Pathfinder #177: Burning Tundra pg. 78 Archetype Mammoth Lord Prerequisites Mammoth Lord Dedication; Expert in Nature --- By heeding the wise advice of elders in your following— and aided by your own experience—you've learned how to provide medical care to the megafauna of the Mammoth Lord followings. You can attempt a Nature check instead of a Medicine check for any of Medicine's trained and untrained uses, provided the subject of your medical care is a megafauna. If you're attempting an action that requires a particular proficiency rank in Medicine (such as Treat Wounds), use your proficiency rank in Nature instead. If the subject of your care is your megafauna and you roll a success on your check, you get a critical success instead.","feat":["Megafauna Veterinarian"],"skill_mod":{},"summary":"By heeding the wise advice of elders in your following— and aided by your own experience—you've learned how to provide medical care to the megafauna of the Mammoth Lord followings.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat"],"level":6,"prerequisite":"Mammoth Lord Dedication; Expert in Nature","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3446","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Megafauna Veterinarian","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3446"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","skill":["Diplomacy","Intimidation","Diplomacy","Intimidation"],"trait":["Archetype","Skill"],"id":"feat-3447","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Speech of the Mammoth Lords Source Pathfinder #177: Burning Tundra pg. 78 Archetype Mammoth Lord Prerequisites Mammoth Lord Dedication; Master in Diplomacy or Master in Intimidation --- You've learned the ancient tongue spoken by the creatures of the far north. You can ask questions of, receive answers from, use the Diplomacy skill with, and Coerce megafauna. In most cases, megafauna of the Realm of the Mammoth Lords will hear you out.","feat":["Speech of the Mammoth Lords"],"skill_mod":{},"summary":"You've learned the ancient tongue spoken by the creatures of the far north.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat"],"level":7,"prerequisite":"Mammoth Lord Dedication; Master in Diplomacy or Master in Intimidation","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3447","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Speech of the Mammoth Lords","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3447"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype"],"id":"feat-3448","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Incredible Megafauna Companion Source Pathfinder #177: Burning Tundra pg. 78 Archetype Mammoth Lord Prerequisites Mature Megafauna Companion --- Under your care and training, your megafauna companion has realized its innate potential. Your companion becomes an indomitable or savage animal companion (your choice), gaining additional abilities determined by the type of companion.","feat":["Incredible Megafauna Companion"],"skill_mod":{},"summary":"Under your care and training, your megafauna companion has realized its innate potential.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat"],"level":8,"prerequisite":"Mature Megafauna Companion","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3448","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Incredible Megafauna Companion","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3448"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype"],"id":"feat-3449","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Stalwart Mind Reaction Source Pathfinder #177: Burning Tundra pg. 78 Archetype Mammoth Lord Frequency once per day Prerequisites Mammoth Lord Dedication Trigger You fail a Will save. --- When necessary to avoid a magical compulsion or curse, you can be as stubborn as your megafauna companion. Attempt a new Will save against the triggering effect.","feat":["Stalwart Mind"],"skill_mod":{},"summary":"When necessary to avoid a magical compulsion or curse, you can be as stubborn as your megafauna companion.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat"],"level":8,"prerequisite":"Mammoth Lord Dedication","source_category":["Adventure Paths"],"trigger":"You fail a Will save.","resistance":{},"url":"/Feats.aspx?ID=3449","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Stalwart Mind","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-3449"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype"],"id":"feat-3450","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Staggering Blow Two Actions Source Pathfinder #177: Burning Tundra pg. 78 Archetype Mammoth Lord Prerequisites Mammoth Lord Dedication Requirements You're riding a megafauna companion that has a melee Strike. --- You've trained your megafauna companion to stagger its enemies, impeding their ability to fight back. You Command an Animal to order your megafauna companion to spend both its actions making a single, powerful Strike. The attack deals an extra die of weapon damage, and if the attack hits and deals damage, the target is slowed 1 until the end of its next turn.","feat":["Staggering Blow"],"skill_mod":{},"summary":"You've trained your megafauna companion to stagger its enemies, impeding their ability to fight back.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat"],"level":10,"prerequisite":"Mammoth Lord Dedication","source_category":["Adventure Paths"],"requirement":"You're riding a megafauna companion that has a melee Strike.","resistance":{},"url":"/Feats.aspx?ID=3450","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Staggering Blow","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-3450"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","school":"necromancy","trait":["Archetype","Necromancy","Primal"],"id":"feat-3451","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Unbreakable Bond Source Pathfinder #177: Burning Tundra pg. 78 Archetype Mammoth Lord Prerequisites Mammoth Lord Dedication --- You and your megafauna companion are bound together; as long as you live, it's much harder for your companion to die. If your megafauna companion gains the dying condition, it automatically succeeds at the recovery check to stabilize at 0 Hit Points on its turn. Additionally, your megafauna companion only dies at dying 5 rather than dying 4. Finally, the first time each day your megafauna companion would reach dying 5 and die, as long as you're still alive, your companion's dying value decreases to 0 instead.","feat":["Unbreakable Bond"],"skill_mod":{},"summary":"You and your megafauna companion are bound together; as long as you live, it's much harder for your companion to die.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat","School","Tradition"],"level":10,"prerequisite":"Mammoth Lord Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3451","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Unbreakable Bond","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3451"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype"],"id":"feat-3452","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Gigantic Megafauna Companion Source Pathfinder #177: Burning Tundra pg. 78 Archetype Mammoth Lord Prerequisites Mammoth Lord Dedication --- The mammoths and other megafauna ridden by your people are larger than any ordinary beast. Your megafauna companion increases in size to Huge but doesn't otherwise change its statistics.","feat":["Gigantic Megafauna Companion"],"skill_mod":{},"summary":"The mammoths and other megafauna ridden by your people are larger than any ordinary beast.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat"],"level":12,"prerequisite":"Mammoth Lord Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3452","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Gigantic Megafauna Companion","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3452"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #177: Burning Tundra"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Quest for the Frozen Flame","trait":["Archetype"],"id":"feat-3453","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Specialized Megafauna Companion Source Pathfinder #177: Burning Tundra pg. 78 Archetype Mammoth Lord Prerequisites Mammoth Lord Dedication --- You've trained your mammoth or other megafauna companion to perform in unusual or extreme situations, granting it abilities far beyond others of its kind. Your megafauna gains your choice of the bully, racer, tracker, or wrecker specialization. Special You can select this feat up to three times. Each time, add a different specialization of the ones listed above to your megafauna companion. Your megafauna can't have more than three specializations.","feat":["Specialized Megafauna Companion"],"skill_mod":{},"summary":"You've trained your mammoth or other megafauna companion to perform in unusual or extreme situations, granting it abilities far beyond others of its kind.","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Feat"],"level":14,"prerequisite":"Mammoth Lord Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3453","archetype":["Mammoth Lord"],"source_group":["Quest for the Frozen Flame"],"name":"Specialized Megafauna Companion","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3453"},{"skill_mod":{},"summary":"You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trained in Occultism or Trained in Religion","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3454","weakness":{},"archetype":["Exorcist"],"skill":["Occultism","Religion","Occultism","Religion"],"name":"Exorcist Dedication","trait":["Archetype","Dedication"],"id":"feat-3454","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Exorcist Dedication Source Book of the Dead pg. 22 Archetype Exorcist Prerequisites Trained in Occultism or Trained in Religion --- You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling . Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the Spirit Dwellings and Remnants sidebar. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius. As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to Pharasma's Boneyard. You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a helpful effect as they depart for the afterlife. Any actions you gain from the exorcist archetype gain either the divine or occult trait, depending on whether you used Occultism or Religion to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. Spirit's Mercy Reaction (necromancy) Trigger You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead; Cost 1 spirit wisp or remnant; Effect You purify a spirit by having it perform a final act of mercy to lessen the damage caused by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect. If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant. Special You can't select another dedication feat until you have gained two other feats from the exorcist archetype. Exorcist Dedication leads to... Cast Out, Enticing Dwelling, Spirit's Absolution, Spirit's Anguish","category":"feat","pfs":"Standard","feat":["Exorcist Dedication"],"rarity":"common","slug":"feat-3454"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Archetype","Concentrate","Manipulate"],"id":"feat-3455","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cast Out Two Actions Source Book of the Dead pg. 23 Archetypes Exorcist, Palatine Detective (Level 6) Prerequisites Exorcist Dedication --- You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the possession effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your Occultism modifier, Religion modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day.","feat":["Cast Out"],"skill_mod":{},"summary":"You attempt to cast a malevolent entity out of the creature or object it's possessing.","primary_source":"Book of the Dead","trait_group":["School","Feat","Mechanics"],"level":6,"prerequisite":"Exorcist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3455","archetype":["Exorcist","Palatine Detective"],"name":"Cast Out","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3455"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Archetype","Healing","Necromancy","Positive","Vitality"],"id":"feat-3456","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spirit's Absolution Single Action Source Book of the Dead pg. 23 Archetype Exorcist Cost 1 spirit wisp or spirit remnant from your spirit dwelling Prerequisites Exorcist Dedication Requirements You are holding your spirit dwelling . --- You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers 1d4 Hit Points per level you have. If you expend a spirit remnant, the target recovers 1d6 Hit Points per level of the incorporeal undead or haunt from which you gained the remnant.","feat":["Spirit's Absolution"],"skill_mod":{},"summary":"You purify a spirit by absolving it of its sins and regrets.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","School","Energy","Planar","Creature Type"],"cost":"1 spirit wisp or spirit remnant from your spirit dwelling ","level":6,"prerequisite":"Exorcist Dedication","source_category":["Rulebooks"],"requirement":"You are holding your spirit dwelling .","resistance":{},"url":"/Feats.aspx?ID=3456","archetype":["Exorcist"],"name":"Spirit's Absolution","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3456"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Archetype","Evocation","Sonic"],"id":"feat-3457","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Spirit's Anguish Two Actions Source Book of the Dead pg. 23 Archetype Exorcist Cost 1 spirit wisp or spirit remnant from your spirit dwelling Prerequisites Exorcist Dedication Requirements You are holding your spirit dwelling . --- You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a 30-foot cone, with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals 1d4 sonic damage per level you have. If you expend a spirit remnant, this deals 1d6 sonic damage per level of the incorporeal undead or haunt from which you gained the remnant.","feat":["Spirit's Anguish"],"skill_mod":{},"summary":"You purify a spirit by coaxing it to release its anguish in a final cathartic howl.","primary_source":"Book of the Dead","trait_group":["Feat","School","Energy","Monster"],"cost":"1 spirit wisp or spirit remnant from your spirit dwelling ","level":8,"prerequisite":"Exorcist Dedication","source_category":["Rulebooks"],"requirement":"You are holding your spirit dwelling .","resistance":{},"url":"/Feats.aspx?ID=3457","archetype":["Exorcist"],"name":"Spirit's Anguish","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3457"},{"skill_mod":{},"summary":"Your spirit dwelling is particularly inviting to spirit wisps.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Exorcist Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3458","weakness":{},"archetype":["Exorcist"],"name":"Enticing Dwelling","trait":["Archetype"],"id":"feat-3458","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Enticing Dwelling Source Book of the Dead pg. 23 Archetype Exorcist Prerequisites Exorcist Dedication --- Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one.","category":"feat","pfs":"Standard","feat":["Enticing Dwelling"],"rarity":"common","slug":"feat-3458"},{"skill_mod":{},"summary":"You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead .","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Religion; good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3459","weakness":{},"archetype":["Hallowed Necromancer"],"skill":["Religion","Religion"],"name":"Hallowed Necromancer Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-3459","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Hallowed Necromancer Dedication Source Book of the Dead pg. 24 Archetype Hallowed Necromancer Prerequisites Expert in Religion; good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell --- You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the hallowed ground focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating or praying to connect yourself to conduits of positive energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots. Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using negative energy isn't anathema, as it serves a natural purpose, but twisting that negative energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an atone ritual. Special You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype. Hallowed Necromancer Dedication leads to... Advanced Hallowed Spell, Consecrated Aura, Death Warden, Hallowed Initiate, Positive Luminance, Sacred Spells","category":"feat","pfs":"Standard","feat":["Hallowed Necromancer Dedication"],"rarity":"uncommon","slug":"feat-3459"},{"skill_mod":{},"summary":"You've expanded your focus spellcasting to techniques used by clerics and wizards.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Hallowed Necromancer Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3460","weakness":{},"archetype":["Hallowed Necromancer"],"name":"Hallowed Initiate","trait":["Archetype"],"id":"feat-3460","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Hallowed Initiate Source Book of the Dead pg. 24 Archetype Hallowed Necromancer Prerequisites Hallowed Necromancer Dedication --- You've expanded your focus spellcasting to techniques used by clerics and wizards. You gain an additional focus spell, either the necromancer school spell call of the grave or the initial domain spell of the death domain, death's call . Increase the number of Focus Points in your focus pool by 1. Special You can select this feat a second time, choosing the other initial focus spell.","category":"feat","pfs":"Standard","feat":["Hallowed Initiate"],"rarity":"common","slug":"feat-3460"},{"skill_mod":{},"summary":"Add chill touch , death ward , disrupt undead , disrupting weapons , holy cascade , magic stone , and sunburst to your spell list.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Hallowed Necromancer Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3461","weakness":{},"archetype":["Hallowed Necromancer"],"name":"Sacred Spells","trait":["Archetype"],"id":"feat-3461","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sacred Spells Source Book of the Dead pg. 25 Archetype Hallowed Necromancer Prerequisites Hallowed Necromancer Dedication --- Add chill touch , death ward , disrupt undead , disrupting weapons , holy cascade , magic stone , and sunburst to your spell list. These are all necromancy spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. In addition, your knowledge of the conduits to the Positive Energy Plane allows you more flexibility with these spells. Choose one of these two benefits. If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of sacred spells. You can do this while Refocusing. If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of sacred spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to switch the spells from this feat to any other spells from the list. ","category":"feat","pfs":"Standard","feat":["Sacred Spells"],"rarity":"common","slug":"feat-3461"},{"skill_mod":{},"summary":"With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike.","primary_source":"Book of the Dead","trait_group":["Feat","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Hallowed Necromancer Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3462","weakness":{},"archetype":["Hallowed Necromancer"],"name":"Death Warden","trait":["Archetype","Positive","Vitality"],"id":"feat-3462","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Death Warden Source Book of the Dead pg. 25 Archetype Hallowed Necromancer Prerequisites Hallowed Necromancer Dedication --- With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the negative trait.","category":"feat","pfs":"Standard","feat":["Death Warden"],"rarity":"common","slug":"feat-3462"},{"skill_mod":{},"summary":"You dig deeper into the magical tools found in wizard schools and divine domains.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Hallowed Necromancer Dedication; necromancer initial school spell or death initial domain spell","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3463","weakness":{},"archetype":["Hallowed Necromancer"],"name":"Advanced Hallowed Spell","trait":["Archetype"],"id":"feat-3463","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Advanced Hallowed Spell Source Book of the Dead pg. 25 Archetype Hallowed Necromancer Prerequisites Hallowed Necromancer Dedication; necromancer initial school spell or death initial domain spell --- You dig deeper into the magical tools found in wizard schools and divine domains. You gain an advanced focus spell, either the necromancer advanced school spell life siphon or the advanced domain spell of the death domain, eradicate undeath . Increase the number of Focus Points in your focus pool by 1. If you choose life siphon , it triggers when you expend spell slots from your class even if they aren't wizard spell slots. Special You can select this feat a second time, choosing the other advanced focus spell.","category":"feat","pfs":"Standard","feat":["Advanced Hallowed Spell"],"rarity":"common","slug":"feat-3463"},{"skill_mod":{},"summary":"You learn how to create a luminous reservoir of positive energy that you can use to punish undead who dare attack you.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Hallowed Necromancer Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3464","weakness":{},"archetype":["Hallowed Necromancer"],"name":"Positive Luminance","trait":["Archetype"],"id":"feat-3464","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Positive Luminance Source Book of the Dead pg. 25 Archetype Hallowed Necromancer Prerequisites Hallowed Necromancer Dedication --- You learn how to create a luminous reservoir of positive energy that you can use to punish undead who dare attack you. You gain the domain spell positive luminance . It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity.","category":"feat","pfs":"Standard","feat":["Positive Luminance"],"rarity":"common","slug":"feat-3464"},{"skill_mod":{},"summary":"Your body radiates positive energy, making your very presence disorienting to undead and encouraging them to move away from you.","primary_source":"Book of the Dead","trait_group":["School","Feat","Mechanics","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Hallowed Necromancer Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3465","weakness":{},"archetype":["Hallowed Necromancer"],"school":"abjuration","name":"Consecrated Aura","trait":["Abjuration","Archetype","Aura","Positive","Vitality"],"id":"feat-3465","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Consecrated Aura Source Book of the Dead pg. 25 Archetype Hallowed Necromancer Prerequisites Hallowed Necromancer Dedication --- Your body radiates positive energy, making your very presence disorienting to undead and encouraging them to move away from you. The effect plays upon the instincts flowing through their bodies from negative energy and can thus affect even mindless creatures. You gain an aura of positive energy in a 20-foot emanation. Each undead creature that ends its turn in your aura must succeed at a Will save against your spell DC or become frightened 1 (frightened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. Special Your aura gains the trait of the magical tradition for the spells you used to qualify for Hallowed Necromancer Dedication.","category":"feat","pfs":"Standard","feat":["Consecrated Aura"],"rarity":"common","slug":"feat-3465"},{"skill_mod":{},"summary":"You can take 10 minutes to emblazon Pharasma's holy sigil—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Occultism or Trained in Religion; worships Pharasma or a psychopomp usher","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3466","weakness":{},"archetype":["Soul Warden"],"skill":["Occultism","Religion","Occultism","Religion"],"name":"Soul Warden Dedication","trait":["Archetype","Dedication"],"id":"feat-3466","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Soul Warden Dedication Source Book of the Dead pg. 26 Archetype Soul Warden Prerequisites Trained in Occultism or Trained in Religion; worships Pharasma or a psychopomp usher --- You can take 10 minutes to emblazon Pharasma's holy sigil—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of Pharasma and can be used as a divine focus while emblazoned. Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is hidden, it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing. In addition, you can cast disrupt undead as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom. When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light. Special You can't select another dedication feat until you have gained two other feats from the soul warden archetype. Soul Warden Dedication leads to... Cycle Spell, Liberate Soul, Psychopomp Familiar, Safeguard Soul, Spiral Sworn","category":"feat","pfs":"Standard","feat":["Soul Warden Dedication"],"rarity":"common","slug":"feat-3466"},{"skill_mod":{},"summary":"Your devotion to the cycle of souls grants you an additional divine spell.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Soul Warden Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3467","weakness":{},"archetype":["Soul Warden"],"name":"Cycle Spell","trait":["Archetype"],"id":"feat-3467","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cycle Spell Source Book of the Dead pg. 26 Archetype Soul Warden Prerequisites Soul Warden Dedication --- Your devotion to the cycle of souls grants you an additional divine spell. Choose from bless , disrupting weapons , or heal . You must make this selection when you take this feat and it can't be changed. Once per day, while your spiral is glowing, you can cast the selected spell as a divine innate spell.","category":"feat","pfs":"Standard","feat":["Cycle Spell"],"rarity":"common","slug":"feat-3467"},{"skill_mod":{},"summary":"Your familiar becomes a masked psychopomp —an extraplanar guardian of the cycle of souls.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Soul Warden Dedication; familiar","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3468","weakness":{},"archetype":["Soul Warden"],"name":"Psychopomp Familiar","trait":["Archetype"],"id":"feat-3468","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Psychopomp Familiar Source Book of the Dead pg. 27 Archetype Soul Warden Prerequisites Soul Warden Dedication; familiar --- Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the monitor and psychopomp traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities. Soul Sight Your familiar gains lifesense with a range of 30 feet. Spirit Touch Your familiar can touch incorporeal creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the ghost touch property rune. Psychopomp Familiar leads to... Enhanced Psychopomp Familiar","category":"feat","pfs":"Standard","feat":["Psychopomp Familiar"],"rarity":"common","slug":"feat-3468"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"necromancy","trait":["Archetype","Concentrate","Divine","Necromancy"],"id":"feat-3469","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Liberate Soul Two Actions Source Book of the Dead pg. 27 Archetype Soul Warden Frequency once per hour Prerequisites Soul Warden Dedication Requirements Your spiral is glowing. --- The light flows from your sigil of Pharasma to shatter the bonds imprisoning a soul. You attempt to counteract a possession effect, or an effect, object, or spell that is imprisoning a soul (such as bind soul , a soul gem , or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM.","feat":["Liberate Soul"],"skill_mod":{},"summary":"The light flows from your sigil of Pharasma to shatter the bonds imprisoning a soul.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","Tradition","School"],"level":6,"prerequisite":"Soul Warden Dedication","source_category":["Rulebooks"],"requirement":"Your spiral is glowing.","resistance":{},"url":"/Feats.aspx?ID=3469","archetype":["Soul Warden"],"name":"Liberate Soul","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3469"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"school":"evocation","trait":["Archetype","Concentrate","Divine","Evocation"],"id":"feat-3470","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spiral Sworn Single Action Source Book of the Dead pg. 27 Archetype Soul Warden Frequency once per 10 minutes Prerequisites Soul Warden Dedication --- You trace a spiral in the air while intoning prayers to Pharasma, gaining her blessing for a time. For 3 rounds, your Strikes and spells deal additional damage against undead, creatures in possession of an imprisoned soul, or creatures you have witnessed create or command undead. You gain a status bonus to damage with your Strikes against these creatures equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage against these creatures equal to the level of the spell; this bonus applies only to spells that deal damage and don't have a duration. If your spiral is glowing, you can target a willing creature in its light. If you do, that creature gains the bonuses instead of you. Spiral Sworn leads to... Expand Spiral","feat":["Spiral Sworn"],"skill_mod":{},"summary":"You trace a spiral in the air while intoning prayers to Pharasma , gaining her blessing for a time.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","Tradition","School"],"level":6,"prerequisite":"Soul Warden Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3470","archetype":["Soul Warden"],"name":"Spiral Sworn","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3470"},{"skill_mod":{},"summary":"Your psychopomp's continued service in Pharasma's name brings it favor from the goddess.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Psychopomp Familiar","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3471","weakness":{},"archetype":["Soul Warden"],"name":"Enhanced Psychopomp Familiar","trait":["Archetype"],"id":"feat-3471","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Enhanced Psychopomp Familiar Source Book of the Dead pg. 27 Archetype Soul Warden Prerequisites Psychopomp Familiar --- Your psychopomp's continued service in Pharasma's name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the Psychopomp Familiar feat or the following ability. Augury Your familiar can glimpse the strands of fate to give you a cryptic clue regarding your future. Your familiar can cast augury once per day using your magical tradition and spell DC. You must be at least 8th level to select this ability. ","category":"feat","pfs":"Standard","feat":["Enhanced Psychopomp Familiar"],"rarity":"common","slug":"feat-3471"},{"skill_mod":{},"summary":"You've girded your soul against outside interference.","primary_source":"Book of the Dead","trait_group":["School","Feat","Tradition"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Soul Warden Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3472","weakness":{},"archetype":["Soul Warden"],"school":"abjuration","name":"Safeguard Soul","trait":["Abjuration","Archetype","Divine"],"id":"feat-3472","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Safeguard Soul Source Book of the Dead pg. 27 Archetype Soul Warden Prerequisites Soul Warden Dedication --- You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against death effects, possession effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well.","category":"feat","pfs":"Standard","feat":["Safeguard Soul"],"rarity":"common","slug":"feat-3472"},{"skill_mod":{},"summary":"Your prayers encompass your companions, granting you the ability to share Pharasma's blessings.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Spiral Sworn","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3473","weakness":{},"archetype":["Soul Warden"],"name":"Expand Spiral","trait":["Archetype"],"id":"feat-3473","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Expand Spiral Source Book of the Dead pg. 27 Archetype Soul Warden Prerequisites Spiral Sworn --- Your prayers encompass your companions, granting you the ability to share Pharasma's blessings. When you use Spiral Sworn, you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action.","category":"feat","pfs":"Standard","feat":["Expand Spiral"],"rarity":"common","slug":"feat-3473"},{"skill_mod":{},"summary":"Your training has prepared you to recognize most undead on sight.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Religion","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3474","weakness":{},"archetype":["Undead Slayer"],"skill":["Religion","Religion"],"name":"Undead Slayer Dedication","trait":["Archetype","Dedication"],"id":"feat-3474","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Undead Slayer Dedication Source Book of the Dead pg. 28 Archetype Undead Slayer Prerequisites Trained in Religion --- Your training has prepared you to recognize most undead on sight. You become trained in two Lore skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action. Slayer's Identification Free Action Trigger You roll initiative and can observe a creature you know is undead; Effect You attempt to Recall Knowledge to identify the undead creature with a +1 circumstance bonus. If you're a master in the skill you're using to Recall Knowledge, you gain a +2 circumstance bonus instead. Special You can't select another dedication feat until you have gained two other feats from the undead slayer archetype. Undead Slayer Dedication leads to... Blessed Medicine, Frighten Undead, Gear Up, Hunter's Sanctum, Necromantic Resistance, Slayer's Strike","category":"feat","pfs":"Standard","feat":["Undead Slayer Dedication"],"rarity":"common","slug":"feat-3474"},{"skill_mod":{},"summary":"Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Undead Slayer Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"trigger":"You fail a check to Treat a Disease that was inflicted by an undead (such as ghoul fever or mummy rot).","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3475","weakness":{},"archetype":["Undead Slayer"],"name":"Blessed Medicine","trait":["Archetype","Fortune","Skill"],"id":"feat-3475","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Blessed Medicine Source Book of the Dead pg. 28 Archetype Undead Slayer Prerequisites Undead Slayer Dedication Trigger You fail a check to Treat a Disease that was inflicted by an undead (such as ghoul fever or mummy rot). --- Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result.","category":"feat","pfs":"Standard","feat":["Blessed Medicine"],"rarity":"common","slug":"feat-3475"},{"skill_mod":{},"summary":"You establish a safe house where you can prepare for your hunt.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Undead Slayer Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3476","weakness":{},"archetype":["Undead Slayer"],"name":"Hunter's Sanctum","trait":["Archetype"],"id":"feat-3476","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Hunter's Sanctum Source Book of the Dead pg. 28 Archetype Undead Slayer Prerequisites Undead Slayer Dedication --- You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of nondetection , using your Religion modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane Perception must succeed against either your Religion DC or the normal DC to find the sanctum, whichever is higher.","category":"feat","pfs":"Standard","feat":["Hunter's Sanctum"],"rarity":"common","slug":"feat-3476"},{"skill_mod":{},"summary":"As part of your training, you've inured yourself against necromancy through grueling, repeated exposure.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Undead Slayer Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3477","weakness":{},"archetype":["Undead Slayer"],"name":"Necromantic Resistance","trait":["Archetype"],"id":"feat-3477","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Necromantic Resistance Source Book of the Dead pg. 28 Archetype Undead Slayer Prerequisites Undead Slayer Dedication --- As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to negative damage equal to half your level.","category":"feat","pfs":"Standard","feat":["Necromantic Resistance"],"rarity":"common","slug":"feat-3477"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Archetype","Flourish","Necromancy","Occult","Positive","Vitality"],"id":"feat-3478","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Slayer's Strike Two Actions Source Book of the Dead pg. 28 Archetype Undead Slayer Prerequisites Undead Slayer Dedication --- You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a Strike against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal one extra die of positive damage, with the same die size as the weapon or unarmed attack you used. Any further Strikes you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra positive damage equal to the number of weapon dice. As normal, the positive damage harms only undead and creatures with negative healing. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. Slayer's Strike leads to... Slayer's Blessing","feat":["Slayer's Strike"],"skill_mod":{},"summary":"You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","School","Tradition","Energy","Planar","Creature Type"],"level":4,"prerequisite":"Undead Slayer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3478","archetype":["Undead Slayer"],"name":"Slayer's Strike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3478"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Archetype"],"id":"feat-3479","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Frighten Undead Single Action Source Book of the Dead pg. 29 Archetype Undead Slayer Prerequisites Undead Slayer Dedication; Trained in Intimidation --- Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to Demoralize an undead target using your Religion modifier instead of your Intimidation modifier if it's higher. If you use your Religion modifier, the Demoralize action loses the emotion and mental traits, as your faith connects to the undead on an instinctual level. Frighten Undead leads to... Slayer's Presence","feat":["Frighten Undead"],"skill_mod":{},"summary":"Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead .","primary_source":"Book of the Dead","trait_group":["Feat"],"level":6,"prerequisite":"Undead Slayer Dedication; Trained in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3479","archetype":["Undead Slayer"],"name":"Frighten Undead","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3479"},{"skill_mod":{},"summary":"Whether it's wooden stakes, holy water, or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Undead Slayer Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3480","weakness":{},"archetype":["Undead Slayer"],"name":"Gear Up","trait":["Archetype"],"id":"feat-3480","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Gear Up Source Book of the Dead pg. 29 Archetype Undead Slayer Prerequisites Undead Slayer Dedication --- Whether it's wooden stakes, holy water, or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner specifically to pull out an item you need to deal with an undead's weakness or vulnerability, you can pull out the item as a 2-action activity to remove your backpack (or similar container) and draw the item, rather than taking 1 minute. If you have the Hunter's Sanctum feat, you keep your sanctum well stocked with the basics and can spend 1 hour in your sanctum refreshing your supplies in order to meet the requirements for Prescient Planner, even if you haven't been able to purchase goods.","category":"feat","pfs":"Standard","feat":["Gear Up"],"rarity":"common","slug":"feat-3480"},{"skill_mod":{},"summary":"You carry scraps of materials dangerous to undead and can apply them to your weapon.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Slayer's Strike","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3481","weakness":{},"archetype":["Undead Slayer"],"name":"Slayer's Blessing","trait":["Archetype","Manipulate"],"id":"feat-3481","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Slayer's Blessing Source Book of the Dead pg. 29 Archetype Undead Slayer Prerequisites Slayer's Strike --- You carry scraps of materials dangerous to undead and can apply them to your weapon. When you use Slayer's Strike, before making the Strike, you can choose either the ghost touch property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra positive damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material. At 14th level, add adamantine and mithral to the list of materials you can choose from.","category":"feat","pfs":"Standard","feat":["Slayer's Blessing"],"rarity":"common","slug":"feat-3481"},{"skill_mod":{},"summary":"Your very presence strikes fear into the undead .","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Frighten Undead","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3482","weakness":{},"archetype":["Undead Slayer"],"name":"Slayer's Presence","trait":["Archetype"],"id":"feat-3482","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Slayer's Presence Source Book of the Dead pg. 29 Archetype Undead Slayer Prerequisites Frighten Undead --- Your very presence strikes fear into the undead. When you use Slayer's Identification and succeed at your check, you can Frighten Undead as a free action, targeting the creature you identified. Any time you get a critical success to Frighten Undead, if the target's level is lower than yours, the target is fleeing for 1 round.","category":"feat","pfs":"Standard","feat":["Slayer's Presence"],"rarity":"common","slug":"feat-3482"},{"skill_mod":{},"summary":"Your presence has a bolstering effect on your undead minions .","primary_source":"Book of the Dead","trait_group":["Mechanics","Class","School","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3483","weakness":{},"archetype":["Reanimator"],"school":"necromancy","name":"Undying Conviction","trait":["Aura","Cleric","Necromancy","Oracle","Uncommon","Wizard"],"id":"feat-3483","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Undying Conviction Source Book of the Dead pg. 33 Archetype Reanimator (Level 4) Prerequisites able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard --- Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30-foot emanation around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them controlled. Special This feat has the trait matching your spellcasting tradition.","category":"feat","pfs":"Standard","feat":["Undying Conviction"],"rarity":"uncommon","slug":"feat-3483"},{"skill_mod":{},"summary":"Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect.","primary_source":"Book of the Dead","trait_group":["Class","School","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"ability to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3484","weakness":{},"archetype":["Reanimator"],"school":"necromancy","name":"Necromancer's Visage","trait":["Cleric","Necromancy","Oracle","Uncommon","Wizard"],"id":"feat-3484","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Necromancer's Visage Source Book of the Dead pg. 33 Archetype Reanimator (Level 12) Prerequisites ability to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard --- Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect. Undead creatures can immediately sense your Necromancer's Visage and tend to act accordingly. If you take a hostile action against an undead creature, it becomes permanently immune to your Necromancer's Visage, and your Necromancer's Visage ends. You can spend 10 minutes to restore your Necromancer's Visage, though any creatures that became permanently immune remain so. Each time an undead creature 2 or more levels lower than you attacks you, it must attempt a Will save against your spell DC. If you're also affected by sanctuary or a similar effect, only one affects the attacker (you choose which). Critical Success The creature is permanently immune to your Necromancer's Visage. Success The creature can attempt its attack and any other attacks against you this turn. Failure The creature can't attack you and wastes the action. It can't attempt further attacks against you this turn. Critical Failure The creature wastes the action and can't attempt to attack you as long as your Necromancer's Visage persists. Special This feat has the trait matching your spellcasting tradition.","category":"feat","pfs":"Standard","feat":["Necromancer's Visage"],"rarity":"uncommon","slug":"feat-3484"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Cleric","Concentrate","Metamagic","Necromancy","Oracle","Uncommon","Wizard","Spellshape"],"id":"feat-3485","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sepulchral Sublimation Single Action Source Book of the Dead pg. 33 Archetype Reanimator (Level 14) Prerequisites ability to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard Requirements You have at least one undead minion that you permanently control. --- You repurpose the negative energy that flows through your minions at a moment's notice. Instantly destroy one undead minion within 60 feet that is permanently under your control. If your next action is to cast a necromancy spell from a spell slot, you don't expend the slot. The spell's level must be half the destroyed minion's level or lower and the spell can't have a duration. Special This feat has the trait matching your spellcasting tradition.","feat":["Sepulchral Sublimation"],"skill_mod":{},"summary":"You repurpose the negative energy that flows through your minions at a moment's notice.","primary_source":"Book of the Dead","trait_group":["Class","Mechanics","School","Rarity"],"level":14,"prerequisite":"ability to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard","source_category":["Rulebooks"],"requirement":"You have at least one undead minion that you permanently control.","resistance":{},"url":"/Feats.aspx?ID=3485","archetype":["Reanimator"],"name":"Sepulchral Sublimation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3485"},{"skill_mod":{},"summary":"You have dedicated your studies to the art of raising and commanding undead.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"able to cast _animate dead_ with a spell slot","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3486","weakness":{},"archetype":["Reanimator"],"name":"Reanimator Dedication","trait":["Archetype","Dedication"],"id":"feat-3486","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Reanimator Dedication Source Book of the Dead pg. 34 Archetype Reanimator Prerequisites able to cast animate dead with a spell slot --- You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with animate dead in your repertoire, it becomes a signature spell in addition to your usual signature spells. If you're a prepared spellcaster with animate dead in your spells known, spellbook, or the like, you can spend 10 minutes contemplating undeath to replace one of the spells you've prepared in your spell slots with an animate dead spell of the same level. In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead , the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead . Special You can't select another dedication feat until you have gained two other feats from the reanimator archetype. Reanimator Dedication leads to... Bonds of Death, Deathly Secrets, Macabre Virtuoso","category":"feat","pfs":"Limited","feat":["Reanimator Dedication"],"rarity":"common","slug":"feat-3486"},{"skill_mod":{},"summary":"No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Reanimator Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3487","weakness":{},"archetype":["Reanimator"],"name":"Deathly Secrets","trait":["Archetype"],"id":"feat-3487","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Deathly Secrets Source Book of the Dead pg. 34 Archetype Reanimator Prerequisites Reanimator Dedication --- No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own. You learn either the eyes of the dead or subjugate undead focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating over the earthly remains of a dead sentient creature. The rules for focus spells appear here. Focus spells granted by the reanimator archetype are from the same tradition as those used to meet the archetype's prerequisite. Special You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point. Deathly Secrets leads to... Greater Deathly Secrets, Master of the Dead","category":"feat","pfs":"Limited","feat":["Deathly Secrets"],"rarity":"common","slug":"feat-3487"},{"skill_mod":{},"summary":"Any necromancer can create zombie and skeleton , but you know the secrets behind the creation of far more advanced undead monstrosities.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Reanimator Dedication; Expert in Arcana, Expert in Occultism, or Expert in Religion","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3488","weakness":{},"archetype":["Reanimator"],"skill":["Arcana","Occultism","Religion","Arcana","Occultism","Religion"],"name":"Macabre Virtuoso","trait":["Archetype","Uncommon"],"id":"feat-3488","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Macabre Virtuoso Source Book of the Dead pg. 34 Archetype Reanimator Prerequisites Reanimator Dedication; Expert in Arcana, Expert in Occultism, or Expert in Religion --- Any necromancer can create zombie and skeleton, but you know the secrets behind the creation of far more advanced undead monstrosities. You learn the create undead rituals to create two types of common undead for which you meet the prerequisites. (Your GM might give you access to additional types of undead.) You can't teach these rituals to anyone else and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. When you reach a new level, you can change either or both of these rituals to a different type of undead for which you now meet the prerequisites. When acting as primary caster, you can perform all create undead rituals in 4 hours instead of 1 day and you gain a +2 circumstance bonus to your primary check. You can also perform the ritual without the aid of a secondary caster, in which case you attempt the secondary check. Special You can select this feat more than once. Each time, you learn the rituals to create two more types of undead creatures.","category":"feat","pfs":"Limited","feat":["Macabre Virtuoso"],"rarity":"uncommon","slug":"feat-3488"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-3489","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Bonds of Death Free Action Source Book of the Dead pg. 35 Archetype Reanimator Frequency once per day Prerequisites Reanimator Dedication Requirements You have cast animate dead this turn. --- You sway with the motions of your spells that animate the dead, channeling your power to sustain two at the same time. You Sustain your previous casting of animate dead , binding the necromantic energy of the two spells together with metaphysical twine. On subsequent rounds, you can Sustain both animate dead spells with a single action to Sustain the Spell. This benefit lasts until either of the spells ends.","feat":["Bonds of Death"],"skill_mod":{},"summary":"You sway with the motions of your spells that animate the dead, channeling your power to sustain two at the same time.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":8,"prerequisite":"Reanimator Dedication","source_category":["Rulebooks"],"requirement":"You have cast animate dead this turn.","resistance":{},"url":"/Feats.aspx?ID=3489","archetype":["Reanimator"],"name":"Bonds of Death","actions_number":0,"category":"feat","pfs":"Limited","actions":"Free Action","rarity":"common","slug":"feat-3489"},{"skill_mod":{},"summary":"Your undead secrets grow stronger still.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Deathly Secrets","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3490","weakness":{},"archetype":["Reanimator"],"name":"Greater Deathly Secrets","trait":["Archetype"],"id":"feat-3490","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Greater Deathly Secrets Source Book of the Dead pg. 35 Archetype Reanimator Prerequisites Deathly Secrets --- Your undead secrets grow stronger still. You learn either the malignant sustenance or grasping grave focus spell. Your focus pool increases by 1 point. Special You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point.","category":"feat","pfs":"Limited","feat":["Greater Deathly Secrets"],"rarity":"common","slug":"feat-3490"},{"skill_mod":{},"summary":"You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Deathly Secrets","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3491","weakness":{},"archetype":["Reanimator"],"name":"Master of the Dead","trait":["Archetype","Uncommon"],"id":"feat-3491","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Master of the Dead Source Book of the Dead pg. 35 Archetype Reanimator Prerequisites Deathly Secrets --- You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was. You learn the shambling horror focus spell. Your focus pool increases by 1 Focus Point.","category":"feat","pfs":"Limited","feat":["Master of the Dead"],"rarity":"uncommon","slug":"feat-3491"},{"skill_mod":{},"summary":"You gain the services of an undead companion that travels with you and obeys your commands.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"evil alignment","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3492","weakness":{},"archetype":["Undead Master"],"name":"Undead Master Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-3492","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Restricted\" > Undead Master Dedication Source Book of the Dead pg. 41 Archetype Undead Master Prerequisites evil alignment --- You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions are under Undead Companions and utilize those for animal companions. Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your “active companion,” follows you during exploration and encounters; the rest are reduced to an “inactive” state that can be easily tucked into an inventory or stored in a nearby crypt. If you ever have more than one undead companion, you gain the Call Companion action, with your undead companions taking the place of animal companions. Special You can't select another dedication feat until you have gained two other feats from the undead master archetype. Undead Master Dedication leads to... Guardian Ghosts, Their Master's Call","category":"feat","pfs":"Restricted","feat":["Undead Master Dedication"],"rarity":"uncommon","slug":"feat-3492"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"school":"necromancy","trait":["Archetype","Divine","Necromancy"],"id":"feat-3493","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Guardian Ghosts Reaction Source Book of the Dead pg. 41 Archetype Undead Master Frequency once per 10 minutes Prerequisites Undead Master Dedication Trigger You would take damage from a Strike while one of your undead companions is adjacent to you. --- You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead. Reduce the damage you take from the triggering Strike by 2 + your level. Your adjacent undead companion loses a number of Hit Points equal to the amount of damage reduced. If you have more than one adjacent undead companion, you choose which one loses Hit Points. You can't divert the damage to a temporary fragment from Their Master's Call.","feat":["Guardian Ghosts"],"skill_mod":{},"summary":"You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead.","primary_source":"Book of the Dead","trait_group":["Feat","Tradition","School"],"level":8,"prerequisite":"Undead Master Dedication","source_category":["Rulebooks"],"trigger":"You would take damage from a Strike while one of your undead companions is adjacent to you.","resistance":{},"url":"/Feats.aspx?ID=3493","archetype":["Undead Master"],"name":"Guardian Ghosts","actions_number":1,"category":"feat","pfs":"Restricted","actions":"Reaction","rarity":"common","slug":"feat-3493"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Archetype","Concentrate","Divine","Necromancy"],"id":"feat-3494","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Their Master's Call Single Action Source Book of the Dead pg. 41 Archetype Undead Master Prerequisites Undead Master Dedication; Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession. --- In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit. A fragment of your companion materializes or assembles itself in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. If it takes any damage before your next turn, it disappears or collapses (as applicable) and the support benefit ends immediately.","feat":["Their Master's Call"],"skill_mod":{},"summary":"In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","Tradition","School"],"level":12,"prerequisite":"Undead Master Dedication; Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession.","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3494","archetype":["Undead Master"],"name":"Their Master's Call","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-3494"},{"skill_mod":{},"summary":"You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Medicine","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3495","weakness":{},"skill":["Medicine","Medicine"],"name":"Stitch Flesh","trait":["General","Skill"],"id":"feat-3495","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stitch Flesh Source Book of the Dead pg. 45 Prerequisites Trained in Medicine --- You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer's tools. Some conditions that might raise the DC of treating undead's wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of Pharasma or the wounds were caused by powerful positive energy.","category":"feat","pfs":"Standard","feat":["Stitch Flesh"],"rarity":"common","slug":"feat-3495"},{"skill_mod":{},"summary":"You have risen as a shell of your former self, a spirit of mist and anguish.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"You died and returned as a ghost.","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3496","weakness":{},"archetype":["Ghost"],"name":"Ghost Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3496","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ghost Dedication Source Book of the Dead pg. 46 Archetype Ghost Prerequisites You died and returned as a ghost. --- You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, spirit, and undead traits, and the basic undead benefits. Your undead craving is to settle your unfinished business. You also gain the incorporeal trait except you can't pass through solid objects unless you select the Pass Through feat. Being a ghost has the following major effects. Floating You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you Fly. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can Leap, High Jump, Long Jump, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed. Items You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the invested trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can Interact with them, Release them, and so on. Your incorporated weapons gain the benefits of the ghost touch property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. Attacks Your unarmed attacks become magical and deal negative damage instead of their normal type. Strength Unlike most incorporeal creatures, your Strength modifier is not –5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically Athletics checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of Athletics checks, Strikes with melee weapons, and any other checks or damage rolls dependent on Strength. Ties that Bind When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon. Ghost Dedication leads to... Frightful Moan, Ghost Flight, Ghostly Grasp (Ghost), Ghostly Resistance, Headless Haunt, Pass Through, Rejuvenation","category":"feat","pfs":"Standard","feat":["Ghost Dedication"],"rarity":"rare","slug":"feat-3496"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"school":"enchantment","trait":["Archetype","Auditory","Divine","Emotion","Enchantment","Fear","Mental"],"id":"feat-3497","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Frightful Moan Two Actions Source Book of the Dead pg. 47 Archetype Ghost Frequency once per 10 minutes Prerequisites Ghost Dedication --- You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher. Success The creature is unaffected and temporarily immune to Frightful Moans for 1 minute. Failure The creature is frightened 1. Critical Failure The creature is frightened 2.","feat":["Frightful Moan"],"skill_mod":{},"summary":"You lament your fate, realeasing a ghastly moan that frightens the living.","primary_source":"Book of the Dead","trait_group":["Feat","Sense","Tradition","Mechanics","School"],"level":4,"prerequisite":"Ghost Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3497","archetype":["Ghost"],"name":"Frightful Moan","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3497"},{"skill_mod":{},"summary":"Your ghostly form becomes innately weaker but also gains resistance to many forms of damage.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Ghost Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3498","weakness":{},"archetype":["Ghost"],"name":"Ghostly Resistance","trait":["Archetype"],"id":"feat-3498","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ghostly Resistance Source Book of the Dead pg. 47 Archetype Ghost Prerequisites Ghost Dedication --- Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, positive, and any damage done by a weapon with the ghost touch rune (or any other source that acts like a ghost touch rune). This resistance increases to 2 if the source is non-magical. At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical.","category":"feat","pfs":"Standard","feat":["Ghostly Resistance"],"rarity":"common","slug":"feat-3498"},{"skill_mod":{},"summary":"Your control over your ghostly form grows.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Ghost Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3499","weakness":{},"archetype":["Ghost"],"name":"Ghostly Grasp (Ghost)","trait":["Archetype"],"id":"feat-3499","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ghostly Grasp (Ghost) Source Book of the Dead pg. 47 Archetype Ghost Prerequisites Ghost Dedication --- Your control over your ghostly form grows. You gain the advanced undead benefits and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can Interact with physical objects, but the action has no effect unless you succeed at a DC 20 Athletics or DC 20 Thievery check.","category":"feat","pfs":"Standard","feat":["Ghostly Grasp (Ghost)"],"rarity":"common","slug":"feat-3499"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-3500","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ghost Flight Two Actions Source Book of the Dead pg. 47 Archetype Ghost Frequency once per day Prerequisites Ghost Dedication --- You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose. Ghost Flight leads to... Unlimited Ghost Flight","feat":["Ghost Flight"],"skill_mod":{},"summary":"You can suppress your tether to the ground, overcoming your resistance to fly free.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":8,"prerequisite":"Ghost Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3500","archetype":["Ghost"],"name":"Ghost Flight","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3500"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"skill":["Acrobatics","Acrobatics"],"trait":["Archetype"],"id":"feat-3501","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Pass Through Three Actions Source Book of the Dead pg. 47 Archetype Ghost Frequency once per 10 minutes Prerequisites Ghost Dedication; Master in Acrobatics --- Filtering your form through the substance of an object, you can pass through walls, doors, and more. You Fly up to your Speed. During this movement, you can try to move through one object. Attempt an Acrobatics check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a wall of force . Success You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being incorporeal, starting your turn inside an object makes you slowed 1 for that turn. Failure Your movement ends, and you trigger reactions as if you moved out of the square you started in.","feat":["Pass Through"],"skill_mod":{},"summary":"Filtering your form through the substance of an object, you can pass through walls, doors, and more.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":10,"prerequisite":"Ghost Dedication; Master in Acrobatics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3501","archetype":["Ghost"],"name":"Pass Through","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3501"},{"skill_mod":{},"summary":"The call of your unfinished business recreates you after destruction.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Ghost Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3502","weakness":{},"archetype":["Ghost"],"name":"Rejuvenation","trait":["Archetype","Rare"],"id":"feat-3502","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Rejuvenation Source Book of the Dead pg. 47 Archetype Ghost Prerequisites Ghost Dedication --- The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after 2d4 days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business.","category":"feat","pfs":"Standard","feat":["Rejuvenation"],"rarity":"rare","slug":"feat-3502"},{"skill_mod":{},"summary":"You put your connection to the material world farther behind you.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Ghost Flight","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3503","weakness":{},"archetype":["Ghost"],"name":"Unlimited Ghost Flight","trait":["Archetype"],"id":"feat-3503","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Unlimited Ghost Flight Source Book of the Dead pg. 47 Archetype Ghost Prerequisites Ghost Flight --- You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes.","category":"feat","pfs":"Standard","feat":["Unlimited Ghost Flight"],"rarity":"common","slug":"feat-3503"},{"skill_mod":{},"summary":"You have succumbed to ghoul fever, dying and returning as a ghoul , an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"You were killed by ghoul fever.","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3504","weakness":{},"archetype":["Ghoul"],"name":"Ghoul Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3504","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ghoul Dedication Source Book of the Dead pg. 48 Archetype Ghoul Prerequisites You were killed by ghoul fever. --- You have succumbed to ghoul fever, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. You gain the ghoul and undead traits and the basic undead benefits. Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals 1d4 slashing damage with the agile and finesse traits, and the second unarmed attack is a set of jaws that deal 1d6 piercing damage and have the finesse trait. You gain the Consume Flesh action. Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. Consume Flesh Single Action (manipulate) Requirements You are adjacent to the corpse of a Small or larger creature that died in the last hour; Effect You devour a chunk of the corpse. You become satiated for 1 hour. Special You can't select another dedication feat until you have gained two other feats from the ghoul archetype Ghoul Dedication leads to... Corpse Stench, Feverish Enzymes, Flailtongue, Glutton for Flesh, Grave Strength, Replenishing Consumption, Secret Eater, Sickening Bite, Swift Leap, Tunneling Claws","category":"feat","pfs":"Standard","feat":["Ghoul Dedication"],"rarity":"rare","slug":"feat-3504"},{"skill_mod":{},"summary":"When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Ghoul Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3505","weakness":{},"archetype":["Ghoul"],"name":"Replenishing Consumption","trait":["Archetype"],"id":"feat-3505","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Replenishing Consumption Source Book of the Dead pg. 48 Archetype Ghoul Prerequisites Ghoul Dedication --- When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain 1d6 Hit Points for every 2 levels you have, rounded up.","category":"feat","pfs":"Standard","feat":["Replenishing Consumption"],"rarity":"common","slug":"feat-3505"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3506","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Swift Leap Single Action Source Book of the Dead pg. 49 Archetype Ghoul Prerequisites Ghoul Dedication --- Your undead physiology allows you to leap quickly toward or away from your opponent. You Leap. This movement doesn't trigger reactions. If you are satiated, you can choose to end your satiation to instead High Jump or Long Jump without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement.","feat":["Swift Leap"],"skill_mod":{},"summary":"Your undead physiology allows you to leap quickly toward or away from your opponent.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":4,"prerequisite":"Ghoul Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3506","archetype":["Ghoul"],"name":"Swift Leap","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3506"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3507","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Feverish Enzymes Two Actions Source Book of the Dead pg. 49 Archetype Ghoul Prerequisites Ghoul Dedication --- Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. Strike with your claw or jaws. This attack deals negative damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two Interact actions to squeeze the enzymes from the wound and remove the effect. If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute. Feverish Enzymes leads to... Paralyzing Slash","feat":["Feverish Enzymes"],"skill_mod":{},"summary":"Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":6,"prerequisite":"Ghoul Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3507","archetype":["Ghoul"],"name":"Feverish Enzymes","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3507"},{"skill_mod":{},"summary":"The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Ghoul Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3508","weakness":{},"archetype":["Ghoul"],"name":"Grave Strength","trait":["Archetype"],"id":"feat-3508","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Grave Strength Source Book of the Dead pg. 49 Archetype Ghoul Prerequisites Ghoul Dedication --- The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the advanced undead benefits. In addition, you gain a +5-foot status bonus to your Speed while you're satiated.","category":"feat","pfs":"Standard","feat":["Grave Strength"],"rarity":"common","slug":"feat-3508"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Archetype","Incapacitation","Necromancy","Occult"],"id":"feat-3509","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Paralyzing Slash Two Actions Source Book of the Dead pg. 49 Archetype Ghoul Prerequisites Feverish Enzymes --- Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. Strike with your claw or jaws. If you hit a living non-elf creature, it becomes paralyzed unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes paralyzed can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.","feat":["Paralyzing Slash"],"skill_mod":{},"summary":"Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","School","Tradition"],"level":8,"prerequisite":"Feverish Enzymes","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3509","archetype":["Ghoul"],"name":"Paralyzing Slash","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3509"},{"skill_mod":{},"summary":"Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Ghoul Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3510","weakness":{},"archetype":["Ghoul"],"name":"Sickening Bite","trait":["Archetype"],"id":"feat-3510","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sickening Bite Source Book of the Dead pg. 49 Archetype Ghoul Prerequisites Ghoul Dedication --- Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is sickened 1. This is a disease effect. If you are satiated, you can end your satiation to make the target sickened 1 on a regular hit instead.","category":"feat","pfs":"Standard","feat":["Sickening Bite"],"rarity":"common","slug":"feat-3510"},{"skill_mod":{},"summary":"You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Ghoul Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3511","weakness":{},"archetype":["Ghoul"],"name":"Glutton for Flesh","trait":["Archetype"],"id":"feat-3511","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Glutton for Flesh Source Book of the Dead pg. 49 Archetype Ghoul Prerequisites Ghoul Dedication --- You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have Grave Strength, you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated. Glutton for Flesh leads to... Competitive Eater","category":"feat","pfs":"Standard","feat":["Glutton for Flesh"],"rarity":"common","slug":"feat-3511"},{"skill_mod":{},"summary":"Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","Sense"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Ghoul Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3512","weakness":{},"archetype":["Ghoul","Zombie"],"name":"Corpse Stench","trait":["Archetype","Aura","Olfactory"],"id":"feat-3512","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Corpse Stench Source Book of the Dead pg. 49 Archetypes Ghoul, Zombie (Level 14) Prerequisites Ghoul Dedication --- Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be sickened 1 (plus slowed 1 on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute.","category":"feat","pfs":"Standard","feat":["Corpse Stench"],"rarity":"common","slug":"feat-3512"},{"skill_mod":{},"summary":"After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Expert in Crafting; living creature, ability to cast 6th-level or higher spells from spell slots, completed ritual to become a lich and crafted a _soul cage_","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3513","weakness":{},"archetype":["Lich"],"skill":["Crafting","Crafting"],"name":"Lich Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3513","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Lich Dedication Source Book of the Dead pg. 50 Archetype Lich Prerequisites Expert in Crafting; living creature, ability to cast 6th-level or higher spells from spell slots, completed ritual to become a lich and crafted a soul cage --- After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the undead trait and the basic undead benefits. Your undead craving is for knowledge. You gain a unique soul cage —a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed. Special You can't select another dedication feat until you have gained two other feats from the lich archetype. Lich Dedication leads to... Bolster Soul Cage, Drain Soul Cage, Enshroud Soul Cage, Hand of the Lich, Spell Gem","category":"feat","pfs":"Standard","feat":["Lich Dedication"],"rarity":"rare","slug":"feat-3513"},{"skill_mod":{},"summary":"You make your soul cage into your bonded item, allowing you to harness its abundant magical energy.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Lich Dedication; Drain Bonded Item, spellbook","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3514","weakness":{},"archetype":["Lich"],"name":"Drain Soul Cage","trait":["Archetype"],"id":"feat-3514","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Drain Soul Cage Source Book of the Dead pg. 50 Archetype Lich Prerequisites Lich Dedication; Drain Bonded Item, spellbook --- You make your soul cage into your bonded item, allowing you to harness its abundant magical energy. Once per day, when you use Drain Bonded Item, you can choose any spell in your spellbook that you can cast, even if you haven't prepared or cast it that day. Your soul cage doesn't need to be on your person for you to use Drain Bonded Item. If your soul cage is broken or destroyed, you can't use Drain Soul Cage. Even if you can Drain Bonded Item more than once per day, for instance if you are a universalist wizard, you can still only choose a spell you haven't prepared and cast once per day.","category":"feat","pfs":"Standard","feat":["Drain Soul Cage"],"rarity":"common","slug":"feat-3514"},{"skill_mod":{},"summary":"You wreathe your soul cage in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Lich Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3515","weakness":{},"archetype":["Lich"],"name":"Enshroud Soul Cage","trait":["Archetype"],"id":"feat-3515","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Enshroud Soul Cage Source Book of the Dead pg. 50 Archetype Lich Prerequisites Lich Dedication --- You wreathe your soul cage in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies. You disguise the soul cage as any non-magical object of the same Bulk, and it gains the effects of the magic aura and nondetection spells. The effects have unlimited durations, are heightened to half your level rounded up, and use your spell DC against any attempt to counteract them. The magic aura makes your soul cage appear non-magical. You can ignore the effects of any of these spells when dealing with your own soul cage . You are mentally alerted whenever your soul cage is damaged.","category":"feat","pfs":"Standard","feat":["Enshroud Soul Cage"],"rarity":"common","slug":"feat-3515"},{"skill_mod":{},"summary":"Negative energy intensifies your undead form and makes your very touch the antithesis of life.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Lich Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3516","weakness":{},"archetype":["Lich"],"name":"Hand of the Lich","trait":["Archetype"],"id":"feat-3516","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Hand of the Lich Source Book of the Dead pg. 51 Archetype Lich Prerequisites Lich Dedication --- Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits. The damage die for your fist increases to 1d6 instead of 1d4, it deals negative damage instead of bludgeoning damage, and it loses the nonlethal trait. Your fist becomes magical. When you critically hit a living creature with your fist Strike, the creature is slowed 1 until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. This is a critical specialization effect.","category":"feat","pfs":"Standard","feat":["Hand of the Lich"],"rarity":"common","slug":"feat-3516"},{"skill_mod":{},"summary":"Your constant efforts to augment and perfect your soul cage have bolstered its efficiency.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Lich Dedication; Legendary in Crafting","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3517","weakness":{},"archetype":["Lich"],"skill":["Crafting","Crafting"],"name":"Bolster Soul Cage","trait":["Archetype"],"id":"feat-3517","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Bolster Soul Cage Source Book of the Dead pg. 51 Archetype Lich Prerequisites Lich Dedication; Legendary in Crafting --- Your constant efforts to augment and perfect your soul cage have bolstered its efficiency. Your soul cage has Hardness equal to your level and HP equal to four times your level. The time it takes your soul cage to rebuild your body is reduced to 1d6 days rather than 1d10 days. At 20th level, the time it takes your soul cage to rebuild your body is reduced to 2d12+12 hours.","category":"feat","pfs":"Standard","feat":["Bolster Soul Cage"],"rarity":"common","slug":"feat-3517"},{"skill_mod":{},"summary":"Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Lich Dedication; Legendary in Crafting","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3518","weakness":{},"archetype":["Lich"],"skill":["Crafting","Crafting"],"name":"Spell Gem","trait":["Archetype","Uncommon"],"id":"feat-3518","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Spell Gem Source Book of the Dead pg. 51 Archetype Lich Prerequisites Lich Dedication; Legendary in Crafting --- Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh. This gem has been specially calibrated to hold one of the following spells: repulsion , scrying , or true seeing . You must decide which spell your gem contains when you take this feat; changing the spell requires retraining the feat. Once per day, you can drain the gem's magical energy to Cast the Spell without spending a spell slot. At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level spell turning without spending a spell slot.","category":"feat","pfs":"Standard","feat":["Spell Gem"],"rarity":"uncommon","slug":"feat-3518"},{"skill_mod":{},"summary":"You're surrounded by a palpable sense of menace and power that's terrifying to behold.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Master in Intimidation","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3519","weakness":{},"archetype":["Lich"],"skill":["Intimidation","Intimidation"],"name":"Frightful Aura","trait":["Archetype","Aura","Emotion","Fear","Mental"],"id":"feat-3519","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Frightful Aura Source Book of the Dead pg. 51 Archetype Lich Prerequisites Master in Intimidation --- You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC. Success The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute. Failure The creature is frightened 1. Critical Failure The creature is frightened 2.","category":"feat","pfs":"Standard","feat":["Frightful Aura"],"rarity":"common","slug":"feat-3519"},{"skill_mod":{},"summary":"Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"you are dead and were mummified (by natural or ritualistic means)","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3520","weakness":{},"archetype":["Mummy"],"name":"Mummy Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3520","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mummy Dedication Source Book of the Dead pg. 52 Archetype Mummy Prerequisites you are dead and were mummified (by natural or ritualistic means) --- Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the mummy and undead traits, as well as basic undead benefits. Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the Toughness feat, but also fire weakness equal to half your level. Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to 1d6 instead of 1d4, and your fist loses the nonlethal trait. Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats. Special You can't select another dedication feat until you have gained two other feats from the mummy archetype. Mummy Dedication leads to... Accursed Touch, Desiccating Inhalation, Ensnaring Wrappings, Grave Mummification, Mummy's Despair, One with the Land, Semblance of Life, Storm Shroud, Terrain Form","category":"feat","pfs":"Standard","feat":["Mummy Dedication"],"rarity":"rare","slug":"feat-3520"},{"skill_mod":{},"summary":"Your connection to your bound terrain strengthens, making you unhindered by local weather.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Mummy Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3521","weakness":{},"archetype":["Mummy"],"name":"One with the Land","trait":["Archetype"],"id":"feat-3521","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > One with the Land Source Book of the Dead pg. 52 Archetype Mummy Prerequisites Mummy Dedication --- Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain. In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual Perception checks and ignore concealment caused by certain environmental effects. The types you ignore depend on your bound terrain. Arctic Ice or snow Desert Dust or sand Mountain Clouds or mist Swamp Rain or murky water","category":"feat","pfs":"Standard","feat":["One with the Land"],"rarity":"common","slug":"feat-3521"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","trait":["Archetype","Divine","Illusion","Visual"],"id":"feat-3522","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Semblance of Life Free Action Source Book of the Dead pg. 52 Archetype Mummy Prerequisites Mummy Dedication Trigger You deal damage to a living creature with your fist Strike or with Desiccating Inhalation. --- You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of illusory disguise , except you can appear only as yourself while you were a living humanoid.","feat":["Semblance of Life"],"skill_mod":{},"summary":"You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life.","primary_source":"Book of the Dead","trait_group":["Feat","Tradition","School","Monster","Sense"],"level":4,"prerequisite":"Mummy Dedication","source_category":["Rulebooks"],"trigger":"You deal damage to a living creature with your fist Strike or with Desiccating Inhalation. ","resistance":{},"url":"/Feats.aspx?ID=3522","archetype":["Mummy"],"name":"Semblance of Life","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3522"},{"skill_mod":{},"summary":"Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Mummy Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3523","weakness":{},"archetype":["Mummy"],"name":"Grave Mummification","trait":["Archetype"],"id":"feat-3523","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Grave Mummification Source Book of the Dead pg. 52 Archetype Mummy Prerequisites Mummy Dedication --- Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification. You gain the advanced undead benefits. In addition, you gain resistance equal to half your level against any damage you'd take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards.","category":"feat","pfs":"Standard","feat":["Grave Mummification"],"rarity":"common","slug":"feat-3523"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"enchantment","trait":["Archetype","Aura","Divine","Emotion","Enchantment","Fear","Mental"],"id":"feat-3524","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mummy's Despair Two Actions Source Book of the Dead pg. 52 Archetype Mummy Frequency once per hour Prerequisites Mummy Dedication --- You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a 30-foot emanation lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be frightened 1 (frightened 2 on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy's Despair for 10 minutes. Mummy's Despair leads to... Greater Despair","feat":["Mummy's Despair"],"skill_mod":{},"summary":"You force your mental anguish outward, projecting it upon those around you.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","Tradition","School"],"level":6,"prerequisite":"Mummy Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3524","archetype":["Mummy"],"name":"Mummy's Despair","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3524"},{"skill_mod":{},"summary":"You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mummy Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3525","weakness":{},"archetype":["Mummy"],"name":"Accursed Touch","trait":["Archetype"],"id":"feat-3525","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Accursed Touch Source Book of the Dead pg. 52 Archetype Mummy Prerequisites Mummy Dedication --- You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist Strike, negative energy binds to it; this is a curse and a disease. The creature takes 2d6 persistent negative damage. While the creature has this persistent damage, it's also stupefied 1. The persistent damage increases to 3d6 at 14th level and 4d6 at 20th level. This is a critical specialization effect. Accursed Touch leads to... Channel Rot","category":"feat","pfs":"Standard","feat":["Accursed Touch"],"rarity":"common","slug":"feat-3525"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"conjuration","trait":["Archetype","Concentrate","Conjuration","Divine"],"id":"feat-3526","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Storm Shroud Two Actions Source Book of the Dead pg. 53 Archetype Mummy Frequency once per hour Prerequisites Mummy Dedication --- You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create— typically earth for sand and water for rain, snow, or clouds. You become concealed for 1 minute. You can't use this concealment to Hide or Sneak, as normal for concealment that makes your position obvious.","feat":["Storm Shroud"],"skill_mod":{},"summary":"You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","School","Tradition"],"level":8,"prerequisite":"Mummy Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3526","archetype":["Mummy"],"name":"Storm Shroud","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3526"},{"skill_mod":{},"summary":"You've learned to channel your curse through weapons you wield instead of solely through your flesh.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Accursed Touch","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3527","weakness":{},"archetype":["Mummy"],"name":"Channel Rot","trait":["Archetype"],"id":"feat-3527","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Channel Rot Source Book of the Dead pg. 53 Archetype Mummy Prerequisites Accursed Touch --- You've learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist Strikes.","category":"feat","pfs":"Standard","feat":["Channel Rot"],"rarity":"common","slug":"feat-3527"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype"],"id":"feat-3528","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ensnaring Wrappings Reaction Source Book of the Dead pg. 53 Archetype Mummy Prerequisites Mummy Dedication; Expert in Athletics Trigger Your Strike deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you. --- Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to Grapple the creature you damaged.","feat":["Ensnaring Wrappings"],"skill_mod":{},"summary":"Some of your wrappings come loose to ensnare a creature you recently damaged.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":10,"prerequisite":"Mummy Dedication; Expert in Athletics","source_category":["Rulebooks"],"trigger":"Your Strike deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you.","resistance":{},"url":"/Feats.aspx?ID=3528","archetype":["Mummy"],"name":"Ensnaring Wrappings","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3528"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Archetype","Concentrate","Divine","Transmutation"],"id":"feat-3529","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Terrain Form Single Action Source Book of the Dead pg. 53 Archetype Mummy Frequency once per day Prerequisites Mummy Dedication --- You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the gaseous form spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits. Arctic Snow (water) Desert Sand (earth) Mountain Cloud (water) Swamp Mud (earth, water)","feat":["Terrain Form"],"skill_mod":{},"summary":"You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the gaseous form spell, or you reconstitute into your normal form.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","Tradition","School"],"level":10,"prerequisite":"Mummy Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3529","archetype":["Mummy"],"name":"Terrain Form","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3529"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"evocation","trait":["Archetype","Divine","Evocation"],"id":"feat-3530","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Desiccating Inhalation Two Actions Source Book of the Dead pg. 53 Archetype Mummy Frequency once per hour Prerequisites Mummy Dedication --- You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a 30-foot cone take 6d8 negative damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also drained 1. As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level. At 14th level and every 2 levels thereafter, the damage increases by 1d8.","feat":["Desiccating Inhalation"],"skill_mod":{},"summary":"You draw in the moisture from nearby creatures, draining them dry to heal your wounds.","primary_source":"Book of the Dead","trait_group":["Feat","Tradition","School"],"level":12,"prerequisite":"Mummy Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3530","archetype":["Mummy"],"name":"Desiccating Inhalation","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3530"},{"skill_mod":{},"summary":"You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Mummy's Despair","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3531","weakness":{},"archetype":["Mummy"],"name":"Greater Despair","trait":["Archetype"],"id":"feat-3531","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Greater Despair Source Book of the Dead pg. 53 Archetype Mummy Prerequisites Mummy's Despair --- You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is paralyzed for 1 round instead of frightened 2. Mummy's Despair gains the incapacitation trait.","category":"feat","pfs":"Standard","feat":["Greater Despair"],"rarity":"common","slug":"feat-3531"},{"skill_mod":{},"summary":"Specific memories of your old life are hard to hold onto, but you know things without remembering why.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3532","weakness":{},"name":"As in Life, So in Death","trait":["Skeleton"],"id":"feat-3532","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > As in Life, So in Death Source Book of the Dead pg. 56 --- Specific memories of your old life are hard to hold onto, but you know things without remembering why. You gain the Adopted Ancestry feat. You can choose any ancestry, but it is likely to be one that matches both your skeleton heritage and who you were in life. As long as your body is completely covered by armor or clothing, you do not have to attempt Deception checks against a creature's Perception DC to successfully Impersonate yourself as a member of that ancestry. This is a non-magical disguise that doesn't protect against divination. This disguise doesn't provide any benefit against a creature actively attempting a Perception check against you.","category":"feat","pfs":"Standard","feat":["As in Life, So in Death"],"rarity":"common","slug":"feat-3532"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Skeleton"],"id":"feat-3533","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Collapse Reaction Source Book of the Dead pg. 56 Frequency once per 10 minutes Trigger An enemy's Strike against you is a critical hit. --- You collapse into a pile of bones, mitigating the worst of the damage you would have taken, and the triggering attack deals only the amount it would deal on a hit (typically full damage instead of double damage). Any other effects caused by a critical hit still occur. While collapsed, you're flat-footed and can't act except to Stand, which re-forms you into a skeleton in a standing position.","feat":["Collapse"],"skill_mod":{},"summary":"You collapse into a pile of bones, mitigating the worst of the damage you would have taken, and the triggering attack deals only the amount it would deal on a hit (typically full damage instead of double damage).","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"level":1,"source_category":["Rulebooks"],"trigger":"An enemy's Strike against you is a critical hit.","resistance":{},"url":"/Feats.aspx?ID=3533","name":"Collapse","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3533"},{"skill_mod":{},"summary":"You lie prone and pretend to be an ordinary skeleton.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3534","weakness":{},"name":"Play Dead","trait":["Skeleton"],"actions_number":2,"id":"feat-3534","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Play Dead Single Action Source Book of the Dead pg. 56 --- You lie prone and pretend to be an ordinary skeleton. As long as you don't move or take any actions requiring anything other than your mind, you appear dead. To see through your ruse, another creature must succeed at a check against your Deception DC, either by Seeking or Recalling Knowledge (typically using Religion or an appropriate Lore skill). This ability doesn't work against creatures that already know you're an animate undead unless you have changed your appearance.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Play Dead"],"rarity":"common","slug":"feat-3534"},{"skill_mod":{},"summary":"Your relationship with undeath gives you a stronger bond with other undead.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3535","weakness":{},"name":"Undead Empathy","trait":["Skeleton"],"id":"feat-3535","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Undead Empathy Source Book of the Dead pg. 56 --- Your relationship with undeath gives you a stronger bond with other undead. You can use Diplomacy to Make an Impression on mindless undead or make simple requests of them. As long as there aren't living creatures nearby, they usually let you speak. If the undead creature currently is in the thrall of a creature whose level is higher than yours, you typically need a critical success on your Diplomacy skill check.","category":"feat","pfs":"Standard","feat":["Undead Empathy"],"rarity":"common","slug":"feat-3535"},{"skill_mod":{},"summary":"Flashes of your life become clearer and more frequent, allowing you to apply skills you developed while alive.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3536","weakness":{},"name":"Past Life","trait":["Skeleton"],"id":"feat-3536","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Past Life Source Book of the Dead pg. 56 --- Flashes of your life become clearer and more frequent, allowing you to apply skills you developed while alive. You become trained in a skill of your choice and gain the Additional Lore feat for a Lore subcategory tied to your life.","category":"feat","pfs":"Standard","feat":["Past Life"],"rarity":"common","slug":"feat-3536"},{"skill_mod":{},"summary":"Your detachable limbs offer flexibility.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3537","weakness":{},"name":"Well-armed","trait":["Skeleton"],"actions_number":2,"id":"feat-3537","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Well-armed Single Action Source Book of the Dead pg. 56 --- Your detachable limbs offer flexibility. You Interact to remove your arm and wield it in the other one, increasing your reach by 5 feet for any one-handed weapon held in that arm. If your next action is a Strike with that weapon, creatures that were outside your reach that you can now hit are flat-footed against your first attack. You don't have a free hand while holding the arm. You can Interact to reattach the arm while holding it.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Well-armed"],"rarity":"common","slug":"feat-3537"},{"skill_mod":{},"summary":"You can remove your ribs to use them as arrows or bolts.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3538","weakness":{},"name":"Bone Missile","trait":["Skeleton"],"id":"feat-3538","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Bone Missile Source Book of the Dead pg. 56 --- You can remove your ribs to use them as arrows or bolts. When you draw a rib, you lose 2 HP, and the projectile deals 2 extra negative damage if you Strike with it before the end of your next turn. The HP loss and extra damage both increase to 3 at 12th level and 4 at 19th level. Your rib cage magically replenishes, and any rib you draw crumbles to dust after being used for a Strike or at the end of your next turn, whichever comes first.","category":"feat","pfs":"Standard","feat":["Bone Missile"],"rarity":"common","slug":"feat-3538"},{"skill_mod":{},"summary":"You tie yourself to the Material Plane by implanting a piece of your consciousness into a weapon, piece of armor, or other item that's precious to you.","primary_source":"Book of the Dead","trait_group":["School","Monster","Ancestry","Rarity"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3539","weakness":{},"school":"necromancy","name":"Rejuvenation Token","trait":["Necromancy","Skeleton","Uncommon"],"id":"feat-3539","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rejuvenation Token Source Book of the Dead pg. 56 --- You tie yourself to the Material Plane by implanting a piece of your consciousness into a weapon, piece of armor, or other item that's precious to you. As long as this object is intact, even if your body is destroyed, you can be restored to the exact state you were in the last time you made daily preparations with this object in your possession. The soulbound object can be used as a special focus for raise dead , resurrect , or similar magic. This warps the spell to bring you back in your skeletal undead state rather than bringing you back to life. Pharasma can't prevent you from returning when the spell is modified in this way. When you return, you permanently lose a memory that was precious to you, in addition to any other side effects of the spell that brought you back. Your soulbound object becomes inert until you spend 1 week of downtime to anchor yourself to it again, further fragmenting your mind.","category":"feat","pfs":"Standard","feat":["Rejuvenation Token"],"rarity":"uncommon","slug":"feat-3539"},{"skill_mod":{},"summary":"Your body becomes resistant, your hardened bones deflecting weapons and other forms of damage.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3540","weakness":{},"name":"Skeletal Resistance","trait":["Skeleton"],"id":"feat-3540","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Skeletal Resistance Source Book of the Dead pg. 57 --- Your body becomes resistant, your hardened bones deflecting weapons and other forms of damage. You gain resistance 2 to cold, electricity, fire, piercing, and slashing damage. This resistance increases to 3 at 13th level and 4 at 17th level.","category":"feat","pfs":"Standard","feat":["Skeletal Resistance"],"rarity":"common","slug":"feat-3540"},{"skill_mod":{},"summary":"You rearrange your bones into a bestial shape.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3541","weakness":{},"name":"Skeletal Transformation","trait":["Skeleton"],"id":"feat-3541","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Skeletal Transformation Source Book of the Dead pg. 57 --- You rearrange your bones into a bestial shape. Once per day, you can cast animal form as a divine innate spell. When you cast it, you choose the spell's level: 3rd, 4th, or 5th. Your battle form looks like a skeletal version of the animal. In this form, you retain the benefits of any skeleton feats that do not require the use of hands or the ability to communicate.","category":"feat","pfs":"Standard","feat":["Skeletal Transformation"],"rarity":"common","slug":"feat-3541"},{"skill_mod":{},"summary":"You gain the ability to summon your own skeletal minions.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry","Rarity"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Expert in Religion","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3542","weakness":{},"skill":["Religion","Religion"],"name":"Skeleton Commander","trait":["Skeleton","Uncommon"],"id":"feat-3542","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Skeleton Commander Source Book of the Dead pg. 57 Prerequisites Expert in Religion --- You gain the ability to summon your own skeletal minions. You learn the create undead rituals to create three types of undead for which you meet the prerequisites. These undead must have the skeleton trait or be other skeletal undead the GM agrees to. You can't teach these rituals to anyone else, and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. You gain a +2 circumstance bonus to Religion checks for create undead rituals. You can also perform the ritual without the aid of a secondary caster; in this case, you attempt the secondary check normally performed by that caster.","category":"feat","pfs":"Standard","feat":["Skeleton Commander"],"rarity":"uncommon","slug":"feat-3542"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Concentrate","Polymorph","Skeleton","Transmutation"],"id":"feat-3543","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Bone Swarm Two Actions Source Book of the Dead pg. 57 Frequency once per day --- You scatter your body and transform into a whirling storm of bones for up to 1 minute or until you spend a single action to return to your normal shape. You become Huge, gain the swarm trait, and gain a fly Speed of 40 feet. As a swarm, you have the following characteristics. You are immune to the grappled, prone, and restrained conditions. You have weakness 5 to area and splash damage. You can occupy the same space as other creatures and must do so to use your damaging ability. As a 2-action activity, you can deal 10d6 bludgeoning damage to all creatures sharing your space (basic Reflex save with a DC equal to your class DC or spell DC, whichever is higher). You can't speak, Cast Spells, use manipulate actions requiring your hands, Activate magic items, or make any Strikes with your normal body. You don't gain the swarm mind ability, so you are still affected normally by mental effects. You also retain the benefits of skeleton feats that don't require communication or the use of hands. ","feat":["Bone Swarm"],"skill_mod":{},"summary":"You scatter your body and transform into a whirling storm of bones for up to 1 minute or until you spend a single action to return to your normal shape.","primary_source":"Book of the Dead","trait_group":["Mechanics","Monster","Ancestry","School"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3543","name":"Bone Swarm","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3543"},{"skill_mod":{},"summary":"Your affinity for negative energy spills outward and grants you a refilling well of necromantic essence.","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3544","weakness":{},"name":"Necromantic Heir","trait":["Skeleton"],"id":"feat-3544","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Necromantic Heir Source Book of the Dead pg. 57 --- Your affinity for negative energy spills outward and grants you a refilling well of necromantic essence. Once per hour, you can cast harm as a 6th-level divine innate spell.","category":"feat","pfs":"Standard","feat":["Necromantic Heir"],"rarity":"common","slug":"feat-3544"},{"skill_mod":{},"summary":"You're a newly risen vampire.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"You were a killed by a vampire drinking your blood.","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3545","weakness":{},"archetype":["Vampire"],"name":"Vampire Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3545","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Vampire Dedication Source Book of the Dead pg. 58 Archetype Vampire Prerequisites You were a killed by a vampire drinking your blood. --- You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain revulsion and sunlight vulnerabilities detailed in the Vampire Vulnerabilities sidebar and the Drink Blood ability. Drink Blood Single Action (divine, necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within your reach; Effect You sink your fangs into that creature and drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the drained condition or grant you more temporary HP. Special You can't select another dedication feat until you have gained two other feats from the vampire archetype. Vampire Dedication leads to... Bat Form, Clinging Climber, Coffin Bound, Daywalker, Manipulative Charm, Nocturnal Kindred, Predatory Claws, Turn to Mist, Vicious Fangs","category":"feat","pfs":"Standard","feat":["Vampire Dedication"],"rarity":"rare","slug":"feat-3545"},{"skill_mod":{},"summary":"You climb like a spider.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vampire Dedication; Trained in Athletics","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3546","weakness":{},"archetype":["Vampire"],"skill":["Athletics","Athletics"],"name":"Clinging Climber","trait":["Archetype"],"id":"feat-3546","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Clinging Climber Source Book of the Dead pg. 58 Archetype Vampire Prerequisites Vampire Dedication; Trained in Athletics --- You climb like a spider. You gain a climb Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Clinging Climber"],"rarity":"common","slug":"feat-3546"},{"skill_mod":{},"summary":"Against humanoids , you gain a +1 circumstance bonus to Deception checks to Lie , and to Diplomacy checks to Gather Information and Make an Impression . Once per day, you can cast charm as a divine innate spell using your class DC or spell DC, whichever is higher.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vampire Dedication; Trained in Deception or Trained in Diplomacy","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3547","weakness":{},"archetype":["Vampire"],"skill":["Deception","Diplomacy","Deception","Diplomacy"],"name":"Manipulative Charm","trait":["Archetype"],"id":"feat-3547","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Manipulative Charm Source Book of the Dead pg. 58 Archetype Vampire Prerequisites Vampire Dedication; Trained in Deception or Trained in Diplomacy --- Against humanoids, you gain a +1 circumstance bonus to Deception checks to Lie, and to Diplomacy checks to Gather Information and Make an Impression. Once per day, you can cast charm as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the visual trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level charm when you are 19th level. Manipulative Charm leads to... Dominating Gaze","category":"feat","pfs":"Standard","feat":["Manipulative Charm"],"rarity":"common","slug":"feat-3547"},{"skill_mod":{},"summary":"You have an innate connection with other creatures of the night and understand some of them.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vampire Dedication; Trained in Nature","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3548","weakness":{},"archetype":["Vampire"],"skill":["Nature","Nature"],"name":"Nocturnal Kindred","trait":["Archetype"],"id":"feat-3548","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Nocturnal Kindred Source Book of the Dead pg. 58 Archetype Vampire Prerequisites Vampire Dedication; Trained in Nature --- You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use Diplomacy with bats, rats, and wolves. You also gain a +1 circumstance bonus to Make an Impression on such animals. Once per day, you can cast animal allies as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level animal allies when you are 19th level.","category":"feat","pfs":"Standard","feat":["Nocturnal Kindred"],"rarity":"common","slug":"feat-3548"},{"skill_mod":{},"summary":"Through a profane pledge or a bloodline quirk, you can tolerate the sun's light.","primary_source":"Book of the Dead","trait_group":["School","Feat","Tradition"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Vampire Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3549","weakness":{},"archetype":["Vampire"],"school":"abjuration","name":"Daywalker","trait":["Abjuration","Archetype","Divine"],"id":"feat-3549","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Daywalker Source Book of the Dead pg. 58 Archetype Vampire Prerequisites Vampire Dedication --- Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits and can't be destroyed by sunlight. This doesn't prevent you from becoming slowed by exposure to the sun.","category":"feat","pfs":"Standard","feat":["Daywalker"],"rarity":"common","slug":"feat-3549"},{"skill_mod":{},"summary":"Your nails grow into sharp claws, perfect for seizing and tearing your prey.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Vampire Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3550","weakness":{},"archetype":["Vampire"],"name":"Predatory Claws","trait":["Archetype"],"id":"feat-3550","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Predatory Claws Source Book of the Dead pg. 59 Archetype Vampire Prerequisites Vampire Dedication --- Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits. If you hit the same enemy with two consecutive claw Strikes in the same round, you can attempt to Grapple that same target as a free action, provided you take that action immediately after the second Strike.","category":"feat","pfs":"Standard","feat":["Predatory Claws"],"rarity":"common","slug":"feat-3550"},{"skill_mod":{},"summary":"You aim for your victim's prominent arteries.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Vampire Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3551","weakness":{},"archetype":["Vampire"],"name":"Vicious Fangs","trait":["Archetype"],"id":"feat-3551","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Vicious Fangs Source Book of the Dead pg. 59 Archetype Vampire Prerequisites Vampire Dedication --- You aim for your victim's prominent arteries. Your fangs Strike deals an additional 1d6 persistent bleed damage on a critical hit. At 14th level, the persistent bleed damage increases to 2d6, and at 20th level, the persistent bleed damage increases to 3d6.","category":"feat","pfs":"Standard","feat":["Vicious Fangs"],"rarity":"common","slug":"feat-3551"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"transmutation","trait":["Archetype","Concentrate","Divine","Polymorph","Transmutation"],"id":"feat-3552","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Bat Form Single Action Source Book of the Dead pg. 59 Archetype Vampire Frequency once per hour Prerequisites Vampire Dedication --- You can transform into a bat. You gain the effects of a 4th-level pest form spell. At 14th level, you can choose to spend two actions instead of one to gain the effects of a 4th- or 5th-level aerial form spell instead (bat form only).","feat":["Bat Form"],"skill_mod":{},"summary":"You can transform into a bat.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","Tradition","School"],"level":10,"prerequisite":"Vampire Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3552","archetype":["Vampire"],"name":"Bat Form","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3552"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Archetype","Concentrate","Divine","Transmutation"],"id":"feat-3553","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Turn to Mist Single Action Source Book of the Dead pg. 59 Archetype Vampire Frequency once per day Prerequisites Vampire Dedication --- You turn into vapor, gaining the effects of gaseous form . Turn to Mist leads to... Mist Escape","feat":["Turn to Mist"],"skill_mod":{},"summary":"You turn into vapor, gaining the effects of gaseous form .","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics","Tradition","School"],"level":10,"prerequisite":"Vampire Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3553","archetype":["Vampire"],"name":"Turn to Mist","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3553"},{"skill_mod":{},"summary":"You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery.","primary_source":"Book of the Dead","trait_group":["Feat","Tradition","School","Energy","Planar","Creature Type","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Vampire Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3554","weakness":{},"archetype":["Vampire"],"school":"necromancy","name":"Coffin Bound","trait":["Archetype","Divine","Necromancy","Negative","Uncommon","Void"],"id":"feat-3554","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Coffin Bound Source Book of the Dead pg. 59 Archetype Vampire Prerequisites Vampire Dedication --- You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. You can still be healed in other ways during that time, though you're unconscious and therefore unable to heal yourself. The GM might allow you to Refocus while resting, depending on whether it's a type of Refocusing you can achieve while you slumber. If you would be destroyed, you instead remain near death. This doesn't change your dying or wounded value, and you remain unconscious. After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the dying and wounded conditions. You can't be healed in any other way when near death. Your coffin can't heal you if you're staked through the chest. You can be staked only if unconscious, and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function. Coffin Bound leads to... Mist Escape","category":"feat","pfs":"Standard","feat":["Coffin Bound"],"rarity":"uncommon","slug":"feat-3554"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3555","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Mist Escape Free Action Source Book of the Dead pg. 59 Archetype Vampire Prerequisites Turn to Mist; Coffin Bound Trigger You are reduced to 0 HP. --- As you fall, your body reacts to defend itself. You Turn to Mist. This doesn't expend a use of Turn to Mist, and you can use Mist Escape even if you've already Turned to Mist in the same day. You take move actions to move directly toward your coffin even though you are at 0 HP, though you aren't conscious and don't have control over how you do so. While at 0 HP in this form, you are unaffected by further damage. You automatically return to your corporeal form, unconscious, if you reach your coffin or after 1 hour when you are destroyed, whichever one comes first.","feat":["Mist Escape"],"skill_mod":{},"summary":"As you fall, your body reacts to defend itself.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":14,"prerequisite":"Turn to Mist; Coffin Bound","source_category":["Rulebooks"],"trigger":"You are reduced to 0 HP.","resistance":{},"url":"/Feats.aspx?ID=3555","archetype":["Vampire"],"name":"Mist Escape","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3555"},{"skill_mod":{},"summary":"You stare into your target's eyes and enthrall them, shattering their free will.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Manipulative Charm","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3556","weakness":{},"archetype":["Vampire"],"name":"Dominating Gaze","trait":["Archetype","Uncommon"],"id":"feat-3556","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Dominating Gaze Source Book of the Dead pg. 59 Archetype Vampire Prerequisites Manipulative Charm --- You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level dominate as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the visual trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't Cast the Spell again within 24 hours. If you are destroyed, all your dominate spells from Dominating Gaze immediately end.","category":"feat","pfs":"Standard","feat":["Dominating Gaze"],"rarity":"uncommon","slug":"feat-3556"},{"skill_mod":{},"summary":"Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity.","primary_source":"Book of the Dead","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"You died and were animated as a husk zombie.","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3557","weakness":{},"archetype":["Zombie"],"name":"Zombie Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3557","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Zombie Dedication Source Book of the Dead pg. 60 Archetype Zombie Prerequisites You died and were animated as a husk zombie. --- Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the undead and zombie traits, and the basic undead benefits. Unlike a typical zombie, you're not mindless. Reduce all your Speeds by 5 feet. Your fist loses the nonlethal trait. Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body. While your body is deteriorated, you're slowed 1. You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the slowed condition from deterioration through any other means. You crave the flesh of the living. You gain a jaws unarmed attack that deals 1d8 piercing damage. Your jaws are in the brawling group and have the unarmed trait. You can use your jaws Strike only against a creature that's grabbed or restrained by you. Special You can't select another dedication feat until you have gained two other feats from the zombie archetype. Zombie Dedication leads to... Ankle Biter, Feast, Festering Wound, Numb, Out of Hand, Ravenous Charge, Seize, Shamble, Unkillable","category":"feat","pfs":"Standard","feat":["Zombie Dedication"],"rarity":"rare","slug":"feat-3557"},{"skill_mod":{},"summary":"You fight just as well on the ground as you do standing up.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Zombie Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3558","weakness":{},"archetype":["Zombie"],"name":"Ankle Biter","trait":["Archetype"],"id":"feat-3558","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ankle Biter Source Book of the Dead pg. 60 Archetype Zombie Prerequisites Zombie Dedication --- You fight just as well on the ground as you do standing up. While you are prone, you are always Taking Cover against ranged attacks, you ignore the status penalty on your attack rolls from being prone, and you gain a +1 circumstance bonus to Athletics checks to Trip. You can choose to move up to half your Speed when you Crawl. You can instead move up to your full Speed when you Crawl, but if you do, you must succeed at a DC 6 flat check or your body deteriorates.","category":"feat","pfs":"Standard","feat":["Ankle Biter"],"rarity":"common","slug":"feat-3558"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Manipulate"],"id":"feat-3559","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Feast Two Actions Source Book of the Dead pg. 60 Archetype Zombie Prerequisites Zombie Dedication Requirements You are adjacent to a restrained or unconscious creature, or a deceased creature that died in the past hour. --- You feast upon an adjacent restrained or unconscious creature, or a deceased creature that died in the past hour. If the creature is alive, you deal damage equal to your jaws damage. Whether it's alive or not, you gain a number of temporary Hit Points equal to half your level that last for 1 minute. You can instead choose to gain temporary Hit Points equal to double your level, but if you do, you must succeed at a DC 6 flat check or your body deteriorates. Feast leads to... Brains!","feat":["Feast"],"skill_mod":{},"summary":"You feast upon an adjacent restrained or unconscious creature, or a deceased creature that died in the past hour.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Zombie Dedication","source_category":["Rulebooks"],"requirement":"You are adjacent to a restrained or unconscious creature, or a deceased creature that died in the past hour.","resistance":{},"url":"/Feats.aspx?ID=3559","archetype":["Zombie"],"name":"Feast","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3559"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Open"],"id":"feat-3560","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ravenous Charge Two Actions Source Book of the Dead pg. 61 Archetype Zombie Prerequisites Zombie Dedication --- Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing. You Stride. If you end your movement within melee reach of a living creature, you can make an Athletics check to Grapple that creature. If you succeed, you then make a jaws Strike against that creature.","feat":["Ravenous Charge"],"skill_mod":{},"summary":"Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Zombie Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3560","archetype":["Zombie"],"name":"Ravenous Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3560"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3561","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Brains! Free Action Source Book of the Dead pg. 61 Archetype Zombie Prerequisites Feast Trigger You Feast upon a humanoid's brain. The humanoid can't be mindless (or, if you're Feasting on a corpse, can't have been mindless while alive). --- You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to Recall Knowledge for 1 hour. If the humanoid had a higher modifier to the skill check you're using to Recall Knowledge than you do, the status bonus increases to +2.","feat":["Brains!"],"skill_mod":{},"summary":"You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":6,"prerequisite":"Feast","source_category":["Rulebooks"],"trigger":"You Feast upon a humanoid's brain. The humanoid can't be mindless (or, if you're Feasting on a corpse, can't have been mindless while alive).","resistance":{},"url":"/Feats.aspx?ID=3561","archetype":["Zombie"],"name":"Brains!","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3561"},{"skill_mod":{},"summary":"As your body continues to rot and putrefy, your senses deaden and your undead powers grow.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Zombie Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3562","weakness":{},"archetype":["Zombie"],"name":"Numb","trait":["Archetype"],"id":"feat-3562","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Numb Source Book of the Dead pg. 61 Archetype Zombie Prerequisites Zombie Dedication --- As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits, as well as a +1 circumstance bonus on saving throws against emotion and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an emotion or pain effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Numb"],"rarity":"common","slug":"feat-3562"},{"skill_mod":{},"summary":"Even when your limbs are severed, they remain a part of you.","primary_source":"Book of the Dead","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Zombie Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3563","weakness":{},"archetype":["Zombie"],"name":"Out of Hand","trait":["Archetype"],"id":"feat-3563","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Out of Hand Source Book of the Dead pg. 61 Archetype Zombie Prerequisites Zombie Dedication --- Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the minion trait. While severed, your limb has the statistics of a familiar without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can Interact with things, and it can still make any unarmed Strikes it could have made while attached to you (usually a fist Strike). Any Strikes it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with Form of the Fiend, giving you a tail unarmed attack). You gain the Lay Down Arms action. Lay Down Arms Single Action You pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square. You can also use this action to reattach your severed arm if it's adjacent to you; it immediately functions normally. If the detached limb was at 0 Hit Points, it takes 10 minutes to reattach it instead of a single action.","category":"feat","pfs":"Standard","feat":["Out of Hand"],"rarity":"common","slug":"feat-3563"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3564","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Shamble Two Actions or Three Actions Source Book of the Dead pg. 61 Archetype Zombie Prerequisites Zombie Dedication --- You may be slower than you were in life, but your pace is unfaltering. Stride twice, or three times if you spent 3 actions to Shamble. During this movement, you ignore difficult terrain and greater difficult terrain. You can choose to ignore all circumstance and status penalties to your Speed when you Shamble. If you do, you must succeed at a DC 6 flat check when you finish Shambling or your body deteriorates.","feat":["Shamble"],"skill_mod":{},"summary":"You may be slower than you were in life, but your pace is unfaltering.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":8,"prerequisite":"Zombie Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3564","archetype":["Zombie"],"name":"Shamble","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions or Three Actions","rarity":"common","slug":"feat-3564"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-3565","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unkillable Reaction Source Book of the Dead pg. 61 Archetype Zombie Frequency once per hour Prerequisites Zombie Dedication Trigger You would be reduced to 0 HP. --- You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart. You are reduced to 1 HP instead of 0 HP. You must succeed at a DC 6 flat check or your body deteriorates.","feat":["Unkillable"],"skill_mod":{},"summary":"You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart.","primary_source":"Book of the Dead","trait_group":["Feat"],"level":8,"prerequisite":"Zombie Dedication","source_category":["Rulebooks"],"trigger":"You would be reduced to 0 HP.","resistance":{},"url":"/Feats.aspx?ID=3565","archetype":["Zombie"],"name":"Unkillable","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3565"},{"skill_mod":{},"summary":"Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal.","primary_source":"Book of the Dead","trait_group":["Feat","Affliction","Tradition","School"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Zombie Dedication","source_category":["Rulebooks"],"source":["Book of the Dead"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3566","weakness":{},"archetype":["Zombie"],"school":"necromancy","name":"Festering Wound","trait":["Archetype","Disease","Divine","Necromancy"],"id":"feat-3566","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Festering Wound Source Book of the Dead pg. 61 Archetype Zombie Prerequisites Zombie Dedication --- Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal. The DC to Treat these Wounds using Medicine increases by 5, and magically or alchemically healing these wounds requires a counteract check against your class DC or spell DC, whichever is higher. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means.","category":"feat","pfs":"Standard","feat":["Festering Wound"],"rarity":"common","slug":"feat-3566"},{"primary_source_category":"Rulebooks","source":["Book of the Dead"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-3567","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Seize Single Action Source Book of the Dead pg. 61 Archetype Zombie Prerequisites Zombie Dedication Requirements Your last action was a successful fist Strike against a creature no more than one size larger than you. --- You seize your foe and pull it close. The foe you hit is grabbed as if you succeeded at an Athletics check to Grapple the foe.","feat":["Seize"],"skill_mod":{},"summary":"You seize your foe and pull it close.","primary_source":"Book of the Dead","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Zombie Dedication","source_category":["Rulebooks"],"requirement":"Your last action was a successful fist Strike against a creature no more than one size larger than you.","resistance":{},"url":"/Feats.aspx?ID=3567","archetype":["Zombie"],"name":"Seize","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3567"},{"access":"You have been initiated by the grand duchess of Alkenstar or one of her agents.","primary_source_category":"Adventure Paths","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","skill":["Deception","Deception"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3568","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Alkenstar Agent Dedication May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 78 Archetype Alkenstar Agent Prerequisites Trained in Deception; trained at least one firearm Access You have been initiated by the grand duchess of Alkenstar or one of her agents. --- You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in Deception and trained in your choice of Underworld Lore or Legal Lore; if you were already trained, you become an expert instead. You gain the Lie to Me skill feat. Special You can't select another dedication feat until you've gained two other feats from the Alkenstar Agent archetype. Alkenstar Agent Dedication leads to... Flash your Badge, Loose Cannon, Prepare Papers","feat":["Alkenstar Agent Dedication"],"skill_mod":{},"summary":"You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Deception; trained at least one firearm","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3568","archetype":["Alkenstar Agent"],"source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Alkenstar Agent Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3568"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Archetype"],"id":"feat-3569","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Loose Cannon Single Action Source Pathfinder #178: Punks in a Powderkeg pg. 78 Archetype Alkenstar Agent Prerequisites Alkenstar Agent Dedication --- Your unpredictable gunfire often catches enemies off guard or hits unprotected areas. Make a ranged Strike with a firearm against a creature that you haven't already attacked on this turn. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice. The Strike gains the following failure effect. Failure The firearm misfires, but it doesn't cause the other critical failure effects listed below. Critical Failure The firearm misfires and also explodes. It becomes broken, and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon's fundamental and property runes.","feat":["Loose Cannon"],"skill_mod":{},"summary":"Your unpredictable gunfire often catches enemies off guard or hits unprotected areas.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Feat"],"level":4,"prerequisite":"Alkenstar Agent Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3569","archetype":["Alkenstar Agent"],"source_group":["Outlaws of Alkenstar"],"name":"Loose Cannon","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-3569"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","skill":["Society","Society"],"trait":["Archetype","Skill"],"id":"feat-3570","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Prepare Papers Source Pathfinder #178: Punks in a Powderkeg pg. 78 Archetype Alkenstar Agent Prerequisites Alkenstar Agent Dedication; Master in Society --- You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority. You can Create a Forgery as an exploration activity. It takes you about 1 hour per page of the document that you're forging. This time is reduced to 10 minutes per page if you're legendary in Society.","feat":["Prepare Papers"],"skill_mod":{},"summary":"You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Feat"],"level":7,"prerequisite":"Alkenstar Agent Dedication; Master in Society","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3570","archetype":["Alkenstar Agent"],"source_group":["Outlaws of Alkenstar"],"name":"Prepare Papers","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-3570"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","skill":["Intimidation","Intimidation"],"trait":["Archetype"],"id":"feat-3571","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Flash your Badge Two Actions Source Pathfinder #178: Punks in a Powderkeg pg. 78 Archetype Alkenstar Agent Prerequisites Alkenstar Agent Dedication; Master in Intimidation --- You make a fearsome show of your authority. Roll Intimidation checks to Demoralize each creature in a 30-foot cone. When you do so, Demoralize gains the visual trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled.","feat":["Flash your Badge"],"skill_mod":{},"summary":"You make a fearsome show of your authority.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Feat"],"level":10,"prerequisite":"Alkenstar Agent Dedication; Master in Intimidation","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3571","archetype":["Alkenstar Agent"],"source_group":["Outlaws of Alkenstar"],"name":"Flash your Badge","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-3571"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Archetype","Visual"],"id":"feat-3572","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Black Powder Flash Two Actions Source Pathfinder #178: Punks in a Powderkeg pg. 79 Archetype Martial Artist Prerequisites Powder Punch Stance Requirements You're in Powder Punch Stance. --- You ignite a pinch of black powder in a foe's face. Choose an adjacent creature. It must attempt a Fortitude save against your class DC. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can rub its eyes as an Interact action to end this blinded condition. Critical Failure The creature is blinded for 1 round and dazzled for 1 hour. Black Powder Feats Source Pathfinder #178: Punks in a Powderkeg pg. 55 If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them. Related Feats : Inured to Alchemy, Pain Tolerance, Powder Punch Stance, Thunder Clap","feat":["Black Powder Flash"],"skill_mod":{},"summary":"You ignite a pinch of black powder in a foe's face.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Feat","Sense"],"level":10,"prerequisite":"Powder Punch Stance","source_category":["Adventure Paths"],"requirement":"You're in Powder Punch Stance.","resistance":{},"url":"/Feats.aspx?ID=3572","archetype":["Martial Artist"],"source_group":["Outlaws of Alkenstar"],"name":"Black Powder Flash","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-3572"},{"access":"You're from Alkenstar or the Mana Wastes.","primary_source_category":"Adventure Paths","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Alchemist","Barbarian","Fighter","Uncommon"],"id":"feat-3573","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Inured to Alchemy May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 79 Prerequisites expert in Fortitude saves Access You're from Alkenstar or the Mana Wastes. --- You've developed control over how your body processes alchemical poisons and drugs. Each of your successful saving throws against an alchemical poison, a drug, or an addiction reduces the stage by 2, or by 1 for a virulent alchemical poison, drug, or addiction. Each critical success reduces the stage by 3, or by 2 for a virulent alchemical poison, drug, or addiction. Black Powder Feats Source Pathfinder #178: Punks in a Powderkeg pg. 55 If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them. Related Feats : Black Powder Flash, Pain Tolerance, Powder Punch Stance, Thunder Clap","feat":["Inured to Alchemy"],"skill_mod":{},"summary":"You've developed control over how your body processes alchemical poisons and drugs.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Class","Rarity"],"level":4,"prerequisite":"expert in Fortitude saves","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3573","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Inured to Alchemy","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3573"},{"access":"You're from Alkenstar or the Mana Wastes.","primary_source_category":"Adventure Paths","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Barbarian","Fighter","Uncommon"],"id":"feat-3574","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Pain Tolerance May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 79 Prerequisites expert in Fortitude saves Access You're from Alkenstar or the Mana Wastes. --- You gain resistance to mental damage equal to half your level and a +1 circumstance bonus to saving throws against effects that would make you clumsy, drained, or enfeebled. Black Powder Feats Source Pathfinder #178: Punks in a Powderkeg pg. 55 If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them. Related Feats : Black Powder Flash, Inured to Alchemy, Powder Punch Stance, Thunder Clap","feat":["Pain Tolerance"],"skill_mod":{},"summary":"You gain resistance to mental damage equal to half your level and a +1 circumstance bonus to saving throws against effects that would make you clumsy , drained , or enfeebled .","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Class","Rarity"],"level":6,"prerequisite":"expert in Fortitude saves","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3574","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Pain Tolerance","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3574"},{"access":"You're from Alkenstar or the Mana Wastes.","primary_source_category":"Adventure Paths","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Archetype","Stance","Uncommon"],"id":"feat-3575","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Powder Punch Stance May contain spoilers from Outlaws of Alkenstar Source Pathfinder #178: Punks in a Powderkeg pg. 79 Archetype Martial Artist Prerequisites Martial Artist Dedication Access You're from Alkenstar or the Mana Wastes. --- You infuse your handwraps with black powder. On your first melee Strike each round with an unarmed attack, knuckle duster, or black powder knuckle duster, you deal an additional 1 fire damage. If you critically succeed at an attempt to Shove while in this stance, the target is pushed back an additional 5 feet. Powder Punch Stance leads to... Black Powder Flash, Thunder Clap Black Powder Feats Source Pathfinder #178: Punks in a Powderkeg pg. 55 If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them. Related Feats : Black Powder Flash, Inured to Alchemy, Pain Tolerance, Thunder Clap","feat":["Powder Punch Stance"],"skill_mod":{},"summary":"You infuse your handwraps with black powder .","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Feat","Class-Specific","Rarity"],"level":2,"prerequisite":"Martial Artist Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3575","archetype":["Martial Artist"],"source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Powder Punch Stance","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3575"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Archetype","Sonic"],"id":"feat-3576","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Thunder Clap Two Actions Source Pathfinder #178: Punks in a Powderkeg pg. 79 Archetype Martial Artist Prerequisites Powder Punch Stance Requirements You're in Powder Punch Stance. --- You slam your hands together to unleash a deafening blast. Creatures in a 15-foot cone take 3d6 sonic damage, with a basic Fortitude save against your class DC. Creatures that critically fail their save are also deafened for 1 minute. You can't use this ability again for 1d4 rounds as your hands recover from the thunderous vibrations. At 8th level, and every 2 levels thereafter, the damage from Thunder Clap increases by 1d6. Black Powder Feats Source Pathfinder #178: Punks in a Powderkeg pg. 55 If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them. Related Feats : Black Powder Flash, Inured to Alchemy, Pain Tolerance, Powder Punch Stance","feat":["Thunder Clap"],"skill_mod":{},"summary":"You slam your hands together to unleash a deafening blast.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Feat","Energy","Monster"],"level":6,"prerequisite":"Powder Punch Stance","source_category":["Adventure Paths"],"requirement":"You're in Powder Punch Stance.","resistance":{},"url":"/Feats.aspx?ID=3576","archetype":["Martial Artist"],"source_group":["Outlaws of Alkenstar"],"name":"Thunder Clap","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-3576"},{"skill_mod":{},"summary":"Although you aren't a proper champion of your faith, your deity still recognizes your efforts and provides you with a small divine ability to help others.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Knight Vigilant; Expert in Religion; worship a deity with a divine font that grants _heal_","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3577","weakness":{},"archetype":["Knight Vigilant"],"skill":["Religion","Religion"],"name":"Divine Healing","trait":["Archetype"],"id":"feat-3577","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Divine Healing Source Knights of Lastwall pg. 74 Archetype Knight Vigilant Prerequisites Knight Vigilant; Expert in Religion; worship a deity with a divine font that grants heal --- Although you aren't a proper champion of your faith, your deity still recognizes your efforts and provides you with a small divine ability to help others. You gain the lay on hands devotion spell. You gain a focus pool of 1 Focus Point or increase the number of Focus Points in your focus pool by 1. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or perform service toward their causes. The full rules for focus spells are here. You are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma. You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone.","category":"feat","pfs":"Standard","feat":["Divine Healing"],"rarity":"common","slug":"feat-3577"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3578","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Interrupt Charge Reaction Source Knights of Lastwall pg. 74 Archetype Knight Vigilant Prerequisites Knight Vigilant Trigger A foe within reach attempts to move away from you. Requirements You have a hand free. --- You attempt to snag the foe before they run away. Attempt an Athletics check against the higher of the triggering creature's Athletics DC or Fortitude DC. Critical Success You disrupt the movement. Success You are able to slow the triggering creature down. It takes a –10-foot circumstance penalty to its Speed for the rest of its triggering movement. This penalty might cause the triggering creature's movement to end immediately based on its affected Speed. Failure As success, but the creature instead takes a –5-foot circumstance penalty to its Speed. Interrupt Charge leads to... Instinctual Interception","feat":["Interrupt Charge"],"skill_mod":{},"summary":"You attempt to snag the foe before they run away.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":8,"prerequisite":"Knight Vigilant","source_category":["Lost Omens"],"requirement":"You have a hand free.","trigger":"A foe within reach attempts to move away from you.","resistance":{},"url":"/Feats.aspx?ID=3578","archetype":["Knight Vigilant"],"name":"Interrupt Charge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3578"},{"skill_mod":{},"summary":"You know how to clear a line of fire for your allies.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Knight Vigilant","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3579","weakness":{},"archetype":["Knight Vigilant"],"name":"Phalanx Formation (Knight Vigilant)","trait":["Archetype"],"id":"feat-3579","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Phalanx Formation (Knight Vigilant) Source Knights of Lastwall pg. 74 Archetype Knight Vigilant Prerequisites Knight Vigilant --- You know how to clear a line of fire for your allies. You don't provide lesser cover to enemies against your allies' attacks.","category":"feat","pfs":"Standard","feat":["Phalanx Formation (Knight Vigilant)"],"rarity":"common","slug":"feat-3579"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"trait":["Archetype","Skill"],"id":"feat-3580","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Emissary of Peace Three Actions Source Knights of Lastwall pg. 74 Archetype Knight Vigilant Prerequisites Knight Vigilant; Master in Diplomacy --- Even when bloodshed is inevitable, you would rather see your foes surrender. You attempt a Diplomacy check to Make an Impression against a single foe whose Hit Points are at less than half of their maximum value, followed by an immediate Request to convince that creature to cease fighting. You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances; it's generally at least a very hard DC for the creature's level. Some creatures might simply refuse, and those who agree to parley might find your arguments lacking and start fighting again.","feat":["Emissary of Peace"],"skill_mod":{},"summary":"Even when bloodshed is inevitable, you would rather see your foes surrender.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":10,"prerequisite":"Knight Vigilant; Master in Diplomacy","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3580","archetype":["Knight Vigilant"],"name":"Emissary of Peace","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"common","slug":"feat-3580"},{"skill_mod":{},"summary":"A knight is nothing without their armor, and you know how to keep yours ready.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Knight Vigilant","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3581","weakness":{},"archetype":["Knight Vigilant"],"name":"Instant Armor","trait":["Archetype"],"id":"feat-3581","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Instant Armor Source Knights of Lastwall pg. 75 Archetype Knight Vigilant Prerequisites Knight Vigilant --- A knight is nothing without their armor, and you know how to keep yours ready. You can perform a 10-minute ritual, which has the conjuration and magical traits, to divert a set of heavy armor you are wearing into an extradimensional space connected to you. While the armor is in this space, you can use a three-action activity, which has the concentrate, conjuration, and teleportation traits, to phase the armor back and instantly don it. The armor automatically phases away if you don another set of armor, if you become unconscious, or if you die. If you are incapable of wearing the armor when it phases back, it appears in your square instead.","category":"feat","pfs":"Standard","feat":["Instant Armor"],"rarity":"common","slug":"feat-3581"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3582","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Lead the Way Two Actions Source Knights of Lastwall pg. 75 Archetype Knight Vigilant Prerequisites Knight Vigilant --- You move forward, creating an opening for others to follow. Choose one adjacent ally who has a reaction available. You Stride, and that ally can use their reaction to immediately Stride. The ally must end their Stride adjacent to you. If the ally Strides in this way, they don't trigger reactions that are normally triggered by movement. You, however, still trigger those reactions normally. Lead the Way leads to... Rallying Charge","feat":["Lead the Way"],"skill_mod":{},"summary":"You move forward, creating an opening for others to follow.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":10,"prerequisite":"Knight Vigilant","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3582","archetype":["Knight Vigilant"],"name":"Lead the Way","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3582"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3583","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Guarded Advance (Knight Vigilant) Single Action Source Knights of Lastwall pg. 75 Archetype Knight Vigilant Prerequisites Knight Vigilant --- You slowly advance on the battlefield, taking utmost caution. You either Step and Raise a Shield or Raise a Shield and Step.","feat":["Guarded Advance (Knight Vigilant)"],"skill_mod":{},"summary":"You slowly advance on the battlefield, taking utmost caution.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":12,"prerequisite":"Knight Vigilant","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3583","archetype":["Knight Vigilant"],"name":"Guarded Advance (Knight Vigilant)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3583"},{"skill_mod":{},"summary":"Unwilling to be outdone by the Crimson Reclaimers and their oath, you've petitioned the gods of good for a sliver of divine magic.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Knight Vigilant; alignment permitted by the chosen deity","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3584","weakness":{},"archetype":["Knight Vigilant"],"name":"Vigilant Benediction","trait":["Archetype"],"id":"feat-3584","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Vigilant Benediction Source Knights of Lastwall pg. 75 Archetype Knight Vigilant Prerequisites Knight Vigilant; alignment permitted by the chosen deity --- Unwilling to be outdone by the Crimson Reclaimers and their oath, you've petitioned the gods of good for a sliver of divine magic. Choose one of the following deities whose requirements you meet—for the Any Deity option below, you can select from the following deities or a deity the GM deems appropriate: Arazni, Arqueros, Falayna, Gendowyn, Iomedae, Kazutal, Kols, Milani, Pharasma, Ragathiel, Sarenrae, Shelyn, Suyuddha, Vildeis—and one of the listed spells. You can Cast that Spell once per day as a 4th-level divine innate spell, and you become trained in divine spell DCs and divine spell attack rolls. At 14th level, the spell heightens to 5th level; at 16th level, the spell heightens to 6th level. Once you've selected a deity and a spell, you can't change this selection. You don't need to worship the deity as your patron deity, as they are willing to grant this boon on behalf of your worthy cause. You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone. Any Deity : freedom of movement , remove curse , resist energy , spell immunity , status Gendowyn : barkskin Iomedae : fire shield Irori : stoneskin Kazutal : mage armor , stoneskin Milani : fire shield , mage armor Ragathiel : fire shield Sarenrae : wall of fire Special You can select this feat a second time at 14th level, gaining a second spell to cast once per day from your chosen deity's list or the Any Deity list, and you become an expert in divine spell DCs and divine spell attack rolls. You can select this feat a third time at 18th level. If you do, you gain a third spell to cast once per day from your chosen deity's list or the Any Deity list, and all three spells are heightened to 7th level.","category":"feat","pfs":"Standard","feat":["Vigilant Benediction"],"rarity":"common","slug":"feat-3584"},{"skill_mod":{},"summary":"You react to movement with hardly a thought, seeming constantly poised to spring.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Knight Vigilant; Interrupt Charge","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3585","weakness":{},"archetype":["Knight Vigilant"],"name":"Instinctual Interception","trait":["Archetype"],"id":"feat-3585","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Instinctual Interception Source Knights of Lastwall pg. 75 Archetype Knight Vigilant Prerequisites Knight Vigilant; Interrupt Charge --- You react to movement with hardly a thought, seeming constantly poised to spring. At the start of each of your turns, you gain an additional reaction that you can use only to Interrupt Charge.","category":"feat","pfs":"Standard","feat":["Instinctual Interception"],"rarity":"common","slug":"feat-3585"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-3586","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Keep up the Good Fight Reaction Source Knights of Lastwall pg. 75 Archetype Knight Vigilant Frequency once per hour Prerequisites Knight Vigilant Trigger A foe's Strike reduces you to 0 Hit Points. Requirements You had more than 1 Hit Point before the triggering Strike, and the Strike wouldn't kill you. --- Your devotion to helping others and doing good keeps you going, even against insurmountable odds. Instead of being knocked out, you are reduced to 1 Hit Point, gain a number of temporary Hit Points equal to your level for 1 round, and increase your wounded value by 1.","feat":["Keep up the Good Fight"],"skill_mod":{},"summary":"Your devotion to helping others and doing good keeps you going, even against insurmountable odds.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":14,"prerequisite":"Knight Vigilant","source_category":["Lost Omens"],"requirement":"You had more than 1 Hit Point before the triggering Strike, and the Strike wouldn't kill you.","trigger":"A foe's Strike reduces you to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=3586","archetype":["Knight Vigilant"],"name":"Keep up the Good Fight","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3586"},{"skill_mod":{},"summary":"As an ultimate foe of evil and protector of the innocent, your very presence is a ward against evil.","primary_source":"Knights of Lastwall","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":20,"prerequisite":"Knight Vigilant; Legendary in Religion","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3587","weakness":{},"archetype":["Knight Vigilant"],"skill":["Religion","Religion"],"name":"Empyreal Aura","trait":["Archetype","Aura"],"id":"feat-3587","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Empyreal Aura Source Knights of Lastwall pg. 75 Archetype Knight Vigilant Prerequisites Knight Vigilant; Legendary in Religion --- As an ultimate foe of evil and protector of the innocent, your very presence is a ward against evil. Each evil creature within 30 feet of you at the end of your turn must succeed at a Will save against the higher of your class DC or spell DC or else become slowed 1 (slowed 2 on a critical failure). On a successful save, the creature is temporarily immune for 10 minutes.","category":"feat","pfs":"Standard","feat":["Empyreal Aura"],"rarity":"common","slug":"feat-3587"},{"skill_mod":{},"summary":"You've learned how to maximize the defensive abilities of your tower shield .","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":20,"prerequisite":"Knight Vigilant","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3588","weakness":{},"archetype":["Knight Vigilant"],"name":"Tower Shield Mastery","trait":["Archetype"],"id":"feat-3588","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Tower Shield Mastery Source Knights of Lastwall pg. 75 Archetype Knight Vigilant Prerequisites Knight Vigilant --- You've learned how to maximize the defensive abilities of your tower shield. You are constantly quickened and can use the additional action only to Take Cover behind your tower shield after you have Raised it.","category":"feat","pfs":"Standard","feat":["Tower Shield Mastery"],"rarity":"common","slug":"feat-3588"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Stealth","Religion","Stealth"],"trait":["Archetype","Manipulate","Skill"],"id":"feat-3589","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Ashen Veil Three Actions Source Knights of Lastwall pg. 76 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication; Expert in Religion; Master in Stealth --- By smearing ash or tainted earth over your skin and armor, you shroud yourself from the dead. You become concealed to undead using vision or lifesense, allowing you to Hide and Sneak without other sources of cover or concealment. This effect lasts only as long as you continue to take no actions other than to Hide, Sneak, or other surreptitious actions. The GM determines which actions end the effect, but attacking, casting spells, activating items, and the like always do.","feat":["Ashen Veil"],"skill_mod":{},"summary":"By smearing ash or tainted earth over your skin and armor, you shroud yourself from the dead.","primary_source":"Knights of Lastwall","trait_group":["Feat","Mechanics"],"level":7,"prerequisite":"Knight Reclaimant Dedication; Expert in Religion; Master in Stealth","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3589","archetype":["Knight Reclaimant"],"name":"Ashen Veil","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3589"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Archetype","Auditory","Concentrate","Emotion","Fear","Mental","Skill"],"id":"feat-3590","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Voice Cold as Death Single Action Source Knights of Lastwall pg. 76 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication; Master in Intimidation Requirements You are not fatigued. --- Channeling the energy of the Crimson Oath into your voice, you pronounce a threat in a tone so icy it freezes the blood. Attempt an Intimidation check to Demoralize; you don't suffer a penalty if the target doesn't understand the language you're speaking, but this otherwise functions as normal. You can't use Intimidating Glare or any other effect that would cause your Demoralize attempt to lose the auditory trait as part of using this feat. If you critically succeed at your Intimidation check, the target becomes stunned 1, or stunned 2 if the target is undead. After using this feat, you are fatigued until the end of your next turn, and you can't use this feat again until the end of your next turn.","feat":["Voice Cold as Death"],"skill_mod":{},"summary":"Channeling the energy of the Crimson Oath into your voice, you pronounce a threat in a tone so icy it freezes the blood.","primary_source":"Knights of Lastwall","trait_group":["Feat","Sense","Mechanics"],"level":7,"prerequisite":"Knight Reclaimant Dedication; Master in Intimidation","source_category":["Lost Omens"],"requirement":"You are not fatigued .","resistance":{},"url":"/Feats.aspx?ID=3590","archetype":["Knight Reclaimant"],"name":"Voice Cold as Death","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3590"},{"skill_mod":{},"summary":"You know how to turn any weapon into a bone-crushing implement of skeletal destruction.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Knight Reclaimant Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3591","weakness":{},"archetype":["Knight Reclaimant"],"name":"Hilt Hammer","trait":["Archetype"],"id":"feat-3591","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Hilt Hammer Source Knights of Lastwall pg. 76 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication --- You know how to turn any weapon into a bone-crushing implement of skeletal destruction. Melee weapons you wield gain the versatile B trait. You can use the weapon only to deal bludgeoning damage when making melee attacks. At the GM's discretion, specific weapons might not be able to gain the versatile B trait.","category":"feat","pfs":"Standard","feat":["Hilt Hammer"],"rarity":"common","slug":"feat-3591"},{"skill_mod":{},"summary":"Rumors suggest this technique was pioneered by knights who undertook missions for Clarethe Iomedar at the half-moon, but many Crimson Reclaimers have since mastered it.","primary_source":"Knights of Lastwall","trait_group":["Feat","Rarity"],"access":"A character who performs a specialized mission for Clarethe Iomedar has access to this option.","primary_source_category":"Lost Omens","level":12,"prerequisite":"Knight Reclaimant Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3592","weakness":{},"archetype":["Knight Reclaimant"],"name":"For Love, For Lightning","trait":["Archetype","Rare"],"id":"feat-3592","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > For Love, For Lightning Source Knights of Lastwall pg. 77 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication Access A character who performs a specialized mission for Clarethe Iomedar has access to this option. --- Rumors suggest this technique was pioneered by knights who undertook missions for Clarethe Iomedar at the half-moon, but many Crimson Reclaimers have since mastered it. You learn the for love, for lightning focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Charisma is the key spellcasting ability for knight reclaimant focus spells.","category":"feat","pfs":"Standard","feat":["For Love, For Lightning"],"rarity":"rare","slug":"feat-3592"},{"skill_mod":{},"summary":"You call on the power of the Crimson Oath to gain magical aid.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Knight Reclaimant Dedication; ability to cast divine spells","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3593","weakness":{},"archetype":["Knight Reclaimant"],"name":"Reclaimant Plea","trait":["Archetype"],"id":"feat-3593","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reclaimant Plea Source Knights of Lastwall pg. 77 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication; ability to cast divine spells --- You call on the power of the Crimson Oath to gain magical aid. Choose one of the following spells: air walk , dimensional anchor , freedom of movement , invisibility , remove curse , searing light . You can Cast that Spell once per day as a 4th-level divine innate spell. At 14th level, the spell heightens to 5th level, and at 16th level, the spell heightens to 6th level. If you anger the mysterious source of the Crimson Oath's power, you lose the ability to cast the spell until you atone. Special You can select this feat a second time at 14th level, gaining a second spell from the list above, death ward , or flame strike , which you can cast once per day; you also become an expert in divine spell DCs and divine spell attack rolls. You can select this feat a third time at 18th level, gaining either a third spell from the list above, death ward , flame strike , or sunburst , which you can cast once per day; additionally, all three spells from this feat heighten to 7th level, and you become a master of divine spell attacks and spell DCs. Reclaimant Plea leads to... May Death Itself Reconsider","category":"feat","pfs":"Standard","feat":["Reclaimant Plea"],"rarity":"common","slug":"feat-3593"},{"skill_mod":{},"summary":"You know how to keep others alive in the Gravelands' murkiest shadows.","primary_source":"Knights of Lastwall","trait_group":["Feat","Mechanics"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Knight Reclaimant Dedication; Survivor of Desolation","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3594","weakness":{},"archetype":["Knight Reclaimant"],"name":"Shepherd of Desolation","trait":["Archetype","Aura"],"id":"feat-3594","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shepherd of Desolation Source Knights of Lastwall pg. 77 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication; Survivor of Desolation --- You know how to keep others alive in the Gravelands' murkiest shadows. Allies within 10 feet of you gain the benefit of Survivor of Desolation. If you are a champion, this aura is a champion aura, even though you gained it from Knight Reclaimant instead of a champion feat or feature.","category":"feat","pfs":"Standard","feat":["Shepherd of Desolation"],"rarity":"common","slug":"feat-3594"},{"skill_mod":{},"summary":"You've made the Crimson Oath a part of yourself; you mumble it in your sleep and recite it under your breath as you march.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Knight Reclaimant Dedication; ability to cast focus spells","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3595","weakness":{},"archetype":["Knight Reclaimant"],"name":"Crimson Oath Devotion","trait":["Archetype"],"id":"feat-3595","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Crimson Oath Devotion Source Knights of Lastwall pg. 77 Archetype Knight Reclaimant Prerequisites Knight Reclaimant Dedication; ability to cast focus spells --- You've made the Crimson Oath a part of yourself; you mumble it in your sleep and recite it under your breath as you march. You become an expert in divine spell attacks and spell DCs. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.","category":"feat","pfs":"Standard","feat":["Crimson Oath Devotion"],"rarity":"common","slug":"feat-3595"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-3596","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > The Tyrant Falls! Two Actions Source Knights of Lastwall pg. 77 Archetype Knight Reclaimant Frequency once per day Prerequisites Knight Reclaimant Dedication; Invoke the Crimson Oath --- You've reached the apex of the Crimson Oath's power. The oath's power is overwhelming—too much for a mortal frame—but victory is worth any price. When you use this feat, you cry out the final line of the Crimson Oath, unleashing unbridled power for 1 minute. You can Dismiss this effect. While this effect is active, you gain the following effects: At the beginning of each of your turns, you become drained 1 or increase the value of your drained condition by 1 if you are already drained. You can't reduce the value of your drained condition or remove it while The Tyrant Falls! is active. While The Tyrant Falls! is active, your drained condition does not penalize your Fortitude save. You can cast invoke the Crimson Oath at will without expending Focus Points. When you do, increase the area to a 40-foot cone. You gain resistance to all damage equal to half your character level. Any melee weapon you wield gains the reach trait if it didn't already possess it, or increases its reach by 5 feet if it already has the reach trait. Your Strikes with that weapon deal an extra 2d6 positive or negative damage (whichever is more effective against the target). ","feat":["The Tyrant Falls!"],"skill_mod":{},"summary":"You've reached the apex of the Crimson Oath's power.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":20,"prerequisite":"Knight Reclaimant Dedication; Invoke the Crimson Oath","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3596","archetype":["Knight Reclaimant"],"name":"The Tyrant Falls!","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3596"},{"skill_mod":{},"summary":"Extensive training against undead has taught you to cover your weak points, even when you think that you're alone.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3597","weakness":{},"archetype":["Lastwall Sentry"],"name":"Always Ready","trait":["Archetype"],"id":"feat-3597","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Always Ready Source Knights of Lastwall pg. 78 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- Extensive training against undead has taught you to cover your weak points, even when you think that you're alone. You aren't flat-footed to hidden, undetected, or flanking undead of your level or lower. However, the undead can still help their allies flank. If all of your opponents are undead, you gain a +1 circumstance bonus to initiative rolls; the GM determines whether to apply this bonus if undead are disguised as another type of creature, if another type of creature is disguised as undead, or if there are additional opponents you haven't noticed who aren't undead.","category":"feat","pfs":"Standard","feat":["Always Ready"],"rarity":"common","slug":"feat-3597"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Divine"],"id":"feat-3598","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Bless Shield Single Action Source Knights of Lastwall pg. 78 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication; you worship a good-aligned deity --- Your uttered prayers become an aegis, drawing the blessing of your deity across the surface of your shield. Until the beginning of your next turn your shield, any shield boss, or shield spikes gain the effects of a ghost touch property rune. Additionally, damage you take as a result of an incorporeal creature's Strike can trigger your Shield Block reaction, even if the damage isn't physical damage.","feat":["Bless Shield"],"skill_mod":{},"summary":"Your uttered prayers become an aegis, drawing the blessing of your deity across the surface of your shield.","primary_source":"Knights of Lastwall","trait_group":["Feat","Tradition"],"level":4,"prerequisite":"Lastwall Sentry Dedication; you worship a good-aligned deity","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3598","archetype":["Lastwall Sentry"],"name":"Bless Shield","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3598"},{"skill_mod":{},"summary":"You regularly face off against undead and can identify many with a glance.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Lastwall Sentry Dedication; Expert in Religion or Expert in Undead Lore","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3599","weakness":{},"archetype":["Lastwall Sentry"],"skill":["Religion","Lore","Religion","Lore"],"name":"Familiar Foe","trait":["Archetype","Skill"],"id":"feat-3599","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Familiar Foe Source Knights of Lastwall pg. 78 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication; Expert in Religion or Expert in Undead Lore --- You regularly face off against undead and can identify many with a glance. You gain a +1 circumstance bonus on skill checks to Recall Knowledge about undead. Whenever you roll a critical failure on a check to Recall Knowledge about undead, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Familiar Foe"],"rarity":"common","slug":"feat-3599"},{"skill_mod":{},"summary":"As stubborn in death as you are in life, you vow you'll never aid your hated enemies.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3600","weakness":{},"archetype":["Lastwall Sentry"],"name":"Final Rest","trait":["Archetype","Skill"],"id":"feat-3600","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Final Rest Source Knights of Lastwall pg. 78 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- As stubborn in death as you are in life, you vow you'll never aid your hated enemies. You can't be transformed into an undead, except by effects that originate from an artifact or deity. Undead creatures that touch your corpse take 1 positive damage each time they do, or 1d6 positive damage each time they expose themselves to your corpse in a more thorough manner, such as by biting or carrying your corpse.","category":"feat","pfs":"Standard","feat":["Final Rest"],"rarity":"common","slug":"feat-3600"},{"skill_mod":{},"summary":"You prefer to use nonlethal means against living opponents, but the weapons you carry are lethal enough to destroy undead.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3601","weakness":{},"archetype":["Lastwall Sentry"],"name":"Nonlethal Takedown","trait":["Archetype"],"id":"feat-3601","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Nonlethal Takedown Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- You prefer to use nonlethal means against living opponents, but the weapons you carry are lethal enough to destroy undead. You don't take the normal –2 circumstance penalty when attacking nonlethally with a weapon that lacks the nonlethal trait.","category":"feat","pfs":"Standard","feat":["Nonlethal Takedown"],"rarity":"common","slug":"feat-3601"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3602","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Practiced Opposition Single Action Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- You've battled more undead than you care to remember, often with little time to prepare between foes, forcing you to rely on experience and muscle memory to guide your blade. Attempt a check to Recall Knowledge about an undead you can see and then Strike that undead. If your attempt to Recall Knowledge is successful, your Strike treats the target's resistances as 5 lower. The target is then immune to your Practiced Opposition for 24 hours.","feat":["Practiced Opposition"],"skill_mod":{},"summary":"You've battled more undead than you care to remember, often with little time to prepare between foes, forcing you to rely on experience and muscle memory to guide your blade.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":6,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3602","archetype":["Lastwall Sentry"],"name":"Practiced Opposition","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3602"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3603","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Repulse the Wicken Reaction Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication Trigger An undead within your reach critically fails an attack roll targeting you. --- You use your foe's failure as an opening to push them away. You attempt to Shove the undead.","feat":["Repulse the Wicken"],"skill_mod":{},"summary":"You use your foe's failure as an opening to push them away.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":6,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"trigger":"An undead within your reach critically fails an attack roll targeting you.","resistance":{},"url":"/Feats.aspx?ID=3603","archetype":["Lastwall Sentry"],"name":"Repulse the Wicken","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3603"},{"skill_mod":{},"summary":"Through the power of your faith or the blessing of a priest, your weapons are fully effective against incorporeal creatures.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3604","weakness":{},"archetype":["Lastwall Sentry"],"name":"Sacred Armaments","trait":["Archetype"],"id":"feat-3604","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sacred Armaments Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- Through the power of your faith or the blessing of a priest, your weapons are fully effective against incorporeal creatures. Weapons you wield have the effects of a ghost touch property rune for as long as you wield them.","category":"feat","pfs":"Standard","feat":["Sacred Armaments"],"rarity":"common","slug":"feat-3604"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3605","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Flashing Shield Free Action Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication; you worship a good-aligned deity Trigger You use the Shield Block reaction, and the opponent that triggered the Shield Block is undead and adjacent to you. --- Your shield flares with holy light as you block the attack, searing the undead with the power of your faith. The triggering undead takes positive damage equal to half your level and becomes flat-footed for 1 round.","feat":["Flashing Shield"],"skill_mod":{},"summary":"Your shield flares with holy light as you block the attack, searing the undead with the power of your faith.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":8,"prerequisite":"Lastwall Sentry Dedication; you worship a good-aligned deity","source_category":["Lost Omens"],"trigger":"You use the Shield Block reaction, and the opponent that triggered the Shield Block is undead and adjacent to you.","resistance":{},"url":"/Feats.aspx?ID=3605","archetype":["Lastwall Sentry"],"name":"Flashing Shield","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3605"},{"skill_mod":{},"summary":"Regular exposure to necromantic effects left you better able to defend against them.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3606","weakness":{},"archetype":["Lastwall Sentry"],"name":"Necromantic Bulwark","trait":["Archetype"],"id":"feat-3606","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Necromantic Bulwark Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- Regular exposure to necromantic effects left you better able to defend against them. When you have your shield raised, you gain your shield's circumstance bonus to saving throws against effects that would deal negative damage. If you have the Shield Block reaction, negative damage you take can trigger the reaction, even though the damage isn't physical damage.","category":"feat","pfs":"Standard","feat":["Necromantic Bulwark"],"rarity":"common","slug":"feat-3606"},{"skill_mod":{},"summary":"Your ability to sense undead has improved.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Lastwall Sentry Dedication; Grave Sense","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3607","weakness":{},"archetype":["Lastwall Sentry"],"name":"Grave Sight","trait":["Archetype"],"id":"feat-3607","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Grave Sight Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication; Grave Sense --- Your ability to sense undead has improved. You sense undead as an imprecise sense with a range of 60 feet: an uncomfortable sensation brushes against your spirit and stinks of rot. When in proximity to an undead, you can sense its presence, but it has the hidden condition instead of the observed condition. An undead using a disguise or otherwise trying to hide its presence must attempt a Deception or Stealth check against your Perception DC to hide its presence from you. If the creature succeeds, it's undetected, and you have to use the Seek basic action to detect the creature. As with hearing and other imprecise senses, you still need to Seek to locate an undetected creature.","category":"feat","pfs":"Standard","feat":["Grave Sight"],"rarity":"common","slug":"feat-3607"},{"skill_mod":{},"summary":"Your regular exposure to the insidious putrescence of undeath inured you to its effects.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":12,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3608","weakness":{},"archetype":["Lastwall Sentry"],"name":"No Stranger to Death","trait":["Archetype"],"id":"feat-3608","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > No Stranger to Death Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- Your regular exposure to the insidious putrescence of undeath inured you to its effects. You gain a +2 circumstance bonus to saving throws made against spells and effects with the death, disease, and evil traits. Whenever you become drained or sickened, reduce the status penalty you take from the condition by 1, to a minimum of 0. No Stranger to Death leads to... Spirit of Vigil","category":"feat","pfs":"Standard","feat":["No Stranger to Death"],"rarity":"common","slug":"feat-3608"},{"skill_mod":{},"summary":"You hold your shield together with the power of your faith and conviction, refusing to let wood splinter and steel shatter until the day's battles are won.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Lastwall Sentry Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3609","weakness":{},"archetype":["Lastwall Sentry"],"name":"Resolute Defender","trait":["Archetype"],"id":"feat-3609","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Resolute Defender Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication --- You hold your shield together with the power of your faith and conviction, refusing to let wood splinter and steel shatter until the day's battles are won. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you repair it, preventing you from using Resolute Defender to save the same shield again until your next daily preparations.","category":"feat","pfs":"Standard","feat":["Resolute Defender"],"rarity":"common","slug":"feat-3609"},{"primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Religion","Religion"],"trait":["Archetype"],"id":"feat-3610","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Thwart Evil Reaction Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Frequency once per day Prerequisites Lastwall Sentry Dedication; Expert in Religion Trigger A creature you can see uses a spell or ability that has the evil or negative traits. --- You react instinctively when you sense evil forming, thrusting your spiritual energy toward the source to snuff out evil before it fully manifests. Attempt to counteract the triggering spell or ability using your Religion modifier as your counteract modifier.","feat":["Thwart Evil"],"skill_mod":{},"summary":"You react instinctively when you sense evil forming, thrusting your spiritual energy toward the source to snuff out evil before it fully manifests.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"level":14,"prerequisite":"Lastwall Sentry Dedication; Expert in Religion","source_category":["Lost Omens"],"trigger":"A creature you can see uses a spell or ability that has the evil or negative traits.","resistance":{},"url":"/Feats.aspx?ID=3610","archetype":["Lastwall Sentry"],"name":"Thwart Evil","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3610"},{"skill_mod":{},"summary":"Through repeated exposure, you've trained to resist the damage wrought by undead.","primary_source":"Knights of Lastwall","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":16,"prerequisite":"Lastwall Sentry Dedication; Necromantic Resistance","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3611","weakness":{},"archetype":["Lastwall Sentry"],"name":"Withstand Death","trait":["Archetype"],"id":"feat-3611","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Withstand Death Source Knights of Lastwall pg. 79 Archetype Lastwall Sentry Prerequisites Lastwall Sentry Dedication; Necromantic Resistance --- Through repeated exposure, you've trained to resist the damage wrought by undead. Your resistance to negative damage also applies to damage dealt by the attacks and abilities of undead creatures, regardless of damage type.","category":"feat","pfs":"Standard","feat":["Withstand Death"],"rarity":"common","slug":"feat-3611"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Uncommon"],"id":"feat-3612","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Angel of Vindication Source Knights of Lastwall pg. 80 Archetype Assassin Prerequisites Assassin Dedication Access Knights of Lastwall have access to this feat. Requirements Your mark is an undead creature. --- To aid with your mission of destroying undead, you've specialized in techniques to destroy them, much as other assassins learn to kill the living. When you Strike a flat-footed undead foe with a weapon that has the backstabber weapon trait, you deal 3 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 6 extra precision damage instead of 2. If you have the Angel of Death feat, your attacks also instantly destroy undead at 0 Hit Points, and attempts for the undead to rejuvenate—such as via a lich's soul cage or a ghost's rejuvenation ability—fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or deity. Finally, if you have the Assassinate feat and an undead mark critically fails its save against your Assassinate, it is destroyed.","feat":["Angel of Vindication"],"skill_mod":{},"summary":"To aid with your mission of destroying undead, you've specialized in techniques to destroy them, much as other assassins learn to kill the living.","primary_source":"Knights of Lastwall","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Assassin Dedication","source_category":["Lost Omens"],"requirement":"Your mark is an undead creature.","resistance":{},"url":"/Feats.aspx?ID=3612","archetype":["Assassin"],"name":"Angel of Vindication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-3612"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"trait":["Archetype","Skill","Uncommon"],"id":"feat-3613","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Eclipsed Vitality Source Knights of Lastwall pg. 80 Archetypes Assassin, Scout (Level 4) Prerequisites Assassin Dedication or Scout Dedication; Master in Stealth Access Knights of Lastwall have access to this feat. --- You shroud yourself in ashes that hide the vital essence sought by life-sensing undead. You're always taking precautions when Avoiding Notice, Hiding, and Sneaking to foil lifesense, and you're concealed to any creature using only precise lifesense to observe you.","feat":["Eclipsed Vitality"],"skill_mod":{},"summary":"You shroud yourself in ashes that hide the vital essence sought by life-sensing undead.","primary_source":"Knights of Lastwall","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Assassin Dedication or Scout Dedication; Master in Stealth","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3613","archetype":["Assassin","Scout"],"name":"Eclipsed Vitality","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-3613"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"trait":["Archetype","Uncommon"],"id":"feat-3614","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gravelands Herbalist Source Knights of Lastwall pg. 81 Archetype Herbalist Prerequisites Herbalist Dedication; Trained in Religion Access Knights of Lastwall have access to this feat. --- Your time with the Knights of Lastwall has taught you the secrets of creating and improving upon Lastwall soup. Add Lastwall soup to your list of herbal items. At 10th level, you can make an improved version of Lastwall soup that grants a +3 item bonus. At 18th level, you can make a greater version of Lastwall soup that grants a +4 item bonus, and its nourishing properties grant you 10 temporary Hit Points that last up to 10 minutes after eating it.","feat":["Gravelands Herbalist"],"skill_mod":{},"summary":"Your time with the Knights of Lastwall has taught you the secrets of creating and improving upon Lastwall soup.","primary_source":"Knights of Lastwall","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Herbalist Dedication; Trained in Religion","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3614","archetype":["Herbalist"],"name":"Gravelands Herbalist","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-3614"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Emotion","Stance","Uncommon"],"id":"feat-3615","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Push Back the Dead! Single Action Source Knights of Lastwall pg. 81 Archetype Marshal Prerequisites Marshal Dedication Access Knights of Lastwall have access to this feat. --- You call to your ally and strengthen their resolve and abilities to defend against the horrific tricks undead bring to bear. The ally gains a +2 circumstance bonus to saves against effects originating from undead. It also gains resistance to damage from Strikes made by undead creatures equal to half your Charisma modifier.","feat":["Push Back the Dead!"],"skill_mod":{},"summary":"You call to your ally and strengthen their resolve and abilities to defend against the horrific tricks undead bring to bear.","primary_source":"Knights of Lastwall","trait_group":["Feat","Sense","Mechanics","Class-Specific","Rarity"],"level":4,"prerequisite":"Marshal Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3615","archetype":["Marshal"],"name":"Push Back the Dead!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3615"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Press","Uncommon"],"id":"feat-3616","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Staggering Fire Single Action Source Knights of Lastwall pg. 81 Archetype Archer Prerequisites Archer Dedication Access Knights of Lastwall have access to this feat. --- You've learned how to fire at enemies to slow them down, allowing innocents and fellow knights alike time to escape. Make a ranged Strike with a weapon in the bow weapon group. On a hit, the target takes a –5-foot circumstance penalty to its Speed until the end of its turn, or a –10-foot circumstance penalty on a critical hit.","feat":["Staggering Fire"],"skill_mod":{},"summary":"You've learned how to fire at enemies to slow them down, allowing innocents and fellow knights alike time to escape.","primary_source":"Knights of Lastwall","trait_group":["Feat","Mechanics","Rarity"],"level":6,"prerequisite":"Archer Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3616","archetype":["Archer"],"name":"Staggering Fire","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3616"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Uncommon"],"id":"feat-3617","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Drive Back Reaction Source Knights of Lastwall pg. 81 Archetype Bastion Prerequisites Bastion Dedication Access Knights of Lastwall have access to this feat. Trigger An enemy within your reach Strikes an ally adjacent to you. Requirements You have your shield raised. --- You push the enemy back and attempt to intercede between the foe and your ally. You attempt to Shove the triggering enemy with your shield just as it attacks, pushing it back just after the attempt. Your shield has the shove trait for this Shove attempt. If the shove succeeds, you throw off your enemy's timing, and the enemy takes a –1 circumstance penalty on its attack roll against your ally.","feat":["Drive Back"],"skill_mod":{},"summary":"You push the enemy back and attempt to intercede between the foe and your ally.","primary_source":"Knights of Lastwall","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Bastion Dedication","source_category":["Lost Omens"],"requirement":"You have your shield raised.","trigger":"An enemy within your reach Strikes an ally adjacent to you.","resistance":{},"url":"/Feats.aspx?ID=3617","archetype":["Bastion"],"name":"Drive Back","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-3617"},{"skill_mod":{},"summary":"You provide preventative remedies and care to help your patient fight off future maladies.","primary_source":"Knights of Lastwall","trait_group":["Feat","Mechanics","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":8,"prerequisite":"Medic Dedication; Treat Condition","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3618","weakness":{},"archetype":["Medic"],"name":"Preventative Treatment","trait":["Archetype","Secret","Uncommon"],"id":"feat-3618","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Preventative Treatment Source Knights of Lastwall pg. 81 Archetype Medic Prerequisites Medic Dedication; Treat Condition Access Knights of Lastwall have access to this feat. --- You provide preventative remedies and care to help your patient fight off future maladies. You Treat a Condition the target doesn't yet have, naming any condition you could normally treat with Treat Condition. The counteract check gains the secret trait, so the GM rolls it secretly. The next time within the next minute the creature would be affected by that condition, your treatment immediately attempts to reduce the condition value with the effects of Treat Condition, using the secret roll result for the check. Preventative Treatment lasts on a creature for 1 minute, until the treatment is used, or until you use Preventative Treatment again on that creature, whichever comes first.","category":"feat","pfs":"Standard","feat":["Preventative Treatment"],"rarity":"uncommon","slug":"feat-3618"},{"skill_mod":{},"summary":"You are one of the raiders eagerly planning to launch an assault by sea on the Whispering Tyrant's Isle of Terror.","primary_source":"Knights of Lastwall","trait_group":["Feat","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":8,"prerequisite":"Viking Dedication","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3619","weakness":{},"archetype":["Viking"],"name":"Viking Vindicator","trait":["Archetype","Uncommon"],"id":"feat-3619","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Viking Vindicator Source Knights of Lastwall pg. 81 Archetype Viking Prerequisites Viking Dedication Access Knights of Lastwall have access to this feat. --- You are one of the raiders eagerly planning to launch an assault by sea on the Whispering Tyrant's Isle of Terror. You gain the Sudden Charge fighter feat, though it's a viking feat for you instead. As normal when gaining an additional feat from an archetype feat, gaining Sudden Charge doesn't count toward fulfilling the special requirement for Viking Dedication. If you already had Sudden Charge, you can retrain it as part of gaining this feat. When you use Sudden Charge to Strike a target in shallow water, the target is flat-footed against your Strike, as you use the water kicked up by your passage to camouflage your angle of attack. If you have Viking Weapon Familiarity or Viking Weapon Specialist, add the bastard sword and rapier to the list of weapons in those feats.","category":"feat","pfs":"Standard","feat":["Viking Vindicator"],"rarity":"uncommon","slug":"feat-3619"},{"skill_mod":{},"summary":"Your banner makes it harder for your foes to push your allies around and encourages your allies to protect the innocent.","primary_source":"Knights of Lastwall","trait_group":["Feat","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":10,"prerequisite":"Cavalier's Banner; Knight Vigilant","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3620","weakness":{},"archetype":["Cavalier","Knight Vigilant"],"name":"Stalwart Standard","trait":["Archetype","Uncommon"],"id":"feat-3620","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Stalwart Standard Source Knights of Lastwall pg. 81 Archetypes Cavalier, Knight Vigilant (Level 10) Prerequisites Cavalier's Banner; Knight Vigilant Access Knights of Lastwall have access to this feat. --- Your banner makes it harder for your foes to push your allies around and encourages your allies to protect the innocent. Allies benefiting from your Cavalier's Banner feat also gain a +1 circumstance bonus to their Fortitude and Reflex DCs against attempts to Disarm, Grapple, Shove, and Trip. Each benefited ally also gains a +1 status bonus to attack rolls against any creature that has dealt damage to an innocent of a lower level than that ally within the last round; summoned creatures, companions, or any creatures you or your allies put into danger on purpose to attempt to gain this bonus don't count.","category":"feat","pfs":"Standard","feat":["Stalwart Standard"],"rarity":"uncommon","slug":"feat-3620"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Emotion","Flourish","Mental","Uncommon","Visual"],"id":"feat-3621","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Wave the Flag Single Action Source Knights of Lastwall pg. 81 Archetype Cavalier Prerequisites Cavalier's Banner Access Knights of Lastwall have access to this feat. --- You wave your banner, inspiring allies to throw off the shackles of fear. Each ally presently benefiting from your Cavalier's Banner feat reduces their current frightened condition by 1 and can choose to immediately attempt a new saving throw against any one mental effect currently affecting them. Regardless of the result, any ally that attempts a save is temporarily immune to Wave the Flag for 10 minutes.","feat":["Wave the Flag"],"skill_mod":{},"summary":"You wave your banner, inspiring allies to throw off the shackles of fear.","primary_source":"Knights of Lastwall","trait_group":["Feat","Mechanics","Rarity","Sense"],"level":16,"prerequisite":"Cavalier's Banner","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3621","archetype":["Cavalier"],"name":"Wave the Flag","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3621"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Fighter","Uncommon"],"id":"feat-3622","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Agile Shield Grip Single Action Source Knights of Lastwall pg. 82 Archetypes Bastion (Level 4), Bastion (Level 4) Access Knights of Lastwall have access to this feat. Requirements You are wielding a shield with a shield boss or shield spikes in one hand. --- You change your grip on the shield, allowing you to combine rapid attacks with your shield boss or shield spikes and your main weapon's Strikes in a series of swift motions. You reduce your shield boss and shield spikes weapon damage die to 1d4. As long as the weapon damage die is 1d4, your shield boss and shield spike Strikes gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the agile trait.","feat":["Agile Shield Grip"],"skill_mod":{},"summary":"You change your grip on the shield, allowing you to combine rapid attacks with your shield boss or shield spikes and your main weapon's Strikes in a series of swift motions.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"level":1,"source_category":["Lost Omens"],"requirement":"You are wielding a shield with a shield boss or shield spikes in one hand.","resistance":{},"url":"/Feats.aspx?ID=3622","archetype":["Bastion"],"name":"Agile Shield Grip","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3622"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Fighter","Uncommon"],"id":"feat-3623","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Devoted Guardian Single Action Source Knights of Lastwall pg. 82 Access Knights of Lastwall have access to this feat. Requirements Your last action was to Raise a Shield. --- You adopt a wide stance, ready to defend both yourself and your chosen ward. Select one adjacent creature. As long as your shield is raised and the creature remains adjacent to you, the creature gains a +1 circumstance bonus to their AC, or a +2 circumstance bonus if the shield you raised was a tower shield.","feat":["Devoted Guardian"],"skill_mod":{},"summary":"You adopt a wide stance, ready to defend both yourself and your chosen ward.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"level":2,"source_category":["Lost Omens"],"requirement":"Your last action was to Raise a Shield .","resistance":{},"url":"/Feats.aspx?ID=3623","name":"Devoted Guardian","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3623"},{"skill_mod":{},"summary":"You know the path to victory isn't traveled alone, and you lend aid to your companions whenever you can.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3624","weakness":{},"name":"Reliable Squire","trait":["Bard","Champion","Uncommon"],"id":"feat-3624","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Reliable Squire Source Knights of Lastwall pg. 82 Access Knights of Lastwall have access to this feat. --- You know the path to victory isn't traveled alone, and you lend aid to your companions whenever you can. You gain a +2 circumstance bonus to checks to Aid. If you roll a critical failure on a check to Aid, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Reliable Squire"],"rarity":"uncommon","slug":"feat-3624"},{"skill_mod":{},"summary":"You're firm in your convictions and have girded your mind against outside influence.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3625","weakness":{},"name":"Resilient Mind","trait":["Champion","Cleric","Uncommon"],"id":"feat-3625","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Resilient Mind Source Knights of Lastwall pg. 82 Access Knights of Lastwall have access to this feat. --- You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against mental effects. This bonus increases to +2 against mental effects originating from undead.","category":"feat","pfs":"Standard","feat":["Resilient Mind"],"rarity":"uncommon","slug":"feat-3625"},{"skill_mod":{},"summary":"Through countless battles, you've learned you're stronger when working alongside your allies.","primary_source":"Knights of Lastwall","trait_group":["Class","Mechanics","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3626","weakness":{},"name":"United Assault","trait":["Fighter","Flourish","Ranger","Uncommon"],"actions_number":2,"id":"feat-3626","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > United Assault Single Action Source Knights of Lastwall pg. 82 Access Knights of Lastwall have access to this feat. --- Through countless battles, you've learned you're stronger when working alongside your allies. Make a Strike. Your Strike gains a circumstance bonus to damage rolls equal to the number of other different creatures that damaged the target since the end of the target's last turn, to a maximum of a +4 circumstance bonus.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["United Assault"],"rarity":"uncommon","slug":"feat-3626"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Additive","Alchemist","Uncommon"],"id":"feat-3627","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Chemical Purification Free Action Source Knights of Lastwall pg. 83 Frequency once per round Access Knights of Lastwall have access to this feat. Trigger You use Quick Alchemy to craft an alchemist's fire or ghost charge, and that bomb's level is at least 2 levels lower than your advanced alchemy level. --- You developed a method to chemically purify and consecrate your bombs on the fly. You include this additive mixture when crafting your alchemist's fire or ghost charge. The created bomb deals 1d4 persistent positive damage in addition to whatever damage it would normally cause. As usual for positive damage, this damage harms only undead and creatures with negative healing.","feat":["Chemical Purification"],"skill_mod":{},"summary":"You developed a method to chemically purify and consecrate your bombs on the fly.","primary_source":"Knights of Lastwall","trait_group":["Class-Specific","Class","Rarity"],"level":4,"source_category":["Lost Omens"],"trigger":"You use Quick Alchemy to craft an alchemist's fire or ghost charge , and that bomb's level is at least 2 levels lower than your advanced alchemy level.","resistance":{},"url":"/Feats.aspx?ID=3627","name":"Chemical Purification","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-3627"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Barbarian","Divine","Necromancy","Rage","Uncommon"],"id":"feat-3628","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ghost Wrangler Single Action Source Knights of Lastwall pg. 83 Prerequisites spirit instinct Access Knights of Lastwall have access to this feat. --- Spirits around you coalesce upon your fists, enabling you to seize and harm other ghosts and spirits. Until the beginning of your next turn, your fists gain the effects of the ghost touch property rune, and you can make Strength-based skill checks against incorporeal creatures.","feat":["Ghost Wrangler"],"skill_mod":{},"summary":"Spirits around you coalesce upon your fists, enabling you to seize and harm other ghosts and spirits.","primary_source":"Knights of Lastwall","trait_group":["Class","Tradition","School","Class-Specific","Rarity"],"level":4,"prerequisite":"spirit instinct","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3628","name":"Ghost Wrangler","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3628"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Bard","Champion","Emotion","Mental","Uncommon"],"id":"feat-3629","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Inspiring Resilience Reaction Source Knights of Lastwall pg. 83 Access Knights of Lastwall have access to this feat. Trigger You and at least one other creature become the target of a spell or effect with the emotion, fear, or mental trait that allows a saving throw, and you haven't rolled the save yet. --- You show defiance in times of hardship and inspire your companions to persevere. Allies within 30 feet of you gain a +1 circumstance bonus to their Will save against the triggering effect, or a +2 circumstance bonus if the effect originated from an undead.","feat":["Inspiring Resilience"],"skill_mod":{},"summary":"You show defiance in times of hardship and inspire your companions to persevere.","primary_source":"Knights of Lastwall","trait_group":["Class","Mechanics","Rarity"],"level":4,"source_category":["Lost Omens"],"trigger":"You and at least one other creature become the target of a spell or effect with the emotion , fear , or mental trait that allows a saving throw, and you haven't rolled the save yet.","resistance":{},"url":"/Feats.aspx?ID=3629","name":"Inspiring Resilience","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-3629"},{"skill_mod":{},"summary":"You attack carefully to knock some sense into a creature whose actions aren't their own.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":4,"source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3630","weakness":{},"name":"Knock Sense","trait":["Champion","Fighter","Uncommon"],"actions_number":2,"id":"feat-3630","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Knock Sense Single Action Source Knights of Lastwall pg. 83 Access Knights of Lastwall have access to this feat. --- You attack carefully to knock some sense into a creature whose actions aren't their own. Make a Strike against a confused ally. The Strike is nonlethal and doesn't take a –2 penalty for using a weapon without the nonlethal trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the confused condition when taking damage.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Knock Sense"],"rarity":"uncommon","slug":"feat-3630"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"trait":["Cleric","Oracle","Uncommon"],"id":"feat-3631","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Prayer-Touched Weapon Free Action Source Knights of Lastwall pg. 83 Frequency once per turn Prerequisites divine spells, you follow a good-aligned deity Access Knights of Lastwall have access to this feat. Requirements Your most recent action was to cast a non-cantrip divine spell. --- You coat a weapon you're wielding in prayers and the divine power given to you by your deity. Until the end of your turn, the weapon deals an extra 1d6 positive damage. As usual for positive damage, this damage harms only undead and creatures with negative healing.","feat":["Prayer-Touched Weapon"],"skill_mod":{},"summary":"You coat a weapon you're wielding in prayers and the divine power given to you by your deity.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"level":4,"prerequisite":"divine spells, you follow a good-aligned deity","source_category":["Lost Omens"],"requirement":"Your most recent action was to cast a non-cantrip divine spell.","resistance":{},"url":"/Feats.aspx?ID=3631","name":"Prayer-Touched Weapon","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-3631"},{"skill_mod":{},"summary":"Your spell becomes volatile and explosive.","primary_source":"Knights of Lastwall","trait_group":["Class","Mechanics","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":6,"source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3632","weakness":{},"name":"Detonating Spell","trait":["Cleric","Concentrate","Metamagic","Oracle","Sorcerer","Uncommon","Witch","Wizard","Spellshape"],"actions_number":2,"id":"feat-3632","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Detonating Spell Single Action Source Knights of Lastwall pg. 83 Access Knights of Lastwall have access to this feat. --- Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Detonating Spell"],"rarity":"uncommon","slug":"feat-3632"},{"skill_mod":{},"summary":"Your familiar is a divine emissary, sent to you by your deity or patron and infused with celestial powers.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":6,"prerequisite":"a familiar, you follow a good-aligned deity or patron","source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3633","weakness":{},"name":"Divine Emissary","trait":["Sorcerer","Uncommon","Witch"],"id":"feat-3633","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Divine Emissary Source Knights of Lastwall pg. 83 Prerequisites a familiar, you follow a good-aligned deity or patron Access Knights of Lastwall have access to this feat. --- Your familiar is a divine emissary, sent to you by your deity or patron and infused with celestial powers. You can select one additional familiar ability each day, which must be one of the following divine emissary familiar abilities. You can't select more than one divine emissary familiar ability at a time. Erudite Your familiar has incredible religious knowledge. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Religion check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds its check to Aid you with Religion checks or automatically critically succeeds if you're a master in Religion. Luminous Your familiar glows with a comforting light. It sheds bright light in a 30-foot radius and dim light for the next 30 feet. It can suppress or resume this light by using an action, which has the concentrate trait. Medic Your familiar can draw upon the power of your deity to Cast a Spell once per day. The familiar can cast the 1-action version of heal at a level 2 levels lower than your highest-level spell slot, which it can cast only on you. You must be able to cast 3rd-level spells from spell slots to select this ability. Radiant Your familiar is filled with a divine radiance that makes it resistant to the forces of evil. Your familiar gains resistance to evil and negative damage equal to half your level.","category":"feat","pfs":"Standard","feat":["Divine Emissary"],"rarity":"uncommon","slug":"feat-3633"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Fighter","Uncommon"],"id":"feat-3634","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Shield Wall Reaction Source Knights of Lastwall pg. 84 Access Knights of Lastwall have access to this feat. Trigger Your shield is raised and an adjacent ally Raises a Shield. --- You use your shield in tandem with an ally's, forming a barricade. Both you and the triggering creature have standard cover as long as you remain adjacent to each other and you both have your shields raised; when this is no longer the case, the effect ends. You and your ally can't use this cover to Hide, as it's obvious you're standing there holding your shields, but you and your ally can use it to Take Cover. Normally, if you and your ally don't move, Shield Wall lasts until the beginning of your next turn, when your shield is no longer raised.","feat":["Shield Wall"],"skill_mod":{},"summary":"You use your shield in tandem with an ally's, forming a barricade.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"level":6,"source_category":["Lost Omens"],"trigger":"Your shield is raised and an adjacent ally Raises a Shield .","resistance":{},"url":"/Feats.aspx?ID=3634","name":"Shield Wall","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-3634"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Fighter","Swashbuckler","Uncommon"],"id":"feat-3635","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Knight's Retaliation Reaction Source Knights of Lastwall pg. 84 Prerequisites Trained in Athletics Access Knights of Lastwall have access to this feat. Trigger An undead creature within your reach critically fails a Strike against you. --- You knock the enemy's blow aside and twist, unbalancing your foe. You attempt to Disarm, Shove, or Trip the triggering creature.","feat":["Knight's Retaliation"],"skill_mod":{},"summary":"You knock the enemy's blow aside and twist, unbalancing your foe.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"level":8,"prerequisite":"Trained in Athletics","source_category":["Lost Omens"],"trigger":"An undead creature within your reach critically fails a Strike against you.","resistance":{},"url":"/Feats.aspx?ID=3635","name":"Knight's Retaliation","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-3635"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"frequency":"You're holding holy water or a bomb that deals positive damage in one of your hands.","weakness":{},"trait":["Alchemist","Uncommon"],"id":"feat-3636","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Retaliatory Cleansing Reaction Source Knights of Lastwall pg. 84 Frequency You're holding holy water or a bomb that deals positive damage in one of your hands. Access Knights of Lastwall have access to this feat. Trigger You would take damage from an adjacent creature's Strike. --- You twist your hand in front of the blow, ensuring the enemy's attack shatters the required holy water or bomb. The creature takes the on-hit and splash damage from the holy water or required bomb, not counting any additional effects you would add or apply when you throw the bomb, such as weapon specialization or Calculated Splash. You're splashed by the holy water or required bomb, although since positive damage harms only undead and creatures with negative healing, it's unlikely you will take damage.","feat":["Retaliatory Cleansing"],"skill_mod":{},"summary":"You twist your hand in front of the blow, ensuring the enemy's attack shatters the required holy water or bomb.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"level":8,"source_category":["Lost Omens"],"trigger":"You would take damage from an adjacent creature's Strike.","resistance":{},"url":"/Feats.aspx?ID=3636","name":"Retaliatory Cleansing","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-3636"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Cleric","Concentrate","Metamagic","Oracle","Sorcerer","Uncommon","Spellshape"],"id":"feat-3637","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Consecrate Spell Single Action Source Knights of Lastwall pg. 84 Prerequisites ability to cast focus spells, divine spells Access Knights of Lastwall have access to this feat. --- You infuse a spell with the power of your faith, consecrating it. If the next action you use is to Cast a Spell that targets a single undead, you can expend a Focus Point, channeling the power of your focus spells into the primary spell. If you do, the spell you cast deals additional good or positive damage (your choice) equal to the level of your focus spells. As normal for additional damage, this additional damage is doubled if the spell cast requires an attack roll and the result of the attack roll is a critical hit, or if the spell cast requires a saving throw and the result of the saving throw is a critical failure.","feat":["Consecrate Spell"],"skill_mod":{},"summary":"You infuse a spell with the power of your faith, consecrating it.","primary_source":"Knights of Lastwall","trait_group":["Class","Mechanics","Rarity"],"level":10,"prerequisite":"ability to cast focus spells, divine spells","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3637","name":"Consecrate Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3637"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Swashbuckler","Uncommon"],"id":"feat-3638","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Corpse-Killer's Defiance Reaction Source Knights of Lastwall pg. 85 Access Knights of Lastwall have access to this feat. Trigger You destroy an undead foe. --- You defy Tar-Baphon with every undead you destroy, using your victory to rally your allies. Allies that can see you gain a +1 status bonus to attack and damage rolls against undead for 1 round, or a +2 status bonus to attack and damage rolls against undead for 2 rounds if the undead foe destroyed was a creature of your level or higher.","feat":["Corpse-Killer's Defiance"],"skill_mod":{},"summary":"You defy Tar-Baphon with every undead you destroy, using your victory to rally your allies.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"level":10,"source_category":["Lost Omens"],"trigger":"You destroy an undead foe.","resistance":{},"url":"/Feats.aspx?ID=3638","name":"Corpse-Killer's Defiance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-3638"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Champion","Cleric","Concentrate","Divine","Evocation","Light","Uncommon"],"id":"feat-3639","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Holy Light Two Actions Source Knights of Lastwall pg. 85 Prerequisites you follow a good-aligned deity Access Knights of Lastwall have access to this feat. --- You raise your arms to the sky and pray fervently, surrounding yourself in a beacon of holy light. The beacon sheds bright light in a 30-foot-radius, 100-foot-high cylinder centered on you until the beginning of your next turn. Evil creatures in the area must succeed at a Will save equal to your class DC or spell DC (whichever is higher) or become dazzled for 1 round.","feat":["Holy Light"],"skill_mod":{},"summary":"You raise your arms to the sky and pray fervently, surrounding yourself in a beacon of holy light.","primary_source":"Knights of Lastwall","trait_group":["Class","Mechanics","Tradition","School","Rarity"],"level":10,"prerequisite":"you follow a good-aligned deity","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3639","name":"Holy Light","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-3639"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Cleric","Uncommon"],"id":"feat-3640","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Miraculous Intervention Reaction Source Knights of Lastwall pg. 85 Access Knights of Lastwall have access to this feat. Trigger An adjacent fiend or undead begins to use a reaction. --- Through divine intervention or whispered prayers, you foil an enemy's response. If the triggering creature's level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature's level is higher than yours, you must make an attack roll or spell attack roll against its AC (your choice). On a success, you disrupt the reaction.","feat":["Miraculous Intervention"],"skill_mod":{},"summary":"Through divine intervention or whispered prayers, you foil an enemy's response.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"level":12,"source_category":["Lost Omens"],"trigger":"An adjacent fiend or undead begins to use a reaction.","resistance":{},"url":"/Feats.aspx?ID=3640","name":"Miraculous Intervention","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-3640"},{"skill_mod":{},"summary":"You imbue your shield with life-giving energy to deflect harmful necromantic magic.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","level":12,"source_category":["Lost Omens"],"source":["Knights of Lastwall"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3641","weakness":{},"name":"Necromantic Deflection","trait":["Champion","Druid","Uncommon"],"id":"feat-3641","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Necromantic Deflection Source Knights of Lastwall pg. 85 Access Knights of Lastwall have access to this feat. --- You imbue your shield with life-giving energy to deflect harmful necromantic magic. When you have your shield raised, you gain the shield's circumstance bonus to your AC and saving throws against necromancy spells. If you have the Shield Block reaction, damage you take as a result of a necromancy spell can trigger that reaction, even if it isn't physical damage.","category":"feat","pfs":"Standard","feat":["Necromantic Deflection"],"rarity":"uncommon","slug":"feat-3641"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Bard","Concentrate","Metamagic","Sorcerer","Uncommon","Spellshape"],"id":"feat-3642","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Sight Single Action Source Knights of Lastwall pg. 85 Prerequisites Soulsight Access Knights of Lastwall have access to this feat. --- You bestow the mystical vision granted to you by your muse upon your allies. If your next action is to cast a non-cantrip spell that affects one or more of your allies, all affected allies gain your spiritsense for 1 minute.","feat":["Shared Sight"],"skill_mod":{},"summary":"You bestow the mystical vision granted to you by your muse upon your allies.","primary_source":"Knights of Lastwall","trait_group":["Class","Mechanics","Rarity"],"level":12,"prerequisite":"Soulsight","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3642","name":"Shared Sight","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3642"},{"access":"Knights of Lastwall have access to this feat.","primary_source_category":"Lost Omens","source":["Knights of Lastwall"],"type":"Feat","speed":{},"weakness":{},"trait":["Cleric","Oracle","Sorcerer","Uncommon"],"id":"feat-3643","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Purifying Breeze Single Action Source Knights of Lastwall pg. 85 Prerequisites divine spells Access Knights of Lastwall have access to this feat. Requirements Your most recent action was to cast a non-cantrip spell with the healing trait. --- You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne disease or poison effect in a 15-foot radius around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws. ","feat":["Purifying Breeze"],"skill_mod":{},"summary":"You transfer the divine essence of your magic to the air around you, cleansing it of toxins.","primary_source":"Knights of Lastwall","trait_group":["Class","Rarity"],"level":14,"prerequisite":"divine spells","source_category":["Lost Omens"],"requirement":"Your most recent action was to cast a non-cantrip spell with the healing trait.","resistance":{},"url":"/Feats.aspx?ID=3643","name":"Purifying Breeze","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-3643"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","school":"abjuration","trait":["Abjuration","Aftermath","Rare"],"id":"feat-3644","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Glass Skin May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 77 Prerequisites You were present at the death of the medusa Alethsia, whose vitrumantic powers were passed on to you in the wake of her destruction. --- Even if vitrumancy is a mystery to you, your blood and flesh know the secrets of the art of arcane glass. Patches of your skin to flicker into glass without warning. By focusing the effect, you can concentrate the glass into a powerful protective layer of magical obsidian. Once per day, you can cast stoneskin on yourself as an innate primal spell, though the spell covers you in a layer of glass instead of stone. During this innate stoneskin, you gain the Shatter Glass reaction. At 18th level, the stoneskin is heightened to 6th level instead of 4th. Shatter Glass Reaction Trigger An adjacent creature Strikes you with a melee weapon or unarmed attack and deals damage; Requirements Your innate stoneskin from Glass Skin is active; Effect You shatter some of the glass on your skin to damage your attacker. The attacker takes 3d10 damage and the duration of the stoneskin decreases by 1 minute. At 14th level, the damage increases to 4d10, and at 18th level, the damage increases to 5d10.","feat":["Glass Skin"],"skill_mod":{},"summary":"Even if vitrumancy is a mystery to you, your blood and flesh know the secrets of the art of arcane glass.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["School","Feat","Rarity"],"level":10,"prerequisite":"You were present at the death of the medusa Alethsia, whose vitrumantic powers were passed on to you in the wake of her destruction.","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3644","source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Glass Skin","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-3644"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","skill":["Crafting","Crafting"],"trait":["Archetype","Dedication","Rare"],"id":"feat-3645","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Clockwork Reanimator Dedication May contain spoilers from Outlaws of Alkenstar Source Pathfinder #180: The Smoking Gun pg. 78 Archetype Clockwork Reanimator Prerequisites Trained in Crafting --- You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a minion. Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess. Special You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it. Clockwork Reanimator Dedication leads to... Advanced Reanimated Companion, Hijack Undead, Improved Hijack Undead, It's Alive!, Self-Destruct, Unwind Death, Zombie Horde","feat":["Clockwork Reanimator Dedication"],"skill_mod":{},"summary":"You can animate corpses through cunning engineering.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Crafting","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3645","archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Reanimator Dedication","category":"feat","rarity":"rare","slug":"feat-3645"},{"skill_mod":{},"summary":"Your corpselike construct companion becomes much more powerful and can act with limited autonomy to follow your greater directives.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":4,"prerequisite":"Clockwork Reanimator Dedication","source_category":["Adventure Paths"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3646","weakness":{},"archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Advanced Reanimated Companion","trait":["Archetype"],"id":"feat-3646","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Advanced Reanimated Companion Source Pathfinder #180: The Smoking Gun pg. 78 Archetype Clockwork Reanimator Prerequisites Clockwork Reanimator Dedication --- Your corpselike construct companion becomes much more powerful and can act with limited autonomy to follow your greater directives. It becomes an advanced construct companion. During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike. Advanced Reanimated Companion leads to... Incredible Reanimated Companion","category":"feat","feat":["Advanced Reanimated Companion"],"rarity":"common","slug":"feat-3646"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Archetype"],"id":"feat-3647","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Hijack Undead Three Actions Source Pathfinder #180: The Smoking Gun pg. 79 Archetype Clockwork Reanimator Frequency once per hour Prerequisites Clockwork Reanimator Dedication --- Your clockwork devices can commandeer the bodies of undead, bending them to your will. Make a melee Strike against an adjacent undead creature. On a success, instead of taking damage, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw against the higher of your class DC or spell DC to resist being controlled by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result. Critical Success The target is unaffected and temporarily immune for 24 hours. Success The target is unaffected. Failure The undead creature becomes a minion under your control for 1 minute. The control ends if you or an ally attacks the minion undead. Critical Failure As failure, but the duration is 1 hour. Hijack Undead leads to... Improved Hijack Undead","feat":["Hijack Undead"],"skill_mod":{},"summary":"Your clockwork devices can commandeer the bodies of undead , bending them to your will.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat"],"level":4,"prerequisite":"Clockwork Reanimator Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3647","archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"name":"Hijack Undead","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-3647"},{"skill_mod":{},"summary":"You've mastered the use of electrical energy to power your clockwork creations.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":6,"prerequisite":"Clockwork Reanimator Dedication","source_category":["Adventure Paths"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3648","weakness":{},"archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"It's Alive!","trait":["Archetype"],"id":"feat-3648","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > It's Alive! Source Pathfinder #180: The Smoking Gun pg. 79 Archetype Clockwork Reanimator Prerequisites Clockwork Reanimator Dedication --- You've mastered the use of electrical energy to power your clockwork creations. Whenever your construct companion takes electricity damage, it gains temporary Hit Points equal to either half the electricity damage it took or your level, whichever is lower. These temporary Hit Points last for up to 1 minute.","category":"feat","feat":["It's Alive!"],"rarity":"common","slug":"feat-3648"},{"skill_mod":{},"summary":"You imbue the necrotized flesh of your reanimated construct companion with strange chemicals and fine-tune the clockwork within, enhancing all its capabilities.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":8,"prerequisite":"Advanced Reanimated Companion","source_category":["Adventure Paths"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3649","weakness":{},"archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Incredible Reanimated Companion","trait":["Archetype"],"id":"feat-3649","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Incredible Reanimated Companion Source Pathfinder #180: The Smoking Gun pg. 79 Archetype Clockwork Reanimator Prerequisites Advanced Reanimated Companion --- You imbue the necrotized flesh of your reanimated construct companion with strange chemicals and fine-tune the clockwork within, enhancing all its capabilities. It becomes an incredible construct companion. Incredible Reanimated Companion leads to... Paragon Reanimated Companion","category":"feat","feat":["Incredible Reanimated Companion"],"rarity":"common","slug":"feat-3649"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Archetype"],"id":"feat-3650","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Self-Destruct Reaction Source Pathfinder #180: The Smoking Gun pg. 79 Archetype Clockwork Reanimator Prerequisites Clockwork Reanimator Dedication Trigger Your reanimated clockwork companion is reduced to 0 Hit Points. Requirements You're within 60 feet of your reanimated clockwork companion. --- You've installed a self-destruct device within your construct companion, which you can trigger with a special device from up to 60 feet away. When you activate the device, your reanimated construct companion explodes, dealing 2d6 fire damage per level to all creatures in a 30-foot radius. Creatures caught in the blast can attempt a basic Reflex save, with a DC equal to the higher of your class DC or spell DC.","feat":["Self-Destruct"],"skill_mod":{},"summary":"You've installed a self-destruct device within your construct companion, which you can trigger with a special device from up to 60 feet away.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat"],"level":12,"prerequisite":"Clockwork Reanimator Dedication","source_category":["Adventure Paths"],"requirement":"You're within 60 feet of your reanimated clockwork companion.","trigger":"Your reanimated clockwork companion is reduced to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=3650","archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"name":"Self-Destruct","actions_number":1,"category":"feat","actions":"Reaction","rarity":"common","slug":"feat-3650"},{"skill_mod":{},"summary":"Undead creatures find it all but impossible to resist your commands.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Clockwork Reanimator Dedication; Hijack Undead","source_category":["Adventure Paths"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3651","weakness":{},"archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Improved Hijack Undead","trait":["Archetype"],"id":"feat-3651","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Improved Hijack Undead Source Pathfinder #180: The Smoking Gun pg. 79 Archetype Clockwork Reanimator Prerequisites Clockwork Reanimator Dedication; Hijack Undead --- Undead creatures find it all but impossible to resist your commands. When you use Hijack Undead, if the undead fails its save, it becomes your minion for 10 minutes. If it critically fails, it becomes your minion for 24 hours.","category":"feat","feat":["Improved Hijack Undead"],"rarity":"common","slug":"feat-3651"},{"skill_mod":{},"summary":"You have reached the pinnacle of necromantic science, creating a mechanical zombie unlike any the world has seen before.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Incredible Reanimated Companion","source_category":["Adventure Paths"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3652","weakness":{},"archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"primary_source_group":"Outlaws of Alkenstar","name":"Paragon Reanimated Companion","trait":["Archetype"],"id":"feat-3652","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Paragon Reanimated Companion Source Pathfinder #180: The Smoking Gun pg. 79 Archetype Clockwork Reanimator Prerequisites Incredible Reanimated Companion --- You have reached the pinnacle of necromantic science, creating a mechanical zombie unlike any the world has seen before. Your reanimated construct companion becomes a paragon construct companion.","category":"feat","feat":["Paragon Reanimated Companion"],"rarity":"common","slug":"feat-3652"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Archetype"],"id":"feat-3653","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Unwind Death Three Actions Source Pathfinder #180: The Smoking Gun pg. 79 Archetype Clockwork Reanimator Prerequisites Clockwork Reanimator Dedication Requirements The target's body must be mostly intact. --- Combining necromancy with the mysterious temporal powers of clockwork, you wind a creature backward from the moment of its death. Attempt a DC 40 Crafting check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead , except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is then temporarily immune to Unwind Death for 1 day.","feat":["Unwind Death"],"skill_mod":{},"summary":"Combining necromancy with the mysterious temporal powers of clockwork, you wind a creature backward from the moment of its death.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat"],"level":16,"prerequisite":"Clockwork Reanimator Dedication","source_category":["Adventure Paths"],"requirement":"The target's body must be mostly intact.","resistance":{},"url":"/Feats.aspx?ID=3653","archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"name":"Unwind Death","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-3653"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #180: The Smoking Gun"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Outlaws of Alkenstar","trait":["Archetype"],"id":"feat-3654","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Zombie Horde Three Actions Source Pathfinder #180: The Smoking Gun pg. 79 Archetype Clockwork Reanimator Prerequisites Clockwork Reanimator Dedication --- You built your reanimated construct companion of modular components from various corpses. Its unique makeup enables your companion to split into dozens or even hundreds of much smaller corpse constructs. Acting as one, this shambling swarm can overwhelm your enemies. You Command your reanimated construct companion. Instead of its normal actions, the companion splits into a horde of Small and Tiny construct companions within a 30-foot emanation from its original space. The horde makes a Strike against each foe within the emanation with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the companion makes all the attacks. The miniature companions recombine into a single companion of their original size at any location within the emanation.","feat":["Zombie Horde"],"skill_mod":{},"summary":"You built your reanimated construct companion of modular components from various corpses.","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Feat"],"level":20,"prerequisite":"Clockwork Reanimator Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3654","archetype":["Clockwork Reanimator"],"source_group":["Outlaws of Alkenstar"],"name":"Zombie Horde","actions_number":6,"category":"feat","actions":"Three Actions","rarity":"common","slug":"feat-3654"},{"skill_mod":{},"summary":"By unraveling memories and connections passed down from your progenitors and buried within your unconscious mind, you learn to convert your inherent magic into psychic power.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3656","weakness":{},"name":"Ancestral Mind","trait":["Psychic"],"id":"feat-3656","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ancestral Mind Source Dark Archive pg. 24 --- By unraveling memories and connections passed down from your progenitors and buried within your unconscious mind, you learn to convert your inherent magic into psychic power. You can cast any innate spells you know from an ancestry feat or heritage using your psychic spellcasting components. When you do so, the spell's tradition becomes occult, if it wasn't already, and you can use your psychic spellcasting ability modifier instead of Charisma to determine your spell attack roll and spell DC.","category":"feat","pfs":"Standard","feat":["Ancestral Mind"],"rarity":"common","slug":"feat-3656"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Occult","Psychic"],"id":"feat-3657","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Counter Thought Reaction Source Dark Archive pg. 24 Trigger A creature Casts a Spell with the mental trait. Requirements You have an unexpended spell slot you could use to Cast a Spell with the mental trait. --- When a foe Casts a Spell that has the mental trait and you can see its manifestations, you can use your own mental magic to disrupt it. You expend one of your spell slots to counter the triggering creature's casting of a spell with the mental trait. You lose your spell slot as if you had cast the triggering spell; this spell slot must be one for which you could Cast a Spell with the mental trait. You then attempt to counteract the triggering spell.","feat":["Counter Thought"],"skill_mod":{},"summary":"When a foe Casts a Spell that has the mental trait and you can see its manifestations, you can use your own mental magic to disrupt it.","primary_source":"Dark Archive","trait_group":["School","Tradition","Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You have an unexpended spell slot you could use to Cast a Spell with the mental trait.","trigger":"A creature Casts a Spell with the mental trait.","resistance":{},"url":"/Feats.aspx?ID=3657","name":"Counter Thought","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3657"},{"skill_mod":{},"summary":"Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3658","weakness":{},"name":"Mental Buffer","trait":["Psychic"],"id":"feat-3658","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mental Buffer Source Dark Archive pg. 24 --- Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage equal to half your level (minimum 1). This resistance increases to equal to your level while your Psyche is Unleashed.","category":"feat","pfs":"Standard","feat":["Mental Buffer"],"rarity":"common","slug":"feat-3658"},{"skill_mod":{},"summary":"Your telepathic sensitivity intensifies when you're affected by mental magic, making it easier for you to link to other creatures.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3659","weakness":{},"name":"Psychic Rapport","trait":["Psychic"],"id":"feat-3659","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Psychic Rapport Source Dark Archive pg. 24 --- Your telepathic sensitivity intensifies when you're affected by mental magic, making it easier for you to link to other creatures. After you Cast a Spell with the mental trait, until the start of your next turn, you gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks, and to Perception checks to Sense Motive.","category":"feat","pfs":"Standard","feat":["Psychic Rapport"],"rarity":"common","slug":"feat-3659"},{"skill_mod":{},"summary":"Your spells release soothing mental waves.","primary_source":"Dark Archive","trait_group":["Class-Specific","Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3660","weakness":{},"name":"Mental Balm","trait":["Amp","Emotion","Mental","Psychic"],"id":"feat-3660","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mental Balm Source Dark Archive pg. 24 --- Your spells release soothing mental waves. Use this amp in place of a psi cantrip's normal amp entry. You can use this amp only on a psi cantrip that targets or affects you or one or more of your allies and doesn't target or affect any enemies. --- Amp You or one ally within 30 feet gains a +2 status bonus to Will saves against emotion effects for 1 minute. You can also have the amped psi cantrip attempt to counteract one effect imposing the frightened condition on yourself or the chosen ally, or an effect imposing the stupefied condition that has a duration of 1 hour or less. If you successfully counteract the effect, you remove only the frightened and stupefied conditions, not any other part of the effect.","category":"feat","pfs":"Standard","feat":["Mental Balm"],"rarity":"common","slug":"feat-3660"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"school":"evocation","trait":["Concentrate","Evocation","Mindshift","Occult","Psyche","Psychic"],"id":"feat-3661","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Psi Burst Single Action Source Dark Archive pg. 24 Frequency once per round --- With a passing thought, you direct violent psychic energies at a nearby creature. Target one creature within 30 feet. It takes 1d4 bludgeoning damage with a basic Reflex save. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.","feat":["Psi Burst"],"skill_mod":{},"summary":"With a passing thought, you direct violent psychic energies at a nearby creature.","primary_source":"Dark Archive","trait_group":["Mechanics","School","Class-Specific","Tradition","Class"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3661","name":"Psi Burst","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3661"},{"skill_mod":{},"summary":"You use your magic to bend space, causing your spell to strike from a strange vector.","primary_source":"Dark Archive","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3662","weakness":{},"name":"Warp Space","trait":["Amp","Psychic"],"id":"feat-3662","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Warp Space Source Dark Archive pg. 24 --- You use your magic to bend space, causing your spell to strike from a strange vector. Use this amp in place of a psi cantrip's normal amp entry. The amped psi cantrip must have a range. --- Amp Choose a square within 30 feet to which you have line of effect and line of sight. Determine your spell's line of effect and line of sight from there, as well as whether creatures have cover against the spell. The spell can exceed its normal range as measured from you, as long as it's within its normal range from the square you chose.","category":"feat","pfs":"Standard","feat":["Warp Space"],"rarity":"common","slug":"feat-3662"},{"skill_mod":{},"summary":"You spin out a thread of psychic energy that connects you to an ally, using it as a conduit for your abilities.","primary_source":"Dark Archive","trait_group":["School","Tradition","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3663","weakness":{},"school":"abjuration","name":"Astral Tether","trait":["Abjuration","Occult","Psychic"],"actions_number":2,"id":"feat-3663","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Astral Tether Single Action Source Dark Archive pg. 24 --- You spin out a thread of psychic energy that connects you to an ally, using it as a conduit for your abilities. Choose a willing creature within 60 feet and connect to it. Whenever you would gain a benefit from a psychic amp, you can have the amp affect the tethered creature instead. You can do so only if the amp grants a distinct benefit, not if it alters the amped spell. The tether can't be severed physically but breaks if the distance between you and the tethered ally ever exceeds 60 feet, if you become unconscious, or if you use Astral Tether again.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Astral Tether"],"rarity":"common","slug":"feat-3663"},{"skill_mod":{},"summary":"As your spell strikes a target, you plant a beacon in the target's mind that announces its presence to those nearby.","primary_source":"Dark Archive","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3664","weakness":{},"name":"Homing Beacon","trait":["Amp","Psychic"],"id":"feat-3664","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Homing Beacon Source Dark Archive pg. 24 --- As your spell strikes a target, you plant a beacon in the target's mind that announces its presence to those nearby. Use this amp in place of a psi cantrip's normal amp entry. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. --- Amp Choose one creature hit by the spell (if the spell has a spell attack roll) or that fails its save against the spell (if the spell requires a save). A psychic beacon emits from the creature's location, making it easier to notice the creature as the mind and attention of onlookers is subtly drawn to it. For 1 minute, if the target would be invisible, it's instead merely concealed, and if it would be concealed, it's no longer concealed.","category":"feat","pfs":"Standard","feat":["Homing Beacon"],"rarity":"common","slug":"feat-3664"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"trait":["Mindshift","Psychic"],"id":"feat-3665","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Psi Strikes Free Action Source Dark Archive pg. 25 Frequency once per turn Requirements Your most recent action was to Cast a Spell or to Unleash your Psyche. --- You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks and when you unleash your mind, the energies flare to match. The attack deals an extra 1d6 force damage until the end of the current turn. If your Psyche is Unleashed, this benefit instead lasts until your psyche subsides.","feat":["Psi Strikes"],"skill_mod":{},"summary":"You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks and when you unleash your mind, the energies flare to match.","primary_source":"Dark Archive","trait_group":["Class-Specific","Class"],"level":4,"source_category":["Rulebooks"],"requirement":"Your most recent action was to Cast a Spell or to Unleash your Psyche .","resistance":{},"url":"/Feats.aspx?ID=3665","name":"Psi Strikes","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3665"},{"skill_mod":{},"summary":"You can create a prototypical creature from the depths of your imagination instead of calling one from elsewhere.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3666","weakness":{},"name":"Thoughtform Summoning","trait":["Psychic"],"id":"feat-3666","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Thoughtform Summoning Source Dark Archive pg. 25 --- You can create a prototypical creature from the depths of your imagination instead of calling one from elsewhere. Whenever you summon a creature, you can choose to instead create a psychic construct of that creature. This grants it resistance to physical damage equal to half its level, weakness 5 to force and mental damage, and the ability to pass through enemies' spaces without needing to Tumble Through (though it can't end its turn in an occupied space).","category":"feat","pfs":"Standard","feat":["Thoughtform Summoning"],"rarity":"common","slug":"feat-3666"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Mindshift","Occult","Psychic"],"id":"feat-3667","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Violent Unleash Free Action Source Dark Archive pg. 25 Trigger You Unleash your Psyche. --- The force of your mind unleashing itself wracks your enemies with a violent shockwave. You deal 2d6 force damage to all creatures in a 20-foot emanation, with a basic Reflex save. This explosion is taxing, making you stunned 1. At 5th level and every 2 levels thereafter, the damage increases by 1d6.","feat":["Violent Unleash"],"skill_mod":{},"summary":"The force of your mind unleashing itself wracks your enemies with a violent shockwave.","primary_source":"Dark Archive","trait_group":["School","Class-Specific","Tradition","Class"],"level":4,"source_category":["Rulebooks"],"trigger":"You Unleash your Psyche .","resistance":{},"url":"/Feats.aspx?ID=3667","name":"Violent Unleash","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3667"},{"skill_mod":{},"summary":"Your spell leaves behind barriers that reduce shock and motion.","primary_source":"Dark Archive","trait_group":["School","Class-Specific","Tradition","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3668","weakness":{},"school":"abjuration","name":"Inertial Barrier","trait":["Abjuration","Amp","Occult","Psychic"],"id":"feat-3668","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Inertial Barrier Source Dark Archive pg. 25 --- Your spell leaves behind barriers that reduce shock and motion. Use this amp in place of a psi cantrip's normal amp entry. --- Amp You or one target of the spell gains resistance to physical damage equal to 2 + the spell's level until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Inertial Barrier"],"rarity":"common","slug":"feat-3668"},{"skill_mod":{},"summary":"You expand your mind beyond your area of psychic specialty.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3669","weakness":{},"name":"Parallel Breakthrough","trait":["Psychic"],"id":"feat-3669","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Parallel Breakthrough Source Dark Archive pg. 25 --- You expand your mind beyond your area of psychic specialty. You gain a 1st-level psi cantrip for a conscious mind other than your own; this can be either the unique surface cantrip or one of the common cantrips and the accompanying amp. If you choose a common cantrip, you also gain the special benefit granted by that conscious mind when casting the cantrip without an amp. You don't gain any other benefits of that conscious mind, such as additional spells known.","category":"feat","pfs":"Standard","feat":["Parallel Breakthrough"],"rarity":"common","slug":"feat-3669"},{"skill_mod":{},"summary":"Your psychic abilities also allow you to detect the lingering thoughts of spirits and similar entities.","primary_source":"Dark Archive","trait_group":["School","Tradition","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3670","weakness":{},"school":"divination","name":"Sixth Sense","trait":["Divination","Occult","Psychic"],"id":"feat-3670","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sixth Sense Source Dark Archive pg. 26 --- Your psychic abilities also allow you to detect the lingering thoughts of spirits and similar entities. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence, such as celestials, fiends, and monitors. You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, Seeking, and on the automatic secret check from Sixth Sense. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. When you notice a creature with your Sixth Sense, you also learn its location, making it hidden to you if it had been undetected.","category":"feat","pfs":"Standard","feat":["Sixth Sense"],"rarity":"common","slug":"feat-3670"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Psychic"],"id":"feat-3671","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Strain Mind Free Action Source Dark Archive pg. 26 Frequency once per hour Trigger You cast a psi cantrip. Requirements You have 0 Focus Points. --- You strain your body beyond its limits to use an amp even when your mental power is depleted. You add an amp that costs 1 Focus Point to the spell. Instead of paying the normal Focus Point cost, you lose Hit Points equal to four times the spell level of the amped psi cantrip as you bleed from your nose or suffer some other visible sign of strain.","feat":["Strain Mind"],"skill_mod":{},"summary":"You strain your body beyond its limits to use an amp even when your mental power is depleted.","primary_source":"Dark Archive","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"requirement":"You have 0 Focus Points.","trigger":"You cast a psi cantrip.","resistance":{},"url":"/Feats.aspx?ID=3671","name":"Strain Mind","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3671"},{"skill_mod":{},"summary":"With a wresting of will, you siphon off a creature's mental energy to replenish your own.","primary_source":"Dark Archive","trait_group":["School","Mechanics","Tradition","Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3672","weakness":{},"school":"divination","name":"Brain Drain","trait":["Divination","Mental","Occult","Psyche","Psychic"],"actions_number":4,"id":"feat-3672","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Brain Drain Two Actions Source Dark Archive pg. 26 --- With a wresting of will, you siphon off a creature's mental energy to replenish your own. One non-mindless creature within 30 feet must attempt a Will save against your spell DC. Success The creature is unaffected. Failure The creature is stupefied 1 for 1 minute, and you regain 1 Focus Point, up to your normal maximum. You can't use Brain Drain again until after the next time you make your daily preparations. Critical Failure As failure, but the creature is stupefied 2.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Brain Drain"],"rarity":"common","slug":"feat-3672"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"enchantment","trait":["Aura","Emotion","Enchantment","Fear","Mental","Psychic"],"id":"feat-3673","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Dark Persona's Presence Free Action Source Dark Archive pg. 26 Trigger You Unleash your Psyche. --- When you Unleash your Psyche, all your rage and pain—the portion of your psyche dedicated to cruel retribution—come along with it. The force of your dark persona's negativity batters constantly against all creatures in a 30-foot emanation when you Unleash your Psyche and for as long as your Psyche is Unleashed. A creature must attempt a Will save against your spell DC the first time it enters the emanation, or if it's in the emanation when you take this action; it doesn't need to attempt a save again, even if it leaves the emanation and returns. A creature frightened by your Dark Persona's Presence can't decrease its frightened value below 1 while within the emanation. Critical Success The creature is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3. While your Psyche is Unleashed, your dark persona cares only for destruction. You can Cast a Spell only if it can directly damage an enemy or object or can impose a detrimental condition or penalty on one.","feat":["Dark Persona's Presence"],"skill_mod":{},"summary":"When you Unleash your Psyche, all your rage and pain—the portion of your psyche dedicated to cruel retribution—come along with it. The force of your dark persona's negativity batters constantly against all creatures in a 30-foot emanation when you Unleash your Psyche and for as long as your Psyche is Unleashed.","primary_source":"Dark Archive","trait_group":["Mechanics","School","Class"],"level":8,"source_category":["Rulebooks"],"trigger":"You Unleash your Psyche .","resistance":{},"url":"/Feats.aspx?ID=3673","name":"Dark Persona's Presence","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3673"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"enchantment","trait":["Enchantment","Mental","Nonlethal","Occult","Psychic"],"id":"feat-3674","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mental Static Reaction Source Dark Archive pg. 27 Trigger You roll a critical success on a Will save against a mental effect from a creature. --- Your thoughts sting back when a lesser mind tries to invade your own. You deal mental damage equal to your level to the triggering creature. If you so desire, you can also send the creature a single mental image to coincide with the damage, such as a watchful eye or the dread of floating in an infinite sea.","feat":["Mental Static"],"skill_mod":{},"summary":"Your thoughts sting back when a lesser mind tries to invade your own.","primary_source":"Dark Archive","trait_group":["School","Mechanics","Weapon","Tradition","Class"],"level":8,"source_category":["Rulebooks"],"trigger":"You roll a critical success on a Will save against a mental effect from a creature.","resistance":{},"url":"/Feats.aspx?ID=3674","name":"Mental Static","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3674"},{"skill_mod":{},"summary":"Your spell reaches into the mind of a creature and removes you from it.","primary_source":"Dark Archive","trait_group":["Class-Specific","School","Monster","Mechanics","Tradition","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3675","weakness":{},"school":"illusion","name":"Remove Presence","trait":["Amp","Illusion","Mental","Occult","Psychic"],"id":"feat-3675","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Remove Presence Source Dark Archive pg. 27 --- Your spell reaches into the mind of a creature and removes you from it. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. --- Amp Choose one target of the spell or one creature in its area. If that enemy fails its save or the spell hits it, you become undetected by that creature, disappearing from its senses for 1 minute or until you use a hostile action. This is similar to being invisible, but effects like see invisibility don't reveal you—you're affecting the target's mind, not its vision. True seeing can still see through this illusion if the counteract check succeeds.","category":"feat","pfs":"Standard","feat":["Remove Presence"],"rarity":"common","slug":"feat-3675"},{"skill_mod":{},"summary":"You can detect the flickers of mental activity let off by all thinking creatures.","primary_source":"Dark Archive","trait_group":["School","Mechanics","Tradition","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3676","weakness":{},"school":"divination","name":"Thoughtsense","trait":["Divination","Mental","Occult","Psychic"],"id":"feat-3676","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Thoughtsense Source Dark Archive pg. 27 --- You can detect the flickers of mental activity let off by all thinking creatures. You gain thoughtsense as a vague sense that has a range of 30 feet—like all vague senses, it's only about as precise as an average human's sense of smell, meaning you generally can predict only if a creature is present. Your thoughtsense detects only thinking creatures, so a creature that is unthinking or otherwise immune to mental effects (such as many constructs and oozes) can't be perceived using your thoughtsense, regardless of how precise it is. While your Psyche is Unleashed, your thoughtsense upgrades to an imprecise sense, letting you use it to Seek out creatures.","category":"feat","pfs":"Standard","feat":["Thoughtsense"],"rarity":"common","slug":"feat-3676"},{"skill_mod":{},"summary":"Your spell leaves a lingering connection between you and a creature—one through which you can nudge the creature's mind this way or that.","primary_source":"Dark Archive","trait_group":["Class-Specific","School","Mechanics","Tradition","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3677","weakness":{},"school":"enchantment","name":"Whispering Steps","trait":["Amp","Enchantment","Mental","Occult","Psychic"],"id":"feat-3677","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Whispering Steps Source Dark Archive pg. 27 --- Your spell leaves a lingering connection between you and a creature—one through which you can nudge the creature's mind this way or that. The amped cantrip must take 2 or more actions to cast, target one or more creatures, and either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. --- Amp Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature's mind, forcing it to Step in a direction of your choosing; as this is forced movement, you can't force the creature to Step into hazardous terrain, off a ledge, or the like. After it Steps, the creature becomes temporarily immune to this amp for 24 hours.","category":"feat","pfs":"Standard","feat":["Whispering Steps"],"rarity":"common","slug":"feat-3677"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","trait":["Illusion","Occult","Psyche","Psychic"],"id":"feat-3678","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dream Guise Single Action Source Dark Archive pg. 27 Prerequisites wandering reverie subconscious mind --- You Stride into a willing ally's space, at which point both of your appearances shift into a shared third appearance, usually one that looks like a mix of the two of you. Then, either you or your ally Steps. You each maintain the merged appearance. Creatures who are observing this know what happened, but still must Seek or otherwise engage with the illusion to attempt to disbelieve it and determine which of you is which. Otherwise, they can't tell the difference and have an equal chance to target each of you (DC 11 flat check). This illusion ends as soon as either you or the ally you're merged with acts.","feat":["Dream Guise"],"skill_mod":{},"summary":"You Stride into a willing ally's space, at which point both of your appearances shift into a shared third appearance, usually one that looks like a mix of the two of you.","primary_source":"Dark Archive","trait_group":["School","Monster","Tradition","Class-Specific","Class"],"level":10,"prerequisite":"wandering reverie subconscious mind","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3678","name":"Dream Guise","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3678"},{"skill_mod":{},"summary":"Your heart soars, increasing your power for a moment.","primary_source":"Dark Archive","trait_group":["Mechanics","Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"emotional acceptance subconscious mind","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3679","weakness":{},"name":"Emotional Surge","trait":["Concentrate","Emotion","Psyche","Psychic"],"actions_number":2,"id":"feat-3679","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Emotional Surge Single Action Source Dark Archive pg. 27 Prerequisites emotional acceptance subconscious mind --- Your heart soars, increasing your power for a moment. You gain a +2 status bonus to attack rolls and skill checks until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Emotional Surge"],"rarity":"common","slug":"feat-3679"},{"skill_mod":{},"summary":"You bring discipline to your mind and magic, ensuring that you don't under-perform.","primary_source":"Dark Archive","trait_group":["Mechanics","Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"precise discipline subconscious mind","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3680","weakness":{},"name":"Impose Order (Psychic)","trait":["Fortune","Psyche","Psychic"],"actions_number":2,"id":"feat-3680","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Impose Order (Psychic) Single Action Source Dark Archive pg. 27 Prerequisites precise discipline subconscious mind --- You bring discipline to your mind and magic, ensuring that you don't under-perform. Until the end of your turn, instead of rolling dice for damage, count each damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, and 7 for d12).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Impose Order (Psychic)"],"rarity":"common","slug":"feat-3680"},{"skill_mod":{},"summary":"Seeing an enemy's attack, you quickly consult multiple scraps of lore in your mind, synthesizing them into the perfect plan.","primary_source":"Dark Archive","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"gathered lore subconscious mind","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3681","weakness":{},"name":"Scour the Library","trait":["Psyche","Psychic"],"actions_number":2,"id":"feat-3681","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Scour the Library Single Action Source Dark Archive pg. 27 Prerequisites gathered lore subconscious mind --- Seeing an enemy's attack, you quickly consult multiple scraps of lore in your mind, synthesizing them into the perfect plan. Make a check to Recall Knowledge (using an appropriate skill) about one creature within 60 feet. On a success, in addition to the normal benefits, you gain a +1 circumstance bonus to your next attack roll against that creature and to your AC against the creature's next attack. On a critical success, the bonuses are +2.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Scour the Library"],"rarity":"common","slug":"feat-3681"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"divination","trait":["Divination","Fortune","Occult","Psychic"],"id":"feat-3682","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Foreseen Failure Free Action Source Dark Archive pg. 28 Frequency once per day Trigger A spell you cast has no effect because you critically failed all your spell attack rolls or because all targets critically succeeded at their saving throws. --- You see your spell fail to take hold to disastrous end, then snap back to reality—it was all a precognition, and you know to try a different spell. Your spell is expended, but you can Cast a Spell that requires the same number of actions as the triggering spell or fewer to cast. The second spell must be a different spell than the first.","feat":["Foreseen Failure"],"skill_mod":{},"summary":"You see your spell fail to take hold to disastrous end, then snap back to reality—it was all a precognition, and you know to try a different spell.","primary_source":"Dark Archive","trait_group":["School","Mechanics","Tradition","Class"],"level":12,"source_category":["Rulebooks"],"trigger":"A spell you cast has no effect because you critically failed all your spell attack rolls or because all targets critically succeeded at their saving throws.","resistance":{},"url":"/Feats.aspx?ID=3682","name":"Foreseen Failure","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3682"},{"skill_mod":{},"summary":"The shock of seeing your ally near death breaks whatever limits exist in your mind, sending your power spilling forth.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archive"],"trigger":"A non- minion ally within 60 feet is reduced to 0 Hit Points.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3683","weakness":{},"name":"No!!!","trait":["Psychic"],"actions_number":1,"id":"feat-3683","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > No!!! Reaction Source Dark Archive pg. 28 Trigger A non-minion ally within 60 feet is reduced to 0 Hit Points. --- The shock of seeing your ally near death breaks whatever limits exist in your mind, sending your power spilling forth. If your psyche is currently unleashed, you can immediately use a psyche action that takes 1 action or less to use. If your psyche is not currently unleashed, you Unleash your Psyche, which remains unleashed until the end of your next turn. You can ignore Unleash Psyche's requirement of needing to have Cast a Spell on your previous turn, but you still can't Unleash your Psyche if you're stupefied or for 2 rounds after your psyche subsides.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["No!!!"],"rarity":"common","slug":"feat-3683"},{"skill_mod":{},"summary":"You stop holding your power back, unleashing it all in a catastrophic blast.","primary_source":"Dark Archive","trait_group":["Mechanics","School","Class-Specific","Tradition","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3684","weakness":{},"school":"evocation","name":"Psi Catastrophe","trait":["Concentrate","Evocation","Mindshift","Occult","Psyche","Psychic"],"actions_number":4,"id":"feat-3684","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Psi Catastrophe Two Actions Source Dark Archive pg. 28 --- You stop holding your power back, unleashing it all in a catastrophic blast. All creatures in a 20-foot emanation take 1d6 bludgeoning damage per level with a basic Reflex save. Your psyche subsides as your power is expended.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Psi Catastrophe"],"rarity":"common","slug":"feat-3684"},{"skill_mod":{},"summary":"You become more adept with the spells that are always in your mind.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3685","weakness":{},"name":"Conscious Spell Specialization","trait":["Psychic"],"id":"feat-3685","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Conscious Spell Specialization Source Dark Archive pg. 28 --- You become more adept with the spells that are always in your mind. You gain an additional spell slot of 1st, 2nd, 3rd, and 4th levels. You can use these spell slots to cast only a spell granted by your conscious mind. At 18th level, you also gain an additional 5th-level spell slot, with the same restrictions.","category":"feat","pfs":"Standard","feat":["Conscious Spell Specialization"],"rarity":"common","slug":"feat-3685"},{"skill_mod":{},"summary":"Your mind-control spells send burrowing mental roots that tear at your target's mind when they're removed or run their course.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3686","weakness":{},"name":"Deep Roots","trait":["Psychic"],"id":"feat-3686","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Deep Roots Source Dark Archive pg. 28 --- Your mind-control spells send burrowing mental roots that tear at your target's mind when they're removed or run their course. When you Cast a Spell that imposes the controlled condition or otherwise forces the target to take certain actions (such as command ), you can choose one target that critically failed its save. When that target finishes fulfilling any commands issued by your spell, or when the spell is dispelled or counteracted, the target takes 1d6 mental damage per level of the spell.","category":"feat","pfs":"Standard","feat":["Deep Roots"],"rarity":"common","slug":"feat-3686"},{"skill_mod":{},"summary":"The sheer power of your magic fractures reality.","primary_source":"Dark Archive","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3687","weakness":{},"name":"Shatter Space","trait":["Amp","Psychic"],"id":"feat-3687","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Restricted\" > Shatter Space Source Dark Archive pg. 28 --- The sheer power of your magic fractures reality. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast. --- Amp You or one target of the spell are surrounded by a spiral of torn space. This is an aura, and you choose the radius of the emanation, up to 20 feet. A creature that starts its turn in the aura or enters the aura during its turn takes 1d6 slashing damage for every level of the amped psi cantrip, with a basic Reflex save against your spell DC. If the creature critically fails, the torn space throws it off balance and it falls prone. The aura lasts until the beginning of your next turn. You can choose whether the aura affects the creature emitting it.","category":"feat","pfs":"Restricted","feat":["Shatter Space"],"rarity":"common","slug":"feat-3687"},{"skill_mod":{},"summary":"Your power has unbound you from the earth below.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3688","weakness":{},"name":"Constant Levitation","trait":["Psychic"],"id":"feat-3688","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Constant Levitation Source Dark Archive pg. 29 --- Your power has unbound you from the earth below. You're affected by a constant fly spell, and when your Psyche is Unleashed, you gain a +10-foot status bonus to your fly Speed.","category":"feat","pfs":"Standard","feat":["Constant Levitation"],"rarity":"common","slug":"feat-3688"},{"skill_mod":{},"summary":"Your magic saturates your surroundings with hateful psychic energy.","primary_source":"Dark Archive","trait_group":["Class-Specific","School","Tradition","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3689","weakness":{},"school":"evocation","name":"Target of Psychic Ire","trait":["Amp","Evocation","Occult","Psychic"],"id":"feat-3689","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Target of Psychic Ire Source Dark Archive pg. 29 --- Your magic saturates your surroundings with hateful psychic energy. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast and targets a creature. --- Amp Choose one target of the spell. Psychic phenomena turn themselves on the target—typically, objects fling themselves at the creature. At the beginning of each of the target's turns, it takes 1d4 bludgeoning damage for each spell level of the psi cantrip this amp was added to, with a basic Reflex save. The target remains marked by psychic ire for 3 rounds. The effect persists even if you fall unconscious or leave the area.","category":"feat","pfs":"Standard","feat":["Target of Psychic Ire"],"rarity":"common","slug":"feat-3689"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Concentrate","Occult","Psyche","Psychic","Teleportation"],"id":"feat-3690","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Wandering Thoughts Free Action Source Dark Archive pg. 29 Frequency once per round Requirements You used your most recent action to Cast a Spell. --- When your Psyche is Unleashed, each burst of magic you cast also folds space around you, and you travel through one of those folds. You teleport 15 feet to a square you can see.","feat":["Wandering Thoughts"],"skill_mod":{},"summary":"When your Psyche is Unleashed , each burst of magic you cast also folds space around you, and you travel through one of those folds.","primary_source":"Dark Archive","trait_group":["Mechanics","Tradition","Class-Specific","Class"],"level":16,"source_category":["Rulebooks"],"requirement":"You used your most recent action to Cast a Spell.","resistance":{},"url":"/Feats.aspx?ID=3690","name":"Wandering Thoughts","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3690"},{"skill_mod":{},"summary":"Flames scouring at your body, venom coursing through your veins—you refuse to believe they exist, and nothing can affect you if you don't believe in it.","primary_source":"Dark Archive","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Dark Archive"],"trigger":"You're about to attempt a Fortitude save or a Reflex save.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3691","weakness":{},"name":"All in your Head","trait":["Psyche","Psychic"],"actions_number":1,"id":"feat-3691","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > All in your Head Reaction Source Dark Archive pg. 29 Trigger You're about to attempt a Fortitude save or a Reflex save. --- Flames scouring at your body, venom coursing through your veins—you refuse to believe they exist, and nothing can affect you if you don't believe in it. You attempt a Will save against the triggering effect, instead of a Reflex or Fortitude save. You don't gain the benefits of fortress of will or walls of will on this save.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["All in your Head"],"rarity":"common","slug":"feat-3691"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Death","Mindshift","Psyche","Psychic"],"id":"feat-3692","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Cranial Detonation Free Action Source Dark Archive pg. 29 Frequency once per round Trigger You successfully reduce one or more non-mindless enemies to 0 Hit Points with a spell. --- As your overwhelming psyche fells a creature, you use its flickering consciousness to detonate psychic energy from the creature's head. Each enemy you reduced to 0 Hit Points dies and its head explodes. Each exploding head generates a shockwave in a 15-foot emanation around that enemy. Each creature in any of the emanations takes 10d6 bludgeoning damage with a basic Reflex save. If this damage reduces an enemy to 0 Hit Points, its head also explodes, potentially damaging more creatures and potentially causing more detonations. A given creature can take damage only once from a single use of Cranial Detonation.","feat":["Cranial Detonation"],"skill_mod":{},"summary":"As your overwhelming psyche fells a creature, you use its flickering consciousness to detonate psychic energy from the creature's head.","primary_source":"Dark Archive","trait_group":["Mechanics","Class-Specific","Class"],"level":18,"source_category":["Rulebooks"],"trigger":"You successfully reduce one or more non- mindless enemies to 0 Hit Points with a spell.","resistance":{},"url":"/Feats.aspx?ID=3692","name":"Cranial Detonation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3692"},{"remaster_name":["Amp Focus"],"skill_mod":{},"summary":"You've glimpsed the furthest recesses of your mind.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3693","weakness":{},"name":"Deepest Wellspring","trait":["Psychic"],"id":"feat-3693","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Deepest Wellspring Source Dark Archive pg. 29 --- You've glimpsed the furthest recesses of your mind. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus, even if you spent your Focus Points on spells other than psychic abilities.","category":"feat","pfs":"Standard","feat":["Deepest Wellspring"],"rarity":"common","slug":"feat-3693"},{"skill_mod":{},"summary":"You shed some of your material form, becoming a being of pure thought.","primary_source":"Dark Archive","trait_group":["Class","School"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3694","weakness":{},"school":"transmutation","name":"Become Thought","trait":["Psychic","Transmutation"],"id":"feat-3694","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Become Thought Source Dark Archive pg. 29 --- You shed some of your material form, becoming a being of pure thought. This has the following effects. You gain resistance 10 to physical damage but weakness 5 to mental damage and weakness 10 to any effect that deals damage by targeting the spirit, such as spirit blast . You can change your appearance on a whim. This takes a single action, which has the concentrate trait, has the effects of illusory disguise , and lasts until you change your appearance again. Once per year, when you die, you automatically return to life the next day as long as one living sentient creature on your plane remembers you; the memories enable you to reconstruct yourself from their thoughts. You appear in the vicinity of the creature that remembers you most strongly. ","category":"feat","pfs":"Standard","feat":["Become Thought"],"rarity":"common","slug":"feat-3694"},{"skill_mod":{},"summary":"Your mind's limits are only what you imagine them to be.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3695","weakness":{},"name":"Mind over Matter","trait":["Psychic"],"id":"feat-3695","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Mind over Matter Source Dark Archive pg. 29 --- Your mind's limits are only what you imagine them to be. You gain an additional 10th-level spell slot.","category":"feat","pfs":"Standard","feat":["Mind over Matter"],"rarity":"common","slug":"feat-3695"},{"skill_mod":{},"summary":"You've segmented your psyche so it can operate in tandem.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3696","weakness":{},"name":"Twin Psyche","trait":["Psychic"],"id":"feat-3696","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Twin Psyche Source Dark Archive pg. 29 --- You've segmented your psyche so it can operate in tandem. When you Unleash your Psyche, you can double its duration.","category":"feat","pfs":"Standard","feat":["Twin Psyche"],"rarity":"common","slug":"feat-3696"},{"skill_mod":{},"summary":"The laws of magic can limit your mind only if you think you need them, and you've grown past the need for such limits.","primary_source":"Dark Archive","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3697","frequency":"once per minute","weakness":{},"name":"Unlimited Potential","trait":["Concentrate","Manipulate","Metamagic","Psychic","Spellshape"],"actions_number":2,"id":"feat-3697","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Unlimited Potential Single Action Source Dark Archive pg. 29 Frequency once per minute --- The laws of magic can limit your mind only if you think you need them, and you've grown past the need for such limits. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Unlimited Potential"],"rarity":"common","slug":"feat-3697"},{"skill_mod":{},"summary":"You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3698","weakness":{},"name":"Ammunition Thaumaturgy","trait":["Thaumaturge"],"id":"feat-3698","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ammunition Thaumaturgy Source Dark Archive pg. 42 --- You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden. You can Interact to reload a weapon using the hand holding your implement.","category":"feat","pfs":"Standard","feat":["Ammunition Thaumaturgy"],"rarity":"common","slug":"feat-3698"},{"skill_mod":{},"summary":"Your wandering studies mean you've heard rumors or theories about almost every topic...","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3699","weakness":{},"name":"Diverse Lore","trait":["Thaumaturge"],"id":"feat-3699","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Diverse Lore Source Dark Archive pg. 42 --- Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.","category":"feat","pfs":"Standard","feat":["Diverse Lore"],"rarity":"common","slug":"feat-3699"},{"skill_mod":{},"summary":"From your collection of religious trinkets, you pull out opposing divine objects—such as the religious symbols of two deities that are hated enemies—and combine them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful.","primary_source":"Dark Archive","trait_group":["Tradition","School","Class-Specific","Mechanics","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3700","weakness":{},"school":"enchantment","name":"Divine Disharmony","trait":["Divine","Enchantment","Esoterica","Manipulate","Thaumaturge"],"actions_number":2,"id":"feat-3700","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Divine Disharmony Single Action Source Dark Archive pg. 42 --- From your collection of religious trinkets, you pull out opposing divine objects—such as the religious symbols of two deities that are hated enemies—and combine them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful. Roll your choice of a Deception or Intimidation check against the Will DC of a creature you can see within 60 feet, with the following results. If the creature is particularly devoted to a deity, such as a cleric, celestial, monitor, fiend, or other creature with divine spells, you gain a +2 circumstance bonus to your skill check. The GM might determine that a creature that despises all deities, such as an alghollthu, is unaffected. Critical Success The creature is flat-footed to your attacks until the end of your next turn. Success The creature is flat-footed against your attacks until the end of your current turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Divine Disharmony"],"rarity":"common","slug":"feat-3700"},{"skill_mod":{},"summary":"Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake.","primary_source":"Dark Archive","trait_group":["School","Tradition","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3701","weakness":{},"school":"divination","name":"Haunt Ingenuity","trait":["Divination","Divine","Thaumaturge"],"id":"feat-3701","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Haunt Ingenuity Source Dark Archive pg. 42 --- Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. Even when you aren't Searching while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be Searching. You can disable haunts that require master proficiency in a skill as long as you're at least trained in the skill. If you have master proficiency in the skill, you can disable haunts that require a proficiency rank of legendary instead.","category":"feat","pfs":"Standard","feat":["Haunt Ingenuity"],"rarity":"common","slug":"feat-3701"},{"skill_mod":{},"summary":"Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line.","primary_source":"Dark Archive","trait_group":["Class-Specific","Mechanics","School","Tradition","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3702","weakness":{},"school":"necromancy","name":"Root to Life","trait":["Esoterica","Manipulate","Necromancy","Primal","Thaumaturge"],"actions_number":2,"id":"feat-3702","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Root to Life Single Action or Two Actions Source Dark Archive pg. 42 --- Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line. You place a small plant or similar symbol on an adjacent dying creature, immediately stabilizing them; the creature is no longer dying and is instead unconscious at 0 Hit Points. If you spend 2 actions instead of 1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the auditory trait to the action. When you do so, attempt flat checks to remove each source of persistent damage affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15.","category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","feat":["Root to Life"],"rarity":"common","slug":"feat-3702"},{"skill_mod":{},"summary":"Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3703","weakness":{},"name":"Scroll Thaumaturgy","trait":["Thaumaturge"],"id":"feat-3703","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scroll Thaumaturgy Source Dark Archive pg. 42 --- Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease. You can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll's DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. Scroll Thaumaturgy leads to... Scroll Esoterica","category":"feat","pfs":"Standard","feat":["Scroll Thaumaturgy"],"rarity":"common","slug":"feat-3703"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"conjuration","trait":["Arcane","Conjuration","Manipulate","Teleportation","Thaumaturge"],"id":"feat-3704","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Call Implement Single Action Source Dark Archive pg. 42 Requirements You have a free hand. --- You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you. You look down and find that your implement has mysteriously appeared in your free hand, as long as the implement was within 1 mile and on the same plane of existence. If your implement is attended by another creature, that creature can prevent the implement from teleporting away if it succeeds at a Will save against your class DC. If the creature succeeds, you can't attempt to Call that Implement again; you must track the creature down to get the implement back.","feat":["Call Implement"],"skill_mod":{},"summary":"You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you.","primary_source":"Dark Archive","trait_group":["Tradition","Monster","School","Mechanics","Class"],"level":2,"source_category":["Rulebooks"],"requirement":"You have a free hand.","resistance":{},"url":"/Feats.aspx?ID=3704","name":"Call Implement","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3704"},{"skill_mod":{},"summary":"When you apply antithetical material against a creature successfully, you also ward yourself against its next attacks.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Exploit Vulnerability","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3705","weakness":{},"name":"Esoteric Warden","trait":["Thaumaturge"],"id":"feat-3705","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Esoteric Warden Source Dark Archive pg. 42 Prerequisites Exploit Vulnerability --- When you apply antithetical material against a creature successfully, you also ward yourself against its next attacks. When you succeed at your check to Exploit a Vulnerability, you gain a +1 status bonus to your AC against the creature's next attack and a +1 status bonus to your next saving throw against the creature; if you critically succeed, these bonuses are +2 instead. You can gain these bonuses only once per day against a particular creature, and the benefit ends if you Exploit Vulnerability again. Esoteric Warden leads to... Shared Warding","category":"feat","pfs":"Standard","feat":["Esoteric Warden"],"rarity":"common","slug":"feat-3705"},{"skill_mod":{},"summary":"You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans.","primary_source":"Dark Archive","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3706","weakness":{},"name":"Talisman Esoterica","trait":["Esoterica","Thaumaturge"],"id":"feat-3706","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Talisman Esoterica Source Dark Archive pg. 43 --- You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don't need a formula book for them. Talisman Esoterica leads to... Elaborate Talisman Esoterica, Grand Talisman Esoterica","category":"feat","pfs":"Standard","feat":["Talisman Esoterica"],"rarity":"common","slug":"feat-3706"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Esoterica","Fortune","Manipulate","Occult","Thaumaturge"],"id":"feat-3707","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Turn Away Misfortune Reaction Source Dark Archive pg. 43 Trigger You would attempt a roll affected by a misfortune effect. --- You perform a superstition, such as casting salt over your shoulder to ward off bad luck. Turn Away Misfortune's fortune trait cancels out the misfortune effect, causing you to roll normally. As normal, you can apply only one fortune ability to a roll, so if you Turned Away Misfortune on an attack roll, you couldn't also use an ability like Halfling Luck to alter the roll further.","feat":["Turn Away Misfortune"],"skill_mod":{},"summary":"You perform a superstition, such as casting salt over your shoulder to ward off bad luck.","primary_source":"Dark Archive","trait_group":["School","Class-Specific","Mechanics","Tradition","Class"],"level":2,"source_category":["Rulebooks"],"trigger":"You would attempt a roll affected by a misfortune effect.","resistance":{},"url":"/Feats.aspx?ID=3707","name":"Turn Away Misfortune","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3707"},{"skill_mod":{},"summary":"You can find the one weak point in a creature's scales, wards, or armor to get past its resistances.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Exploit Vulnerability","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3708","weakness":{},"name":"Breached Defenses","trait":["Thaumaturge"],"id":"feat-3708","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Breached Defenses Source Dark Archive pg. 43 Prerequisites Exploit Vulnerability --- You can find the one weak point in a creature's scales, wards, or armor to get past its resistances. When you succeed at Exploit Vulnerability, you learn about the highest of the creature's resistances that can be bypassed (for example, if the creature has resistance to physical damage except silver), if the creature has one. If you prefer, you can choose the following benefit instead of one of the usual two benefits from Exploit Vulnerability. Breached Defenses You can choose this benefit only if you succeeded at Exploit Vulnerability and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon Strikes bypass the chosen resistance.","category":"feat","pfs":"Standard","feat":["Breached Defenses"],"rarity":"common","slug":"feat-3708"},{"skill_mod":{},"summary":"You attack your foe and analyze how it reacts.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3709","weakness":{},"archetype":["Vindicator"],"name":"Instructive Strike","trait":["Thaumaturge"],"actions_number":2,"id":"feat-3709","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Instructive Strike Single Action Source Dark Archive pg. 44 Archetype Vindicator (Level 4) --- You attack your foe and analyze how it reacts. Make a Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Instructive Strike"],"rarity":"common","slug":"feat-3709"},{"skill_mod":{},"summary":"You break a trinket such as a lodestone or jade pendant in two, creating a sympathetic link between the halves that bridges distance.","primary_source":"Dark Archive","trait_group":["School","Class-Specific","Mechanics","Tradition","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3710","weakness":{},"school":"divination","name":"Paired Link","trait":["Divination","Esoterica","Fortune","Occult","Thaumaturge"],"id":"feat-3710","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Paired Link Source Dark Archive pg. 44 --- You break a trinket such as a lodestone or jade pendant in two, creating a sympathetic link between the halves that bridges distance. During your daily preparations, you perform a short ceremony where you gift one of the two halves to a willing ally. On that ally, you can cast spells and use thaumaturge abilities that have a range of touch at a range of 30 feet instead, and the ally can cast spells that have a range of touch on you from a range of 30 feet. These effects last as long as you and the ally have their half; if either half leaves either of your possession for even a moment, or if you establish a link with a new ally during your next daily preparations, the link breaks. Paired Link leads to... Seven-Part Link","category":"feat","pfs":"Standard","feat":["Paired Link"],"rarity":"common","slug":"feat-3710"},{"skill_mod":{},"summary":"Your studies into the supernatural have resulted in an especially strong knowledge of rituals.","primary_source":"Dark Archive","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3711","weakness":{},"archetype":["Palatine Detective"],"name":"Thaumaturgic Ritualist","trait":["Thaumaturge","Uncommon"],"id":"feat-3711","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Thaumaturgic Ritualist Source Dark Archive pg. 44 Archetype Palatine Detective (Level 6) --- Your studies into the supernatural have resulted in an especially strong knowledge of rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites.","category":"feat","pfs":"Standard","feat":["Thaumaturgic Ritualist"],"rarity":"uncommon","slug":"feat-3711"},{"skill_mod":{},"summary":"You've forged a deeper bond to your invested items, allowing you to activate them more than usual.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3712","weakness":{},"name":"One More Activation","trait":["Thaumaturge"],"id":"feat-3712","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > One More Activation Source Dark Archive pg. 44 --- You've forged a deeper bond to your invested items, allowing you to activate them more than usual. Once each day, you can Activate an Item you've invested even after you've used that activation the maximum number of times for its frequency. You can do so only if the item's level is half your level or lower, the activation has a frequency of once per day or more frequent, and you haven't already used the activation this round.","category":"feat","pfs":"Standard","feat":["One More Activation"],"rarity":"common","slug":"feat-3712"},{"skill_mod":{},"summary":"Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls .","primary_source":"Dark Archive","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Scroll Thaumaturgy","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3713","weakness":{},"name":"Scroll Esoterica","trait":["Esoterica","Thaumaturge"],"id":"feat-3713","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scroll Esoterica Source Dark Archive pg. 44 Prerequisites Scroll Thaumaturgy --- Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls. Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell of any tradition. The spell must be common, or you must otherwise have access to it. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't used it by then. It can't be used to Learn the Spell. At 8th level, add a second temporary scroll containing a 2nd-level spell. Scroll Esoterica leads to... Elaborate Scroll Esoterica","category":"feat","pfs":"Standard","feat":["Scroll Esoterica"],"rarity":"common","slug":"feat-3713"},{"skill_mod":{},"summary":"When you apply your will to invoke a vulnerability, the result is more powerful, and the vulnerability ripples out in a web from your main target to affect a broader range of creatures.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Exploit Vulnerability, mortal weakness or personal antithesis","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3714","weakness":{},"name":"Sympathetic Vulnerabilities","trait":["Thaumaturge"],"id":"feat-3714","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sympathetic Vulnerabilities Source Dark Archive pg. 45 Prerequisites Exploit Vulnerability, mortal weakness or personal antithesis --- When you apply your will to invoke a vulnerability, the result is more powerful, and the vulnerability ripples out in a web from your main target to affect a broader range of creatures. This has one of two effects, based on the type of vulnerability you invoked. While you have mortal weakness applied, your Strikes also apply that weakness against any creature that has that weakness, not just creatures of the exact same kind. For instance, if you used mortal weakness against a red dragon to apply its weakness to cold to your Strikes, those Strikes would also apply to the weakness to cold of fire elementals or any other creature with a weakness to cold. While you have personal antithesis applied to a non-humanoid creature, you can apply your custom weakness to all creatures of the exact same kind. For example, if you used personal antithesis against an imp, the custom weakness would apply to other imps but not to other non-imp devils.","category":"feat","pfs":"Standard","feat":["Sympathetic Vulnerabilities"],"rarity":"common","slug":"feat-3714"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Curse","Esoterica","Thaumaturge"],"id":"feat-3715","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Cursed Effigy Single Action Source Dark Archive pg. 45 Prerequisites Exploit Vulnerability Requirements Your last action was a successful Strike against the target of your Exploit Vulnerability, and the Strike dealt physical damage. --- After your attack, you grab a bit of blood, cut hair, or other piece of the creature's body. You incorporate the material into a premade doll, paper figure, or other effigy to create a sympathetic link that makes it harder to resist your abilities. As long as you are Exploiting Vulnerability against that creature, it takes a –2 status penalty to its saving throws against thaumaturge abilities or items that use your thaumaturge class DC.","feat":["Cursed Effigy"],"skill_mod":{},"summary":"After your attack, you grab a bit of blood, cut hair, or other piece of the creature's body.","primary_source":"Dark Archive","trait_group":["Affliction","Class-Specific","Class"],"level":8,"prerequisite":"Exploit Vulnerability","source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike against the target of your Exploit Vulnerability, and the Strike dealt physical damage.","resistance":{},"url":"/Feats.aspx?ID=3715","name":"Cursed Effigy","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3715"},{"skill_mod":{},"summary":"As you continue to collect talismanic esoterica, you improve your ability to create temporary talismans.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Talisman Esoterica","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3716","weakness":{},"name":"Elaborate Talisman Esoterica","trait":["Thaumaturge"],"id":"feat-3716","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Elaborate Talisman Esoterica Source Dark Archive pg. 45 Prerequisites Talisman Esoterica --- As you continue to collect talismanic esoterica, you improve your ability to create temporary talismans. You can create four temporary talismans each day instead of two. Special You can select this feat a second time if you are 14th level or higher, allowing you to create six talismans each day instead of four.","category":"feat","pfs":"Standard","feat":["Elaborate Talisman Esoterica"],"rarity":"common","slug":"feat-3716"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Esoterica","Manipulate","Thaumaturge"],"id":"feat-3717","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Share Weakness Single Action Source Dark Archive pg. 45 Prerequisites Exploit Vulnerability, mortal weakness Requirements You are Exploiting a creature's Vulnerability using mortal weakness. --- You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's Strikes apply the weakness from your mortal weakness the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again. Share Weakness leads to... Ubiquitous Weakness","feat":["Share Weakness"],"skill_mod":{},"summary":"You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you.","primary_source":"Dark Archive","trait_group":["Class-Specific","Mechanics","Class"],"level":10,"prerequisite":"Exploit Vulnerability, mortal weakness","source_category":["Rulebooks"],"requirement":"You are Exploiting a creature's Vulnerability using mortal weakness.","resistance":{},"url":"/Feats.aspx?ID=3717","name":"Share Weakness","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3717"},{"skill_mod":{},"summary":"Magical equipment and gear are the tools of your trade, and you know you need as many as possible to help you against the supernatural.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Charisma 16","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3718","weakness":{},"name":"Thaumaturge's Investiture","trait":["Thaumaturge"],"id":"feat-3718","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Thaumaturge's Investiture Source Dark Archive pg. 45 Prerequisites Charisma 16 --- Magical equipment and gear are the tools of your trade, and you know you need as many as possible to help you against the supernatural. You gain the Incredible Investiture skill feat, increasing your limit on invested items from 10 to 12. The limit increases to 14 if you have Charisma 18, 16 if you have Charisma 20, 18 if you have Charisma 22, and 20 if you have Charisma 24.","category":"feat","pfs":"Standard","feat":["Thaumaturge's Investiture"],"rarity":"common","slug":"feat-3718"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Esoterica","Thaumaturge"],"id":"feat-3719","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Twin Weakness Two Actions Source Dark Archive pg. 45 Prerequisites mortal weakness or personal antithesis Requirements You're holding an implement and a weapon, you are using Exploit Vulnerability with mortal weakness or personal antithesis, and the target creature is within reach of both your implement and weapon. --- As you make an attack augmented by your esoterica, you also press your implement against the creature, applying its weakness as your implement's energies sear the creature's flesh. Make a melee Strike against the target of your Exploit Vulnerability. On any attack roll result but a critical failure, you also press your implement against the creature, automatically dealing the additional damage from Exploit Vulnerability. This is in addition to any damage from your Strike, including the weakness the Strike applies from Exploit Vulnerability. This counts as two attacks when calculating your multiple attack penalty.","feat":["Twin Weakness"],"skill_mod":{},"summary":"As you make an attack augmented by your esoterica, you also press your implement against the creature, applying its weakness as your implement's energies sear the creature's flesh.","primary_source":"Dark Archive","trait_group":["Class-Specific","Class"],"level":10,"prerequisite":"mortal weakness or personal antithesis","source_category":["Rulebooks"],"requirement":"You're holding an implement and a weapon, you are using Exploit Vulnerability with mortal weakness or personal antithesis, and the target creature is within reach of both your implement and weapon.","resistance":{},"url":"/Feats.aspx?ID=3719","name":"Twin Weakness","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3719"},{"skill_mod":{},"summary":"You've picked up more scraps of magic texts, improving your makeshift scrolls.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Scroll Esoterica","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3720","weakness":{},"name":"Elaborate Scroll Esoterica","trait":["Thaumaturge"],"id":"feat-3720","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Elaborate Scroll Esoterica Source Dark Archive pg. 46 Prerequisites Scroll Esoterica --- You've picked up more scraps of magic texts, improving your makeshift scrolls. In addition to your daily scrolls from Scroll Esoterica, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell. Elaborate Scroll Esoterica leads to... Grand Scroll Esoterica","category":"feat","pfs":"Standard","feat":["Elaborate Scroll Esoterica"],"rarity":"common","slug":"feat-3720"},{"skill_mod":{},"summary":"Your bond to your invested items enables you to put more of yourself into them.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3721","frequency":"once per 10 minutes","weakness":{},"name":"Intensify Investiture","trait":["Thaumaturge"],"actions_number":0,"id":"feat-3721","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Intensify Investiture Free Action Source Dark Archive pg. 46 Frequency once per 10 minutes --- Your bond to your invested items enables you to put more of yourself into them. If you next action is to activate an invested item that has a saving throw DC, you can use your thaumaturge class DC instead of the item's DC if it is higher.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Intensify Investiture"],"rarity":"common","slug":"feat-3721"},{"skill_mod":{},"summary":"You ward your allies from the attacks of your foes whenever you apply those protections to yourself.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Esoteric Warden","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3722","weakness":{},"name":"Shared Warding","trait":["Thaumaturge"],"id":"feat-3722","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Warding Source Dark Archive pg. 46 Prerequisites Esoteric Warden --- You ward your allies from the attacks of your foes whenever you apply those protections to yourself. When you gain a status bonus to AC and saves from Esoteric Warden, you can choose to grant the same benefit to all allies within 30 feet.","category":"feat","pfs":"Standard","feat":["Shared Warding"],"rarity":"common","slug":"feat-3722"},{"skill_mod":{},"summary":"You have claimed an area or location as your demesne, granting you the ability to ward and protect it.","primary_source":"Dark Archive","trait_group":["School","Tradition","Monster","Class","Rarity"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3723","weakness":{},"school":"abjuration","name":"Thaumaturge's Demesne","trait":["Abjuration","Arcane","Thaumaturge","Uncommon"],"id":"feat-3723","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Thaumaturge's Demesne Source Dark Archive pg. 46 --- You have claimed an area or location as your demesne, granting you the ability to ward and protect it. When you select this feat, choose a demesne, an area of no more than 2,000 square feet. You must legitimately own the area or, if its a public area, you must lay claim to the area without anyone contesting it. Once you've chosen your demesne, it's automatically protected by an arcane private sanctum spell with an unlimited duration, heightened to half your level rounded up and using your thaumaturge class DC in place of a spell DC, if necessary. Additionally, the demesne is attended by three unseen custodians, as a successful unseen custodians ritual, and one object in the area gains an elemental sentinel, as a successful elemental sentinel ritual. Thaumaturge's Demesne leads to... Unlimited Demesne","category":"feat","pfs":"Standard","feat":["Thaumaturge's Demesne"],"rarity":"uncommon","slug":"feat-3723"},{"skill_mod":{},"summary":"Your bond to your implements is so strong that you can use their reactive abilities almost by instinct.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"an implement that grants a reaction","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3724","weakness":{},"name":"Esoteric Reflexes","trait":["Thaumaturge"],"id":"feat-3724","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Esoteric Reflexes Source Dark Archive pg. 46 Prerequisites an implement that grants a reaction --- Your bond to your implements is so strong that you can use their reactive abilities almost by instinct. At the start of your turn, you gain an additional reaction, which you can use for only the reactions granted by your implements. ","category":"feat","pfs":"Standard","feat":["Esoteric Reflexes"],"rarity":"common","slug":"feat-3724"},{"skill_mod":{},"summary":"You've completed your journey in studying esoteric talismans, gaining the ability to place multiple talismans on an item.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Talisman Esoterica","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3725","weakness":{},"name":"Grand Talisman Esoterica","trait":["Thaumaturge"],"id":"feat-3725","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Grand Talisman Esoterica Source Dark Archive pg. 46 Prerequisites Talisman Esoterica --- You've completed your journey in studying esoteric talismans, gaining the ability to place multiple talismans on an item. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item with this ability.","category":"feat","pfs":"Standard","feat":["Grand Talisman Esoterica"],"rarity":"common","slug":"feat-3725"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"conjuration","trait":["Conjuration","Occult","Teleportation","Thaumaturge"],"id":"feat-3726","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Trespass Teleportation Reaction Source Dark Archive pg. 47 Prerequisites Exploit Vulnerability Trigger The target of your Exploit Vulnerability is within 120 feet and uses a teleportation effect. Requirements You are benefiting from Exploit Vulnerability. --- You can hunt your foe to the ends of creation. You teleport along with the enemy, appearing the same direction and distance from it as you were before it teleported (or the nearest unoccupied space if your destination is occupied). Any allies affected by Share Weakness or Ubiquitous Weakness, if you have those abilities, can spend their reaction to teleport along with the enemy if they're within 120 of the enemy and choose to do so.","feat":["Trespass Teleportation"],"skill_mod":{},"summary":"You can hunt your foe to the ends of creation.","primary_source":"Dark Archive","trait_group":["School","Tradition","Mechanics","Class"],"level":14,"prerequisite":"Exploit Vulnerability","source_category":["Rulebooks"],"requirement":"You are benefiting from Exploit Vulnerability.","trigger":"The target of your Exploit Vulnerability is within 120 feet and uses a teleportation effect.","resistance":{},"url":"/Feats.aspx?ID=3726","name":"Trespass Teleportation","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3726"},{"skill_mod":{},"summary":"By weakening your relation to the ground and strengthening your relation to the sky, you've learned to soar through the air, your implement carrying you as surely as any broomstick or pestle.","primary_source":"Dark Archive","trait_group":["Tradition","Class","School"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3727","weakness":{},"school":"transmutation","name":"Implement's Flight","trait":["Primal","Thaumaturge","Transmutation"],"id":"feat-3727","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Implement's Flight Source Dark Archive pg. 47 --- By weakening your relation to the ground and strengthening your relation to the sky, you've learned to soar through the air, your implement carrying you as surely as any broomstick or pestle. As long as you're holding a thaumaturge implement, you gain a fly Speed equal to your land Speed.","category":"feat","pfs":"Standard","feat":["Implement's Flight"],"rarity":"common","slug":"feat-3727"},{"skill_mod":{},"summary":"Many traditions hold the number seven as significant.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Paired Link","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3728","weakness":{},"name":"Seven-Part Link","trait":["Thaumaturge"],"id":"feat-3728","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Seven-Part Link Source Dark Archive pg. 47 Prerequisites Paired Link --- Many traditions hold the number seven as significant. By exchanging pieces of a seven-part set of esoterica, you create a magical web by which your allies can affect each other at a distance. When you use Paired Link during your daily preparations, you can exchange linking esoterica with up to six willing allies, keeping one piece for yourself. In addition to the normal effects of Paired Link, if a linked ally casts a spell with a range of touch, they can target linked allies within 30 feet with that spell.","category":"feat","pfs":"Standard","feat":["Seven-Part Link"],"rarity":"common","slug":"feat-3728"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"abjuration","trait":["Abjuration","Arcane","Esoterica","Thaumaturge"],"id":"feat-3729","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Sever Magic Two Actions Source Dark Archive pg. 47 Requirements You're holding an implement. --- You apply a frayed thread, a pinch of fulu ash, or a similar undone charm to your weapon, and swing to break a spell. Make a Strike against an enemy. If you hit and deal damage, you attempt to counteract a single spell active on the target (your choice). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.","feat":["Sever Magic"],"skill_mod":{},"summary":"You apply a frayed thread, a pinch of fulu ash, or a similar undone charm to your weapon, and swing to break a spell.","primary_source":"Dark Archive","trait_group":["School","Tradition","Monster","Class-Specific","Class"],"level":16,"source_category":["Rulebooks"],"requirement":"You're holding an implement .","resistance":{},"url":"/Feats.aspx?ID=3729","name":"Sever Magic","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3729"},{"skill_mod":{},"summary":"You've completed the third and final step in your assimilation of scroll esoterica, granting you daily scrolls of incredible power.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Elaborate Scroll Esoterica","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3730","weakness":{},"name":"Grand Scroll Esoterica","trait":["Thaumaturge"],"id":"feat-3730","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Grand Scroll Esoterica Source Dark Archive pg. 47 Prerequisites Elaborate Scroll Esoterica --- You've completed the third and final step in your assimilation of scroll esoterica, granting you daily scrolls of incredible power. In addition to your daily scrolls from Scroll Esoterica and Elaborate Scroll Esoterica, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell.","category":"feat","pfs":"Standard","feat":["Grand Scroll Esoterica"],"rarity":"common","slug":"feat-3730"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"evocation","trait":["Evocation","Magical","Thaumaturge"],"id":"feat-3731","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Implement's Assault Three Actions Source Dark Archive pg. 47 Requirements You're holding an implement. --- Your implement supercharges your weapon to shoot an impossible volley or carve through your foes. Make a Strike with your weapon against each enemy within 30 feet of you. You don't increase your multiple attack penalty until after making all the attacks. If your weapon is a melee weapon and any of the attacks are outside your reach, you Release the weapon before the Strikes, and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space.","feat":["Implement's Assault"],"skill_mod":{},"summary":"Your implement supercharges your weapon to shoot an impossible volley or carve through your foes.","primary_source":"Dark Archive","trait_group":["School","Mechanics","Class"],"level":18,"source_category":["Rulebooks"],"requirement":"You're holding an implement .","resistance":{},"url":"/Feats.aspx?ID=3731","name":"Implement's Assault","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3731"},{"skill_mod":{},"summary":"You have an exceptional link to your third implement.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3732","weakness":{},"name":"Intense Implement","trait":["Thaumaturge"],"id":"feat-3732","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Intense Implement Source Dark Archive pg. 47 --- You have an exceptional link to your third implement. You gain the adept benefit for your third implement.","category":"feat","pfs":"Standard","feat":["Intense Implement"],"rarity":"common","slug":"feat-3732"},{"skill_mod":{},"summary":"You've nurtured your bonds with your comrades, allowing you to share the benefits of your esoterica.","primary_source":"Dark Archive","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Share Weakness","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3733","weakness":{},"name":"Ubiquitous Weakness","trait":["Manipulate","Thaumaturge"],"id":"feat-3733","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ubiquitous Weakness Source Dark Archive pg. 47 Prerequisites Share Weakness --- You've nurtured your bonds with your comrades, allowing you to share the benefits of your esoterica. When you use Exploit Vulnerability and choose mortal weakness, select any number of allies within 30 feet of you. Their Strikes apply the weakness from mortal weakness the same way your Strikes do. This benefit ends when you stop benefiting from Exploit Vulnerability. Since this effect depends on magically strengthening your bond to your allies, only allies with whom you've developed a rapport over the course of one or more days gain the benefit.","category":"feat","pfs":"Standard","feat":["Ubiquitous Weakness"],"rarity":"common","slug":"feat-3733"},{"skill_mod":{},"summary":"You can move your demesne here and there, bringing it wherever your journey takes you.","primary_source":"Dark Archive","trait_group":["Tradition","Monster","School","Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Thaumaturge's Demesne","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3734","weakness":{},"school":"conjuration","name":"Unlimited Demesne","trait":["Arcane","Conjuration","Thaumaturge"],"id":"feat-3734","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Unlimited Demesne Source Dark Archive pg. 47 Prerequisites Thaumaturge's Demesne --- You can move your demesne here and there, bringing it wherever your journey takes you. Your demesne expands to a maximum of 10,000 square feet. Once per day, you can call your demesne forth, which takes 1 minute. This has the effects of resplendent mansion , except that it conjures your demesne from its previous location, with all the benefits of Thaumaturge's Demesne in addition to the those of the spell. You must be able to claim the new area, with the same restrictions as Thaumaturge's Demesne.","category":"feat","pfs":"Standard","feat":["Unlimited Demesne"],"rarity":"common","slug":"feat-3734"},{"skill_mod":{},"summary":"The thaumaturge's path culminates with the working of wonders.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Legendary in Arcana, Legendary in Nature, Legendary in Occultism, or Legendary in Religion","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3735","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Wonder Worker","trait":["Thaumaturge"],"id":"feat-3735","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Wonder Worker Source Dark Archive pg. 47 Prerequisites Legendary in Arcana, Legendary in Nature, Legendary in Occultism, or Legendary in Religion --- The thaumaturge's path culminates with the working of wonders. Once per day, you can align your esoterica to cast a spell of 8th level or lower that takes 1, 2, or 3 actions to cast. The spell must be common or one to which you have access. You can choose a spell of any tradition for which you're legendary in the associated skill (Arcana for arcane, Nature for primal, Occultism for occult, or Religion for divine). Use your thaumaturge class DC in place of any necessary spell DC and your thaumaturge class DC – 10 in place of any necessary counteract modifier or spell attack modifier.","category":"feat","pfs":"Standard","feat":["Wonder Worker"],"rarity":"common","slug":"feat-3735"},{"skill_mod":{},"summary":"You feel something awaken within your mind.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence 14 or Charisma 14","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3736","weakness":{},"archetype":["Psychic"],"name":"Psychic Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-3736","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Psychic Dedication Source Dark Archive pg. 48 Archetype Psychic Prerequisites Intelligence 14 or Charisma 14 --- You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the Cast a Spell activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells. Special You can't select another dedication feat until you have gained two other feats from the psychic archetype. Psychic Dedication leads to... Basic Psychic Spellcasting, Basic Thoughtform, Psi Development","category":"feat","pfs":"Standard","feat":["Psychic Dedication"],"rarity":"common","slug":"feat-3736"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level psychic feat of your choice.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Psychic Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3737","weakness":{},"archetype":["Psychic"],"name":"Basic Thoughtform","trait":["Archetype"],"id":"feat-3737","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Thoughtform Source Dark Archive pg. 48 Archetype Psychic Prerequisites Psychic Dedication --- You gain a 1st- or 2nd-level psychic feat of your choice. Basic Thoughtform leads to... Advanced Thoughtform","category":"feat","pfs":"Standard","feat":["Basic Thoughtform"],"rarity":"common","slug":"feat-3737"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Psychic Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3738","weakness":{},"archetype":["Psychic"],"name":"Basic Psychic Spellcasting","trait":["Archetype"],"id":"feat-3738","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Psychic Spellcasting Source Dark Archive pg. 48 Archetype Psychic Prerequisites Psychic Dedication --- You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered. Basic Psychic Spellcasting leads to... Expert Psychic Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Psychic Spellcasting"],"rarity":"common","slug":"feat-3738"},{"skill_mod":{},"summary":"You gain one psychic feat.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Thoughtform","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3739","weakness":{},"archetype":["Psychic"],"name":"Advanced Thoughtform","trait":["Archetype"],"id":"feat-3739","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Thoughtform Source Dark Archive pg. 48 Archetype Psychic Prerequisites Basic Thoughtform --- You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another psychic feat.","category":"feat","pfs":"Standard","feat":["Advanced Thoughtform"],"rarity":"common","slug":"feat-3739"},{"skill_mod":{},"summary":"You've found a new mental form.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Psychic Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3740","weakness":{},"archetype":["Psychic"],"name":"Psi Development","trait":["Archetype"],"id":"feat-3740","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Psi Development Source Dark Archive pg. 48 Archetype Psychic Prerequisites Psychic Dedication --- You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1.","category":"feat","pfs":"Standard","feat":["Psi Development"],"rarity":"common","slug":"feat-3740"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Psychic Spellcasting; Master in Occultism","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3741","weakness":{},"archetype":["Psychic"],"skill":["Occultism","Occultism"],"name":"Expert Psychic Spellcasting","trait":["Archetype"],"id":"feat-3741","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Psychic Spellcasting Source Dark Archive pg. 48 Archetype Psychic Prerequisites Basic Psychic Spellcasting; Master in Occultism --- You gain the expert spellcasting benefits. Expert Psychic Spellcasting leads to... Master Psychic Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Psychic Spellcasting"],"rarity":"common","slug":"feat-3741"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Psychic Spellcasting; Legendary in Occultism","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3742","weakness":{},"archetype":["Psychic"],"skill":["Occultism","Occultism"],"name":"Master Psychic Spellcasting","trait":["Archetype"],"id":"feat-3742","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Psychic Spellcasting Source Dark Archive pg. 48 Archetype Psychic Prerequisites Expert Psychic Spellcasting; Legendary in Occultism --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Psychic Spellcasting"],"rarity":"common","slug":"feat-3742"},{"skill_mod":{},"summary":"You've uncovered basic thaumaturgy.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma 14","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3743","weakness":{},"archetype":["Thaumaturge"],"name":"Thaumaturge Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-3743","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Thaumaturge Dedication Source Dark Archive pg. 49 Archetype Thaumaturge Prerequisites Charisma 14 --- You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use esoterica actions. You become trained in your choice of Arcana, Nature, Occultism, or Religion; if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. Glimpse Vulnerability Single Action (esoterica, manipulate); Frequency once per round; Requirement You are holding your implement; Effect You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon Strikes. Thaumaturge Dedication leads to... Basic Thaumaturgy, Implement Initiate, Magical Knowledge, Resolute","category":"feat","pfs":"Standard","feat":["Thaumaturge Dedication"],"rarity":"common","slug":"feat-3743"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level thaumaturge feat of your choice.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Thaumaturge Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3744","weakness":{},"archetype":["Thaumaturge"],"name":"Basic Thaumaturgy","trait":["Archetype"],"id":"feat-3744","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Thaumaturgy Source Dark Archive pg. 49 Archetype Thaumaturge Prerequisites Thaumaturge Dedication --- You gain a 1st- or 2nd-level thaumaturge feat of your choice. Basic Thaumaturgy leads to... Advanced Thaumaturgy","category":"feat","pfs":"Standard","feat":["Basic Thaumaturgy"],"rarity":"common","slug":"feat-3744"},{"skill_mod":{},"summary":"You gain one thaumaturge feat.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Thaumaturgy","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3745","weakness":{},"archetype":["Thaumaturge"],"name":"Advanced Thaumaturgy","trait":["Archetype"],"id":"feat-3745","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Thaumaturgy Source Dark Archive pg. 49 Archetype Thaumaturge Prerequisites Basic Thaumaturgy --- You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another thaumaturge feat.","category":"feat","pfs":"Standard","feat":["Advanced Thaumaturgy"],"rarity":"common","slug":"feat-3745"},{"skill_mod":{},"summary":"You gain your implement's initiate benefit.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Thaumaturge Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3746","weakness":{},"archetype":["Thaumaturge"],"name":"Implement Initiate","trait":["Archetype"],"id":"feat-3746","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Implement Initiate Source Dark Archive pg. 49 Archetype Thaumaturge Prerequisites Thaumaturge Dedication --- You gain your implement's initiate benefit. If the benefit affects the target of Exploit Vulnerability, for you it affects the target of Glimpse Vulnerability instead.","category":"feat","pfs":"Standard","feat":["Implement Initiate"],"rarity":"common","slug":"feat-3746"},{"skill_mod":{},"summary":"Increase your proficiency rank in one of Arcana, Nature, Occultism, or Religion from expert to master and in another from trained to expert.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Thaumaturge Dedication; trained in one of Arcana, Nature, Occultism, or Religion and expert in another","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3747","weakness":{},"archetype":["Thaumaturge"],"skill":["Athletics","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion","Athletics","Nature","Occultism","Religion"],"name":"Magical Knowledge","trait":["Archetype"],"id":"feat-3747","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Magical Knowledge Source Dark Archive pg. 49 Archetype Thaumaturge Prerequisites Thaumaturge Dedication; trained in one of Arcana, Nature, Occultism, or Religion and expert in another --- Increase your proficiency rank in one of Arcana, Nature, Occultism, or Religion from expert to master and in another from trained to expert. You gain a skill feat associated with the skill you chose.","category":"feat","pfs":"Standard","feat":["Magical Knowledge"],"rarity":"common","slug":"feat-3747"},{"skill_mod":{},"summary":"You've tempered your mind and become resolute against effects that strain your willpower.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Thaumaturge Dedication; expert in Will","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3748","weakness":{},"archetype":["Thaumaturge"],"name":"Resolute","trait":["Archetype"],"id":"feat-3748","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Resolute Source Dark Archive pg. 49 Archetype Thaumaturge Prerequisites Thaumaturge Dedication; expert in Will --- You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master.","category":"feat","pfs":"Standard","feat":["Resolute"],"rarity":"common","slug":"feat-3748"},{"skill_mod":{},"summary":"Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"You made a bargain with a devil or won a legal case or other similar duel of wits against a devil.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3749","weakness":{},"name":"Devil's Eye","trait":["Aftermath","Rare"],"id":"feat-3749","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Devil's Eye Source Dark Archive pg. 55 Prerequisites You made a bargain with a devil or won a legal case or other similar duel of wits against a devil. --- Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye. The eye is the same shape and iris color as your normal eye would be, but the sclera is a deep red instead of white and the pupil is a narrow, vertical slit. The eye grants you an abnormal understanding of the loopholes and legal processes employed to trap poor creatures that don't know any better. You gain the Objection reaction. You also become an expert in Legal Lore and gain a +1 circumstance bonus to any check you make to read or negotiate a treatise, contract, or similar text. At 7th level you become a master of Legal Lore, and at 15th level you become legendary in Legal Lore. You can use Legal Lore in place of Perception to detect verbal loopholes, double entendres, hidden meanings, code, or contradictions in a conversation you can hear. This doesn't let you fully understand coded speech but alerts you to its presence. Objection Reaction (fortune) Frequency once per minute; Trigger You're about to attempt a saving throw against a linguistic effect; Effect Your devil's eye crackles with infernal glee as you discover a loophole in the wording of the triggering effect. You roll your saving throw twice, taking the higher result.","category":"feat","pfs":"Limited","feat":["Devil's Eye"],"rarity":"rare","slug":"feat-3749"},{"skill_mod":{},"summary":"With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"You helped to lay a haunt, ghost, or spirit to rest.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3750","weakness":{},"name":"Echo of the Fallen","trait":["Aftermath","Rare"],"id":"feat-3750","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Echo of the Fallen Source Dark Archive pg. 55 Prerequisites You helped to lay a haunt, ghost, or spirit to rest. --- With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you. This manifests as an echo of their former self that follows you around and that you and anyone capable of casting divine or occult spells can see and speak with. When you take this feat, work with your GM to choose one martial weapon and one skill (or an advanced weapon if you're trained in all martial weapons) that are appropriate for the spirit; once you've chosen the weapon and skill, you can't change them. You gain the Accept Echo action. Accept Echo Single Action (concentrate) Frequency once per day; Effect You allow the echo to inhabit your body, gaining a glowing aura around you, shining pale-green irises, a resonating voice, and the silhouette of the spirit around your own body, all of which can be seen clearly by others. While in this state, you become trained in the weapon you chose and an expert in the skill you chose. Additionally, while you're in this state, the echo can speak and interact with the Material Plane using your body, and you gain a +4 status bonus to all saves against possession effects, as the possessing spirit protects you from other possessions. This state lasts for 10 minutes, after which the echo disappears completely until the next time you make your daily preparations. You can Dismiss this effect. At 7th level you become a master of the skill you chose, at 13th level you become an expert with the weapon you chose, and at 15th level you become legendary with the skill you chose.","category":"feat","pfs":"Limited","feat":["Echo of the Fallen"],"rarity":"rare","slug":"feat-3750"},{"skill_mod":{},"summary":"The chill of ice entered your veins and never left, adjusting the internal temperature of your body.","primary_source":"Dark Archive","trait_group":["Feat","Energy","Monster","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"You've been brought to 0 Hit Points by an enemy that has the cold trait or an enemy's ability that has the cold trait.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3751","weakness":{},"name":"Lingering Chill","trait":["Aftermath","Cold","Rare"],"id":"feat-3751","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Lingering Chill Source Dark Archive pg. 55 Prerequisites You've been brought to 0 Hit Points by an enemy that has the cold trait or an enemy's ability that has the cold trait. --- The chill of ice entered your veins and never left, adjusting the internal temperature of your body. Your breath comes out in puffs, and your skin is as cold and smooth as the ice in your veins. You can cast ray of frost as a primal innate cantrip. You gain resistance to cold damage equal to half your level, and you're protected from severe cold temperatures.","category":"feat","pfs":"Limited","feat":["Lingering Chill"],"rarity":"rare","slug":"feat-3751"},{"skill_mod":{},"summary":"You've been ensnared by an azata's infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"You've partied extensively with an azata or entered a romantic relationship with an azata.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3752","weakness":{},"name":"Elysium's Cadence","trait":["Aftermath","Rare"],"id":"feat-3752","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Elysium's Cadence Source Dark Archive pg. 56 Prerequisites You've partied extensively with an azata or entered a romantic relationship with an azata. --- You've been ensnared by an azata's infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes. You gain a +1 circumstance bonus to checks to Make an Impression, or a +2 circumstance bonus if the target is chaotic good. You gain the Set Free reaction. Set Free Reaction (fortune) Frequency once per hour; Trigger You attempt a check to remove or counteract an effect with the confused, controlled, fascinated, immobilized, paralyzed, or restrained conditions; Effect You roll twice and use the better result.","category":"feat","pfs":"Limited","feat":["Elysium's Cadence"],"rarity":"rare","slug":"feat-3752"},{"skill_mod":{},"summary":"Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"You've been reduced to 0 Hit Points while engulfed by an ooze.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3753","weakness":{},"school":"transmutation","name":"Jelly Body","trait":["Aftermath","Magical","Rare","Transmutation"],"id":"feat-3753","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Jelly Body Source Dark Archive pg. 56 Prerequisites You've been reduced to 0 Hit Points while engulfed by an ooze. --- Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones. You gain resistance equal to your level to precision damage and damage from critical hits. You can submerge up to 1 Bulk of items within your body by sticking them inside of yourself. While the protrusion of the item is still visible from the outside, the items don't count toward making you encumbered or your maximum Bulk while stored in you. You can Interact to retrieve or store an item submerged into your body.","category":"feat","pfs":"Limited","feat":["Jelly Body"],"rarity":"rare","slug":"feat-3753"},{"skill_mod":{},"summary":"In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3754","weakness":{},"school":"transmutation","name":"Gift of the Hoard","trait":["Aftermath","Magical","Rare","Transmutation"],"id":"feat-3754","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Gift of the Hoard Source Dark Archive pg. 56 Prerequisites You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard. --- In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body. Your eyes begin to glow and change color while your limbs and neck grow a veneer of scales, all the same color as the associated dragon, accompanied by a near-insatiable desire to amass a hoard of your own. You gain the dragon breath sorcerer bloodline spell, emulating the breath of the associated dragon, and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. You Refocus by counting and arranging your treasure.","category":"feat","pfs":"Limited","feat":["Gift of the Hoard"],"rarity":"rare","slug":"feat-3754"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"necromancy","trait":["Aftermath","Flourish","Magical","Necromancy","Negative","Rare","Void"],"id":"feat-3755","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Siphon Life Two Actions Source Dark Archive pg. 56 Prerequisites You've been reduced to 0 Hit Points by an enemy with the negative trait. --- Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy's life force. Strike with an unarmed attack. If you hit and the target is a living creature, it takes 4d6 additional negative damage, depending on its Fortitude save. If the target takes any negative damage, you gain an equal number of temporary Hit Points, which last for 1 minute. Critical Success The enemy takes no additional negative damage and becomes temporarily immune for 1 minute. Success The enemy takes half the additional negative damage. Failure The enemy takes full additional negative damage. Critical Failure The enemy takes double the additional negative damage.","feat":["Siphon Life"],"skill_mod":{},"summary":"Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy's life force.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","School","Energy","Planar","Creature Type","Rarity"],"level":10,"prerequisite":"You've been reduced to 0 Hit Points by an enemy with the negative trait.","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3755","name":"Siphon Life","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"rare","slug":"feat-3755"},{"skill_mod":{},"summary":"It might have been a medusa , dracolisk , or even a fossil golem ; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you.","primary_source":"Dark Archive","trait_group":["Feat","Rarity","School"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"You have been petrified by an enemy.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3756","weakness":{},"school":"transmutation","name":"Petrified Skin","trait":["Aftermath","Rare","Transmutation"],"id":"feat-3756","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Petrified Skin Source Dark Archive pg. 56 Prerequisites You have been petrified by an enemy. --- It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin and covers more of your body as you lose health. You gain a stone fist unarmed attack that deals 1d8 bludgeoning damage, has the shove trait, and is in the brawling weapon group (unlike a normal fist, it doesn't have the agile or finesse traits). Additionally, you become more petrified as your life force ebbs. When you have fewer than half your maximum Hit Points, you increase the damage die size of your stone fist from 1d8 to 1d10 and gain resistance to physical damage (except adamantine) equal to your Constitution modifier. If you would gain the dying condition, you can choose to instead be permanently petrified and avoid the risk of death. When you do, you enter your petrified form with your full maximum Hit Points instead of the normal number. If you become unpetrified, you return to 0 Hit Points, as normal. You can't voluntarily end this petrification. Counteracting this petrification requires a casting of stone to flesh of a spell level equal to at least half your level, and a successful counteract check against the hard DC for your level. Other effects like stone to flesh have similar limitations, as determined by the GM. Each time you recover from this petrification, you gain a new scar on your skin in the shape of a long, thin crack.","category":"feat","pfs":"Limited","feat":["Petrified Skin"],"rarity":"rare","slug":"feat-3756"},{"skill_mod":{},"summary":"A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body.","primary_source":"Dark Archive","trait_group":["Feat","Energy","Elemental","Planar","Monster","Rarity"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"You've been brought to 0 Hit Points by an enemy that has the fire trait or an enemy's ability that has the fire trait.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3757","weakness":{},"name":"Dormant Eruption","trait":["Aftermath","Fire","Rare"],"id":"feat-3757","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Dormant Eruption Source Dark Archive pg. 57 Prerequisites You've been brought to 0 Hit Points by an enemy that has the fire trait or an enemy's ability that has the fire trait. --- A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. You're hot to the touch, gaining resistance 5 to cold and fire. Whenever an adjacent creature Strikes you with a melee attack or touches you, it takes 1d6 persistent fire damage. You gain the Thermal Eruption action. Thermal Eruption Two Actions (evocation, fire, primal) Frequency once per day; Effect You concentrate your thermal energy and explode it outward. All creatures in a 20-foot emanation take 14d6 fire damage with a basic Reflex save. Afterward, you lose all effects of the Dormant Eruption feat until your next daily preparations.","category":"feat","pfs":"Limited","feat":["Dormant Eruption"],"element":["Fire"],"rarity":"rare","slug":"feat-3757"},{"skill_mod":{},"summary":"Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements.","primary_source":"Dark Archive","trait_group":["Feat","Rarity","Elemental","Planar","Monster"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"You've been brought to 0 Hit Points by an enemy that has the water trait or an enemy's ability that has the water trait.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3758","weakness":{},"name":"Sink and Swim","trait":["Aftermath","Rare","Water"],"id":"feat-3758","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Sink and Swim Source Dark Archive pg. 57 Prerequisites You've been brought to 0 Hit Points by an enemy that has the water trait or an enemy's ability that has the water trait. --- Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements. You gain a swim Speed equal to your land Speed. If you already had a swim Speed, it's increased by 10 feet. You gain the Water Transfer activity, which enables you to teleport through a body of water. Water Transfer Single Action (conjuration, primal, teleportation, water) Frequency once per minute; Requirements You're on land and adjacent to a body of water; Effect You sink into the water and emerge back onto land in another space within 120 feet that's adjacent to the same body of water. You can transport yourself, any items you're wearing and holding, and up to one other willing creature.","category":"feat","pfs":"Limited","feat":["Sink and Swim"],"element":["Water"],"rarity":"rare","slug":"feat-3758"},{"skill_mod":{},"summary":"There are some fates worse than death–and you worked to save a fey from one such fate.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","School","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"You helped to save a fey from a terrible fate, and you're not a fey.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3759","weakness":{},"school":"necromancy","name":"Fey Life","trait":["Aftermath","Healing","Necromancy","Primal","Rare"],"id":"feat-3759","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Fey Life Source Dark Archive pg. 57 Prerequisites You helped to save a fey from a terrible fate, and you're not a fey. --- There are some fates worse than death–and you worked to save a fey from one such fate. In return, your life became bound to theirs. Fey magic has since become a part of you, bringing the vibrant colors of the First World to you and all that surrounds you. Your skin, hair, all that you touch, and anything within 5 feet of you changes to the most brilliant hues possible, though the colors fade as you cease to touch an object or you move away. You gain the ability to cast summon fey as a 7th-level primal innate spell once per day. At 18th level the spell heightens to 8th level, and at 20th level it heightens to 9th level. The first time you die after gaining this feat, the bond you made with the fey invokes the power of the First World to return you to life. Immediately after dying, you revive, becoming conscious (and wounded as normal) at 27 Hit Points, and you gain the fey trait. Your eyes become a rainbow of colors, and you take on a visual aspect of the fey with whom you are bound, such as by growing wings, horns, or a plantlike body. The change has no mechanical effect; for instance, the wings wouldn't allow you to fly, nor would horns grant a horn unarmed attack. The second time you die, you reawaken in the First World with the full appearance of the fey that was bound to you. You become an NPC, unconcerned with your old mortal life. You can be returned to your previous life in the Material Plane by having allies spend 3 days building a shrine to the First World, giving three offerings that hold deep sentimental value for you or another, and holding a raucous, three-day long feast. Any time that you die after that, you reawaken again in the First World with no memories of your previous life, and you can only be brought back by powerful magic such as a wish spell.","category":"feat","pfs":"Limited","feat":["Fey Life"],"rarity":"rare","slug":"feat-3759"},{"skill_mod":{},"summary":"A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do.","primary_source":"Dark Archive","trait_group":["Feat","Elemental","Planar","Monster","Mechanics","Rarity","School"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"You've been brought to 0 Hit Points by an enemy that has the air trait or an enemy's ability that has the air trait.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3760","weakness":{},"school":"transmutation","name":"Walk on the Wind","trait":["Aftermath","Air","Magical","Rare","Transmutation"],"id":"feat-3760","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Walk on the Wind Source Dark Archive pg. 57 Prerequisites You've been brought to 0 Hit Points by an enemy that has the air trait or an enemy's ability that has the air trait. --- A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do. You're light on your feet, your voice gains an airy quality that allows it to travel further than normal, and your clothing and hair rustle gently around you at all times. You can Stride at half your land Speed across calm air. If you attempt to carry another creature with you while walking on air, even if it's in an extradimensional space, you fall.","category":"feat","pfs":"Limited","feat":["Walk on the Wind"],"element":["Air"],"rarity":"rare","slug":"feat-3760"},{"skill_mod":{},"summary":"You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp.","primary_source":"Dark Archive","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You're in natural terrain.","source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3761","weakness":{},"name":"Cryptic Spell","trait":["Concentrate","Druid","Manipulate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-3761","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cryptic Spell Single Action Source Dark Archive pg. 64 Requirements You're in natural terrain. --- You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Cryptic Spell"],"rarity":"common","slug":"feat-3761"},{"skill_mod":{},"summary":"With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3762","weakness":{},"skill":["Deception","Deception"],"name":"Wolf in Sheep's Clothing","trait":["Ranger"],"id":"feat-3762","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Wolf in Sheep's Clothing Source Dark Archive pg. 64 Prerequisites Trained in Deception --- With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter. You can Impersonate creatures with the animal, beast, or plant traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could Impersonate a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn't change your actual size.","category":"feat","pfs":"Standard","feat":["Wolf in Sheep's Clothing"],"rarity":"common","slug":"feat-3762"},{"skill_mod":{},"summary":"The eye rebels, the mind recoils—no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Trained in Occultism; Expert in Stealth","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3763","weakness":{},"skill":["Occultism","Stealth","Occultism","Stealth"],"name":"Can't You See?","trait":["Druid","Ranger"],"id":"feat-3763","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Can't You See? Source Dark Archive pg. 64 Prerequisites Trained in Occultism; Expert in Stealth --- The eye rebels, the mind recoils—no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land. A character who attempts to Point Out your location must attempt a DC 14 flat check. If they fail, their allies misunderstand them and aren't sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to Seek you while you're hidden to or undetected by it, it thinks you're in a different location chosen by the GM. In either case, you appear to be hidden to a creature that thinks you're in a different location, though you're actually undetected by it for targeting and further uses of the Seek action.","category":"feat","pfs":"Standard","feat":["Can't You See?"],"rarity":"common","slug":"feat-3763"},{"skill_mod":{},"summary":"The natural world can be scary to those not used to it—and you make it scarier still.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Trained in Intimidation; Trained in Stealth","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3764","weakness":{},"skill":["Intimidation","Stealth","Intimidation","Stealth"],"name":"Eerie Environs","trait":["Druid","Ranger"],"id":"feat-3764","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Eerie Environs Source Dark Archive pg. 65 Prerequisites Trained in Intimidation; Trained in Stealth --- The natural world can be scary to those not used to it—and you make it scarier still. If you're hidden from a creature, you can attempt to Demoralize it without losing your hidden condition— imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don't take a penalty to your check if the target doesn't understand your language.","category":"feat","pfs":"Standard","feat":["Eerie Environs"],"rarity":"common","slug":"feat-3764"},{"skill_mod":{},"summary":"The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backward, or through places no one would think to pass through.","primary_source":"Dark Archive","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Trained in Intimidation; Trained in Survival","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3765","weakness":{},"skill":["Intimidation","Survival","Intimidation","Survival"],"name":"Eerie Traces","trait":["Concentrate","Druid","Exploration","Move","Ranger"],"id":"feat-3765","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Eerie Traces Source Dark Archive pg. 65 Prerequisites Trained in Intimidation; Trained in Survival --- The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don't need to attempt a Survival check to change your tracks, but anyone tracking you must attempt a Will save against the higher of your class DC or spell DC. Success The tracker is unaffected. Failure The tracker becomes frightened 1 for as long as it follows your tracks. This condition doesn't decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter frightened 1. Critical Failure As failure, but your disturbing traces cause the tracker to be frightened 2 instead.","category":"feat","pfs":"Standard","feat":["Eerie Traces"],"rarity":"common","slug":"feat-3765"},{"skill_mod":{},"summary":"The world conspires to keep you forgotten and unnoticed— memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face.","primary_source":"Dark Archive","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3766","weakness":{},"name":"Forgotten Presence","trait":["Druid","Uncommon"],"id":"feat-3766","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Forgotten Presence Source Dark Archive pg. 65 --- The world conspires to keep you forgotten and unnoticed— memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to Recall Knowledge about you take a –2 circumstance penalty. Add modify memory to your spell list as a primal spell.","category":"feat","pfs":"Standard","feat":["Forgotten Presence"],"rarity":"uncommon","slug":"feat-3766"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"necromancy","skill":["Occultism","Survival","Occultism","Survival"],"trait":["Auditory","Concentrate","Curse","Druid","Linguistic","Manipulate","Necromancy","Primal","Ranger","Uncommon"],"id":"feat-3767","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Eerie Proclamation Two Actions Source Dark Archive pg. 65 Frequency once per hour Prerequisites Expert in Occultism; Expert in Survival Requirements You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house). --- You know there are places in the world that are just wrong— places where the birds don't sing and where you always feel like you're being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a 10-foot by 10- foot square you can see and make an ominous proclamation of some manner (i.e. “This is cursed ground,” “That is an ill-omened place.”). The next creature that enters the marked territory must attempt a Will save against your spell DC (if you're a druid) or class DC (if you're a ranger). Success The target is unaffected. Failure Something goes horribly awry for the victim in the cursed ground. The details are up to the GM—it can be a purely “natural” accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition. Critical Failure As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute. ## d4 Failure Critical Failure 1 Clumsy 2 Clumsy 3 2 Enfeebled 2 Enfeebled 3 3 Stupefied 2 Stupefied 3 4 Dazzled Blinded for 1 round, then dazzled ","feat":["Eerie Proclamation"],"skill_mod":{},"summary":"You know there are places in the world that are just wrong— places where the birds don't sing and where you always feel like you're being watched.","primary_source":"Dark Archive","trait_group":["Sense","Mechanics","Affliction","Class","School","Tradition","Rarity"],"level":10,"prerequisite":"Expert in Occultism; Expert in Survival","source_category":["Rulebooks"],"requirement":"You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).","resistance":{},"url":"/Feats.aspx?ID=3767","name":"Eerie Proclamation","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-3767"},{"skill_mod":{},"summary":"You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3768","weakness":{},"skill":["Stealth","Stealth"],"name":"Obscured Emergence","trait":["Ranger"],"id":"feat-3768","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Obscured Emergence Source Dark Archive pg. 65 Prerequisites Expert in Stealth --- You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist. When you stop being hidden due to your own actions (not due to someone successfully finding you), you gain concealment until the start of your next turn as people's eyes find it oddly hard to focus on you. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to Hide.","category":"feat","pfs":"Standard","feat":["Obscured Emergence"],"rarity":"common","slug":"feat-3768"},{"skill_mod":{},"summary":"The forms you take on defy belief—chimerical sights of twisted antlers or acidic drool.","primary_source":"Dark Archive","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Wild Shape","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3769","weakness":{},"name":"Bizarre Transformation","trait":["Druid","Manipulate","Metamagic","Spellshape"],"actions_number":2,"id":"feat-3769","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Bizarre Transformation Single Action Source Dark Archive pg. 65 Prerequisites Wild Shape --- The forms you take on defy belief—chimerical sights of twisted antlers or acidic drool. If your next action is to cast wild shape , you can change the damage type of a single unarmed attack granted by the wild shape form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. The chosen attack gains the appropriate trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bizarre Transformation"],"rarity":"common","slug":"feat-3769"},{"skill_mod":{},"summary":"You've learned how to read the natural auras of other living creatures.","primary_source":"Dark Archive","trait_group":["Mechanics","Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Occultism","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3770","frequency":"once per hour","weakness":{},"skill":["Occultism","Occultism"],"name":"Aura Sight","trait":["Concentrate","Exploration","General","Secret","Skill","Uncommon"],"id":"feat-3770","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Aura Sight Source Dark Archive pg. 78 Frequency once per hour Prerequisites Expert in Occultism --- You've learned how to read the natural auras of other living creatures. To do this, you must focus on a single living target without blinking for 1 minute. You can do this while performing some other minor task—such as making conversation to distract from your intentions—but you can't blink or otherwise lose your concentration. You can then perceive any or all of the following information. The target's current apparent attitude toward you (friendly, indifferent, and so on). The target's current apparent emotional state. A general assessment of the target's physical health, such as what conditions or afflictions it has. You might need to succeed at an Occultism check against the affliction or condition's DC to detect the presence of a specifically hidden or subtle condition or affliction. In addition, the GM rolls a secret Occultism check for you against the target's Deception DC. If your result exceeds your target's, you can identify if they're being deceptive in some way (such as expressing a false attitude toward you or faking an emotional state). This doesn't allow you to automatically identify the exact nature of that deception, only to tell the outward appearance is false.","category":"feat","pfs":"Standard","feat":["Aura Sight"],"rarity":"uncommon","slug":"feat-3770"},{"skill_mod":{},"summary":"When confronted with the unknown, you can receive knowledge beyond your own experience via written messages delivered by your hand.","primary_source":"Dark Archive","trait_group":["Mechanics","Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Occultism","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3771","frequency":"once per day","weakness":{},"skill":["Occultism","Occultism"],"name":"Automatic Writing","trait":["Concentrate","Exploration","General","Manipulate","Skill","Uncommon"],"id":"feat-3771","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Automatic Writing Source Dark Archive pg. 78 Frequency once per day Prerequisites Expert in Occultism --- When confronted with the unknown, you can receive knowledge beyond your own experience via written messages delivered by your hand. You spend 10 minutes seated while holding a writing utensil, using it to make small circular motions as you open your mind to the forces around you. You receive information as your hand writes on its own, guided by spirits. At the end of these 10 minutes, Recall Knowledge with any Lore skill in which you are not trained, using your Occultism modifier instead of your modifier with that skill. The strain of this spirit channeling leaves you stupefied 1 for the next 10 minutes.","category":"feat","pfs":"Standard","feat":["Automatic Writing"],"rarity":"uncommon","slug":"feat-3771"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"trait":["General","Healing","Manipulate","Skill","Uncommon"],"id":"feat-3772","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Chromotherapy Two Actions Source Dark Archive pg. 78 Prerequisites Expert in Medicine --- You firmly believe in the technique of strengthening one's life force, spiritual energies, and bodily fluids through the application of colored light. When using a torch, lantern, or other artificial light source to illuminate an area of dim light or darker, you use a combination of alchemical reagents, medicinal components, and colored lenses to turn that light one of seven colors, allowing you to help an ally recover from persistent damage. You give that target an assisted recovery, but the target can be anywhere within the bright light of the light source instead of needing to be adjacent to you. Ambient bright light (like sunlight) drowns out your artificial illumination and prevents you from using Chromotherapy. The color of the light you choose determines the type of persistent damage from which you help the target recover. ## Color Description Red You increase blood flow to heat the body, attempting to end persistent cold damage. Orange You cancel out electric charge, attempting to end persistent electricity damage. Yellow You reduce pain and mental stress, attempting to end persistent mental damage. Green You promote blood flow in a way that helps clot wounds, attempting to end persistent bleed damage. Blue You cool the body, attempting to end persistent fire damage. Indigo You render acids inert, attempting to end persistent acid damage. Violet You purify the body, attempting to end persistent poison damage. ","feat":["Chromotherapy"],"skill_mod":{},"summary":"You firmly believe in the technique of strengthening one's life force, spiritual energies, and bodily fluids through the application of colored light.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","Rarity"],"level":2,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3772","name":"Chromotherapy","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-3772"},{"skill_mod":{},"summary":"You know how to stimulate a body's natural healing abilities through the application of resonant crystals.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3773","weakness":{},"skill":["Occultism","Occultism"],"name":"Crystal Healing","trait":["General","Healing","Manipulate","Skill","Uncommon"],"id":"feat-3773","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crystal Healing Source Dark Archive pg. 78 Prerequisites Trained in Occultism --- You know how to stimulate a body's natural healing abilities through the application of resonant crystals. Doing so requires you to use at least two semiprecious stones with a total value of 5 gp or more in place of healer's tools, which allows you to attempt to Treat Disease or Treat Poison using Occultism rather than Medicine. Examples and prices of semiprecious stones can be found under Gems. If you're an expert in Occultism and you use gems whose total value equals or exceeds 50 gp, you gain a +1 item bonus to your Occultism check. If you're a master and the gems' value equals or exceeds 700 gp, the item bonus increases to +2; if you're legendary in Occultism and the gems' value equals or exceeds 15,000 gp, the item bonus increases to +3.","category":"feat","pfs":"Standard","feat":["Crystal Healing"],"rarity":"uncommon","slug":"feat-3773"},{"skill_mod":{},"summary":"You can find what you're looking for using a dowsing rod or pendulum.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":3,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3774","weakness":{},"skill":["Survival","Survival"],"name":"Folk Dowsing","trait":["General","Skill","Uncommon"],"id":"feat-3774","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Folk Dowsing Source Dark Archive pg. 78 Prerequisites Trained in Survival --- You can find what you're looking for using a dowsing rod or pendulum. If you Search while wielding a dowsing rod or pendulum, in addition to the normal checks for Searching, the GM rolls a secret Survival check for you to detect the largest source of water, oil, or another natural non-bodily fluid in the area. Even if the liquid is concealed from you—for example, if it stems from an underground spring or is piped through a wall—this technique points you in the right direction. The GM determines the DC, which is usually the trained simple DC with a hard or very hard adjustment if the source of water is small. If you're an expert in Survival, the GM also makes a Survival check for you to detect sizable deposits of metal, minerals, and nearby graves. The DC is usually the expert simple DC, with DC adjustments for smaller deposits.","category":"feat","pfs":"Standard","feat":["Folk Dowsing"],"rarity":"uncommon","slug":"feat-3774"},{"skill_mod":{},"summary":"You've attuned your natural aura to that of plant life, coaxing it to grow faster than normal.","primary_source":"Dark Archive","trait_group":["Mechanics","Feat","School","Energy","Planar","Creature Type","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Nature","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3775","weakness":{},"school":"necromancy","skill":["Nature","Nature"],"name":"Morphic Manipulation","trait":["Exploration","General","Necromancy","Positive","Primal","Skill","Uncommon","Vitality"],"id":"feat-3775","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Morphic Manipulation Source Dark Archive pg. 79 Prerequisites Master in Nature --- You've attuned your natural aura to that of plant life, coaxing it to grow faster than normal. You sit for 10 minutes with a small, natural non-creature plant—such as a lone flower, a small bush, or a potted succulent—while you bring your aura in tune through meditation. You coax the plant to advance one stage in its life cycle: from seed to sprout, sprout to plant, plant to flower, or flower to fruit. If the plant doesn't have proper nutrients (if you're sprouting a seed without soil or water, for example), the plant withers 5 minutes after you complete the activity. Performing this activity more than once per day renders you fatigued and unable to use Morphic Manipulation until your next full night's rest.","category":"feat","pfs":"Standard","feat":["Morphic Manipulation"],"rarity":"uncommon","slug":"feat-3775"},{"skill_mod":{},"summary":"With a touch, you can read the psychic impressions left on objects by their previous owners.","primary_source":"Dark Archive","trait_group":["Mechanics","School","Feat","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3776","weakness":{},"school":"divination","skill":["Occultism","Occultism"],"name":"Read Psychometric Resonance","trait":["Concentrate","Divination","Emotion","Exploration","General","Mental","Occult","Skill","Uncommon"],"id":"feat-3776","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Read Psychometric Resonance Source Dark Archive pg. 79 Prerequisites Trained in Occultism --- With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to Detect Magic in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child's beloved teddy bear, the sorrow from a widower's wedding ring, or the fear from a victim's murder weapon. If you're looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action. Psychometric Assessment (concentrate, divination, emotion, exploration, mental, occult) Requirements Your bare hands are touching an object in which you detected psychometric resonance; Effect You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take 1d6 psychic damage, as determined by the GM.","category":"feat","pfs":"Standard","feat":["Read Psychometric Resonance"],"rarity":"uncommon","slug":"feat-3776"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Intimidation","Intimidation"],"trait":["General","Skill","Uncommon"],"id":"feat-3777","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Skeptic's Defense Reaction Source Dark Archive pg. 79 Frequency once per day Prerequisites Master in Intimidation Trigger You are targeted by or are in the area of a mental spell or effect. --- You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.","feat":["Skeptic's Defense"],"skill_mod":{},"summary":"You don't believe in any mental twaddle, and you're certainly not afraid of it.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"level":7,"prerequisite":"Master in Intimidation","source_category":["Rulebooks"],"trigger":"You are targeted by or are in the area of a mental spell or effect.","resistance":{},"url":"/Feats.aspx?ID=3777","name":"Skeptic's Defense","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-3777"},{"skill_mod":{},"summary":"Your power spontaneously evolves or reconfigures itself.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Adventure Paths","level":4,"source_category":["Adventure Paths","Rulebooks"],"source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3778","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","spoilers":"Gatewalkers","name":"Awakened Power","trait":["Deviant","Rare"],"id":"feat-3778","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Awakened Power May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 9, Dark Archive pg. 100 --- Your power spontaneously evolves or reconfigures itself. You gain one awakening benefit for a deviant feat of 4th level or lower. Special You can take this feat multiple times. Each time you do, choose a different deviant feat of 4th level or lower, and gain one of its awakening benefits.","category":"feat","feat":["Awakened Power"],"rarity":"rare","slug":"feat-3778"},{"skill_mod":{},"summary":"Your power undergoes yet another awakening.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","Rarity"],"primary_source_category":"Adventure Paths","level":10,"source_category":["Adventure Paths","Rulebooks"],"source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3779","weakness":{},"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","spoilers":"Gatewalkers","name":"Greater Awakened Power","trait":["Deviant","Rare"],"id":"feat-3779","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Greater Awakened Power May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 9, Dark Archive pg. 100 --- Your power undergoes yet another awakening. You gain one awakening benefit for a deviant feat of 10th level or lower. Special You can take this feat multiple times. Each time you do, choose a different deviant feat of 10th level or lower, and gain one of its awakening benefits.","category":"feat","feat":["Greater Awakened Power"],"rarity":"rare","slug":"feat-3779"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Attack","Deviant","Evocation","Magical","Rare"],"id":"feat-3780","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Blasting Beams Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 9, Dark Archive pg. 100 Requirements You have a free hand. --- A directed beam of heat or an arc of lightning is one of the simplest ways to project energy. You fire a blast or beam from one hand. Make an attack roll against a creature within 30 feet. If you succeed, the beam deals 1d6 damage for every 2 levels you have to the target, or double damage on a critical success.","feat":["Blasting Beams"],"skill_mod":{},"summary":"A directed beam of heat or an arc of lightning is one of the simplest ways to project energy.","primary_source":"Gatewalkers Player's Guide","trait_group":["Mechanics","Feat","School","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"requirement":"You have a free hand.","resistance":{},"url":"/Feats.aspx?ID=3780","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Blasting Beams","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-3780"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"abjuration","trait":["Abjuration","Deviant","Magical","Rare"],"id":"feat-3781","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Consume Energy Reaction May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 9, Dark Archive pg. 100 Trigger An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type. --- Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself. Attempt a counteract check against the triggering effect as you draw it into your body. If you successfully counteract the ability, you gain temporary Hit Points equal to double the counteract level of the ability, which last for 1 minute.","feat":["Consume Energy"],"skill_mod":{},"summary":"Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself.","primary_source":"Gatewalkers Player's Guide","trait_group":["School","Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"trigger":"An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type.","resistance":{},"url":"/Feats.aspx?ID=3781","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Consume Energy","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-3781"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Deviant","Evocation","Magical","Rare"],"id":"feat-3782","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Storming Breath Two Actions May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 9, Dark Archive pg. 100 --- You spit out a freezing breath or sonic scream. You deal 4d6 damage, plus 1d6 damage for every level you have beyond 6th, to all creatures in a 30-foot cone, with a basic Reflex save.","feat":["Storming Breath"],"skill_mod":{},"summary":"You spit out a freezing breath or sonic scream.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","School","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3782","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Storming Breath","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-3782"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Deviant","Evocation","Magical","Rare"],"id":"feat-3783","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Propulsive Leap Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 9, Dark Archive pg. 101 --- By expelling flames from your feet or levitating through electrical repulsion, you propel yourself through the air. For 1 minute, you gain a fly Speed equal to your Speed or 20 feet, whichever is greater. If you aren't on solid ground at the end of your turn, you must attempt another backlash check for your deviation, though you remain airborne even if you fail your check unless the damage from the check renders you unconscious.","feat":["Propulsive Leap"],"skill_mod":{},"summary":"By expelling flames from your feet or levitating through electrical repulsion, you propel yourself through the air.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","School","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3783","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Propulsive Leap","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-3783"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Deviant","Evocation","Magical","Rare"],"id":"feat-3784","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Bone Spikes Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 10, Dark Archive pg. 101 --- Sharp shards of bone tear forth from your elbows, wrists, or other parts of your body. For 1 minute, you can make bone spike unarmed Strikes, which deal 1d6 piercing damage and have the versatile S and sweep trails. When you take the Bone Spikes action, you can choose one weapon on your person and duplicate its weapon runes onto your bone spikes (with the exception of any runes that couldn't apply to the bone spears).","feat":["Bone Spikes"],"skill_mod":{},"summary":"Sharp shards of bone tear forth from your elbows, wrists, or other parts of your body.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","School","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3784","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Bone Spikes","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-3784"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","trait":["Deviant","Magical","Rare","Transmutation"],"id":"feat-3785","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Titan Swing Two Actions May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 10, Dark Archive pg. 101 --- Your limbs tense as you deliver a mighty swing. Make a melee Strike. If it hits, you deal an extra die of weapon damage and push the target back by 5 feet. If you're at least 10th level, increase this to two extra dice and push the target by 10 feet, and if you're at least 18th level, increase it to three extra dice and push the target by 15 feet.","feat":["Titan Swing"],"skill_mod":{},"summary":"Your limbs tense as you deliver a mighty swing.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","Mechanics","Rarity","School"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3785","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Titan Swing","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-3785"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"necromancy","trait":["Deviant","Healing","Magical","Necromancy","Rare"],"id":"feat-3786","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > High-Speed Regeneration Free Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 10, Dark Archive pg. 101 Trigger Your turn begins. --- Your wounds knit together with barely a thought. You regain Hit Points equal to double your level. When you gain this deviation, the GM secretly selects one type of energy damage or precious material, such as fire or cold iron. When you take damage of that type, your wound smokes until the end of your next turn, preventing you from using High-Speed Regeneration.","feat":["High-Speed Regeneration"],"skill_mod":{},"summary":"Your wounds knit together with barely a thought.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=3786","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"High-Speed Regeneration","actions_number":0,"category":"feat","actions":"Free Action","rarity":"rare","slug":"feat-3786"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Deviant","Evocation","Magical","Rare"],"id":"feat-3787","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Tectonic Stomp Two Actions May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 10, Dark Archive pg. 101 --- You cause minor tremors that topple your enemies. All creatures in a 30-foot emanation who are standing on the ground take 1d6 bludgeoning damage for every 2 levels you have, with a basic Reflex save. A creature that fails its save also falls prone.","feat":["Tectonic Stomp"],"skill_mod":{},"summary":"You cause minor tremors that topple your enemies.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","School","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3787","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Tectonic Stomp","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-3787"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"conjuration","trait":["Conjuration","Deviant","Magical","Rare"],"id":"feat-3788","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Eerie Flicker Reaction May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 11, Dark Archive pg. 102 Trigger A enemy's Strike would hit you and you weren't already concealed, hidden, or undetected by that enemy. --- Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you.","feat":["Eerie Flicker"],"skill_mod":{},"summary":"Your body flickers momentarily into the Ethereal Plane","primary_source":"Gatewalkers Player's Guide","trait_group":["School","Feat","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"trigger":"A enemy's Strike would hit you and you weren't already concealed , hidden , or undetected by that enemy.","resistance":{},"url":"/Feats.aspx?ID=3788","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Eerie Flicker","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-3788"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Deviant","Evocation","Magical","Rare"],"id":"feat-3789","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Ghostly Grasp (Deviant) Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 11, Dark Archive pg. 102 --- An invisible arm extends from you to grab and manipulate objects. The arm reaches up to 15 feet, grabs an unattended object of 1 Bulk or less, and immediately deposits it in one of your free hands or at your feet. Alternatively, it reaches up to 15 feet and performs a simple Interact action like pushing open a window, though it can't perform actions that require significant mechanical dexterity. For every 5 levels you have, the amount the hand can lift increases by 1 Bulk, and the arm's range increases by 15 feet. Being ghostly, the arm can affect ghosts, spirits, and other incorporeal entities, though in most cases, you need an awakening for this to be useful.","feat":["Ghostly Grasp (Deviant)"],"skill_mod":{},"summary":"An invisible arm extends from you to grab and manipulate objects.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","School","Mechanics","Rarity"],"level":2,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3789","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Ghostly Grasp (Deviant)","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-3789"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"necromancy","trait":["Auditory","Deviant","Magical","Necromancy","Rare"],"id":"feat-3790","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Enervating Wail Two Actions May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 11, Dark Archive pg. 102 --- You release a terrible wail that tears at the spirits of all nearby. All living creatures in a 20-foot emanation take negative damage with a basic Fortitude save. The damage is 4d6, plus 1d6 for every level you have beyond 6th.","feat":["Enervating Wail"],"skill_mod":{},"summary":"You release a terrible wail that tears at the spirits of all nearby.","primary_source":"Gatewalkers Player's Guide","trait_group":["Sense","Feat","Mechanics","School","Rarity"],"level":6,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3790","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Enervating Wail","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-3790"},{"primary_source_category":"Adventure Paths","source":["Gatewalkers Player's Guide","Dark Archive"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Deviant","Evocation","Magical","Rare"],"id":"feat-3791","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Distant Wandering Single Action May contain spoilers from Gatewalkers Source Gatewalkers Player's Guide pg. 11, Dark Archive pg. 103 --- Your body falls unconscious and your spirit projects out of it. While in spirit form, you can't consciously move your body, and you are invisible and inaudible, though a creature still might notice the signs of your presence and passing, just like for an invisible creature affected by silence , or a prying eye . You can freely move about, though you can't touch or move anything, cast spells, attack, or otherwise affect anything around you. Despite your ghostly form, you are not incorporeal and can't pass through barriers you couldn't in your body. Most effects can't harm your spirit form, though some spells, like spirit blast and spirit song , explicitly damage a creature's spirit. You can return to your body as a free action. If you are in spirit form at the beginning of your turn, you must attempt another backlash check for your deviation, returning to your body if you fail.","feat":["Distant Wandering"],"skill_mod":{},"summary":"Your body falls unconscious and your spirit projects out of it.","primary_source":"Gatewalkers Player's Guide","trait_group":["Feat","School","Mechanics","Rarity"],"level":10,"source_category":["Adventure Paths","Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3791","source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Distant Wandering","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-3791"},{"skill_mod":{},"summary":"You were formed from a clone ritual or alchemical experiment.","primary_source":"Dark Archive","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3792","weakness":{},"name":"Clone-Risen","trait":["Lineage","Reflection"],"id":"feat-3792","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Clone-Risen Source Dark Archive pg. 120 --- You were formed from a clone ritual or alchemical experiment. Created as a vessel for another creature, you can suppress your sentience momentarily, making your mind harder to alter. You gain the Empty Vessel reaction. Empty Vessel Reaction (concentrate) Frequency once per day; Trigger You would take mental damage or be affected by a mental effect; Effect You gain a +2 circumstance bonus to Will saves and resistance to mental damage equal to your level against the triggering effect. This applies only to the initial effect, not successive saves, persistent mental damage, or other repeated effects. Clone-Risen leads to... Replicate","category":"feat","pfs":"Standard","feat":["Clone-Risen"],"rarity":"common","slug":"feat-3792"},{"skill_mod":{},"summary":"You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions.","primary_source":"Dark Archive","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3793","weakness":{},"name":"Mirror-Risen","trait":["Lineage","Reflection"],"id":"feat-3793","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mirror-Risen Source Dark Archive pg. 120 --- You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions. You gain the Mirror's Trickery reaction. Mirror's Trickery Reaction (concentrate, illusion, occult, visual) Frequency once per day; Trigger You would be hit by a Strike; Effect You create an illusory duplicate at the last instant and attempt to trick your foe into striking it instead of you. The attacker attempts a DC 11 flat check; on a failure, the attack hits the duplicate, changing the result from a critical success to a success or a success to a failure. Mirror-Risen leads to... Mirror Refuge, Reflective Pocket","category":"feat","pfs":"Standard","feat":["Mirror-Risen"],"rarity":"common","slug":"feat-3793"},{"skill_mod":{},"summary":"You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating.","primary_source":"Dark Archive","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3794","weakness":{},"name":"Morph-Risen","trait":["Lineage","Reflection"],"id":"feat-3794","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Morph-Risen Source Dark Archive pg. 120 --- You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating. This accident might have drained your power, or you might have retained some of your skills, but either way, your form resists further forced transformation. You gain a +1 circumstance bonus to saving throws against transmutation effects, and if you roll a success on a saving throw against a hostile morph or polymorph effect, you get a critical success instead. Morph-Risen leads to... Warp Likeness","category":"feat","pfs":"Standard","feat":["Morph-Risen"],"rarity":"common","slug":"feat-3794"},{"skill_mod":{},"summary":"You didn't just inherit your physical form from your progenitor; you also retained some of their knowledge.","primary_source":"Dark Archive","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3795","weakness":{},"name":"Progenitor Lore","trait":["Reflection"],"id":"feat-3795","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Progenitor Lore Source Dark Archive pg. 120 --- You didn't just inherit your physical form from your progenitor; you also retained some of their knowledge. You're trained in Deception and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a Lore corresponding to your ancestry (e. g., Elf Lore if your progenitor is an elf).","category":"feat","pfs":"Standard","feat":["Progenitor Lore"],"rarity":"common","slug":"feat-3795"},{"skill_mod":{},"summary":"Due to your origins, your form is more flexible than most.","primary_source":"Dark Archive","trait_group":["Mechanics","Ancestry","Sense"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3796","frequency":"once per minute","weakness":{},"name":"Warped Reflection","trait":["Concentrate","Emotion","Fear","Mental","Reflection","Visual"],"actions_number":2,"id":"feat-3796","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Warped Reflection Single Action Source Dark Archive pg. 120 Frequency once per minute --- Due to your origins, your form is more flexible than most. You shift your appearance to resemble a creature within 30 feet but with an unsettling, horrifying twist. Though this transformation is momentary, witnessing it gives the target deep existential dread. It must succeed at a Will save against the higher of your class DC or spell DC or become frightened 1 (frightened 2 on a critical failure) and be stupefied 1 as long as the frightened condition lasts. Once you've used Warped Reflection against a creature, it's temporarily immune for 24 hours.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Warped Reflection"],"rarity":"common","slug":"feat-3796"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Concentrate","Fortune","Mental","Reflection"],"id":"feat-3797","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Mistaken Identity Reaction Source Dark Archive pg. 120 Frequency once per minute Trigger You're about to attempt a saving throw against a mental effect. --- You feel a strong connection with your progenitor and can convince yourself an effect targeting your mind was meant for theirs instead, allowing you to shrug off harmful effects. Roll the saving throw twice, and take the higher result. However, subsuming your identity is disturbing, and you're frightened 1.","feat":["Mistaken Identity"],"skill_mod":{},"summary":"You feel a strong connection with your progenitor and can convince yourself an effect targeting your mind was meant for theirs instead, allowing you to shrug off harmful effects.","primary_source":"Dark Archive","trait_group":["Mechanics","Ancestry"],"level":5,"source_category":["Rulebooks"],"trigger":"You're about to attempt a saving throw against a mental effect.","resistance":{},"url":"/Feats.aspx?ID=3797","name":"Mistaken Identity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3797"},{"skill_mod":{},"summary":"You've formed a connection with a small hand mirror, allowing you to use it as an extradimensional storage space.","primary_source":"Dark Archive","trait_group":["Mechanics","Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Mirror-Risen","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3798","weakness":{},"name":"Reflective Pocket","trait":["Extradimensional","Reflection"],"id":"feat-3798","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Reflective Pocket Source Dark Archive pg. 120 Prerequisites Mirror-Risen --- You've formed a connection with a small hand mirror, allowing you to use it as an extradimensional storage space. You can store one item of light Bulk in your mirror at a time. Storing or retrieving an item requires an Interact action and any creature can do so. While an item is stored within the mirror, the mirror reflects the item's image. You gain a +2 circumstance bonus to Stealth checks to Conceal an Object unless someone checks the mirror's reflection.","category":"feat","pfs":"Standard","feat":["Reflective Pocket"],"rarity":"common","slug":"feat-3798"},{"skill_mod":{},"summary":"You've learned to reshape your malleable form.","primary_source":"Dark Archive","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Clone-Risen","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3799","weakness":{},"name":"Replicate","trait":["Reflection"],"id":"feat-3799","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Replicate Source Dark Archive pg. 121 Prerequisites Clone-Risen --- You've learned to reshape your malleable form. You can cast illusory disguise once per day as an innate occult spell. This is a transmutation and morph effect, as your body physically transforms, rather than an illusion effect.","category":"feat","pfs":"Standard","feat":["Replicate"],"rarity":"common","slug":"feat-3799"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"school":"transmutation","trait":["Morph","Occult","Reflection","Transmutation"],"id":"feat-3800","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Warp Likeness Single Action Source Dark Archive pg. 121 Frequency once per minute Prerequisites Morph-Risen Trigger You hit a creature with a melee Strike on your last action. --- You channel some of your own nature through your blow, temporarily warping your target's form to resemble your own. The creature you hit must attempt a Fortitude save against the higher of your class DC or spell DC. Critical Success The target is unaffected. Success The target resists the effect but its form twists in the process. It's clumsy 1 until the end of its next turn. Failure The target's body briefly warps to resemble yours. It's clumsy 1 until the end of its next turn and sickened 1. Critical Failure The target's body warps to resemble yours for a significant time. It's clumsy 1 for 1 minute and sickened 2.","feat":["Warp Likeness"],"skill_mod":{},"summary":"You channel some of your own nature through your blow, temporarily warping your target's form to resemble your own.","primary_source":"Dark Archive","trait_group":["Mechanics","Tradition","Ancestry","School"],"level":5,"prerequisite":"Morph-Risen","source_category":["Rulebooks"],"trigger":"You hit a creature with a melee Strike on your last action.","resistance":{},"url":"/Feats.aspx?ID=3800","name":"Warp Likeness","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3800"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"conjuration","trait":["Conjuration","Extradimensional","Occult","Reflection"],"id":"feat-3801","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Mirror Refuge Two Actions Source Dark Archive pg. 121 Frequency once per day Prerequisites Mirror-Risen Requirements You're within 5 feet of a mirrored surface. --- Your origin in the space behind mirrors enables you to use a mirror as a hideaway, like the spell meld into stone . You meld into an adjacent mirror. You can hear but not see outside this space, and creatures outside can't see or hear you. You can cast spells while within the mirror, but no effects can cross the mirror. Your Mirror Refuge lasts for 10 minutes unless the mirror is broken, which expels you and deals 10d6 damage to you. You can Dismiss the effect. You appear in a space adjacent to the mirror when the effect ends.","feat":["Mirror Refuge"],"skill_mod":{},"summary":"Your origin in the space behind mirrors enables you to use a mirror as a hideaway, like the spell meld into stone .","primary_source":"Dark Archive","trait_group":["School","Mechanics","Tradition","Ancestry"],"level":9,"prerequisite":"Mirror-Risen","source_category":["Rulebooks"],"requirement":"You're within 5 feet of a mirrored surface.","resistance":{},"url":"/Feats.aspx?ID=3801","name":"Mirror Refuge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3801"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Reflection"],"id":"feat-3802","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Two-Truths Single Action Source Dark Archive pg. 121 Prerequisites Master in Deception --- Your ability to imitate your progenitor is so strong, you can even convince yourself. When you use this action, you alter your thought processes to your progenitor or from your progenitor back to yourself. As long as what you say is true from the point of view of your current identity, you can say it even under effects like zone of truth that force you to speak truly.","feat":["Two-Truths"],"skill_mod":{},"summary":"Your ability to imitate your progenitor is so strong, you can even convince yourself.","primary_source":"Dark Archive","trait_group":["Ancestry"],"level":9,"prerequisite":"Master in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3802","name":"Two-Truths","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3802"},{"skill_mod":{},"summary":"When you cast humanoid form or illusory disguise to alter your appearance, the spell's duration is 2 hours.","primary_source":"Dark Archive","trait_group":["Ancestry","School"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"ability to cast _humanoid form_ or _illusory disguise_","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3803","weakness":{},"school":"transmutation","name":"Unyielding Disguise","trait":["Reflection","Transmutation"],"id":"feat-3803","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Unyielding Disguise Source Dark Archive pg. 121 Prerequisites ability to cast humanoid form or illusory disguise --- When you cast humanoid form or illusory disguise to alter your appearance, the spell's duration is 2 hours. At the end of the duration, you can extend the spell's duration for another hour, but doing so is taxing, making you drained 1. You can keep extending it in this way, increasing your drained condition by 1 each time, to a maximum duration of 6 hours.","category":"feat","pfs":"Standard","feat":["Unyielding Disguise"],"rarity":"common","slug":"feat-3803"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"transmutation","trait":["Reflection","Transmutation"],"id":"feat-3804","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Malleable Form Single Action Source Dark Archive pg. 121 Prerequisites ability to cast at least one polymorph spell Requirements You're polymorphed by a spell that has multiple choices of battle form. --- You adroitly shift your form, taking on another appearance. Choose a different battle form of the polymorph spell affecting you, and change to that form instead of the current one. This destabilizes the spell's magic, reducing its duration by 1 round. Use the level of the spell to determine the statistics, as normal.","feat":["Malleable Form"],"skill_mod":{},"summary":"You adroitly shift your form, taking on another appearance.","primary_source":"Dark Archive","trait_group":["Ancestry","School"],"level":13,"prerequisite":"ability to cast at least one polymorph spell","source_category":["Rulebooks"],"requirement":"You're polymorphed by a spell that has multiple choices of battle form.","resistance":{},"url":"/Feats.aspx?ID=3804","name":"Malleable Form","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3804"},{"skill_mod":{},"summary":"Through your strong connection with your progenitor, you're able to redirect those attempting to spy on you.","primary_source":"Dark Archive","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3805","weakness":{},"name":"Redirect Attention","trait":["Reflection"],"id":"feat-3805","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Redirect Attention Source Dark Archive pg. 121 --- Through your strong connection with your progenitor, you're able to redirect those attempting to spy on you. Whenever you would be directly targeted with a scrying effect, the effect must attempt a counteract check against the higher of your spell DC or class DC. If the check fails, the effect targets your progenitor instead of you.","category":"feat","pfs":"Standard","feat":["Redirect Attention"],"rarity":"common","slug":"feat-3805"},{"skill_mod":{},"summary":"You create a copy of a foe by calling them forth from a nearby reflection, clonally growing them in an instant from one of your hairs or otherwise creating them in a way that matches your own nature as a reflection.","primary_source":"Dark Archive","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3806","weakness":{},"name":"Reflect Foe","trait":["Reflection"],"id":"feat-3806","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Reflect Foe Source Dark Archive pg. 121 --- You create a copy of a foe by calling them forth from a nearby reflection, clonally growing them in an instant from one of your hairs or otherwise creating them in a way that matches your own nature as a reflection. You can cast duplicate foe once per day as an innate occult spell. At 20th level, your innate duplicate foe is heightened to 8th level.","category":"feat","pfs":"Standard","feat":["Reflect Foe"],"rarity":"common","slug":"feat-3806"},{"skill_mod":{},"summary":"You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Deception; Trained in Stealth","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3807","weakness":{},"archetype":["Alter Ego"],"skill":["Deception","Stealth","Deception","Stealth"],"name":"Alter Ego Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-3807","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Alter Ego Dedication Source Dark Archive pg. 126 Archetype Alter Ego Prerequisites Trained in Deception; Trained in Stealth --- You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in Deception. You gain the Assume a Role activity. Assume a Role (concentrate) Requirements You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information; Effect You quickly and accurately learn how to do mundane jobs or at least copy the movements enough to appear as if you do. A chosen role can take many forms—from cook, cleaner, or librarian to cult member, priest, or duke—but it's always a role and never a specific individual. You perform the Impersonate activity to pass as a member of the role you observed and gain a +1 circumstance bonus to any Deception checks you attempt in your impersonation. This takes the normal amount of time it takes you to Impersonate. You also choose one Lore skill relevant to that role (such as Farming Lore for a farmer). While in your role, you gain a +1 circumstance bonus to checks for that Lore skill, and if you're untrained in it, you can use your level as your proficiency bonus. You stop assuming the role after 24 hours, if you start studying for a new role, or if you choose to. Special You can't select another dedication feat until you've gained two other feats from the alter ego archetype. Alter Ego Dedication leads to... Borrow Memories, Change of Face, Fake It Till You Make it, Illusory Identity, In Plain Sight, It Was Me All Along!, Muscle Mimicry, Sound Mirror, Swap Reflections, We're on the List","category":"feat","pfs":"Standard","feat":["Alter Ego Dedication"],"rarity":"uncommon","slug":"feat-3807"},{"skill_mod":{},"summary":"You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3808","weakness":{},"archetype":["Alter Ego"],"name":"Change of Face","trait":["Archetype","Skill"],"id":"feat-3808","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Change of Face Source Dark Archive pg. 126 Archetype Alter Ego Prerequisites Alter Ego Dedication --- You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you Impersonate, you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you Impersonate in this way, your Impersonate activity gains the occult trait.","category":"feat","pfs":"Standard","feat":["Change of Face"],"rarity":"common","slug":"feat-3808"},{"skill_mod":{},"summary":"When you take on a role, you become more capable with all sorts of tasks involving that role.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3809","weakness":{},"archetype":["Alter Ego"],"name":"Fake It Till You Make it","trait":["Archetype"],"id":"feat-3809","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fake It Till You Make it Source Dark Archive pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication --- When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume.","category":"feat","pfs":"Standard","feat":["Fake It Till You Make it"],"rarity":"common","slug":"feat-3809"},{"skill_mod":{},"summary":"People often only see what they want to see, a weakness you know how to take full advantage of.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3810","weakness":{},"archetype":["Alter Ego"],"name":"In Plain Sight","trait":["Archetype","Skill"],"id":"feat-3810","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > In Plain Sight Source Dark Archive pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication --- People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use Deception in place of Stealth when using the Avoid Notice exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks.","category":"feat","pfs":"Standard","feat":["In Plain Sight"],"rarity":"common","slug":"feat-3810"},{"skill_mod":{},"summary":"You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions—perfect for misdirection and infiltration.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3811","weakness":{},"archetype":["Alter Ego"],"name":"Sound Mirror","trait":["Archetype"],"id":"feat-3811","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sound Mirror Source Dark Archive pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication --- You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions—perfect for misdirection and infiltration. You can cast silence on yourself as a 2nd-level innate occult spell and ventriloquism as a 1st-level innate occult spell, both once per day. You also can cast ghost sound as an innate occult cantrip. You become trained in occult spell attack rolls and spell DCs, and your key spellcasting ability is Charisma.","category":"feat","pfs":"Standard","feat":["Sound Mirror"],"rarity":"common","slug":"feat-3811"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Deception","Athletics","Deception"],"trait":["Archetype","Concentrate","Skill"],"id":"feat-3812","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Muscle Mimicry Reaction Source Dark Archive pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication; Trained in Athletics; Master in Deception Trigger An enemy makes a successful Disarm, Escape, Grapple, Shove, or Trip attempt. --- Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your Athletics check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn.","feat":["Muscle Mimicry"],"skill_mod":{},"summary":"Your study of another allows you to mirror their movements subtly, even in the heat of combat.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics"],"level":7,"prerequisite":"Alter Ego Dedication; Trained in Athletics; Master in Deception","source_category":["Rulebooks"],"trigger":"An enemy makes a successful Disarm , Escape , Grapple , Shove , or Trip attempt.","resistance":{},"url":"/Feats.aspx?ID=3812","archetype":["Alter Ego"],"name":"Muscle Mimicry","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3812"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"school":"conjuration","trait":["Archetype","Conjuration","Extradimensional","Incapacitation","Occult","Teleportation"],"id":"feat-3813","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Swap Reflections Two Actions Source Dark Archive pg. 127 Archetype Alter Ego Frequency once per 10 minutes Prerequisites Alter Ego Dedication --- You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a Will save against your spell DC or class DC, whichever is higher. Critical Success The spell has no effect. Success You swap positions with your target or arrive adjacent to your target, whichever your target prefers. Failure You swap positions with your target or arrive adjacent to your target, whichever you prefer. Critical Failure You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early.","feat":["Swap Reflections"],"skill_mod":{},"summary":"You've learned how to use even your reflection to your advantage.","primary_source":"Dark Archive","trait_group":["Feat","School","Mechanics","Tradition"],"level":8,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3813","archetype":["Alter Ego"],"name":"Swap Reflections","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3813"},{"skill_mod":{},"summary":"Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Alter Ego Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3814","weakness":{},"archetype":["Alter Ego"],"name":"Borrow Memories","trait":["Archetype","Uncommon"],"id":"feat-3814","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Borrow Memories Source Dark Archive pg. 127 Archetype Alter Ego Prerequisites Alter Ego Dedication --- Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast mind probe as an innate occult spell once per day, using your class DC or spell DC, whichever is higher. If you cast mind probe on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to Sustain the Spell to extend its duration—only when asking a question—nor do you need to be in range or have line of effect to Sustain it.","category":"feat","pfs":"Standard","feat":["Borrow Memories"],"rarity":"uncommon","slug":"feat-3814"},{"skill_mod":{},"summary":"Whether willingly or not, you've become a vessel for a being of unimaginable power.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3815","weakness":{},"archetype":["Living Vessel"],"name":"Living Vessel Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3815","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Restricted\" > Living Vessel Dedication Source Dark Archive pg. 140 Archetype Living Vessel --- Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats. You need to spend at least an hour each day assuaging the entity within you or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become doomed 1, and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda. You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling unconscious, though at the risk of letting it enact its will. Entity's Resurgence Reaction Trigger You would be reduced to 0 Hit Points but not immediately killed; Effect Instead of letting you fall unconscious, your entity takes control. You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key ability modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall unconscious, whichever comes first. While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make. No matter the entity's nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even an evil entity won't change allegiances or ignore danger except in the most extreme circumstances. Special You can't select another dedication feat until you've gained two other feats from the living vessel archetype. Living Vessel Dedication leads to... Entity's Strike, Exude Abyssal Corruption, Fey's Trickery, Tap Vitality, Vessel's Form, Warped Constriction","category":"feat","pfs":"Restricted","feat":["Living Vessel Dedication"],"rarity":"rare","slug":"feat-3815"},{"skill_mod":{},"summary":"The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Living Vessel Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3816","weakness":{},"archetype":["Living Vessel"],"name":"Entity's Strike","trait":["Archetype"],"id":"feat-3816","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Entity's Strike Source Dark Archive pg. 140 Archetype Living Vessel Prerequisites Living Vessel Dedication --- The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals 1d6 damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, finesse, and magical traits.","category":"feat","pfs":"Restricted","feat":["Entity's Strike"],"rarity":"common","slug":"feat-3816"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"necromancy","trait":["Archetype","Concentrate","Healing","Necromancy","Positive","Vitality"],"id":"feat-3817","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Tap Vitality Single Action Source Dark Archive pg. 140 Archetype Living Vessel Frequency once per hour Prerequisites Living Vessel Dedication --- You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control. Special This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey","feat":["Tap Vitality"],"skill_mod":{},"summary":"You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","School","Energy","Planar","Creature Type"],"level":6,"prerequisite":"Living Vessel Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3817","archetype":["Living Vessel"],"name":"Tap Vitality","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-3817"},{"remaster_name":["Exude Demonic Corruption"],"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Manipulate","Poison"],"id":"feat-3818","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Exude Abyssal Corruption Single Action Source Dark Archive pg. 141 Archetype Living Vessel Prerequisites Living Vessel Dedication; your entity is a demon --- Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee Strikes deal an additional 1d6 poison damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes 1d6 poison damage. At 14th level, the poison damage increases to 2d6, and at 20th level, the poison damage increases to 3d6.","feat":["Exude Abyssal Corruption"],"skill_mod":{},"summary":"Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","Poison","Affliction"],"level":8,"prerequisite":"Living Vessel Dedication; your entity is a demon","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3818","archetype":["Living Vessel"],"name":"Exude Abyssal Corruption","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-3818"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"illusion","trait":["Archetype","Illusion","Primal","Visual"],"id":"feat-3819","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Fey's Trickery Two Actions Source Dark Archive pg. 141 Archetype Living Vessel Frequency once per hour Prerequisites Living Vessel Dedication; your entity is a fey --- You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes. This has the effects of mirror image .","feat":["Fey's Trickery"],"skill_mod":{},"summary":"You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes.","primary_source":"Dark Archive","trait_group":["Feat","School","Monster","Tradition","Sense"],"level":8,"prerequisite":"Living Vessel Dedication; your entity is a fey","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3819","archetype":["Living Vessel"],"name":"Fey's Trickery","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-3819"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3820","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Warped Constriction Single Action Source Dark Archive pg. 141 Archetype Living Vessel Prerequisites Living Vessel Dedication; your entity is an aberration or outer entity Requirements You have a foe grabbed or restrained. --- The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your grabbed or restrained foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental ability modifier. The creature attempts a basic Will save that applies to both types of damage and uses the higher of your class DC or spell DC.","feat":["Warped Constriction"],"skill_mod":{},"summary":"The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness.","primary_source":"Dark Archive","trait_group":["Feat"],"level":8,"prerequisite":"Living Vessel Dedication; your entity is an aberration or outer entity","source_category":["Rulebooks"],"requirement":"You have a foe grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3820","archetype":["Living Vessel"],"name":"Warped Constriction","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-3820"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Archetype","Concentrate","Polymorph","Transmutation"],"id":"feat-3821","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Restricted\" > Vessel's Form Two Actions Source Dark Archive pg. 141 Archetype Living Vessel Frequency once per day Prerequisites Living Vessel Dedication --- You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects. If you were Medium or smaller, you become Large, and your reach increases to 10 feet. You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap. If you have the Entity's Strike feat, the unarmed attack you gained from that feat increases its damage die from 1d6 to 1d8. You gain 40 temporary Hit Points. You gain a fly Speed equal to your Speed. Special This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey","feat":["Vessel's Form"],"skill_mod":{},"summary":"You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","School"],"level":16,"prerequisite":"Living Vessel Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3821","archetype":["Living Vessel"],"name":"Vessel's Form","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-3821"},{"skill_mod":{},"summary":"The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in Diplomacy as well as either Arcana, Nature, Occultism, or Religion","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3822","weakness":{},"archetype":["Pactbinder"],"skill":["Diplomacy","Athletics","Nature","Occultism","Religion","Diplomacy","Arcana","Nature","Occultism","Religion","Diplomacy","Athletics","Nature","Occultism","Religion"],"name":"Pactbinder Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-3822","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pactbinder Dedication Source Dark Archive pg. 166 Archetype Pactbinder Prerequisites trained in Diplomacy as well as either Arcana, Nature, Occultism, or Religion --- The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in Diplomacy and in one of the following: Arcana, Nature, Occultism, or Religion. Binding Vow Single Action (auditory, concentrate, enchantment, occult) Frequency once per day; Effect You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as dying, to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). When you make a Request or Coerce directly in service of fulfilling your vow, you gain a +1 circumstance bonus to your check against any creatures aware of your vow. Special You can't select another dedication feat until you've gained two other feats from the pactbinder archetype. Pactbinder Dedication leads to... Ouroboric Pact, Pact of Draconic Fury, Pact of Eldritch Eyes, Pact of Fey Glamour, Pact of Huldra's Renewal, Pact of Infernal Prowess, Pact of the Crossroads, Pact of the Death Hunter, Pact of the Fey Paths, Pact of the Final Breath, Pact of the Living Pact, Pact of the Nightblossom, Pact of the Rune Dragon, Sociable Vow","category":"feat","pfs":"Standard","feat":["Pactbinder Dedication"],"rarity":"uncommon","slug":"feat-3822"},{"skill_mod":{},"summary":"You can leverage your vow in more social interactions.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Pactbinder Dedication; Expert in Diplomacy","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3823","weakness":{},"archetype":["Pactbinder"],"skill":["Diplomacy","Diplomacy"],"name":"Sociable Vow","trait":["Archetype","Skill"],"id":"feat-3823","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sociable Vow Source Dark Archive pg. 166 Archetype Pactbinder Prerequisites Pactbinder Dedication; Expert in Diplomacy --- You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to Gather Information, Make an Impression, or Demoralize you make directly in service of fulfilling the vow.","category":"feat","pfs":"Standard","feat":["Sociable Vow"],"rarity":"common","slug":"feat-3823"},{"skill_mod":{},"summary":"You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality.","primary_source":"Dark Archive","trait_group":["Feat","School","Monster","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3824","weakness":{},"archetype":["Pactbinder"],"school":"illusion","name":"Pact of Fey Glamour","trait":["Archetype","Illusion","Primal","Uncommon"],"id":"feat-3824","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Pact of Fey Glamour Source Dark Archive pg. 166 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast illusory disguise as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact.","category":"feat","pfs":"Standard","feat":["Pact of Fey Glamour"],"rarity":"uncommon","slug":"feat-3824"},{"skill_mod":{},"summary":"You've sworn a pact with a dragon , giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard.","primary_source":"Dark Archive","trait_group":["Tradition","Monster","Feat","School","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3825","weakness":{},"archetype":["Pactbinder"],"school":"evocation","name":"Pact of Draconic Fury","trait":["Arcane","Archetype","Evocation","Uncommon"],"id":"feat-3825","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Pact of Draconic Fury Source Dark Archive pg. 166 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the Dragon Breath activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service. Dragon Breath Two Actions Frequency once per hour; Effect You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a 30-foot cone. If they had a line-shaped breath weapon, your breath weapon is a 60-foot line. If they had a burst-shaped breath weapon, your breath weapon is a 10-foot burst within 60 feet. No matter the shape, it deals 1d6 damage per level, of the same damage type as the dragon's Breath Weapon, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with.","category":"feat","pfs":"Standard","feat":["Pact of Draconic Fury"],"rarity":"uncommon","slug":"feat-3825"},{"skill_mod":{},"summary":"You've sworn a pact with devils , granting you success in life in exchange for your soul in the afterlife.","primary_source":"Dark Archive","trait_group":["Feat","School","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3826","weakness":{},"archetype":["Pactbinder"],"school":"divination","name":"Pact of Infernal Prowess","trait":["Archetype","Divination","Divine","Uncommon"],"id":"feat-3826","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Pact of Infernal Prowess Source Dark Archive pg. 167 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a fortune effect. Additionally, you can choose to automatically succeed at checks to Earn Income for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle , and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a discern location spell. They can also use 10th-level scrying on you at will, and you automatically critically fail your saving throw. Special You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact.","category":"feat","pfs":"Standard","feat":["Pact of Infernal Prowess"],"rarity":"uncommon","slug":"feat-3826"},{"skill_mod":{},"summary":"You've sworn a pact with a powerful psychopomp —typically an olethros advocate or yamaraj judge—granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead .","primary_source":"Dark Archive","trait_group":["Feat","Tradition","School","Rarity"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3827","weakness":{},"archetype":["Pactbinder"],"school":"necromancy","name":"Pact of the Final Breath","trait":["Archetype","Divine","Necromancy","Uncommon"],"id":"feat-3827","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Pact of the Final Breath Source Dark Archive pg. 167 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with a powerful psychopomp—typically an olethros advocate or yamaraj judge—granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead. As long as you keep your end of the bargain, you live twice as long as you normally would before dying of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the dying condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds. In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on.","category":"feat","pfs":"Standard","feat":["Pact of the Final Breath"],"rarity":"uncommon","slug":"feat-3827"},{"skill_mod":{},"summary":"You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights.","primary_source":"Dark Archive","trait_group":["Feat","School","Tradition","Rarity"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Pactbinder Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3828","weakness":{},"archetype":["Pactbinder"],"school":"divination","name":"Pact of Eldritch Eyes","trait":["Archetype","Divination","Occult","Uncommon"],"id":"feat-3828","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Pact of Eldritch Eyes Source Dark Archive pg. 167 Archetype Pactbinder Prerequisites Pactbinder Dedication --- You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast prying eye as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected Lore skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll. Special The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void.","category":"feat","pfs":"Standard","feat":["Pact of Eldritch Eyes"],"rarity":"uncommon","slug":"feat-3828"},{"skill_mod":{},"summary":"A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"You are cursed or have previously been cursed.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3829","weakness":{},"archetype":["Curse Maelstrom"],"name":"Curse Maelstrom Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3829","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Curse Maelstrom Dedication Source Dark Archive pg. 168 Archetype Curse Maelstrom Prerequisites You are cursed or have previously been cursed. --- A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. This is a misfortune effect. If you do so, you enter a curse maelstrom state. If the misfortune effect is somehow canceled or negated (by a fortune effect, for example), you don't enter a curse maelstrom state. In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a misfortune effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's curse effect and are affected by the curse, you also enter a curse maelstrom state. No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute. While in a curse maelstrom state, you can't benefit from fortune effects, and they also don't cancel misfortune effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. Expel Maelstrom Single Action (curse, necromancy, occult) Requirements You are in a curse maelstrom state; Effect You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The result depends on the creature's Will save. Critical Success The creature is unaffected, and the curse's energy dissipates harmlessly. Success The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. Failure The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. Critical Failure The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a misfortune effect. Curse Maelstrom Dedication leads to... Accursed Magic, Counter Curse, Familiar Oddities, Share Burden, Torrential Backlash, Unnerving Expansion","category":"feat","pfs":"Standard","feat":["Curse Maelstrom Dedication"],"rarity":"rare","slug":"feat-3829"},{"skill_mod":{},"summary":"Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Curse Maelstrom Dedication; Trained in Occultism or Trained in Curse Lore","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3830","weakness":{},"archetype":["Curse Maelstrom"],"skill":["Occultism","Lore","Occultism","Lore"],"name":"Familiar Oddities","trait":["Archetype","Skill"],"id":"feat-3830","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Familiar Oddities Source Dark Archive pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication; Trained in Occultism or Trained in Curse Lore --- Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to Identify Magic on a cursed item or a spell that has the curse trait.","category":"feat","pfs":"Standard","feat":["Familiar Oddities"],"rarity":"common","slug":"feat-3830"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3831","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Unnerving Expansion Single Action Source Dark Archive pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication --- You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to Demoralize a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature.","feat":["Unnerving Expansion"],"skill_mod":{},"summary":"You gather your curse around you and impel it to pour outward, expanding your maelstrom.","primary_source":"Dark Archive","trait_group":["Feat"],"level":4,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3831","archetype":["Curse Maelstrom"],"name":"Unnerving Expansion","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3831"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3832","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Share Burden Reaction Source Dark Archive pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication Trigger An ally within 60 feet would be affected by a curse or misfortune effect, and you wouldn't be affected but you are an eligible target for the effect. --- You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering curse or misfortune effect affects you.","feat":["Share Burden"],"skill_mod":{},"summary":"You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state.","primary_source":"Dark Archive","trait_group":["Feat"],"level":6,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"trigger":"An ally within 60 feet would be affected by a curse or misfortune effect, and you wouldn't be affected but you are an eligible target for the effect.","resistance":{},"url":"/Feats.aspx?ID=3832","archetype":["Curse Maelstrom"],"name":"Share Burden","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3832"},{"skill_mod":{},"summary":"When the curse within you spills out, you can lay curses on others and claim them for yourself with ease.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3833","weakness":{},"archetype":["Curse Maelstrom"],"name":"Accursed Magic","trait":["Archetype"],"id":"feat-3833","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Accursed Magic Source Dark Archive pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication --- When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast claim curse . At 10th level, you can also cast seal fate , and at 12th level, you can also cast inevitable disaster . You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state. If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells.","category":"feat","pfs":"Standard","feat":["Accursed Magic"],"rarity":"common","slug":"feat-3833"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3834","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Counter Curse Reaction Source Dark Archive pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication Trigger You or an ally within 30 feet is targeted by or in the emanation of a curse or misfortune effect from an opponent or object of which you are aware. Requirements You are in a curse maelstrom state. --- You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the curse or misfortune effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. Counter Curse leads to... Reverse Curse","feat":["Counter Curse"],"skill_mod":{},"summary":"You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it.","primary_source":"Dark Archive","trait_group":["Feat"],"level":8,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"requirement":"You are in a curse maelstrom state.","trigger":"You or an ally within 30 feet is targeted by or in the emanation of a curse or misfortune effect from an opponent or object of which you are aware.","resistance":{},"url":"/Feats.aspx?ID=3834","archetype":["Curse Maelstrom"],"name":"Counter Curse","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3834"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3835","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Torrential Backlash Two Actions Source Dark Archive pg. 169 Archetype Curse Maelstrom Prerequisites Curse Maelstrom Dedication Requirements You are in a curse maelstrom state. --- Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take 1d6 negative damage for each level you have, with a basic Fortitude save. Your curse maelstrom state then ends.","feat":["Torrential Backlash"],"skill_mod":{},"summary":"Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you.","primary_source":"Dark Archive","trait_group":["Feat"],"level":10,"prerequisite":"Curse Maelstrom Dedication","source_category":["Rulebooks"],"requirement":"You are in a curse maelstrom state.","resistance":{},"url":"/Feats.aspx?ID=3835","archetype":["Curse Maelstrom"],"name":"Torrential Backlash","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3835"},{"skill_mod":{},"summary":"When you counter a curse or misfortune effect, you send it back to destroy its originator.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Counter Curse","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3836","weakness":{},"archetype":["Curse Maelstrom"],"name":"Reverse Curse","trait":["Archetype"],"id":"feat-3836","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reverse Curse Source Dark Archive pg. 169 Archetype Curse Maelstrom Prerequisites Counter Curse --- When you counter a curse or misfortune effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own curse or misfortune effect, attempting a saving throw against its own DC if the effect allows a saving throw. In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself.","category":"feat","pfs":"Standard","feat":["Reverse Curse"],"rarity":"common","slug":"feat-3836"},{"skill_mod":{},"summary":"By right of ritual or sheer stubbornness, you have claimed rulership of the land.","primary_source":"Dark Archive","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trained in Occultism or Trained in Religion","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3837","weakness":{},"skill":["Occultism","Religion","Occultism","Religion"],"name":"Sacral Lord","trait":["Champion","Oracle","Rare"],"id":"feat-3837","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sacral Lord Source Dark Archive pg. 177 Prerequisites Trained in Occultism or Trained in Religion --- By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast detect magic , guidance , and sigil as innate divine cantrips, and you gain a +1 circumstance bonus to Make an Impression on creatures that have the celestial, fiend, fey, monitor, or spirit traits. Special You and your land are linked. Changes to one mirror themselves on the other—if you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land. Sacral Lord leads to... Sacral Monarch","category":"feat","pfs":"Standard","feat":["Sacral Lord"],"rarity":"rare","slug":"feat-3837"},{"skill_mod":{},"summary":"You have come into your full powers and are truly a monarch of your realm, by your own definition at least.","primary_source":"Dark Archive","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sacral Lord; Master in Occultism or Master in Religion","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3838","weakness":{},"skill":["Occultism","Religion","Occultism","Religion"],"name":"Sacral Monarch","trait":["Champion","Oracle"],"id":"feat-3838","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sacral Monarch Source Dark Archive pg. 177 Prerequisites Sacral Lord; Master in Occultism or Master in Religion --- You have come into your full powers and are truly a monarch of your realm, by your own definition at least. While in your territory, you can cast banishment and inevitable disaster as innate divine spells, each once per day.","category":"feat","pfs":"Standard","feat":["Sacral Monarch"],"rarity":"common","slug":"feat-3838"},{"skill_mod":{},"summary":"You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"You have a spellcasting class feature.","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3839","weakness":{},"archetype":["Time Mage"],"name":"Time Mage Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-3839","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Time Mage Dedication Source Dark Archive pg. 184 Archetype Time Mage Prerequisites You have a spellcasting class feature. --- You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand. As some of your future knowledge leaks back to your present self, you gain the delay consequence domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus activity to revisit moments from your past and contemplate futures yet to come. If you already knew delay consequence from a feat or ability that allows you to gain your choice of domain spell, such as Domain Initiate, then when you take this feat, you can retrain that option to gain a different domain spell instead as your personal timeline rearranges itself. You also gain time sense as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites. Special You can't select another dedication feat until you have gained two other feats from the time mage archetype. Time Mage Dedication leads to... Chronocognizance, Chronomancer's Secrets, Future Spell Learning, Into the Future, Purge of Moments, Timeline-Splitting Spell, What Could Have Been","category":"feat","pfs":"Standard","feat":["Time Mage Dedication"],"rarity":"uncommon","slug":"feat-3839"},{"skill_mod":{},"summary":"The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Time Mage Dedication; master in Perception","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3840","weakness":{},"archetype":["Time Mage"],"name":"Chronocognizance","trait":["Archetype","Skill"],"id":"feat-3840","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Chronocognizance Source Dark Archive pg. 184 Archetype Time Mage Prerequisites Time Mage Dedication; master in Perception --- The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the slowed or quickened conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a Perception check, as determined by the GM. If you're legendary in Arcana, Nature, or Occultism, or Religion, whenever a creature that you can observe gains the benefits of time stop or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration.","category":"feat","pfs":"Standard","feat":["Chronocognizance"],"rarity":"common","slug":"feat-3840"},{"skill_mod":{},"summary":"The secrets of time peel back, revealing deeper truths.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3841","weakness":{},"archetype":["Time Mage"],"name":"Chronomancer's Secrets","trait":["Archetype"],"id":"feat-3841","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Chronomancer's Secrets Source Dark Archive pg. 185 Archetype Time Mage Prerequisites Time Mage Dedication --- The secrets of time peel back, revealing deeper truths. You gain either the stasis domain spell or the path of least resistance focus spell. Increase the number of Focus Points in your pool by 1. Special You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.","category":"feat","pfs":"Standard","feat":["Chronomancer's Secrets"],"rarity":"common","slug":"feat-3841"},{"skill_mod":{},"summary":"More future memories of time magic percolate back to the present, teaching you spells you've yet to learn.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3842","weakness":{},"archetype":["Time Mage"],"name":"Future Spell Learning","trait":["Archetype"],"id":"feat-3842","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Future Spell Learning Source Dark Archive pg. 185 Archetype Time Mage Prerequisites Time Mage Dedication --- More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add behold the weave , cast into time , haste , loose time's arrow , quicken time , slow , and stagnate time to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.","category":"feat","pfs":"Standard","feat":["Future Spell Learning"],"rarity":"common","slug":"feat-3842"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Metamagic","Spellshape"],"id":"feat-3843","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > What Could Have Been Free Action Source Dark Archive pg. 185 Archetype Time Mage Prerequisites Time Mage Dedication --- Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline—for instance, instead of summoning a generic or random troll with summon giant , you summon a troll version of yourself from a timeline where you're a troll. If your next action is to Cast a Spell that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a –2 penalty to all skills in which you're untrained.","feat":["What Could Have Been"],"skill_mod":{},"summary":"Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline—for instance, instead of summoning a generic or random troll with summon giant, you summon a troll version of yourself from a timeline where you're a troll.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3843","archetype":["Time Mage"],"name":"What Could Have Been","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3843"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Metamagic","Spellshape"],"id":"feat-3844","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Into the Future Single Action Source Dark Archive pg. 185 Archetype Time Mage Prerequisites Time Mage Dedication --- You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to Cast a Spell that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of Casting the Spell itself, such as an Attack of Opportunity reaction or ending a foe's fascinated condition by taking a hostile action, aren't delayed.","feat":["Into the Future"],"skill_mod":{},"summary":"You know your spell will be needed not now but in a few moments, so you cast your magic into the future.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3844","archetype":["Time Mage"],"name":"Into the Future","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3844"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"transmutation","trait":["Archetype","Concentrate","Transmutation"],"id":"feat-3845","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Purge of Moments Three Actions Source Dark Archive pg. 185 Archetype Time Mage Frequency once per hour Prerequisites Time Mage Dedication --- All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, negative effects, afflictions, conditions, and persistent damage. Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages.","feat":["Purge of Moments"],"skill_mod":{},"summary":"All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","School"],"level":16,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3845","archetype":["Time Mage"],"name":"Purge of Moments","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3845"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"divination","trait":["Archetype","Concentrate","Divination","Manipulate","Metamagic","Spellshape"],"id":"feat-3846","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Timeline-Splitting Spell Three Actions Source Dark Archive pg. 185 Archetype Time Mage Frequency once per day Prerequisites Time Mage Dedication --- You invest in two futures, then choose the one to make a reality. You Cast two Spells that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline.","feat":["Timeline-Splitting Spell"],"skill_mod":{},"summary":"You invest in two futures, then choose the one to make a reality.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","School"],"level":18,"prerequisite":"Time Mage Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3846","archetype":["Time Mage"],"name":"Timeline-Splitting Spell","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3846"},{"skill_mod":{},"summary":"You became partially unstuck from time and have learned how to manipulate your place in flow of time.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3847","weakness":{},"archetype":["Chronoskimmer"],"name":"Chronoskimmer Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3847","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Chronoskimmer Dedication Source Dark Archive pg. 186 Archetype Chronoskimmer --- You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. Both stabilizing and destabilizing your timestream are fortune effects. Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC. Special You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype. Chronoskimmer Dedication leads to... Borrow Time, Combat Premonition, Escape Timeline, Guide the Timeline, Reset the Past, Reversing Charge, Space-Time Shift, Steal Time, Superimpose Time Duplicates, Turn Back the Clock","category":"feat","pfs":"Standard","feat":["Chronoskimmer Dedication"],"rarity":"rare","slug":"feat-3847"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Concentrate","Fortune"],"id":"feat-3848","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Turn Back the Clock Reaction Source Dark Archive pg. 186 Archetype Chronoskimmer Frequency once per day Prerequisites Chronoskimmer Dedication Trigger You fail a skill check or saving throw. --- After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll.","feat":["Turn Back the Clock"],"skill_mod":{},"summary":"After failing a test of skill, you hop back in your personal timeline so you can try again.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"trigger":"You fail a skill check or saving throw.","resistance":{},"url":"/Feats.aspx?ID=3848","archetype":["Chronoskimmer"],"name":"Turn Back the Clock","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3848"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-3849","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Guide the Timeline Single Action Source Dark Archive pg. 186 Archetype Chronoskimmer Frequency once per day Prerequisites Chronoskimmer Dedication --- You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a fortune effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a misfortune effect. Regardless of your choice, the target becomes temporarily immune for 24 hours.","feat":["Guide the Timeline"],"skill_mod":{},"summary":"You know the result you want and subtly nudge the timeline to your intended destination.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3849","archetype":["Chronoskimmer"],"name":"Guide the Timeline","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3849"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3850","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Reversing Charge Two Actions Source Dark Archive pg. 186 Archetype Chronoskimmer Prerequisites Chronoskimmer Dedication --- You dive into the fray before rewinding yourself to safety. Stride up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You then teleport back to the square from which you began your Snapback Charge. You can use Reversing Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["Reversing Charge"],"skill_mod":{},"summary":"You dive into the fray before rewinding yourself to safety.","primary_source":"Dark Archive","trait_group":["Feat"],"level":8,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3850","archetype":["Chronoskimmer"],"name":"Reversing Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3850"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-3851","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Superimpose Time Duplicates Single Action Source Dark Archive pg. 186 Archetype Chronoskimmer Frequency once per hour Prerequisites Chronoskimmer Dedication --- You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like all-around vision or the deny advantage class feature.","feat":["Superimpose Time Duplicates"],"skill_mod":{},"summary":"You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat.","primary_source":"Dark Archive","trait_group":["Feat"],"level":8,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3851","archetype":["Chronoskimmer"],"name":"Superimpose Time Duplicates","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3851"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype"],"id":"feat-3852","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Borrow Time Free Action Source Dark Archive pg. 186 Archetype Chronoskimmer Frequency once per minute Prerequisites Chronoskimmer Dedication Trigger Your turn begins. --- You reach ahead and make use of time that's yet to be. You become quickened and can use the extra action to Step, Stride, or Strike. You gain this extra action immediately and can use it this turn. At the end of your turn, you become stunned 1.","feat":["Borrow Time"],"skill_mod":{},"summary":"You reach ahead and make use of time that's yet to be.","primary_source":"Dark Archive","trait_group":["Feat"],"level":10,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=3852","archetype":["Chronoskimmer"],"name":"Borrow Time","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3852"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-3853","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Steal Time Two Actions Source Dark Archive pg. 186 Archetype Chronoskimmer Frequency once per hour Prerequisites Chronoskimmer Dedication --- You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a Fortitude saving throw against your chronoskimmer DC. The creature takes the effects of slow based on the result of its saving throw.","feat":["Steal Time"],"skill_mod":{},"summary":"You reach into another creature's timeline and attempt to alter their flow of time.","primary_source":"Dark Archive","trait_group":["Feat"],"level":10,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3853","archetype":["Chronoskimmer"],"name":"Steal Time","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3853"},{"skill_mod":{},"summary":"By narrowing your sense of the future, you can improve that of your allies.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3854","weakness":{},"archetype":["Chronoskimmer"],"name":"Combat Premonition","trait":["Archetype"],"id":"feat-3854","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Combat Premonition Source Dark Archive pg. 187 Archetype Chronoskimmer Prerequisites Chronoskimmer Dedication --- By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a fortune effect. You roll your initiative roll twice and take the worse result; this is a misfortune effect. The two effects are tied together: if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Combat Premonition does nothing.","category":"feat","pfs":"Standard","feat":["Combat Premonition"],"rarity":"common","slug":"feat-3854"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-3855","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Escape Timeline Free Action Source Dark Archive pg. 187 Archetype Chronoskimmer Frequency once per day Prerequisites Chronoskimmer Dedication Trigger Your turn begins. --- You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn—you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space.","feat":["Escape Timeline"],"skill_mod":{},"summary":"You step outside of the flow of time momentarily, allowing you to avoid dangers.","primary_source":"Dark Archive","trait_group":["Feat"],"level":12,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=3855","archetype":["Chronoskimmer"],"name":"Escape Timeline","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3855"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-3856","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Space-Time Shift Free Action Source Dark Archive pg. 187 Archetype Chronoskimmer Frequency once per 10 minutes Prerequisites Chronoskimmer Dedication Trigger Your turn begins. --- You travel just a few moments into the future to immediately arrive at your destination. Your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Stride instead of traversing normally to the location. Your augmented Strides have the teleport trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your Burrow, Climb, Fly, or Swim actions in this way if you have the corresponding movement type.","feat":["Space-Time Shift"],"skill_mod":{},"summary":"You travel just a few moments into the future to immediately arrive at your destination.","primary_source":"Dark Archive","trait_group":["Feat"],"level":12,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=3856","archetype":["Chronoskimmer"],"name":"Space-Time Shift","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3856"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-3857","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Reset the Past Free Action Source Dark Archive pg. 187 Archetype Chronoskimmer Frequency once per day Prerequisites Chronoskimmer Dedication --- You manipulate time to recharge one of your temporal techniques—by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already.","feat":["Reset the Past"],"skill_mod":{},"summary":"You manipulate time to recharge one of your temporal techniques—by revising your past so you never used it in the first place.","primary_source":"Dark Archive","trait_group":["Feat"],"level":14,"prerequisite":"Chronoskimmer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3857","archetype":["Chronoskimmer"],"name":"Reset the Past","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3857"},{"skill_mod":{},"summary":"Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels.","primary_source":"Dark Archive","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Trained in Occultism; you have been in a psychic duel","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3858","weakness":{},"archetype":["Psychic Duelist"],"skill":["Occultism","Occultism"],"name":"Psychic Duelist Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-3858","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Psychic Duelist Dedication Source Dark Archive pg. 203 Archetype Psychic Duelist Prerequisites Trained in Occultism; you have been in a psychic duel --- Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel. Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's level. Psychic Fist You can use your standard ability modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC. Special You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype. Psychic Duelist Dedication leads to... Duel Spell Advantage, Instigate Psychic Duel, Supreme Psychic Center","category":"feat","pfs":"Standard","feat":["Psychic Duelist Dedication"],"rarity":"rare","slug":"feat-3858"},{"skill_mod":{},"summary":"When you start a psychic duel, you gain a third natural psychic spell.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Psychic Duelist Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3859","weakness":{},"archetype":["Psychic Duelist"],"name":"Duel Spell Advantage","trait":["Archetype"],"id":"feat-3859","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Duel Spell Advantage Source Dark Archive pg. 203 Archetype Psychic Duelist Prerequisites Psychic Duelist Dedication --- When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice. If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose: confusion , crushing despair , hallucination , suggestion , synaptic pulse , and synesthesia .","category":"feat","pfs":"Standard","feat":["Duel Spell Advantage"],"rarity":"common","slug":"feat-3859"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-3860","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Supreme Psychic Center Free Action Source Dark Archive pg. 203 Archetype Psychic Duelist Prerequisites Psychic Duelist Dedication Trigger Your turn in a psychic duel begins. --- With the merest thought, you realign your mental defenses to your duel's circumstances. You Recenter.","feat":["Supreme Psychic Center"],"skill_mod":{},"summary":"With the merest thought, you realign your mental defenses to your duel's circumstances.","primary_source":"Dark Archive","trait_group":["Feat"],"level":8,"prerequisite":"Psychic Duelist Dedication","source_category":["Rulebooks"],"trigger":"Your turn in a psychic duel begins.","resistance":{},"url":"/Feats.aspx?ID=3860","archetype":["Psychic Duelist"],"name":"Supreme Psychic Center","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3860"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"illusion","trait":["Archetype","Illusion","Incapacitation","Mental","Occult"],"id":"feat-3861","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Instigate Psychic Duel Three Actions Source Dark Archive pg. 203 Archetype Psychic Duelist Frequency once per day Prerequisites Psychic Duelist Dedication --- You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a Will save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure. Critical Success The target is unaffected. Success The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel. Failure As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn. Critical Failure As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel.","feat":["Instigate Psychic Duel"],"skill_mod":{},"summary":"You attempt to enter a psychic duel with a creature within 100 feet.","primary_source":"Dark Archive","trait_group":["Feat","School","Monster","Mechanics","Tradition"],"level":12,"prerequisite":"Psychic Duelist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3861","archetype":["Psychic Duelist"],"name":"Instigate Psychic Duel","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3861"},{"skill_mod":{},"summary":"You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3862","weakness":{},"archetype":["Mind Smith"],"name":"Mind Smith Dedication","trait":["Archetype","Dedication"],"id":"feat-3862","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mind Smith Dedication Source Dark Archive pg. 204 Archetype Mind Smith --- You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: A one-handed weapon that deals 1d4 damage and has the agile and finesse traits A one-handed weapon that deals 1d6 damage and has the finesse trait A one-handed weapon that deals d8 damage A two-handed weapon that deals 1d10 damage and has the reach trait Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. Special You can't select another dedication feat until you have gained two other feats from the mind smith archetype. Mind Smith Dedication leads to... Ghost Blade, Just the Tool, Malleable Movement, Mental Forge, Metallic Envisionment, Mind Projectiles, Mind Shards, Runic Mind Smithing","category":"feat","pfs":"Standard","feat":["Mind Smith Dedication"],"rarity":"common","slug":"feat-3862"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype","Skill"],"id":"feat-3863","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Malleable Movement Free Action Source Dark Archive pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication; Expert in Athletics Trigger You Leap. --- You shift the shape of your weapon to help you Leap farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to Leap. As normal, this can't increase the distance of your Leap beyond your Speed.","feat":["Malleable Movement"],"skill_mod":{},"summary":"You shift the shape of your weapon to help you Leap farther and faster.","primary_source":"Dark Archive","trait_group":["Feat"],"level":2,"prerequisite":"Mind Smith Dedication; Expert in Athletics","source_category":["Rulebooks"],"trigger":"You Leap .","resistance":{},"url":"/Feats.aspx?ID=3863","archetype":["Mind Smith"],"name":"Malleable Movement","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3863"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-3864","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ghost Blade Single Action Source Dark Archive pg. 205 Archetype Mind Smith Frequency once per hour Prerequisites Mind Smith Dedication --- You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a ghost touch property rune for 1 minute.","feat":["Ghost Blade"],"skill_mod":{},"summary":"You alter your weapon's phase so it can more easily strike incorporeal creatures.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3864","archetype":["Mind Smith"],"name":"Ghost Blade","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3864"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-3865","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Just the Tool Single Action Source Dark Archive pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire tool kits with this ability. You can use this action again to change your mind weapon back to a weapon.","feat":["Just the Tool"],"skill_mod":{},"summary":"You temporarily change your weapon's shape to assist you in the field.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3865","archetype":["Mind Smith"],"name":"Just the Tool","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3865"},{"skill_mod":{},"summary":"Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3866","weakness":{},"archetype":["Mind Smith"],"name":"Mental Forge","trait":["Archetype"],"id":"feat-3866","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mental Forge Source Dark Archive pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list. Mental Forge leads to... Malleable Mental Forge","category":"feat","pfs":"Standard","feat":["Mental Forge"],"rarity":"common","slug":"feat-3866"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"enchantment","trait":["Archetype","Concentrate","Enchantment","Magical","Mental"],"id":"feat-3867","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mind Shards Two Actions Source Dark Archive pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind. You concentrate and unleash a 15-foot cone that deals 3d6 mental damage to all creatures in the area, with a basic Will save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by 1d6 at level 7 and every two levels thereafter.","feat":["Mind Shards"],"skill_mod":{},"summary":"With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind.","primary_source":"Dark Archive","trait_group":["Feat","Mechanics","School"],"level":6,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=3867","archetype":["Mind Smith"],"name":"Mind Shards","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3867"},{"skill_mod":{},"summary":"You open your mind to further weapon customization.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mental Forge","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3868","weakness":{},"archetype":["Mind Smith"],"name":"Malleable Mental Forge","trait":["Archetype"],"id":"feat-3868","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Malleable Mental Forge Source Dark Archive pg. 205 Archetype Mind Smith Prerequisites Mental Forge --- You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day you can swap the choices with any other options on the list.","category":"feat","pfs":"Standard","feat":["Malleable Mental Forge"],"rarity":"common","slug":"feat-3868"},{"skill_mod":{},"summary":"You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3869","weakness":{},"archetype":["Mind Smith"],"name":"Mind Projectiles","trait":["Archetype"],"id":"feat-3869","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mind Projectiles Source Dark Archive pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon Strikes; these are ranged Strikes with a maximum range of 30 feet that deal 1d6 damage of the same type as your mind weapon. Your ranged mind weapon Strike gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon. For example, if your weapon had +1 , striking , and spell-storing runes, you would get a +1 item bonus to hit with your ranged mind weapon Strike, and it would deal the additional damage from the striking rune, but it wouldn't be able to unleash a spell from the spell-storing rune, as that rune can be etched onto only melee weapons.","category":"feat","pfs":"Standard","feat":["Mind Projectiles"],"rarity":"common","slug":"feat-3869"},{"skill_mod":{},"summary":"You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3870","weakness":{},"archetype":["Mind Smith"],"name":"Runic Mind Smithing","trait":["Archetype"],"id":"feat-3870","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Runic Mind Smithing Source Dark Archive pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: corrosive , disrupting , flaming , frost , shock , and thundering . You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal. Runic Mind Smithing leads to... Advanced Runic Mind-Smithing","category":"feat","pfs":"Standard","feat":["Runic Mind Smithing"],"rarity":"common","slug":"feat-3870"},{"skill_mod":{},"summary":"You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Mind Smith Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3871","weakness":{},"archetype":["Mind Smith"],"name":"Metallic Envisionment","trait":["Archetype"],"id":"feat-3871","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Metallic Envisionment Source Dark Archive pg. 205 Archetype Mind Smith Prerequisites Mind Smith Dedication --- You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon Strikes are treated as the chosen type of metal.","category":"feat","pfs":"Standard","feat":["Metallic Envisionment"],"rarity":"common","slug":"feat-3871"},{"skill_mod":{},"summary":"Your mind can hold onto more complicated patterns than ever before.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Runic Mind Smithing","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3872","weakness":{},"archetype":["Mind Smith"],"name":"Advanced Runic Mind-Smithing","trait":["Archetype"],"id":"feat-3872","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Advanced Runic Mind-Smithing Source Dark Archive pg. 205 Archetype Mind Smith Prerequisites Runic Mind Smithing --- Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the anarchic , axiomatic , holy , or unholy runes. In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations.","category":"feat","pfs":"Standard","feat":["Advanced Runic Mind-Smithing"],"rarity":"common","slug":"feat-3872"},{"skill_mod":{},"summary":"You've learned to manipulate states of consciousness, beginning with your own.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Occultism","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3873","weakness":{},"archetype":["Sleepwalker"],"skill":["Occultism","Occultism"],"name":"Sleepwalker Dedication","trait":["Archetype","Dedication"],"id":"feat-3873","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Sleepwalker Dedication Source Dark Archive pg. 206 Archetype Sleepwalker Prerequisites Expert in Occultism --- You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance Single Action (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall unconscious, whichever comes first. You can voluntarily end your trance by taking a single action, which has a concentrate trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects: You gain a +1 status bonus to Will saves. This bonus increases to +2 against mental effects. If you're legendary in Occultism, the bonus against mental effects increases to +3. You take a –1 penalty to Perception checks and initiative rolls. Special You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype. Sleepwalker Dedication leads to... Dream Logic, Dream Magic, Ever Dreaming, Infiltrate Dream, Shared Dream, Vision of Foresight, Waking Dream, Ward Slumber","category":"feat","pfs":"Restricted","feat":["Sleepwalker Dedication"],"rarity":"common","slug":"feat-3873"},{"skill_mod":{},"summary":"Entering a dream is as natural to you as stepping through a doorway.","primary_source":"Dark Archive","trait_group":["Feat","School","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3874","weakness":{},"archetype":["Sleepwalker"],"school":"enchantment","name":"Infiltrate Dream","trait":["Archetype","Enchantment","Mental","Occult"],"id":"feat-3874","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Infiltrate Dream Source Dark Archive pg. 206 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream. While within the dream, you can attempt an Occultism check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure. Critical Success You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer. Success You receive a hint or clue about the topic. This clue will not be inaccurate, but it's cryptic, vague, or may be understandable only with additional information. Critical Failure The dreams mislead you, and you learn an erroneous piece of information. Infiltrate Dream leads to... Oneiric Influence","category":"feat","pfs":"Restricted","feat":["Infiltrate Dream"],"rarity":"common","slug":"feat-3874"},{"primary_source_category":"Rulebooks","source":["Dark Archive"],"type":"Feat","speed":{},"weakness":{},"school":"divination","trait":["Archetype","Divination","Fortune","Occult"],"id":"feat-3875","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Vision of Foresight Single Action Source Dark Archive pg. 206 Archetype Sleepwalker Prerequisites Sleepwalker Dedication Requirements You're in a Daydream Trance --- You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result.","feat":["Vision of Foresight"],"skill_mod":{},"summary":"You use your daydreams to predict the success of actions, rapidly envisioning the possibilities.","primary_source":"Dark Archive","trait_group":["Feat","School","Mechanics","Tradition"],"level":6,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"requirement":"You're in a Daydream Trance","resistance":{},"url":"/Feats.aspx?ID=3875","archetype":["Sleepwalker"],"name":"Vision of Foresight","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"common","slug":"feat-3875"},{"skill_mod":{},"summary":"You learn dream-related magic to aid your studies.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3876","weakness":{},"archetype":["Sleepwalker"],"name":"Dream Magic","trait":["Archetype"],"id":"feat-3876","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Dream Magic Source Dark Archive pg. 206 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- You learn dream-related magic to aid your studies. Choose dream message or sleep upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep , you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. Special You can take this feat twice, gaining the spell you didn't select initially the second time.","category":"feat","pfs":"Restricted","feat":["Dream Magic"],"rarity":"common","slug":"feat-3876"},{"skill_mod":{},"summary":"While in your trance, you can blur the line between dreams and reality for others.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3877","weakness":{},"archetype":["Sleepwalker"],"name":"Waking Dream","trait":["Archetype"],"id":"feat-3877","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Waking Dream Source Dark Archive pg. 206 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- While in your trance, you can blur the line between dreams and reality for others. You gain the waking dream focus spell, which you can use only while you're in a Daydream Trance. You gain a pool of Focus Points with 1 Focus Point and you can Refocus by taking a nap for 10 minutes. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom.","category":"feat","pfs":"Restricted","feat":["Waking Dream"],"rarity":"common","slug":"feat-3877"},{"skill_mod":{},"summary":"While Infiltrating a Dream, you can also implant a suggestion in the target's mind.","primary_source":"Dark Archive","trait_group":["Feat","School","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Infiltrate Dream","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3878","weakness":{},"archetype":["Sleepwalker"],"school":"enchantment","name":"Oneiric Influence","trait":["Archetype","Enchantment","Incapacitation","Mental","Occult"],"id":"feat-3878","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Oneiric Influence Source Dark Archive pg. 206 Archetype Sleepwalker Prerequisites Infiltrate Dream --- While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a Will save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a subconscious suggestion spell, but even on a critical success, the target doesn't realize you were trying to control them and may not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike and they may not remember doing it unless later reminded.","category":"feat","pfs":"Restricted","feat":["Oneiric Influence"],"rarity":"common","slug":"feat-3878"},{"skill_mod":{},"summary":"Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you.","primary_source":"Dark Archive","trait_group":["School","Feat","Tradition"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3879","weakness":{},"archetype":["Sleepwalker"],"school":"abjuration","name":"Ward Slumber","trait":["Abjuration","Archetype","Occult"],"id":"feat-3879","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Restricted\" > Ward Slumber Source Dark Archive pg. 207 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against nightmare , a night hag's dream haunting, or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations. They heal double the usual amount of Hit Points from resting.","category":"feat","pfs":"Restricted","feat":["Ward Slumber"],"rarity":"common","slug":"feat-3879"},{"skill_mod":{},"summary":"You can transmit a sense of dreamy nonchalance.","primary_source":"Dark Archive","trait_group":["Feat","School","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3880","weakness":{},"archetype":["Sleepwalker"],"school":"enchantment","name":"Dream Logic","trait":["Archetype","Enchantment","Mental","Occult"],"id":"feat-3880","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Restricted\" > Dream Logic Source Dark Archive pg. 207 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a Perception check against your class or spell DC (whichever is higher). On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar. Any hostile action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they are prompted to relate the events, they might not report them.","category":"feat","pfs":"Restricted","feat":["Dream Logic"],"rarity":"common","slug":"feat-3880"},{"skill_mod":{},"summary":"You've learned to create a shared dreamscape to communicate with others.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3881","weakness":{},"archetype":["Sleepwalker"],"name":"Shared Dream","trait":["Archetype"],"id":"feat-3881","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Restricted\" > Shared Dream Source Dark Archive pg. 207 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- You've learned to create a shared dreamscape to communicate with others. You can cast dream council as an innate occult spell.","category":"feat","pfs":"Restricted","feat":["Shared Dream"],"rarity":"common","slug":"feat-3881"},{"skill_mod":{},"summary":"You draw no distinction between the sleeping and waking worlds.","primary_source":"Dark Archive","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Sleepwalker Dedication","source_category":["Rulebooks"],"source":["Dark Archive"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3882","weakness":{},"archetype":["Sleepwalker"],"name":"Ever Dreaming","trait":["Archetype"],"id":"feat-3882","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Restricted\" > Ever Dreaming Source Dark Archive pg. 207 Archetype Sleepwalker Prerequisites Sleepwalker Dedication --- You draw no distinction between the sleeping and waking worlds. Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're unconscious due to sleep, you don't take the –4 penalty to AC, Perception, and Reflex saves, and don't have the flat-footed condition. You're still blinded while asleep. You can act on your turn while asleep, though you're slowed 2 until you fully awaken.","category":"feat","pfs":"Restricted","feat":["Ever Dreaming"],"rarity":"common","slug":"feat-3882"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #181: Zombie Feast"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Blood Lords","skill":["Religion","Religion"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-3883","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Corpse Tender Dedication May contain spoilers from Blood Lords Source Pathfinder #181: Zombie Feast pg. 81 Archetype Corpse Tender Prerequisites Trained in Religion; evil alignment --- You have a connection to mindless undead that allows you to communicate your intentions to them on a rudimentary level. You can use Diplomacy to Make an Impression on mindless undead and to make very simple Requests of them; their mindless trait doesn't grant immunity to these mental effects. Most mindless undead are likely hostile toward you by default and must be kept at a safe distance to give you time to Make an Impression. You become trained in Diplomacy; if already trained, you instead become trained in another skill of your choice. Special You can't select another dedication feat until you have gained two other feats from the corpse tender archetype. Corpse Tender Dedication leads to... Command Corpse, Corpse Tender's Font","feat":["Corpse Tender Dedication"],"skill_mod":{},"summary":"You have a connection to mindless undead that allows you to communicate your intentions to them on a rudimentary level.","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Religion; evil alignment","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3883","archetype":["Corpse Tender"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Corpse Tender Dedication","category":"feat","rarity":"uncommon","slug":"feat-3883"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #181: Zombie Feast"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Blood Lords","trait":["Archetype","Uncommon"],"id":"feat-3884","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Command Corpse May contain spoilers from Blood Lords Source Pathfinder #181: Zombie Feast pg. 81 Archetype Corpse Tender Prerequisites Corpse Tender Dedication; ability to cast harm --- You gain the Command Undead feat, but you can use it only to transform the effects of harm spells you cast on mindless undead. These spells can control creatures with a level equal to or lower than your level – 1 (instead of your level – 3). Command Corpse leads to... Imbue Mindlessness, Improved Command Corpse","feat":["Command Corpse"],"skill_mod":{},"summary":"You gain the Command Undead feat, but you can use it only to transform the effects of harm spells you cast on mindless undead .","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Corpse Tender Dedication; ability to cast _harm_","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3884","archetype":["Corpse Tender"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Command Corpse","category":"feat","rarity":"uncommon","slug":"feat-3884"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #181: Zombie Feast"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Blood Lords","trait":["Archetype","Uncommon"],"id":"feat-3885","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Corpse Tender's Font May contain spoilers from Blood Lords Source Pathfinder #181: Zombie Feast pg. 81 Archetype Corpse Tender Prerequisites Corpse Tender Dedication --- You easily tend to the wounds of the dead. You can cast harm as a divine innate spell once per day. This spell is heightened to half your level, rounded up. You can target only mindless undead with this spell.","feat":["Corpse Tender's Font"],"skill_mod":{},"summary":"You easily tend to the wounds of the dead.","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Corpse Tender Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3885","archetype":["Corpse Tender"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Corpse Tender's Font","category":"feat","rarity":"uncommon","slug":"feat-3885"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #181: Zombie Feast"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Blood Lords","trait":["Archetype","Uncommon"],"id":"feat-3886","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Improved Command Corpse May contain spoilers from Blood Lords Source Pathfinder #181: Zombie Feast pg. 81 Archetype Corpse Tender Prerequisites Command Corpse --- When you use Command Undead on a mindless undead, if the undead succeeds at its save but doesn't critically succeed, it becomes your minion for 1 round. If the undead fails its save, it becomes your minion for 1 hour. If it critically fails, it becomes your minion for 24 hours.","feat":["Improved Command Corpse"],"skill_mod":{},"summary":"When you use Command Undead on a mindless undead , if the undead succeeds at its save but doesn't critically succeed, it becomes your minion for 1 round.","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Command Corpse","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3886","archetype":["Corpse Tender"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Improved Command Corpse","category":"feat","rarity":"uncommon","slug":"feat-3886"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #181: Zombie Feast"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Blood Lords","trait":["Archetype","Uncommon"],"id":"feat-3887","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Imbue Mindlessness May contain spoilers from Blood Lords Source Pathfinder #181: Zombie Feast pg. 81 Archetype Corpse Tender Prerequisites Command Corpse --- You grasp the mind of an undead creature and temporarily wipe it as empty as a zombie's brain. You can target any undead with your divine innate harm spell, not just mindless undead. When you target one non-mindless undead creature with this spell, you can transform its effects. Instead of harm's normal effects, the target must attempt a Will save. Critical Success The target is unaffected. Success The target is stupefied 1 for 1 round. Failure The target is stupefied 2 for 1 minute. While it is stupefied, you can use your Corpse Tender feats on the target as though it were mindless. Critical Failure As failure, except the target is stupefied 3 for 10 minutes.","feat":["Imbue Mindlessness"],"skill_mod":{},"summary":"You grasp the mind of an undead creature and temporarily wipe it as empty as a zombie's brain.","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Command Corpse","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3887","archetype":["Corpse Tender"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Imbue Mindlessness","category":"feat","rarity":"uncommon","slug":"feat-3887"},{"skill_mod":{},"summary":"Your tongue has mutated into a lashing weapon reminiscent of Kabriri's bone-laden flail .","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":10,"prerequisite":"Ghoul Dedication","source_category":["Adventure Paths"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3888","weakness":{},"archetype":["Ghoul"],"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Flailtongue","trait":["Archetype"],"id":"feat-3888","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Flailtongue Source Pathfinder #184: The Ghouls Hunger pg. 79 Archetype Ghoul Prerequisites Ghoul Dedication --- Your tongue has mutated into a lashing weapon reminiscent of Kabriri's bone-laden flail. You can use a free action to unhinge your lower jaw and sprout rigid bones from your tongue. You gain an unarmed attack that deals 1d6 bludgeoning damage. Until you use an Interact action to reset your jaw and retract your tongue, you can't make a jaws Strike. Your flailtongue is in the flail weapon group and has the disarm, sweep, and trip traits.","category":"feat","feat":["Flailtongue"],"rarity":"common","slug":"feat-3888"},{"skill_mod":{},"summary":"Gorging on flesh after your stomach is full fortifies you, making you hardy enough to withstand more punishment.","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":12,"prerequisite":"Glutton for Flesh","source_category":["Adventure Paths"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3889","weakness":{},"archetype":["Ghoul"],"source_group":["Blood Lords"],"primary_source_group":"Blood Lords","name":"Competitive Eater","trait":["Archetype"],"id":"feat-3889","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Competitive Eater Source Pathfinder #184: The Ghouls Hunger pg. 79 Archetype Ghoul Prerequisites Glutton for Flesh --- Gorging on flesh after your stomach is full fortifies you, making you hardy enough to withstand more punishment. When you become fully satiated, you gain an amount of temporary Hit Points equal to 10 + your level.","category":"feat","feat":["Competitive Eater"],"rarity":"common","slug":"feat-3889"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"necromancy","trait":["Archetype","Divine","Necromancy","Occult","Rare"],"id":"feat-3890","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Secret Eater May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 79 Archetype Ghoul Prerequisites Ghoul Dedication; worshipper of Kabriri --- You have discovered and found favor with the cult within the church of Kabriri known as the Secret Eaters. You have maggots that writhe under your skin with the power to wriggle out from between your teeth, glean secrets from those you devour, and whisper them telepathically into your mind. Once per hour when you Consume Flesh, you can select a single Intelligence-, Wisdom-, or Charisma-based skill whose secrets you wish to uncover. You become subject to the effects of corpse communion as if you had critically succeeded at casting the ritual: you learn a significant piece of lore, a forgotten secret, or some other tantalizing nugget of knowledge that is of immediate use to you. Secret Eater leads to... Bodysnatcher, Breath of Hungry Death, Graveshift, Wrath of the First Ghoul","feat":["Secret Eater"],"skill_mod":{},"summary":"You have discovered and found favor with the cult within the church of Kabriri known as the Secret Eaters.","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Feat","Tradition","School","Rarity"],"level":12,"prerequisite":"Ghoul Dedication; worshipper of Kabriri","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3890","archetype":["Ghoul"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Secret Eater","category":"feat","rarity":"rare","slug":"feat-3890"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Blood Lords","skill":["Athletics","Athletics"],"trait":["Archetype"],"id":"feat-3891","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Tunneling Claws Source Pathfinder #184: The Ghouls Hunger pg. 80 Archetype Ghoul Prerequisites Ghoul Dedication; Trained in Athletics --- You have elongated claws and enhanced senses, making you uncanny at digging the underground passageways needed to construct ghoul warrens and rob graves without arousing suspicion. You gain a burrow Speed of 15 feet and a tremorsense (imprecise) of 60 feet. You can Burrow through any earthen matter, including rock, while moving at your full burrow Speed. When you move in this way, you can choose either to leave tunnels behind you that are large enough to allow creatures of your size or smaller to move through them or move through the ground while leaving no tunnels or signs of your passing.","feat":["Tunneling Claws"],"skill_mod":{},"summary":"You have elongated claws and enhanced senses, making you uncanny at digging the underground passageways needed to construct ghoul warrens and rob graves without arousing suspicion.","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Feat"],"level":12,"prerequisite":"Ghoul Dedication; Trained in Athletics","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3891","archetype":["Ghoul"],"source_group":["Blood Lords"],"name":"Tunneling Claws","category":"feat","rarity":"common","slug":"feat-3891"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Blood Lords","school":"transmutation","trait":["Archetype","Divine","Polymorph","Rare","Transmutation"],"id":"feat-3892","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Bodysnatcher May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 80 Archetype Ghoul Prerequisites Secret Eater --- Your secret-stealing maggots reveal how to devour more than just the flesh and secrets of a victim; you can ingest and assume their whole physical appearance. When you Consume Flesh of a creature of your size or smaller, you can assume the physical form of the creature immediately after becoming satiated or fully satiated. Using Bodysnatcher counts as creating a disguise for the Impersonate use of Deception. Your transformation automatically defeats Perception DCs to determine you are a member of the ancestry or creature type into which you transformed, and you gain a +4 circumstance bonus to your Deception DC to prevent others from seeing through your disguise. You do not gain the special abilities, skills, voice, memories, or other characteristics of the creature you consumed, only their physical form. Unlike Change Shape, Bodysnatcher can be used to gain the appearance of a specific individual whose flesh you've consumed. This effect lasts until you are no longer satiated and can only be used once per individual creature.","feat":["Bodysnatcher"],"skill_mod":{},"summary":"Your secret-stealing maggots reveal how to devour more than just the flesh and secrets of a victim; you can ingest and assume their whole physical appearance.","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Feat","Tradition","Mechanics","Rarity","School"],"level":14,"prerequisite":"Secret Eater","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3892","archetype":["Ghoul"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Bodysnatcher","category":"feat","rarity":"rare","slug":"feat-3892"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Blood Lords","school":"conjuration","trait":["Archetype","Conjuration","Divine","Rare","Teleportation"],"id":"feat-3893","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Graveshift May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 80 Archetype Ghoul Frequency once per day Prerequisites Secret Eater Requirements You are standing at the bottom of an open grave adjacent to up to four willing target creatures or objects roughly the size of a creature. --- The maggots inhabiting your body impart you with the knowledge to travel from grave to grave, drawing upon the mystical power of the labyrinthine network of magical warrens and tunnels that connect Everglut to the Material Plane. You can spend 10 minutes channeling this power to transport you and all target creatures or objects that are inside the grave you are standing in to a chosen grave you are aware of (unoccupied or occupied) within 100 miles. When you target an occupied or filled grave, you and all transported creatures and objects appear scattered aboveground around the targeted grave (or belowground in adjacent tunnels or passageways if available).","feat":["Graveshift"],"skill_mod":{},"summary":"The maggots inhabiting your body impart you with the knowledge to travel from grave to grave, drawing upon the mystical power of the labyrinthine network of magical warrens and tunnels that connect Everglut to the Material Plane .","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Feat","School","Tradition","Rarity","Mechanics"],"level":14,"prerequisite":"Secret Eater","source_category":["Adventure Paths"],"requirement":"You are standing at the bottom of an open grave adjacent to up to four willing target creatures or objects roughly the size of a creature.","resistance":{},"url":"/Feats.aspx?ID=3893","archetype":["Ghoul"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Graveshift","category":"feat","rarity":"rare","slug":"feat-3893"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Feat","speed":{},"frequency":"Once per hour","weakness":{},"primary_source_group":"Blood Lords","school":"necromancy","trait":["Acid","Archetype","Divine","Incapacitation","Necromancy","Occult","Rare"],"id":"feat-3894","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Breath of Hungry Death Two Actions May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 80 Archetype Ghoul Frequency Once per hour Prerequisites Secret Eater --- You have uncovered occult mysteries that allow you to unleash the devastating hunger of Kabriri upon your foes with a single exhalation, releasing a massive cloud of flesh-eating gas that glows with a sickly green light. You deal 7d6 acid and 7d6 negative damage to all creatures within a 30-foot cone (basic Reflex save with a DC equal to your class DC or spell DC, whichever is higher). A creature that gets a critical failure on this Reflex save is also paralyzed for 1 round. A creature that succeeds at this save becomes temporarily immune to Breath of Hungry Death for 24 hours. When a creature is killed using Breath of Hungry Death, its body is reduced to a smoldering pile of ash wafting with necrotic fumes. You can use a reaction to immediately inhale these fumes and become satiated or fully satiated as if you had used Consume Flesh.","feat":["Breath of Hungry Death"],"skill_mod":{},"summary":"You have uncovered occult mysteries that allow you to unleash the devastating hunger of Kabriri upon your foes with a single exhalation, releasing a massive cloud of flesh-eating gas that glows with a sickly green light.","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Energy","Monster","Feat","Tradition","Mechanics","School","Rarity"],"level":16,"prerequisite":"Secret Eater","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3894","archetype":["Ghoul"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Breath of Hungry Death","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-3894"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #184: The Ghouls Hunger"],"type":"Feat","speed":{},"frequency":"Once per day","weakness":{},"primary_source_group":"Blood Lords","school":"enchantment","trait":["Archetype","Death","Divine","Enchantment","Flourish","Mental","Occult","Rare"],"id":"feat-3895","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Wrath of the First Ghoul Two Actions May contain spoilers from Blood Lords Source Pathfinder #184: The Ghouls Hunger pg. 81 Archetype Ghoul Frequency Once per day Prerequisites Secret Eater --- The ravenous maggots inside you become capable of exploding forth from your attacks into the wounds of an opponent, whispering telepathic words of destruction that invoke horrific flashbacks of Kabriri's transformation from elf to ghoul or psychic images of hundreds of maggots bursting from the victim's flesh all at once. Make a melee Strike against a target creature. If it hits, in addition to taking damage from the Strike, the target is affected by a 10th-level casting of power word kill . If Wrath of the First Ghoul is used against a target elf, Leng ghoul, or worshipper of Pharasma and does not instantly kill the creature, the target takes double damage.","feat":["Wrath of the First Ghoul"],"skill_mod":{},"summary":"The ravenous maggots inside you become capable of exploding forth from your attacks into the wounds of an opponent, whispering telepathic words of destruction that invoke horrific flashbacks of Kabriri's transformation from elf to ghoul or psychic images of hundreds of maggots bursting from the victim's flesh all at once.","primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Feat","Mechanics","Tradition","School","Rarity"],"level":20,"prerequisite":"Secret Eater","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3895","archetype":["Ghoul"],"source_group":["Blood Lords"],"spoilers":"Blood Lords","name":"Wrath of the First Ghoul","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-3895"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","skill":["Performance","Performance"],"trait":["General","Rare","Skill"],"id":"feat-3896","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Triumphant Boast May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 9 Prerequisites Expert in Performance --- You relate a loud and impressive tale of your triumph over a formidable foe. When you Perform, choose a single target within 30 feet of you and compare the result of your Performance check to that observer's Will DC. If you're a master in Performance, you can choose up to four targets, and if you're legendary, you can choose any number of targets. If you succeed, any attempt made by you to Demoralize that creature within the next 24 hours gains a +1 circumstance bonus. If your Charisma score is 20 or higher and you're a master in Performance, this bonus increases to +2. Once a creature is boasted at in this manner, it becomes temporarily immune to further Triumphant Boasts for 24 hours. Adventuring with Amiri Source Kingmaker Companion Guide pg. 8 As Amiri explores the Stolen Lands, her legend grows with her. Already a larger-than-life personality, she begins to accidentally encourage something akin to a cult of personality in the PCs' kingdom. If brought to her attention that a new generation of adventurers are using her exploits and legends as an inspiration for their own adventuring style, she's amused but also perhaps a bit put off by the idea. The following new skill feats become available to the PCs starting at 4th level, assuming Amiri remains allied with them. Related Feats : Say that Again!, That's Not Natural!, Too Angry to Die","feat":["Triumphant Boast"],"skill_mod":{},"summary":"You relate a loud and impressive tale of your triumph over a formidable foe.","primary_source":"Kingmaker Companion Guide","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Expert in Performance","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3896","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Triumphant Boast","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-3896"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","skill":["Survival","Survival"],"trait":["General","Rare","Skill"],"id":"feat-3897","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > That's Not Natural! Reaction May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 9 Prerequisites Expert in Survival --- Your mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren't part of the natural order. You gain a +1 circumstance bonus to all initiative checks made at the start of a battle in which at least one of your enemies is an aberration, fey, mutant, or undead, or if one of your enemies is from a plane other than the Material Plane, as long as the battle takes place in a wilderness region. In wilderness regions, you also increase your Perception DC by 1 against these types of creatures for the purposes of resolving their Stealth checks. If you're master in Survival, this circumstance bonus increases to +2. If you know the commune with nature ritual, you can use Survival as a primary or secondary check to resolve that ritual—if you do so, you gain a +2 circumstance bonus. Adventuring with Amiri Source Kingmaker Companion Guide pg. 8 As Amiri explores the Stolen Lands, her legend grows with her. Already a larger-than-life personality, she begins to accidentally encourage something akin to a cult of personality in the PCs' kingdom. If brought to her attention that a new generation of adventurers are using her exploits and legends as an inspiration for their own adventuring style, she's amused but also perhaps a bit put off by the idea. The following new skill feats become available to the PCs starting at 4th level, assuming Amiri remains allied with them. Related Feats : Say that Again!, Too Angry to Die, Triumphant Boast","feat":["That's Not Natural!"],"skill_mod":{},"summary":"Your mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren't part of the natural order.","primary_source":"Kingmaker Companion Guide","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Expert in Survival","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3897","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"That's Not Natural!","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-3897"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","skill":["Athletics","Athletics"],"trait":["General","Rare","Skill"],"id":"feat-3898","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Say that Again! Reaction May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 9 Prerequisites Expert in Athletics Trigger An opponent gets a critical failure when attempting to Demoralize you or Lie to you. --- The world is full of obnoxious weasels who think they can pull one over on you—put them in their place! When an adjacent creature attempts to Lie to you or to Demoralize you and gets a critical failure on the roll, you can use your reaction to make a Shove attempt against that opponent. If combat results, you can roll Intimidation for your initiative check. Adventuring with Amiri Source Kingmaker Companion Guide pg. 8 As Amiri explores the Stolen Lands, her legend grows with her. Already a larger-than-life personality, she begins to accidentally encourage something akin to a cult of personality in the PCs' kingdom. If brought to her attention that a new generation of adventurers are using her exploits and legends as an inspiration for their own adventuring style, she's amused but also perhaps a bit put off by the idea. The following new skill feats become available to the PCs starting at 4th level, assuming Amiri remains allied with them. Related Feats : That's Not Natural!, Too Angry to Die, Triumphant Boast","feat":["Say that Again!"],"skill_mod":{},"summary":"The world is full of obnoxious weasels who think they can pull one over on you—put them in their place! When an adjacent creature attempts to Lie to you or to Demoralize you and gets a critical failure on the roll, you can use your reaction to make a Shove attempt against that opponent.","primary_source":"Kingmaker Companion Guide","trait_group":["Feat","Rarity"],"level":6,"prerequisite":"Expert in Athletics","source_category":["Adventure Paths"],"trigger":"An opponent gets a critical failure when attempting to Demoralize you or Lie to you.","resistance":{},"url":"/Feats.aspx?ID=3898","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Say that Again!","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-3898"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","skill":["Intimidation","Intimidation"],"trait":["General","Rare","Skill"],"id":"feat-3899","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Too Angry to Die Reaction May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 9 Prerequisites Master in Intimidation Trigger you stand up from prone after waking up from being unconscious --- You refuse to yield the battle, even after you've been knocked off your feet and nearly killed. For you, such a brush with death is less something to fear and more a thing to become infuriated by. As you stand up, you roar in defiance and can attempt to Demoralize a foe. Adventuring with Amiri Source Kingmaker Companion Guide pg. 8 As Amiri explores the Stolen Lands, her legend grows with her. Already a larger-than-life personality, she begins to accidentally encourage something akin to a cult of personality in the PCs' kingdom. If brought to her attention that a new generation of adventurers are using her exploits and legends as an inspiration for their own adventuring style, she's amused but also perhaps a bit put off by the idea. The following new skill feats become available to the PCs starting at 4th level, assuming Amiri remains allied with them. Related Feats : Say that Again!, That's Not Natural!, Triumphant Boast","feat":["Too Angry to Die"],"skill_mod":{},"summary":"You refuse to yield the battle, even after you've been knocked off your feet and nearly killed.","primary_source":"Kingmaker Companion Guide","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Master in Intimidation","source_category":["Adventure Paths"],"trigger":"you stand up from prone after waking up from being unconscious ","resistance":{},"url":"/Feats.aspx?ID=3899","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Too Angry to Die","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-3899"},{"skill_mod":{},"summary":"You have studied giants and hunt them with efficiency.","primary_source":"Kingmaker Companion Guide","trait_group":["Class","Rarity"],"primary_source_category":"Adventure Paths","level":4,"source_category":["Adventure Paths"],"source":["Kingmaker Companion Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3900","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","spoilers":"Kingmaker","name":"Giant Hunter","trait":["Ranger","Rare"],"id":"feat-3900","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Giant Hunter May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 23 --- You have studied giants and hunt them with efficiency. When you roll initiative and can see a giant, you can Hunt Prey as a free action, designating that enemy as your prey. You can use this free action even if you haven't identified the giant yet with Recall Knowledge. The benefit doesn't apply against giants disguised as other creatures, and the GM determines whether it applies against a creature disguised as a giant. Giant Hunter leads to... Giant Slayer, Roll with It (Ranger) Adventuring with Ekundayo Source Kingmaker Companion Guide pg. 23 Ekundayo eventually develops his own methods to pursue his favored enemies—giants. Once he gains the Magical Crafting feat at 4th level, he begins to craft specialized ammunition and runes for weapons. As long as his attitude toward the PCs is at least friendly, he shares these discoveries with them, unlocking the following ranger class feats and items as soon as his level equals the level of the feat or item. Related Feats : Giant Slayer, Hamstringing Strike, Roll with It (Ranger), The Harder They Fall (Ranger)","category":"feat","pfs":"Limited","feat":["Giant Hunter"],"rarity":"rare","slug":"feat-3900"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","trait":["Ranger","Rare"],"id":"feat-3901","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > The Harder They Fall (Ranger) May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 23 Prerequisites Titan Wrestler --- You know how to make a larger creature hurt when it falls to the ground. If you successfully Trip a foe that's larger than you, it takes 1d8 bludgeoning damage (or 2d8 bludgeoning damage on a critical success). If you are master in Athletics, the damage increases to 2d8 bludgeoning (or 4d8 bludgeoning on a critical success). Adventuring with Ekundayo Source Kingmaker Companion Guide pg. 23 Ekundayo eventually develops his own methods to pursue his favored enemies—giants. Once he gains the Magical Crafting feat at 4th level, he begins to craft specialized ammunition and runes for weapons. As long as his attitude toward the PCs is at least friendly, he shares these discoveries with them, unlocking the following ranger class feats and items as soon as his level equals the level of the feat or item. Related Feats : Giant Hunter, Giant Slayer, Hamstringing Strike, Roll with It (Ranger)","feat":["The Harder They Fall (Ranger)"],"skill_mod":{},"summary":"You know how to make a larger creature hurt when it falls to the ground.","primary_source":"Kingmaker Companion Guide","trait_group":["Class","Rarity"],"level":8,"prerequisite":"Titan Wrestler","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3901","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"The Harder They Fall (Ranger)","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-3901"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","trait":["Ranger","Rare"],"id":"feat-3902","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Hamstringing Strike Single Action May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 23 --- You slow your foes with a well-aimed attack. Make a Strike against your hunted prey with a –2 penalty. If you hit your prey, the creature takes a –5-foot status penalty to Speed. If you critically hit your prey, the creature takes a –10-foot status penalty to Speed. A creature immune to bleed damage does not take this penalty. The penalty can be removed using any method that removes persistent bleed damage or offers a flat check to do so, such as Administer First Aid. Adventuring with Ekundayo Source Kingmaker Companion Guide pg. 23 Ekundayo eventually develops his own methods to pursue his favored enemies—giants. Once he gains the Magical Crafting feat at 4th level, he begins to craft specialized ammunition and runes for weapons. As long as his attitude toward the PCs is at least friendly, he shares these discoveries with them, unlocking the following ranger class feats and items as soon as his level equals the level of the feat or item. Related Feats : Giant Hunter, Giant Slayer, Roll with It (Ranger), The Harder They Fall (Ranger)","feat":["Hamstringing Strike"],"skill_mod":{},"summary":"You slow your foes with a well-aimed attack.","primary_source":"Kingmaker Companion Guide","trait_group":["Class","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3902","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Hamstringing Strike","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"rare","slug":"feat-3902"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","trait":["Ranger","Rare"],"id":"feat-3903","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Roll with It (Ranger) Reaction May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 23 Prerequisites Giant Hunter Trigger Your hunted prey, which must be a giant, hits you with a melee attack. --- You can dodge attacks from giants. Attempt a Reflex save using 10 + the giant's attack bonus as the save DC. If the result allows you to Stride as part of the reaction, you may instead Fly or Swim if you have the corresponding movement type. Critical Success The attack misses you (or if the attack was a critical hit, it becomes a regular hit). You can Stride up to 10 feet as part of the reaction; if you do so, the reaction gains the move trait. Success The attack deals half damage. You can Stride up to 5 feet as part of the reaction, but you must end this movement adjacent to the triggering giant. If you do so, the reaction gains the move trait. Critical Failure You fail to avoid the attack and are knocked prone by the blow. Adventuring with Ekundayo Source Kingmaker Companion Guide pg. 23 Ekundayo eventually develops his own methods to pursue his favored enemies—giants. Once he gains the Magical Crafting feat at 4th level, he begins to craft specialized ammunition and runes for weapons. As long as his attitude toward the PCs is at least friendly, he shares these discoveries with them, unlocking the following ranger class feats and items as soon as his level equals the level of the feat or item. Related Feats : Giant Hunter, Giant Slayer, Hamstringing Strike, The Harder They Fall (Ranger)","feat":["Roll with It (Ranger)"],"skill_mod":{},"summary":"You can dodge attacks from giants.","primary_source":"Kingmaker Companion Guide","trait_group":["Class","Rarity"],"level":12,"prerequisite":"Giant Hunter","source_category":["Adventure Paths"],"trigger":"Your hunted prey, which must be a giant , hits you with a melee attack.","resistance":{},"url":"/Feats.aspx?ID=3903","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Roll with It (Ranger)","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-3903"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","trait":["Ranger","Rare"],"id":"feat-3904","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Giant Slayer May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 24 Prerequisites Giant Hunter --- Your well-placed blows can fell mighty giants. If you critically hit the same giant twice on the same turn, the target must succeed at a Fortitude saving throw or die. Use your class DC for this saving throw. Adventuring with Ekundayo Source Kingmaker Companion Guide pg. 23 Ekundayo eventually develops his own methods to pursue his favored enemies—giants. Once he gains the Magical Crafting feat at 4th level, he begins to craft specialized ammunition and runes for weapons. As long as his attitude toward the PCs is at least friendly, he shares these discoveries with them, unlocking the following ranger class feats and items as soon as his level equals the level of the feat or item. Related Feats : Giant Hunter, Hamstringing Strike, Roll with It (Ranger), The Harder They Fall (Ranger)","feat":["Giant Slayer"],"skill_mod":{},"summary":"Your well-placed blows can fell mighty giants.","primary_source":"Kingmaker Companion Guide","trait_group":["Class","Rarity"],"level":16,"prerequisite":"Giant Hunter","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3904","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Giant Slayer","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-3904"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","skill":["Lore","Lore","Lore"],"trait":["General","Rare","Skill"],"id":"feat-3905","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Ambush Tactics May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 35 Prerequisites trained in Lore about a specific terrain --- You've made a study of the best practices for laying ambushes in terrains you've spent time learning about, be it the best way to ambush foes or the best methods of reacting to surprise attacks in those terrains. In any combat during which an enemy rolls Stealth to determine initiative, you can choose to roll initiative using a Lore check that's appropriate for the encounter's terrain, if you're trained in the appropriate Lore skill. Adventuring with Jubilost Source Kingmaker Companion Guide pg. 35 Jubilost provides support in battle with his alchemical bombs and elixirs, but he's just as helpful when he spends time at home. As long as he's a companion, he'll serve as a source for alchemical items of his level or lower for purchase at regular prices, but if made Helpful, he provides these resources to the PCs at cost. His studies also result in the development of two new skill feats; while Jubilost doesn't take these feats himself (ever the theoretician), once the PCs have at least 4 Influence with him, these feats and formulas become available as PC options at the appropriate level. Related Feats : Efficient Explorer","feat":["Ambush Tactics"],"skill_mod":{},"summary":"You've made a study of the best practices for laying ambushes in terrains you've spent time learning about, be it the best way to ambush foes or the best methods of reacting to surprise attacks in those terrains.","primary_source":"Kingmaker Companion Guide","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"trained in Lore about a specific terrain","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3905","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Ambush Tactics","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-3905"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","skill":["Lore","Lore","Lore"],"trait":["General","Rare","Skill"],"id":"feat-3906","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Efficient Explorer May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 35 Prerequisites trained in Lore about a specific terrain --- You are more efficient at exploring uncharted territories. As long as you're in a hex that is predominantly a terrain in which you are trained in an associated Lore skill, you grant your group one additional hexploration activity. Adventuring with Jubilost Source Kingmaker Companion Guide pg. 35 Jubilost provides support in battle with his alchemical bombs and elixirs, but he's just as helpful when he spends time at home. As long as he's a companion, he'll serve as a source for alchemical items of his level or lower for purchase at regular prices, but if made Helpful, he provides these resources to the PCs at cost. His studies also result in the development of two new skill feats; while Jubilost doesn't take these feats himself (ever the theoretician), once the PCs have at least 4 Influence with him, these feats and formulas become available as PC options at the appropriate level. Related Feats : Ambush Tactics","feat":["Efficient Explorer"],"skill_mod":{},"summary":"You are more efficient at exploring uncharted territories.","primary_source":"Kingmaker Companion Guide","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"trained in Lore about a specific terrain","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3906","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Efficient Explorer","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-3906"},{"primary_source_category":"Adventure Paths","source":["Kingmaker Companion Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Kingmaker","skill":["Survival","Survival"],"trait":["General","Secret","Skill","Uncommon"],"id":"feat-3907","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Predict Weather May contain spoilers from Kingmaker Source Kingmaker Companion Guide pg. 121 Prerequisites Trained in Survival --- By observing often subtle indicators in the environment, you may try to predict the day's weather. Spend 10 minutes outdoors then attempt a DC 20 Survival check. (This check is reduced to DC 15 if you have a commanding view of the region, but increases to 30 if conditions are poor, such as attempting to predict weather with impaired visibility). Once you make an attempt to Predict the Weather, you cannot attempt to do so again for 24 hours. Critical Success You accurately predict the day's precipitation, temperature, and wind. You learn if a weather event will occur in the region within the next 24 hours, and if so, what the event is and approximately when it will occur. You gain a +2 circumstance bonus to Survival checks made to prepare for this weather event. Success You accurately predict the day's precipitation, temperature, and wind. You learn if a weather event will occur in the region during the next 24 hours, but not what that event will be or when it will take place. You gain a +1 circumstance bonus to Survival checks made to prepare for this weather event. Critical Failure You come to a dramatically wrong conclusion. The GM provides information to you as though you had received a critical success, including the specifics of a weather event that will not occur that day (instead, a different event—or no event—may occur).","feat":["Predict Weather"],"skill_mod":{},"summary":"By observing often subtle indicators in the environment, you may try to predict the day's weather.","primary_source":"Kingmaker Companion Guide","trait_group":["Feat","Mechanics","Rarity"],"level":2,"prerequisite":"Trained in Survival","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=3907","source_group":["Kingmaker"],"spoilers":"Kingmaker","name":"Predict Weather","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-3907"},{"skill_mod":{},"summary":"Citizens bolster vacant leadership roles","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3908","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Civil Service","trait":["General","Kingdom"],"id":"feat-3908","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Civil Service Source Kingmaker Adventure Path pg. 531 --- Everyone has a place and a role, and as long as those roles are filled, the government functions. When you select this feat, choose one leadership role; that role is now supported by your efficient civil servants, so its vacancy penalty is no longer applicable. If you wish to change the leadership role to which Civil Service applies, you can do so using the New Leadership activity at the start of a Kingdom turn. You gain a +2 status bonus to New Leadership checks.","category":"feat","feat":["Civil Service"],"rarity":"common","slug":"feat-3908"},{"skill_mod":{},"summary":"Leaders gain increased bonuses to aid each other","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3909","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Cooperative Leadership","trait":["General","Kingdom"],"id":"feat-3909","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Cooperative Leadership Source Kingmaker Adventure Path pg. 531 --- Your leaders are skilled at working with one another. When a leader uses the Focused Attention kingdom activity to aid another leader's kingdom check, the circumstance bonus granted by a success is increased to +3. At 11th level, your leaders' collaborative style leads them to ever greater successes when they work together. When a leader uses the Focused Attention kingdom activity to aid another leader's check, treat a critical failure on the aided check as a failure. If your kingdom has at least the expert rank in the skill used in the aided check, treat a failure on the check as a success. (This does not allow you to ever improve a critical failure to a success.)","category":"feat","feat":["Cooperative Leadership"],"rarity":"common","slug":"feat-3909"},{"skill_mod":{},"summary":"Quell Dissent more efficiently","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"prerequisite":"Trained in Warfare","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3910","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","skill":["Warfare","Warfare"],"name":"Crush Dissent","trait":["General","Kingdom"],"id":"feat-3910","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Crush Dissent Source Kingmaker Adventure Path pg. 531 Prerequisites Trained in Warfare --- Your rule brooks no dissent and stamps out traitors, making harsh examples of them. Once per Kingdom turn when you gain Unrest, you can attempt to crush the dissent by attempting a basic Warfare check. On a success, the Unrest increase is canceled, but on a critical failure, the Unrest increase is doubled. In addition, you gain a +1 status bonus to checks to resolve dangerous kingdom events that involve internal bickering, such as Feud.","category":"feat","feat":["Crush Dissent"],"rarity":"common","slug":"feat-3910"},{"skill_mod":{},"summary":"Recover from Unrest more quickly and lessen its effects","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":3,"prerequisite":"Loyalty 14","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3911","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Endure Anarchy","trait":["General","Kingdom"],"id":"feat-3911","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"\" > Endure Anarchy Source Kingmaker Adventure Path pg. 531 Prerequisites Loyalty 14 --- Your kingdom holds together even in the midst of extreme peril. If your kingdom's Unrest is 6 or higher and you use a kingdom activity that decreases Unrest, decrease the Unrest by an additional 1. You do not fall into anarchy unless your kingdom's Unrest reaches 24 (see last paragraph of Step 2: Adjust Unrest on page 538).","category":"feat","feat":["Endure Anarchy"],"rarity":"common","slug":"feat-3911"},{"skill_mod":{},"summary":"Gain RP when you critically succeed at Kingdom skills","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":11,"source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3912","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Fame and Fortune","trait":["General","Kingdom"],"id":"feat-3912","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"\" > Fame and Fortune Source Kingmaker Adventure Path pg. 531 --- Your kingdom's reputation has spread far and wide, bringing in visitors to behold the spectacle of your greatness and pay their respects. Whenever you achieve a critical success on any Kingdom skill check during the Activity phase of a Kingdom turn, gain 1 bonus Resource Die at the start of your next Kingdom turn.","category":"feat","feat":["Fame and Fortune"],"rarity":"common","slug":"feat-3912"},{"skill_mod":{},"summary":"Gain bonuses to Fortify, and Construct or Rebuild certain buildings easier","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"prerequisite":"Trained in Defense","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3913","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","skill":["Defense","Defense"],"name":"Fortified Fiefs","trait":["General","Kingdom"],"id":"feat-3913","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Fortified Fiefs Source Kingmaker Adventure Path pg. 531 Prerequisites Trained in Defense --- Your vassals take their duty to protect those under their stewardship seriously, and your engineers emphasize the value of a strong defense when it comes to building settlements and fortifications. You gain a +2 circumstance bonus to checks attempted as part of the Fortify Hex activity and on activities to build or repair a Barracks, Castle, Garrison, Keep, Stone Wall, or Wooden Wall. In addition, you gain a +1 status bonus to all kingdom checks attempted during dangerous events that directly impact your settlements' defenses.","category":"feat","feat":["Fortified Fiefs"],"rarity":"common","slug":"feat-3913"},{"skill_mod":{},"summary":"Use New Leadership and other activities more efficiently","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":7,"source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3914","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Free and Fair","trait":["General","Kingdom"],"id":"feat-3914","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"\" > Free and Fair Source Kingmaker Adventure Path pg. 531 --- Your reputation for transparency and fairness in conducting elections, appointments, and other changes in government inspires tremendous public trust. You gain a +2 circumstance bonus to Loyalty-based checks attempted as part of the New Leadership and Pledge of Fealty activities. If you fail or critically fail such a check, you can spend 2 RP to reroll the check (but without the +2 circumstance bonus); attempting this adds the Fortune trait. You must take the result of the second roll, even if it is worse than the original roll.","category":"feat","feat":["Free and Fair"],"rarity":"common","slug":"feat-3914"},{"skill_mod":{},"summary":"+1 to Work Camp, Establish Trade Agreement, and Trade Commodities activities","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"prerequisite":"Trained in Industry","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3915","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","skill":["Industry","Industry"],"name":"Insider Trading","trait":["General","Kingdom"],"id":"feat-3915","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Insider Trading Source Kingmaker Adventure Path pg. 531 Prerequisites Trained in Industry --- Your leading citizens share valuable business information with one another and with associates in other lands, and they hire one another's workers to supply the labor they need to fuel their production. You gain a +1 status bonus to Establish Work Site, Establish Trade Agreement, and Trade Commodities activities. In addition, gain 1 bonus Resource Die at the start of each Kingdom turn.","category":"feat","feat":["Insider Trading"],"rarity":"common","slug":"feat-3915"},{"skill_mod":{},"summary":"Use Culture on checks to determine Unrest","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":3,"prerequisite":"Culture 14","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3916","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Inspiring Entertainment","trait":["General","Kingdom"],"id":"feat-3916","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"\" > Inspiring Entertainment Source Kingmaker Adventure Path pg. 532 Prerequisites Culture 14 --- Your kingdom's artists and entertainers are talented and prolific, and there's never a shortage of new plays, operas, novels, music, sculptures, paintings, or other forms of distraction to entertain the citizens, even during times of upheaval. When you check for Unrest during the Upkeep phase of a Kingdom turn, you may roll a Culture-based check rather than a Loyalty-based check to determine the outcome. Your kingdom also gains a +2 status bonus to all Culture-based skill checks whenever your kingdom has at least 1 Unrest.","category":"feat","feat":["Inspiring Entertainment"],"rarity":"common","slug":"feat-3916"},{"skill_mod":{},"summary":"Receive a fixed result on a skill check","primary_source":"Kingmaker Adventure Path","trait_group":["Mechanics","Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"prerequisite":"Trained in at least three skills","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3917","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Kingdom Assurance","trait":["Fortune","General","Kingdom"],"id":"feat-3917","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Kingdom Assurance Source Kingmaker Adventure Path pg. 532 Prerequisites Trained in at least three skills --- Even when things go poorly in other areas, you can count on consistency in carrying out kingdom activities with a chosen skill. Choose one Kingdom skill in which your kingdom is trained. Once per Kingdom turn, when you would attempt a skill check for that skill, you can forgo rolling and instead take a result equal to 10 + your proficiency bonus; do not apply any other bonuses, penalties, or modifiers to this result. Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits of this feat for that skill.","category":"feat","feat":["Kingdom Assurance"],"rarity":"common","slug":"feat-3917"},{"skill_mod":{},"summary":"Draw upon reserve funds to avoid Ruin","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":3,"prerequisite":"Economy 14","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3918","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Liquidate Resources","trait":["General","Kingdom"],"id":"feat-3918","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"\" > Liquidate Resources Source Kingmaker Adventure Path pg. 532 Prerequisites Economy 14 --- Your kingdom's economy can liquidate resources in an emergency when funding runs out. The first time during a Kingdom turn in which you are forced to spend RP as the result of a failed skill check or a dangerous event, and that expense reduces you to 0 RP, you may instead reduce your RP to 1 and treat the expense as if it were paid in full. At the start of your next Kingdom turn, roll 4 fewer Resource Dice than normal.","category":"feat","feat":["Liquidate Resources"],"rarity":"common","slug":"feat-3918"},{"skill_mod":{},"summary":"Ruin accumulates more slowly","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"prerequisite":"Trained in Wilderness","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3919","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","skill":["Wilderness","Wilderness"],"name":"Muddle Through","trait":["General","Kingdom"],"id":"feat-3919","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Muddle Through Source Kingmaker Adventure Path pg. 532 Prerequisites Trained in Wilderness --- Your people are independent-minded and take care of the small things around the kingdom, not letting them pile up into bigger problems. Increase two of your Ruin thresholds by 1 and one of them by 2.","category":"feat","feat":["Muddle Through"],"rarity":"common","slug":"feat-3919"},{"skill_mod":{},"summary":"+1 to Magic checks, use Magic instead of Engineering","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"prerequisite":"Trained in Magic","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3920","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","skill":["Magic","Magic"],"name":"Practical Magic","trait":["General","Kingdom"],"id":"feat-3920","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Practical Magic Source Kingmaker Adventure Path pg. 532 Prerequisites Trained in Magic --- Magic has an honored place in your society, and your people incorporate it into their everyday work to make life easier. You gain a +1 status bonus to Magic checks, and you can use Magic checks in place of Engineering checks. In addition, as magic-wielding NPCs find your nation a comfortable place to live and work, you reduce the cost of using the Hire Adventurers activity to 1 RP.","category":"feat","feat":["Practical Magic"],"rarity":"common","slug":"feat-3920"},{"skill_mod":{},"summary":"Your citizens help mitigate failures","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"prerequisite":"Trained in Politics","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3921","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","skill":["Politics","Politics"],"name":"Pull Together","trait":["General","Kingdom"],"id":"feat-3921","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Pull Together Source Kingmaker Adventure Path pg. 532 Prerequisites Trained in Politics --- Your people are very reliable, and their swift decision-making keeps most projects from getting too far off track. Once per Kingdom turn when you roll a critical failure on a Kingdom skill check, attempt a DC 11 flat check. If this succeeds, your citizens heed the call to put in extra work to mitigate the disaster; treat the Kingdom skill check result as failure instead. The DC of this flat check increases by 5 each time you subsequently use it, but it decreases by 1 (to a minimum of 11) for each Kingdom turn that passes when you do not use it.","category":"feat","feat":["Pull Together"],"rarity":"common","slug":"feat-3921"},{"skill_mod":{},"summary":"Cost of living expenses are reduced","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":7,"source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3922","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Quality of Life","trait":["General","Kingdom"],"id":"feat-3922","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"\" > Quality of Life Source Kingmaker Adventure Path pg. 532 --- Your kingdom's robust economy makes the creature comforts of civilization more readily available to all, and even finer luxuries are more easily had. The first time you gain Luxury Commodities in a Kingdom turn, increase the total gained by 1. All of your settlements are treated as 1 level higher than their actual level for the purposes of determining what sorts of magic items might be offered for sale at their markets and shops.","category":"feat","feat":["Quality of Life"],"rarity":"common","slug":"feat-3922"},{"skill_mod":{},"summary":"+4 to checks to end ongoing harmful events","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":3,"prerequisite":"Stability 14","source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3923","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Quick Recovery (Kingdom)","trait":["General","Kingdom"],"id":"feat-3923","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"\" > Quick Recovery (Kingdom) Source Kingmaker Adventure Path pg. 532 Prerequisites Stability 14 --- Your kingdom recovers more quickly from danger and disaster. Whenever you attempt a skill check to end an ongoing harmful kingdom event, you gain a +4 status bonus to the check.","category":"feat","feat":["Quick Recovery (Kingdom)"],"rarity":"common","slug":"feat-3923"},{"skill_mod":{},"summary":"Become trained in a Kingdom skill","primary_source":"Kingmaker Adventure Path","trait_group":["Feat","Kingdom"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Kingmaker Adventure Path"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3924","weakness":{},"source_group":["Kingmaker"],"primary_source_group":"Kingmaker","name":"Skill Training (Kingdom)","trait":["General","Kingdom"],"id":"feat-3924","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Skill Training (Kingdom) Source Kingmaker Adventure Path pg. 532 --- Your kingdom receives the trained proficiency rank in a Kingdom skill of your choice. You can select this feat multiple times, choosing a new skill each time","category":"feat","feat":["Skill Training (Kingdom)"],"rarity":"common","slug":"feat-3924"},{"skill_mod":{},"summary":"Nex's Fleshforges shaped you not to achieve individual greatness at arms, but rather to become a part of a legion, a modular piece integral to the combined arms stratagems of Nexian battlemages.","primary_source":"Impossible Lands","trait_group":["Ancestry","Rarity"],"access":"You're from Nex","primary_source_category":"Lost Omens","level":1,"prerequisite":"Cataphract Fleshwarp heritage","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3926","weakness":{},"name":"Embodied Legionary Subjectivity","trait":["Fleshwarp","Uncommon"],"id":"feat-3926","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Embodied Legionary Subjectivity Source Impossible Lands pg. 29 Prerequisites Cataphract Fleshwarp heritage Access You're from Nex --- Nex's Fleshforges shaped you not to achieve individual greatness at arms, but rather to become a part of a legion, a modular piece integral to the combined arms stratagems of Nexian battlemages. You become trained in Arcana and Athletics. If you would automatically become trained in one of those skills, you instead gain the trained rank in another skill of your choice. You also become trained in Warfare Lore.","category":"feat","pfs":"Standard","feat":["Embodied Legionary Subjectivity"],"rarity":"uncommon","slug":"feat-3926"},{"skill_mod":{},"summary":"Your colossal might marks you as a behemoth, the pride of Nex's Fleshforges, and the heaviest ordnance is a child's toy in your monumental grasp.","primary_source":"Impossible Lands","trait_group":["Ancestry","Rarity"],"access":"You're from Nex","primary_source_category":"Lost Omens","level":5,"prerequisite":"Cataphract Fleshwarp heritage","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3927","weakness":{},"name":"Embodied Dreadnought Subjectivity","trait":["Fleshwarp","Uncommon"],"id":"feat-3927","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Embodied Dreadnought Subjectivity Source Impossible Lands pg. 29 Prerequisites Cataphract Fleshwarp heritage Access You're from Nex --- Your colossal might marks you as a behemoth, the pride of Nex's Fleshforges, and the heaviest ordnance is a child's toy in your monumental grasp. You're a dreadnought, a living siege weapon, albeit one that wields other siege weapons in battle as your endoskeleton and flesh toughens. You gain the Hefty Hauler skill feat, and your maximum Bulk limit further increases by 3, for a total of 2 to your encumbered limit and 5 to your maximum limit.","category":"feat","pfs":"Standard","feat":["Embodied Dreadnought Subjectivity"],"rarity":"uncommon","slug":"feat-3927"},{"skill_mod":{},"summary":"Your protean vitality is fecund and many-succoring: your veins run with life-giving ichor that adapts to the blood and physiology of any body, and your skin molts on command, creating wound-stanching sheaths of tissue for yourself and others.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3928","weakness":{},"name":"Transposable Compliance","trait":["Fleshwarp"],"id":"feat-3928","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Transposable Compliance Source Impossible Lands pg. 29 --- Your protean vitality is fecund and many-succoring: your veins run with life-giving ichor that adapts to the blood and physiology of any body, and your skin molts on command, creating wound-stanching sheaths of tissue for yourself and others. You become trained in Medicine. If you were already trained in Medicine, you instead become trained in a skill of your choice. You can Administer First Aid without healer's tools by using your physiology instead, but you must take 1 damage to make the attempt. Similarly, you can Treat Wounds without healer's tools but take 2d8 damage. You gain a +1 circumstance bonus on all Medicine checks to Administer First Aid and Treat Wounds using your own physiology.","category":"feat","pfs":"Standard","feat":["Transposable Compliance"],"rarity":"common","slug":"feat-3928"},{"skill_mod":{},"summary":"When your allies call for swift reinforcements or lightning raids, you're ready to answer.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3929","weakness":{},"name":"Embodied Dragoon Subjectivity","trait":["Fleshwarp"],"id":"feat-3929","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Embodied Dragoon Subjectivity Source Impossible Lands pg. 29 --- When your allies call for swift reinforcements or lightning raids, you're ready to answer. Your titanic form encompasses both cavalry and rider so that you're able to traverse vast distances and exploit opportunities in the theater of war. Your pores distend and extrude copious amounts of blood, subcutaneous fat, and lymphatic fluid for you to harden and flash-sculpt into gliding wings or a swift-hurtling mount. You can cast feather fall and phantom steed each once per day as innate occult spells. When you cast feather fall in this way, gliding wings slow your fall, and when you cast phantom steed in this way, the steed physically protrudes from your own lower body. Neither of these cosmetic changes alter the spells' effects; for example, foes can still attack the phantom steed as normal.","category":"feat","pfs":"Standard","feat":["Embodied Dragoon Subjectivity"],"rarity":"common","slug":"feat-3929"},{"skill_mod":{},"summary":"Your elemental soul has sparked not just your body but also your mind.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3930","weakness":{},"name":"Molten Wit","trait":["Ifrit"],"id":"feat-3930","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Molten Wit Source Impossible Lands pg. 30 --- Your elemental soul has sparked not just your body but also your mind. You either become trained in Deception and gain the Charming Liar skill feat, or you become trained in Diplomacy and gain the Group Impression skill feat. If you're already trained in one of these skills, you must take the other and can choose from either skill feat. If you're trained in both skills, you become trained in a different skill of your choice instead and can choose from either skill feat.","category":"feat","pfs":"Standard","feat":["Molten Wit"],"rarity":"common","slug":"feat-3930"},{"skill_mod":{},"summary":"You were born with or obtained a special connection to either fresh water or salt water.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3931","weakness":{},"name":"Native Waters","trait":["Undine"],"id":"feat-3931","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Native Waters Source Impossible Lands pg. 31 --- You were born with or obtained a special connection to either fresh water or salt water. Once made, this decision can't be changed. Whenever you take your full rest in a natural body of water of the type corresponding to your connection, you recover additional Hit Points equal to your level, and if you have the doomed or fatigued conditions, you reduce them by 2 instead of 1.","category":"feat","pfs":"Standard","feat":["Native Waters"],"rarity":"common","slug":"feat-3931"},{"skill_mod":{},"summary":"You've lived in the shadow of the Shattered Range, and the patience of those ancient mountains expresses itself in your stillness.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3932","weakness":{},"name":"Silent Stone","trait":["Oread"],"id":"feat-3932","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Silent Stone Source Impossible Lands pg. 31 --- You've lived in the shadow of the Shattered Range, and the patience of those ancient mountains expresses itself in your stillness. Your body might have veins of granite, sandstone, or similar sedimentary rocks that make it easier for you to camouflage yourself in certain regions. You become trained in Stealth, and you gain the Terrain Stalker skill feat. If you're already trained in Stealth from another source, you become trained in a skill of your choice instead.","category":"feat","pfs":"Standard","feat":["Silent Stone"],"rarity":"common","slug":"feat-3932"},{"skill_mod":{},"summary":"The winds have whispered to you all your life, and the essence of air itself helps you at times, making you somewhat buoyant when you're suspended in space.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3933","weakness":{},"name":"Wind Pillow","trait":["Sylph"],"id":"feat-3933","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wind Pillow Source Impossible Lands pg. 31 --- The winds have whispered to you all your life, and the essence of air itself helps you at times, making you somewhat buoyant when you're suspended in space. Treat all falls as though they were 10 feet less than the actual distance traveled. You also gain the Powerful Leap skill feat, even if you don't meet that feat's prerequisites.","category":"feat","pfs":"Standard","feat":["Wind Pillow"],"rarity":"common","slug":"feat-3933"},{"skill_mod":{},"summary":"Once, genies ruled vast kingdoms, and a remnant of that confidence and power is reflected in your strong will.","primary_source":"Impossible Lands","trait_group":["Ancestry","Monster"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3934","weakness":{},"name":"Noble Resolve","trait":["Ardande","Ifrit","Oread","Suli","Sylph","Talos","Undine"],"id":"feat-3934","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Noble Resolve Source Impossible Lands pg. 31 --- Once, genies ruled vast kingdoms, and a remnant of that confidence and power is reflected in your strong will. You gain a +1 circumstance bonus to Will saves against effects with the mental trait. Regardless of success or failure, you become aware of the person who used the effect on you if they were visible to you at the time of use.","category":"feat","pfs":"Standard","feat":["Noble Resolve"],"rarity":"common","slug":"feat-3934"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"transmutation","trait":["Arcane","Ardande","Concentrate","Ifrit","Oread","Suli","Sylph","Talos","Transmutation","Undine"],"id":"feat-3935","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Miraculous Repair Three Actions Source Impossible Lands pg. 31 Frequency once per day --- Geniekin can't grant magical wishes, but some echo of power lingers within you. Faced with a mechanism that is damaged but not destroyed, you can wish it back into a functional state for a period of 10 minutes. The object must be mundane and no larger than 5 Bulk, such as a disabled locking mechanism in a door. For 10 minutes, the object functions as it should, ignoring any damage to its mechanism. This doesn't grant you any knowledge of what a device might do or how it ought to function. Once the 10 minutes are up, the object falls back into disrepair and is temporarily immune to Miraculous Repair for 1 day.","feat":["Miraculous Repair"],"skill_mod":{},"summary":"Geniekin can't grant magical wishes, but some echo of power lingers within you.","primary_source":"Impossible Lands","trait_group":["Tradition","Monster","Ancestry","Mechanics","School"],"level":9,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3935","name":"Miraculous Repair","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3935"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"conjuration","trait":["Arcane","Ardande","Concentrate","Conjuration","Ifrit","Oread","Suli","Sylph","Talos","Undine"],"id":"feat-3936","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Planar Sidestep Reaction Source Impossible Lands pg. 31 Frequency once per day Trigger A creature hits you with a melee Strike. --- You shift your body briefly between planes, reducing the damage from your foe's attack. You gain resistance 25 to all damage against the triggering attack. Observers simply see you shimmer with elemental energy for a moment, just as the attack lands.","feat":["Planar Sidestep"],"skill_mod":{},"summary":"You shift your body briefly between planes, reducing the damage from your foe's attack.","primary_source":"Impossible Lands","trait_group":["Tradition","Monster","Ancestry","Mechanics","School"],"level":13,"source_category":["Lost Omens"],"trigger":"A creature hits you with a melee Strike.","resistance":{},"url":"/Feats.aspx?ID=3936","name":"Planar Sidestep","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3936"},{"skill_mod":{},"summary":"You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works.","primary_source":"Impossible Lands","trait_group":["Feat","Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3937","weakness":{},"name":"Faultspawn","trait":["Lineage","Tiefling"],"id":"feat-3937","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Faultspawn Source Impossible Lands pg. 32 --- You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works. You also have some vestigial signs of your previous incarnation, such as a second set of shoulder blades without usable arms, a set of mostly closed eyes where no eyes belong, or strange scarring reminiscent of a mouth. You gain the Find Fault reaction. Find Fault Reaction (concentrate) Trigger You attempt a saving throw against a spell or magic effect but haven't rolled yet; Effect You find some kind of fault with the magic, using that flaw to protect yourself from the effect. You gain a +1 circumstance bonus to your saving throw against the triggering effect, which increases to a +2 circumstance bonus if the effect is divine and originates from a worshipper of the deity you chose for your grudge. Faultspawn leads to... Asura Magic, Dominion Aura, Towering Presence","category":"feat","pfs":"Standard","feat":["Faultspawn"],"rarity":"common","slug":"feat-3937"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"illusion","trait":["Concentrate","Divine","Illusion","Tiefling"],"id":"feat-3938","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Reveal Hidden Self Three Actions Source Impossible Lands pg. 32 Frequency once per day Prerequisites Beastbrood Requirements You're hidden to at least one enemy. --- While hidden, you manifest a version of your animalistic nature. You create an illusion of a Large or smaller creature within 60 feet of your location with the effects of the illusory creature spell. The creature shares your animalistic beastbrood features. Unlike most actions taken while hidden, using Reveal Hidden Self and Sustaining the Spell don't automatically end your hidden condition. Use the higher of your class DC or spell DC against attempts to disbelieve the illusion. If a creature observes you, it automatically disbelieves the illusion, and if you're no longer hidden to at least one enemy, the effect ends.","feat":["Reveal Hidden Self"],"skill_mod":{},"summary":"While hidden, you manifest a version of your animalistic nature.","primary_source":"Impossible Lands","trait_group":["Mechanics","Tradition","School","Monster","Ancestry"],"level":5,"prerequisite":"Beastbrood","source_category":["Lost Omens"],"requirement":"You're hidden to at least one enemy.","resistance":{},"url":"/Feats.aspx?ID=3938","name":"Reveal Hidden Self","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3938"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"illusion","trait":["Concentrate","Divine","Illusion","Polymorph","Tiefling","Transmutation"],"id":"feat-3939","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Towering Presence Single Action Source Impossible Lands pg. 33 Frequency once per hour Prerequisites Faultspawn --- You fill an area with your force of will, towering beyond where your true form should be. Increase your size to Large until the beginning of your next turn. Your equipment grows with you but returns to natural size if removed. You're clumsy 1. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. Towering Presence has no effect if you were already Large or larger.","feat":["Towering Presence"],"skill_mod":{},"summary":"You fill an area with your force of will, towering beyond where your true form should be.","primary_source":"Impossible Lands","trait_group":["Mechanics","Tradition","School","Monster","Ancestry"],"level":5,"prerequisite":"Faultspawn","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3939","name":"Towering Presence","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3939"},{"skill_mod":{},"summary":"You can cast blood vendetta and death knell once per day each as 2nd-level divine innate spells.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Faultspawn","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3940","weakness":{},"name":"Asura Magic","trait":["Tiefling"],"id":"feat-3940","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Asura Magic Source Impossible Lands pg. 33 Prerequisites Faultspawn --- You can cast blood vendetta and death knell once per day each as 2nd-level divine innate spells.","category":"feat","pfs":"Standard","feat":["Asura Magic"],"rarity":"common","slug":"feat-3940"},{"skill_mod":{},"summary":"You can cast dispel magic and reaper's lantern once per day each as 2nd-level divine innate spells.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Beastbrood","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3941","weakness":{},"name":"Jalmeri Rakshasa Magic","trait":["Tiefling"],"id":"feat-3941","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Jalmeri Rakshasa Magic Source Impossible Lands pg. 33 Prerequisites Beastbrood --- You can cast dispel magic and reaper's lantern once per day each as 2nd-level divine innate spells. Reaper's lantern manifests as a lantern shaped like the head of your rakshasa incarnation.","category":"feat","pfs":"Standard","feat":["Jalmeri Rakshasa Magic"],"rarity":"common","slug":"feat-3941"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"weakness":{},"trait":["Tiefling"],"id":"feat-3942","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Idol Threat Single Action Source Impossible Lands pg. 33 Prerequisites Beastbrood Requirements You're holding something sacred or precious to a creature, such as a relic or personal depiction of their deity or a precious personal memento. --- You brandish the precious object you're holding menacingly, at once mocking it and threatening its safety. Attempt to Demoralize the creature whose precious item you threaten. You gain a +2 circumstance bonus to the Intimidation check to Demoralize, and on a success, the creature is flat-footed for 1 round out of distraction for the object's safety and is stupefied 1 for 1 minute (or stupefied 2 on a critical success). These conditions are both in addition to the normal effects of Demoralize. The creature is then temporarily immune to any Idol Threat using that specific object for 1 day.","feat":["Idol Threat"],"skill_mod":{},"summary":"You brandish the precious object you're holding menacingly, at once mocking it and threatening its safety.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"level":13,"prerequisite":"Beastbrood","source_category":["Lost Omens"],"requirement":"You're holding something sacred or precious to a creature, such as a relic or personal depiction of their deity or a precious personal memento.","resistance":{},"url":"/Feats.aspx?ID=3942","name":"Idol Threat","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3942"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"evocation","trait":["Aura","Divine","Evocation","Force","Tiefling"],"id":"feat-3943","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Dominion Aura Single Action Source Impossible Lands pg. 33 PFS Note The DC of the Dominion Aura feat is the higher of your class DC or spell DC. Frequency once per day Prerequisites Faultspawn --- For a short time, you fully manifest the expectations of the god destroyer within you. All creatures within a 10-foot emanation take 8d6 force damage with a basic Fortitude save. A creature that fails this save is also knocked prone. For 1 minute, any creature who ends its turn within the 10-foot emanation takes 5d6 force damage with a basic Fortitude save. If you aren't drained, you can choose to become drained 2 when you use Dominion Aura to increase the radius of the emanation from 10 feet to 20 feet.","feat":["Dominion Aura"],"skill_mod":{},"summary":"For a short time, you fully manifest the expectations of the god destroyer within you.","primary_source":"Impossible Lands","trait_group":["Mechanics","Tradition","School","Energy","Monster","Ancestry"],"level":17,"prerequisite":"Faultspawn","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3943","name":"Dominion Aura","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3943"},{"skill_mod":{},"summary":"In the long years since Ghorus's day, you've done pretty much everything at one time or another.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3944","weakness":{},"name":"Ancient Memories","trait":["Ghoran"],"id":"feat-3944","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ancient Memories Source Impossible Lands pg. 37 --- In the long years since Ghorus's day, you've done pretty much everything at one time or another. During your daily preparations, you can explore your memories of your past lives to become trained in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. Ancient Memories leads to... Endless Memories","category":"feat","pfs":"Standard","feat":["Ancient Memories"],"rarity":"common","slug":"feat-3944"},{"skill_mod":{},"summary":"Your body is as supple as a sapling, capable of bending without breaking.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"any heritage except strong oak","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3945","weakness":{},"name":"Flexible Form","trait":["Ghoran"],"id":"feat-3945","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Flexible Form Source Impossible Lands pg. 37 Prerequisites any heritage except strong oak --- Your body is as supple as a sapling, capable of bending without breaking. You become trained in Acrobatics, and if you roll a success to Squeeze, you get a critical success instead. If you would automatically become trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice.","category":"feat","pfs":"Standard","feat":["Flexible Form"],"rarity":"common","slug":"feat-3945"},{"skill_mod":{},"summary":"The very first memories ghorans have are those of their creation, and even after thousands of years, those memories have never faded for you.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3946","weakness":{},"name":"Ghoran Lore","trait":["Ghoran"],"id":"feat-3946","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ghoran Lore Source Impossible Lands pg. 37 --- The very first memories ghorans have are those of their creation, and even after thousands of years, those memories have never faded for you. You become trained in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Ghoran Lore.","category":"feat","pfs":"Standard","feat":["Ghoran Lore"],"rarity":"common","slug":"feat-3946"},{"skill_mod":{},"summary":"Over the course of your long, long existence, you've had a chance to practice with traditional ghoran weapons.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3947","weakness":{},"name":"Ghoran Weapon Familiarity","trait":["Ghoran"],"id":"feat-3947","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ghoran Weapon Familiarity Source Impossible Lands pg. 37 --- Over the course of your long, long existence, you've had a chance to practice with traditional ghoran weapons. You're trained with the glaive, greatclub, hatchet, scythe, and sickle. In addition, you gain access to all uncommon ghoran weapons. For the purpose of determining your proficiency, martial ghoran weapons are simple weapons and advanced ghoran weapons are martial weapons. Ghoran Weapon Familiarity leads to... Ghoran Weapon Expertise, Ghoran Weapon Practice","category":"feat","pfs":"Standard","feat":["Ghoran Weapon Familiarity"],"rarity":"common","slug":"feat-3947"},{"skill_mod":{},"summary":"Some flowers can hide their thorns, and yours happen to be hidden along your arms.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3948","weakness":{},"name":"Hidden Thorn","trait":["Ghoran"],"id":"feat-3948","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hidden Thorn Source Impossible Lands pg. 37 --- Some flowers can hide their thorns, and yours happen to be hidden along your arms. You gain a thorns unarmed attack that deals 1d6 piercing damage. Your thorns are in the knife weapon group and have the finesse and unarmed traits. Hidden Thorn leads to... Murderous Thorns","category":"feat","pfs":"Standard","feat":["Hidden Thorn"],"rarity":"common","slug":"feat-3948"},{"skill_mod":{},"summary":"With plenty of practice, the memories of previous fights from previous lives come flooding back.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Ghoran Weapon Familiarity","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3949","weakness":{},"name":"Ghoran Weapon Practice","trait":["Ghoran"],"id":"feat-3949","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ghoran Weapon Practice Source Impossible Lands pg. 38 Prerequisites Ghoran Weapon Familiarity --- With plenty of practice, the memories of previous fights from previous lives come flooding back. Whenever you critically hit using a glaive, greatclub, hatchet, scythe, sickle, or ghoran weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Ghoran Weapon Practice"],"rarity":"common","slug":"feat-3949"},{"skill_mod":{},"summary":"Your thorns are many, vicious, and sharp.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Hidden Thorn or Thorned Rose heritage","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3950","weakness":{},"name":"Murderous Thorns","trait":["Ghoran"],"id":"feat-3950","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Murderous Thorns Source Impossible Lands pg. 38 Prerequisites Hidden Thorn or Thorned Rose heritage --- Your thorns are many, vicious, and sharp. If you have the Hidden Thorn feat, your thorn attack gains the deadly d6 trait. If you have the thorned rose heritage, you can use the Wicked Thorns reaction once every hour.","category":"feat","pfs":"Standard","feat":["Murderous Thorns"],"rarity":"common","slug":"feat-3950"},{"skill_mod":{},"summary":"At your very heartwood, you're a flower animated by elder magic, and with a little effort, you can speak to your kindred.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3951","weakness":{},"name":"Speak with Flowers","trait":["Ghoran"],"id":"feat-3951","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Speak with Flowers Source Impossible Lands pg. 38 --- At your very heartwood, you're a flower animated by elder magic, and with a little effort, you can speak to your kindred. You can ask questions of, receive answers from, and use the Diplomacy skill with flowering plants of all types.","category":"feat","pfs":"Standard","feat":["Speak with Flowers"],"rarity":"common","slug":"feat-3951"},{"skill_mod":{},"summary":"You've lived among trees for so long they recognize your presence and seek to protect you from harm.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3952","weakness":{},"name":"Tree's Ward","trait":["Ghoran"],"id":"feat-3952","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tree's Ward Source Impossible Lands pg. 38 --- You've lived among trees for so long they recognize your presence and seek to protect you from harm. You can cast protector tree as a primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Tree's Ward"],"rarity":"common","slug":"feat-3952"},{"skill_mod":{},"summary":"You've lived a thousand lives and done a hundred-thousand things.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Ancient Memories","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3953","weakness":{},"name":"Endless Memories","trait":["Ghoran"],"id":"feat-3953","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Endless Memories Source Impossible Lands pg. 38 Prerequisites Ancient Memories --- You've lived a thousand lives and done a hundred-thousand things. When you choose a skill in which to become trained with Ancient Memories, you can also choose a skill in which you're already trained and become an expert in that skill. This lasts until your Ancient Memories expires. When the effects of Ancient Memories and Endless Memories expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancient Memories or make you an expert in the skill you chose with Endless Memories. Endless Memories leads to... Eternal Memories","category":"feat","pfs":"Standard","feat":["Endless Memories"],"rarity":"common","slug":"feat-3953"},{"skill_mod":{},"summary":"Certain magics in the world flow easily through your sap.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3954","weakness":{},"name":"Flower Magic","trait":["Ghoran"],"id":"feat-3954","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Flower Magic Source Impossible Lands pg. 38 --- Certain magics in the world flow easily through your sap. You can cast barkskin and tree shape as 2nd-level arcane innate spells once per day each. A tree shape spell you cast this way transforms you into a Large flowering plant like a rosebush or lilac bush instead of a tree.","category":"feat","pfs":"Standard","feat":["Flower Magic"],"rarity":"common","slug":"feat-3954"},{"skill_mod":{},"summary":"You issue a cloud of your fragrance like a full-body sneeze—but one that might save your life as the powerful perfume makes your attackers' eyes sting and water.","primary_source":"Impossible Lands","trait_group":["Affliction","Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3955","frequency":"once per hour","weakness":{},"name":"Perfume Cloud","trait":["Disease","Ghoran"],"actions_number":4,"id":"feat-3955","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Perfume Cloud Two Actions Source Impossible Lands pg. 38 Frequency once per hour --- You issue a cloud of your fragrance like a full-body sneeze—but one that might save your life as the powerful perfume makes your attackers' eyes sting and water. Plants and fungi are immune to this effect, but all other creatures in a 10-foot emanation must attempt a Fortitude save against your class DC or spell DC (whichever is higher) with the following results. Critical Success No effect. Success The creature is dazzled for 1 round. Failure The creature is dazzled and can see only 10 feet away for 1 round. Critical Failure The creature is blinded for 1 round.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Perfume Cloud"],"rarity":"common","slug":"feat-3955"},{"skill_mod":{},"summary":"The warmth and light of the sun gives you life.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3956","weakness":{},"name":"Solar Rejuvenation (Ghoran)","trait":["Ghoran"],"id":"feat-3956","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Solar Rejuvenation (Ghoran) Source Impossible Lands pg. 39 --- The warmth and light of the sun gives you life. If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds.","category":"feat","pfs":"Standard","feat":["Solar Rejuvenation (Ghoran)"],"rarity":"common","slug":"feat-3956"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Ghoran"],"id":"feat-3957","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Eternal Memories Single Action Source Impossible Lands pg. 39 Frequency once per day Prerequisites Endless Memories --- You have lived longer than most realize, and due to your many lifetimes of practice you remember almost everything from your previous incarnations now. You examine your memories, changing the skills you selected with Ancient Memories and Endless Memories.","feat":["Eternal Memories"],"skill_mod":{},"summary":"You have lived longer than most realize, and due to your many lifetimes of practice you remember almost everything from your previous incarnations now.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"level":13,"prerequisite":"Endless Memories","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3957","name":"Eternal Memories","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3957"},{"skill_mod":{},"summary":"It's as if you've been training for a thousand years.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Ghoran Weapon Familiarity","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3958","weakness":{},"name":"Ghoran Weapon Expertise","trait":["Ghoran"],"id":"feat-3958","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ghoran Weapon Expertise Source Impossible Lands pg. 39 Prerequisites Ghoran Weapon Familiarity --- It's as if you've been training for a thousand years. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, greatclub, hatchet, scythe, sickle, and ghoran weapons in which you're trained.","category":"feat","pfs":"Standard","feat":["Ghoran Weapon Expertise"],"rarity":"common","slug":"feat-3958"},{"skill_mod":{},"summary":"Many flowers are beautiful to look upon but deadly to touch—and you're one of them.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon","Poison","Affliction"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3959","frequency":"once per day","weakness":{},"name":"Look but Don't Touch","trait":["Ghoran","Poison"],"actions_number":4,"id":"feat-3959","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Look but Don't Touch Two Actions Source Impossible Lands pg. 39 Frequency once per day --- Many flowers are beautiful to look upon but deadly to touch—and you're one of them. For 1 minute, any creature that touches you or damages you with a melee weapon without the reach trait or with a melee unarmed attack takes 3d6 poison damage.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Look but Don't Touch"],"rarity":"common","slug":"feat-3959"},{"skill_mod":{},"summary":"When angered, you can imbue nearby vines with your wrath, provoking them into a murderous rampage.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3960","weakness":{},"name":"Violent Vines","trait":["Ghoran"],"id":"feat-3960","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Violent Vines Source Impossible Lands pg. 39 --- When angered, you can imbue nearby vines with your wrath, provoking them into a murderous rampage. Once per hour, you can cast murderous vine as a primal innate spell.","category":"feat","pfs":"Standard","feat":["Violent Vines"],"rarity":"common","slug":"feat-3960"},{"skill_mod":{},"summary":"You have such a strong connection to the natural world that you can inspire it to attack at those who threaten you.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3961","weakness":{},"name":"Ghoran's Wrath","trait":["Ghoran"],"id":"feat-3961","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Ghoran's Wrath Source Impossible Lands pg. 39 --- You have such a strong connection to the natural world that you can inspire it to attack at those who threaten you. You can cast nature's reprisal once per hour as a primal innate spell.","category":"feat","pfs":"Standard","feat":["Ghoran's Wrath"],"rarity":"common","slug":"feat-3961"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"divination","trait":["Concentrate","Divination","Kashrishi","Occult"],"id":"feat-3962","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Community Knowledge Reaction Source Impossible Lands pg. 42 Frequency once per hour Trigger You attempt a skill check requiring 3 actions or fewer. --- You commune with the psychic echoes of your ancestors and community, channeling their experiences into yourself. You gain a +2 status bonus on the triggering skill check.","feat":["Community Knowledge"],"skill_mod":{},"summary":"You commune with the psychic echoes of your ancestors and community, channeling their experiences into yourself.","primary_source":"Impossible Lands","trait_group":["Mechanics","School","Ancestry","Tradition"],"level":1,"source_category":["Lost Omens"],"trigger":"You attempt a skill check requiring 3 actions or fewer.","resistance":{},"url":"/Feats.aspx?ID=3962","name":"Community Knowledge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3962"},{"skill_mod":{},"summary":"Your horn glows with bioluminescent color, casting bright light in a 20-foot emanation (and dim light for the next 20 feet).","primary_source":"Impossible Lands","trait_group":["Mechanics","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3963","weakness":{},"name":"Crystal Luminescence","trait":["Concentrate","Kashrishi","Light"],"actions_number":2,"id":"feat-3963","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crystal Luminescence Single Action Source Impossible Lands pg. 43 --- Your horn glows with bioluminescent color, casting bright light in a 20-foot emanation (and dim light for the next 20 feet). This light can be any color. The most common colors are blue and purple, except for trogloshi, who normally shed white light. The light shuts off when you take this action again or fall unconscious. If a spell or ability would activate your glowing horn while Crystal Luminescence is active, it instead increases the radius of the bright light and dim light by 10 feet each until the start of your next turn. This isn't cumulative, so using another such ability doesn't increase the radius again. Special If you have the trogloshi heritage, you can select this feat a second time (in addition to gaining it automatically from your heritage). If you do, you increase the area to a 40-foot emanation (and dim light for the next 40 feet). In addition, you can use Crystal Luminescence as a free action the first time you use it on each of your turns.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Crystal Luminescence"],"rarity":"common","slug":"feat-3963"},{"skill_mod":{},"summary":"You have created strong mental partitions in your mind to filter out negative emotional influences.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3964","weakness":{},"name":"Emotional Partitions","trait":["Kashrishi"],"id":"feat-3964","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Emotional Partitions Source Impossible Lands pg. 43 --- You have created strong mental partitions in your mind to filter out negative emotional influences. You gain a +1 circumstance bonus on saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Emotional Partitions"],"rarity":"common","slug":"feat-3964"},{"skill_mod":{},"summary":"You can sustain yourself with the power of your mind.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3965","weakness":{},"name":"Mental Sustenance","trait":["Kashrishi"],"id":"feat-3965","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mental Sustenance Source Impossible Lands pg. 43 --- You can sustain yourself with the power of your mind. You need only a single serving of food and water each week to avoid starvation or dehydration. You can hold your breath for an additional 5 rounds before running out of air.","category":"feat","pfs":"Standard","feat":["Mental Sustenance"],"rarity":"common","slug":"feat-3965"},{"skill_mod":{},"summary":"You have inherent psychic abilities that allow you to tap into the power of your mind.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3966","weakness":{},"name":"Open Mind","trait":["Kashrishi"],"id":"feat-3966","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Open Mind Source Impossible Lands pg. 43 --- You have inherent psychic abilities that allow you to tap into the power of your mind. Choose one cantrip from the occult spell list. You can cast this spell as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Open Mind leads to... Unlock Secret","category":"feat","pfs":"Standard","feat":["Open Mind"],"rarity":"common","slug":"feat-3966"},{"skill_mod":{},"summary":"While many kashrishi never use their horns for more than cracking open hard-shelled fruits or amplifying their psychic powers, you've practiced using yours offensively.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3967","weakness":{},"name":"Puncturing Horn","trait":["Kashrishi"],"id":"feat-3967","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Puncturing Horn Source Impossible Lands pg. 43 --- While many kashrishi never use their horns for more than cracking open hard-shelled fruits or amplifying their psychic powers, you've practiced using yours offensively. You gain a horn unarmed attack that deals 1d6 piercing damage. Your horn is in the brawling group and has the finesse and unarmed traits. Special If you have the xyloshi heritage, your horn instead deals 1d8 piercing damage. Puncturing Horn leads to... Fighting Horn","category":"feat","pfs":"Standard","feat":["Puncturing Horn"],"rarity":"common","slug":"feat-3967"},{"skill_mod":{},"summary":"Your environment requires you to climb cave walls or tree trunks with great regularity.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Athamasi heritage or Xyloshi heritage","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3968","weakness":{},"name":"Scuttle Up","trait":["Kashrishi"],"id":"feat-3968","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scuttle Up Source Impossible Lands pg. 43 Prerequisites Athamasi heritage or Xyloshi heritage --- Your environment requires you to climb cave walls or tree trunks with great regularity. You gain a Climb speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Scuttle Up"],"rarity":"common","slug":"feat-3968"},{"skill_mod":{},"summary":"Your skin is medium armor in the plate armor group that grants a +4 item bonus to AC, and has a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and the comfort trait.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Lethoci heritage or Xyloshi heritage","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3969","weakness":{},"name":"Tough Skin","trait":["Kashrishi"],"id":"feat-3969","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tough Skin Source Impossible Lands pg. 44 Prerequisites Lethoci heritage or Xyloshi heritage --- Your skin is medium armor in the plate armor group that grants a +4 item bonus to AC, and has a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and the comfort trait. You can never wear other armor or remove your hide. You can etch armor runes onto your hide. If you're a lethoci kashrishi who takes this feat, your modifications also make you more buoyant, allowing you to Swim across the surface of even turbulent bodies of water without needing to make an Athletics check. Special You can take this feat only at 1st level, and you can't retrain into this feat.","category":"feat","pfs":"Standard","feat":["Tough Skin"],"rarity":"common","slug":"feat-3969"},{"skill_mod":{},"summary":"Once per day, you can cast either calm emotions or sanctuary as an innate occult spell, heightened to half your level rounded up.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3970","weakness":{},"name":"Empathic Calm","trait":["Kashrishi"],"id":"feat-3970","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Empathic Calm Source Impossible Lands pg. 44 --- Once per day, you can cast either calm emotions or sanctuary as an innate occult spell, heightened to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Empathic Calm"],"rarity":"common","slug":"feat-3970"},{"skill_mod":{},"summary":"You can modify the size and shape of your horn over time using your mental powers.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Puncturing Horn or Xyloshi heritage","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3971","weakness":{},"name":"Fighting Horn","trait":["Kashrishi"],"id":"feat-3971","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Fighting Horn Source Impossible Lands pg. 44 Prerequisites Puncturing Horn or Xyloshi heritage --- You can modify the size and shape of your horn over time using your mental powers. Choose two of the following weapon traits: disarm, grapple, shove, and trip. Your horn gains the chosen traits. Special You can take this feat a second time, adding the traits you didn't choose when you first took it.","category":"feat","pfs":"Standard","feat":["Fighting Horn"],"rarity":"common","slug":"feat-3971"},{"skill_mod":{},"summary":"You can navigate vertical surfaces with ease.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Athamasi heritage or Xyloshi heritage","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3972","weakness":{},"name":"Skilled Climber","trait":["Kashrishi"],"id":"feat-3972","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Skilled Climber Source Impossible Lands pg. 44 Prerequisites Athamasi heritage or Xyloshi heritage --- You can navigate vertical surfaces with ease. You gain a climb Speed of 10 feet. If you also have the Scuttle Up ancestry feat, your climb Speed increases to your land Speed when climbing trees or cavern walls.","category":"feat","pfs":"Standard","feat":["Skilled Climber"],"rarity":"common","slug":"feat-3972"},{"skill_mod":{},"summary":"You delve deeper into your psychic potential.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Open Mind","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3973","weakness":{},"name":"Unlock Secret","trait":["Kashrishi"],"id":"feat-3973","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Unlock Secret Source Impossible Lands pg. 44 Prerequisites Open Mind --- You delve deeper into your psychic potential. Choose a 1st-level occult spell, either a common spell or another to which you have access. You can cast that spell once per day as an innate occult spell. Unlock Secret leads to... Transcendent Realization","category":"feat","pfs":"Standard","feat":["Unlock Secret"],"rarity":"common","slug":"feat-3973"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Kashrishi"],"id":"feat-3974","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Well of Potential Single Action Source Impossible Lands pg. 44 Frequency once per day Prerequisites focus pool, at least one innate spell from a kashrishi heritage or ancestry feat that shares a tradition with at least one of your focus spells --- Your mind is a deep well of psychic potential. You regain 1 Focus Point, up to your usual maximum.","feat":["Well of Potential"],"skill_mod":{},"summary":"Your mind is a deep well of psychic potential.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"level":5,"prerequisite":"focus pool, at least one innate spell from a\r\nkashrishi heritage or ancestry feat that shares a tradition with at\r\nleast one of your focus spells","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3974","name":"Well of Potential","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3974"},{"skill_mod":{},"summary":"Your mind is unusually resilient and resistant to influence.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3975","weakness":{},"name":"Fortified Mind","trait":["Kashrishi"],"id":"feat-3975","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fortified Mind Source Impossible Lands pg. 44 --- Your mind is unusually resilient and resistant to influence. When you would gain the fascinated or stupefied condition, you can attempt a DC 17 flat check. On a success, you don't gain the fascinated or stupefied condition.","category":"feat","pfs":"Standard","feat":["Fortified Mind"],"rarity":"common","slug":"feat-3975"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"evocation","trait":["Evocation","Kashrishi","Occult"],"id":"feat-3976","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Telekinetic Slip Reaction Source Impossible Lands pg. 45 Frequency once per day Trigger Your turn begins, and you're grabbed or restrained. --- A thin shell of telekinetic energy pushes from your skin, widening your enemy's grasp enough for you to slip free. You gain a +2 status bonus to checks to Escape from whatever has you grabbed or restrained. This bonus lasts until either you're no longer grabbed or restrained, or you fall unconscious.","feat":["Telekinetic Slip"],"skill_mod":{},"summary":"A thin shell of telekinetic energy pushes from your skin, widening your enemy's grasp enough for you to slip free.","primary_source":"Impossible Lands","trait_group":["School","Ancestry","Tradition"],"level":9,"source_category":["Lost Omens"],"trigger":"Your turn begins, and you're grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=3976","name":"Telekinetic Slip","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-3976"},{"skill_mod":{},"summary":"You've unleashed even more of your mind's limitless potential.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Unlock Secret","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3977","weakness":{},"name":"Transcendent Realization","trait":["Kashrishi"],"id":"feat-3977","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Transcendent Realization Source Impossible Lands pg. 45 Prerequisites Unlock Secret --- You've unleashed even more of your mind's limitless potential. Choose a 3rd-level occult spell, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate occult spell. Transcendent Realization leads to... Bend Space, Reimagine","category":"feat","pfs":"Standard","feat":["Transcendent Realization"],"rarity":"common","slug":"feat-3977"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once pre day","weakness":{},"trait":["Kashrishi"],"id":"feat-3978","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Kashrishi Revivification Free Action Source Impossible Lands pg. 45 Frequency once pre day Trigger You have the dying condition and are about to attempt a recovery check. You can use Kashrishi Revivification even if you're otherwise unable to act. --- The well of psychic energy held within your mind can exceed the limitations of your physical body. You're restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal for losing the dying condition.","feat":["Kashrishi Revivification"],"skill_mod":{},"summary":"The well of psychic energy held within your mind can exceed the limitations of your physical body.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"level":13,"source_category":["Lost Omens"],"trigger":"You have the dying condition and are about to attempt a recovery check. You can use Kashrishi Revivification even if you're otherwise unable to act.","resistance":{},"url":"/Feats.aspx?ID=3978","name":"Kashrishi Revivification","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-3978"},{"skill_mod":{},"summary":"You can cast dreaming potential as an innate occult spell.","primary_source":"Impossible Lands","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Transcendent Realization","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3979","weakness":{},"name":"Reimagine","trait":["Kashrishi"],"id":"feat-3979","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Restricted\" > Reimagine Source Impossible Lands pg. 45 Prerequisites Transcendent Realization --- You can cast dreaming potential as an innate occult spell. You can cast this spell targeting yourself as your last activity before falling asleep to receive its normal benefits and effects.","category":"feat","pfs":"Restricted","feat":["Reimagine"],"rarity":"common","slug":"feat-3979"},{"skill_mod":{},"summary":"Not even space itself is a match for the unleashed power of your mind.","primary_source":"Impossible Lands","trait_group":["Ancestry","Rarity"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Transcendent Realization","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3980","weakness":{},"name":"Bend Space","trait":["Kashrishi","Uncommon"],"id":"feat-3980","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Bend Space Source Impossible Lands pg. 45 Prerequisites Transcendent Realization --- Not even space itself is a match for the unleashed power of your mind. You can cast teleport as an innate occult spell. You don't need to touch creatures to target them with this innate spell as long as they're in range of your empathic sense.","category":"feat","pfs":"Standard","feat":["Bend Space"],"rarity":"uncommon","slug":"feat-3980"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"necromancy","trait":["Concentrate","Kashrishi","Light","Necromancy","Occult"],"id":"feat-3981","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Cleansing Light Two Actions Source Impossible Lands pg. 45 Frequency once per day --- A burst of light from your horn cleanses your allies of ailments and sends your foes reeling. You and all allies in a 20-foot emanation benefit from a 4th-level restoration spell. All enemies within the emanation are dazzled until the end of your next turn.","feat":["Cleansing Light"],"skill_mod":{},"summary":"A burst of light from your horn cleanses your allies of ailments and sends your foes reeling.","primary_source":"Impossible Lands","trait_group":["Mechanics","Ancestry","School","Tradition"],"level":17,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3981","name":"Cleansing Light","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3981"},{"skill_mod":{},"summary":"The subtle strands of beguiling magic leave little impression on your mind.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3982","weakness":{},"name":"Cold Minded","trait":["Nagaji"],"id":"feat-3982","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cold Minded Source Impossible Lands pg. 48 --- The subtle strands of beguiling magic leave little impression on your mind. You gain a +1 circumstance bonus to saving throws against emotion effects, and whenever you roll a success on a saving throw against an emotion effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Cold Minded"],"rarity":"common","slug":"feat-3982"},{"skill_mod":{},"summary":"You're the vassal or apprentice of a learned naga , and you've studied the secrets of naga magic and concocting intricate poisons.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3983","weakness":{},"name":"Nagaji Lore","trait":["Nagaji"],"id":"feat-3983","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nagaji Lore Source Impossible Lands pg. 49 --- You're the vassal or apprentice of a learned naga, and you've studied the secrets of naga magic and concocting intricate poisons. You gain the trained proficiency rank in Crafting and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in your choice of Nagaji Lore or Naga Lore.","category":"feat","pfs":"Standard","feat":["Nagaji Lore"],"rarity":"common","slug":"feat-3983"},{"skill_mod":{},"summary":"Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3984","weakness":{},"name":"Nagaji Spell Familiarity","trait":["Nagaji"],"id":"feat-3984","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nagaji Spell Familiarity Source Impossible Lands pg. 49 --- Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose daze , detect magic , or mage hand . Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Nagaji Spell Familiarity"],"rarity":"common","slug":"feat-3984"},{"skill_mod":{},"summary":"You subconsciously flick your tongue through the air to taste the world around you.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3985","weakness":{},"name":"Serpent's Tongue","trait":["Nagaji"],"id":"feat-3985","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Serpent's Tongue Source Impossible Lands pg. 49 --- You subconsciously flick your tongue through the air to taste the world around you. You gain imprecise scent with a range of 30 feet.","category":"feat","pfs":"Standard","feat":["Serpent's Tongue"],"rarity":"common","slug":"feat-3985"},{"skill_mod":{},"summary":"Much like a water naga , you've formed a connection to a sacred or pristine body of water, either as a home or a place to protect.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3986","weakness":{},"name":"Water Nagaji","trait":["Nagaji"],"id":"feat-3986","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Water Nagaji Source Impossible Lands pg. 49 --- Much like a water naga, you've formed a connection to a sacred or pristine body of water, either as a home or a place to protect. You gain the Breath Control general feat as a bonus feat and a swim Speed of 10 feet. Water Nagaji leads to... Serpentine Swimmer","category":"feat","pfs":"Standard","feat":["Water Nagaji"],"rarity":"common","slug":"feat-3986"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"enchantment","trait":["Concentrate","Enchantment","Mental","Nagaji","Occult","Visual"],"id":"feat-3987","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Hypnotic Lure Two Actions Source Impossible Lands pg. 49 Frequency once per hour --- Your unblinking gaze is so intense it can befuddle the mind of others, drawing your victims toward you even against their better judgment. You stare at a creature within 30 feet. The target must attempt a Will save against the higher of your class DC or spell DC. Success The target is unaffected. Failure On its turn, the target must spend its first action to approach you. It can't Delay or take reactions until it has done so. Critical Failure The target must use all its actions on its next turn to approach you. It can't Delay or take any reactions until it has reached a space that's adjacent to you (or as close to you as possible if it reaches an impassable barrier). Hypnotic Lure leads to... Hypnotic Gaze","feat":["Hypnotic Lure"],"skill_mod":{},"summary":"Your unblinking gaze is so intense it can befuddle the mind of others, drawing your victims toward you even against their better judgment.","primary_source":"Impossible Lands","trait_group":["Mechanics","School","Monster","Ancestry","Tradition","Sense"],"level":5,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3987","name":"Hypnotic Lure","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-3987"},{"skill_mod":{},"summary":"You've learned more naga magic.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"at least one innate spell from a nagaji heritage or ancestry feat","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3988","weakness":{},"name":"Nagaji Spell Mysteries","trait":["Nagaji"],"id":"feat-3988","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Nagaji Spell Mysteries Source Impossible Lands pg. 49 Prerequisites at least one innate spell from a nagaji heritage or ancestry feat --- You've learned more naga magic. During your daily preparations, choose charm , fleet step , or heal . You can cast the chosen spell as a 1st-level occult innate spell once that day. Nagaji Spell Mysteries leads to... Nagaji Spell Expertise","category":"feat","pfs":"Standard","feat":["Nagaji Spell Mysteries"],"rarity":"common","slug":"feat-3988"},{"skill_mod":{},"summary":"You claw open the top layer of your scales and peel off the premature shed in order to remove harmful substances from your skin.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3989","frequency":"once per day","weakness":{},"name":"Skin Split","trait":["Nagaji"],"actions_number":4,"id":"feat-3989","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Skin Split Two Actions Source Impossible Lands pg. 49 Frequency once per day --- You claw open the top layer of your scales and peel off the premature shed in order to remove harmful substances from your skin. You immediately end all persistent damage from effects that coat your skin (such as fire and most persistent acid damage). If you're suffering from an effect other than persistent damage that depends on continuous contact with your skin, and if that effect allows a saving throw, immediately attempt a new saving throw against that effect.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Skin Split"],"rarity":"common","slug":"feat-3989"},{"skill_mod":{},"summary":"You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3990","weakness":{},"name":"Venom Spit","trait":["Nagaji"],"id":"feat-3990","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Venom Spit Source Impossible Lands pg. 50 --- You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals 1d4 poison damage. On a critical hit, the target takes persistent poison damage equal to the number of weapon damage dice. Your spit doesn't have a weapon group, nor a critical specialization effect. Special If you have the hooded nagaji heritage, in addition to your venomous spit's normal critical hit effect, the target is also dazzled until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Venom Spit"],"rarity":"common","slug":"feat-3990"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Nagaji"],"id":"feat-3991","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Envenom Strike Single Action Source Impossible Lands pg. 50 Frequency once per 10 minutes Prerequisites you possess a Strike from a nagaji heritage or ancestry feat that deals poison damage --- You spit venom onto a weapon you're holding or a weapon held by a willing creature within 30 feet; you can also use this ability to envenom your nagaji fangs unarmed attack. If the next Strike with the chosen weapon before the start of your next turn hits and deals damage, the Strike deals an additional 2d6 poison damage.","feat":["Envenom Strike"],"skill_mod":{},"summary":"You spit venom onto a weapon you're holding or a weapon held by a willing creature within 30 feet; you can also use this ability to envenom your nagaji fangs unarmed attack.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"level":9,"prerequisite":"you possess a Strike from a nagaji heritage or ancestry feat that deals poison damage","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3991","name":"Envenom Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-3991"},{"skill_mod":{},"summary":"Your mind, like a dark naga's , foils attempts to read your thoughts.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3992","weakness":{},"name":"Guarded Thoughts","trait":["Nagaji"],"id":"feat-3992","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Guarded Thoughts Source Impossible Lands pg. 50 --- Your mind, like a dark naga's, foils attempts to read your thoughts. Any effect that specifically attempts to read your mind to glean information must succeed at a counteract check against the higher of your class DC or your spell DC to do so successfully; otherwise, it gains no information. The counteract level is equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Guarded Thoughts"],"rarity":"common","slug":"feat-3992"},{"skill_mod":{},"summary":"Your people's ancient and storied rivalry with garudas led you to develop special techniques against flying foes.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3993","frequency":"once per minute","weakness":{},"name":"Serpentcoil Slam","trait":["Nagaji"],"actions_number":2,"id":"feat-3993","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Serpentcoil Slam Single Action Source Impossible Lands pg. 50 Frequency once per minute --- Your people's ancient and storied rivalry with garudas led you to develop special techniques against flying foes. Make a melee Strike against a flying creature up to one size larger than you; if you hit, you use your neck or coils to smash the creature into the ground. In addition to the normal effects of your Strike, the creature moves to the nearest unoccupied ground space adjacent to you and can't Fly, levitate , or otherwise leave the ground for 1 round. On a critical hit, it can't Fly, levitate, or otherwise leave the ground for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Serpentcoil Slam"],"rarity":"common","slug":"feat-3993"},{"skill_mod":{},"summary":"You undulate your body in a series of sinuous serpentine motions as you swim, drastically improving the speed at which you move through the water.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Water Nagaji","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3994","weakness":{},"name":"Serpentine Swimmer","trait":["Nagaji"],"id":"feat-3994","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Serpentine Swimmer Source Impossible Lands pg. 50 Prerequisites Water Nagaji --- You undulate your body in a series of sinuous serpentine motions as you swim, drastically improving the speed at which you move through the water. Your swim Speed increases from 10 feet to 25 feet.","category":"feat","pfs":"Standard","feat":["Serpentine Swimmer"],"rarity":"common","slug":"feat-3994"},{"skill_mod":{},"summary":"Your frigid gaze can turn a foe's blood to ice.","primary_source":"Impossible Lands","trait_group":["Mechanics","Monster","Ancestry","Sense"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Impossible Lands"],"trigger":"A creature within 30 feet attempts to Cast a Spell with the concentrate trait.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3995","weakness":{},"name":"Disruptive Stare","trait":["Mental","Nagaji","Visual"],"actions_number":1,"id":"feat-3995","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Disruptive Stare Reaction Source Impossible Lands pg. 51 Trigger A creature within 30 feet attempts to Cast a Spell with the concentrate trait. --- Your frigid gaze can turn a foe's blood to ice. The triggering creature must attempt a Will save against your class DC or spell DC, whichever is higher. It then becomes temporarily immune for 24 hours. Failure The triggering spell takes a –2 status penalty to its spell attack rolls and DCs. Critical Failure The triggering spell is disrupted.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Disruptive Stare"],"rarity":"common","slug":"feat-3995"},{"skill_mod":{},"summary":"Your magical skill rivals that of accomplished naga spellcasters.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Nagaji Spell Mysteries","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3996","weakness":{},"name":"Nagaji Spell Expertise","trait":["Nagaji"],"id":"feat-3996","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Nagaji Spell Expertise Source Impossible Lands pg. 51 Prerequisites Nagaji Spell Mysteries --- Your magical skill rivals that of accomplished naga spellcasters. During your daily preparations, choose blink , control water , or subconscious suggestion . You can Cast this Spell as a 5th-level occult innate spell once that day. You become an expert in occult spell DCs and occult spell attack rolls.","category":"feat","pfs":"Standard","feat":["Nagaji Spell Expertise"],"rarity":"common","slug":"feat-3996"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"conjuration","trait":["Concentrate","Conjuration","Manipulate","Nagaji","Occult"],"id":"feat-3997","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Pit of Snakes Three Actions Source Impossible Lands pg. 51 Frequency once per day --- Mundane serpents obey your summons. You call forth a writhing mass of snakes, raising your hands to cause the snakes to emerge from the ground in a 20-foot burst within 120 feet. The snakes appear on all squares of the ground in the area and remain for 1 minute. When you use Pit of Snakes, all creatures in the area must attempt a Fortitude save against the higher of your class DC or spell DC. Any creature that fails is grabbed by a snake and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the snakes attempt to Grab that creature if they aren't already grabbing it. Any creature already grabbed instead takes 2d6 bludgeoning damage. The snakes' Escape DC is equal to the higher of your class DC or spell DC. A creature can attack a snake in an attempt to release its grip. The snake's AC is equal to the higher of your class DC or spell DC, and it's destroyed if it takes 12 or more damage. Even if a specific snake is destroyed, additional snakes continue to cavort in the area until the duration ends. You can Dismiss the effect.","feat":["Pit of Snakes"],"skill_mod":{},"summary":"Mundane serpents obey your summons.","primary_source":"Impossible Lands","trait_group":["Mechanics","School","Monster","Ancestry","Tradition"],"level":13,"source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=3997","name":"Pit of Snakes","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-3997"},{"skill_mod":{},"summary":"Your roar shakes the earth and splits the heavens.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3998","weakness":{},"name":"Breath of Calamity","trait":["Nagaji"],"id":"feat-3998","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Breath of Calamity Source Impossible Lands pg. 51 --- Your roar shakes the earth and splits the heavens. Once per day, you can cast chain lightning as a 7th-level innate occult spell. Any creature that critically fails its save against the spell is blinded and deafened for 1 round.","category":"feat","pfs":"Standard","feat":["Breath of Calamity"],"rarity":"common","slug":"feat-3998"},{"skill_mod":{},"summary":"You can cause your scales to glow with scintillating, many-hued colors, protecting you from energy while dazzling foes.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=3999","weakness":{},"name":"Prismatic Scales","trait":["Nagaji"],"id":"feat-3999","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Prismatic Scales Source Impossible Lands pg. 51 --- You can cause your scales to glow with scintillating, many-hued colors, protecting you from energy while dazzling foes. Once per day, you can cast prismatic armor as an occult innate spell, except the spell alters the coloration of your scales instead of causing you to be clad in armor. This difference is cosmetic, and the spell has all the same effects as normal.","category":"feat","pfs":"Standard","feat":["Prismatic Scales"],"rarity":"common","slug":"feat-3999"},{"skill_mod":{},"summary":"You can see equally well even in dense jungles where only a small amount of light shines through.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4000","weakness":{},"name":"Canopy Sight","trait":["Vanara"],"id":"feat-4000","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Canopy Sight Source Impossible Lands pg. 54 --- You can see equally well even in dense jungles where only a small amount of light shines through. You gain low-light vision.","category":"feat","pfs":"Standard","feat":["Canopy Sight"],"rarity":"common","slug":"feat-4000"},{"skill_mod":{},"summary":"Your tail makes it much easier for you to climb.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4001","weakness":{},"name":"Climbing Tail","trait":["Vanara"],"id":"feat-4001","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Climbing Tail Source Impossible Lands pg. 55 --- Your tail makes it much easier for you to climb. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain the Combat Climber skill feat, and you reduce the number of free hands required to Climb or Trip by one. Climbing Tail leads to... Dangle (Vanara)","category":"feat","pfs":"Standard","feat":["Climbing Tail"],"rarity":"common","slug":"feat-4001"},{"skill_mod":{},"summary":"Your mind retains full awareness despite the best attempts of others, and your focus throws others off-balance.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"trigger":"You roll a success on a saving throw against an effect that would make you fascinated or dazzled .","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4002","weakness":{},"name":"Sudden Mindfulness","trait":["Vanara"],"actions_number":1,"id":"feat-4002","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sudden Mindfulness Reaction Source Impossible Lands pg. 55 Trigger You roll a success on a saving throw against an effect that would make you fascinated or dazzled. --- Your mind retains full awareness despite the best attempts of others, and your focus throws others off-balance. You get a critical success on the triggering saving throw, and if the triggering effect was caused by a creature, that creature is flat-footed to you until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Sudden Mindfulness"],"rarity":"common","slug":"feat-4002"},{"skill_mod":{},"summary":"You attained the cultural training of a ba-sadhak, a seeker of treasures and rare delights.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4003","weakness":{},"name":"Vanara Lore","trait":["Vanara"],"id":"feat-4003","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vanara Lore Source Impossible Lands pg. 55 --- You attained the cultural training of a ba-sadhak, a seeker of treasures and rare delights. You become trained in Survival and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You're also trained in the Vanara Lore skill.","category":"feat","pfs":"Standard","feat":["Vanara Lore"],"rarity":"common","slug":"feat-4003"},{"skill_mod":{},"summary":"You favor weapons steeped in vanaran tradition.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4004","weakness":{},"name":"Vanara Weapon Familiarity","trait":["Vanara"],"id":"feat-4004","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vanara Weapon Familiarity Source Impossible Lands pg. 55 --- You favor weapons steeped in vanaran tradition. You gain access to, and are trained with, the bo staff, chakram, katar, panabas, and urumi. In addition, you gain access to all uncommon vanara weapons. For the purpose of determining your proficiency, martial vanara weapons are simple weapons, and advanced vanara weapons are martial weapons. Vanara Weapon Familiarity leads to... Vanara Weapon Expertise, Vanara Weapon Trickery","category":"feat","pfs":"Standard","feat":["Vanara Weapon Familiarity"],"rarity":"common","slug":"feat-4004"},{"skill_mod":{},"summary":"You're shorter and wider than many vanaras of your heritage, and the hair on your shoulders and your head is particularly thick and luxurious, like a majestic cape.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4005","weakness":{},"name":"Whitecape","trait":["Vanara"],"id":"feat-4005","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Whitecape Source Impossible Lands pg. 55 --- You're shorter and wider than many vanaras of your heritage, and the hair on your shoulders and your head is particularly thick and luxurious, like a majestic cape. This hair grows back supernaturally quickly if shorn. You gain the Steady Balance skill feat, even if you aren't trained in Acrobatics, and you can Step into difficult terrain caused by uneven ground. Special You can take this feat only at 1st level, and you can't retrain out of or into this feat.","category":"feat","pfs":"Standard","feat":["Whitecape"],"rarity":"common","slug":"feat-4005"},{"skill_mod":{},"summary":"You have a heightened awareness in combat, and your darting strikes prevent your foes from distracting you or breaking your focus.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4006","weakness":{},"name":"Darting Monkey","trait":["Vanara"],"id":"feat-4006","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Darting Monkey Source Impossible Lands pg. 55 --- You have a heightened awareness in combat, and your darting strikes prevent your foes from distracting you or breaking your focus. When you hit a creature of your level or lower while that creature is flanking you, flanking doesn't make you flat-footed to that creature. This benefit lasts until the start of your next turn or until the creature moves, whichever comes first. The creature can still help its other allies flank.","category":"feat","pfs":"Standard","feat":["Darting Monkey"],"rarity":"common","slug":"feat-4006"},{"skill_mod":{},"summary":"You run through the jungle as easily as you would through an open field.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4007","weakness":{},"name":"Jungle Runner","trait":["Vanara"],"id":"feat-4007","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Jungle Runner Source Impossible Lands pg. 55 --- You run through the jungle as easily as you would through an open field. You ignore difficult terrain from underbrush within forests and jungles. You can always use the Take Cover action when you're within forest or jungle terrain to gain cover, even if you aren't adjacent to an obstacle you can Take Cover behind.","category":"feat","pfs":"Standard","feat":["Jungle Runner"],"rarity":"common","slug":"feat-4007"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Vanara"],"id":"feat-4008","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ragdya's Revelry Reaction Source Impossible Lands pg. 56 Frequency once per day Trigger An adjacent creature you can see fails an attack roll against you. --- You dart away from your foe's attack with a casual laugh, using the opening to cause mischief. You attempt to Steal an item from the triggering creature, ignoring the usual restriction that the creature can't be in combat.","feat":["Ragdya's Revelry"],"skill_mod":{},"summary":"You dart away from your foe's attack with a casual laugh, using the opening to cause mischief.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"level":5,"source_category":["Lost Omens"],"trigger":"An adjacent creature you can see fails an attack roll against you.","resistance":{},"url":"/Feats.aspx?ID=4008","name":"Ragdya's Revelry","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4008"},{"skill_mod":{},"summary":"You can scamper up or down surfaces as nimbly as a monkey.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4009","weakness":{},"name":"Skillful Climber","trait":["Vanara"],"id":"feat-4009","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Skillful Climber Source Impossible Lands pg. 56 --- You can scamper up or down surfaces as nimbly as a monkey. You gain a climb Speed of 10 feet. If you have the Climber's Tail ancestry feat, your total climb Speed increases to your land Speed when climbing trees.","category":"feat","pfs":"Standard","feat":["Skillful Climber"],"rarity":"common","slug":"feat-4009"},{"skill_mod":{},"summary":"You can whip your tail around to lash items from the unwary's grip.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4010","weakness":{},"name":"Tail Snatch","trait":["Vanara"],"actions_number":2,"id":"feat-4010","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tail Snatch Single Action Source Impossible Lands pg. 56 --- You can whip your tail around to lash items from the unwary's grip. You attempt to Disarm a creature, ignoring the requirement that you must have at least one hand free. As normal, your tail can't hold the items it disarms.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Tail Snatch"],"rarity":"common","slug":"feat-4010"},{"skill_mod":{},"summary":"You've learned how to trick your foes using vanara weapons.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Vanara Weapon Familiarity","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4011","weakness":{},"name":"Vanara Weapon Trickery","trait":["Vanara"],"id":"feat-4011","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Vanara Weapon Trickery Source Impossible Lands pg. 56 Prerequisites Vanara Weapon Familiarity --- You've learned how to trick your foes using vanara weapons. Whenever you critically hit using a bo staff, chakram, katar, panabas, urumi, or vanara weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Vanara Weapon Trickery"],"rarity":"common","slug":"feat-4011"},{"skill_mod":{},"summary":"You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing.","primary_source":"Impossible Lands","trait_group":["Mechanics","Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Climbing Tail","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4012","weakness":{},"name":"Dangle (Vanara)","trait":["Move","Vanara"],"actions_number":2,"id":"feat-4012","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dangle (Vanara) Single Action Source Impossible Lands pg. 56 Prerequisites Climbing Tail --- You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a bo staff. You can Release your tail to drop down, and you cease hanging if you take an action with the move trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dangle (Vanara)"],"rarity":"common","slug":"feat-4012"},{"skill_mod":{},"summary":"The vanaras of old were tricksters able to step across wide rivers or slip into impossibly small spaces.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4013","weakness":{},"name":"Legendary Size","trait":["Vanara"],"id":"feat-4013","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Legendary Size Source Impossible Lands pg. 56 --- The vanaras of old were tricksters able to step across wide rivers or slip into impossibly small spaces. You can cast enlarge and shrink once per day each as 2nd-level divine innate spells. You can target only yourself and other vanaras with these spells.","category":"feat","pfs":"Standard","feat":["Legendary Size"],"rarity":"common","slug":"feat-4013"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Vanara"],"id":"feat-4014","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ragdya's Dance Reaction Source Impossible Lands pg. 56 Frequency once per hour Trigger An adjacent observed creature succeeds at an attack roll against you. --- Even when faced with deadly danger, you fight with the rapturous laughter of Ragdya in your heart and can play impossible tricks. After resolving the successful attack, the triggering creature must attempt a Will save against the higher of your class DC or your spell DC. On a failure, you and the triggering creature switch places. You and the triggering creature must each be able to fit in the new space, and your positions must be unoccupied.","feat":["Ragdya's Dance"],"skill_mod":{},"summary":"Even when faced with deadly danger, you fight with the rapturous laughter of Ragdya in your heart and can play impossible tricks.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"level":9,"source_category":["Lost Omens"],"trigger":"An adjacent observed creature succeeds at an attack roll against you.","resistance":{},"url":"/Feats.aspx?ID=4014","name":"Ragdya's Dance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4014"},{"skill_mod":{},"summary":"You and your family know well the ravages of rakshasa predations, and you know how to best defend yourself against their growing corruption in the world.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Expert in Occultism","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4015","weakness":{},"skill":["Occultism","Occultism"],"name":"Rakshasa Ravaged","trait":["Vanara"],"id":"feat-4015","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rakshasa Ravaged Source Impossible Lands pg. 57 Prerequisites Expert in Occultism --- You and your family know well the ravages of rakshasa predations, and you know how to best defend yourself against their growing corruption in the world. You gain a +1 circumstance bonus to saving throws against occult spells.","category":"feat","pfs":"Standard","feat":["Rakshasa Ravaged"],"rarity":"common","slug":"feat-4015"},{"skill_mod":{},"summary":"Vanaras generally consider the spirits of departed monkeys to be less informative or interesting than their own ancestors traveling the cycles of existence, yet these monkey spirits can prove useful when the situation is dire.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4016","weakness":{},"name":"Monkey Spirits","trait":["Vanara"],"id":"feat-4016","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Monkey Spirits Source Impossible Lands pg. 57 --- Vanaras generally consider the spirits of departed monkeys to be less informative or interesting than their own ancestors traveling the cycles of existence, yet these monkey spirits can prove useful when the situation is dire. You can cast mad monkeys once per day as a 5th-level primal innate spell. You become an expert in primal spell DCs and primal spell attack rolls. If you choose flagrant burglary for this casting of mad monkeys, you can have the monkeys use your Thievery modifier instead of your spell DC – 10.","category":"feat","pfs":"Standard","feat":["Monkey Spirits"],"rarity":"common","slug":"feat-4016"},{"skill_mod":{},"summary":"Your future is no other person's to control, and the cycles of your fate sometimes step in to protect you when that control would be taken from you.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4017","weakness":{},"name":"Unbound Freedom","trait":["Vanara"],"id":"feat-4017","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Unbound Freedom Source Impossible Lands pg. 57 --- Your future is no other person's to control, and the cycles of your fate sometimes step in to protect you when that control would be taken from you. Whenever you would gain the controlled condition, you can attempt a DC 17 flat check. On a success, you don't gain the condition.","category":"feat","pfs":"Standard","feat":["Unbound Freedom"],"rarity":"common","slug":"feat-4017"},{"skill_mod":{},"summary":"Your focus in combat is practically unshakable.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4018","weakness":{},"name":"Vanara Battle Clarity","trait":["Vanara"],"id":"feat-4018","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Vanara Battle Clarity Source Impossible Lands pg. 57 --- Your focus in combat is practically unshakable. While you can act, you aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or to creatures of your level or lower using surprise attack.","category":"feat","pfs":"Standard","feat":["Vanara Battle Clarity"],"rarity":"common","slug":"feat-4018"},{"skill_mod":{},"summary":"Thanks to numerous joyous practice exercises, you've become an expert in vanara weapons.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Vanara Weapon Familiarity","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4019","weakness":{},"name":"Vanara Weapon Expertise","trait":["Vanara"],"id":"feat-4019","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Vanara Weapon Expertise Source Impossible Lands pg. 57 Prerequisites Vanara Weapon Familiarity --- Thanks to numerous joyous practice exercises, you've become an expert in vanara weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the bo staff, chakram, katar, panabas, urumi, and all vanara weapons in which you're trained.","category":"feat","pfs":"Standard","feat":["Vanara Weapon Expertise"],"rarity":"common","slug":"feat-4019"},{"skill_mod":{},"summary":"You can uplift all around you with your pranks, causing you and your allies to receive divine guidance in all your movements to effortlessly avoid environmental hindrances.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4020","weakness":{},"name":"Unfettering Prankster","trait":["Vanara"],"id":"feat-4020","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Unfettering Prankster Source Impossible Lands pg. 57 --- You can uplift all around you with your pranks, causing you and your allies to receive divine guidance in all your movements to effortlessly avoid environmental hindrances. Once per day, you can cast unfettered pack as a divine innate spell. When you do so, you cast the spell by performing a divinely inspired prank.","category":"feat","pfs":"Standard","feat":["Unfettering Prankster"],"rarity":"common","slug":"feat-4020"},{"skill_mod":{},"summary":"In place of the normal vishkanyan golden eyes, you were born with especially perceptive snow-white eyes.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4021","weakness":{},"name":"Alabaster Eyes","trait":["Vishkanya"],"id":"feat-4021","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alabaster Eyes Source Impossible Lands pg. 60 --- In place of the normal vishkanyan golden eyes, you were born with especially perceptive snow-white eyes. You gain darkvision. Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Alabaster Eyes"],"rarity":"common","slug":"feat-4021"},{"skill_mod":{},"summary":"Your venom grows deadlier and more plentiful.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Envenom","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4022","weakness":{},"name":"Lesser Enhance Venom","trait":["Vishkanya"],"id":"feat-4022","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lesser Enhance Venom Source Impossible Lands pg. 61 Prerequisites Envenom --- Your venom grows deadlier and more plentiful. You upgrade the vishkanyan venom you can apply with Envenom to lesser vishkanyan venom. Envenom's frequency becomes once per hour. Lesser Vishkanyan Venom (level 1) Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage (1 round); Stage 3 2d6 poison damage (1 round) Lesser Enhance Venom leads to... Moderate Enhance Venom","category":"feat","pfs":"Standard","feat":["Lesser Enhance Venom"],"rarity":"common","slug":"feat-4022"},{"skill_mod":{},"summary":"You have the uncanny ability to quickly blend into the lifestyle of whatever settlement in which you find yourself.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4023","weakness":{},"name":"Social Camouflage","trait":["Vishkanya"],"id":"feat-4023","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Social Camouflage Source Impossible Lands pg. 61 --- You have the uncanny ability to quickly blend into the lifestyle of whatever settlement in which you find yourself. After residing in a particular settlement for at least 1 day, you gain a +1 circumstance bonus to checks to Impersonate to pass yourself off as a resident of that settlement. Additionally, you can use Deception in place of Diplomacy to Gather Information while in that settlement. The GM might decide you need more time in particularly large settlements to gain these benefits, or might decide you gain the benefits only while in a specific district or part of the settlement.","category":"feat","pfs":"Standard","feat":["Social Camouflage"],"rarity":"common","slug":"feat-4023"},{"skill_mod":{},"summary":"You deeply understand vishkanyan strengths and cultural traditions.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4024","weakness":{},"name":"Vishkanya Lore","trait":["Vishkanya"],"id":"feat-4024","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vishkanya Lore Source Impossible Lands pg. 61 --- You deeply understand vishkanyan strengths and cultural traditions. You gain the trained proficiency rank in Performance and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Vishkanya Lore.","category":"feat","pfs":"Standard","feat":["Vishkanya Lore"],"rarity":"common","slug":"feat-4024"},{"skill_mod":{},"summary":"You favor weapons historically used in subtle work and in ceremony.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4025","weakness":{},"name":"Vishkanya Weapon Familiarity","trait":["Vishkanya"],"id":"feat-4025","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vishkanya Weapon Familiarity Source Impossible Lands pg. 61 --- You favor weapons historically used in subtle work and in ceremony. You gain access to and are trained with the blowgun, fighting fan, kris, kukri, and shuriken. In addition, you gain access to all uncommon vishkanyan weapons. For the purpose of determining your proficiency, martial vishkanyan weapons are simple weapons and advanced vishkanyan weapons are martial weapons. Vishkanya Weapon Familiarity leads to... Vishkanya Weapon Arts, Vishkanya Weapon Expertise","category":"feat","pfs":"Standard","feat":["Vishkanya Weapon Familiarity"],"rarity":"common","slug":"feat-4025"},{"skill_mod":{},"summary":"Your venom is particularly potent, affecting targets in different ways.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Envenom","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4026","weakness":{},"name":"Debilitating Venom","trait":["Vishkanya"],"id":"feat-4026","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Debilitating Venom Source Impossible Lands pg. 61 Prerequisites Envenom --- Your venom is particularly potent, affecting targets in different ways. When you gain this feat, select one of the following debilitations. When you use Envenom, you can choose to apply a debilitation to your venom to adjust its effects. The changes to each stage of the venom are listed. You can apply only one debilitation to your venom. Hampering (level 5) Stage 1 –5-foot status penalty to Speed; Stage 2 –5-foot status penalty to Speed; Stage 3 –10-foot status penalty to Speed Stumbling (level 5) Stage 1 no adjustment; Stage 2 flat-footed; Stage 3 flat-footed and a –5-foot penalty to Speed Special You can select this feat a second time to gain the other debilitation. Debilitating Venom leads to... Stronger Debilitating Venom","category":"feat","pfs":"Standard","feat":["Debilitating Venom"],"rarity":"common","slug":"feat-4026"},{"skill_mod":{},"summary":"Your body can process an alternative to your venom that heals wounds.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Envenom","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4027","weakness":{},"name":"Restoring Blood","trait":["Vishkanya"],"id":"feat-4027","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Restoring Blood Source Impossible Lands pg. 61 Prerequisites Envenom --- Your body can process an alternative to your venom that heals wounds. You can use your Envenom action to produce a blood restorative instead of vishkanyan venom. You can make a blood restorative at most once per 10 minutes, even if your Envenom action can be used more frequently. You or an adjacent creature can Interact to consume the restorative to regain 3d6 Hit Points. This is a positive healing effect. A restorative spoils at the start of your next turn. When you reach 15th level, the restorative restores 5d6 Hit Points instead.","category":"feat","pfs":"Standard","feat":["Restoring Blood"],"rarity":"common","slug":"feat-4027"},{"skill_mod":{},"summary":"You are graceful and efficient in the use of vishkanyan weapons.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":5,"prerequisite":"Vishkanya Weapon Familiarity","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4028","weakness":{},"name":"Vishkanya Weapon Arts","trait":["Vishkanya"],"id":"feat-4028","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Vishkanya Weapon Arts Source Impossible Lands pg. 62 Prerequisites Vishkanya Weapon Familiarity --- You are graceful and efficient in the use of vishkanyan weapons. Whenever you critically hit using a blowgun, fighting fan, kris, kukri, shuriken, or vishkanya weapon, you apply the weapon's critical specialization effect.","category":"feat","pfs":"Standard","feat":["Vishkanya Weapon Arts"],"rarity":"common","slug":"feat-4028"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Performance","Performance"],"trait":["Incapacitation","Mental","Vishkanya","Visual"],"id":"feat-4029","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Alluring Performance Two Actions Source Impossible Lands pg. 62 Frequency once per day Prerequisites Trained in Performance --- You command the attention of those around you with an elegant display. Attempt a Performance check and compare it to the Will DC of each creature in a 15-foot emanation. Critical Success The target is fascinated with you for as long as you perform (unless it breaks from the fascination, as normal for the condition) and is dazzled for 1 round or as long as it's fascinated, whichever is longer. Success The target is fascinated for 1 round and is dazzled for 1 round. Failure The target is dazzled for 1 round. Critical Failure The target is unaffected.","feat":["Alluring Performance"],"skill_mod":{},"summary":"You command the attention of those around you with an elegant display.","primary_source":"Impossible Lands","trait_group":["Mechanics","Monster","Ancestry","Weapon","Sense"],"level":9,"prerequisite":"Trained in Performance","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4029","name":"Alluring Performance","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4029"},{"skill_mod":{},"summary":"You upgrade the vishkanyan venom you can apply with Envenom to moderate vishkanyan venom.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Lesser Enhance Venom","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4030","weakness":{},"name":"Moderate Enhance Venom","trait":["Vishkanya"],"id":"feat-4030","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Moderate Enhance Venom Source Impossible Lands pg. 62 Prerequisites Lesser Enhance Venom --- You upgrade the vishkanyan venom you can apply with Envenom to moderate vishkanyan venom. Envenom's frequency becomes once per 10 minutes. Moderate Vishkanyan Venom (level 9) Frequency once per 10 minutes; Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage (1 round); Stage 2 4d6 poison damage (1 round); Stage 3 5d6 poison damage (1 round) Moderate Enhance Venom leads to... Greater Enhance Venom, Stronger Debilitating Venom","category":"feat","pfs":"Standard","feat":["Moderate Enhance Venom"],"rarity":"common","slug":"feat-4030"},{"skill_mod":{},"summary":"You expertly combine the motions of attacking and coating your weapon with venom.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Envenom","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4031","weakness":{},"name":"Swift Application","trait":["Vishkanya"],"actions_number":2,"id":"feat-4031","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Swift Application Single Action Source Impossible Lands pg. 62 Prerequisites Envenom --- You expertly combine the motions of attacking and coating your weapon with venom. You Envenom a weapon or piece of ammunition, and then Strike with that weapon. This counts against your uses of Envenom normally and can't be used if your venom is exhausted.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Swift Application"],"rarity":"common","slug":"feat-4031"},{"skill_mod":{},"summary":"You move and attack with a swiftness that most can't follow.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4032","frequency":"once per minute","weakness":{},"name":"Viper Strike","trait":["Vishkanya"],"actions_number":4,"id":"feat-4032","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Viper Strike Two Actions Source Impossible Lands pg. 62 Frequency once per minute --- You move and attack with a swiftness that most can't follow. You Stride and then Strike. Your movement doesn't trigger reactions based on movement.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Viper Strike"],"rarity":"common","slug":"feat-4032"},{"skill_mod":{},"summary":"Add one of the following to the debilitations from which you can choose when you Envenom .","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Debilitating Venom; Moderate Enhance Venom","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4033","weakness":{},"name":"Stronger Debilitating Venom","trait":["Vishkanya"],"id":"feat-4033","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Stronger Debilitating Venom Source Impossible Lands pg. 62 Prerequisites Debilitating Venom; Moderate Enhance Venom --- Add one of the following to the debilitations from which you can choose when you Envenom. These debilitations reduce the damage of all stages as noted. Bungling (level 13) Reduce damage by 1 die; Stage 1 no effect; Stage 2 clumsy 1; Stage 3 clumsy 2 Devitalizing (level 13) Reduce damage by 3 dice; Stage 1 no effect; Stage 2 drained 1; Stage 3 drained 2 Nauseating (level 13) Reduce damage by 2 dice; Stage 1 no effect; Stage 2 sickened 1; Stage 3 sickened 2 Weakening (level 13) Reduce damage by 1 die; Stage 1 enfeebled 1; Stage 2 enfeebled 1; Stage 3 enfeebled 2 Special You can select this feat multiple times, choosing a different debilitation each time.","category":"feat","pfs":"Standard","feat":["Stronger Debilitating Venom"],"rarity":"common","slug":"feat-4033"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Medicine","Medicine"],"trait":["Vishkanya"],"id":"feat-4034","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Venom Purge Single Action Source Impossible Lands pg. 63 Frequency once per day Prerequisites Trained in Medicine --- You produce a specialized venom that burns out other toxins and impurities in your body. For each disease or poison currently affecting you, attempt a Medicine check to counteract that disease or poison. As normal, your counteract level is equal to half your level rounded up.","feat":["Venom Purge"],"skill_mod":{},"summary":"You produce a specialized venom that burns out other toxins and impurities in your body.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"level":13,"prerequisite":"Trained in Medicine","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4034","name":"Venom Purge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4034"},{"skill_mod":{},"summary":"Extensive training has granted you an elegant control in the use of vishkanyan weapons.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Vishkanya Weapon Familiarity","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4035","weakness":{},"name":"Vishkanya Weapon Expertise","trait":["Vishkanya"],"id":"feat-4035","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Vishkanya Weapon Expertise Source Impossible Lands pg. 63 Prerequisites Vishkanya Weapon Familiarity --- Extensive training has granted you an elegant control in the use of vishkanyan weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the blowgun, fighting fan, kris, kukri, shuriken, and all vishkanyan weapons in which you are trained.","category":"feat","pfs":"Standard","feat":["Vishkanya Weapon Expertise"],"rarity":"common","slug":"feat-4035"},{"skill_mod":{},"summary":"You upgrade the vishkanyan venom you can apply with Envenom to greater vishkanyan venom.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Moderate Enhance Venom","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4036","weakness":{},"name":"Greater Enhance Venom","trait":["Vishkanya"],"id":"feat-4036","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Greater Enhance Venom Source Impossible Lands pg. 63 Prerequisites Moderate Enhance Venom --- You upgrade the vishkanyan venom you can apply with Envenom to greater vishkanyan venom. Envenom's frequency becomes once per minute. Greater Vishkanyan Venom (level 17) Frequency once per minute; Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 11d6 poison damage (1 round)","category":"feat","pfs":"Standard","feat":["Greater Enhance Venom"],"rarity":"common","slug":"feat-4036"},{"skill_mod":{},"summary":"The venom you produce is exceptionally potent and difficult to overcome.","primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Envenom","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4037","weakness":{},"name":"Vicious Venom","trait":["Vishkanya"],"actions_number":2,"id":"feat-4037","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Vicious Venom Single Action Source Impossible Lands pg. 63 Prerequisites Envenom --- The venom you produce is exceptionally potent and difficult to overcome. Your vishkanyan venom gains the virulent trait, requiring two consecutive saves to reduce the venom's stage by 1. A critical success reduces your venom's stage by only 1 instead of by 2.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Vicious Venom"],"rarity":"common","slug":"feat-4037"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"weakness":{},"trait":["Flourish","Gunslinger"],"id":"feat-4038","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Triggerbrand Salvo Single Action Source Impossible Lands pg. 108 Prerequisites way of the triggerbrand Requirements You're wielding a combination weapon. --- You slice, stab, or batter your opponent with the melee portion of your combination weapon before pulling the trigger at point-blank range. Make a melee Strike with your combination weapon. If the Strike is successful, you can immediately make a ranged Strike against the same target with that combination weapon, and you get a +2 circumstance bonus to the attack roll. This counts as two attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making both attacks.","feat":["Triggerbrand Salvo"],"skill_mod":{},"summary":"You slice, stab, or batter your opponent with the melee portion of your combination weapon before pulling the trigger at point-blank range.","primary_source":"Impossible Lands","trait_group":["Mechanics","Class"],"level":6,"prerequisite":"way of the triggerbrand","source_category":["Lost Omens"],"requirement":"You're wielding a combination weapon.","resistance":{},"url":"/Feats.aspx?ID=4038","name":"Triggerbrand Salvo","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4038"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Gunslinger"],"id":"feat-4039","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Triggerbrand Blitz Three Actions Source Impossible Lands pg. 108 Frequency once per minute Prerequisites way of the triggerbrand Requirements You're wielding a combination weapon. --- You dance through your foes, stabbing and shooting. You Stride, making up to three Strikes with your combination weapon at any point during your movement, each against a different target. You can make any combination of melee and ranged attacks without needing to change modes to do so, though typically you can't make more than one ranged attack because of the need to reload. This counts as three attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making all three attacks. After using Triggerbrand Blitz, you become fatigued for 1 minute.","feat":["Triggerbrand Blitz"],"skill_mod":{},"summary":"You dance through your foes, stabbing and shooting.","primary_source":"Impossible Lands","trait_group":["Class"],"level":14,"prerequisite":"way of the triggerbrand","source_category":["Lost Omens"],"requirement":"You're wielding a combination weapon.","resistance":{},"url":"/Feats.aspx?ID=4039","name":"Triggerbrand Blitz","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4039"},{"skill_mod":{},"summary":"Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside.","primary_source":"Impossible Lands","trait_group":["Feat","Rarity"],"access":"Characters from Alkenstar have access to this archetype","primary_source_category":"Lost Omens","level":2,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4040","weakness":{},"archetype":["Shieldmarshal"],"name":"Shieldmarshal Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-4040","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shieldmarshal Dedication Source Impossible Lands pg. 109 PFS Note As usual for archetypes, players who take the Shieldmarshal dedication feat can't select another dedication feat until they have gained two other feats from the Shieldmarshal archetype. Archetype Shieldmarshal Access Characters from Alkenstar have access to this archetype --- Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in Society; if you were already trained, you become an expert in Society instead. In urban environments, you can attempt Society checks to Sense Direction. You also gain the Courtly Graces and Streetwise skill feats. Shieldmarshal Dedication leads to... Consolidated Overlay Panopticon, Counterclockwork Focus, Equitable Defense","category":"feat","pfs":"Standard","feat":["Shieldmarshal Dedication"],"rarity":"uncommon","slug":"feat-4040"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-4041","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Consolidated Overlay Panopticon Single Action Source Impossible Lands pg. 109 Archetype Shieldmarshal Frequency once per hour Prerequisites Shieldmarshal Dedication --- You volunteered for a controversial experimental procedure to install clockwork prosthetic eyes. These eyes relay what you see to shieldmarshal headquarters, which consolidates and analyzes environmental data—Bronzetime/Surgetime probabilities, pressure, temperature, wind, and so on—and feeds them back to you. The Ironmaster periodically reviews the information archives in their ongoing efforts to root out police corruption. When you use your Consolidated Overlay Panopticon, you supercharge the prosthetic eyes; for the next minute, you gain darkvision and low-light vision, and you gain a +1 status bonus to visual Perception checks. Even when the prosthetic eyes aren't supercharged, you retain your normal vision.","feat":["Consolidated Overlay Panopticon"],"skill_mod":{},"summary":"You volunteered for a controversial experimental procedure to install clockwork prosthetic eyes.","primary_source":"Impossible Lands","trait_group":["Feat"],"level":4,"prerequisite":"Shieldmarshal Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4041","archetype":["Shieldmarshal"],"name":"Consolidated Overlay Panopticon","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4041"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype"],"id":"feat-4042","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Equitable Defense Reaction Source Impossible Lands pg. 109 Archetype Shieldmarshal Frequency once per 10 minutes Prerequisites Shieldmarshal Dedication Trigger You take damage from a critical hit. --- Gritting your teeth through the pain, you position yourself to counterattack. You gain resistance to the damage from the critical hit equal to half your level. As long as you're still conscious after the attack, you can Interact to reload a weapon you currently wield or Stand. You gain a +1 circumstance bonus on the next Strike you make against the creature who critically hit you, provided you make it before the end of your next turn.","feat":["Equitable Defense"],"skill_mod":{},"summary":"Gritting your teeth through the pain, you position yourself to counterattack.","primary_source":"Impossible Lands","trait_group":["Feat"],"level":8,"prerequisite":"Shieldmarshal Dedication","source_category":["Lost Omens"],"trigger":"You take damage from a critical hit.","resistance":{},"url":"/Feats.aspx?ID=4042","archetype":["Shieldmarshal"],"name":"Equitable Defense","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4042"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype"],"id":"feat-4043","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Counterclockwork Focus Single Action Source Impossible Lands pg. 109 Archetype Shieldmarshal Frequency once per round Prerequisites Shieldmarshal Dedication --- You understand the need for law enforcement doctrine to adapt to the ever-changing innovations in technology and arcana. Your training in special weapons and tactics give you access to unusual techniques to respond to clockwork- and magic-related crimes. You apply special additives to a loaded firearm. On your next Strike with that firearm before the end of your turn, you deal an additional 2d6 damage if the target is a construct, and you can treat the ammunition as your choice of cold iron or adamantine. At 18th level, this additional damage increases to 3d6, and you can choose to instead treat the ammunition as orichalcum.","feat":["Counterclockwork Focus"],"skill_mod":{},"summary":"You understand the need for law enforcement doctrine to adapt to the ever-changing innovations in technology and arcana.","primary_source":"Impossible Lands","trait_group":["Feat"],"level":10,"prerequisite":"Shieldmarshal Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4043","archetype":["Shieldmarshal"],"name":"Counterclockwork Focus","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4043"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"trait":["Bard","Rare","Rogue","Stance","Swashbuckler"],"id":"feat-4044","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Masquerade of Seasons Stance Single Action Source Impossible Lands pg. 126 Prerequisites Trained in Performance --- You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn. Choose one of the following traits: water, fire, negative, or cold. You gain resistance 5 to damage dealt by effects with the chosen trait. You can use an action to reenter this stance at any time, changing the granted resistance to another of the available options. If you are at least 12th level, the granted resistance increases to be equal to half your level. Masquerade of Seasons Stance leads to... Grand Dance, Pirouette","feat":["Masquerade of Seasons Stance"],"skill_mod":{},"summary":"You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn.","primary_source":"Impossible Lands","trait_group":["Class","Rarity","Class-Specific"],"level":4,"prerequisite":"Trained in Performance","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4044","name":"Masquerade of Seasons Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"rare","slug":"feat-4044"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"weakness":{},"trait":["Bard","Rare","Rogue","Swashbuckler"],"id":"feat-4045","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Pirouette Reaction Source Impossible Lands pg. 126 Prerequisites Masquerade of Seasons Stance Trigger An enemy targets you with a Strike. Requirements You're in Masquerade of Seasons Stance. --- You twirl gracefully, spinning on one foot to evade your opponent's attack. You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses you, you can immediately Step. If the attack hits you anyway, reduce the damage it deals by an amount equal to half your level; this reduction in damage is applied after calculating immunities, resistances, and weakness.","feat":["Pirouette"],"skill_mod":{},"summary":"You twirl gracefully, spinning on one foot to evade your opponent's attack.","primary_source":"Impossible Lands","trait_group":["Class","Rarity"],"level":6,"prerequisite":"Masquerade of Seasons Stance","source_category":["Lost Omens"],"requirement":"You're in Masquerade of Seasons Stance.","trigger":"An enemy targets you with a Strike.","resistance":{},"url":"/Feats.aspx?ID=4045","name":"Pirouette","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"rare","slug":"feat-4045"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"weakness":{},"trait":["Bard","Rare","Rogue","Swashbuckler"],"id":"feat-4046","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Grand Dance Two Actions Source Impossible Lands pg. 126 Prerequisites Masquerade of Seasons Stance Requirements You're in Masquerade of Seasons Stance. --- You can summon the full magic of Bhopan's grand dance. Stride up to your Speed; during this Stride, you can walk on air as if it were solid ground. You can ascend and descend in this way at a maximum of a 45-degree angle. You must end your Stride on a surface that can support you or you fall.","feat":["Grand Dance"],"skill_mod":{},"summary":"You can summon the full magic of Bhopan's grand dance.","primary_source":"Impossible Lands","trait_group":["Class","Rarity"],"level":8,"prerequisite":"Masquerade of Seasons Stance","source_category":["Lost Omens"],"requirement":"You're in Masquerade of Seasons Stance.","resistance":{},"url":"/Feats.aspx?ID=4046","name":"Grand Dance","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"feat-4046"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"enchantment","trait":["Enchantment","Mental","Rare","Universal Ancestry"],"id":"feat-4047","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Drain Emotion Two Actions Source Impossible Lands pg. 127 Frequency once per day Prerequisites Fey Influence --- You touch an adjacent creature and attempt to draw out its excess emotion. Attempt a counteract check against a single emotion or fear effect affecting the touched creature. If you succeed, you gain temporary Hit Points equal to your level for a number of rounds equal to your Charisma modifier (minimum 1 round). Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).","feat":["Drain Emotion"],"skill_mod":{},"summary":"You touch an adjacent creature and attempt to draw out its excess emotion.","primary_source":"Impossible Lands","trait_group":["School","Mechanics","Rarity","AoN-Special","Ancestry"],"level":9,"prerequisite":"Fey Influence","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4047","name":"Drain Emotion","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"feat-4047"},{"skill_mod":{},"summary":"The fey influence on your form and features grows even more powerful and notable.","primary_source":"Impossible Lands","trait_group":["Rarity","AoN-Special","Ancestry"],"primary_source_category":"Lost Omens","level":9,"prerequisite":"Fey Influence","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4048","weakness":{},"name":"Fey Ascension","trait":["Rare","Universal Ancestry"],"id":"feat-4048","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fey Ascension Source Impossible Lands pg. 127 Prerequisites Fey Influence --- The fey influence on your form and features grows even more powerful and notable. You gain one of the following features and abilities; this must be the same animal or fey type as you chose for Fey Influence. Anteater You become an expert in primal DCs and spell attack rolls. You can cast slow as an innate primal spell once per day. Cat Sith You laugh off the outraged curses of those you have tricked or wronged. Whenever a creature targets you with a misfortune effect, make a DC 13 flat check. On a success, you are unaffected. Cursed Bluebird You have enough control over your curse to turn a bane into a minor blessing. Once per day, you can temporarily transform yourself or an ally into a blue bird, as a 4th-level pest form (bird only) targeting one willing creature. Dryad Your hair becomes intermixed with delicate but razor-edged leaves that move as you command. You gain a leaves ranged unarmed attack that deals 1d6 slashing damage. Your leaves are in the dart weapon group and have the magical and unarmed traits. Faun You can cast charm , sleep , and triple time as innate primal spells once per day each. Whenever you cast one of these spells, you can Step or Stride as part of the activity. Gremlin You become an expert in primal DCs and spell attack rolls. You can cast mad monkeys as an innate primal spell once per day. Monarch Once per day, you gain the ability to manifest a pair of exquisite butterfly wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings. Unicorn You become trained in Medicine, or an expert if you were already trained. You gain a +2 status bonus to saves against poison and charm effects. Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).","category":"feat","pfs":"Standard","feat":["Fey Ascension"],"rarity":"rare","slug":"feat-4048"},{"primary_source_category":"Lost Omens","source":["Impossible Lands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Rare","Universal Ancestry"],"id":"feat-4049","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Cannibalize Magic Two Actions Source Impossible Lands pg. 127 Frequency once per day Prerequisites Fey Influence --- The fey magic inside of you is a vital part of your body, and you can steal other sources of magic to replenish yours. You can draw power from your magical equipment to replenish your health. You drain one of your invested items, in the process regaining Hit Points equal to double the item's level. In addition, you can attempt a counteract check with a total bonus equal to 10 + the drained item's level against one effect that gave you the drained, doomed, enfeebled, fatigued, or slowed condition. If you succeed, you reduce the chosen condition's value by 1. An item drained by this action becomes non-magical until the next time you make your daily preparations. Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).","feat":["Cannibalize Magic"],"skill_mod":{},"summary":"The fey magic inside of you is a vital part of your body, and you can steal other sources of magic to replenish yours.","primary_source":"Impossible Lands","trait_group":["Rarity","AoN-Special","Ancestry"],"level":13,"prerequisite":"Fey Influence","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4049","name":"Cannibalize Magic","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"rare","slug":"feat-4049"},{"skill_mod":{},"summary":"You unlock a new level of fey power and can manipulate the perceptions of others using a font of First World magic.","primary_source":"Impossible Lands","trait_group":["Rarity","AoN-Special","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Fey Influence","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4050","weakness":{},"name":"Glamour","trait":["Rare","Universal Ancestry"],"id":"feat-4050","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Glamour Source Impossible Lands pg. 128 Prerequisites Fey Influence --- You unlock a new level of fey power and can manipulate the perceptions of others using a font of First World magic. You gain the fey glamour focus spell as a primal spell that doesn't have the sorcerer trait. If you don't already have a focus pool, you gain a focus pool of 1 Focus Point. Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).","category":"feat","pfs":"Standard","feat":["Glamour"],"rarity":"rare","slug":"feat-4050"},{"skill_mod":{},"summary":"Your fey heritage has altered your mindset to more resemble the uncanny perspective of the fey.","primary_source":"Impossible Lands","trait_group":["Rarity","AoN-Special","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Fey Influence","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4051","weakness":{},"name":"Eldritch Calm","trait":["Rare","Universal Ancestry"],"id":"feat-4051","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Eldritch Calm Source Impossible Lands pg. 128 Prerequisites Fey Influence --- Your fey heritage has altered your mindset to more resemble the uncanny perspective of the fey. While you are not emotionless, and indeed might be prone to fits of odd moods and tempers, many perceive you as having an aura of unshakable tranquility. When you roll a critical failure against an emotion or fear effect, you get a failure instead. Once per day in place of attempting a saving throw against an emotion or fear effect, you can automatically treat your result as though you had rolled a 20; this is a fortune effect. However, your extraordinary emotional detachment makes it difficult to encourage you. You reduce any bonus you gain from an emotion effect by 1. Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).","category":"feat","pfs":"Standard","feat":["Eldritch Calm"],"rarity":"rare","slug":"feat-4051"},{"skill_mod":{},"summary":"You become a powerful fey creature, gaining strengths tied to the First World but also some of the weakness against which all fey must contend.","primary_source":"Impossible Lands","trait_group":["Rarity","AoN-Special","Ancestry"],"primary_source_category":"Lost Omens","level":17,"prerequisite":"Fey Influence","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4052","weakness":{},"name":"Fey Transcendence","trait":["Rare","Universal Ancestry"],"id":"feat-4052","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Fey Transcendence Source Impossible Lands pg. 128 Prerequisites Fey Influence --- You become a powerful fey creature, gaining strengths tied to the First World but also some of the weakness against which all fey must contend. You gain a +2 status bonus to saves against illusion, emotion, and enchantment effects, and you can use Diplomacy to Make an Impression on and to make very simple Requests of animals and plants. You regain twice the number of Hit Points when resting in a natural wooded area, such as a forest or jungle. You have weakness to cold iron equal to half your level. Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).","category":"feat","pfs":"Standard","feat":["Fey Transcendence"],"rarity":"rare","slug":"feat-4052"},{"skill_mod":{},"summary":"You've received the basic training developed for all Greenwatch recruits.","primary_source":"Impossible Lands","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Trained in Survival","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4053","weakness":{},"skill":["Survival","Survival"],"name":"Greenwatch Initiate","trait":["Gunslinger","Investigator","Ranger","Rare"],"id":"feat-4053","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Greenwatch Initiate Source Impossible Lands pg. 129 Prerequisites Trained in Survival --- You've received the basic training developed for all Greenwatch recruits. You become an expert in Survival and gain the Experienced Tracker and Survey Wildlife skill feats. Greenwatch Initiate leads to... Defy Fey, Fey Tracker","category":"feat","pfs":"Standard","feat":["Greenwatch Initiate"],"rarity":"rare","slug":"feat-4053"},{"skill_mod":{},"summary":"You are keen to the wiles of the fey and can usually shake off their magic.","primary_source":"Impossible Lands","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Greenwatch Initiate","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4054","weakness":{},"name":"Defy Fey","trait":["Gunslinger","Investigator","Ranger","Rare"],"id":"feat-4054","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Defy Fey Source Impossible Lands pg. 129 Prerequisites Greenwatch Initiate --- You are keen to the wiles of the fey and can usually shake off their magic. Whenever you fail, but don't critically fail, a save against a spell with a duration of at least 1 round cast by a fey creature, you can attempt a second save against the original DC at the start of your next turn to end any lingering effects the spell might have. This can end persistent damage caused by a spell but can't reverse any effects that have been resolved already (such as damage dealt when the spell was cast). Defy Fey leads to... Greenwatcher","category":"feat","pfs":"Standard","feat":["Defy Fey"],"rarity":"rare","slug":"feat-4054"},{"skill_mod":{},"summary":"You are exceptionally skilled at noticing the subtle techniques fey use to avoid notice.","primary_source":"Impossible Lands","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Greenwatch Initiate","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4055","weakness":{},"name":"Fey Tracker","trait":["Gunslinger","Investigator","Ranger","Rare"],"id":"feat-4055","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fey Tracker Source Impossible Lands pg. 129 Prerequisites Greenwatch Initiate --- You are exceptionally skilled at noticing the subtle techniques fey use to avoid notice. You gain a +2 circumstance bonus to Survival checks to Track fey creatures, to Perception checks to Seek for hidden fey, and to your Perception DC to resist a fey creature's attempt to Create a Diversion.","category":"feat","pfs":"Standard","feat":["Fey Tracker"],"rarity":"rare","slug":"feat-4055"},{"skill_mod":{},"summary":"Your time spent tracking your target allows you to quickly identify its weaknesses and relay them to your allies.","primary_source":"Impossible Lands","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Impossible Lands"],"trigger":"Your turn starts, and you're in combat against a creature you spent at least 10 minutes Tracking .","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4056","weakness":{},"name":"Greenwatch Veteran","trait":["Gunslinger","Investigator","Ranger","Rare"],"actions_number":0,"id":"feat-4056","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Greenwatch Veteran Free Action Source Impossible Lands pg. 129 Trigger Your turn starts, and you're in combat against a creature you spent at least 10 minutes Tracking. --- Your time spent tracking your target allows you to quickly identify its weaknesses and relay them to your allies. Attempt a Recall Knowledge check against the creature you were Tracking. On a success, you always know the creature's greatest weakness and highest resistance or immunity, in addition to any other information the check would typically provide. You immediately use a quick series of hand gestures to signal this information to any allies who can see you.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Greenwatch Veteran"],"rarity":"rare","slug":"feat-4056"},{"skill_mod":{},"summary":"You have mastered a magical technique for moving through dangerous woodlands unseen.","primary_source":"Impossible Lands","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":8,"source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4057","frequency":"once per day","weakness":{},"name":"Unseen Passage","trait":["Gunslinger","Investigator","Ranger","Rare"],"id":"feat-4057","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unseen Passage Source Impossible Lands pg. 129 Frequency once per day --- You have mastered a magical technique for moving through dangerous woodlands unseen. You can cast pass without trace as an innate primal spell heightened to a spell level equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Unseen Passage"],"rarity":"rare","slug":"feat-4057"},{"skill_mod":{},"summary":"Your experience fighting against and alongside fey creatures is nearly unrivaled.","primary_source":"Impossible Lands","trait_group":["Class","Rarity"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Defy Fey","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4058","weakness":{},"name":"Greenwatcher","trait":["Gunslinger","Investigator","Ranger","Rare"],"id":"feat-4058","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Greenwatcher Source Impossible Lands pg. 129 Prerequisites Defy Fey --- Your experience fighting against and alongside fey creatures is nearly unrivaled. Any weapon you wield or unarmed attack you make against a fey creature is treated as cold iron. Whenever you critically fail a save against a spell cast by a fey creature, it's instead treated as a normal failure. Whenever you critically succeed on a Strike against a fey creature, the target is immediately subject to the effects of a faerie fire spell. For the purposes of counteracting this effect, it's an innate 2nd-level primal spell.","category":"feat","pfs":"Standard","feat":["Greenwatcher"],"rarity":"rare","slug":"feat-4058"},{"skill_mod":{},"summary":"You gain the Monastic Weaponry monk class feat.","primary_source":"Impossible Lands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Student of Perfection Dedication","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4059","weakness":{},"archetype":["Student of Perfection"],"name":"Perfect Weaponry","trait":["Archetype"],"id":"feat-4059","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Perfect Weaponry Source Impossible Lands pg. 222 Archetype Student of Perfection Prerequisites Student of Perfection Dedication --- You gain the Monastic Weaponry monk class feat. You can use melee monk weapons with any Student of Perfection feats or Student of Perfection focus spells that normally require unarmed attacks.","category":"feat","pfs":"Standard","feat":["Perfect Weaponry"],"rarity":"common","slug":"feat-4059"},{"skill_mod":{},"summary":"You gain resistance equal to half your level to all damage from effects with the appropriate trait for your School of Perfection: fire for Unblinking Flame, water for Unbreaking Waves, air for Unfolding Wind, and earth for Untwisting Iron.","primary_source":"Impossible Lands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Student of Perfection Dedication","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4060","weakness":{},"archetype":["Student of Perfection"],"name":"Perfect Resistance","trait":["Archetype"],"id":"feat-4060","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Perfect Resistance Source Impossible Lands pg. 222 Archetype Student of Perfection Prerequisites Student of Perfection Dedication --- You gain resistance equal to half your level to all damage from effects with the appropriate trait for your School of Perfection: fire for Unblinking Flame, water for Unbreaking Waves, air for Unfolding Wind, and earth for Untwisting Iron. After using a Student of Perfection ki spell, the resistance increases to be equal to your level for 1 round.","category":"feat","pfs":"Standard","feat":["Perfect Resistance"],"rarity":"common","slug":"feat-4060"},{"skill_mod":{},"summary":"You gain an appropriate ki spell for your School of Perfection: unblinking flame aura for Unblinking Flame, unbreaking wave vapor for Unbreaking Waves, unfolding wind buffet for Unfolding Wind, or untwisting iron roots for Untwisting Iron.","primary_source":"Impossible Lands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":10,"prerequisite":"Student of Perfection Dedication","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4061","weakness":{},"archetype":["Student of Perfection"],"name":"Perfect Ki Expert","trait":["Archetype"],"id":"feat-4061","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Perfect Ki Expert Source Impossible Lands pg. 222 Archetype Student of Perfection Prerequisites Student of Perfection Dedication --- You gain an appropriate ki spell for your School of Perfection: unblinking flame aura for Unblinking Flame, unbreaking wave vapor for Unbreaking Waves, unfolding wind buffet for Unfolding Wind, or untwisting iron roots for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls. Perfect Ki Expert leads to... Perfect Ki Grandmaster","category":"feat","pfs":"Standard","feat":["Perfect Ki Expert"],"rarity":"common","slug":"feat-4061"},{"skill_mod":{},"summary":"You gain an appropriate ki spell for your School of Perfection: unblinking flame emblem for Unblinking Flame, unbreaking wave barrier for Unbreaking Waves, unfolding wind blitz for Unfolding Wind, or untwisting iron augmentation for Untwisting Iron.","primary_source":"Impossible Lands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":14,"prerequisite":"Student of Perfection Dedication","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4062","weakness":{},"archetype":["Student of Perfection"],"name":"Perfect Ki Exemplar","trait":["Archetype"],"id":"feat-4062","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Perfect Ki Exemplar Source Impossible Lands pg. 222 Archetype Student of Perfection Prerequisites Student of Perfection Dedication --- You gain an appropriate ki spell for your School of Perfection: unblinking flame emblem for Unblinking Flame, unbreaking wave barrier for Unbreaking Waves, unfolding wind blitz for Unfolding Wind, or untwisting iron augmentation for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls. Perfect Ki Exemplar leads to... Perfect Ki Grandmaster","category":"feat","pfs":"Standard","feat":["Perfect Ki Exemplar"],"rarity":"common","slug":"feat-4062"},{"skill_mod":{},"summary":"You gain an appropriate ki spell for your School of Perfection: unblinking flame ignition for Unblinking Flame, unbreaking wave containment for Unbreaking Waves, unfolding wind crash for Unfolding Wind, or untwisting iron pillar for Untwisting Iron.","primary_source":"Impossible Lands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":18,"prerequisite":"Perfect Ki Expert or Perfect Ki Exemplar","source_category":["Lost Omens"],"source":["Impossible Lands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4063","weakness":{},"archetype":["Student of Perfection"],"name":"Perfect Ki Grandmaster","trait":["Archetype"],"id":"feat-4063","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Ki Grandmaster Source Impossible Lands pg. 222 Archetype Student of Perfection Prerequisites Perfect Ki Expert or Perfect Ki Exemplar --- You gain an appropriate ki spell for your School of Perfection: unblinking flame ignition for Unblinking Flame, unbreaking wave containment for Unbreaking Waves, unfolding wind crash for Unfolding Wind, or untwisting iron pillar for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become a master in occult spell DCs and occult spell attack rolls.","category":"feat","pfs":"Standard","feat":["Perfect Ki Grandmaster"],"rarity":"common","slug":"feat-4063"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","skill":["Occultism","Occultism"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-4064","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Oatia Skysage Dedication May contain spoilers from Gatewalkers Source Pathfinder #187: The Seventh Arch pg. 82 Archetype Oatia Skysage Prerequisites Trained in Occultism --- Your study of the stars unlocks supernatural insights and magic. You either become trained in Astronomy Lore or an expert in Occultism. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips of your choice; these cantrips can be from any spell tradition, but they must be divination spells. You cast these spells as occult spells as you draw on the stars and night sky. You're trained in occult spell attack rolls and spell DCs. If you have a hand free and you've gazed at the night sky in the last 24 hours, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Intelligence. Special You can't select another dedication feat until you have gained two other feats from the Oatia skysage archetype. Oatia Skysage Dedication leads to... Basic Skysage Divination, Minor Omen, Night's Glow, Night's Shine, Night's Warning, Scholar's Hunch, Stargazer's Eyes, Starlight Armor, Starlit Spells","feat":["Oatia Skysage Dedication"],"skill_mod":{},"summary":"Your study of the stars unlocks supernatural insights and magic.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Occultism","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4064","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Oatia Skysage Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-4064"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4065","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Basic Skysage Divination Source Pathfinder #187: The Seventh Arch pg. 82 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication --- The stars move, granting you a sliver of their magic. Choose a 1st-level spell from any spell list to add to your spell repertoire. You can Cast this Spell as an occult Oatia skysage spell. At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from the divination school. Basic Skysage Divination leads to... Expert Skysage Divination","feat":["Basic Skysage Divination"],"skill_mod":{},"summary":"The stars move, granting you a sliver of their magic.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat"],"level":4,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4065","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Basic Skysage Divination","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4065"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4066","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Stargazer's Eyes Source Pathfinder #187: The Seventh Arch pg. 82 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication --- Long hours in darkened observatories have sharpened your senses. If you don't have low-light vision or darkvision, you gain low-light vision, or if you already have low-light vision, you gain darkvision. Special You can take this feat a second time, upgrading your low-light vision to darkvision.","feat":["Stargazer's Eyes"],"skill_mod":{},"summary":"Long hours in darkened observatories have sharpened your senses.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat"],"level":4,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4066","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Stargazer's Eyes","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4066"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Archetype","Evocation","Occult"],"id":"feat-4067","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Night's Glow Source Pathfinder #187: The Seventh Arch pg. 82 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication --- The stars and moon lend you their light. You gain your choice of the moonbeam or zenith star domain spell. Like your Oatia skysage spells, you cast this focus spell as an occult spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus to reflect upon or gaze at the stars. Special You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. Night's Glow leads to... Night's Shine","feat":["Night's Glow"],"skill_mod":{},"summary":"The stars and moon lend you their light.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat","School","Tradition"],"level":6,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4067","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Night's Glow","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4067"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Gatewalkers","school":"divination","trait":["Archetype","Divination","Fortune","Occult"],"id":"feat-4068","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Minor Omen Reaction Source Pathfinder #187: The Seventh Arch pg. 82 Archetype Oatia Skysage Frequency once per day Prerequisites Oatia Skysage Dedication Trigger You fail a Reflex save. Requirements You can see the night sky. --- The stars warn you of danger in the nick of time. Reroll the failed save and use the new result.","feat":["Minor Omen"],"skill_mod":{},"summary":"The stars warn you of danger in the nick of time.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat","School","Mechanics","Tradition"],"level":8,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"requirement":"You can see the night sky.","trigger":"You fail a Reflex save.","resistance":{},"url":"/Feats.aspx?ID=4068","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Minor Omen","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-4068"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype","Fortune","Occult"],"id":"feat-4069","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Scholar's Hunch Reaction Source Pathfinder #187: The Seventh Arch pg. 82 Archetype Oatia Skysage Frequency once per hour Prerequisites Oatia Skysage Dedication Trigger You fail a Lore or Occultism skill check. --- Scholarly debates have taught you to think on your feet. Reroll the failed check and use the new result.","feat":["Scholar's Hunch"],"skill_mod":{},"summary":"Scholarly debates have taught you to think on your feet.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat","Mechanics","Tradition"],"level":8,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"trigger":"You fail a Lore or Occultism skill check.","resistance":{},"url":"/Feats.aspx?ID=4069","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Scholar's Hunch","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-4069"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Archetype","Evocation","Occult"],"id":"feat-4070","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Starlit Spells Source Pathfinder #187: The Seventh Arch pg. 82 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication --- The stars reveal and punish your enemies. You can cast faerie fire and 3rd-level searing light as occult innate spells, each once per day.","feat":["Starlit Spells"],"skill_mod":{},"summary":"The stars reveal and punish your enemies.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat","School","Tradition"],"level":10,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4070","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Starlit Spells","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4070"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4071","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Expert Skysage Divination Source Pathfinder #187: The Seventh Arch pg. 82 Archetype Oatia Skysage Prerequisites Basic Skysage Divination --- Your studies of the stars have taught you about the mysteries of the cosmos. You learn a 4th-level spell from any spell list. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. Each of these spells must come from the divination school. You become an expert with spell attack rolls and spell DCs for occult spells. Expert Skysage Divination leads to... Master Skysage Divination","feat":["Expert Skysage Divination"],"skill_mod":{},"summary":"Your studies of the stars have taught you about the mysteries of the cosmos.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat"],"level":10,"prerequisite":"Basic Skysage Divination","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4071","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Expert Skysage Divination","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4071"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","school":"evocation","trait":["Archetype","Evocation","Occult"],"id":"feat-4072","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Night's Shine Source Pathfinder #187: The Seventh Arch pg. 83 Archetype Oatia Skysage Prerequisites Oatia Skysage Dedication; Night's Glow --- Your power from the moon and stars becomes strong enough to illuminate the night sky. You gain your choice of the asterism or touch of the moon domain spell. Increase the number of Focus Points in your pool by 1. Special You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.","feat":["Night's Shine"],"skill_mod":{},"summary":"Your power from the moon and stars becomes strong enough to illuminate the night sky.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat","School","Tradition"],"level":12,"prerequisite":"Oatia Skysage Dedication; Night's Glow","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4072","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Night's Shine","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4072"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype","Concentrate","Occult"],"id":"feat-4073","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Night's Warning Reaction Source Pathfinder #187: The Seventh Arch pg. 83 Archetype Oatia Skysage Frequency once per hour Prerequisites Oatia Skysage Dedication Trigger A creature targets you with an attack and you can see the attacker. Requirements You can see the night sky. --- Portents written in the night sky show you how to avoid an attack. The triggering attack roll targets your Occultism DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, even though you wouldn't take the –2 circumstance penalty when defending against the attack.","feat":["Night's Warning"],"skill_mod":{},"summary":"Portents written in the night sky show you how to avoid an attack.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat","Mechanics","Tradition"],"level":14,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"requirement":"You can see the night sky.","trigger":"A creature targets you with an attack and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=4073","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Night's Warning","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-4073"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Gatewalkers","school":"conjuration","trait":["Archetype","Conjuration","Occult"],"id":"feat-4074","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Starlight Armor Three Actions Source Pathfinder #187: The Seventh Arch pg. 83 Archetype Oatia Skysage Frequency once per day Prerequisites Oatia Skysage Dedication --- You armor yourself in the light of distant suns, shielding yourself from harm. The armor grants you resistance 7 to piercing, bludgeoning, and slashing damage. The armor also sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever an adjacent creature attacks you, the attacker must attempt a Will save against your spell DC at the end of its action. On a failure, it becomes dazzled until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits. When you reach 17th level, the resistance increases to 10.","feat":["Starlight Armor"],"skill_mod":{},"summary":"You armor yourself in the light of distant suns, shielding yourself from harm.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat","School","Tradition"],"level":14,"prerequisite":"Oatia Skysage Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4074","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Starlight Armor","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"common","slug":"feat-4074"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #187: The Seventh Arch"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4075","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Master Skysage Divination Source Pathfinder #187: The Seventh Arch pg. 83 Archetype Oatia Skysage Prerequisites Expert Skysage Divination --- You unlock the most powerful secrets hidden in the stars above. You learn a 7th-level spell from any spell list. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from the divination school. You gain master proficiency with spell attack rolls and spell DCs for occult spells.","feat":["Master Skysage Divination"],"skill_mod":{},"summary":"You unlock the most powerful secrets hidden in the stars above.","primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Feat"],"level":16,"prerequisite":"Expert Skysage Divination","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4075","archetype":["Oatia Skysage"],"source_group":["Gatewalkers"],"name":"Master Skysage Divination","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4075"},{"primary_source_category":"Adventure Paths","source":["Fists of the Ruby Phoenix Hardcover","Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Monk","Stance","Uncommon"],"id":"feat-4077","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Jellyfish Stance Single Action May contain spoilers from Fists of the Ruby Phoenix Source Fists of the Ruby Phoenix Hardcover pg. 212, Pathfinder #167: Ready? Fight! pg. 75 Requirements You are unarmored. --- You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity. You can make stinging lash attacks that deal 1d6 slashing damage. These attacks are in the brawling group, and have the finesse, nonlethal, reach, and unarmed traits. While in Jellyfish Stance, you gain a +2 circumstance bonus to Reflex saves and on checks to Escape and Squeeze.","feat":["Jellyfish Stance"],"skill_mod":{},"summary":"You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity.","primary_source":"Fists of the Ruby Phoenix Hardcover","trait_group":["Class","Weapon","Class-Specific","Rarity"],"level":8,"source_category":["Adventure Paths"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=4077","source_group":["Fists of the Ruby Phoenix"],"spoilers":"Fists of the Ruby Phoenix","name":"Jellyfish Stance","actions_number":2,"category":"feat","actions":"Single Action","rarity":"uncommon","slug":"feat-4077"},{"skill_mod":{},"summary":"You align your magical and physical potential.","primary_source":"Fists of the Ruby Phoenix Hardcover","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":14,"prerequisite":"Sixth Pillar Dedication","source_category":["Adventure Paths"],"source":["Fists of the Ruby Phoenix Hardcover","Pathfinder #167: Ready? Fight!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4078","weakness":{},"archetype":["Sixth Pillar"],"source_group":["Fists of the Ruby Phoenix"],"primary_source_group":"Fists of the Ruby Phoenix","name":"Sixth Pillar Mastery","trait":["Archetype"],"id":"feat-4078","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Sixth Pillar Mastery Source Fists of the Ruby Phoenix Hardcover pg. 223, Pathfinder #167: Ready? Fight! pg. 77 Archetype Sixth Pillar Prerequisites Sixth Pillar Dedication --- You align your magical and physical potential. Whenever you succeed at an unarmed Strike against an opponent, they have a -1 status penalty to saves against your spells until the start of your next turn. Whenever you cast a spell using spell slots, you gain a +1 status bonus to attack rolls with your unarmed Strikes until the start of your next turn.","category":"feat","feat":["Sixth Pillar Mastery"],"rarity":"common","slug":"feat-4078"},{"primary_source_category":"Adventure Paths","source":["Fists of the Ruby Phoenix Hardcover","Pathfinder #167: Ready? Fight!"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","trait":["Archetype","Manipulate","Metamagic","Spellshape"],"id":"feat-4079","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Touch Focus Free Action Source Fists of the Ruby Phoenix Hardcover pg. 223, Pathfinder #167: Ready? Fight! pg. 77 Archetype Sixth Pillar Prerequisites Sixth Pillar Dedication Trigger You begin to Cast a Spell that requires a spell attack roll. --- You can redirect a spell's power through you to deliver it within striking distance. If your next action is to Cast a Spell with 1 or more targets and a range farther than touch, you change the range to touch. You gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. As long as your spell attack is successful, the target is knocked prone in addition to the spell's normal effects.","feat":["Touch Focus"],"skill_mod":{},"summary":"You can redirect a spell's power through you to deliver it within striking distance.","primary_source":"Fists of the Ruby Phoenix Hardcover","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Sixth Pillar Dedication","source_category":["Adventure Paths"],"trigger":"You begin to Cast a Spell that requires a spell attack roll.","resistance":{},"url":"/Feats.aspx?ID=4079","archetype":["Sixth Pillar"],"source_group":["Fists of the Ruby Phoenix"],"name":"Touch Focus","actions_number":0,"category":"feat","actions":"Free Action","rarity":"common","slug":"feat-4079"},{"skill_mod":{},"summary":"Your craftsmanship at decorating flesh is unparalleled.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Tattoo Artist; Master in Crafting","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4083","weakness":{},"skill":["Crafting","Crafting"],"name":"Legendary Tattoo Artist","legacy_id":["feat-8949"],"trait":["General","Skill"],"id":"feat-4083","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Tattoo Artist Source Treasure Vault (Remastered) pg. 118 Prerequisites Tattoo Artist; Master in Crafting --- Your craftsmanship at decorating flesh is unparalleled. You become legendary in Crafting. Whenever you craft a magical tattoo whose level is at least 3 lower than your level, increase all attack roll and DC values of the tattoo's activated abilities by 1, and increase all resistances granted by the tattoo by 1.","category":"feat","pfs":"Standard","feat":["Legendary Tattoo Artist"],"rarity":"common","slug":"feat-4083"},{"skill_mod":{},"summary":"You have learned to setup simple crafting jobs with ease.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Crafting","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4085","weakness":{},"skill":["Crafting","Crafting"],"name":"Quick Setup","legacy_id":["feat-8970"],"trait":["General","Rare","Skill"],"id":"feat-4085","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"\" > Quick Setup Source Treasure Vault (Remastered) pg. 159 Prerequisites Master in Crafting --- Note from Nethys: this skill feat is intended to be used with the Complex Crafting variant crafting rules. If you reduce the setup time for a batch of consumables at least 6 levels lower than you to less than 1 day, you can set it up in just 2 hours (allowing you to do so during an adventuring day if you have access to your tools and materials). If you rush the setup of a permanent item at least 6 levels lower than you and reduce the setup time to less than 1 day, you can perform the setup in 4 hours.","category":"feat","feat":["Quick Setup"],"rarity":"rare","slug":"feat-4085"},{"skill_mod":{},"summary":"You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat","Equipment","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4086","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Ursine Avenger Form","legacy_id":["feat-8950"],"trait":["Archetype","Artifact","Morph","Primal"],"actions_number":2,"id":"feat-4086","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > Ursine Avenger Form Single Action Source Treasure Vault (Remastered) pg. 183 Archetype Ursine Avenger Hood --- You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals 1d8 piercing damage and a claws unarmed attack that deals 1d6 slashing damage and has the agile trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form. Ursine Avenger Form leads to... Fearsome Fangs, Great Bear, Immortal Bear, Terrible Transformation","category":"feat","actions":"Single Action","feat":["Ursine Avenger Form"],"rarity":"common","slug":"feat-4086"},{"skill_mod":{},"summary":"While in ursine form, you gain low-light vision and scent ( imprecise ) 30 feet.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4087","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Senses of the Bear","legacy_id":["feat-8951"],"trait":["Archetype"],"id":"feat-4087","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Senses of the Bear Source Treasure Vault (Remastered) pg. 183 Archetype Ursine Avenger Hood --- While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. If you already had low-light vision, you instead gain darkvision.","category":"feat","feat":["Senses of the Bear"],"rarity":"common","slug":"feat-4087"},{"primary_source_category":"Rulebooks","source":["Treasure Vault (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-8952"],"trait":["Archetype"],"id":"feat-4088","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Bear Hug (Ursine Avenger) Single Action Source Treasure Vault (Remastered) pg. 183 Archetype Ursine Avenger Hood Requirements Your last action was a successful claw Strike. --- You snatch at your opponent with your claws, pulling them close in a ferocious bear hug. You make another claw Strike against the same target. If this Strike hits, the target is also grabbed.","feat":["Bear Hug (Ursine Avenger)"],"skill_mod":{},"summary":"You snatch at your opponent with your claws, pulling them close in a ferocious bear hug.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"level":6,"source_category":["Rulebooks"],"requirement":"Your last action was a successful claw Strike.","resistance":{},"url":"/Feats.aspx?ID=4088","archetype":["Ursine Avenger Hood"],"name":"Bear Hug (Ursine Avenger)","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-4088"},{"skill_mod":{},"summary":"You can cast a 3rd-rank summon animal as an innate spell, but only to summon a black bear .","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat","Tradition","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4089","frequency":"once per hour","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Call Ursine Ally","legacy_id":["feat-8953"],"trait":["Archetype","Primal","Summoned"],"id":"feat-4089","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Call Ursine Ally Source Treasure Vault (Remastered) pg. 184 Archetype Ursine Avenger Hood Frequency once per hour --- You can cast a 3rd-rank summon animal as an innate spell, but only to summon a black bear. At 10th level, the summon animal spell is heightened to 4th rank, and you can summon a grizzly bear. At 12th level, your summon animal innate spell is heightened to 5th rank, and you can summon a polar bear. At 14th level, it’s heightened to 6th rank, and you can summon a cave bear.","category":"feat","feat":["Call Ursine Ally"],"rarity":"common","slug":"feat-4089"},{"skill_mod":{},"summary":"You have a magical affinity for bears and can speak to them through sounds and body language.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat","Tradition"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4090","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Bear Empathy","legacy_id":["feat-8954"],"trait":["Archetype","Primal"],"id":"feat-4090","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Bear Empathy Source Treasure Vault (Remastered) pg. 184 Archetype Ursine Avenger Hood --- You have a magical affinity for bears and can speak to them through sounds and body language. You can communicate with all bears, as well as other ursine creatures at the GM's discretion.","category":"feat","feat":["Bear Empathy"],"rarity":"common","slug":"feat-4090"},{"skill_mod":{},"summary":"When you transform, you can take on a bear's bulk and size.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Ursine Avenger Form","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4091","frequency":"once per hour","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Great Bear","legacy_id":["feat-8955"],"trait":["Archetype"],"id":"feat-4091","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Great Bear Source Treasure Vault (Remastered) pg. 184 Archetype Ursine Avenger Hood Frequency once per hour Prerequisites Ursine Avenger Form --- When you transform, you can take on a bear's bulk and size. You can spend an additional action when using Ursine Avenger Form to gain the effects of a 1st-rank enlarge spell, which lasts for the spell's normal duration or until you leave your Ursine Avenger Form, whichever comes first. Great Bear leads to... Mighty Bear","category":"feat","feat":["Great Bear"],"rarity":"common","slug":"feat-4091"},{"skill_mod":{},"summary":"You let out a mighty roar as part of your transformation.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Ursine Avenger Form","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4092","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Terrible Transformation","legacy_id":["feat-8956"],"trait":["Archetype"],"id":"feat-4092","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Terrible Transformation Source Treasure Vault (Remastered) pg. 184 Archetype Ursine Avenger Hood Prerequisites Ursine Avenger Form --- You let out a mighty roar as part of your transformation. When you use Ursine Avenger Form, you can make an Intimidation check to Demoralize against each enemy within 30 feet that can see you, and you don't take a penalty to your Demoralize check if the creature doesn't understand your language.","category":"feat","feat":["Terrible Transformation"],"rarity":"common","slug":"feat-4092"},{"skill_mod":{},"summary":"Your claws and jaws are brutally powerful and efficient, even by ursine standards.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Ursine Avenger Form","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4093","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Fearsome Fangs","legacy_id":["feat-8957"],"trait":["Archetype"],"id":"feat-4093","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Fearsome Fangs Source Treasure Vault (Remastered) pg. 184 Archetype Ursine Avenger Hood Prerequisites Ursine Avenger Form --- Your claws and jaws are brutally powerful and efficient, even by ursine standards. The base damage of your jaws unarmed attack from Ursine Avenger Form increases to 1d12. The base damage of your claws unarmed attack from Ursine Avenger Form increases to 1d8.","category":"feat","feat":["Fearsome Fangs"],"rarity":"common","slug":"feat-4093"},{"skill_mod":{},"summary":"The power of the bear within you can expand your physical presence even further.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Great Bear","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4094","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Mighty Bear","legacy_id":["feat-8958"],"trait":["Archetype"],"id":"feat-4094","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Mighty Bear Source Treasure Vault (Remastered) pg. 184 Archetype Ursine Avenger Hood Prerequisites Great Bear --- The power of the bear within you can expand your physical presence even further. The enlarge spell you cast with your Great Bear feat is heightened to 4th rank.","category":"feat","feat":["Mighty Bear"],"rarity":"common","slug":"feat-4094"},{"skill_mod":{},"summary":"Your body thrums with the primal vitality of the greatest of the ursine beasts.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Ursine Avenger Form","source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4095","weakness":{},"archetype":["Ursine Avenger Hood"],"name":"Immortal Bear","legacy_id":["feat-8959"],"trait":["Archetype"],"id":"feat-4095","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Immortal Bear Source Treasure Vault (Remastered) pg. 184 Archetype Ursine Avenger Hood Prerequisites Ursine Avenger Form --- Your body thrums with the primal vitality of the greatest of the ursine beasts. When in Ursine Avenger Form, you gain fast healing 5.","category":"feat","feat":["Immortal Bear"],"rarity":"common","slug":"feat-4095"},{"skill_mod":{},"summary":"The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4096","weakness":{},"archetype":["Gelid Shard"],"name":"First Frost","legacy_id":["feat-8960"],"trait":["Archetype"],"id":"feat-4096","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"\" > First Frost Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold. You learn to cast arcane spontaneous spells, and you gain a spell repertoire with the frostbite and frost’s touch (see below) cantrips. You’re trained in spell attack modifier and spell DC. Your key spellcasting attribute is Charisma.","category":"feat","feat":["First Frost"],"rarity":"common","slug":"feat-4096"},{"skill_mod":{},"summary":"Your magical power grows as the shard's icy influence spreads ever deeper into your being.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4097","weakness":{},"archetype":["Gelid Shard"],"name":"Snowcaster","legacy_id":["feat-8961"],"trait":["Archetype"],"id":"feat-4097","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Snowcaster Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- Your magical power grows as the shard's icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from this archetype, add a spell of the appropriate spell rank (including heightened versions of lower-rank spells) to your repertoire, either a common spell of the arcane tradition that has the cold trait or another cold spell you have access to.","category":"feat","feat":["Snowcaster"],"rarity":"common","slug":"feat-4097"},{"skill_mod":{},"summary":"Snow and ice are no hindrance to you.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4098","weakness":{},"archetype":["Gelid Shard"],"name":"Snow Step","legacy_id":["feat-8962"],"trait":["Archetype"],"id":"feat-4098","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Snow Step Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- Snow and ice are no hindrance to you. You ignore difficult terrain caused by snow and ice, treat greater difficult terrain created by snow and ice as difficult terrain, and leave no tracks when moving through areas of snow or ice.","category":"feat","feat":["Snow Step"],"rarity":"common","slug":"feat-4098"},{"skill_mod":{},"summary":"Your attunement to arcane cold enhances the depths of your growing power.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4099","weakness":{},"archetype":["Gelid Shard"],"name":"Frozen Breadth","legacy_id":["feat-8963"],"trait":["Archetype"],"id":"feat-4099","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Frozen Breadth Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- Your attunement to arcane cold enhances the depths of your growing power. Increase the number of spells in your repertoire and number of spell slots you gain from gelid shard archetype feats by 1 for each spell rank other than your two highest gelid shard spell slots.","category":"feat","feat":["Frozen Breadth"],"rarity":"common","slug":"feat-4099"},{"skill_mod":{},"summary":"Your eyes are accustomed to the harsh glare of the sun on snow and ice.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4100","weakness":{},"archetype":["Gelid Shard"],"name":"Winter's Embrace","legacy_id":["feat-8964"],"trait":["Archetype"],"id":"feat-4100","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Winter's Embrace Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- Your eyes are accustomed to the harsh glare of the sun on snow and ice. You gain a +1 status bonus to saving throws against effects that inflict the dazzled condition. Snow doesn't impair your vision; you ignore concealment from snowfall. Your skin becomes cold to the touch, and sometimes frost forms on you. You are protected from severe cold and heat.","category":"feat","feat":["Winter's Embrace"],"rarity":"common","slug":"feat-4100"},{"skill_mod":{},"summary":"You draw ever more magical cold into your being, learning how to manipulate it to your whims.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4101","weakness":{},"archetype":["Gelid Shard"],"name":"Expert Snowcasting","legacy_id":["feat-8965"],"trait":["Archetype"],"id":"feat-4101","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Expert Snowcasting Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- You draw ever more magical cold into your being, learning how to manipulate it to your whims. You gain the expert spellcasting benefits.","category":"feat","feat":["Expert Snowcasting"],"rarity":"common","slug":"feat-4101"},{"skill_mod":{},"summary":"Whether in the heart of a volcanic passageway or the glacial tundras of the Crown of the World, the only temperature you ever personally experience is an oddly comfortable chill.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4102","weakness":{},"archetype":["Gelid Shard"],"name":"Winter's Kiss","legacy_id":["feat-8966"],"trait":["Archetype"],"id":"feat-4102","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Winter's Kiss Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- Whether in the heart of a volcanic passageway or the glacial tundras of the Crown of the World, the only temperature you ever personally experience is an oddly comfortable chill. You are now protected from extreme cold and extreme heat, and you gain resistance to fire equal to half your level. If you would already have resistance to fire equal to half your level from a heritage, ancestry feat, class feat, or another archetype feat, you instead gain resistance to fire equal to your level.","category":"feat","feat":["Winter's Kiss"],"rarity":"common","slug":"feat-4102"},{"skill_mod":{},"summary":"You can't be impeded by environmental effects that rely on cold or its byproducts.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4103","weakness":{},"archetype":["Gelid Shard"],"name":"Greater Snow Step","legacy_id":["feat-8967"],"trait":["Archetype"],"id":"feat-4103","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"\" > Greater Snow Step Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- You can't be impeded by environmental effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice.","category":"feat","feat":["Greater Snow Step"],"rarity":"common","slug":"feat-4103"},{"skill_mod":{},"summary":"You have unlocked the deeper magic of your gelid shard , gaining access to new levels of spells.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4104","weakness":{},"archetype":["Gelid Shard"],"name":"Master Snowcasting","legacy_id":["feat-8968"],"trait":["Archetype"],"id":"feat-4104","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"\" > Master Snowcasting Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- You have unlocked the deeper magic of your gelid shard , gaining access to new levels of spells. You gain the master spellcasting benefits.","category":"feat","feat":["Master Snowcasting"],"rarity":"common","slug":"feat-4104"},{"skill_mod":{},"summary":"You are as much a creature of cold as whatever ancestry you were born to.","primary_source":"Treasure Vault (Remastered)","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Treasure Vault (Remastered)"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4105","weakness":{},"archetype":["Gelid Shard"],"name":"Icy Apotheosis","legacy_id":["feat-8969"],"trait":["Archetype"],"id":"feat-4105","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"\" > Icy Apotheosis Source Treasure Vault (Remastered) pg. 185 Archetype Gelid Shard --- You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the cold trait. You automatically succeed on saving throws against effects that have the cold trait. ","category":"feat","feat":["Icy Apotheosis"],"rarity":"common","slug":"feat-4105"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #188: They Watched the Stars"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype","Dedication","Rare"],"id":"feat-4106","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"\" > Scion of Domora Dedication May contain spoilers from Gatewalkers Source Pathfinder #188: They Watched the Stars pg. 82 Archetype Scions of Domora Prerequisites Familiar Master Dedication; you have befriended a spirit guide and it bonded with you using its Bond with Mortal ability. --- You gain a spirit guide ally. Your familiar takes on the form of a spirit guide specific familiar. Special You can take Scion of Domora Dedication even if you have the Familiar Master Dedication and have not taken two other Familiar Master feats. You can't select another dedication feat until you have gained at least two other feats from the scion of Domora or familiar master archetypes. Scion of Domora Dedication leads to... Guardian's Embrace, Guided Skill, Invigorating Breath, Spirit Guide Form, Spiritual Aid, Spiritual Flurry, Spiritual Strike","feat":["Scion of Domora Dedication"],"skill_mod":{},"summary":"You gain a spirit guide ally.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Familiar Master Dedication; you have befriended a spirit guide and it bonded with you using its Bond with Mortal ability.","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4106","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Scion of Domora Dedication","category":"feat","rarity":"rare","slug":"feat-4106"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #188: They Watched the Stars"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype","Flourish"],"id":"feat-4107","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Spiritual Strike Two Actions Source Pathfinder #188: They Watched the Stars pg. 82 Archetype Scions of Domora Prerequisites Scion of Domora Dedication Requirements You are wielding a weapon with at least one fundamental rune and your familiar is adjacent to you or in your space. --- Your spirit guide enhances your attacks with occult power. Make a Strike with a weapon that has at least one fundamental rune. This counts as two attacks when calculating your multiple attack penalty. The Strike has the effects of the ghost touch property rune and deals an additional 2d6 force damage. If your weapon has a major striking rune, this Strike instead deals 3d6 force damage. Spiritual Strike leads to... Spiritual Flurry","feat":["Spiritual Strike"],"skill_mod":{},"summary":"Your spirit guide enhances your attacks with occult power.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"requirement":"You are wielding a weapon with at least one fundamental rune and your familiar is adjacent to you or in your space.","resistance":{},"url":"/Feats.aspx?ID=4107","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Spiritual Strike","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-4107"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #188: They Watched the Stars"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4108","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Guided Skill Single Action Source Pathfinder #188: They Watched the Stars pg. 83 Archetype Scions of Domora Frequency once per day Prerequisites Scion of Domora Dedication --- You ask your spirit guide for aid. For the next 10 minutes, you gain a +2 status bonus to checks made using Acrobatics, Occultism, Stealth, or Survival.","feat":["Guided Skill"],"skill_mod":{},"summary":"You ask your spirit guide for aid.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Feat"],"level":6,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4108","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Guided Skill","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-4108"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #188: They Watched the Stars"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4109","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"\" > Guardian's Embrace Single Action Source Pathfinder #188: They Watched the Stars pg. 83 Archetype Scions of Domora Prerequisites Scion of Domora Dedication Requirements You are adjacent to your spirit guide or it is sharing your space. --- Your spirit guide discorporates to surround you in an invisible protective shroud. You gain a +2 status bonus to AC against physical attacks until the beginning of your next turn. If you are hit by a physical attack during this time, you can use a reaction to gain resistance 10 to physical damage dealt by that attack; doing so ends the AC bonus, and you can't use Guardian's Embrace again for 10 minutes. Your spirit guide cannot be targeted by effects, cannot be affected by area effects, and cannot take any actions while this ability is active. Your spirit guide appears in a space adjacent to you when the effect ends.","feat":["Guardian's Embrace"],"skill_mod":{},"summary":"Your spirit guide discorporates to surround you in an invisible protective shroud.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Feat"],"level":8,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"requirement":"You are adjacent to your spirit guide or it is sharing your space.","resistance":{},"url":"/Feats.aspx?ID=4109","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Guardian's Embrace","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-4109"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #188: They Watched the Stars"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4110","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Invigorating Breath Single Action Source Pathfinder #188: They Watched the Stars pg. 83 Archetype Scions of Domora Frequency once per hour Prerequisites Scion of Domora Dedication Requirements You are adjacent to your spirit guide or it is sharing your space. --- Your spirit guide exhales its sweet-smelling breath on you, granting you the strength to push through your pain. You gain 20 temporary Hit Points for 10 minutes. At 15th level, you instead gain 30 temporary Hit Points for 10 minutes.","feat":["Invigorating Breath"],"skill_mod":{},"summary":"Your spirit guide exhales its sweet-smelling breath on you, granting you the strength to push through your pain.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Feat"],"level":10,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"requirement":"You are adjacent to your spirit guide or it is sharing your space.","resistance":{},"url":"/Feats.aspx?ID=4110","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Invigorating Breath","actions_number":2,"category":"feat","actions":"Single Action","rarity":"common","slug":"feat-4110"},{"skill_mod":{},"summary":"When you use Spiritual Strike, hit targets become flat-footed until the end of your current turn.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":10,"prerequisite":"Scion of Domora Dedication; Spiritual Strike","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4111","weakness":{},"archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Spiritual Flurry","trait":["Archetype"],"id":"feat-4111","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"\" > Spiritual Flurry Source Pathfinder #188: They Watched the Stars pg. 83 Archetype Scions of Domora Prerequisites Scion of Domora Dedication; Spiritual Strike --- When you use Spiritual Strike, hit targets become flat-footed until the end of your current turn. In addition, the additional force damage dealt by the Strike increases by 2d6.","category":"feat","feat":["Spiritual Flurry"],"rarity":"common","slug":"feat-4111"},{"skill_mod":{},"summary":"When you call your spirit guide for aid, its presence bolsters your will and agility.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Feat"],"primary_source_category":"Adventure Paths","level":12,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4112","weakness":{},"archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"primary_source_group":"Gatewalkers","name":"Spiritual Aid","trait":["Archetype"],"id":"feat-4112","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"\" > Spiritual Aid Source Pathfinder #188: They Watched the Stars pg. 83 Archetype Scions of Domora Prerequisites Scion of Domora Dedication --- When you call your spirit guide for aid, its presence bolsters your will and agility. You gain the Spiritual Aid reaction. Spiritual Aid Reaction Trigger You fail a Reflex or Will saving throw; Effect You reroll the triggering saving throw. You must use the second result, even if it's worse. If you roll a success, you get a critical success instead.","category":"feat","feat":["Spiritual Aid"],"rarity":"common","slug":"feat-4112"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #188: They Watched the Stars"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Gatewalkers","school":"transmutation","trait":["Archetype","Polymorph","Transmutation"],"id":"feat-4113","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"\" > Spirit Guide Form Two Actions Source Pathfinder #188: They Watched the Stars pg. 83 Archetype Scions of Domora Frequency once per day Prerequisites Scion of Domora Dedication --- You fuse with your spirit guide, becoming a hybrid being with enhanced physical and spiritual power. This effect lasts 1 minute; you can end it early as a free action. During this time, you can't use any other actions granted by this archetype. You gain the following statistics and abilities, regardless of your type of spirit guide. You become incorporeal. You gain resistance 10 to all damage (except force, ghost touch , or positive; double resistance vs. non-magical). Darkvision. An unarmed melee attack of the same type as your spirit guide (either claws or jaws), which is the only attack you can Strike with. You're trained with this attack. Your attack modifier is +29 or your normal unarmed attack modifier, whichever is higher. You use the listed statistics for the unarmed attack type: Claws (agile, backstabber, finesse) Single Action, Damage 3d6+5 slashing plus 1d6 force; Jaws (forceful) Single Action, Damage 3d10+5 piercing plus 1d6 force. ","feat":["Spirit Guide Form"],"skill_mod":{},"summary":"You fuse with your spirit guide, becoming a hybrid being with enhanced physical and spiritual power.","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Feat","Mechanics","School"],"level":14,"prerequisite":"Scion of Domora Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4113","archetype":["Scions of Domora"],"source_group":["Gatewalkers"],"name":"Spirit Guide Form","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"common","slug":"feat-4113"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","skill":["Society","Society"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-4114","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Twilight Speaker Dedication May contain spoilers from Gatewalkers Source Pathfinder #189: Dreamers of the Nameless Spires pg. 78 Archetype Twilight Speaker Prerequisites Trained in Society; you are an Ilverani elf --- You have carefully studied the histories, customs, and etiquette of many of the younger peoples of Golarion. You become an expert in Society. At 7th level, you become a master in Society, and at 15th level, you become legendary in Society. You can use the Society skill instead of the Diplomacy skill when you attempt to Make an Impression on a non-elven intelligent humanoid creature. Special You can't select another dedication feat until you've gained two other feats from the twilight speaker archetype. Twilight Speaker Dedication leads to... Betraying Shank, Disarming Smile, Empathetic Envoy, Ilverani Purist, World-Wise Vigilance","feat":["Twilight Speaker Dedication"],"skill_mod":{},"summary":"You have carefully studied the histories, customs, and etiquette of many of the younger peoples of Golarion.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Society; you are an Ilverani elf","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4114","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"spoilers":"Gatewalkers","name":"Twilight Speaker Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-4114"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4115","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Empathetic Envoy Source Pathfinder #189: Dreamers of the Nameless Spires pg. 78 Archetype Twilight Speaker Prerequisites Twilight Speaker Dedication --- You believe that treating others with respect is the fastest way into their hearts, and in turn others are more likely to believe in your good intentions and write off bad first impressions as flukes. If a creature's attitude towards you becomes lower over the course of a social interaction (for example, from friendly to indifferent, or from indifferent to unfriendly), their impression of you returns to its starting level an hour after the social interaction ends. This ability has no effect if the creature you are interacting with becomes hostile.","feat":["Empathetic Envoy"],"skill_mod":{},"summary":"You believe that treating others with respect is the fastest way into their hearts, and in turn others are more likely to believe in your good intentions and write off bad first impressions as flukes.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Feat"],"level":4,"prerequisite":"Twilight Speaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4115","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Empathetic Envoy","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4115"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype","Concentrate","Emotion","Mental","Visual"],"id":"feat-4116","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Disarming Smile Reaction Source Pathfinder #189: Dreamers of the Nameless Spires pg. 78 Archetype Twilight Speaker Prerequisites Twilight Speaker Dedication Trigger You are the target of a melee attack and the attacker has not rolled yet. Requirements You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker. --- With a wide, sincere smile, you give your attacker pause. You attempt a Diplomacy check against the triggering attacker's Will DC. After you use Disarming Smile, all creatures who witnessed you use it are temporarily immune to your Disarming Smile for the next 24 hours. Critical Success Your enemy ceases their attack. The attack fails and the triggering target can't attempt hostile actions against you until the beginning of its next turn or until you (or your allies) take hostile actions against the enemy (or its allies). You can begin talking to the creature on your next turn to attempt another Diplomacy check; on a success, you sustain the effect until the beginning of your next turn, to a maximum of 1 minute. Talking on subsequent rounds requires that you be able to communicate with the target creature and imparts the auditory and linguistic traits to the action. Success Your foe pauses momentarily. Their attack fails, but they can attempt further attacks against you. Failure The target's attack is unaffected. Disarming Smile leads to... Emphatic Emissary","feat":["Disarming Smile"],"skill_mod":{},"summary":"With a wide, sincere smile, you give your attacker pause.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Feat","Mechanics","Sense"],"level":6,"prerequisite":"Twilight Speaker Dedication","source_category":["Adventure Paths"],"requirement":"You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker.","trigger":"You are the target of a melee attack and the attacker has not rolled yet.","resistance":{},"url":"/Feats.aspx?ID=4116","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Disarming Smile","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-4116"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4117","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Betraying Shank Single Action Source Pathfinder #189: Dreamers of the Nameless Spires pg. 79 Archetype Twilight Speaker Prerequisites Twilight Speaker Dedication Requirements You are within melee reach of a target, but it is not in combat with you. --- While your usual diplomacy is well intentioned, you know that sometimes those same skills will need to be turned to deception. In a flash, you draw a sheathed or concealed agile or finesse weapon and make a melee Strike. The target is flat-footed against your Strike. You then roll Deception for initiative.","feat":["Betraying Shank"],"skill_mod":{},"summary":"While your usual diplomacy is well intentioned, you know that sometimes those same skills will need to be turned to deception.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Feat"],"level":6,"prerequisite":"Twilight Speaker Dedication","source_category":["Adventure Paths"],"requirement":"You are within melee reach of a target, but it is not in combat with you.","resistance":{},"url":"/Feats.aspx?ID=4117","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Betraying Shank","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-4117"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype","Skill"],"id":"feat-4118","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Ilverani Purist Source Pathfinder #189: Dreamers of the Nameless Spires pg. 79 Archetype Twilight Speaker Prerequisites Twilight Speaker Dedication --- All twilight speakers are trained to resist the alluring customs of younger peoples, but you have made it your mandate to keep the Ilverani way unchanged. Such dedication has given you a trained eye for subtlety and deception. When you attempt to Sense the Motive of a non-elf humanoid creature and you roll a critical failure, you fail instead.","feat":["Ilverani Purist"],"skill_mod":{},"summary":"All twilight speakers are trained to resist the alluring customs of younger peoples, but you have made it your mandate to keep the Ilverani way unchanged.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Feat"],"level":8,"prerequisite":"Twilight Speaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4118","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Ilverani Purist","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4118"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4119","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > World-Wise Vigilance Source Pathfinder #189: Dreamers of the Nameless Spires pg. 79 Archetype Twilight Speaker Prerequisites Twilight Speaker Dedication --- Your keen study of other cultures gives you insights into the ways those cultures fight. When you use Perception to roll initiative and none of your enemies have the elf trait, you can choose to roll Society instead.","feat":["World-Wise Vigilance"],"skill_mod":{},"summary":"Your keen study of other cultures gives you insights into the ways those cultures fight.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Feat"],"level":8,"prerequisite":"Twilight Speaker Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4119","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"World-Wise Vigilance","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4119"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Gatewalkers","trait":["Archetype"],"id":"feat-4120","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Emphatic Emissary Reaction Source Pathfinder #189: Dreamers of the Nameless Spires pg. 79 Archetype Twilight Speaker Prerequisites Disarming Smile Trigger You roll initiative. --- You can tell when diplomacy has failed and a meeting is close to unraveling or falling to blows. You gain a +2 circumstance bonus on your initiative roll. During your first turn in combat, you can use your Disarming Smile, targeting every hostile intelligent humanoid creature that can see you but has yet to act. If you choose to sustain your Disarming Smile, you sustain the effect for only one creature, as normal.","feat":["Emphatic Emissary"],"skill_mod":{},"summary":"You can tell when diplomacy has failed and a meeting is close to unraveling or falling to blows.","primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Feat"],"level":10,"prerequisite":"Disarming Smile","source_category":["Adventure Paths"],"trigger":"You roll initiative.","resistance":{},"url":"/Feats.aspx?ID=4120","archetype":["Twilight Speaker"],"source_group":["Gatewalkers"],"name":"Emphatic Emissary","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-4120"},{"skill_mod":{},"summary":"You can track down targets with the help of locals.","primary_source":"Firebrands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Diplomacy or Trained in Society","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4121","weakness":{},"skill":["Diplomacy","Society","Diplomacy","Society"],"name":"Eyes of the City","trait":["General","Skill"],"id":"feat-4121","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Eyes of the City Source Firebrands pg. 76 Prerequisites Trained in Diplomacy or Trained in Society --- You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you're trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM's discretion, there might not be enough people to speak with to keep following the trail.","category":"feat","pfs":"Standard","feat":["Eyes of the City"],"rarity":"common","slug":"feat-4121"},{"skill_mod":{},"summary":"You are quick to capitalize on your distractions.","primary_source":"Firebrands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Expert in Deception","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4122","weakness":{},"skill":["Deception","Deception"],"name":"Fleeing Diversion","trait":["General","Skill"],"id":"feat-4122","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fleeing Diversion Source Firebrands pg. 76 Prerequisites Expert in Deception --- You are quick to capitalize on your distractions. If you critically succeed at your check to Create a Diversion against the majority of the creatures (at least half of the creatures) whose attention you're trying to divert, you can use your reaction to immediately Hide, Sneak, or Step. As normal, you are only hidden to creatures against which you succeed on your check to Create a Diversion, even if you manage to Hide or Sneak away.","category":"feat","pfs":"Standard","feat":["Fleeing Diversion"],"rarity":"common","slug":"feat-4122"},{"skill_mod":{},"summary":"You are able to weave your words in such a way that you never use actual lies, but still mislead people to certain conclusions.","primary_source":"Firebrands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Expert in Deception; Expert in Diplomacy","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4123","weakness":{},"skill":["Deception","Diplomacy","Deception","Diplomacy"],"name":"Half-Truths","trait":["General","Skill"],"id":"feat-4123","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Half-Truths Source Firebrands pg. 76 Prerequisites Expert in Deception; Expert in Diplomacy --- You are able to weave your words in such a way that you never use actual lies, but still mislead people to certain conclusions. You can attempt to make a Request of a creature using Deception instead of Diplomacy. You can attempt to Lie to a creature using Diplomacy instead of Deception. If you fail your check to Lie, the creature realizes that you were twisting words to fool them without outright lying.","category":"feat","pfs":"Standard","feat":["Half-Truths"],"rarity":"common","slug":"feat-4123"},{"skill_mod":{},"summary":"You land with quick rolls that help you keep your momentum.","primary_source":"Firebrands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Cat Fall; Trained in Acrobatics","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4124","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Rolling Landing","trait":["General","Skill"],"id":"feat-4124","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rolling Landing Source Firebrands pg. 76 PFS Note Rolling Landing’s text only affects the reaction used after a fall, not any reaction. Prerequisites Cat Fall; Trained in Acrobatics --- You land with quick rolls that help you keep your momentum. If you fall more than 5 feet and don't take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. If you are an expert in Acrobatics, you can use your reaction to Step or Stride up to half your Speed. If you're a master in Acrobatics, you can use your reaction to Step or Stride up to your full Speed. If you're legendary in Acrobatics, you don't trigger reactions triggered by movement when you Stride in this way.","category":"feat","pfs":"Standard","feat":["Rolling Landing"],"rarity":"common","slug":"feat-4124"},{"skill_mod":{},"summary":"You're able to escape bonds more easily than others.","primary_source":"Firebrands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Trained in Acrobatics or Trained in Athletics","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4125","weakness":{},"skill":["Acrobatics","Athletics","Acrobatics","Athletics"],"name":"Slippery Prey","trait":["General","Skill"],"id":"feat-4125","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Slippery Prey Source Firebrands pg. 76 Prerequisites Trained in Acrobatics or Trained in Athletics --- You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.","category":"feat","pfs":"Standard","feat":["Slippery Prey"],"rarity":"common","slug":"feat-4125"},{"skill_mod":{},"summary":"Devrin Arlos has a habit of using whatever is at hand to temporarily blind others in combat.","primary_source":"Firebrands","trait_group":["Class","Rarity"],"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","level":4,"prerequisite":"Trained in Deception","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4126","weakness":{},"skill":["Deception","Deception"],"name":"Devrin's Dazzling Diversion","trait":["Rogue","Swashbuckler","Uncommon"],"id":"feat-4126","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Devrin's Dazzling Diversion Source Firebrands pg. 76 Prerequisites Trained in Deception Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- Devrin Arlos has a habit of using whatever is at hand to temporarily blind others in combat. Copying his technique, you make use of your cloak, the light reflecting from your weapon, a handful of flower petals, or some other physical distraction as part of your feint, leaving your opponent unable to see for a moment. When you successfully Feint a creature, it becomes dazzled until the end of your turn. If you critically succeed, the creature is dazzled until the start of your next turn. The creature can use an Interaction to remove the dazzled condition. As normal, you can dazzle only creatures that use vision or a similar sense, as determined by the GM.","category":"feat","pfs":"Standard","feat":["Devrin's Dazzling Diversion"],"rarity":"uncommon","slug":"feat-4126"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"trait":["Gunslinger","Uncommon"],"id":"feat-4127","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Ostentatious Reload Single Action Source Firebrands pg. 76 Prerequisites Trained in Performance Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Requirements You're wielding two one-handed firearms. --- Every good Firebrand knows that style can be as important as substance—so long as you don't screw up the delivery. Make a Performance check against an easy DC for your level as you spin your guns around and juggle ammunition to reload them. Critical Success You Interact to reload up to two firearms you are currently wielding. Success You Interact to reload a single firearm you are currently wielding. Failure You drop one of the required firearms and a round of ammunition on the ground in your space. Critical Failure You drop both firearms and two rounds on the ground in your space.","feat":["Ostentatious Reload"],"skill_mod":{},"summary":"Every good Firebrand knows that style can be as important as substance—so long as you don't screw up the delivery.","primary_source":"Firebrands","trait_group":["Class","Rarity"],"level":4,"prerequisite":"Trained in Performance","source_category":["Lost Omens"],"requirement":"You're wielding two one-handed firearms.","resistance":{},"url":"/Feats.aspx?ID=4127","name":"Ostentatious Reload","actions_number":2,"category":"feat","pfs":"Restricted","actions":"Single Action","rarity":"uncommon","slug":"feat-4127"},{"skill_mod":{},"summary":"Training with the crew of the Nightwave has taught you their technique for reloading while leaping to board another ship.","primary_source":"Firebrands","trait_group":["Class","Rarity"],"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","level":6,"source_category":["Lost Omens"],"source":["Firebrands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4128","weakness":{},"name":"Nightwave Springing Reload","trait":["Gunslinger","Uncommon"],"actions_number":2,"id":"feat-4128","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Nightwave Springing Reload Single Action Source Firebrands pg. 77 Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- Training with the crew of the Nightwave has taught you their technique for reloading while leaping to board another ship. You Leap and then Interact to reload, or Interact to reload and then Leap. You can perform this ability as a 2-action activity to use your Leap to High Jump or Long Jump without needing to Stride at least 10 feet first.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Nightwave Springing Reload"],"rarity":"uncommon","slug":"feat-4128"},{"skill_mod":{},"summary":"You reach for an opponent's item as you move past a foe.","primary_source":"Firebrands","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Expert in Acrobatics; Expert in Thievery","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4129","weakness":{},"skill":["Acrobatics","Thievery","Acrobatics","Thievery"],"name":"Tumbling Theft","trait":["General","Skill"],"id":"feat-4129","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Tumbling Theft Source Firebrands pg. 77 Prerequisites Expert in Acrobatics; Expert in Thievery --- You reach for an opponent's item as you move past a foe. If you critically succeed your check to Tumble Through an enemy's space, you can attempt to Steal something from the enemy as a reaction. You gain a +1 circumstance bonus to your Thievery check to Steal as your tumbling makes it difficult for your enemy to keep track of your movement. You can Steal any immediately accessible item of light or lighter Bulk on the enemy's person, such as a potion or coin purse hanging from a belt, but not anything inside a container or anything the enemy is holding. The GM has final say on what you can Steal.","category":"feat","pfs":"Standard","feat":["Tumbling Theft"],"rarity":"common","slug":"feat-4129"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"trait":["Bard","Sorcerer","Uncommon","Witch","Wizard"],"id":"feat-4130","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Helt's Spelldance Three Actions Source Firebrands pg. 77 Prerequisites Expert in Performance Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- Ranik Helt knows a special technique to hide his spells as part of a performance, and you've learned this technique. Ostentatiously performing, you move across the battlefield, taking foes aback and creating an opening for your spell. Attempt a Performance check against all observers' Perception DCs. Then, Stride once or twice. During this movement, you don't trigger reactions that are triggered by your movement from the creatures against which you succeeded on your Performance check. After your movement, you can Cast a Spell. If you used one Stride, you can cast either a 1-action or a 2-action spell; if you used two Strides, you can only cast a 1-action spell. If you critically succeed on your check against any creature, they take a –1 circumstance penalty to their saving throws against any spell you cast as part of your Helt's Spelldance due to your distracting performance. All creatures that observed you become temporarily immune to your Helt's Spelldance for 10 minutes.","feat":["Helt's Spelldance"],"skill_mod":{},"summary":"Ranik Helt knows a special technique to hide his spells as part of a performance, and you've learned this technique.","primary_source":"Firebrands","trait_group":["Class","Rarity"],"level":8,"prerequisite":"Expert in Performance","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4130","name":"Helt's Spelldance","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"uncommon","slug":"feat-4130"},{"primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Fighter","Ranger","Rogue","Swashbuckler"],"id":"feat-4131","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dazzling Display Single Action Source Firebrands pg. 77 Prerequisites Expert in Intimidation --- You perform a bewildering show of prowess, such as by whirling and flashing a weapon, that unnerves foes. Attempt Intimidation checks to Demoralize each enemy within 30 feet. If your last action was a critical hit against an enemy or reduced an enemy to 0 Hit Points, you gain a +1 circumstance bonus to your Intimidation checks. Regardless of the results of your checks, each creature is then temporarily immune to Dazzling Display for 1 minute.","feat":["Dazzling Display"],"skill_mod":{},"summary":"You perform a bewildering show of prowess, such as by whirling and flashing a weapon, that unnerves foes.","primary_source":"Firebrands","trait_group":["Class"],"level":10,"prerequisite":"Expert in Intimidation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4131","name":"Dazzling Display","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4131"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Society"],"trait":["Archetype","Skill","Uncommon"],"id":"feat-4132","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > We're on the List Reaction Source Firebrands pg. 78 Archetypes Alter Ego, Archaeologist (Level 3) Prerequisites Alter Ego Dedication or Archaeologist Dedication; Trained in Society Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger An ally you can see and hear is about to attempt a Deception check to Impersonate someone or Lie. --- Emulating Shensen whenever she arrives at a show, you share your knowledge of the region and drop a few important local names to make a good impression and help your allies do the same. Attempt a Society check to Aid your ally. If you succeed, you recall a few specific details about local culture and personalities to help support your ally's deception. In addition to the benefits of your Aid, the triggering ally rolls their Deception check twice and takes the better result. This is a fortune effect.","feat":["We're on the List"],"skill_mod":{},"summary":"Emulating Shensen whenever she arrives at a show, you share your knowledge of the region and drop a few important local names to make a good impression and help your allies do the same.","primary_source":"Firebrands","trait_group":["Feat","Rarity"],"level":3,"prerequisite":"Alter Ego Dedication or Archaeologist Dedication; Trained in Society","source_category":["Lost Omens"],"trigger":"An ally you can see and hear is about to attempt a Deception check to Impersonate someone or Lie .","resistance":{},"url":"/Feats.aspx?ID=4132","archetype":["Alter Ego","Archaeologist"],"name":"We're on the List","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-4132"},{"skill_mod":{},"summary":"Shimali Manux trains every Salt Breaker to fight in the cramped quarters below deck, and you've learned how to use these techniques with your crew.","primary_source":"Firebrands","trait_group":["Feat","Rarity"],"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","level":4,"prerequisite":"Pirate Dedication","source_category":["Lost Omens"],"source":["Firebrands"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4133","weakness":{},"archetype":["Pirate"],"name":"Broadside Buckos","trait":["Archetype","Uncommon"],"id":"feat-4133","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Broadside Buckos Source Firebrands pg. 78 Archetype Pirate Prerequisites Pirate Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- Shimali Manux trains every Salt Breaker to fight in the cramped quarters below deck, and you've learned how to use these techniques with your crew. During your daily preparations, you can name up to five crewmates you will be working with that day. If an enemy is within reach of you and at least two of your crewmates, that enemy is flat-footed against you.","category":"feat","pfs":"Standard","feat":["Broadside Buckos"],"rarity":"uncommon","slug":"feat-4133"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"trait":["Archetype","Open","Stance","Uncommon"],"id":"feat-4134","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Devrin's Cunning Stance Single Action Source Firebrands pg. 78 PFS Note The Critical Success effect of Devrin’s Cunning Stance to deny an enemy’s reaction only applies if an ally’s Strike is successful against a flat-footed enemy. Archetype Marshal Prerequisites Marshal Dedication; Trained in Deception Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- You've learned Devrin Arlos's guileful ways, and his sly teachings help you remind your allies to keep their wits about them. When you use this action, attempt a Deception check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success Your marshal's aura increases to a 20-foot emanation, and it grants you and your allies a +1 status bonus to skill checks. When you or an ally in the aura successfully Strike a flat-footed enemy, that enemy can't use reactions until the beginning of its next turn. Success As critical success, but your aura's size doesn't increase. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can't take this action again for 1 minute.","feat":["Devrin's Cunning Stance"],"skill_mod":{},"summary":"You've learned Devrin Arlos's guileful ways, and his sly teachings help you remind your allies to keep their wits about them.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Class-Specific","Rarity"],"level":4,"prerequisite":"Marshal Dedication; Trained in Deception","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4134","archetype":["Marshal"],"name":"Devrin's Cunning Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-4134"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Uncommon"],"id":"feat-4135","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rebel's Map Free Action Source Firebrands pg. 79 Archetypes Horizon Walker, Scout (Level 4) Prerequisites Horizon Walker Dedication or Scout Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger You roll initiative. --- Rebellions require an intricate knowledge of one's surroundings—because you might need to escape at any moment. You remember the locations of escape routes, ambush spots, and cover from a scouting expedition or a previous visit to the area. Roll a d20. At any point during the subsequent combat, you can substitute the result of this roll instead of rolling a d20 on one Deception check to Create a Diversion or on one Stealth check to Hide.","feat":["Rebel's Map"],"skill_mod":{},"summary":"Rebellions require an intricate knowledge of one's surroundings—because you might need to escape at any moment.","primary_source":"Firebrands","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Horizon Walker Dedication or Scout Dedication","source_category":["Lost Omens"],"trigger":"You roll initiative.","resistance":{},"url":"/Feats.aspx?ID=4135","archetype":["Horizon Walker","Scout"],"name":"Rebel's Map","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-4135"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Emotion","Fear","Mental","Press","Uncommon"],"id":"feat-4136","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tut-Tut Free Action Source Firebrands pg. 79 Archetypes Dandy, Duelist (Level 4) Prerequisites Duelist Dedication or Dandy Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger You hit a creature with a melee attack roll. --- The Sapphire Butterfly is not one for violence when simply intimidating a foe will do. From that vigilante's techniques, you've learned how to pull a deadly blow at the last moment, threatening your target instead of striking them. Rather than dealing damage with the triggering Strike, attempt an Intimidation check with a +2 circumstance bonus to Demoralize all enemies within 30 feet who can see you. If you critically succeed at your check to Demoralize the target of your Strike, their attitude toward you improves by one step while they also become frightened 2.","feat":["Tut-Tut"],"skill_mod":{},"summary":"The Sapphire Butterfly is not one for violence when simply intimidating a foe will do.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Rarity"],"level":4,"prerequisite":"Duelist Dedication or Dandy Dedication","source_category":["Lost Omens"],"trigger":"You hit a creature with a melee attack roll.","resistance":{},"url":"/Feats.aspx?ID=4136","archetype":["Dandy","Duelist"],"name":"Tut-Tut","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-4136"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Fortune","Uncommon"],"id":"feat-4137","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > You're an Embarrassment! Reaction Source Firebrands pg. 79 Archetype Celebrity Prerequisites Celebrity Archetype Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger An ally within 30 feet fails a Will saving throw against an incapacitation effect. --- Some Firebrands can't stand it when their allies are ruining their moment, and you're no different. Your loud and forceful condemnation of an ally succumbing to an incapacitation effect gives them a second chance to impress you and shake off the effect. Your ally rerolls the triggering Will saving throw with a +1 circumstance bonus. Regardless of the result of the save, your ally is temporarily immune to You're an Embarrassment! for 10 minutes.","feat":["You're an Embarrassment!"],"skill_mod":{},"summary":"Some Firebrands can't stand it when their allies are ruining their moment, and you're no different.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Rarity"],"level":4,"prerequisite":"Celebrity Archetype ","source_category":["Lost Omens"],"trigger":"An ally within 30 feet fails a Will saving throw against an incapacitation effect.","resistance":{},"url":"/Feats.aspx?ID=4137","archetype":["Celebrity"],"name":"You're an Embarrassment!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-4137"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Archetype","Skill","Uncommon"],"id":"feat-4138","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Cutting Flattery Source Firebrands pg. 79 Archetypes Dandy, Pirate (Level 5) Prerequisites Dandy Dedication or Pirate Dedication; Trained in Intimidation Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- Repeated entries in Firebrand bragging and flyting contests have taught you how to twist pretty words into concealed insults. When you succeed at your check to Coerce a creature, the target's attitude toward you improves by one step, to a maximum of friendly, and they don't become unfriendly 1 day later.","feat":["Cutting Flattery"],"skill_mod":{},"summary":"Repeated entries in Firebrand bragging and flyting contests have taught you how to twist pretty words into concealed insults.","primary_source":"Firebrands","trait_group":["Feat","Rarity"],"level":5,"prerequisite":"Dandy Dedication or Pirate Dedication; Trained in Intimidation","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4138","archetype":["Dandy","Pirate"],"name":"Cutting Flattery","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-4138"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Deception","Deception"],"trait":["Archetype","Mental","Open","Uncommon"],"id":"feat-4139","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Feeling Your Oats Single Action Source Firebrands pg. 79 Archetypes Celebrity, Dandy (Level 6), Dandy (Level 6) Frequency once per hour Prerequisites Celebrity Dedication or Dandy Dedication; Trained in Deception Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- You are incredible, impeccable, an icon of style and grace—and everyone knows it. In this moment, you are living your fantasy, and no one can shake you out of it. Roll a Deception check. You can substitute the result of your Deception check for one Will save you would be required to attempt in the next minute.","feat":["Feeling Your Oats"],"skill_mod":{},"summary":"You are incredible, impeccable, an icon of style and grace—and everyone knows it.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Rarity"],"level":6,"prerequisite":"Celebrity Dedication or Dandy Dedication; Trained in Deception","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4139","archetype":["Celebrity","Dandy"],"name":"Feeling Your Oats","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-4139"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Emotion","Uncommon"],"id":"feat-4140","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Watch This! Reaction Source Firebrands pg. 79 Archetypes Duelist, Pirate (Level 6) Prerequisites Duelist Dedication or Pirate Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger An ally misses or critically misses an enemy you can see with their attack. --- A common saying among Firebrands is, “There's always a fool who thinks they can do it better—and they're often right.” You verbally commit to using an action on your next turn to make a melee Strike against the same enemy your ally has missed. If your attack hits, you deal additional damage equal to twice the number of damage dice.","feat":["Watch This!"],"skill_mod":{},"summary":"A common saying among Firebrands is, “There's always a fool who thinks they can do it better—and they're often right.” You verbally commit to using an action on your next turn to make a melee Strike against the same enemy your ally has missed.","primary_source":"Firebrands","trait_group":["Feat","Sense","Mechanics","Rarity"],"level":6,"prerequisite":"Duelist Dedication or Pirate Dedication","source_category":["Lost Omens"],"trigger":"An ally misses or critically misses an enemy you can see with their attack.","resistance":{},"url":"/Feats.aspx?ID=4140","archetype":["Duelist","Pirate"],"name":"Watch This!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-4140"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Linguistic","Skill","Uncommon"],"id":"feat-4141","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Grudging Compliment Reaction Source Firebrands pg. 79 Archetype Celebrity Prerequisites Celebrity Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger An enemy within 30 feet damages you or succeeds at a skill check. --- Every Firebrand can recognize the skill of others, but you've turned it into an art you can wield in combat. You compliment a foe's form or technique, and your unexpected praise distracts them from their surroundings. Attempt a Diplomacy check against that enemy's Will DC. Regardless of your result, they are temporarily immune to your Grudging Compliments for 10 minutes. Critical Success The target becomes flat-footed for 1 round. Success The target becomes flat-footed against your attacks for 1 round.","feat":["Grudging Compliment"],"skill_mod":{},"summary":"Every Firebrand can recognize the skill of others, but you've turned it into an art you can wield in combat.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Rarity"],"level":7,"prerequisite":"Celebrity Dedication","source_category":["Lost Omens"],"trigger":"An enemy within 30 feet damages you or succeeds at a skill check.","resistance":{},"url":"/Feats.aspx?ID=4141","archetype":["Celebrity"],"name":"Grudging Compliment","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-4141"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Uncommon"],"id":"feat-4142","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Living for the Applause Reaction Source Firebrands pg. 80 Archetype Gladiator Frequency once per day Prerequisites Gladiator Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger You would be reduced to 0 Hit Points (but not immediately killed) during a combat encounter that has spectators. --- Nothing can stop you as long as you have an audience cheering you on. The attention reinvigorates you and keeps you from being knocked out. You remain at 1 Hit Point, and your wounded condition increases by 1. In addition, attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, the crowd erupts in applause and cheers at your comeback, much to the dismay of your enemies. Concern for the crowd's reaction should your opponent deliver a finishing blow gives you a +1 circumstance bonus to AC until the end of your next turn. On a critical success, you don't expend your daily use of Living for the Applause and can use the reaction an additional time on the same day.","feat":["Living for the Applause"],"skill_mod":{},"summary":"Nothing can stop you as long as you have an audience cheering you on.","primary_source":"Firebrands","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Gladiator Dedication","source_category":["Lost Omens"],"trigger":"You would be reduced to 0 Hit Points (but not immediately killed) during a combat encounter that has spectators.","resistance":{},"url":"/Feats.aspx?ID=4142","archetype":["Gladiator"],"name":"Living for the Applause","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-4142"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Auditory","Flourish","Linguistic","Uncommon"],"id":"feat-4143","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Public Execution Single Action Source Firebrands pg. 80 Archetype Assassin Prerequisites Assassin Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Requirements You have designated a mark using Mark for Death. --- Some rebel Firebrand cells make a practice of publicly declaring the main target of a given operation. You announce your intention to kill your mark for all to hear and reveal the reason they must die, perhaps listing their crimes or sharing a damning secret. Creatures within 30 feet who can see and hear you are shocked by your proclamation or otherwise reluctant to come to your mark's aid. They must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the creature can't attack you or otherwise perform hostile actions against you until the end of your next turn. If you use a hostile action against a creature other than your mark, this effect ends. Your mark becomes temporarily immune to your Public Execution for 1 day.","feat":["Public Execution"],"skill_mod":{},"summary":" Some rebel Firebrand cells make a practice of publicly declaring the main target of a given operation.","primary_source":"Firebrands","trait_group":["Feat","Sense","Mechanics","Rarity"],"level":8,"prerequisite":"Assassin Dedication","source_category":["Lost Omens"],"requirement":"You have designated a mark using Mark for Death.","resistance":{},"url":"/Feats.aspx?ID=4143","archetype":["Assassin"],"name":"Public Execution","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-4143"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype","Flourish","Uncommon"],"id":"feat-4144","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Show-Off Free Action Source Firebrands pg. 80 Archetype Acrobat Frequency once per minute Prerequisites Acrobat Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger You succeed at an Acrobatics or Athletics check deemed suitably challenging and meaningful by the GM. --- As is the tradition with many Firebrands, you call your shot and look to impress with an extra bit of panache or a greater stunt. Attempt the triggering check again, using the second result. On a success, you gain the normal results of the check, plus you feel invigorated by your stunt and gain temporary Hit Points equal to your level (double your level on a critical success). You lose any remaining temporary Hit Points after 1 minute. Typically, a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals.","feat":["Show-Off"],"skill_mod":{},"summary":"As is the tradition with many Firebrands, you call your shot and look to impress with an extra bit of panache or a greater stunt.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Rarity"],"level":8,"prerequisite":"Acrobat Dedication","source_category":["Lost Omens"],"trigger":"You succeed at an Acrobatics or Athletics check deemed suitably challenging and meaningful by the GM.","resistance":{},"url":"/Feats.aspx?ID=4144","archetype":["Acrobat"],"name":"Show-Off","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-4144"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Mental","Uncommon","Visual"],"id":"feat-4145","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Statement Strut Single Action Source Firebrands pg. 80 Archetypes Celebrity, Dandy (Level 8), Dandy (Level 8) Frequency once per 10 minutes Prerequisites Celebrity Dedication or Dandy Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- You have an eye for fashion and know how to sell attitude and confidence with your walk. You Stride up to your Speed. All enemies within 30 feet of your movement are enraptured by your performance: they must succeed at a Will saving throw or become unable to use reactions until the end of your next turn. The DC for this save is equal to your class DC or spell DC, whichever is higher.","feat":["Statement Strut"],"skill_mod":{},"summary":"You have an eye for fashion and know how to sell attitude and confidence with your walk.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Rarity","Sense"],"level":8,"prerequisite":"Celebrity Dedication or Dandy Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4145","archetype":["Celebrity","Dandy"],"name":"Statement Strut","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-4145"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Mental","Uncommon"],"id":"feat-4146","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Big Debut Free Action Source Firebrands pg. 80 Archetypes Celebrity, Gladiator (Level 10), Gladiator (Level 10) Frequency once per day Prerequisites Celebrity Dedication; Gladiator Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger You're about to roll initiative. --- Now's your chance! You're a Firebrand, and the world must know it. You strike a dramatic pose, deliver a snappy quip, or reveal a shocking new costume, captivating everyone who can see you. You don't roll initiative. Instead, you voluntarily go last. Enemies who can see you must attempt a Will saving throw against your class DC or spell DC, whichever is higher. On a failure, the enemy is overcome with anticipation for what you'll do next on the battlefield and becomes stunned 1 (stunned 2 on a critical failure). As your first action on your first turn, you can Interact to draw or stow an item of light Bulk as a free action; if this item is a small garment or accessory, such as a fan, a pair of gloves, or a wine glass, you gain a +1 circumstance bonus on Charisma-based skill checks until the end of your turn.","feat":["Big Debut"],"skill_mod":{},"summary":"Now's your chance! You're a Firebrand, and the world must know it.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Rarity"],"level":10,"prerequisite":"Celebrity Dedication; Gladiator Dedication","source_category":["Lost Omens"],"trigger":"You're about to roll initiative.","resistance":{},"url":"/Feats.aspx?ID=4146","archetype":["Celebrity","Gladiator"],"name":"Big Debut","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-4146"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish","Uncommon"],"id":"feat-4147","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Hook 'Em Two Actions Source Firebrands pg. 80 Archetype Pirate Prerequisites Pirate Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Requirements A rope is within your reach, or you have a rope or grappling weapon in your hand. --- The Salt Breakers learned to use whatever they could during the Vidric Revolution, and they quickly mastered the art of making a rope into a useful tool in combat. You take hold of a nearby rope, throw a rope from your hand, or fire a grappling weapon at a solid surface—and then swing up to twice your Speed. If you end your movement next to an enemy, attempt an Athletics check to Grapple that enemy, tying them up in your rope.","feat":["Hook 'Em"],"skill_mod":{},"summary":"The Salt Breakers learned to use whatever they could during the Vidric Revolution, and they quickly mastered the art of making a rope into a useful tool in combat.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Rarity"],"level":10,"prerequisite":"Pirate Dedication","source_category":["Lost Omens"],"requirement":"A rope is within your reach, or you have a rope or grappling weapon in your hand.","resistance":{},"url":"/Feats.aspx?ID=4147","archetype":["Pirate"],"name":"Hook 'Em","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-4147"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Archetype","Uncommon"],"id":"feat-4148","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Mockingbird's Disarm Reaction Source Firebrands pg. 80 Archetype Acrobat Frequency once per minute Prerequisites Acrobat Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Trigger You succeed at a check to Tumble Through or use Tumbling Strike, and you moved through an enemy's space. --- The Mockingbird is a master at running into foes and coming away with their weapons. Mimicking their skill, you strike at a foe's wrist while tumbling past them, weakening their grip. You attempt to Disarm the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.","feat":["Mockingbird's Disarm"],"skill_mod":{},"summary":"The Mockingbird is a master at running into foes and coming away with their weapons.","primary_source":"Firebrands","trait_group":["Feat","Rarity"],"level":10,"prerequisite":"Acrobat Dedication","source_category":["Lost Omens"],"trigger":"You succeed at a check to Tumble Through or use Tumbling Strike , and you moved through an enemy's space.","resistance":{},"url":"/Feats.aspx?ID=4148","archetype":["Acrobat"],"name":"Mockingbird's Disarm","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-4148"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","trait":["Archetype","Illusion","Uncommon"],"id":"feat-4149","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Illusory Identity Source Firebrands pg. 81 Archetype Alter Ego Prerequisites Alter Ego Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- There are times when skills or looks are not enough to convince someone of your identity, and you instead require adequate documentation. Replicating the methods of the Sapphire Butterfly, you've learned to use magic to forge a new identity as you need it. During your daily preparations, you can choose a blank piece of paper, journal, badge, or similar item normally used to display authority, to magically invest. You can use an Interact action to mentally outline the basic information that is displayed when that item is presented to another creature, such as a name, a title, connection to an existing group or agency, and other basic details. A more complex outline requires more time, at the GM's discretion. That creature must attempt a Will save against your Deception DC. This item only works while you are holding it and appears blank if anyone else attempts to use it, though you can include others within the details of your outline. Critical Success The target sees the item as being entirely blank, and becomes immune to this effect until your next daily preparations. Success The target sees only the basic information listed out in a simplistic manner, as described in the Interact action. Though not fully convinced, the target plays along, but this worsens the target's attitude toward you by one step. Failure The target sees the information presented by the item in the proper format relevant to your situation, with the appropriate language, names, dates, signatures, and other details. Critical Failure The target sees the information presented by the item as granting a higher level of authority than anticipated, and immediately treats you with the proper deference. As failure, and the target's attitude toward you immediately improves by one step.","feat":["Illusory Identity"],"skill_mod":{},"summary":"There are times when skills or looks are not enough to convince someone of your identity, and you instead require adequate documentation.","primary_source":"Firebrands","trait_group":["Feat","School","Monster","Rarity"],"level":12,"prerequisite":"Alter Ego Dedication","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4149","archetype":["Alter Ego"],"name":"Illusory Identity","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-4149"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"school":"enchantment","trait":["Archetype","Enchantment","Incapacitation","Mental","Uncommon","Visual"],"id":"feat-4150","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Acknowledge Fan Single Action Source Firebrands pg. 81 Archetype Celebrity Prerequisites Celebrity Dedication; Mesmerizing Gaze Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- Your reputation as a Firebrand precedes you, and you need only make a simple gesture or give a look of recognition to amaze those around you. You're so famous and beloved that even your enemies are fans, and they're shocked to see you here. Choose one target creature who can see you to acknowledge. The target must attempt a Will save against your class DC or spell DC, whichever is higher. Regardless of the result, the target becomes temporarily immune to Acknowledge Fan for 1 minute. Special This feat has either the arcane or occult trait, matching the choice you made when you took Mesmerizing Gaze. Critical Success The target is unaffected and becomes temporarily immune to Acknowledge Fan for 1 day. Success The target is stunned 1 and becomes temporarily immune to Acknowledge Fan for 1 day. Failure The target is stunned 2. Critical Failure The target is paralyzed until the end of your next turn.","feat":["Acknowledge Fan"],"skill_mod":{},"summary":"Your reputation as a Firebrand precedes you, and you need only make a simple gesture or give a look of recognition to amaze those around you.","primary_source":"Firebrands","trait_group":["Feat","School","Mechanics","Rarity","Sense"],"level":12,"prerequisite":"Celebrity Dedication; Mesmerizing Gaze","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4150","archetype":["Celebrity"],"name":"Acknowledge Fan","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-4150"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"trait":["Archetype","Skill","Uncommon"],"id":"feat-4151","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Quick Spring Source Firebrands pg. 81 Archetype Acrobat Prerequisites Acrobat Dedication; Master in Acrobatics Access Members of the Firebrands at the rank of second mark or higher have access to this feat. --- Ishii Bunji is a skilled tumbler, and learning his technique allows you to push yourself off a foe and propel yourself across the battlefield faster. If you succeed at an Acrobatics check to Tumble Through an enemy's space, you can Stride again as a free action after you complete your current movement.","feat":["Quick Spring"],"skill_mod":{},"summary":"Ishii Bunji is a skilled tumbler, and learning his technique allows you to propel yourself across the battlefield faster than your enemies can react.","primary_source":"Firebrands","trait_group":["Feat","Rarity"],"level":13,"prerequisite":"Acrobat Dedication; Master in Acrobatics","source_category":["Lost Omens"],"resistance":{},"url":"/Feats.aspx?ID=4151","archetype":["Acrobat"],"name":"Quick Spring","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-4151"},{"access":"Members of the Firebrands at the rank of second mark or higher have access to this feat.","primary_source_category":"Lost Omens","source":["Firebrands"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Fortune","Mental","Uncommon"],"id":"feat-4152","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > It Was Me All Along! Single Action Source Firebrands pg. 81 Archetypes Alter Ego, Vigilante (Level 14) Frequency once per day Prerequisites Alter Ego Dedication or Vigilante Dedication Access Members of the Firebrands at the rank of second mark or higher have access to this feat. Requirements Your identity is hidden, either by magic or a disguise. --- You discard a disguise and dramatically reveal your true identity, catching your foes off guard. If you created your disguise using magic such as with humanoid form or illusory disguise , you immediately Dismiss the spell as a free action. Stride up to your speed and attempt a Deception check to Feint one target within 30 feet. If you succeed, you roll twice and take the better result on your first attack roll against that target this turn.","feat":["It Was Me All Along!"],"skill_mod":{},"summary":"You discard a disguise and dramatically reveal your true identity, catching your foes off guard.","primary_source":"Firebrands","trait_group":["Feat","Mechanics","Rarity"],"level":14,"prerequisite":"Alter Ego Dedication or Vigilante Dedication","source_category":["Lost Omens"],"requirement":"Your identity is hidden, either by magic or a disguise.","resistance":{},"url":"/Feats.aspx?ID=4152","archetype":["Alter Ego","Vigilante"],"name":"It Was Me All Along!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-4152"},{"access":"This feat is available to all players in a Stolen Fate campaign","primary_source_category":"Adventure Paths","source":["Stolen Fate Player's Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","trait":["Archetype","Dedication","Uncommon"],"id":"feat-4153","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Harrower Dedication May contain spoilers from Stolen Fate Source Stolen Fate Player's Guide pg. 13 Archetype Harrower Access This feat is available to all players in a Stolen Fate campaign --- You become trained in Occultism; if you are already trained in this skill, you become trained in a different skill of your choice instead. You also become trained in Fortune-Telling Lore, and you learn the harrowing ritual. In addition, once a day when you perform your daily preparations, you can perform a harrow reading for yourself if you have access to a harrow deck. Draw a card from your harrow deck—that card's suit becomes your active harrow omen for the next 24 hours and modifies several other harrower feats as detailed on the following pages. You gain the Avoid Dire Fate reaction. Avoid Dire Fate Reaction (fortune) Requirements you have an active harrow omen; Trigger you fail or critically fail a check associated with your harrow omen's suit; Effect Treat the failure as a success or a critical failure as a failure. You no longer have an active harrow omen. ## Associated Suit Checks Suit Associated Check 1—Hammers (Str) Strikes (both melee and ranged) 2—Keys (Dex) Reflex saving throws 3—Shields (Con) Fortitude saving throws 4—Books (Int) Skill checks 5—Stars (Wis) Will saving throws 6—Crowns (Cha) All other checks (including flat checks) Special You can't select another dedication feat until you've gained two other feats from the harrower archetype. If you retrain out of this feat, you lose the harrowing ritual you learned from it.","feat":["Harrower Dedication"],"skill_mod":{},"summary":"You become trained in Occultism; if you are already trained in this skill, you become trained in a different skill of your choice instead.","primary_source":"Stolen Fate Player's Guide","trait_group":["Feat","Rarity"],"level":2,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4153","archetype":["Harrower"],"source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Harrower Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-4153"},{"access":"This feat is available to all players in a Stolen Fate campaign","primary_source_category":"Adventure Paths","source":["Stolen Fate Player's Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","trait":["Archetype","Uncommon"],"id":"feat-4154","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Experienced Harrower May contain spoilers from Stolen Fate Source Stolen Fate Player's Guide pg. 13 Archetype Harrower Access This feat is available to all players in a Stolen Fate campaign --- When you perform the harrowing ritual, the DC for the Primary Check is never more than the standard DC by level, and the cost for the ritual is halved. If you use a fine harrow deck, the cost for the ritual is removed entirely.","feat":["Experienced Harrower"],"skill_mod":{},"summary":"When you perform the harrowing ritual, the DC for the Primary Check is never more than the standard DC by level , and the cost for the ritual is halved.","primary_source":"Stolen Fate Player's Guide","trait_group":["Feat","Rarity"],"level":4,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4154","archetype":["Harrower"],"source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Experienced Harrower","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-4154"},{"access":"This feat is available to all players in a Stolen Fate campaign","primary_source_category":"Adventure Paths","source":["Stolen Fate Player's Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","trait":["Archetype","Metamagic","Uncommon","Spellshape"],"id":"feat-4155","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Harrow Casting Single Action May contain spoilers from Stolen Fate Source Stolen Fate Player's Guide pg. 13 Archetype Harrower Access This feat is available to all players in a Stolen Fate campaign Requirements You have an active harrow omen. --- You draw a card from your harrow deck just before you cast a spell to infuse your magic with its destined potential. If your next action is to Cast a Spell, the suit of the card you draw enhances the spell in one of the following ways. If the card you draw matches the suit of your active harrow omen, the effect is enhanced further as detailed below. When you Harrow Cast, attempt a DC 11 flat check. If you fail this check, you lose your active harrow omen at the end of your turn. Hammer The force of the spell is enhanced. This effect only enhances single-target offensive spells that require you to make a successful spell attack or require a saving throw from the target to resist. If you hit the target, or if they fail their saving throw, the spell inflicts additional force damage equal to the spell's level. This additional damage doubles if your harrow omen is Hammers. Key Some of the magic remains behind, infusing your defenses. Until the start of your next turn, you gain a +1 status bonus to your AC and all saving throws. If your harrow omen is Keys, this increases to a +2 status bonus. Shield As the spell's magic takes effect, it heals you as well, restoring Hit Points equal to 2d6 + the spell's level. If your harrow omen is Shields, the Hit Points restored increases to 4d6 + twice the spell's level. Book The spell's magic infuses your mind with sudden insights about the target. You can attempt to Recall Knowledge about the target as a free action, using your spell attack roll to make the check. You gain a +2 status bonus to this roll if Books is your harrow omen. Star The spell's magic bolsters those it aids. This effect only enhances single-target spells cast on willing subjects. The magic restores Hit Points to the affected target equal to 2d6 + the spell's level. If your harrow omen is Stars, the magic also grants the target a +2 status bonus to all saving throws until the start of your next turn. Crown The spell's magic is hidden and subtle, and observers may not realize you're doing anything more than manipulating cards in your harrow deck. Attempt a Fortune-Telling Lore check against all observer's Perception DCs. If your check is successful against an observer's Perception DC, that observer doesn't notice you are Casting a Spell, even though normally spells have sensory manifestations. This hides only the spell's spellcasting actions and manifestations, not its effects. If your harrow omen is Crowns, you gain a +2 status bonus to your Fortune-Telling Lore check. ","feat":["Harrow Casting"],"skill_mod":{},"summary":"You draw a card from your harrow deck just before you cast a spell to infuse your magic with its destined potential.","primary_source":"Stolen Fate Player's Guide","trait_group":["Feat","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"requirement":"You have an active harrow omen.","resistance":{},"url":"/Feats.aspx?ID=4155","archetype":["Harrower"],"source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Harrow Casting","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"uncommon","slug":"feat-4155"},{"access":"This feat is available to all players in a Stolen Fate campaign","primary_source_category":"Adventure Paths","source":["Stolen Fate Player's Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","trait":["Archetype","Exploration","Manipulate","Uncommon"],"id":"feat-4156","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Restore Omen May contain spoilers from Stolen Fate Source Stolen Fate Player's Guide pg. 14 Archetype Harrower Access This feat is available to all players in a Stolen Fate campaign Requirements You do not have an active harrow omen. --- You spend 10 minutes meditating with your harrow deck, then draw a card. The suit of the card grants you a new harrow omen.","feat":["Restore Omen"],"skill_mod":{},"summary":"You spend 10 minutes meditating with your harrow deck, then draw a card.","primary_source":"Stolen Fate Player's Guide","trait_group":["Feat","Mechanics","Rarity"],"level":4,"source_category":["Adventure Paths"],"requirement":"You do not have an active harrow omen.","resistance":{},"url":"/Feats.aspx?ID=4156","archetype":["Harrower"],"source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Restore Omen","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-4156"},{"access":"This feat is available to all players in a Stolen Fate campaign","primary_source_category":"Adventure Paths","source":["Stolen Fate Player's Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","trait":["Archetype","Concentrate","Uncommon"],"id":"feat-4157","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Benevolent Spirit Deck Two Actions May contain spoilers from Stolen Fate Source Stolen Fate Player's Guide pg. 14 Archetype Harrower Access This feat is available to all players in a Stolen Fate campaign Requirements You have an active harrow omen. --- You manifest a ghostly deck of harrow cards that seek to protect you or an ally. Select one willing target within 30 feet; the cards move through the air to surround that target, protecting them from harm and granting a +1 status bonus to AC and resistance 5 to a type of damage associated with your active harrow omen (see below). This resistance increases to 10 if you're at least 10th level and 15 if you're 15th level. This effect lasts as long as you sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen. Hammers : cold damage Keys : fire damage Shields : poison damage Books : electricity damage Stars : mental damage Crowns : acid damage ","feat":["Benevolent Spirit Deck"],"skill_mod":{},"summary":"You manifest a ghostly deck of harrow cards that seek to protect you or an ally.","primary_source":"Stolen Fate Player's Guide","trait_group":["Feat","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"requirement":"You have an active harrow omen.","resistance":{},"url":"/Feats.aspx?ID=4157","archetype":["Harrower"],"source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Benevolent Spirit Deck","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-4157"},{"access":"This feat is available to all players in a Stolen Fate campaign","primary_source_category":"Adventure Paths","source":["Stolen Fate Player's Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","trait":["Archetype","Uncommon"],"id":"feat-4158","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Harrow Ritualist May contain spoilers from Stolen Fate Source Stolen Fate Player's Guide pg. 14 Archetype Harrower Access This feat is available to all players in a Stolen Fate campaign --- You immediately learn two of the following rituals: astral projection , call spirit , commune , commune with nature , legend lore , or planar binding . When you perform any ritual, you can incorporate harrow cards into the ritual to gain a +2 status bonus to all skill checks made to resolve the effects of the ritual. You can take this feat more than once; each time you do, you learn two new rituals.","feat":["Harrow Ritualist"],"skill_mod":{},"summary":"You immediately learn two of the following rituals: astral projection , call spirit , commune , commune with nature , legend lore , or planar binding .","primary_source":"Stolen Fate Player's Guide","trait_group":["Feat","Rarity"],"level":6,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4158","archetype":["Harrower"],"source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Harrow Ritualist","category":"feat","rarity":"uncommon","slug":"feat-4158"},{"access":"This feat is available to all players in a Stolen Fate campaign","primary_source_category":"Adventure Paths","source":["Stolen Fate Player's Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","trait":["Archetype","Metamagic","Uncommon","Spellshape"],"id":"feat-4159","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Vengeful Spirit Deck Two Actions May contain spoilers from Stolen Fate Source Stolen Fate Player's Guide pg. 14 Archetype Harrower Access This feat is available to all players in a Stolen Fate campaign Requirements You have an active harrow omen. --- You manifest a ghostly deck of harrow cards. Draw a card from a harrow deck, then select a target within 60 feet. The card flies through the air to strike at that target, inflicting 4d6 damage, with a basic saving throw against your class DC. The type of damage inflicted is determined by your active harrow omen; if the card drawn is in the same suit as your active harrow omen, the target takes a –2 status penalty to its saving throw. The damage increases to 6d6 if you're 10th level and 8d6 if you're 15th level. You can continue to throw cards at targets on your turn as long as you Sustain the Vengeful Spirit Deck—throwing a card takes two actions. This effect lasts as long as you Sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen. Hammers : cold damage Keys : fire damage Shields : poison damage Books : electricity damage Stars : mental damage Crowns : acid damage ","feat":["Vengeful Spirit Deck"],"skill_mod":{},"summary":"You manifest a ghostly deck of harrow cards.","primary_source":"Stolen Fate Player's Guide","trait_group":["Feat","Mechanics","Rarity"],"level":6,"source_category":["Adventure Paths"],"requirement":"You have an active harrow omen.","resistance":{},"url":"/Feats.aspx?ID=4159","archetype":["Harrower"],"source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Vengeful Spirit Deck","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"uncommon","slug":"feat-4159"},{"access":"This feat is available to all players in a Stolen Fate campaign","primary_source_category":"Adventure Paths","source":["Stolen Fate Player's Guide"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","trait":["Archetype","Concentrate","Uncommon"],"id":"feat-4160","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Reading the Signs May contain spoilers from Stolen Fate Source Stolen Fate Player's Guide pg. 14 Archetype Harrower Access This feat is available to all players in a Stolen Fate campaign --- You have a knack for drawing the right card, be it from a harrow deck, in a game of cards, or even when drawing from a Deck of Many Things . When you're attempting a skill check involving the drawing of cards or resolving the effects of a divination effect (including attempting a saving throw against a hostile divination effect against you), you gain a +2 status bonus to the check. When you draw a card to determine your harrow omen, perform Harrow Casting, cast harrowing , or if you activate a magical deck of cards, draw 2 cards, and choose the one you prefer as your actual card drawn. You can even use this ability when drawing from a Deck of Many Things , but only once per deck. The unused card is shuffled back into the stack.","feat":["Reading the Signs"],"skill_mod":{},"summary":"You have a knack for drawing the right card, be it from a harrow deck, in a game of cards, or even when drawing from a Deck of Many Things .","primary_source":"Stolen Fate Player's Guide","trait_group":["Feat","Mechanics","Rarity"],"level":8,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4160","archetype":["Harrower"],"source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Reading the Signs","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-4160"},{"skill_mod":{},"summary":"Exposure of the well of Axuma has given you some arcane magic.","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Feat","Rarity"],"primary_source_category":"Adventure Paths","level":11,"prerequisite":"Exposure to the Well of Axuma","source_category":["Adventure Paths"],"source":["Pathfinder #191: The Destiny War"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4161","weakness":{},"source_group":["Stolen Fate"],"primary_source_group":"Stolen Fate","spoilers":"Stolen Fate","name":"Axuma's Awakening","trait":["General","Rare"],"id":"feat-4161","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"\" > Axuma's Awakening May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 71 Prerequisites Exposure to the Well of Axuma --- Choose two cantrips from the arcane spells list. You can cast these cantrips at will as arcane innate spells. A cantrip is heightened to a spell level equal to half your level rounded up. Then, choose one 1st-level spell and one 2nd-level spell from the arcane spells list. You can cast each of these spells once per day as arcane innate spells. Spells gained from this feat must be common spells or spells to which you have access.","category":"feat","feat":["Axuma's Awakening"],"rarity":"rare","slug":"feat-4161"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #191: The Destiny War"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Stolen Fate","trait":["General","Rare"],"id":"feat-4162","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Limited\" > Axuma's Vigor May contain spoilers from Stolen Fate Source Pathfinder #191: The Destiny War pg. 71 Prerequisites Exposure to the Well of Axuma --- Your vigor grants anyone using Medicine checks to Administer First Aid to you, or use any of the Treat actions on you, a +2 circumstance bonus to their check. During the Long-Term Rest activity, you heal at twice the normal rate.","feat":["Axuma's Vigor"],"skill_mod":{},"summary":"Your vigor makes it easier for others to heal you.","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Feat","Rarity"],"level":11,"prerequisite":"Exposure to the Well of Axuma","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4162","source_group":["Stolen Fate"],"spoilers":"Stolen Fate","name":"Axuma's Vigor","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-4162"},{"skill_mod":{},"summary":"Your experience with bargaining and deciding terms as part of Highhelm's guilds helps you make deals in other situations.","primary_source":"Highhelm","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":1,"prerequisite":"Trained in Legal Lore","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4164","weakness":{},"skill":["Lore","Lore"],"name":"Contract Negotiator","trait":["General","Skill"],"id":"feat-4164","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Contract Negotiator Source Highhelm pg. 72 Prerequisites Trained in Legal Lore --- Your experience with bargaining and deciding terms as part of Highhelm's guilds helps you make deals in other situations. When negotiating deals or agreements, you can use Legal Lore in place of Diplomacy to Make an Impression or a Request, even if there is no legal framework under which you are negotiating. If you are an expert in Diplomacy, you gain a +1 circumstance bonus to these checks; if you are a master in Diplomacy, this increases to +2, and +3 if you are legendary.","category":"feat","pfs":"Standard","feat":["Contract Negotiator"],"rarity":"common","slug":"feat-4164"},{"primary_source_category":"Lost Omens","source":["Highhelm"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Intimidation","Crafting","Intimidation"],"trait":["General","Skill","Uncommon"],"id":"feat-4165","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vicious Critique Free Action Source Highhelm pg. 72 Prerequisites Trained in Crafting; Trained in Intimidation Trigger You are about to attempt to Coerce a merchant or crafter. --- You have an eye for detail and a mouth for pointing out flaws, which makes it all the easier to convince the merchants and crafters of King's Heart to help you. You quickly analyze the triggering creature's wares in hopes of finding something useful in your coercion and attempt a Crafting check. Critical Success You have plenty to work with and can leave your target shocked with your analysis. If you a roll a success on your Intimidation check, you get a critical success instead. If you roll a critical failure, you get a failure instead. Success As critical success, but you only gain the benefits when rolling a success on your Intimidation check. Failure You misjudge the wares, which makes you come across as unknowledgeable and less intimidating. You take a –1 circumstance penalty to your Intimidation check to Coerce. Critical Failure As failure, but the penalty is –2.","feat":["Vicious Critique"],"skill_mod":{},"summary":"You have an eye for detail and a mouth for pointing out flaws, which makes it all the easier to convince the merchants and crafters of King's Heart to help you.","primary_source":"Highhelm","trait_group":["Feat","Rarity"],"level":1,"prerequisite":"Trained in Crafting; Trained in Intimidation","source_category":["Lost Omens"],"trigger":"You are about to attempt to Coerce a merchant or crafter.","resistance":{},"url":"/Feats.aspx?ID=4165","name":"Vicious Critique","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"uncommon","slug":"feat-4165"},{"skill_mod":{},"summary":"You've learned to make the most of working with others on your crafting projects, a must when working with the various guilds of Highhelm.","primary_source":"Highhelm","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Expert in Crafting","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4166","weakness":{},"skill":["Crafting","Crafting"],"name":"Cooperative Crafting","trait":["General","Skill","Uncommon"],"id":"feat-4166","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Cooperative Crafting Source Highhelm pg. 72 Prerequisites Expert in Crafting --- You've learned to make the most of working with others on your crafting projects, a must when working with the various guilds of Highhelm. If an ally is attempting to Aid you with your Crafting, you ignore the –1 circumstance penalty if they roll a critical failure. If an ally also has the Cooperative Crafting feat, you can choose to pool your resources and work on the same item together; you can only work with 1 ally in this way. Both of you attempt a Crafting check on the same item; if you both succeed, reduce the minimum time to craft the item by 1 day. When determining the level of item you and your ally can craft, you use the higher of your level or your ally's level plus 1. If you attempt to Craft an item that's a higher level than either of you and one of you fails, both checks become critical failures instead.","category":"feat","pfs":"Standard","feat":["Cooperative Crafting"],"rarity":"uncommon","slug":"feat-4166"},{"skill_mod":{},"summary":"Teaching is a difficult art form, but you've gotten a pretty good handle on it.","primary_source":"Highhelm","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":7,"prerequisite":"Master in Crafting, Master in Performance, or Master in a Lore skill","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4167","weakness":{},"skill":["Crafting","Performance","Lore","Crafting","Performance","Lore"],"name":"Master of Apprentice","trait":["General","Skill","Uncommon"],"id":"feat-4167","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Master of Apprentice Source Highhelm pg. 73 Prerequisites Master in Crafting, Master in Performance, or Master in a Lore skill --- Teaching is a difficult art form, but you've gotten a pretty good handle on it. When you Craft or Earn Income during downtime, you can also attempt to Aid another creature doing the same with the same skill if they have a lower proficiency bonus than you. If you succeed, they can use the better result between your check and their own check.","category":"feat","pfs":"Standard","feat":["Master of Apprentice"],"rarity":"uncommon","slug":"feat-4167"},{"skill_mod":{},"summary":"Whether as a dealer or player, you've learned to spot cheaters.","primary_source":"Highhelm","trait_group":["Feat","Rarity"],"primary_source_category":"Lost Omens","level":2,"prerequisite":"Expert in Gambling Lore","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4168","weakness":{},"skill":["Lore","Lore"],"name":"What's That up Your Sleeve?","trait":["General","Skill","Uncommon"],"id":"feat-4168","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > What's That up Your Sleeve? Source Highhelm pg. 73 Prerequisites Expert in Gambling Lore --- Whether as a dealer or player, you've learned to spot cheaters. When another creature attempts to Conceal an Object from you, use your Gambling Lore DC if it's higher than your Perception DC to determine whether they succeed. When you search a creature for a concealed object, you can use Gambling Lore in place of Perception.","category":"feat","pfs":"Standard","feat":["What's That up Your Sleeve?"],"rarity":"uncommon","slug":"feat-4168"},{"skill_mod":{},"summary":"Your identity as a member of your clan is as central to your sense of self as your dwarven ancestry.","primary_source":"Highhelm","trait_group":["Ancestry","Weapon"],"primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4169","weakness":{},"name":"Clan Lore","trait":["Dwarf"],"id":"feat-4169","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Clan Lore Source Highhelm pg. 108 PFS Note The Clan Lore feat can only be used to join the clans listed on that page (or any future clans published in official products). You may not change the skills or clan selected during downtime. --- Your identity as a member of your clan is as central to your sense of self as your dwarven ancestry. You gain the trained proficiency rank in the two skills of your clan. If you would automatically become trained in one of these skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in the listed Lore for your clan. If you come from a clan not listed here, you become trained in an appropriate selection of skills as determined by your GM. Since the trade of a clan takes a while to learn, these skills don't automatically change should you ever leave your clan and join another, though your GM might allow you to change these skills as part of retraining during downtime. ## Clan Lore Clan Skills Lore Clan Aringeld Diplomacy and Society Mercantile Lore Clan Breakiron Crafting and Survival Alchemy Lore Clan Firecask Crafting and Nature Alcohol Lore Clan Gelderon Athletics and Nature Farming Lore Clan Grimmark Crafting and Society Architecture Lore Clan Ironfist Crafting and Medicine Smelting Lore Clan Molgrade Crafting and Thievery Smithing Lore Clan Oriddus Religion and Society Dwarven Pantheon Lore Clan Runebinder Arcana and Occultism Academia Lore Clan Stonefist Athletics and Intimidation Warfare Lore Clan Tolorr Diplomacy and Society Library Lore Clan Vanderholl Athletics and Crafting Labor Lore ","category":"feat","pfs":"Standard","feat":["Clan Lore"],"rarity":"common","slug":"feat-4169"},{"skill_mod":{},"summary":"By studying with the dwarven shamans of Highhelm, you have become aware of the friction between your body and spirit.","primary_source":"Highhelm","trait_group":["Ancestry","Weapon","Rarity"],"access":" Rivethun Adherent background or you are a member of the Rivethun","primary_source_category":"Lost Omens","level":1,"source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4170","weakness":{},"name":"Rivethun Disciple","trait":["Dwarf","Uncommon"],"id":"feat-4170","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rivethun Disciple Source Highhelm pg. 108 Access Rivethun Adherent background or you are a member of the Rivethun --- By studying with the dwarven shamans of Highhelm, you have become aware of the friction between your body and spirit. With some concentration, you can make the best of this dichotomy. You gain a +1 circumstance bonus to Crafting, Deception, Intimidation, and Medicine as long as you have the clumsy, drained, or enfeebled conditions. You also gain a +1 circumstance bonus to Athletics, Stealth, and Thievery checks as long as you have the immobilized, slowed, or stupefied conditions.","category":"feat","pfs":"Standard","feat":["Rivethun Disciple"],"rarity":"uncommon","slug":"feat-4170"},{"skill_mod":{},"summary":"Your time spent among the Rivethun has heightened your awareness of animate spirits around you, giving you the ability to sense them briefly.","primary_source":"Highhelm","trait_group":["Ancestry","Weapon","Rarity"],"access":" Rivethun Adherent background or you are a member of the Rivethun","primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4171","weakness":{},"name":"Rivethun Spiritual Attunement","trait":["Dwarf","Uncommon"],"id":"feat-4171","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rivethun Spiritual Attunement Source Highhelm pg. 108 Access Rivethun Adherent background or you are a member of the Rivethun --- Your time spent among the Rivethun has heightened your awareness of animate spirits around you, giving you the ability to sense them briefly. Once per day, you can use an action, which has the concentrate trait, to gain spiritsense as an imprecise sense with a range of 60 feet for 1 minute. You can sense the presence of spirits as described in the Soulsight feat.","category":"feat","pfs":"Standard","feat":["Rivethun Spiritual Attunement"],"rarity":"uncommon","slug":"feat-4171"},{"skill_mod":{},"summary":"You have completed your initial training in the ways of a stalwart defender.","primary_source":"Highhelm","trait_group":["Feat","Rarity"],"access":"You are a dwarf or have undergone defender training in a dwarven settlement such as Highhelm.","primary_source_category":"Lost Omens","level":2,"prerequisite":"trained in light armor","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4172","weakness":{},"archetype":["Stalwart Defender"],"name":"Stalwart Defender Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-4172","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Stalwart Defender Dedication Source Highhelm pg. 110 Archetype Stalwart Defender Prerequisites trained in light armor Access You are a dwarf or have undergone defender training in a dwarven settlement such as Highhelm. --- You have completed your initial training in the ways of a stalwart defender. You gain the Tenacious Stance action. Tenacious Stance Single Action (stance) Requirements You are wearing armor; Effect You steady yourself, as tough and immutable as stone. You gain a number of temporary Hit Points equal to half your level (minimum 1) and a +2 circumstance bonus to DCs against being Shoved and Tripped. However, you no longer negate your armor check penalty or Speed penalty for having a high Strength while in this stance. After you leave Tenacious Stance, you lose any remaining temporary Hit Points from the stance, and you become temporarily immune to gaining temporary Hit Points from Tenacious Stance for 1 minute. Special You cannot select another dedication feat until you take two other feats from the stalwart defender archetype. Stalwart Defender Dedication leads to... Cracked Mountain, Crushing Step, Gathering Moss, Gravel Guts, Mountain Skin, Rupture Stomp, Stalwart Song, Stone Body, Tunnel Wall, Unshaken in Iron, Upset Balance","category":"feat","pfs":"Standard","feat":["Stalwart Defender Dedication"],"rarity":"uncommon","slug":"feat-4172"},{"skill_mod":{},"summary":"You become trained in medium and heavy armor.","primary_source":"Highhelm","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":4,"prerequisite":"Stalwart Defender Dedication","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4173","weakness":{},"archetype":["Stalwart Defender"],"name":"Mountain Skin","trait":["Archetype"],"id":"feat-4173","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mountain Skin Source Highhelm pg. 110 Archetype Stalwart Defender Prerequisites Stalwart Defender Dedication --- You become trained in medium and heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in any armor (but not unarmored defense), you also gain that proficiency rank in the armor types granted to you by this feat.","category":"feat","pfs":"Standard","feat":["Mountain Skin"],"rarity":"common","slug":"feat-4173"},{"primary_source_category":"Lost Omens","source":["Highhelm"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-4174","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tunnel Wall Single Action Source Highhelm pg. 110 Archetype Stalwart Defender Prerequisites Stalwart Defender Dedication; Shield Block Requirements You are in Tenacious Stance. --- Using your shield, you guard against the movement of foes as surely as if you were a wall of stone. You Raise a Shield and become anchored for 1 round. While anchored, you gain a +4 circumstance bonus to the DC to Tumble Through your space.","feat":["Tunnel Wall"],"skill_mod":{},"summary":"Using your shield, you guard against the movement of foes as surely as if you were a wall of stone.","primary_source":"Highhelm","trait_group":["Feat"],"level":4,"prerequisite":"Stalwart Defender Dedication; Shield Block","source_category":["Lost Omens"],"requirement":"You are in Tenacious Stance.","resistance":{},"url":"/Feats.aspx?ID=4174","archetype":["Stalwart Defender"],"name":"Tunnel Wall","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4174"},{"skill_mod":{},"summary":"The weight of your armored feet casts aside natural impediments.","primary_source":"Highhelm","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Stalwart Defender Dedication","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4175","weakness":{},"archetype":["Stalwart Defender"],"name":"Crushing Step","trait":["Archetype"],"id":"feat-4175","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Crushing Step Source Highhelm pg. 110 Archetype Stalwart Defender Prerequisites Stalwart Defender Dedication --- The weight of your armored feet casts aside natural impediments. When wearing medium or heavy armor, you ignore difficult terrain from non-magical sources. If you are a master in the armor you are wearing, you also ignore greater difficult terrain from non-magical sources.","category":"feat","pfs":"Standard","feat":["Crushing Step"],"rarity":"common","slug":"feat-4175"},{"skill_mod":{},"summary":"Stone never becomes queasy, so why should you? You gain a +1 circumstance bonus to saving throws against the sickened condition.","primary_source":"Highhelm","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":6,"prerequisite":"Stalwart Defender Dedication","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4176","weakness":{},"archetype":["Stalwart Defender"],"name":"Gravel Guts","trait":["Archetype"],"id":"feat-4176","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Gravel Guts Source Highhelm pg. 110 Archetype Stalwart Defender Prerequisites Stalwart Defender Dedication --- Stone never becomes queasy, so why should you? You gain a +1 circumstance bonus to saving throws against the sickened condition. When you succeed at a Fortitude save to reduce your sickened value, you reduce it by 2 (or by 3 on a critical success).","category":"feat","pfs":"Standard","feat":["Gravel Guts"],"rarity":"common","slug":"feat-4176"},{"primary_source_category":"Lost Omens","source":["Highhelm"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype"],"id":"feat-4177","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Upset Balance Reaction Source Highhelm pg. 110 Archetype Stalwart Defender Prerequisites Stalwart Defender Dedication; Expert in Athletics Trigger You are damaged by a melee Strike. Requirements You are in Tenacious Stance. --- You lean into your foe's attack, using the weight of your body and armor to send them reeling. Attempt an Athletics check against the creature's Reflex DC. On a success, the target becomes clumsy 1 until the end of its next turn (clumsy 2 on a critical success). If you are anchored, you gain a +2 circumstance bonus to this check.","feat":["Upset Balance"],"skill_mod":{},"summary":"You lean into your foe's attack, using the weight of your body and armor to send them reeling.","primary_source":"Highhelm","trait_group":["Feat"],"level":6,"prerequisite":"Stalwart Defender Dedication; Expert in Athletics","source_category":["Lost Omens"],"requirement":"You are in Tenacious Stance.","trigger":"You are damaged by a melee Strike.","resistance":{},"url":"/Feats.aspx?ID=4177","archetype":["Stalwart Defender"],"name":"Upset Balance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4177"},{"primary_source_category":"Lost Omens","source":["Highhelm"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-4178","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Rupture Stomp Two Actions Source Highhelm pg. 111 Archetype Stalwart Defender Frequency once per day Prerequisites Stalwart Defender Dedication Requirements You are in Tenacious Stance. --- Every dwarf knows that the rock they walk upon can be either a best friend or a treacherous path. With a heavy impact of your armored heel, you crack the ground underneath you. The ground within a 10-foot emanation becomes difficult terrain. If you are a master or better in the armor you are wearing, this becomes greater difficult terrain. The cracked ground settles and reverts to normal terrain after 1 minute. Special At 16th level, you can take this feat again. If you do, you can use it once per hour instead of once per day.","feat":["Rupture Stomp"],"skill_mod":{},"summary":"Every dwarf knows that the rock they walk upon can be either a best friend or a treacherous path.","primary_source":"Highhelm","trait_group":["Feat"],"level":8,"prerequisite":"Stalwart Defender Dedication","source_category":["Lost Omens"],"requirement":"You are in Tenacious Stance.","resistance":{},"url":"/Feats.aspx?ID=4178","archetype":["Stalwart Defender"],"name":"Rupture Stomp","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4178"},{"skill_mod":{},"summary":"You know the precise limits of your armor, and trust it to save you from harm.","primary_source":"Highhelm","trait_group":["Feat"],"primary_source_category":"Lost Omens","level":8,"prerequisite":"Stalwart Defender Dedication","source_category":["Lost Omens"],"source":["Highhelm"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4179","weakness":{},"archetype":["Stalwart Defender"],"name":"Unshaken in Iron","trait":["Archetype"],"id":"feat-4179","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Unshaken in Iron Source Highhelm pg. 111 Archetype Stalwart Defender Prerequisites Stalwart Defender Dedication --- You know the precise limits of your armor, and trust it to save you from harm. You gain the armor specialization effect of light armor. If you are trained in medium or heavy armor, you gain the respective armor specialization effect for those armors as well. While in Tenacious Stance, you increase the value of your armor specialization effects by an amount equal to the value of your armor check penalty (adding +3 to the resistance while wearing plate armors, for example).","category":"feat","pfs":"Standard","feat":["Unshaken in Iron"],"rarity":"common","slug":"feat-4179"},{"primary_source_category":"Lost Omens","source":["Highhelm"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"school":"necromancy","trait":["Archetype","Magical","Necromancy"],"id":"feat-4180","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Gathering Moss Free Action Source Highhelm pg. 111 Archetype Stalwart Defender Frequency once per day Prerequisites Stalwart Defender Dedication Requirements You are in Tenacious Stance. --- By rooting yourself in place, you are able to focus your body's natural healing to work faster. You gain fast healing equal to your level. This fast healing remains for 1 minute or until you end your Tenacious Stance, whichever comes first.","feat":["Gathering Moss"],"skill_mod":{},"summary":"By rooting yourself in place, you are able to focus your body's natural healing to work faster.","primary_source":"Highhelm","trait_group":["Feat","Mechanics","School"],"level":10,"prerequisite":"Stalwart Defender Dedication","source_category":["Lost Omens"],"requirement":"You are in Tenacious Stance.","resistance":{},"url":"/Feats.aspx?ID=4180","archetype":["Stalwart Defender"],"name":"Gathering Moss","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4180"},{"primary_source_category":"Lost Omens","source":["Highhelm"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-4181","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Cracked Mountain Reaction Source Highhelm pg. 111 Archetype Stalwart Defender Frequency once per hour Prerequisites Stalwart Defender Dedication Trigger You would be reduced to 0 Hit Points but not immediately killed. Requirements You are in Tenacious Stance. --- You fight on, staying on your feet and lashing out at a foe. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Make a melee Strike at an enemy within reach. You immediately end your Tenacious Stance.","feat":["Cracked Mountain"],"skill_mod":{},"summary":"You fight on, staying on your feet and lashing out at a foe.","primary_source":"Highhelm","trait_group":["Feat"],"level":12,"prerequisite":"Stalwart Defender Dedication","source_category":["Lost Omens"],"requirement":"You are in Tenacious Stance.","trigger":"You would be reduced to 0 Hit Points but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=4181","archetype":["Stalwart Defender"],"name":"Cracked Mountain","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4181"},{"primary_source_category":"Lost Omens","source":["Highhelm"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-4182","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Stone Body Single Action Source Highhelm pg. 111 Archetype Stalwart Defender Frequency once per hour Prerequisites Stalwart Defender Dedication Requirements You are in Tenacious Stance. --- Emulating the great defenders throughout dwarven history, you close your mind to the sensation of pain, becoming as resolute as stone itself. You gain resistance 10 to all damage. This effect lasts until the end of your next turn or immediately upon being critically hit.","feat":["Stone Body"],"skill_mod":{},"summary":"Emulating the great defenders throughout dwarven history, you close your mind to the sensation of pain, becoming as resolute as stone itself.","primary_source":"Highhelm","trait_group":["Feat"],"level":16,"prerequisite":"Stalwart Defender Dedication","source_category":["Lost Omens"],"requirement":"You are in Tenacious Stance.","resistance":{},"url":"/Feats.aspx?ID=4182","archetype":["Stalwart Defender"],"name":"Stone Body","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4182"},{"skill_mod":{},"summary":"A small creature made of elemental matter springs forth from your kinetic gate.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4183","weakness":{},"name":"Elemental Familiar (Kineticist)","trait":["Kineticist"],"id":"feat-4183","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elemental Familiar (Kineticist) Source Rage of Elements pg. 20 --- A small creature made of elemental matter springs forth from your kinetic gate. This elemental familiar appears to be made of one of your kinetic elements, though it might have unusual or distinguishing aspects. Like other familiars, your elemental familiar can assist you in various tasks and on adventures. You gain an elemental familiar with the trait of one of your kinetic elements. If you have more than one kinetic element, you can change the element you've selected for your familiar to a different one of your kinetic elements each time you make your daily preparations. The familiar uses your Constitution modifier to determine its Perception, Acrobatics, and Stealth modifiers.","category":"feat","pfs":"Standard","feat":["Elemental Familiar (Kineticist)"],"rarity":"common","slug":"feat-4183"},{"skill_mod":{},"summary":"You've refined the control you can exert over your elements.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Base Kinesis","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4184","weakness":{},"name":"Extended Kinesis","trait":["Kineticist"],"id":"feat-4184","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Extended Kinesis Source Rage of Elements pg. 20 Prerequisites Base Kinesis --- You've refined the control you can exert over your elements. Add the following options to Base Kinesis. Proliferate You cause an existing element to expand. This works like the generate option, except that you can either create an equal quantity of the element in the same square as its source or in an adjacent square, or cause the element to expand to fill its square (making a flame bigger or turning a twig into a small tree, for example). After you proliferate an element, it reacts to the environment naturally—water you proliferated into thin air would splash back down, for example. This affects only natural forms of the element, not durable, crafted goods. Regulate (air, fire, metal, or water only) You change the temperature of an existing element, making it colder or warmer. This can snuff out a flame or turn water to ice or steam. After this change, the element cools or warms naturally unless you Sustain the impulse. An item that gets cold or hot enough (as determined by the GM) can be used as an improvised weapon that deals 1 cold damage or 1 fire damage in addition to the damage the GM determines for the improvised weapon. Sculpt (earth, metal, or wood only) Reshape an existing element into a small object of a design you choose. It looks crude and artificial on close examination. The sculpted element can be shaped into a functional short tool (or a long tool if your Base Kinesis can affect 1 Bulk or greater). It's too fragile and artificial to be used as a weapon or have any monetary value. ","category":"feat","pfs":"Standard","feat":["Extended Kinesis"],"rarity":"common","slug":"feat-4184"},{"skill_mod":{},"summary":"Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4185","weakness":{},"name":"Versatile Blasts","trait":["Kineticist"],"id":"feat-4185","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Versatile Blasts Source Rage of Elements pg. 21 --- Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements. Add the following damage types to those you can choose for Elemental Blasts of that element: air cold, earth poison, fire cold, metal electricity, water acid, wood poison.","category":"feat","pfs":"Standard","feat":["Versatile Blasts"],"rarity":"common","slug":"feat-4185"},{"skill_mod":{},"summary":"With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4186","weakness":{},"name":"Weapon Infusion","trait":["Infusion","Kineticist"],"actions_number":0,"id":"feat-4186","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Weapon Infusion Free Action Source Rage of Elements pg. 21 --- With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing—whichever suits the weapon shape—and you can choose other alterations depending on whether you make a melee or ranged blast. Melee Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Weapon Infusion"],"rarity":"common","slug":"feat-4186"},{"skill_mod":{},"summary":"Rather than incantations and gestures, you can use your kinetic gate to directly unlock the potential of elementally empowered magic items.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4187","weakness":{},"name":"Kinetic Activation","trait":["Kineticist"],"id":"feat-4187","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Kinetic Activation Source Rage of Elements pg. 21 --- Rather than incantations and gestures, you can use your kinetic gate to directly unlock the potential of elementally empowered magic items. You can Activate magic items that require you to be able to Cast a Spell, provided you activate them to Cast a Spell with the same trait as one of your kinetic elements; for example, if you can channel fire, you could Activate a scroll of fireball . For any effects of these items that use a spell attack roll or spell DC, you can substitute your impulse attack roll or class DC. You can also prepare a staff that has at least one spell with an appropriate trait, using half your level rounded up to determine the number of charges you add. This doesn't allow you to cast spells without the trait of one of your kinetic elements, and you don't get the extra benefits prepared and spontaneous spellcasters do.","category":"feat","pfs":"Standard","feat":["Kinetic Activation"],"rarity":"common","slug":"feat-4187"},{"skill_mod":{},"summary":"You can speak with the secret tones of elements you channel, finding words in the crackle of flame, the grinding of stone.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4188","weakness":{},"name":"Voice of the Elements","trait":["Kineticist"],"id":"feat-4188","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Voice of the Elements Source Rage of Elements pg. 21 --- You can speak with the secret tones of elements you channel, finding words in the crackle of flame, the grinding of stone. Your kinetic aura grants you these three benefits while active. You can speak all the languages of your kinetic elements (Sussuran for air, Petran for earth, Pyric for fire, Talican for metal, Thalassic for water, Muan for wood). You can communicate with mindless elementals on a basic level if they have a trait that matches one of your kinetic elements or are made of one of those elements. This allows you to use Diplomacy to Make an Impression on them and to make very simple Requests. You gain a +2 circumstance bonus to Charisma-based skill checks you attempt against elementals of one of your kinetic elements. ","category":"feat","pfs":"Standard","feat":["Voice of the Elements"],"rarity":"common","slug":"feat-4188"},{"skill_mod":{},"summary":"You grasp the animating force within an elemental creature and bend it to your will.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4189","weakness":{},"name":"Command Elemental","trait":["Impulse","Kineticist","Primal"],"actions_number":4,"id":"feat-4189","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Command Elemental Two Actions Source Rage of Elements pg. 21 --- You grasp the animating force within an elemental creature and bend it to your will. Choose a trait matching one of your kinetic elements and target an elemental creature within 30 feet that has the chosen trait. The elemental becomes controlled by you if its level is equal to or lower than your level — 3, or slowed 1 for as long as you Sustain the effect if its level is equal to your level — 2 or higher. It can attempt a Will saving throw against your class DC to resist being controlled by you or to end the slowed effect. If the target is already under someone else's command, it can't be slowed by this ability, and the controlling creature also rolls a saving throw, with the elemental using the better result. Critical Success The target is unaffected and is temporarily immune for 24 hours. Success The target is unaffected. Failure The elemental creature is controlled or slowed as long as you Sustain the impulse, up to 1 minute. This effect ends if you or an ally attacks the elemental. Critical Failure As failure, but you can Sustain the impulse up to 1 hour.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Command Elemental"],"rarity":"common","slug":"feat-4189"},{"skill_mod":{},"summary":"Elements are wild and dangerous, but you've found ways to reduce their risk.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4190","weakness":{},"name":"Safe Elements","trait":["Kineticist"],"id":"feat-4190","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Safe Elements Source Rage of Elements pg. 22 --- Elements are wild and dangerous, but you've found ways to reduce their risk. When you Channel Elements or use a stance impulse that affects your kinetic aura, you can designate a number of creatures up to your Constitution modifier (minimum 1 creature). Choose whether they are immune to the benefits of your kinetic aura or immune to its damage and drawbacks. You don't have to be able to see a creature to designate it, nor does it need to be in your kinetic aura, but you can't designate a creature that's unnoticed by you. In addition, you gain the Pacifying Infusion action. Pacifying Infusion Single Action (infusion) If your next action is an impulse, it gains the nonlethal trait. If it has an area, you can exclude creatures you've designated with Safe Elements from its effects.","category":"feat","pfs":"Standard","feat":["Safe Elements"],"rarity":"common","slug":"feat-4190"},{"primary_source_category":"Rulebooks","heighten":["12th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,12],"heighten_group":["6th level","Heightened 12th level"],"trait":["Impulse","Kineticist"],"id":"feat-4191","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Counter Element Reaction Source Rage of Elements pg. 22 Prerequisites exactly one kinetic element Trigger You're targeted by or in the area of an effect that has the trait matching your kinetic element and originates from an enemy or hazard. --- Your absolute dedication to a single element lets you attempt to gain control over it, even when the element is in service to another entity. You attempt to counteract the effect, using your kineticist class DC – 10 as your counteract check modifier and half this impulse's level rounded up as the counteract rank. If you counteract the effect, you protect only yourself unless you got a critical success on your counteract check. --- Level (12th) If you successfully counteract the effect, you can have it target or affect a different creature within 30 feet of you. If you got a critical success on the counteract check, you can choose the effect's targets or entire area.","feat":["Counter Element"],"skill_mod":{},"summary":"Your absolute dedication to a single element lets you attempt to gain control over it, even when the element is in service to another entity.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class"],"level":6,"prerequisite":"exactly one kinetic element","source_category":["Rulebooks"],"trigger":"You're targeted by or in the area of an effect that has the trait matching your kinetic element and originates from an enemy or hazard.","resistance":{},"url":"/Feats.aspx?ID=4191","name":"Counter Element","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4191"},{"skill_mod":{},"summary":"Your elemental familiar trades places with an elemental from its elemental plane.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"a familiar","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4192","weakness":{},"name":"Fearsome Familiar","trait":["Impulse","Kineticist","Primal"],"actions_number":6,"id":"feat-4192","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fearsome Familiar Three Actions Source Rage of Elements pg. 22 Prerequisites a familiar --- Your familiar trades places with an elemental from its elemental plane. Summon a common creature that has the elemental trait and a level no greater than your level – 4. This creature gains the summoned trait. This creature appears in the same space as your familiar, which disappears for the duration of this impulse. You can Sustain this impulse up to 1 minute. When the impulse ends, the familiar appears in the space the summoned elemental occupied. A familiar can endure this process only so often—if you use this impulse on your familiar more than once per day, it dies as soon as it returns the second time.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Fearsome Familiar"],"rarity":"common","slug":"feat-4192"},{"skill_mod":{},"summary":"Slamming one element into another, you combine their strengths.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"two or more kinetic elements","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4193","weakness":{},"name":"Two-Element Infusion","trait":["Infusion","Kineticist"],"actions_number":0,"id":"feat-4193","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Two-Element Infusion Free Action Source Rage of Elements pg. 22 Prerequisites two or more kinetic elements --- Slamming one element into another, you combine their strengths. If the next action you use is an Elemental Blast, choose two of your kinetic elements instead of one. The blast gains the traits of both elements and uses the highest range and damage die among the two elements. Half the blast's damage is the damage type of one element, and the other half is the damage type of the other element. If the total damage is an odd number, you choose which element deals the higher damage. Determine the damage amounts before altering the amount due to halving, doubling, resistances, weaknesses, and other calculations. If either element can deal more than one type of damage, you can still choose which damage type to use. You gain any added effects of both elements, such as their critical blast junction effects.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Two-Element Infusion"],"rarity":"common","slug":"feat-4193"},{"skill_mod":{},"summary":"Though you've dedicated yourself to one element, you learn to mix that element with another.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"exactly one kinetic element","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4194","weakness":{},"name":"Elemental Overlap","trait":["Kineticist"],"id":"feat-4194","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Elemental Overlap Source Rage of Elements pg. 22 Prerequisites exactly one kinetic element --- Though you've dedicated yourself to one element, you learn to mix that element with another. Gain a composite impulse feat that includes your kinetic element. You can use that impulse even though you can't channel all its elements. The feat's level must be lower than the level at which you selected Elemental Overlap. Special You can select this feat more than once, choosing a different impulse feat each time.","category":"feat","pfs":"Standard","feat":["Elemental Overlap"],"rarity":"common","slug":"feat-4194"},{"skill_mod":{},"summary":"You turn an element into its purest form.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4195","weakness":{},"name":"Purify Element","trait":["Impulse","Kineticist","Primal"],"actions_number":4,"id":"feat-4195","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Purify Element Two Actions Source Rage of Elements pg. 22 --- You turn an element into its purest form. Choose one of your kinetic elements and target up to 1 cubic foot of that element within 30 feet. (One cubic foot of liquid is roughly 8 gallons.) You remove toxins and pollutants from the element as well as anything intruding into the element, such as plant roots in soil. This can't change the grade of a material, alter the form of a manufactured object, or change the structural integrity of the element. If the purification would remove an alchemical or magical pollutant (such as a poison or curse), Purify Element attempts to counteract that impurity, using your class DC — 10 for the counteract check. If it fails to counteract a particular impurity, any further attempt you make to counteract that impurity with Purify Element fails as well.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Purify Element"],"rarity":"common","slug":"feat-4195"},{"skill_mod":{},"summary":"You control the size of your kinetic aura.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4196","weakness":{},"name":"Aura Shaping","trait":["Kineticist"],"id":"feat-4196","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Aura Shaping Source Rage of Elements pg. 23 --- You control the size of your kinetic aura. You can make your kinetic aura's emanation any size from a 5-foot emanation to a 20-foot emanation (you must choose a multiple of 5). You choose the size when you Channel Elements and can change it when you use a stance impulse that affects your kinetic aura. Increase the maximum size you can choose by 5 feet at 15th and 20th levels.","category":"feat","pfs":"Standard","feat":["Aura Shaping"],"rarity":"common","slug":"feat-4196"},{"skill_mod":{},"summary":"The elemental matter in your blast keeps reconstituting itself to travel onward, no matter how many bodies it collides with.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4197","weakness":{},"name":"Chain Infusion","trait":["Infusion","Kineticist"],"actions_number":2,"id":"feat-4197","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Chain Infusion Single Action Source Rage of Elements pg. 23 --- The elemental matter in your blast keeps reconstituting itself to travel onward, no matter how many bodies it collides with. If your next action is an Elemental Blast and it hits, attempt a new ranged Elemental Blast from the target against a different creature that's within the blast's range, measuring from the creature you hit. You can keep chaining the blast in this way each time you hit. Your multiple attack penalty applies normally to any blasts in the chain after the first. You can make up to five blasts total, but you can't target the same creature more than once. Roll damage only once and apply it to each creature you hit. (If you start with a melee blast, you still add your Strength to only that blast, not the successive ranged blasts.)","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Chain Infusion"],"rarity":"common","slug":"feat-4197"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Kineticist","Polymorph","Primal"],"id":"feat-4198","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Elemental Transformation Single Action Source Rage of Elements pg. 23 Frequency once per day Prerequisites exactly one kinetic element Requirements Your kinetic gate is deactivated. --- You open your kinetic gate, but rather than activating your kinetic aura, you instead become overwhelmed with transformative elemental energy. You're affected by an elemental form spell with the same trait as your kinetic element. You can heighten it to any spell rank up to half your level rounded up.","feat":["Elemental Transformation"],"skill_mod":{},"summary":"You open your kinetic gate, but rather than activating your kinetic aura, you instead become overwhelmed with transformative elemental energy.","primary_source":"Rage of Elements","trait_group":["Class","Mechanics","Tradition"],"level":10,"prerequisite":"exactly one kinetic element","source_category":["Rulebooks"],"requirement":"Your kinetic gate is deactivated.","resistance":{},"url":"/Feats.aspx?ID=4198","name":"Elemental Transformation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4198"},{"skill_mod":{},"summary":"A steady ripple from your kinetic gate maintains one of your impulses.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"Your turn begins.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4199","weakness":{},"name":"Effortless Impulse","trait":["Kineticist"],"actions_number":0,"id":"feat-4199","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Effortless Impulse Free Action Source Rage of Elements pg. 23 Trigger Your turn begins. --- A steady ripple from your kinetic gate maintains one of your impulses. You immediately Sustain one of your active impulses that can be sustained.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Effortless Impulse"],"rarity":"common","slug":"feat-4199"},{"skill_mod":{},"summary":"You can sustain yourself on a single drop of elemental dew or the slightest spark from the Plane of Fire .","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4200","weakness":{},"name":"Nourishing Gate","trait":["Kineticist"],"id":"feat-4200","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Nourishing Gate Source Rage of Elements pg. 23 --- You can sustain yourself on a single drop of elemental dew or the slightest spark from the Plane of Fire. You gain a +2 status bonus to saving throws against poisons, sleep, and effects that would make you paralyzed. You don't need to breathe, eat, or sleep, though you must still take a full night's rest every 24 hours to be able to make your daily preparations. During this time, you remain awake and alert, but you must spend the time meditating or attuning to your kinetic gate rather than engaging in other complex activities. Each kineticist attunes in their own individual way. Nourishing Gate leads to... Elemental Apotheosis","category":"feat","pfs":"Standard","feat":["Nourishing Gate"],"rarity":"common","slug":"feat-4200"},{"skill_mod":{},"summary":"You spend 10 minutes realigning your elemental connections in an elemental trance.","primary_source":"Rage of Elements","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"reflow elements","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4201","weakness":{},"name":"Rapid Reattunement","trait":["Concentrate","Exploration","Kineticist"],"id":"feat-4201","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Rapid Reattunement Source Rage of Elements pg. 23 Prerequisites reflow elements --- You spend 10 minutes realigning your elemental connections in an elemental trance. Replace one of your impulse feats using the same process as reflow elements. If you have double reflow, you can replace two impulse feats instead of one.","category":"feat","pfs":"Standard","feat":["Rapid Reattunement"],"rarity":"common","slug":"feat-4201"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"trait":["Impulse","Kineticist","Primal"],"id":"feat-4202","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Imperious Aura Free Action Source Rage of Elements pg. 23 Prerequisites one or more stance impulses that affect your kinetic aura Trigger Your turn begins. --- Your glowing and majestic kinetic aura marks you as a true child of the elements. Use a stance impulse that affects your kinetic aura.","feat":["Imperious Aura"],"skill_mod":{},"summary":"Your glowing and majestic kinetic aura marks you as a true child of the elements.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition"],"level":16,"prerequisite":"one or more stance impulses that affect your kinetic aura","source_category":["Rulebooks"],"trigger":"Your turn begins.","resistance":{},"url":"/Feats.aspx?ID=4202","name":"Imperious Aura","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4202"},{"skill_mod":{},"summary":"You take on an elemental countenance, appearing like a type of elemental of your element.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Nourishing Gate; exactly one kinetic element","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4203","weakness":{},"name":"Elemental Apotheosis","trait":["Kineticist"],"id":"feat-4203","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Elemental Apotheosis Source Rage of Elements pg. 23 Prerequisites Nourishing Gate; exactly one kinetic element --- You take on an elemental countenance, appearing like a type of elemental of your element. You gain any Speeds listed in the elemental form spell for your element and gain darkvision if you don't already have it. You also gain the elemental trait and the trait of your chosen element.","category":"feat","pfs":"Standard","feat":["Elemental Apotheosis"],"rarity":"common","slug":"feat-4203"},{"skill_mod":{},"summary":"No one can match the pace at which elements flow from you.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4204","weakness":{},"name":"Kinetic Pinnacle","trait":["Kineticist"],"id":"feat-4204","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Kinetic Pinnacle Source Rage of Elements pg. 23 --- No one can match the pace at which elements flow from you. You're permanently quickened. You can use your extra action only to Channel Elements, use a 1-action Elemental Blast, or use a 1-action stance impulse.","category":"feat","pfs":"Standard","feat":["Kinetic Pinnacle"],"rarity":"common","slug":"feat-4204"},{"skill_mod":{},"summary":"You can realign your kinetic gate with a thought.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"reflow elements","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4205","weakness":{},"name":"Omnikinesis","trait":["Kineticist"],"actions_number":2,"id":"feat-4205","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Omnikinesis Single Action Source Rage of Elements pg. 23 Prerequisites reflow elements --- You can realign your kinetic gate with a thought. Replace one of your impulse feats using the same process as reflow elements. You can replace only one, even if you have double reflow.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Omnikinesis"],"rarity":"common","slug":"feat-4205"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Air","Impulse","Kineticist","Primal"],"id":"feat-4206","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Aerial Boomerang Two Actions Source Rage of Elements pg. 24 --- A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang. On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it. --- Level (+2) The damage increases by 1d4.","feat":["Aerial Boomerang"],"element":["Air"],"skill_mod":{},"summary":"A blade of shearing wind races away from you in a 60-foot line.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4206","name":"Aerial Boomerang","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4206"},{"primary_source_category":"Rulebooks","heighten":["8th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,8],"heighten_group":["1st level","Heightened 8th level"],"trait":["Air","Impulse","Kineticist","Primal"],"id":"feat-4207","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Air Cushion Reaction Source Rage of Elements pg. 24 Trigger A creature within 60 feet is falling. --- Air currents flow upward to slow the target's fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn't reach the ground within 1 minute, but any distance it fell during that minute doesn't count for any damage the creature would take from the fall. You can't use Air Cushion again while you have one in effect. --- Level (8th) The range is 120 feet, and you can create cushions for up to 5 falling creatures with one reaction.","feat":["Air Cushion"],"element":["Air"],"skill_mod":{},"summary":"Air currents flow upward to slow the target's fall to 60 feet per round.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":1,"source_category":["Rulebooks"],"trigger":"A creature within 60 feet is falling.","resistance":{},"url":"/Feats.aspx?ID=4207","name":"Air Cushion","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4207"},{"primary_source_category":"Rulebooks","heighten":["10th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,10],"heighten_group":["1st level","Heightened 10th level"],"trait":["Air","Impulse","Kineticist","Primal"],"id":"feat-4208","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Four Winds Two Actions Source Rage of Elements pg. 24 --- Mimicking the anemoi—monarchs of the four winds—you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed. If it has a fly Speed, it can instead Fly up to half its fly Speed. --- Level (10th) The targets move up to full Speed instead of half.","feat":["Four Winds"],"element":["Air"],"skill_mod":{},"summary":"Mimicking the anemoi—monarchs of the four winds—you propel four creatures.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4208","name":"Four Winds","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4208"},{"primary_source_category":"Rulebooks","heighten":["4th","14th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,4,14],"heighten_group":["1st level","Heightened 4th level","Heightened 14th level"],"school":"illusion","trait":["Air","Auditory","Illusion","Impulse","Kineticist","Linguistic","Primal"],"id":"feat-4209","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Whisper on the Wind Single Action Source Rage of Elements pg. 24 --- You speak in a whisper, a soft wind carrying your words far away. This has the effect of the message spell with a range of 500 feet, and it can target only a creature surrounded by air. If you start your message with the target's name, you and the target don't need to be able to see each other, nor do you need line of effect. --- Level (4th) The range is 1 mile. Level (14th) The range is planetary plus the Plane of Air.","feat":["Whisper on the Wind"],"element":["Air"],"skill_mod":{},"summary":"You speak in a whisper, a soft wind carrying your words far away.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Sense","School","Class-Specific","Class","Mechanics","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4209","name":"Whisper on the Wind","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4209"},{"skill_mod":{},"summary":"Turbulent air suffuses your kinetic aura.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4210","weakness":{},"name":"Air Shroud","trait":["Air","Impulse","Kineticist","Primal","Stance"],"actions_number":2,"id":"feat-4210","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Air Shroud Single Action Source Rage of Elements pg. 24 --- Turbulent air suffuses your kinetic aura. This doesn't displace other matter but provides air for creatures in your kinetic aura that need air to breathe. Attacks with ranged weapons take a –1 circumstance penalty to their attack rolls if their paths pass through your kinetic aura. Air in your kinetic aura is difficult terrain for flying creatures other than yourself.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Air Shroud"],"element":["Air"],"rarity":"common","slug":"feat-4210"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,7,10,13,16,19],"heighten_group":["4th level","Heightened 7th level","Heightened 10th level","Heightened 13th level","Heightened 16th level","Heightened 19th level"],"trait":["Air","Electricity","Impulse","Kineticist","Move","Overflow","Polymorph","Primal"],"id":"feat-4211","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lightning Dash Two Actions Source Rage of Elements pg. 24 --- For an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyone in your way. You propel yourself forward in a 30-foot line. You can move through creatures during this movement, and this movement doesn't trigger reactions that are triggered by movement. Each creature you move through takes 2d12 electricity damage with a basic Reflex save against your class DC. You return to your normal form in the final square of the line. If you're in the air, you fall unless you have a fly Speed. --- Level (+3) The length of the line increases by 5 feet, and the damage increases by 1d12.","feat":["Lightning Dash"],"element":["Air"],"skill_mod":{},"summary":"For an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyone in your way.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Energy","Class-Specific","Class","Mechanics","Tradition"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4211","name":"Lightning Dash","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4211"},{"primary_source_category":"Rulebooks","heighten":["10th","16th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,10,16],"heighten_group":["6th level","Heightened 10th level","Heightened 16th level"],"school":"illusion","trait":["Air","Illusion","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4212","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Clear as Air Two Actions Source Rage of Elements pg. 24 --- Compact layers of air diffract and bend light around your body, making you appear as clear as the sky on a perfect day. You become invisible until the end of your next turn. You can Sustain the impulse. If you use a hostile action, the impulse ends after that action is completed. If you activate your kinetic aura, the impulse conceals its elements, though any special effects of your aura might give away your location. This impulse weakens if you use it too frequently. Using it again within 10 minutes makes you concealed instead of invisible. --- Level (10th) The impulse doesn't end if you take a hostile action, but if you're invisible, you become concealed instead of invisible until the start of your next turn. Level (16th) Taking a hostile action has no effect on the impulse.","feat":["Clear as Air"],"element":["Air"],"skill_mod":{},"summary":"Compact layers of air diffract and bend light around your body, making you appear as clear as the sky on a perfect day.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","School","Class-Specific","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4212","name":"Clear as Air","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4212"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Air","Impulse","Kineticist","Primal"],"id":"feat-4213","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Flinging Updraft Two Actions Source Rage of Elements pg. 24 PFS Note Movement caused by the Flinging Updraft impulse is forced movement. --- A speeding wind heeds your call, picking someone up and depositing them nearby. Choose a creature within 60 feet of you. The target jumps in any direction, up to a maximum of 30 feet. If the target doesn't land on a space of solid ground within 30 feet of where it started, it falls unless it has a fly Speed but doesn't take any damage from the fall. You choose the distance and direction of the jump. If you target an unwilling creature, it attempts a Reflex save against your class DC with the following results. Success The creature is unaffected. Failure You make the creature jump up to half the maximum distance. Critical Failure You make the creature jump up to the maximum distance. --- Level (+2) The maximum distance increases by 15 feet.","feat":["Flinging Updraft"],"element":["Air"],"skill_mod":{},"summary":"A speeding wind heeds your call, picking someone up and depositing them nearby.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4213","name":"Flinging Updraft","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4213"},{"primary_source_category":"Rulebooks","heighten":["14th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,14],"heighten_group":["8th level","Heightened 14th level"],"trait":["Air","Impulse","Kineticist","Primal"],"id":"feat-4214","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Cyclonic Ascent Two Actions Source Rage of Elements pg. 25 --- Whorls of wind surround your lower body, forming a cyclone that lifts you into the air. You gain a fly Speed equal to your land Speed or 30 feet, whichever is greater, for 10 minutes. Unlike with a normal fly Speed, you can move upward without treating it as difficult terrain. In addition, you can remain in the air at the end of your turn if you used an air impulse during that turn, even if you didn't use a Fly action that turn. --- Level (14th) You can target up to five additional creatures, each of which gains a fly Speed equal to its land Speed or 30 feet, whichever is greater. They don't gain the other benefits.","feat":["Cyclonic Ascent"],"element":["Air"],"skill_mod":{},"summary":"Whorls of wind surround your lower body, forming a cyclone that lifts you into the air.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4214","name":"Cyclonic Ascent","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4214"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,11,14,17,20],"heighten_group":["8th level","Heightened 11th level","Heightened 14th level","Heightened 17th level","Heightened 20th level"],"trait":["Air","Electricity","Impulse","Kineticist","Overflow","Primal","Sonic"],"id":"feat-4215","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Storm Spiral Three Actions Source Rage of Elements pg. 25 --- Dark thunderclouds swirl in a miniature storm, crisscrossed with lightning bolts; a tremendous thunderclap fills the air. The storm appears in a 20-foot burst within 60 feet. Each creature in the area takes 3d12 electricity damage and 1d10 sonic damage, with a basic Reflex save against your class DC. A creature that fails its save is deafened until the end of its next turn (or for 1 minute on a critical failure). A creature wearing metal armor or made of metal takes a –1 circumstance penalty to its save. --- Level (+3) The electricity damage increases by 1d12.","feat":["Storm Spiral"],"element":["Air"],"skill_mod":{},"summary":"Dark thunderclouds swirl in a miniature storm, crisscrossed with lightning bolts; a tremendous thunderclap fills the air.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Energy","Class-Specific","Class","Tradition"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4215","name":"Storm Spiral","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4215"},{"skill_mod":{},"summary":"Clouds, like eager pets, are drawn to you and to those in your good graces.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Energy","Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4216","weakness":{},"name":"Ghosts in the Storm","trait":["Air","Electricity","Impulse","Kineticist","Primal","Stance"],"actions_number":2,"id":"feat-4216","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Ghosts in the Storm Single Action Source Rage of Elements pg. 25 PFS Note Add the following text to the Ghosts in the Storm impulse for Pathfinder Society play: \"If the Strike is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain shock.\" --- Clouds, like eager pets, are drawn to you and to those in your good graces. Fast-moving gray clouds surround you, as well as your allies while they're in your kinetic aura. Anyone surrounded by these clouds gains a +2 status bonus to Reflex saves and Acrobatics checks. When an affected creature uses a move action, clouds dance around it. Until the start of its next turn, it's concealed, and its Strikes gain the shock rune.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ghosts in the Storm"],"element":["Air"],"rarity":"common","slug":"feat-4216"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","trait":["Air","Auditory","Illusion","Impulse","Kineticist","Primal"],"id":"feat-4217","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wiles on the Wind Two Actions Source Rage of Elements pg. 25 --- Speaking lies, you set them loose upon a drifting wind. You create an auditory illusion that comes from a square within 500 feet and can be as loud as four normal humans talking. The sound can be intricate, including speech or music, though the GM might require you to attempt a check or know a language for it to be convincing. The illusion lasts until the end of your next turn, and you can Sustain the impulse. You can have any creature within 40 feet of the illusion, or that comes within 40 feet of it during the duration, attempt a Will save against your class DC. This is a mental effect. Success The creature is unaffected, disbelieves the illusion, and is temporarily immune for 1 hour. Failure The creature is fascinated with the source of the sound until the end of its next turn. When the fascination ends, the creature is temporarily immune for 1 hour. Critical Failure As failure, but the creature is fascinated for 1 minute or until it disbelieves.","feat":["Wiles on the Wind"],"element":["Air"],"skill_mod":{},"summary":"Speaking lies, you set them loose upon a drifting wind.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Sense","School","Class-Specific","Class","Tradition"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4217","name":"Wiles on the Wind","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4217"},{"primary_source_category":"Rulebooks","heighten":["+1"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[14,15,16,17,18,19,20],"heighten_group":["14th level","Heightened 15th level","Heightened 16th level","Heightened 17th level","Heightened 18th level","Heightened 19th level","Heightened 20th level"],"trait":["Air","Impulse","Kineticist","Overflow","Polymorph","Primal"],"id":"feat-4218","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Body of Air Reaction or Two Actions Source Rage of Elements pg. 25 Trigger An enemy you can observe targets you with an attack or other damaging effect. --- Your gathered air consumes your body, leaving only a cloud of living vapor. This has the same effects on you as vapor form . The effect lasts until the end of your next turn, but you can Sustain the form up to 5 minutes. If you activate your kinetic aura, Body of Air ends. You can use Body of Air as a reaction only when the trigger is met, but you can use it as a 2-action activity without the trigger being met. --- Level (+1) The resistance increases by 1.","feat":["Body of Air"],"element":["Air"],"skill_mod":{},"summary":"Your gathered air consumes your body, leaving only a cloud of living vapor.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"level":14,"source_category":["Rulebooks"],"trigger":"An enemy you can observe targets you with an attack or other damaging effect.","resistance":{},"url":"/Feats.aspx?ID=4218","name":"Body of Air","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction or Two Actions","rarity":"common","slug":"feat-4218"},{"skill_mod":{},"summary":"You become one with a devastating thunderstorm from the Plane of Air , placing a crown of lightning upon your brow.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Energy","Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4219","weakness":{},"name":"Crowned in Tempest's Fury","trait":["Air","Electricity","Impulse","Kineticist","Primal","Stance"],"actions_number":2,"id":"feat-4219","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Crowned in Tempest's Fury Single Action Source Rage of Elements pg. 25 --- You become one with a devastating thunderstorm from the Plane of Air, placing a crown of lightning upon your brow. Sparks flash in your eyes, and lightning strikes constantly in the air around you as howling winds lift you from the ground. Any creature that enters your kinetic aura or ends its turn there takes 2d12 electricity damage. If you don't have a fly Speed, you gain a 20-foot fly Speed. If you have the Cyclonic Ascent impulse, you instead gain that fly Speed and the extra benefits. You gain a +10-foot status bonus to all your Speeds. Your air Elemental Blasts deal an additional 1d12 electricity damage. ","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Crowned in Tempest's Fury"],"element":["Air"],"rarity":"common","slug":"feat-4219"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","trait":["Air","Illusion","Impulse","Kineticist","Mental","Overflow","Primal","Visual"],"id":"feat-4220","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Infinite Expanse of Bluest Heaven Three Actions Source Rage of Elements pg. 25 --- An illusion of a limitless expanse with an impossibly blue sky makes all within feel the sensation of falling... forever. The vision appears in a 20-foot burst within 100 feet. The illusion lasts until the end of your next turn, but you can Sustain it up to 1 minute. Using this impulse again ends any previous one. Each creature in the area or that later enters it must attempt a Will save against your class DC. Creatures with the air trait are immune. Any effect of the illusion ends for a creature as soon as it leaves the illusion's area or the impulse ends, and the creature then becomes temporarily immune for 1 hour. Critical Success The creature is unaffected. Success The creature is off-guard. Failure The creature is off-guard. It is fleeing from the illusory sky but is also disoriented; any time it uses an action to attempt to flee, it must succeed at a DC 11 flat check or flee to a space that's still within the illusion. The GM determines where the creatures ends up, but the creature can't stay stationary if it's able to move.","feat":["Infinite Expanse of Bluest Heaven"],"element":["Air"],"skill_mod":{},"summary":"An illusion of a limitless expanse with an impossibly blue sky makes all within feel the sensation of falling...","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","School","Class-Specific","Class","Mechanics","Tradition","Sense"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4220","name":"Infinite Expanse of Bluest Heaven","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4220"},{"primary_source_category":"Rulebooks","heighten":["3rd"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3],"heighten_group":["1st level","Heightened 3rd level"],"trait":["Earth","Impulse","Kineticist","Primal"],"id":"feat-4221","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Armor in Earth Single Action Source Rage of Elements pg. 26 --- Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength +3; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. --- Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait.","feat":["Armor in Earth"],"element":["Earth"],"skill_mod":{},"summary":"Stone encases you like armor.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4221","name":"Armor in Earth","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4221"},{"primary_source_category":"Rulebooks","heighten":["13th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,13],"heighten_group":["1st level","Heightened 13th level"],"trait":["Earth","Impulse","Kineticist","Primal","Stance"],"id":"feat-4222","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Geologic Attunement Single Action Source Rage of Elements pg. 26 --- You tune to the earth and stone around you, extending your senses through it in rippling waves. You gain tremorsense (imprecise) in your kinetic aura. Once per round, you can Point Out a creature you can sense with tremorsense as a free action. --- Level (13th) The tremorsense becomes precise.","feat":["Geologic Attunement"],"element":["Earth"],"skill_mod":{},"summary":"You tune to the earth and stone around you, extending your senses through it in rippling waves.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4222","name":"Geologic Attunement","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4222"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Earth","Impulse","Kineticist","Manipulate","Primal"],"id":"feat-4223","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stepping Stones Two Actions Source Rage of Elements pg. 26 --- Disks of rock fly to points that you designate to make a new path. You can set them horizontally to make a path across the ground or atop a liquid, or anchor them into a vertical surface to make steps. The path can be up to 20 feet (4 squares) long, and steps can extend up to 10 feet up the side of the surface. All squares must be contiguous and within 60 feet of you. Moving across the path lets a creature ignore difficult terrain and hazardous terrain from the ground beneath it. The disks last until the end of your next turn, but you can Sustain the impulse. --- Level (+2) Increase the length of the path by 10 feet or the height of the steps by 5 feet, and increase the maximum distance away from you a square can be by 10 feet.","feat":["Stepping Stones"],"element":["Earth"],"skill_mod":{},"summary":"Disks of rock fly to points that you designate to make a new path.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4223","name":"Stepping Stones","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4223"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Earth","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4224","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tremor Two Actions Source Rage of Elements pg. 26 --- You unleash a small, localized tremor in a 10-foot burst within 30 feet. Each creature in the area takes 1d8 bludgeoning damage with a basic Fortitude save against your class DC. A creature that critically fails is knocked prone. Earth and stone in the area is difficult terrain until the start of your next turn. --- Level (+2) The damage increases by 1d8.","feat":["Tremor"],"element":["Earth"],"skill_mod":{},"summary":"You unleash a small, localized tremor in a 10-foot burst within 30 feet.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4224","name":"Tremor","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4224"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"trait":["Earth","Impulse","Incapacitation","Kineticist","Overflow","Primal"],"id":"feat-4225","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Calcifying Sand Reaction Source Rage of Elements pg. 26 Trigger A creature damages you with an attack using an unarmed attack or a non-reach melee weapon. --- Your flesh gives way as you're struck, becoming coarse sand that can magically turn your enemy to stone. You gain resistance equal to your level to physical damage from the triggering attack. The attacking creature must attempt a Fortitude save against your class DC. Regardless of the result, that creature can't trigger Calcifying Sand again for 1 hour. Success The creature is unaffected. Failure The creature is slowed 1 until the end of its next turn. Critical Failure The creature is petrified until the end of its next turn.","feat":["Calcifying Sand"],"element":["Earth"],"skill_mod":{},"summary":"Your flesh gives way as you're struck, becoming coarse sand that can magically turn your enemy to stone.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Mechanics","Class","Tradition"],"level":4,"source_category":["Rulebooks"],"trigger":"A creature damages you with an attack using an unarmed attack or a non-reach melee weapon.","resistance":{},"url":"/Feats.aspx?ID=4225","name":"Calcifying Sand","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4225"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,7,10,13,16,19],"heighten_group":["4th level","Heightened 7th level","Heightened 10th level","Heightened 13th level","Heightened 16th level","Heightened 19th level"],"trait":["Earth","Impulse","Kineticist","Manipulate","Primal"],"id":"feat-4226","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Igneogenesis Two Actions Source Rage of Elements pg. 26 PFS Note Each 5-foot cube of stone created by the Igneogenesis impulse has the same statistics as stone (7 Hardness, 28 HP, BT 14). --- You can create a permanent stone object, either sculpting stone pulled directly from your kinetic gate or manipulating earth and stone around you. It must fit within one 5-foot cube that's adjacent to you and on solid ground, and you can make the object large enough to occupy the square. If you create the object underneath you or another willing creature, you cause the target to rise on top of the object; you can't create it under an unwilling creature. This impulse has an unlimited duration, but if you use Igneogenesis again, the object returns to its original location or form. You can spend 1 hour to use Igneogenesis as an exploration activity; in this case, the object is permanent and non-magical. The object can't include any intricate parts or moving pieces. You can attempt a Crafting skill check as part of using this impulse to add details to your creation, such as a symbol, short message, or pattern (with the DC determined by the GM). --- Level (+3) You can add an additional 5-foot cube to the object. Each cube must be contiguous.","feat":["Igneogenesis"],"element":["Earth"],"skill_mod":{},"summary":"You can create a permanent stone object, either sculpting stone pulled directly from your kinetic gate or manipulating earth and stone around you.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4226","name":"Igneogenesis","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4226"},{"primary_source_category":"Rulebooks","heighten":["10th","14th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,10,14],"heighten_group":["6th level","Heightened 10th level","Heightened 14th level"],"trait":["Earth","Impulse","Kineticist","Primal"],"id":"feat-4227","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sand Snatcher Two Actions Source Rage of Elements pg. 26 --- A figure of sand with grasping arms arises in an unoccupied square within 30 feet. You can choose to make it Small or Medium size, and it can flank. When the sand snatcher appears, you can have it attempt to Grapple one creature adjacent to it that's no more than one size larger than it. This Grapple uses your impulse attack roll instead of an Athletics check and shares your multiple attack penalty. The sand snatcher lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. Each time you Sustain the impulse, you can have the sand snatcher either Grapple again or Burrow, Climb, or Stride up to 20 feet. Attempts to Escape its grasp use your class DC. --- Level (10th) You can also choose Large size. Level (14th) You can also choose Large or Huge size.","feat":["Sand Snatcher"],"element":["Earth"],"skill_mod":{},"summary":"A figure of sand with grasping arms arises in an unoccupied square within 30 feet.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4227","name":"Sand Snatcher","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4227"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Earth","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4228","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Weight of Stone Three Actions Source Rage of Elements pg. 26 --- A packed cloud of thundering boulders descends from the sky, beating down everyone in its path. The rain of stone falls in a cylinder 20 feet in diameter and 80 feet high, and the bottom must be within 120 feet of you. Each creature in the area takes 4d8 bludgeoning damage and might be pushed downward, depending on its Reflex save against your class DC. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pushed downward 40 feet without taking falling damage. If it reaches the bottom of the cylinder or the ground, the push ends. If the creature is pushed to the ground, it can't Fly, levitate , or otherwise leave the ground for 1 round. Critical Failure As failure, but double damage and the distance the creature is pushed is 80 feet. --- Level (+2) The damage increases by 1d8.","feat":["Weight of Stone"],"element":["Earth"],"skill_mod":{},"summary":"A packed cloud of thundering boulders descends from the sky, beating down everyone in its path.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4228","name":"Weight of Stone","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4228"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,10,12,14,16,18,20],"heighten_group":["8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Earth","Impulse","Kineticist","Primal"],"id":"feat-4229","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Spike Skin Two Actions Source Rage of Elements pg. 27 --- You touch a willing creature, causing its skin to harden and form spiky protrusions. The target gains resistance 4 to all physical damage (except adamantine). Whenever a creature damages the target with an unarmed attack or non-reach melee weapon, the attacking creature takes 2 piercing damage. This impulse lasts for 10 minutes, but each time the target takes physical damage, the duration decreases by 1 minute. The target is temporarily immune to this impulse for 1 hour. If you use Spike Skin again, any previous one ends. --- Level (+2) The resistance and damage each increase by 2.","feat":["Spike Skin"],"element":["Earth"],"skill_mod":{},"summary":"You touch a willing creature, causing its skin to harden and form spiky protrusions.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4229","name":"Spike Skin","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4229"},{"primary_source_category":"Rulebooks","heighten":["14th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,14],"heighten_group":["8th level","Heightened 14th level"],"trait":["Earth","Impulse","Kineticist","Primal"],"id":"feat-4230","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Swim Through Earth Two Actions Source Rage of Elements pg. 27 --- The earth parts before you, letting you swim through it. You gain a burrow Speed equal to your land Speed and can immediately Burrow once. You don't gain the ability to breathe while in the earth, so you must hold your breath. The impulse ends at the end of your next turn, but you can Sustain it up to 1 minute. If you're inside the earth when the impulse ends, you immediately return to the surface directly above you, fall prone when you reach the surface, and are slowed 1 until the end of your next turn. --- Level (14th) You can burrow through rock and similar dense earthen matter, leaving no tunnels or signs of your passing.","feat":["Swim Through Earth"],"element":["Earth"],"skill_mod":{},"summary":"The earth parts before you, letting you swim through it.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4230","name":"Swim Through Earth","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4230"},{"primary_source_category":"Rulebooks","heighten":["16th","20th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[12,16,20],"heighten_group":["12th level","Heightened 16th level","Heightened 20th level"],"trait":["Earth","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4231","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Rattle The Earth Two Actions Source Rage of Elements pg. 27 --- Striking the ground with the gravity of the deepest rocks, you cause an earthquake. This has the effects of earthquake but comes from you, with an area of a 60-foot cone or an emanation with the same size as your kinetic aura. You and your space are unaffected by the quake. The fissures are only 10 feet deep, and the DC of the flat check for a collapse is 4 higher. --- Level (16th) Fissures are 20 feet deep, and the DC of the flat check is 2 higher. Level (20th) The fissures and flat check are unchanged from the spell.","feat":["Rattle The Earth"],"element":["Earth"],"skill_mod":{},"summary":"Striking the ground with the gravity of the deepest rocks, you cause an earthquake .","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4231","name":"Rattle The Earth","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4231"},{"primary_source_category":"Rulebooks","heighten":["+4"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[12,16,20],"heighten_group":["12th level","Heightened 16th level","Heightened 20th level"],"trait":["Earth","Impulse","Kineticist","Manipulate","Overflow","Primal"],"id":"feat-4232","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Rock Rampart Three Actions Source Rage of Elements pg. 27 --- Drawing on your connection to the Plane of Earth, you form a wall of rock and earth. This has the effect of wall of stone , but the wall's maximum length is 40 feet. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. --- Level (+4) The maximum length of the wall increases by 10 feet, and the Hit Points of each section increase by 5.","feat":["Rock Rampart"],"element":["Earth"],"skill_mod":{},"summary":"Drawing on your connection to the Plane of Earth , you form a wall of rock and earth.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4232","name":"Rock Rampart","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4232"},{"skill_mod":{},"summary":"Enormous pieces of rock cluster around your body.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4233","weakness":{},"name":"Assume Earth's Mantle","trait":["Earth","Impulse","Kineticist","Primal","Stance"],"actions_number":2,"id":"feat-4233","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Assume Earth's Mantle Single Action Source Rage of Elements pg. 27 --- Enormous pieces of rock cluster around your body. You can Dismiss this impulse. You become Large if you were smaller. This increases your reach by 5 feet (or by 10 feet if you started out Tiny). You gain a climb Speed equal to your land Speed, but you can use it only to climb surfaces of earthen matter. The armor grants you a +1 circumstance bonus to your Fortitude saves and a +2 circumstance bonus to your Fortitude or Reflex DCs against attempts to Shove you, Trip you, or knock you prone. If your Strength is below +4, this armor raises your Strength to +4. If your Strength is +4 or higher, this armor grants you a +1 item bonus to your Strength. If you have the Armor in Earth impulse, you can add its effects to Assume Earth's Mantle. ","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Assume Earth's Mantle"],"element":["Earth"],"rarity":"common","slug":"feat-4233"},{"primary_source_category":"Rulebooks","heighten":["20th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[18,20],"heighten_group":["18th level","Heightened 20th level"],"trait":["Earth","Impulse","Kineticist","Polymorph","Primal"],"id":"feat-4234","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Rebirth in Living Stone Single Action Source Rage of Elements pg. 27 --- Rock overflows from within you to consume your form before cracking open to reveal your body transformed into living stone. You gain 40 temporary Hit Points. You're immune to critical hits and precision damage. You can't be pushed, pulled, or tripped while you're standing on earth or stone. Your earth Elemental Blasts deal an additional 1d10 damage of their normal type. These benefits last until the end of your next turn, but you can Sustain them up to 1 minute. After you gain temporary Hit Points from this impulse, you can't do so again for 10 minutes. --- Level (20th) You gain 50 temporary Hit Points.","feat":["Rebirth in Living Stone"],"element":["Earth"],"skill_mod":{},"summary":"Rock overflows from within you to consume your form before cracking open to reveal your body transformed into living stone.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4234","name":"Rebirth in Living Stone","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4234"},{"primary_source_category":"Rulebooks","heighten":["20th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[18,20],"heighten_group":["18th level","Heightened 20th level"],"trait":["Earth","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4235","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > The Shattered Mountain Weeps Three Actions Source Rage of Elements pg. 27 --- A massive sphere of rock explodes, unleashing a cataclysm of falling debris and deadly shrapnel. Its destruction falls in a 20-foot burst within 120 feet. Creatures in the area take 9d10 bludgeoning damage with a basic Fortitude save against your class DC. Those who fail are knocked prone. For the next minute, rocks continue to fall, making the area difficult terrain and dealing 3d10 bludgeoning damage to any creature that ends its turn in the area. If you use this impulse again, any previous one ends. --- Level (20th) The initial damage is 10d10, and the area damage is 4d10.","feat":["The Shattered Mountain Weeps"],"element":["Earth"],"skill_mod":{},"summary":"A massive sphere of rock explodes, unleashing a cataclysm of falling debris and deadly shrapnel.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4235","name":"The Shattered Mountain Weeps","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4235"},{"primary_source_category":"Rulebooks","heighten":["6th","10th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,6,10],"heighten_group":["1st level","Heightened 6th level","Heightened 10th level"],"trait":["Fire","Impulse","Kineticist","Primal"],"id":"feat-4236","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Burning Jet Two Actions Source Rage of Elements pg. 28 --- A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't trigger reactions. --- Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne.","feat":["Burning Jet"],"element":["Fire"],"skill_mod":{},"summary":"A condensed burst of flame shoots behind you, propelling you forward with its sheer force.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4236","name":"Burning Jet","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4236"},{"primary_source_category":"Rulebooks","heighten":["8th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,8],"heighten_group":["1st level","Heightened 8th level"],"trait":["Fire","Impulse","Kineticist","Light","Manipulate","Primal"],"id":"feat-4237","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eternal Torch Single Action Source Rage of Elements pg. 28 --- You open a connection to your kinetic gate, large enough for a torch flame to flow. You create a magical, torch-like flame within 120 feet in any color you choose. It's as bright and hot as a torch. You can have it orbit a target willing creature or emit from a target object that's unattended or attended by a willing creature. If you create a flame on a weapon, you still need to use it as an improvised weapon to attack with the flame, just as with a torch. The flame has an unlimited duration. You can have a maximum number of Eternal Torches equal to your Constitution modifier, and you can Dismiss each torch individually. --- Level (8th) All your torches—even ones you already created— shed bright light in a 60-foot radius (and dim light for the next 60 feet).","feat":["Eternal Torch"],"element":["Fire"],"skill_mod":{},"summary":"You open a connection to your kinetic gate, large enough for a torch flame to flow.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4237","name":"Eternal Torch","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4237"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Fire","Impulse","Kineticist","Primal"],"id":"feat-4238","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Flying Flame Two Actions Source Rage of Elements pg. 28 --- A Tiny shape of flame appears, taking a form of your choice—such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. --- Level (+2) The damage increases by 1d6.","feat":["Flying Flame"],"element":["Fire"],"skill_mod":{},"summary":"A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4238","name":"Flying Flame","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4238"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,4,7,10,13,16,19],"heighten_group":["1st level","Heightened 4th level","Heightened 7th level","Heightened 10th level","Heightened 13th level","Heightened 16th level","Heightened 19th level"],"trait":["Fire","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4239","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scorching Column Three Actions Source Rage of Elements pg. 28 --- With an upward gesture, you shape a vertical column of extreme heat. The cylinder is 10 feet in diameter and 30 feet high, and the bottom must be within 60 feet of you. Each creature in the area takes 1d6 fire damage with a basic Reflex save against your class DC. The flame remains briefly, making all squares in the column hazardous terrain until the end of your next turn, and you can Sustain the impulse up to 1 minute. A creature takes 1 fire damage each time it moves into one of these squares. --- Level (+3) The initial damage increases by 1d6, and the hazardous terrain damage increases by 2.","feat":["Scorching Column"],"element":["Fire"],"skill_mod":{},"summary":"With an upward gesture, you shape a vertical column of extreme heat.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4239","name":"Scorching Column","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4239"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,6,8,10,12,14,16,18,20],"heighten_group":["4th level","Heightened 6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Fire","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4240","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Blazing Wave Two Actions Source Rage of Elements pg. 28 --- Flames flow out of you in a cascade, engulfing everyone in a 30-foot cone. Each creature in the area takes 4d6 fire damage with a basic Reflex save against your class DC. A creature that critically fails its save is knocked prone. --- Level (+2) The damage increases by 1d6.","feat":["Blazing Wave"],"element":["Fire"],"skill_mod":{},"summary":"Flames flow out of you in a cascade, engulfing everyone in a 30-foot cone.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4240","name":"Blazing Wave","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4240"},{"skill_mod":{},"summary":"You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4241","weakness":{},"name":"Thermal Nimbus","trait":["Fire","Impulse","Kineticist","Primal","Stance"],"actions_number":2,"id":"feat-4241","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Thermal Nimbus Single Action Source Rage of Elements pg. 28 --- You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Thermal Nimbus"],"element":["Fire"],"rarity":"common","slug":"feat-4241"},{"primary_source_category":"Rulebooks","heighten":["8th","10th","14th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,14],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 14th level"],"trait":["Fire","Impulse","Kineticist","Manipulate","Primal"],"id":"feat-4242","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Crawling Fire Two Actions Source Rage of Elements pg. 28 PFS Note When a kineticist and their Crawling Fire are both caught in the area of an effect, only one save must be made and damage is only applied once. --- You mimic the motions of a beast of your devising, and it becomes real, with a flaming pelt and searing claws. It is Small and appears in an unoccupied space within 30 feet. You can sense from the crawling fire's space as well as your own, using your senses. When you use a fire impulse, you can have it originate from the crawling fire instead of you (with the exception of impulses that affect your kinetic aura). The creation lasts until the end of your next turn, but you can Sustain it up to 1 minute. Each time you Sustain it, you can have the crawling fire Stride up to 40 feet. The crawling fire can be attacked. It uses your statistics for defenses but is immune to fire. Any damage that would be dealt to the crawling fire is dealt to you instead, though you take damage only once from any ability that includes both you and the creation in the area of effect. If you use Crawling Fire again, any previous one ends. --- Level (8th) The fire can be Small or Medium. Level (10th) The fire can be Small, Medium, or Large. Level (14th) The fire can be Small, Medium, Large, or Huge.","feat":["Crawling Fire"],"element":["Fire"],"skill_mod":{},"summary":"You mimic the motions of a beast of your devising, and it becomes real, with a flaming pelt and searing claws.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4242","name":"Crawling Fire","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4242"},{"primary_source_category":"Rulebooks","heighten":["+4"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,10,14,18],"heighten_group":["6th level","Heightened 10th level","Heightened 14th level","Heightened 18th level"],"trait":["Fire","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4243","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Volcanic Escape Reaction Source Rage of Elements pg. 28 Trigger An enemy in your kinetic aura damages you. --- Lava reflexively explodes underneath you and the creature that hurt you. The triggering enemy takes 1d6 fire damage with a basic Reflex save against your class DC. You Leap up to half your Speed in any direction; this movement doesn't trigger reactions. --- Level (+4) The damage increases by 1d6.","feat":["Volcanic Escape"],"element":["Fire"],"skill_mod":{},"summary":"Lava reflexively explodes underneath you and the creature that hurt you.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"trigger":"An enemy in your kinetic aura damages you.","resistance":{},"url":"/Feats.aspx?ID=4243","name":"Volcanic Escape","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4243"},{"primary_source_category":"Rulebooks","heighten":["12th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,12],"heighten_group":["8th level","Heightened 12th level"],"trait":["Fire","Impulse","Kineticist","Primal","Stance"],"id":"feat-4244","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Kindle Inner Flames Single Action Source Rage of Elements pg. 29 --- As a candle can light another, you awaken the latent potential to channel fire in other creatures. You shed faint, glowing embers, as do your allies while they're in your kinetic aura. Anyone shedding these embers gains a +1 status bonus to Reflex saves and Acrobatics checks and can Step as a free action once per round. When an affected creature takes a move action, its Strikes deal an extra 2 fire damage until the end of its turn. --- Level (12th) The status bonus to Reflex saves and Acrobatics checks is +2, and the Strikes gain the flaming rune instead of the extra 2 fire damage.","feat":["Kindle Inner Flames"],"element":["Fire"],"skill_mod":{},"summary":"As a candle can light another, you awaken the latent potential to channel fire in other creatures.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4244","name":"Kindle Inner Flames","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4244"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,10,12,14,16,18,20],"heighten_group":["8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Fire","Impulse","Incapacitation","Kineticist","Overflow","Primal","Vitality","Positive"],"id":"feat-4245","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Solar Detonation Three Actions Source Rage of Elements pg. 29 --- Blinding flames explode in a swirling sphere! The detonation fills a 20-foot burst within 60 feet of you. Each creature in the area takes 6d6 fire damage, plus 2d6 vitality damage if it has void healing, and can become dazzled or blinded depending on the result of its Reflex save. The light from Solar Detonation is sunlight for creatures with a particular vulnerability to sunlight. Each creature that attempts a save becomes temporarily immune to being dazzled or blinded by Solar Detonation for 10 minutes, but not the impulse's other effects. Critical Success The creature is unaffected. Success The creature takes half damage and is dazzled until the start of your next turn. Failure The creature takes full damage and is blinded until the start of your next turn. Critical Failure The creature takes double damage and is blinded for 1 minute. --- Level (+2) Increase the fire damage by 1d6 and the vitality damage by 1d6.","feat":["Solar Detonation"],"element":["Fire"],"skill_mod":{},"summary":"Blinding flames explode in a swirling sphere! The detonation fills a 20-foot burst within 60 feet of you.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Mechanics","Class","Tradition","Creature Type"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4245","name":"Solar Detonation","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4245"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[12,15,18],"heighten_group":["12th level","Heightened 15th level","Heightened 18th level"],"trait":["Fire","Impulse","Kineticist","Manipulate","Overflow","Primal"],"id":"feat-4246","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Architect of Flame Three Actions Source Rage of Elements pg. 29 --- Flames rise and shape to your will, forming a wall or dome of your design. You create a wall of fire within 120 feet. In addition to the normal choices, you can make the wall up to 10 feet long and 60 feet high. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. --- Level (+3) The damage increases by 1d6.","feat":["Architect of Flame"],"element":["Fire"],"skill_mod":{},"summary":"Flames rise and shape to your will, forming a wall or dome of your design.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4246","name":"Architect of Flame","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4246"},{"primary_source_category":"Rulebooks","heighten":["16th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[12,16],"heighten_group":["12th level","Heightened 16th level"],"trait":["Fire","Impulse","Kineticist","Manipulate","Polymorph","Primal"],"id":"feat-4247","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Furnace Form Two Actions Source Rage of Elements pg. 29 --- Opening your kinetic gate, you allow flames to consume your form and leave you a living flame. You gain the benefits of the fiery body spell (except the ability to cast ignition ) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can Fly up to half your fly Speed. Your fire Elemental Blasts deal an additional die of damage. --- Level (16th) This duration is 1 minute, you can't Sustain the impulse, and you can Dismiss the impulse.","feat":["Furnace Form"],"element":["Fire"],"skill_mod":{},"summary":"Opening your kinetic gate, you allow flames to consume your form and leave you a living flame.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4247","name":"Furnace Form","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4247"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[14,17,20],"heighten_group":["14th level","Heightened 17th level","Heightened 20th level"],"trait":["Fire","Impulse","Kineticist","Overflow","Primal","Teleportation"],"id":"feat-4248","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Walk Through the Conflagration Two Actions Source Rage of Elements pg. 29 --- You fall through your own kinetic gate, leaving behind an effigy of flame and reappearing majestically near another fire. You instantly transport yourself, and any items you're wearing and holding, from your current space to a clear space within 120 feet you can observe that's adjacent to an open flame or a creature taking persistent fire damage. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the action fails. A whorl of fire surrounds you in a 5-foot emanation either before you depart or after you arrive. Each creature in the area takes 4d6 fire damage with a basic Reflex save against your class DC. --- Level (+3) The fire damage increases by 1d6.","feat":["Walk Through the Conflagration"],"element":["Fire"],"skill_mod":{},"summary":"You fall through your own kinetic gate, leaving behind an effigy of flame and reappearing majestically near another fire.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Tradition","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4248","name":"Walk Through the Conflagration","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4248"},{"primary_source_category":"Rulebooks","heighten":["20th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[18,20],"heighten_group":["18th level","Heightened 20th level"],"trait":["Death","Fire","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4249","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > All Shall End in Flames Three Actions Source Rage of Elements pg. 29 --- White-hot fire consumes everything in a cataclysmic sphere of death. The fire fills your choice of a 30-foot burst within 500 feet or a 30-foot emanation. This deals 13d6 fire damage with a basic Reflex save against your class DC. Any creature dropped to 0 HP by this fire dies, reduced to a pile of ash. If you die to this impulse, you return to life at the start of your next turn in the same space. When you return, you have Hit Points equal to double your level. --- Level (20th) The damage is 15d6.","feat":["All Shall End in Flames"],"element":["Fire"],"skill_mod":{},"summary":"White-hot fire consumes everything in a cataclysmic sphere of death.","primary_source":"Rage of Elements","trait_group":["Mechanics","Energy","Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4249","name":"All Shall End in Flames","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4249"},{"skill_mod":{},"summary":"The fires of creation become yours to control.","primary_source":"Rage of Elements","trait_group":["Energy","Elemental","Planar","Monster","Class-Specific","Class","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4250","weakness":{},"name":"Ignite the Sun","trait":["Fire","Impulse","Kineticist","Light","Primal"],"actions_number":4,"id":"feat-4250","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Ignite the Sun Two Actions Source Rage of Elements pg. 29 --- The fires of creation become yours to control. You create a miniature sun in a 5-foot burst within 500 feet. A creature takes 7d6 fire damage any time it's in the miniature sun, with a basic Reflex save against your class DC. A creature can take this damage no more than once per round. The sun sheds bright light in a 500-foot emanation (and dim light for another 500 feet); this is sunlight for creatures with a particular vulnerability to sunlight. The sun lasts until the end of your next turn, but you can Sustain it up to 1 minute. The first time you Sustain the impulse each round, you can choose to increase the size of the sun's burst by 5 feet, then make it Fly up to 30 feet. The sun can move through creatures, damaging them as described above. The sun continually channels fire into you and your allies. You and each of your allies within the sun's light deal an additional 1d6 fire damage with all Strikes, spells that deal fire damage, and impulses that deal fire damage (except for Ignite the Sun itself). These aren't cumulative with multiple suns.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Ignite the Sun"],"element":["Fire"],"rarity":"common","slug":"feat-4250"},{"skill_mod":{},"summary":"An artificial metal object forms in the hands of you or a willing ally within 30 feet.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4251","weakness":{},"name":"Flash Forge","trait":["Impulse","Kineticist","Metal","Primal"],"actions_number":4,"id":"feat-4251","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Flash Forge Two Actions Source Rage of Elements pg. 30 --- An artificial metal object forms in the hands of you or a willing ally within 30 feet. You can choose a level 0, common, handheld weapon or piece of adventuring gear of 1 Bulk or less. The item is entirely made from metal, making some items impossible or impractical to use (if it's unclear, the GM decides). You can make items with simple moving parts or magnetism, like a compass, poor lock, or merchant's scale. The item lasts for 10 minutes, but each time it's used, the user must succeed at a DC 5 flat check or the item is destroyed after the action is completed.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Flash Forge"],"element":["Metal"],"rarity":"common","slug":"feat-4251"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Attack","Impulse","Kineticist","Metal","Overflow","Primal"],"id":"feat-4252","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Magnetic Pinions Three Actions Source Rage of Elements pg. 30 --- Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn't increase until after all the attacks. The metal pieces deal 1d4 bludgeoning damage and 1d4 piercing damage on a hit (or double damage on a critical hit). --- Level (+2) Each type of damage increases by 1d4.","feat":["Magnetic Pinions"],"element":["Metal"],"skill_mod":{},"summary":"Small pieces of metal fly from you, propelled with magnetism at great velocity.","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Class","Elemental","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4252","name":"Magnetic Pinions","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4252"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,4,7,10,13,16,19],"heighten_group":["1st level","Heightened 4th level","Heightened 7th level","Heightened 10th level","Heightened 13th level","Heightened 16th level","Heightened 19th level"],"trait":["Impulse","Kineticist","Metal","Primal"],"id":"feat-4253","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Metal Carapace Single Action Source Rage of Elements pg. 30 --- Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 2; Group plate; Armor Traits noisy. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can also create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. --- Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.","feat":["Metal Carapace"],"element":["Metal"],"skill_mod":{},"summary":"Sheets of bent and rusted metal cover you in an armored shell.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4253","name":"Metal Carapace","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4253"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Impulse","Kineticist","Metal","Primal"],"id":"feat-4254","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shard Strike Two Actions Source Rage of Elements pg. 30 --- Jagged metal shards form in the air and lash out from you. You choose shards or spines, which changes the area, damage type, and critical failure effect. Each creature in the area attempts a basic Reflex save against your class DC. Shards deal 1d6 slashing damage in a 15-foot cone, and a creature that critically fails takes 1d6 persistent bleed damage. Spines deal 1d6 piercing damage in a 30-foot line, and a creature that critically fails is clumsy 1 until the start of your next turn. --- Level (+2) The damage increases by 1d6.","feat":["Shard Strike"],"element":["Metal"],"skill_mod":{},"summary":"Jagged metal shards form in the air and lash out from you.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4254","name":"Shard Strike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4254"},{"skill_mod":{},"summary":"A magnetic field surrounds you.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4255","weakness":{},"name":"Magnetic Field","trait":["Impulse","Kineticist","Metal","Primal","Stance"],"actions_number":2,"id":"feat-4255","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Magnetic Field Single Action Source Rage of Elements pg. 30 --- A magnetic field surrounds you. Choose a polarity when you take this action. You can switch the polarity as a free action at the start of each of your turns while you remain in this stance. Attract A creature that is wearing metal armor, has the metal trait, or is made of metal treats squares in your kinetic aura as difficult terrain when moving away from you. You pull unattended metal objects of light Bulk or less in your kinetic aura to you. They gather in your space and move with you. Repel A creature that is wearing metal armor, has the metal trait, or is made of metal treats squares in your kinetic aura as difficult terrain when moving closer to you. You push unattended metal objects of light Bulk or less in your kinetic aura away. They stop moving once they're outside your aura.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Magnetic Field"],"element":["Metal"],"rarity":"common","slug":"feat-4255"},{"skill_mod":{},"summary":"Precious metal flows from your fingers to plate an object.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4256","weakness":{},"name":"Plate in Treasure","trait":["Impulse","Kineticist","Metal","Primal"],"actions_number":2,"id":"feat-4256","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Plate in Treasure Single Action Source Rage of Elements pg. 30 --- Precious metal flows from your fingers to plate an object. This has the effects of a clad in metal spell with a rank equal to half your level rounded up. While you're wearing or holding an item of light Bulk or greater that's Plated in Treasure, any metal created by one of your impulses is plated with the metal. If you use Plate in Treasure again, any previous one ends.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Plate in Treasure"],"element":["Metal"],"rarity":"common","slug":"feat-4256"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"trait":["Impulse","Kineticist","Metal","Primal"],"id":"feat-4257","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Consume Power Reaction Source Rage of Elements pg. 30 Trigger You would take acid, electricity, fire, or sonic damage. --- You absorb energy and hold it in your kinetic gate. You gain resistance equal to your level to the triggering damage—choose one eligible type of resistance. If this reaction prevents any damage, you gain a status bonus equal to half your level to the damage roll of the next metal impulse you use before the end of your next turn.","feat":["Consume Power"],"element":["Metal"],"skill_mod":{},"summary":"You absorb energy and hold it in your kinetic gate.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"level":6,"source_category":["Rulebooks"],"trigger":"You would take acid, electricity, fire, or sonic damage.","resistance":{},"url":"/Feats.aspx?ID=4257","name":"Consume Power","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4257"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Manipulate","Metal","Overflow","Primal"],"id":"feat-4258","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scrap Barricade Three Actions Source Rage of Elements pg. 30 --- Ragged pieces of metal weld together into a ramshackle structure. The barricade is up to 30 feet long, 15 feet high, and 1/2 inch thick. It must form within 120 feet in a straight line in an unbroken open space that doesn't pass through any creatures or objects, or the impulse fails. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points, and it's immune to critical hits and precision damage. If any section is destroyed, the entire wall collapses, and each creature adjacent to the wall takes 2d8 slashing damage with a basic Reflex save against your class DC. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. --- Level (+2) The maximum length of the wall increases by 10 feet, the HP of each section increases by 10, and the damage when it's destroyed increases by 1d8.","feat":["Scrap Barricade"],"element":["Metal"],"skill_mod":{},"summary":"Ragged pieces of metal weld together into a ramshackle structure.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Mechanics","Elemental","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4258","name":"Scrap Barricade","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4258"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,11,14,17,20],"heighten_group":["8th level","Heightened 11th level","Heightened 14th level","Heightened 17th level","Heightened 20th level"],"trait":["Electricity","Impulse","Kineticist","Manipulate","Metal","Primal"],"id":"feat-4259","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Conductive Sphere Two Actions Source Rage of Elements pg. 31 --- A floating metal ball forms in a space within 30 feet, flashing with electricity. It can't be targeted or damaged. Any of your allies adjacent to it gain resistance to electricity equal to your level and add the shock rune to all their Strikes with metal objects. The sphere lasts until the end of your next turn, but you can Sustain it up to 1 minute. When you conjure the sphere and the first time you Sustain the impulse on subsequent rounds, you can either have it Fly up to 20 feet or deal 1d12 electricity damage to an adjacent creature with a basic Reflex save against your class DC. --- Level (+3) The damage dealt by the sphere increases by 1d12.","feat":["Conductive Sphere"],"element":["Metal"],"skill_mod":{},"summary":"A floating metal ball forms in a space within 30 feet, flashing with electricity.","primary_source":"Rage of Elements","trait_group":["Energy","Monster","Class-Specific","Class","Mechanics","Elemental","Tradition"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4259","name":"Conductive Sphere","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4259"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,10,12,14,16,18,20],"heighten_group":["8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Metal","Overflow","Primal"],"id":"feat-4260","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Retch Rust Two Actions Source Rage of Elements pg. 31 --- You exhale tendrils formed from flakes of rusted metal. All creatures in a 30-foot cone take 4d10 slashing damage with a basic Fortitude save against your class DC. A metal creature that fails its save also takes 2d4 persistent slashing damage. --- Level (+2) The cloud's slashing damage increases by 1d10 and the persistent damage increases by 1d4.","feat":["Retch Rust"],"element":["Metal"],"skill_mod":{},"summary":"You exhale tendrils formed from flakes of rusted metal.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4260","name":"Retch Rust","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4260"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[12,14,16,18,20],"heighten_group":["12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Metal","Overflow","Primal"],"id":"feat-4261","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Rain of Razors Three Actions Source Rage of Elements pg. 31 --- Razor-sharp slivers of metal fall from the sky. Each creature in a 20-foot burst within 60 feet takes 9d6 slashing damage with a basic Reflex save against your class DC. The razors embed in all surfaces in the area, making them hazardous terrain for 1 minute. A creature that moves through this hazardous terrain takes 3 slashing damage for every square of the area it moves into. --- Level (+2) The initial damage increases by 1d6 and the hazardous terrain damage increases by 1.","feat":["Rain of Razors"],"element":["Metal"],"skill_mod":{},"summary":"Razor-sharp slivers of metal fall from the sky.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4261","name":"Rain of Razors","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4261"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[12,14,16,18,20],"heighten_group":["12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Metal","Primal","Stance"],"id":"feat-4262","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shattershields Single Action Source Rage of Elements pg. 31 --- Four plates of pitted metal float around you to intercept attacks. You and allies in your kinetic aura gain a +1 circumstance bonus to AC. When any creature with this bonus would take damage from a physical attack, one of the plates reduces the damage by its Hardness of 5. If the damage exceeds the Hardness, that plate is destroyed. You can replenish all destroyed plates as a single action that has the concentrate trait. --- Level (+2) The Hardness increases by 1.","feat":["Shattershields"],"element":["Metal"],"skill_mod":{},"summary":"Four plates of pitted metal float around you to intercept attacks.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4262","name":"Shattershields","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4262"},{"primary_source_category":"Rulebooks","heighten":["16th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[14,16],"heighten_group":["14th level","Heightened 16th level"],"trait":["Impulse","Kineticist","Manipulate","Metal","Polymorph","Primal"],"id":"feat-4263","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Alloy Flesh and Steel Two Actions Source Rage of Elements pg. 31 --- Elemental energy replaces every cell of your body with raw metal. You gain the benefits of the ferrous form spell (except you can't cast needle darts ) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can Raise a metal Shield if you're wielding one. Your metal Elemental Blasts deal an additional die of damage. If you suspend any conditions with Alloy Flesh and Steel, when it ends, you're temporarily immune to Alloy Flesh and Steel for 1 hour. --- Level (16th) The resistance is 15.","feat":["Alloy Flesh and Steel"],"element":["Metal"],"skill_mod":{},"summary":"Elemental energy replaces every cell of your body with raw metal.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Mechanics","Elemental","Tradition"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4263","name":"Alloy Flesh and Steel","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4263"},{"skill_mod":{},"summary":"You conjure metal elemental mounts made of interlocking metal pieces.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4264","weakness":{},"name":"Beasts of Slumbering Steel","trait":["Impulse","Kineticist","Metal","Primal"],"actions_number":6,"id":"feat-4264","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Beasts of Slumbering Steel Three Actions Source Rage of Elements pg. 31 --- You conjure metal elemental mounts made of interlocking metal pieces. Target up to 5 Medium or smaller willing creatures within 30 feet. Large mounts appear underneath them, and the targets can immediately Mount the creatures. Each mount can take four different forms. One form has only a land Speed of 80 feet, and the other forms each have a land Speed of 30 feet with a climb, fly, or swim Speed of 60 feet. Each rider chooses the initial form and can change the form as a single action, which has the concentration trait. The mounts have AC 40, Fortitude +30, Reflex +30, Will +25, and 180 Hit Points. They're mindless and immune to bleed, healing, paralyzed, poison, and sleep. They can't attack. They remain for 1 minute or until you use this impulse again. You can use this impulse as a 1-minute exploration activity to make the duration 1 hour, but this halves the mounts' defenses and HP.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Beasts of Slumbering Steel"],"element":["Metal"],"rarity":"common","slug":"feat-4264"},{"primary_source_category":"Rulebooks","heighten":["20th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[18,20],"heighten_group":["18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Metal","Overflow","Primal"],"id":"feat-4265","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Hell of 1,000,000 Needles Three Actions Source Rage of Elements pg. 31 --- The landscape fills with monumental filaments of metal. The needles lance into a cube 30 feet on a side within 500 feet. Each creature in the area takes 13d6 piercing damage, with a basic Reflex save against your class DC. Each creature that fails its save is impaled, becoming immobilized until it Escapes (the DC is your class DC); a creature that critically failed is also off-guard as long as it's impaled. The hell remains until the end of your next turn, but you can Sustain it up to 1 minute. Using this impulse again ends any previous one. The first time you Sustain it each round, lightning crisscrosses the needles. Each creature in the area takes 3d12 electricity damage with a basic Reflex save against your class DC. Squares in the area are hazardous terrain. A creature takes 6 piercing damage for every square of the area it moves through. --- Level (20th) The initial damage is 17d6, and the hazardous terrain damage is 7.","feat":["Hell of 1,000,000 Needles"],"element":["Metal"],"skill_mod":{},"summary":"The landscape fills with monumental filaments of metal.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4265","name":"Hell of 1,000,000 Needles","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4265"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"trait":["Impulse","Kineticist","Primal","Water"],"id":"feat-4266","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deflecting Wave Reaction Source Rage of Elements pg. 32 Trigger You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect. Requirements You're aware of the hostile effect, and you aren't off-guard against it. --- A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.","feat":["Deflecting Wave"],"element":["Water"],"skill_mod":{},"summary":"A cascade of water blunts or disperses the incoming attack.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental","Planar","Monster"],"level":1,"source_category":["Rulebooks"],"requirement":"You're aware of the hostile effect, and you aren't off-guard against it.","trigger":"You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect.","resistance":{},"url":"/Feats.aspx?ID=4266","name":"Deflecting Wave","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4266"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Healing","Impulse","Kineticist","Manipulate","Primal","Vitality","Water","Positive"],"id":"feat-4267","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ocean's Balm Single Action Source Rage of Elements pg. 32 --- A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes. --- Level (+2) The healing increases by 1d8, and the resistance increases by 1.","feat":["Ocean's Balm"],"element":["Water"],"skill_mod":{},"summary":"A blessing of the living sea salves wounds and douses flames.","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Class","Tradition","Energy","Planar","Creature Type","Elemental","Monster"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4267","name":"Ocean's Balm","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4267"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Impulse","Kineticist","Overflow","Primal","Water"],"id":"feat-4268","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tidal Hands Two Actions Source Rage of Elements pg. 32 --- With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15-foot cones that don't overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes 1d8 bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet. --- Level (+2) The damage increases by 1d8.","feat":["Tidal Hands"],"element":["Water"],"skill_mod":{},"summary":"With an emphatic gesture, you create waves that rush out from you in the shape of your hands.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental","Planar","Monster"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4268","name":"Tidal Hands","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4268"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Cold","Impulse","Kineticist","Primal","Water"],"id":"feat-4269","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Winter's Clutch Two Actions Source Rage of Elements pg. 32 --- Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square. --- Level (+2) The damage increases by 1d4.","feat":["Winter's Clutch"],"element":["Water"],"skill_mod":{},"summary":"Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet.","primary_source":"Rage of Elements","trait_group":["Energy","Monster","Class-Specific","Class","Tradition","Elemental","Planar"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4269","name":"Winter's Clutch","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4269"},{"primary_source_category":"Rulebooks","heighten":["6th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,6],"heighten_group":["4th level","Heightened 6th level"],"trait":["Impulse","Kineticist","Morph","Primal","Water"],"id":"feat-4270","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Return to the Sea Two Actions Source Rage of Elements pg. 32 --- You adapt a creature to living and moving in water. Target a willing creature within 30 feet. For 10 minutes, it gains the effects of a feet to fins spell, can breathe water, and gets a +1 status bonus to AC and saves against any creature with the amphibious, aquatic, or water trait. In addition, its attacks ignore the effects water normally has on bludgeoning and slashing attacks. If you use Return to the Sea again, any existing one ends. --- Level (6th) You can target up to 5 willing creatures.","feat":["Return to the Sea"],"element":["Water"],"skill_mod":{},"summary":"You adapt a creature to living and moving in water.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Mechanics","Tradition","Elemental","Planar","Monster"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4270","name":"Return to the Sea","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4270"},{"skill_mod":{},"summary":"Bone-chilling, swirling sleet surrounds you, cruel as deepest winter.","primary_source":"Rage of Elements","trait_group":["Energy","Monster","Class-Specific","Class","Tradition","Elemental","Planar"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4271","weakness":{},"name":"Winter Sleet","trait":["Cold","Impulse","Kineticist","Primal","Stance","Water"],"actions_number":2,"id":"feat-4271","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Winter Sleet Single Action Source Rage of Elements pg. 32 --- Bone-chilling, swirling sleet surrounds you, cruel as deepest winter. Surfaces in your kinetic aura are coated in slippery ice. A creature that moves on the ice immediately falls unless it succeeds at an Acrobatics check or Reflex save against your impulse DC – 2. A creature that Steps or Crawls doesn’t have to attempt a check or save. You’re immune to this effect. If a creature on the ice is critically hit by one of your water impulses or critically fails at a save against one, that creature is slowed 1 until the end of its next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Winter Sleet"],"element":["Water"],"rarity":"common","slug":"feat-4271"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Overflow","Primal","Water"],"id":"feat-4272","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Driving Rain Three Actions Source Rage of Elements pg. 32 --- Heavy drops of rain batter down, hitting like sling stones and impeding vision. Each creature in a 15-foot burst within 120 feet takes 3d8 bludgeoning damage with a basic Reflex save against your class DC. Until the start of your next turn, all creatures are concealed while in the area, and all creatures outside the area are concealed to creatures within it. --- Level (+2) The damage increases by 1d8.","feat":["Driving Rain"],"element":["Water"],"skill_mod":{},"summary":"Heavy drops of rain batter down, hitting like sling stones and impeding vision.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental","Planar","Monster"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4272","name":"Driving Rain","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4272"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Healing","Impulse","Kineticist","Manipulate","Overflow","Primal","Vitality","Water","Positive"],"id":"feat-4273","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Torrent in the Blood Two Actions Source Rage of Elements pg. 32 --- A healing wave splashes across creatures in a 30-foot cone, its cleansing water driving afflictions from the body. Each creature in the area regains 3d8 Hit Points and can attempt a new save against one poison or disease affliction affecting it; on a failed save, the condition doesn't worsen. Each creature that benefited from this impulse becomes temporarily immune to Torrent in the Blood for 10 minutes. --- Level (+2) The healing increases by 1d8.","feat":["Torrent in the Blood"],"element":["Water"],"skill_mod":{},"summary":"A healing wave splashes across creatures in a 30-foot cone, its cleansing water driving afflictions from the body.","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Class","Tradition","Energy","Planar","Creature Type","Elemental","Monster"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4273","name":"Torrent in the Blood","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4273"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,10,12,14,16,18,20],"heighten_group":["8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Overflow","Primal","Water"],"id":"feat-4274","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Call the Hurricane Two Actions Source Rage of Elements pg. 32 --- Massive waves spiral around you, with you as the eye of the hurricane. The waves appear in a 20-foot emanation, or a 30-foot emanation if you're in a body of water. Each creature in the area takes 6d8 bludgeoning damage with a basic Reflex save against your class DC. A creature that fails its save is battered by the waves and pushed 10 feet (or 20 feet on a critical failure). --- Level (+2) The damage increases by 1d8.","feat":["Call the Hurricane"],"element":["Water"],"skill_mod":{},"summary":"Massive waves spiral around you, with you as the eye of the hurricane.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental","Planar","Monster"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4274","name":"Call the Hurricane","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4274"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,11,14,17,20],"heighten_group":["8th level","Heightened 11th level","Heightened 14th level","Heightened 17th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Manipulate","Overflow","Primal","Water"],"id":"feat-4275","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Impenetrable Fog Three Actions Source Rage of Elements pg. 33 --- Fog condenses in a chaotic, swirling pattern, thick enough that it seems to push back against you. You call forth a fog bank in a 10-foot burst within 120 feet. All creatures in the fog are concealed, and all creatures outside the fog become concealed to creatures within it. The fog is so magically dense it impedes movement, making the area difficult terrain. The fog lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. --- Level (+3) You can make the radius of the burst larger. Increase its maximum size by 5 feet.","feat":["Impenetrable Fog"],"element":["Water"],"skill_mod":{},"summary":"Fog condenses in a chaotic, swirling pattern, thick enough that it seems to push back against you.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Mechanics","Tradition","Elemental","Planar","Monster"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4275","name":"Impenetrable Fog","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4275"},{"skill_mod":{},"summary":"Intense cold swirls around your foe, covering it in frost that slows it down and turns its body to ice.","primary_source":"Rage of Elements","trait_group":["Energy","Monster","Class-Specific","Mechanics","Class","Tradition","Elemental","Planar"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4276","weakness":{},"name":"Glacial Prison","trait":["Cold","Impulse","Incapacitation","Kineticist","Overflow","Primal","Water"],"actions_number":4,"id":"feat-4276","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Glacial Prison Two Actions Source Rage of Elements pg. 33 --- Intense cold swirls around your foe, covering it in frost that slows it down and turns its body to ice. Target a creature you can observe within 120 feet. It must attempt a Fortitude save against your class DC. The creature is then temporarily immune for 24 hours. Critical Success The target is unaffected. Success The target is slowed 1 until the end of its next turn. Failure The target is frozen solid. It can't act, its AC is 9, it has Hardness 5, and it's immune to other cold effects, critical hits, and precision damage. This lasts until the end of your next turn, but if the target is affected by a hostile action, this effect ends immediately after that action. Critical Failure As failure, but after becoming unfrozen, the creature is slowed 1 until the end of its next turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Glacial Prison"],"element":["Water"],"rarity":"common","slug":"feat-4276"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[12,15,18],"heighten_group":["12th level","Heightened 15th level","Heightened 18th level"],"trait":["Impulse","Kineticist","Primal","Stance","Water"],"id":"feat-4277","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Sea Glass Guardians Single Action Source Rage of Elements pg. 33 --- Eerily beautiful elemental water beings race around you, eager to protect and heal you and your allies. Their forms vary and might include eels formed of undulating water or ice crystals whirling in the shape of a jellyfish. The guardians flow around combatants and don't occupy a space. They attempt to intercept all dangers, granting you and your allies within your kinetic aura a +1 status bonus to AC and saving throws. If any creature affected is critically hit or critically fails at a saving throw against an attack, effect from an enemy, or hazard and remains above 0 HP, the guardians reach out to heal that creature. The creature regains 4d8+8 Hit Points, and the impulse ends. If the creature is in water, the healing dice are d10s instead of d8s. --- Level (+3) The healing increases by 1d8+4.","feat":["Sea Glass Guardians"],"element":["Water"],"skill_mod":{},"summary":"Eerily beautiful elemental water beings race around you, eager to protect and heal you and your allies.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental","Planar","Monster"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4277","name":"Sea Glass Guardians","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4277"},{"skill_mod":{},"summary":"You form an intricate structure of ice, such as a wall of bricks made of packed snow or a screen of enormous icicles.","primary_source":"Rage of Elements","trait_group":["Energy","Monster","Class-Specific","Class","Mechanics","Tradition","Elemental","Planar"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4278","weakness":{},"name":"Barrier of Boreal Frost","trait":["Cold","Impulse","Kineticist","Manipulate","Overflow","Primal","Water"],"actions_number":6,"id":"feat-4278","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Barrier of Boreal Frost Three Actions Source Rage of Elements pg. 33 --- You form an intricate structure of ice, such as a wall of bricks made of packed snow or a screen of enormous icicles. This has the effect of a wall of ice spell with a spell rank equal to half your level rounded up. It can only be a wall (not a hemisphere), and you choose whether the ice is transparent or opaque. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Barrier of Boreal Frost"],"element":["Water"],"rarity":"common","slug":"feat-4278"},{"skill_mod":{},"summary":"Booming, crashing walls of water, enough to fill a harbor, smash out ahead of you, overwhelming all in their path.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental","Planar","Monster"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4279","weakness":{},"name":"Ride the Tsunami","trait":["Impulse","Kineticist","Overflow","Primal","Water"],"actions_number":6,"id":"feat-4279","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Ride the Tsunami Three Actions Source Rage of Elements pg. 33 --- Booming, crashing walls of water, enough to fill a harbor, smash out ahead of you, overwhelming all in their path. The waves move forward in your choice of a 60-foot cone or 120-foot line. If you're in water, you can increase these waves to a 90-foot cone or 180-foot line. Each creature in the area takes 10d10 bludgeoning damage with a basic Reflex save against your class DC. A creature that fails its save is pushed 20 feet (or 40 feet on a critical failure). Any unattended object of 1 Bulk or less in the area is pushed to the far edge of the area. The sheer mass of water extinguishes all non-magical flames in the area. As the wave crashes down, you can catch it to your destination. After the impulse deals damage, you can Swim in a straight line to any point in its area before the water disappears.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Ride the Tsunami"],"element":["Water"],"rarity":"common","slug":"feat-4279"},{"skill_mod":{},"summary":"The moon has always been connected to the tides, and now you can grasp that connection.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental","Planar","Monster"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4280","weakness":{},"name":"Usurp the Lunar Reins","trait":["Impulse","Kineticist","Overflow","Primal","Water"],"actions_number":6,"id":"feat-4280","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Usurp the Lunar Reins Three Actions Source Rage of Elements pg. 33 --- The moon has always been connected to the tides, and now you can grasp that connection. You can create massive amounts of water and control these tides, subverting even the moon's sovereignty over the oceans and seas. Choose an area 50 feet long by 50 feet wide within 500 feet, and choose two different effects from the options provided below. The effects take place in the listed order. Flood You create a pool of pure, clean water in the area, which coalesces from ambient moisture. This water must be created on a surface—not in air—and flows normally. Control You tug on the moon to raise or lower the level of bodies of water in the area by 10 feet. If you control a portion of a larger body of water, the water then equalizes normally. Modulate With a wave of your hand, you create or smooth ripples, making all bodies of water in the area either calm or turbulent. Making it calm turns difficult terrain or greater difficult terrain to calm water, and making it turbulent turns calm water into difficult terrain. Slow By exercising your rightful control over all water, each creature with the water trait in the area must succeed at a Fortitude save against your class DC or be slowed 1 (or slowed 2 on a critical failure). Flood and control are permanent and non-magical. Modulate and slow last until the end of your next turn, but you can Sustain the impulse to continue them.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Usurp the Lunar Reins"],"element":["Water"],"rarity":"common","slug":"feat-4280"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Healing","Impulse","Kineticist","Plant","Primal","Vitality","Wood","Positive"],"id":"feat-4281","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fresh Produce Single Action Source Rage of Elements pg. 34 --- You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can't eat another piece of produce. Produce not consumed by the start of your next turn withers away. --- Level (+2) The healing increases by 1d4+5, and the resistance increases by 2.","feat":["Fresh Produce"],"element":["Wood"],"skill_mod":{},"summary":"You grow a nourishing nut, vegetable, seed, or fruit.","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Class","Creature Type","Tradition","Energy","Planar","Elemental"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4281","name":"Fresh Produce","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4281"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,3,5,7,9,11,13,15,17,19],"heighten_group":["1st level","Heightened 3rd level","Heightened 5th level","Heightened 7th level","Heightened 9th level","Heightened 11th level","Heightened 13th level","Heightened 15th level","Heightened 17th level","Heightened 19th level"],"trait":["Impulse","Kineticist","Overflow","Primal","Wood"],"id":"feat-4282","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hail of Splinters Two Actions Source Rage of Elements pg. 34 --- A fusillade of jagged splinters flies from you. Creatures in a 30-foot cone take 1d4 piercing damage and 1d4 persistent bleed damage with a basic Reflex save against your class DC. --- Level (+2) Each type of damage increases by 1d4.","feat":["Hail of Splinters"],"element":["Wood"],"skill_mod":{},"summary":"A fusillade of jagged splinters flies from you.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4282","name":"Hail of Splinters","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4282"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[1,4,7,10,13,16,19],"heighten_group":["1st level","Heightened 4th level","Heightened 7th level","Heightened 10th level","Heightened 13th level","Heightened 16th level","Heightened 19th level"],"trait":["Impulse","Kineticist","Primal","Wood"],"id":"feat-4283","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hardwood Armor Single Action Source Rage of Elements pg. 34 --- Wood and bark grow over your body like armor. This hardwood armor is medium armor but uses your highest armor proficiency. The wooden armor's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 1; Group wood. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it. When you use this impulse, you can also create a wooden shield in a free hand. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes broken or leaves your grasp. The armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. --- Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.","feat":["Hardwood Armor"],"element":["Wood"],"skill_mod":{},"summary":"Wood and bark grow over your body like armor.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4283","name":"Hardwood Armor","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4283"},{"skill_mod":{},"summary":"A slim, symmetrical tree travels from the Plane of Wood.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Creature Type","Tradition","Elemental"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4284","weakness":{},"name":"Timber Sentinel","trait":["Impulse","Kineticist","Plant","Primal","Wood"],"actions_number":4,"id":"feat-4284","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Timber Sentinel Two Actions Source Rage of Elements pg. 34 --- A slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a protector tree spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Timber Sentinel"],"element":["Wood"],"rarity":"common","slug":"feat-4284"},{"primary_source_category":"Rulebooks","heighten":["+4"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,8,12,16,20],"heighten_group":["4th level","Heightened 8th level","Heightened 12th level","Heightened 16th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Plant","Primal","Stance","Wood"],"id":"feat-4285","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ravel of Thorns Single Action Source Rage of Elements pg. 34 --- Thorny vines grow in geometric patterns on surfaces in your kinetic aura. A creature that starts its turn in the thorns takes a –10-foot circumstance penalty to its Speeds until it leaves the area. The thorns are hazardous terrain. A creature takes 2 piercing damage each time it moves into one of these squares. If any square the thorns grow on is water or soil, double the hazardous terrain damage for all thorns. If you move, the thorns disappear; new thorns grow at the end of your turn. --- Level (+4) The damage increases by 1.","feat":["Ravel of Thorns"],"element":["Wood"],"skill_mod":{},"summary":"Thorny vines grow in geometric patterns on surfaces in your kinetic aura.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Creature Type","Tradition","Elemental"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4285","name":"Ravel of Thorns","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4285"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,7,10,13,16,19],"heighten_group":["4th level","Heightened 7th level","Heightened 10th level","Heightened 13th level","Heightened 16th level","Heightened 19th level"],"trait":["Impulse","Kineticist","Primal","Wood"],"id":"feat-4286","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tumbling Lumber Two Actions Source Rage of Elements pg. 34 --- A slew of logs eject from the Plane of Wood and slam into your enemies. They roll in a 10-foot-wide, 30-foot-long line. Non-magical difficult terrain on any ground the logs roll over is smashed flat; greater difficult terrain remains. Each creature in the area takes 2d8 bludgeoning damage and might be moved by the logs, depending on its Reflex save against your class DC. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pushed out of the line in the most direct path available. Critical Failure The creature takes double damage and is knocked prone. --- Level (+3) The damage increases by 1d8.","feat":["Tumbling Lumber"],"element":["Wood"],"skill_mod":{},"summary":"A slew of logs eject from the Plane of Wood and slam into your enemies.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4286","name":"Tumbling Lumber","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4286"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Healing","Impulse","Kineticist","Plant","Primal","Vitality","Wood","Positive"],"id":"feat-4287","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dash of Herbs Two Actions Source Rage of Elements pg. 34 --- A small cloud of medicinal herbs heal a creature. The type of herbs depends on which malady you decide to treat: confused, disease, poison, sickened, or injuries. Target one living creature within 30 feet, who regains 2d8+4 HP and can attempt a new save against one malady of the chosen kind. If you chose injuries, instead increase the healing dice to d10s. The creature becomes temporarily immune to Dash of Herbs for 10 minutes. Alternatively, you can add the herbs to a dish of food being prepared for up to six people. Creatures who partake in the meal gain the benefits. The herbs' healing effects wear off if not eaten within an hour, though their flavor remains. --- Level (+2) The healing increases by 1d8.","feat":["Dash of Herbs"],"element":["Wood"],"skill_mod":{},"summary":"A small cloud of medicinal herbs heal a creature.","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Class","Creature Type","Tradition","Energy","Planar","Elemental"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4287","name":"Dash of Herbs","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4287"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Manipulate","Overflow","Primal","Wood"],"id":"feat-4288","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Wooden Palisade Three Actions Source Rage of Elements pg. 34 --- Planks of wood, embellished with carvings, spring forth to form a wall. The palisade is up to 30 feet long, 20 feet high, and 1 inch thick. It must form within 120 feet in a straight line in an unbroken open space that doesn't pass through any creatures or objects, or the impulse fails. When you create the wall, you can choose to create ledges on one side of the wall, 4 feet from the top, with ladders reaching to them from the bottom of the wall. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points, and is immune to critical hits and precision damage. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. --- Level (+2) The maximum length of the wall increases by 10 feet, and the HP of each section increase by 10.","feat":["Wooden Palisade"],"element":["Wood"],"skill_mod":{},"summary":"Planks of wood, embellished with carvings, spring forth to form a wall.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Mechanics","Tradition","Elemental"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4288","name":"Wooden Palisade","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4288"},{"skill_mod":{},"summary":"A haze of pollen floats around you.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Creature Type","Tradition","Elemental"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4289","weakness":{},"name":"Drifting Pollen","trait":["Impulse","Kineticist","Plant","Primal","Stance","Wood"],"actions_number":2,"id":"feat-4289","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Drifting Pollen Single Action Source Rage of Elements pg. 35 --- A haze of pollen floats around you. A creature in your kinetic aura when you enter the stance, or who later enters the aura or ends its turn in the aura, attempts at a Fortitude save against your class DC. On a failure, it's sickened 1 (sickened 2 on a critical failure) and dazzled until it's no longer sickened. A creature attempts this save no more than once per round and doesn't attempt a new save if already affected.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Drifting Pollen"],"element":["Wood"],"rarity":"common","slug":"feat-4289"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[8,10,12,14,16,18,20],"heighten_group":["8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Overflow","Plant","Primal","Wood"],"id":"feat-4290","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sanguivolent Roots Three Actions Source Rage of Elements pg. 35 --- Blood-drinking vines grow from the ground in a 15-foot burst within 120 feet. Each living enemy in the area has its blood drained, taking 3d6 piercing damage with a basic Fortitude save against your class DC. Each time the vines drink blood, living creatures in the area who aren't your enemies regain HP equal to half the damage a single creature took; calculate this using the highest damage a single creature took. This is a healing vitality effect. Your enemies with void healing in the area take vitality damage in the same amount as the healing. The vines last until the end of your next turn, and you can Sustain the impulse. The first time you Sustain the impulse on subsequent turns, you can repeat the effect. --- Level (+2) The damage increases by 1d6.","feat":["Sanguivolent Roots"],"element":["Wood"],"skill_mod":{},"summary":"Blood-drinking vines grow from the ground in a 15-foot burst within 120 feet.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Creature Type","Tradition","Elemental"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4290","name":"Sanguivolent Roots","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4290"},{"skill_mod":{},"summary":"You sculpt a manicured maze of hedges.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Mechanics","Creature Type","Tradition","Elemental"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4291","weakness":{},"name":"Hedge Maze","trait":["Impulse","Kineticist","Manipulate","Overflow","Plant","Primal","Wood"],"actions_number":6,"id":"feat-4291","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Hedge Maze Three Actions Source Rage of Elements pg. 35 --- You sculpt a manicured maze of hedges. Up to 10 hedges spring from the ground where you choose in a 30-foot-square area within 120 feet. Each is 10 feet long, 5 feet wide, and 15 feet tall. The hedges grant standard cover, are difficult terrain, and have a Climb DC of 15. They last until the end of your next turn, and you can Sustain the impulse up to 1 minute You can spend 10 minutes using this impulse as an exploration activity to instead create a cozy cabin with hedges for walls. It lasts for 12 hours, but ends if you use the impulse again.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Hedge Maze"],"element":["Wood"],"rarity":"common","slug":"feat-4291"},{"primary_source_category":"Rulebooks","heighten":["+4"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[12,16,20],"heighten_group":["12th level","Heightened 16th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Overflow","Plant","Polymorph","Primal","Wood"],"id":"feat-4292","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Witchwood Seed Two Actions Source Rage of Elements pg. 35 --- You touch a creature to implant a malignant seed in its body. The creature takes 5d10 piercing damage and other effects depending on its Fortitude save against your class DC. The creature is then temporarily immune for 24 hours. Creatures with the fungus, plant, or wood trait are immune. Critical Success The creature is unaffected. Success The creature takes half damage and takes a –10-foot status penalty to all its Speeds until the end of its next turn. Failure The target takes full damage and is clumsy 2 and immobilized until the end of its next turn. Critical Failure The target takes double damage and is clumsy 2 and immobilized. It attempts a new save at the end of each of its turns, ending the effect if it succeeds. --- Level (+4) The damage increases by 1d10.","feat":["Witchwood Seed"],"element":["Wood"],"skill_mod":{},"summary":"You touch a creature to implant a malignant seed in its body.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Creature Type","Mechanics","Tradition","Elemental"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4292","name":"Witchwood Seed","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4292"},{"primary_source_category":"Rulebooks","heighten":["+4"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[14,18],"heighten_group":["14th level","Heightened 18th level"],"trait":["Impulse","Kineticist","Plant","Primal","Stance","Wood"],"id":"feat-4293","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Orchard's Endurance Single Action Source Rage of Elements pg. 35 --- Patches of bark appear on the skin of you and your nearby allies. You and your allies in your kinetic aura gain resistance 5 to bludgeoning and piercing damage. In addition, you and your affected allies roll flat checks to recover from persistent damage twice and take the higher result; this is a fortune effect. --- Level (+4) The resistance increases by 2.","feat":["Orchard's Endurance"],"element":["Wood"],"skill_mod":{},"summary":"Patches of bark appear on the skin of you and your nearby allies.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Creature Type","Tradition","Elemental"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4293","name":"Orchard's Endurance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4293"},{"primary_source_category":"Rulebooks","heighten":["20th"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[18,20],"heighten_group":["18th level","Heightened 20th level"],"trait":["Impulse","Kineticist","Overflow","Plant","Primal","Wood"],"id":"feat-4294","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Rouse the Forest's Fury Three Actions Source Rage of Elements pg. 35 --- Terrifying trees attack your enemies. Three Large trees appear in unoccupied spaces within 500 feet, at least 15 feet from one another. Each tree has AC 40, Fortitude +33, Reflex +24, Will +30, and 200 HP. The trees can flank, but are unable to move. When the trees appear, each makes a Strike; they share a multiple attack penalty. The tree's melee Strike is a branch that has reach 10 feet; on a hit, the target is grabbed by the tree (Escape DC 40). The ranged Strike is a hurled fruit, gourd, seed, or stone with a range increment of 60 feet. Either Strike has a +30 attack modifier and deals 4d10+9 bludgeoning damage. The trees last until the end of your next turn, and you can Sustain the impulse. Each time you Sustain the impulse, you can have one tree make a Strike. --- Level (20th) The attack modifier is +32 and the Strike damage is 5d10+9.","feat":["Rouse the Forest's Fury"],"element":["Wood"],"skill_mod":{},"summary":"Terrifying trees attack your enemies.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Creature Type","Tradition","Elemental"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4294","name":"Rouse the Forest's Fury","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4294"},{"skill_mod":{},"summary":"The seasons shift rapidly.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Tradition","Elemental"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4295","weakness":{},"name":"Turn the Wheel of Seasons","trait":["Impulse","Kineticist","Overflow","Primal","Wood"],"actions_number":6,"id":"feat-4295","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Turn the Wheel of Seasons Three Actions Source Rage of Elements pg. 35 --- The seasons shift rapidly. This impulse affects a cube 100 feet in each dimension within 1,000 feet. Choose the starting season. The impulse lasts for 4 rounds, proceeding to the next season at the start of each of your turns. You can't use this impulse again until the previous one ends. Spring Each ally in the cube gains 20 temporary HP that last until the start of your next turn. Any dying ally rolls a recovery check, but can't get worse than a success. Summer (light) Each enemy in the area is exposed to sunlight and must attempt a Reflex save against your class DC. It's unaffected on a critical success, dazzled until the start of your next turn on a success, or blinded until the start of your next turn on a failure. Autumn Leaves and rain make everything in the area concealed until the start of your next turn, and a cold wind makes each enemy in the area slowed 1 until the start of your next turn unless it succeeds at a Fortitude save against your class DC. Winter Each enemy in the aura takes 5d6 cold damage with a basic Reflex save against your class DC. A creature that fails its save also takes 2d6 persistent cold damage.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Turn the Wheel of Seasons"],"element":["Wood"],"rarity":"common","slug":"feat-4295"},{"primary_source_category":"Rulebooks","heighten":["+4"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,8,12,16,20],"heighten_group":["4th level","Heightened 8th level","Heightened 12th level","Heightened 16th level","Heightened 20th level"],"trait":["Composite","Impulse","Kineticist","Plant","Primal","Water","Wood"],"id":"feat-4296","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ambush Bladderwort Three Actions Source Rage of Elements pg. 36 --- You plant the seed of a giant bladderwort in an unoccupied square of ground or water within 30 feet. It lasts for 10 minutes. Using this impulse again ends any previous one. If a creature enters its square, the seed erupts into a voluminous, translucent plant that seals tight around the triggering creature and fills with water. Unless the creature succeeds at a Reflex save against your class DC, it's immobilized within the bladderwort and must hold its breath or begin drowning. The Escape DC is also your class DC. The plant has AC 10 and 50 Hit Points. If a creature dies inside it, the plant shrinks down, converting itself and the remains into a watery fruit. A creature can eat this consumable to regain 1d8+4 HP, after which that creature is temporarily immune for 10 minutes. This fruit rots after 1 hour. --- Level (+4) The bladderwort's HP increase by 25 and the fruit's healing increases by 1d8+4.","feat":["Ambush Bladderwort"],"element":["Water","Wood"],"skill_mod":{},"summary":"You plant the seed of a giant bladderwort in an unoccupied square of ground or water within 30 feet.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Creature Type","Tradition","Elemental","Planar","Monster"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4296","name":"Ambush Bladderwort","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4296"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,7,10,13,16,19],"heighten_group":["4th level","Heightened 7th level","Heightened 10th level","Heightened 13th level","Heightened 16th level","Heightened 19th level"],"trait":["Composite","Earth","Fire","Impulse","Kineticist","Overflow","Primal"],"id":"feat-4297","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lava Leap Two Actions Source Rage of Elements pg. 36 --- You wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end of your Leap, a wave of lava crashes onto all creatures in a 10-foot emanation. Each creature in the area takes 1d6 bludgeoning damage and 2d6 fire damage, with a basic Reflex save against your class DC. The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn. --- Level (+3) Each type of damage increases by 1d6.","feat":["Lava Leap"],"element":["Earth","Fire"],"skill_mod":{},"summary":"You wreath yourself in molten stone and hurtle toward your enemy.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Elemental","Planar","Monster","Energy","Class","Tradition"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4297","name":"Lava Leap","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4297"},{"primary_source_category":"Rulebooks","heighten":["+5"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,9,14,19],"heighten_group":["4th level","Heightened 9th level","Heightened 14th level","Heightened 19th level"],"trait":["Composite","Fire","Impulse","Kineticist","Primal","Wood"],"id":"feat-4298","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Living Bonfire Two Actions Source Rage of Elements pg. 36 --- Roots and branches of living wood writhe in elemental fire at your command, forming a bonfire fearsome enough to scare off predators in the night. You conjure a bonfire in an unoccupied 10-foot-square space within 30 feet. The bonfire burns for 10 hours, providing all the benefits of a normal campfire. If you use this impulse again, any previous one ends. When you make a wood ranged Elemental Blast , you can have it come from the bonfire instead of you, flinging burning logs. This blast deals an additional 1d6 fire damage. Each time you do this, the size of the bonfire is reduced by one 5-foot square. If all the squares are removed, the impulse ends. --- Level (+5) The fire damage increases by 1d6.","feat":["Living Bonfire"],"element":["Fire","Wood"],"skill_mod":{},"summary":"Roots and branches of living wood writhe in elemental fire at your command, forming a bonfire fearsome enough to scare off predators in the night.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Energy","Elemental","Planar","Monster","Class","Tradition"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4298","name":"Living Bonfire","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4298"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,6,8,10,12,14,16,18,20],"heighten_group":["4th level","Heightened 6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Composite","Impulse","Kineticist","Metal","Primal","Water"],"id":"feat-4299","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rain of Rust Three Actions Source Rage of Elements pg. 36 --- You conjure a red raincloud in a 10-foot burst within 60 feet, which pours rust-colored rain directly below it. Any creature in the rain with the metal trait, that is made of metal, or is wearing metal armor is covered in corrosive build-up. Any such creature is clumsy 1 as long as it remains in the area. If such a creature is in the rain at the start of its turn, it takes 3d6 damage with a basic Fortitude save against your class DC, plus 1d6 persistent damage if it fails. Damage from this impulse ignores Hardness. The cloud lasts 1 minute but ends if you use the impulse again. --- Level (+2) The initial damage increases by 1d6.","feat":["Rain of Rust"],"element":["Metal","Water"],"skill_mod":{},"summary":"You conjure a red raincloud in a 10-foot burst within 60 feet, which pours rust-colored rain directly below it.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Class","Elemental","Tradition","Planar","Monster"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4299","name":"Rain of Rust","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4299"},{"primary_source_category":"Rulebooks","heighten":["+5"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[4,9,14,19],"heighten_group":["4th level","Heightened 9th level","Heightened 14th level","Heightened 19th level"],"trait":["Attack","Composite","Earth","Impulse","Kineticist","Metal","Primal"],"id":"feat-4300","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Whirling Grindstone Two Actions Source Rage of Elements pg. 36 --- A whirling grindstone made of flint appears in an unoccupied square within 30 feet. The grindstone shreds flesh and shoots sparks. Attempt an impulse attack roll against the AC of a creature adjacent to the grindstone. On a hit, the creature takes 2d6 slashing damage and 1d6 fire damage (or double damage on a critical hit). The grindstone lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. On subsequent turns, the first time you Sustain the impulse that turn, you can roll the grindstone up to 20 feet and can repeat the attack. A creature within reach of the grindstone can Interact with it to sharpen a metal weapon. This grants a +2 circumstance bonus to the next damage roll made with that weapon within 1 minute. --- Level (+5) The grindstone's damage increases by 1d6 slashing and 1d6 fire, and the bonus to weapons increases by 1.","feat":["Whirling Grindstone"],"element":["Earth","Metal"],"skill_mod":{},"summary":"A whirling grindstone made of flint appears in an unoccupied square within 30 feet.","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Elemental","Planar","Monster","Class","Tradition"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4300","name":"Whirling Grindstone","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4300"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Air","Composite","Fire","Impulse","Kineticist","Overflow","Polymorph","Primal"],"id":"feat-4301","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ash Strider Two Actions Source Rage of Elements pg. 36 --- You discorporate into a cloud of whirling ash and Stride. If you have a fly Speed, you can Fly instead. This movement doesn't trigger reactions, you can move through occupied spaces and tiny cracks, and you ignore any difficult terrain and greater difficult terrain that wouldn't impede smoke. The first creature you pass through during this movement takes 3d6 fire damage with a basic Reflex save against your class DC. Ash lingers around you after your movement is complete, granting you concealment until the start of your next turn. --- Level (+2) The damage increases by 1d6.","feat":["Ash Strider"],"element":["Air","Fire"],"skill_mod":{},"summary":"You discorporate into a cloud of whirling ash and Stride.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Energy","Class","Mechanics","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4301","name":"Ash Strider","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4301"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Air","Composite","Earth","Impulse","Kineticist","Primal","Stance"],"id":"feat-4302","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Desert Wind Single Action Source Rage of Elements pg. 36 --- A vortex of sand and dust surrounds you. Each creature inside your kinetic aura (including you) is concealed from any creature outside your kinetic aura, and creatures outside the aura are concealed from creatures inside the aura other than you. Your air impulses carry sands that cut at great speed. When you use a damaging air impulse that affects at least one creature in your kinetic aura, that impulse deals 1 additional slashing damage, or 2 if the impulse has a single target. --- Level (+2) The extra damage increases by 1, or 2 if the impulse has a single target.","feat":["Desert Wind"],"element":["Air","Earth"],"skill_mod":{},"summary":"A vortex of sand and dust surrounds you.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4302","name":"Desert Wind","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4302"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,9,12,15,18],"heighten_group":["6th level","Heightened 9th level","Heightened 12th level","Heightened 15th level","Heightened 18th level"],"trait":["Attack","Composite","Impulse","Kineticist","Metal","Primal","Wood"],"id":"feat-4303","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Elemental Artillery Three Actions Source Rage of Elements pg. 36 --- Spinning wood and metal together, you create a rugged wooden ballista. The ballista is Medium and appears in an unoccupied space within 30 feet. It immediately shoots a bolt with a jagged tip of elemental metal. Make an impulse attack roll against the AC of a target within 120 feet. The target takes 3d12 piercing damage on a hit (or double damage on a critical hit). The ballista can be shot again, but it must first be reloaded with two Interact actions. The ballista lasts until the end of your next turn, and you can Sustain the impulse. Each time you Sustain it, you can roll the ballista up to 20 feet, shoot it if it's loaded, or contribute 1 action toward reloading it. --- Level (+3) The damage increases by 1d12.","feat":["Elemental Artillery"],"element":["Metal","Wood"],"skill_mod":{},"summary":"Spinning wood and metal together, you create a rugged wooden ballista.","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Class","Elemental","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4303","name":"Elemental Artillery","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4303"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Composite","Earth","Impulse","Kineticist","Overflow","Primal","Wood"],"id":"feat-4304","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Jagged Berms Three Actions Source Rage of Elements pg. 37 --- You conjure up to six cube-shaped mounds of packed earth. Each appears in an unoccupied square within 120 feet, fills its square, and provides cover. A mound has AC 10, Hardness 10, and 20 HP, and is immune to critical hits and precision damage. If destroyed, a mound becomes difficult terrain. The mounds last for an unlimited duration, but if you use the impulse again, any previous one ends. Sharpened wooden stakes protrude from each mound into adjacent squares. They can project from any of its sides; you choose which sides for each mound. For each square of wooden stakes a creature enters, that creature takes 2d6 piercing damage. Destroying a mound also destroys its stakes. --- Level (+2) The HP of each section of the wall increases by 10, and the piercing damage increases by 1d6.","feat":["Jagged Berms"],"element":["Earth","Wood"],"skill_mod":{},"summary":"You conjure up to six cube-shaped mounds of packed earth.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Elemental","Planar","Monster","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4304","name":"Jagged Berms","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4304"},{"primary_source_category":"Rulebooks","heighten":["+6"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,12,18],"heighten_group":["6th level","Heightened 12th level","Heightened 18th level"],"trait":["Air","Composite","Impulse","Kineticist","Metal","Primal"],"id":"feat-4305","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Lightning Rod Three Actions Source Rage of Elements pg. 37 --- You smash a metal rod into your foe and call lightning to it. Attempt a 2-action melee or ranged Elemental Blast using the metal element. On a hit, the target takes an additional 1d12 electricity damage and is skewered with a metal rod, which gives it a –1 circumstance penalty to AC and saves against electricity; the penalty is –2 if the creature also has the metal trait, is made of metal, or is wearing metal armor. The creature can attempt to pull the rod free using an Interact action, but must succeed at a DC 10 Athletics check. --- Level (+6) The electricity damage increases by 1d12.","feat":["Lightning Rod"],"element":["Air","Metal"],"skill_mod":{},"summary":"You smash a metal rod into your foe and call lightning to it.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4305","name":"Lightning Rod","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4305"},{"primary_source_category":"Rulebooks","heighten":["+4"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,10,14,18],"heighten_group":["6th level","Heightened 10th level","Heightened 14th level","Heightened 18th level"],"trait":["Attack","Composite","Fire","Impulse","Kineticist","Metal","Primal"],"id":"feat-4306","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Molten Wire Two Actions Source Rage of Elements pg. 37 --- Spinning molten iron through a vortex of fire, you trap your foe in searing wires. Make an impulse attack roll against a creature within 15 feet. On a success, the target takes 2d6 slashing damage and is wrapped in molten wire for 1 minute. It is clumsy 1 and takes 2d4 fire damage at the start of each of its turns, with a basic Reflex save. The wire's Escape DC is your class DC. The wire has AC 10 and 75 HP. The impulse ends if the creature Escapes or the wire is destroyed. --- Level (+4) The slashing damage increases by 1d6, the fire damage increases by 1d4, and the wire's HP increases by 25.","feat":["Molten Wire"],"element":["Fire","Metal"],"skill_mod":{},"summary":"Spinning molten iron through a vortex of fire, you trap your foe in searing wires.","primary_source":"Rage of Elements","trait_group":["Mechanics","Class-Specific","Energy","Elemental","Planar","Monster","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4306","name":"Molten Wire","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4306"},{"primary_source_category":"Rulebooks","heighten":["+3"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,9,12,15,18],"heighten_group":["6th level","Heightened 9th level","Heightened 12th level","Heightened 15th level","Heightened 18th level"],"trait":["Air","Composite","Impulse","Kineticist","Overflow","Primal","Water"],"id":"feat-4307","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Rising Hurricane Three Actions Source Rage of Elements pg. 37 --- A hurricane lifts your enemies into the air before bringing them crashing down in a bloody rain. Your hurricane appears in a cylinder that's 40 feet tall, has a 30-foot diameter, and is within 120 feet. All creatures in the area take 2d6 bludgeoning damage with a basic Fortitude save against your class DC. Lift any creature that fails its save to any height you choose within the area, move it up to 5 feet in any direction, then drop it. It takes falling damage normally unless it has a fly Speed. --- Level (+3) The rain damage increases by 1d6, and the cylinder's height increases by 5 feet.","feat":["Rising Hurricane"],"element":["Air","Water"],"skill_mod":{},"summary":"A hurricane lifts your enemies into the air before bringing them crashing down in a bloody rain.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4307","name":"Rising Hurricane","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4307"},{"primary_source_category":"Rulebooks","heighten":["+4"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,10,14,18],"heighten_group":["6th level","Heightened 10th level","Heightened 14th level","Heightened 18th level"],"trait":["Composite","Earth","Impulse","Kineticist","Primal","Water"],"id":"feat-4308","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Roiling Mudslide Two Actions Source Rage of Elements pg. 37 --- You form water and earth into a mudslide that smashes your opponents and coats them in mud. Each creature in a 30-foot cone takes 2d8 bludgeoning damage with a basic Fortitude save against your class DC. A creature that fails is also pushed 5 feet (or 10 feet on a critical failure) and coated in mud until the end of its next turn. While coated in mud, the creature falls prone at the end of its movement any time it ends a move action other than a Crawl or Step. The creature can attempt an Acrobatics check or Reflex save against your class DC, avoiding the fall if it succeeds. --- Level (+4) The damage increases by 1d8.","feat":["Roiling Mudslide"],"element":["Earth","Water"],"skill_mod":{},"summary":"You form water and earth into a mudslide that smashes your opponents and coats them in mud.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Elemental","Planar","Monster","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4308","name":"Roiling Mudslide","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4308"},{"primary_source_category":"Rulebooks","heighten":["+5"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,11,16],"heighten_group":["6th level","Heightened 11th level","Heightened 16th level"],"trait":["Composite","Fire","Impulse","Kineticist","Primal","Stance","Water"],"id":"feat-4309","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Steam Knight Single Action Source Rage of Elements pg. 37 --- You shape your kinetic aura into swirling armor of steam that scalds your enemies and propels you on super-heated jet streams. A creature can take damage from Steam Knight only once per round. Your steam armor has the following effects. You gain a +10-foot status bonus to your Speed. When you Leap, you can jump up to your Speed. You don't immediately fall at the end of a jump, provided you Leap again with your next action. If you Leap over a creature and come within 10 feet, that creature takes 2d6 fire damage with a basic Reflex save against your class DC. At the start of each of your turns, you can emit steam as a free action. It deals 2d6 fire damage to each creature in your kinetic aura with a basic Reflex save against your class DC. A creature that fails is also pushed 5 feet. --- Level (+5) The fire damage from a jump or blast of steam increases by 1d6.","feat":["Steam Knight"],"element":["Fire","Water"],"skill_mod":{},"summary":"You shape your kinetic aura into swirling armor of steam that scalds your enemies and propels you on super-heated jet streams.","primary_source":"Rage of Elements","trait_group":["Class-Specific","Energy","Elemental","Planar","Monster","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4309","name":"Steam Knight","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4309"},{"primary_source_category":"Rulebooks","heighten":["+2"],"source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"heighten_level":[6,8,10,12,14,16,18,20],"heighten_group":["6th level","Heightened 8th level","Heightened 10th level","Heightened 12th level","Heightened 14th level","Heightened 16th level","Heightened 18th level","Heightened 20th level"],"trait":["Air","Composite","Impulse","Kineticist","Primal","Wood"],"id":"feat-4310","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Tree of Duality Three Actions Source Rage of Elements pg. 37 PFS Note A Tree of Duality creates both the Cleansing Pollen and Hallucinogenic Spore effects, not just one. --- An ephemeral tree bursts forth, floating on air in an unoccupied square of your choice within 60 feet. Blooming flowers and fungal growths shed pollen and spores, which a swirling gust of air spreads in a 10-foot emanation around it. The tree lasts until the end of your next turn, and you can Sustain it up to 1 minute. Cleansing Pollen (healing, vitality) Each living ally that's in the area or enters it regains 3d4 HP and is then temporarily immune to regaining HP from Tree of Duality for 10 minutes. Hallucinogenic Spores (mental) Enemies in the area are dazzled. An enemy that leaves the area remains dazzled until the start of its next turn. --- Level (+2) The healing increases by 1d4.","feat":["Tree of Duality"],"element":["Air","Wood"],"skill_mod":{},"summary":"An ephemeral tree bursts forth, floating on air in an unoccupied square of your choice within 60 feet.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Class-Specific","Class","Tradition"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4310","name":"Tree of Duality","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4310"},{"skill_mod":{},"summary":"Your elemental heritage is reflected in the oils and fragrances of plants, in tree resin that fossilizes into amber, or in the gentle smell of a flower.","primary_source":"Rage of Elements","trait_group":["Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4311","weakness":{},"name":"Ambersoul","trait":["Ardande","Lineage"],"id":"feat-4311","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ambersoul Source Rage of Elements pg. 47 --- Your elemental heritage is reflected in the oils and fragrances of plants, in tree resin that fossilizes into amber, or in the gentle smell of a flower. Sticky, golden sap runs through your veins instead of blood. Each time a creature deals slashing or piercing damage to you with a melee Strike, your sap coats its weapon or unarmed attack. The creature takes a –1 circumstance penalty on attack rolls with that weapon or unarmed attack until the end of its turn.","category":"feat","pfs":"Standard","feat":["Ambersoul"],"rarity":"common","slug":"feat-4311"},{"skill_mod":{},"summary":"You are accustomed to exploring thick woodlands and defending yourself against the attacks of magical plants.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4312","weakness":{},"name":"Grove-Harbored","trait":["Ardande"],"id":"feat-4312","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Grove-Harbored Source Rage of Elements pg. 48 --- You are accustomed to exploring thick woodlands and defending yourself against the attacks of magical plants. You gain a +1 circumstance bonus to saves against plant, poison, and wood effects, and if you roll a success on a save against a poison effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Grove-Harbored"],"rarity":"common","slug":"feat-4312"},{"skill_mod":{},"summary":"Your connection to elemental wood asserts itself in the form of decay, like forgotten logs left to rot and the char that remains after a forest fire, cycles of devastation clearing away what was to make room for the next generation of life.","primary_source":"Rage of Elements","trait_group":["Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4313","weakness":{},"name":"Moldersoul","trait":["Ardande","Lineage"],"id":"feat-4313","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Moldersoul Source Rage of Elements pg. 48 --- Your connection to elemental wood asserts itself in the form of decay, like forgotten logs left to rot and the char that remains after a forest fire, cycles of devastation clearing away what was to make room for the next generation of life. You gain the Decompose action. Decompose Two Actions (primal, void) Frequency once per day; Effect Void energy seeps out of you, decaying everything within a 5-foot emanation and causing plants and foliage to age and decompose. Natural difficult terrain is destroyed, and creatures in the area with the plant or wood trait take 1d6 void damage with a basic Fortitude save against your class DC or spell DC, whichever is higher.","category":"feat","pfs":"Standard","feat":["Moldersoul"],"rarity":"common","slug":"feat-4313"},{"skill_mod":{},"summary":"Your connection to elemental wood manifests as fresh blossoms, spring fruits, and the seeds of new life, and you harness this power to spread vitality and abundance.","primary_source":"Rage of Elements","trait_group":["Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4314","weakness":{},"name":"Springsoul","trait":["Ardande","Lineage"],"id":"feat-4314","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Springsoul Source Rage of Elements pg. 48 --- Your connection to elemental wood manifests as fresh blossoms, spring fruits, and the seeds of new life, and you harness this power to spread vitality and abundance. You can cast the tangle vine cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Springsoul"],"rarity":"common","slug":"feat-4314"},{"skill_mod":{},"summary":"You gain nourishment through photosynthesis, like trees and other green plants.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4315","weakness":{},"name":"Sunlit Vitality","trait":["Ardande"],"id":"feat-4315","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sunlit Vitality Source Rage of Elements pg. 48 --- You gain nourishment through photosynthesis, like trees and other green plants. You typically don't need to pay for food, though you begin to starve if you go without sunlight for 1 week. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (4 gp per week).","category":"feat","pfs":"Standard","feat":["Sunlit Vitality"],"rarity":"common","slug":"feat-4315"},{"skill_mod":{},"summary":"Denizens of the Plane of Wood take immense pride in the magnificent works of art they can craft from wood, and practicing your own woodcraft helps you feel a connection with your planar heritage.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4316","weakness":{},"name":"Woodworker","trait":["Ardande"],"id":"feat-4316","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Woodworker Source Rage of Elements pg. 48 --- Denizens of the Plane of Wood take immense pride in the magnificent works of art they can craft from wood, and practicing your own woodcraft helps you feel a connection with your planar heritage. You gain the trained proficiency rank in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Specialty Crafting skill feat for woodworking.","category":"feat","pfs":"Standard","feat":["Woodworker"],"rarity":"common","slug":"feat-4316"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"trait":["Ardande","Primal","Scrying","Wood"],"id":"feat-4317","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Read the Roots Two Actions Source Rage of Elements pg. 48 Requirements You are standing on the ground, and there are plants rooted in the ground within 100 feet of you. --- The root systems of trees are a far-reaching network of information, and you know how to access them and extract their secrets. You Seek within 30 feet using tremorsense, an imprecise sense, instead of one of your own senses. You can also detect subjects touching or burrowing through the surface you are standing on in this way.","feat":["Read the Roots"],"element":["Wood"],"skill_mod":{},"summary":"The root systems of trees are a far-reaching network of information, and you know how to access them and extract their secrets.","primary_source":"Rage of Elements","trait_group":["Ancestry","Tradition","Mechanics","Elemental"],"level":5,"source_category":["Rulebooks"],"requirement":"You are standing on the ground, and there are plants rooted in the ground within 100 feet of you.","resistance":{},"url":"/Feats.aspx?ID=4317","name":"Read the Roots","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4317"},{"skill_mod":{},"summary":"Your connection to elemental wood allows you to communicate with trees in the Universe in Muan, the language of wood elementals.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"You speak Muan.","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4318","weakness":{},"name":"Treespeech","trait":["Ardande"],"id":"feat-4318","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Treespeech Source Rage of Elements pg. 49 Prerequisites You speak Muan. --- Your connection to elemental wood allows you to communicate with trees in the Universe in Muan, the language of wood elementals. You can ask questions of, receive answers from, and use the Diplomacy skill with woody plants like trees and shrubs.","category":"feat","pfs":"Standard","feat":["Treespeech"],"rarity":"common","slug":"feat-4318"},{"skill_mod":{},"summary":"Vitality and elemental wood flows out from your body and into the earth, infusing it with a stream of new life.","primary_source":"Rage of Elements","trait_group":["Ancestry","Creature Type","Tradition"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4319","frequency":"once per day","weakness":{},"name":"Flowering Path","trait":["Ardande","Plant","Primal"],"actions_number":4,"id":"feat-4319","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Flowering Path Two Actions Source Rage of Elements pg. 49 Frequency once per day --- Vitality and elemental wood flows out from your body and into the earth, infusing it with a stream of new life. When you walk, you leave blooming flowers and sprouting vines in your wake. For the next minute, each time you Step or Stride, you create difficult terrain in each square you leave during your movement.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Flowering Path"],"rarity":"common","slug":"feat-4319"},{"skill_mod":{},"summary":"You can wield the arcane magic of a kizidhar","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4320","weakness":{},"name":"Kizidhar Magic","trait":["Ardande"],"id":"feat-4320","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Kizidhar Magic Source Rage of Elements pg. 49 --- You can wield the arcane magic of a kizidhar, casting entangling flora and one with plants once per day each as 2nd-rank arcane innate spells.","category":"feat","pfs":"Standard","feat":["Kizidhar Magic"],"rarity":"common","slug":"feat-4320"},{"skill_mod":{},"summary":"Your connection to the Plane of Wood allows you to summon elemental allies.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4321","weakness":{},"name":"Summon Wood Elemental","trait":["Ardande"],"id":"feat-4321","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Summon Wood Elemental Source Rage of Elements pg. 49 --- Your connection to the Plane of Wood allows you to summon elemental allies. Once per day, you can cast summon elemental as a 5th-rank primal innate spell, but the elemental must be a wood elemental.","category":"feat","pfs":"Standard","feat":["Summon Wood Elemental"],"rarity":"common","slug":"feat-4321"},{"skill_mod":{},"summary":"Your connection to the magic of the Plane of Wood allows you to call upon the power of plants and trees to protect yourself.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4322","weakness":{},"name":"Wooden Mantle","trait":["Ardande"],"id":"feat-4322","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Wooden Mantle Source Rage of Elements pg. 49 --- Your connection to the magic of the Plane of Wood allows you to call upon the power of plants and trees to protect yourself. You can cast mantle of the unwavering heart as a 5th-rank primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Wooden Mantle"],"rarity":"common","slug":"feat-4322"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Ardande","Concentrate","Plant","Primal","Wood"],"id":"feat-4323","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Wood Ward Reaction Source Rage of Elements pg. 49 Frequency once per hour Trigger A creature targets you with an attack. --- With a sweep of your hand, vines and roots burst from the ground along the edge of your space between you and the attacker, creating a natural lattice of wood that grants standard cover. The circumstance bonus from the cover applies to your AC when you're determining the outcome of the triggering attack. If the triggering attack still hits and deals physical damage to you, the ward reduces the damage by 30 and is immediately destroyed. If the attack misses, the ward instead persists for 3 rounds before withering back into the earth. Creatures can cross the ward, but it's difficult terrain.","feat":["Wood Ward"],"element":["Wood"],"skill_mod":{},"summary":"With a sweep of your hand, vines and roots burst from the ground along the edge of your space between you and the attacker, creating a natural lattice of wood that grants standard cover .","primary_source":"Rage of Elements","trait_group":["Ancestry","Mechanics","Creature Type","Tradition","Elemental"],"level":17,"source_category":["Rulebooks"],"trigger":"A creature targets you with an attack.","resistance":{},"url":"/Feats.aspx?ID=4323","name":"Wood Ward","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4323"},{"skill_mod":{},"summary":"The elemental metal in your soul resonates strongly with iron, bronze, and other sturdy, practical metals suitable for weaponry.","primary_source":"Rage of Elements","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4324","weakness":{},"name":"Ferrousoul","trait":["Lineage","Talos"],"id":"feat-4324","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ferrousoul Source Rage of Elements pg. 52 --- Whether in their pure elemental forms or as part of an alloy such as steel, the elemental metal in your soul resonates strongly with iron, bronze, and other sturdy, practical metals suitable for weaponry. Your fist attacks gain the modular B, P, or S trait and lose the nonlethal trait. Your fist's damage die increases to 1d6.","category":"feat","pfs":"Standard","feat":["Ferrousoul"],"rarity":"common","slug":"feat-4324"},{"skill_mod":{},"summary":"Your elemental lineage manifests in the polished gleam of precious metals.","primary_source":"Rage of Elements","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4325","weakness":{},"name":"Gildedsoul","trait":["Lineage","Talos"],"id":"feat-4325","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gildedsoul Source Rage of Elements pg. 52 --- Your elemental lineage manifests in the polished gleam of precious metals, such as silver and gold, or even rare and valuable skymetals like adamantine or orichalcum. This natural luster enhances your charm; you become trained in your choice of Diplomacy or Society. If you would automatically become trained in both these skills (from your background or class, for example), you instead become trained in a skill of your choice. If you're trained in Society, you also gain the Courtly Graces skill feat.","category":"feat","pfs":"Standard","feat":["Gildedsoul"],"rarity":"common","slug":"feat-4325"},{"skill_mod":{},"summary":"The elemental metal in your bloodline literally courses through your veins.","primary_source":"Rage of Elements","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4326","weakness":{},"name":"Quicksoul","trait":["Lineage","Talos"],"id":"feat-4326","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quicksoul Source Rage of Elements pg. 52 --- The elemental metal in your bloodline literally courses through your veins in the form of liquid metals like mercury, rubidium, gallium, and djezet, giving your actions a languid fluidity. You gain the trained proficiency rank in Acrobatics. If you would automatically become trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice. As these metals are largely toxic to organic life, you also gain the Toxic Touch action. Toxic Touch Single Action (poison) Frequency once per day; Requirements Your most recent action was to Tumble Through, and you successfully moved through an enemy's space; Effect Make a melee unarmed Strike against the enemy whose space you moved through. On a hit, the target takes 1d6 persistent poison damage and is sickened 1 (or takes 2d6 persistent poison and is sickened 2 on a critical hit).","category":"feat","pfs":"Standard","feat":["Quicksoul"],"rarity":"common","slug":"feat-4326"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Light","Talos"],"id":"feat-4327","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reflective Defense Reaction Source Rage of Elements pg. 52 Frequency once per 10 minutes Trigger A creature within 30 feet of you targets you, and you can see the attacker. Requirements You are in dim or bright light. --- Your body's natural luster has been polished to a gleaming shine. You use this to reflect light back into your enemy's eyes, disrupting its aim and focus; it must succeed at a Reflex save against your class DC or be dazzled until the end of your next turn.","feat":["Reflective Defense"],"skill_mod":{},"summary":"Your body's natural luster has been polished to a gleaming shine.","primary_source":"Rage of Elements","trait_group":["Mechanics","Ancestry"],"level":1,"source_category":["Rulebooks"],"requirement":"You are in dim or bright light .","trigger":"A creature within 30 feet of you targets you, and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=4327","name":"Reflective Defense","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4327"},{"skill_mod":{},"summary":"You conduct electrical damage through your body.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Rage of Elements"],"trigger":"You are hit by an attack, spell, or other effect that deals electricity damage.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4328","weakness":{},"name":"Conductor's Redirection","trait":["Talos"],"actions_number":1,"id":"feat-4328","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Conductor's Redirection Reaction Source Rage of Elements pg. 53 Trigger You are hit by an attack, spell, or other effect that deals electricity damage. --- You conduct the damage through your body, taking damage as normal (if applicable) and redirecting it at one target within 10 feet that you can see. That target takes an equal amount of damage with a basic Fortitude save against the higher of your class DC or spell DC. The damage they take is based on the triggering damage, not modified by your degree of success, resistances, and so forth. ","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Conductor's Redirection"],"rarity":"common","slug":"feat-4328"},{"skill_mod":{},"summary":"Your unarmed attacks gain the properties of special materials.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4329","weakness":{},"name":"Precious Alloys","trait":["Talos"],"id":"feat-4329","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Precious Alloys Source Rage of Elements pg. 53 --- Choose cold iron or silver. Your melee unarmed attacks have the special properties of a weapon made of that metal. If you are at least 13th level, you can choose adamantine instead of just cold iron or silver. Special You can take this ancestry feat multiple times, choosing a different metal each time.","category":"feat","pfs":"Standard","feat":["Precious Alloys"],"rarity":"common","slug":"feat-4329"},{"skill_mod":{},"summary":"Your connection with elemental iron grants you a natural field of weak magnetic attraction.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4330","weakness":{},"name":"Natural Magnetism","trait":["Talos"],"id":"feat-4330","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Natural Magnetism Source Rage of Elements pg. 53 --- Your connection with elemental iron grants you a natural field of weak magnetic attraction. You can cast magnetic attraction and magnetic repulsion once per day each as 2nd-rank primal innate spells. Special If you chose the gildedsoul lineage, you can replace one of the above spells with enthrall .","category":"feat","pfs":"Standard","feat":["Natural Magnetism"],"rarity":"common","slug":"feat-4330"},{"skill_mod":{},"summary":"You can summon an elemental ally.","primary_source":"Rage of Elements","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4331","weakness":{},"name":"Summon Metal Elemental","trait":["Talos"],"id":"feat-4331","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Summon Metal Elemental Source Rage of Elements pg. 53 --- You can summon an elemental ally. Once per day, you can cast summon elemental as a 5th-rank primal innate spell, but the elemental summoned must be a metal elemental.","category":"feat","pfs":"Standard","feat":["Summon Metal Elemental"],"rarity":"common","slug":"feat-4331"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"frequency":"once per day","duration":60,"weakness":{},"trait":["Concentrate","Primal","Talos"],"id":"feat-4332","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Metallic Skin Two Actions Source Rage of Elements pg. 53 Frequency once per day Duration 1 minute --- You fortify your natural resistances with elemental metal, covering your skin with thick metal. You gain a +2 status bonus to AC and resistance 10 to physical damage (except adamantine), but you take a –10-foot penalty to Speed. If you take fire damage while this ability is active, until the end of your next turn, you deal an additional 2d6 fire damage with all your unarmed melee Strikes.","feat":["Metallic Skin"],"skill_mod":{},"summary":"You fortify your natural resistances with elemental metal, covering your skin with thick metal.","primary_source":"Rage of Elements","trait_group":["Mechanics","Tradition","Ancestry"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4332","name":"Metallic Skin","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4332"},{"skill_mod":{},"summary":"You become trained in kineticist class DC and impulse attack rolls.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Constitution +2","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4333","weakness":{},"archetype":["Kineticist"],"name":"Kineticist Dedication","trait":["Archetype","Dedication","Multiclass"],"id":"feat-4333","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Kineticist Dedication Source Rage of Elements pg. 57 Archetype Kineticist Prerequisites Constitution +2 --- You become trained in kineticist class DC and impulse attack rolls. Choose one element to be your kinetic element (air, earth, fire, metal, water, or wood). You gain a kinetic aura and the Channel Elements action, though you don't get to use an Elemental Blast or stance impulse when you take that action. You gain the Elemental Blast action. Your Elemental Blast does not automatically gain additional damage dice every four levels, instead requiring you to take the Improved Elemental Blast feat. You become trained in Nature; if you were already trained in Nature, you instead become trained in another skill of your choice. Kineticist Dedication leads to... Base Kinesis, Expert Kinetic Control, Improved Elemental Blast, Through the Gate","category":"feat","pfs":"Standard","feat":["Kineticist Dedication"],"rarity":"common","slug":"feat-4333"},{"skill_mod":{},"summary":"You gain the Base Kinesis impulse.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Kineticist Dedication","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4334","weakness":{},"archetype":["Kineticist"],"name":"Base Kinesis","trait":["Archetype"],"id":"feat-4334","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Base Kinesis Source Rage of Elements pg. 57 Archetype Kineticist Prerequisites Kineticist Dedication --- You gain the Base Kinesis impulse. For the purposes of determining when the range and Bulk improvements of the action occur, your kineticist level is equal to half your level (for example, Base Kinesis for a 10th-level character with this feat would have a range of 45 feet and could affect 1 Bulk of their chosen element).","category":"feat","pfs":"Standard","feat":["Base Kinesis"],"rarity":"common","slug":"feat-4334"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level kineticist feat of your choice.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Kineticist Dedication","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4335","weakness":{},"archetype":["Kineticist"],"name":"Through the Gate","trait":["Archetype"],"id":"feat-4335","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Through the Gate Source Rage of Elements pg. 57 Archetype Kineticist Prerequisites Kineticist Dedication --- You gain a 1st- or 2nd-level kineticist feat of your choice. Your options include impulse feats for your kinetic element, as normal for a kineticist. Through the Gate leads to... Advanced Element Control","category":"feat","pfs":"Standard","feat":["Through the Gate"],"rarity":"common","slug":"feat-4335"},{"skill_mod":{},"summary":"You gain one kineticist feat .","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Through the Gate","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4336","weakness":{},"archetype":["Kineticist"],"name":"Advanced Element Control","trait":["Archetype"],"id":"feat-4336","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Element Control Source Rage of Elements pg. 57 Archetype Kineticist Prerequisites Through the Gate --- You gain one kineticist feat. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. Your options include impulse feats for your kinetic element, as normal for a kineticist. Special You can select this feat more than once. Each time you select it, you gain another kineticist feat. Advanced Element Control leads to... Add Element","category":"feat","pfs":"Standard","feat":["Advanced Element Control"],"rarity":"common","slug":"feat-4336"},{"skill_mod":{},"summary":"The power of your elemental blast improves.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Kineticist Dedication","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4337","weakness":{},"archetype":["Kineticist"],"name":"Improved Elemental Blast","trait":["Archetype"],"id":"feat-4337","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Improved Elemental Blast Source Rage of Elements pg. 57 Archetype Kineticist Prerequisites Kineticist Dedication --- The power of your elemental blast improves. The damage of your elemental blast increases by one die. Special You can take Improved Elemental Blast a second time at 14th level to increase your Elemental Blast to three damage die, and a third time at 18th level to increase your Elemental Blast to four damage die.","category":"feat","pfs":"Standard","feat":["Improved Elemental Blast"],"rarity":"common","slug":"feat-4337"},{"skill_mod":{},"summary":"Choose a second kinetic element to add to the one you already have.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Advanced Element Control","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4338","weakness":{},"archetype":["Kineticist"],"name":"Add Element","trait":["Archetype"],"id":"feat-4338","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Add Element Source Rage of Elements pg. 57 Archetype Kineticist Prerequisites Advanced Element Control --- Choose a second kinetic element to add to the one you already have. You gain an impulse feat for that element. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. If you gain more kineticist feats, you can select hybrid impulses that have both your elements, as normal for a kineticist.","category":"feat","pfs":"Standard","feat":["Add Element"],"rarity":"common","slug":"feat-4338"},{"skill_mod":{},"summary":"You become an expert in kineticist class DC and impulse attack rolls.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Kineticist Dedication","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4339","weakness":{},"archetype":["Kineticist"],"name":"Expert Kinetic Control","trait":["Archetype"],"id":"feat-4339","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Kinetic Control Source Rage of Elements pg. 57 Archetype Kineticist Prerequisites Kineticist Dedication --- You become an expert in kineticist class DC and impulse attack rolls","category":"feat","pfs":"Standard","feat":["Expert Kinetic Control"],"rarity":"common","slug":"feat-4339"},{"skill_mod":{},"summary":"Each day when you make your daily preparations, you can attune yourself to one element of your choice from your elemental philosophy.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"elemental magic","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4340","weakness":{},"archetype":["Elementalist"],"name":"Elementalist Dedication","legacy_id":["feat-2986"],"trait":["Archetype","Class","Dedication"],"id":"feat-4340","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Elementalist Dedication Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites elemental magic --- Each day when you make your daily preparations, you can attune yourself to one element of your choice from your elemental philosophy. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait. This attunement lasts until you next make your daily preparations. Elementalist Dedication leads to... Burning Spell, Current Spell, Dousing Spell, Elemental Familiar, Expanded Elemental Magic, Growth Spell, Metabolize Element, Redirect Elements, Reverberating Spell, Rockslide Spell, Water Step, Wind-Tossed Spell","category":"feat","pfs":"Standard","feat":["Elementalist Dedication"],"rarity":"common","slug":"feat-4340"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2987"],"trait":["Archetype","Spellshape","Water","Metamagic"],"id":"feat-4341","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dousing Spell Single Action Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication; water is in your elemental philosophy --- You enhance your spell with elemental water, soaking the target. If the next action you use is to Cast a Spell targeting a single creature, you soak the target of the spell with water. If the target has persistent acid or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately. The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water).","feat":["Dousing Spell"],"element":["Water"],"skill_mod":{},"summary":"You enhance your spell with elemental water, soaking the target.","primary_source":"Rage of Elements","trait_group":["Feat","Mechanics","Elemental","Planar","Monster"],"level":4,"prerequisite":"Elementalist Dedication; water is in your elemental philosophy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4341","archetype":["Elementalist"],"name":"Dousing Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4341"},{"skill_mod":{},"summary":"Your familiar becomes an elemental spirit capable of taking on aspects of the elements.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Elementalist Dedication; Familiar","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4342","weakness":{},"archetype":["Elementalist"],"name":"Elemental Familiar","legacy_id":["feat-2988"],"trait":["Archetype"],"id":"feat-4342","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Elemental Familiar Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication; Familiar --- Your familiar becomes an elemental spirit capable of taking on aspects of the elements. Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. If you want to give your familiar the elemental familiar abilities found on page 42, you must select that familiar ability. Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching elemental trait. You can't select more than one elemental familiar ability at a time. Air If your familiar stays completely still for 1 round, it becomes invisible until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect. Earth Your familiar gains resistance to physical damage (except adamantine) equal to half your level. Fire Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures who remain within a 15-foot emanation don't take damage from severe environmental cold. Metal Your familiar gains resistance to physical damage from metal weapons equal to half your level. Water Your familiar can move through a gap at least 2 inches wide without Squeezing and can Squeeze through a gap at least 1 inch wide. Wood If your familiar remains in bright light for 1 round, it gains fast healing equal to half your level. Once it is out of bright light, this effect ends. ","category":"feat","pfs":"Standard","feat":["Elemental Familiar"],"rarity":"common","slug":"feat-4342"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2989"],"trait":["Archetype","Fire","Spellshape","Metamagic"],"id":"feat-4343","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Burning Spell Single Action Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication; fire is in your elemental philosophy --- You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non-cantrip Spell that deals damage at a single target, the spell deals additional persistent fire damage equal to the spell rank, in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the fire trait.","feat":["Burning Spell"],"element":["Fire"],"skill_mod":{},"summary":"You enhance your spell with elemental fire, causing it to set the target on fire.","primary_source":"Rage of Elements","trait_group":["Feat","Energy","Elemental","Planar","Monster","Mechanics"],"level":6,"prerequisite":"Elementalist Dedication; fire is in your elemental philosophy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4343","archetype":["Elementalist"],"name":"Burning Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4343"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Spellshape","Metamagic"],"id":"feat-4344","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Current Spell Single Action Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication; air or water is in your elemental philosophy --- As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell's traits.","feat":["Current Spell"],"skill_mod":{},"summary":"As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you.","primary_source":"Rage of Elements","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Elementalist Dedication; air or water is in your elemental philosophy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4344","archetype":["Elementalist"],"name":"Current Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4344"},{"skill_mod":{},"summary":"You reach new understandings of the elements, taking an expansive view.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Elementalist Dedication","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4345","weakness":{},"archetype":["Elementalist"],"name":"Expanded Elemental Magic","trait":["Archetype"],"id":"feat-4345","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expanded Elemental Magic Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication --- You reach new understandings of the elements, taking an expansive view. Add to your elemental philosophy any of the following elements it doesn't already include: air, earth, fire, metal, water, and wood.","category":"feat","pfs":"Standard","feat":["Expanded Elemental Magic"],"rarity":"common","slug":"feat-4345"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2990"],"trait":["Archetype"],"id":"feat-4346","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Metabolize Element Reaction Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication Trigger You take damage from a foe's spell or magical ability with a trait of one of the elements in your elemental philosophy. --- Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the quickened condition until the end of your next turn. You can use the extra action only to Step or Stride.","feat":["Metabolize Element"],"skill_mod":{},"summary":"Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy.","primary_source":"Rage of Elements","trait_group":["Feat"],"level":8,"prerequisite":"Elementalist Dedication","source_category":["Rulebooks"],"trigger":"You take damage from a foe's spell or magical ability with a trait of one of the elements in your elemental philosophy.","resistance":{},"url":"/Feats.aspx?ID=4346","archetype":["Elementalist"],"name":"Metabolize Element","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4346"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Metal","Spellshape","Metamagic"],"id":"feat-4347","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Reverberating Spell Single Action Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication; metal is in your elemental philosophy --- Your spell disorients your targets with a metallic clangor. If the next action you use this turn is to Cast a non-cantrip Spell that deals damage in an area (such as a burst, line, or cone), the spell deals an additional 1d8 sonic damage and all creatures who fail their save against the spell are deafened for 1 round. Targets who critically fail their saves against this spell are instead deafened for 1 minute. The spell gains the sonic trait.","feat":["Reverberating Spell"],"element":["Metal"],"skill_mod":{},"summary":"Your spell disorients your targets with a metallic clangor.","primary_source":"Rage of Elements","trait_group":["Feat","Elemental","Mechanics"],"level":10,"prerequisite":"Elementalist Dedication; metal is in your elemental philosophy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4347","archetype":["Elementalist"],"name":"Reverberating Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4347"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Spellshape","Metamagic"],"id":"feat-4348","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Growth Spell Single Action Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication; wood is in your elemental philosophy --- You enhance your spell with elemental wood, causing your magic to expand and grow beyond its original limitations. If the next action you use this turn is to Cast a non-cantrip Spell that affects an area, expand the area of the spell. For bursts, expand the radius by 5 feet; for cones, expand the cone by 10 feet; and for lines, expand the length by 15 feet. The spell gains the wood trait.","feat":["Growth Spell"],"skill_mod":{},"summary":"You enhance your spell with elemental wood, causing your magic to expand and grow beyond its original limitations.","primary_source":"Rage of Elements","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Elementalist Dedication; wood is in your elemental philosophy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4348","archetype":["Elementalist"],"name":"Growth Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4348"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2991"],"trait":["Archetype","Earth","Spellshape","Metamagic"],"id":"feat-4349","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Rockslide Spell Single Action Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication; earth is in your elemental philosophy --- You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell rank become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the earth trait.","feat":["Rockslide Spell"],"element":["Earth"],"skill_mod":{},"summary":"You enhance your spell with elemental earth, causing chunks of stone to litter the ground.","primary_source":"Rage of Elements","trait_group":["Feat","Elemental","Planar","Monster","Mechanics"],"level":10,"prerequisite":"Elementalist Dedication; earth is in your elemental philosophy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4349","archetype":["Elementalist"],"name":"Rockslide Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4349"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2992"],"trait":["Archetype"],"id":"feat-4350","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Redirect Elements Reaction Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication Trigger The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails, and the elemental trait is in your elemental philosophy. --- You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target.","feat":["Redirect Elements"],"skill_mod":{},"summary":"You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area.","primary_source":"Rage of Elements","trait_group":["Feat"],"level":12,"prerequisite":"Elementalist Dedication","source_category":["Rulebooks"],"trigger":"The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails, and the elemental trait is in your elemental philosophy.","resistance":{},"url":"/Feats.aspx?ID=4350","archetype":["Elementalist"],"name":"Redirect Elements","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4350"},{"skill_mod":{},"summary":"You can Stride across liquid and surfaces normally wouldn't support your weight.","primary_source":"Rage of Elements","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Elementalist Dedication; water is in your elemental philosophy","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4351","weakness":{},"archetype":["Elementalist"],"name":"Water Step","trait":["Archetype"],"id":"feat-4351","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Water Step Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication; water is in your elemental philosophy --- You can Stride across liquid and surfaces normally wouldn't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal.","category":"feat","pfs":"Standard","feat":["Water Step"],"rarity":"common","slug":"feat-4351"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2993"],"trait":["Air","Archetype","Concentrate","Spellshape","Metamagic"],"id":"feat-4352","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Wind-Tossed Spell Single Action Source Rage of Elements pg. 59 Archetype Elementalist Prerequisites Elementalist Dedication; air is in your elemental philosophy --- You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's concealed condition and any cover they have from you. The spell gains the air trait.","feat":["Wind-Tossed Spell"],"element":["Air"],"skill_mod":{},"summary":"You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Feat","Mechanics"],"level":14,"prerequisite":"Elementalist Dedication; air is in your elemental philosophy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4352","archetype":["Elementalist"],"name":"Wind-Tossed Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4352"},{"skill_mod":{},"summary":"The elemental power within you is more mutable and versatile than most.","primary_source":"Rage of Elements","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"elemental instinct","source_category":["Rulebooks"],"source":["Rage of Elements"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4353","weakness":{},"name":"Elemental Evolution","trait":["Barbarian"],"id":"feat-4353","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Elemental Evolution Source Rage of Elements pg. 54 Prerequisites elemental instinct --- The elemental power within you is more mutable and versatile than most. Choose a second damage type for your element. Whenever you Rage, you can choose that type instead of the damage type you would normally gain. The new damage type can be the one you did not choose when you selected the element initially if you had multiple options available for your element, or one of the following types: air cold, earth poison, fire cold, metal electricity, water acid, wood poison.","category":"feat","pfs":"Standard","feat":["Elemental Evolution"],"rarity":"common","slug":"feat-4353"},{"primary_source_category":"Rulebooks","source":["Rage of Elements"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Concentrate","Primal","Rage"],"id":"feat-4354","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Elemental Explosion Two Actions Source Rage of Elements pg. 54 Prerequisites elemental instinct Requirements You're raging, and you haven't used this ability since you last Raged. --- You unleash the energy roiling within you, exploding elemental matter in a 15-foot emanation. Each creature in the area takes 1d8 damage per level you possess, with the same type you chose for elemental rage. Each creature in the area must attempt a basic Reflex save against your class DC. Elemental Explosion gains the trait of your element.","feat":["Elemental Explosion"],"skill_mod":{},"summary":"You unleash the energy roiling within you.","primary_source":"Rage of Elements","trait_group":["Class","Mechanics","Tradition","Class-Specific"],"level":6,"prerequisite":"elemental instinct","source_category":["Rulebooks"],"requirement":"You're raging , and you haven't used this ability since you last Raged.","resistance":{},"url":"/Feats.aspx?ID=4354","name":"Elemental Explosion","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4354"},{"skill_mod":{},"summary":"Everything is connnected—all is part of the whole. Find where to add your ki and you can break the whole.","primary_source":"Wake the Dead #2","trait_group":["Class","Weapon","Rarity"],"primary_source_category":"Comics","level":6,"prerequisite":"Ki Strike","source_category":["Comics"],"source":["Wake the Dead #2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4355","weakness":{},"name":"Ki Cutting Sight","trait":["Monk","Rare"],"id":"feat-4355","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"\" > Ki Cutting Sight Source Wake the Dead #2 pg. 28 Prerequisites Ki Strike --- Everything is connnected—all is part of the whole, and the whole is distributed throughout the infinite parts. Find where to add your ki and you can break the whole. You gain the ki cutting sight ki spell. Increase your number of Focus Points in your focus pool by 1.","category":"feat","feat":["Ki Cutting Sight"],"rarity":"rare","slug":"feat-4355"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","skill":["Nature","Lore","Nature","Lore"],"trait":["Archetype","Dedication","Rare"],"id":"feat-4357","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Worm Caller Dedication May contain spoilers from Sky King's Tomb Source Pathfinder #194: Cult of the Cave Worm pg. 80 PFS Note Shake it Off is a reaction Archetype Worm Caller Prerequisites Trained in Nature or Trained in Cave Worm Lore --- You pledge yourself to understanding and emulating one of the most powerful creatures of the Darklands: the mighty cave worm. You gain the following action. Shake It Off Single Action (fortune, primal) Frequency once per day; Trigger You fail or critically fail a saving throw against a condition or adverse effect (such as baleful polymorph ); Effect You reroll the triggering save and use the better result. Special You can't select another dedication feat until you have gained two other feats from the Worm Caller archetype. Worm Caller Dedication leads to... Azure Fins, Call Worm Spirit, Crimson Breath, Inexorable, Tunnel, Venomous Touch, Worm Empathy, Worm Form, Worm Sense, Worm's Feast, Wormskin","feat":["Worm Caller Dedication"],"skill_mod":{},"summary":"You pledge yourself to understanding and emulating one of the most powerful creatures of the Darklands: the mighty cave worm .","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Nature or Trained in Cave Worm Lore","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4357","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Worm Caller Dedication","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-4357"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4358","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Worm Sense Source Pathfinder #194: Cult of the Cave Worm pg. 80 Archetype Worm Caller Prerequisites Worm Caller Dedication --- You emulate the senses of the cave worm. You gain darkvision and tremorsense as an imprecise sense within 5 feet. The range of the tremorsense increases to 10 feet at 8th level and to 15 feet at 12th level.","feat":["Worm Sense"],"skill_mod":{},"summary":"You emulate the senses of the cave worm .","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat"],"level":4,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4358","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Worm Sense","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4358"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4359","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Wormskin Source Pathfinder #194: Cult of the Cave Worm pg. 80 Archetype Worm Caller Prerequisites Worm Caller Dedication --- Your flesh grows thick and bloated, protecting you against harm. You gain resistance equal to half your level versus one of the following types of damage, chosen when you take the feat: fire, cold, or bludgeoning. This choice cannot be changed. When you're unarmored, your flesh gives you a +2 item bonus to AC with a Dexterity cap of +3. You can apply with armor potency runes and property runes directly to your flesh, though excruciatingly painful. Special You can take this feat up to three times, each time selecting a new damage type from the list.","feat":["Wormskin"],"skill_mod":{},"summary":"Your flesh grows thick and bloated, protecting you against harm.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat"],"level":4,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4359","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Wormskin","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4359"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4360","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Inexorable Source Pathfinder #194: Cult of the Cave Worm pg. 80 Archetype Worm Caller Prerequisites Worm Caller Dedication --- You imbue yourself with the resilience of the cave worm. When you gain the paralyzed, slowed, or stunned condition, roll a DC 15 flat check. On a success you ignore the condition. When using Worm Form you are immune to penalties to your Speed and the immobilized condition, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you, and you ignore difficult terrain and greater difficult terrain.","feat":["Inexorable"],"skill_mod":{},"summary":"You imbue yourself with the resilience of the cave worm .","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat"],"level":6,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4360","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Inexorable","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4360"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Sky King's Tomb","school":"conjuration","trait":["Archetype","Conjuration","Primal"],"id":"feat-4361","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Worm's Feast Two Actions Source Pathfinder #194: Cult of the Cave Worm pg. 80 Archetype Worm Caller Frequency once per day Prerequisites Worm Caller Dedication --- You call forth a brood of infantile cave worms to feast on your enemy's flesh. Choose a creature within 30 feet; the creature must attempt a Fortitude save. At 8th level and every 2 levels above that, the persistent piercing damage taken on a failure increases by 1d6. Critical Success The worms writhe away harmlessly. Success The target takes 2d6 piercing damage and 2d6 persistent piercing damage. Failure The target takes 6d6 piercing damage and 2d6 persistent piercing damage. Critical Failure As failure, plus the target is flat-footed as long as it takes persistent piercing damage.","feat":["Worm's Feast"],"skill_mod":{},"summary":"You call forth a brood of infantile cave worms to feast on your enemy's flesh.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat","School","Tradition"],"level":6,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4361","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Worm's Feast","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-4361"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4362","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Worm Empathy Source Pathfinder #194: Cult of the Cave Worm pg. 81 Archetype Worm Caller Prerequisites Worm Caller Dedication --- You can connect with cave worms (and other worm-related creatures, at the GM's discretion) on a rudimentary level. You can use Diplomacy to Make an Impression on cave worms and to make simple Requests of them. In most cases, the cave worm's starting attitude is indifferent and they will give you time to establish contact.","feat":["Worm Empathy"],"skill_mod":{},"summary":"You can connect with cave worms (and other worm-related creatures, at the GM's discretion) on a rudimentary level.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat"],"level":8,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4362","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Worm Empathy","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4362"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4363","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Azure Fins Source Pathfinder #194: Cult of the Cave Worm pg. 81 Archetype Worm Caller Prerequisites Worm Caller Dedication --- When submerged in water or another liquid, you form small fin-like arms along your body, granting you far greater maneuverability while swimming. You gain a swim Speed equal to your land Speed. Furthermore, while swimming on the surface of a liquid, you can Leap out of the liquid and do not fall until the end of your turn, allowing you to spend the rest of the turn above the surface.","feat":["Azure Fins"],"skill_mod":{},"summary":"When submerged in water or another liquid, you form small fin-like arms along your body, granting you far greater maneuverability while swimming.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat"],"level":10,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4363","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Azure Fins","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4363"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Sky King's Tomb","school":"conjuration","trait":["Archetype","Conjuration","Primal"],"id":"feat-4364","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Call Worm Spirit Two Actions Source Pathfinder #194: Cult of the Cave Worm pg. 81 Archetype Worm Caller Frequency once per day Prerequisites Worm Caller Dedication --- You call forth a ghostly manifestation of the worm spirit. Choose an intersection on the ground within 60 feet; the ghostly maw of a worm emerges from the ground, attacking all creatures in a 10 foot burst. Each creature in the area must attempt a Reflex save. Critical Success The target is unaffected. Success The target takes 1d10+13 bludgeoning damage as it is battered by the worm's body. Failure The target takes 3d10+15 piercing damage as it is bitten by the worm. The target is immobilized until the end of its next turn. Critical Failure As failure, but the damage increases to 6d10+30 and the target is knocked prone. Call Worm Spirit leads to... Call the Worm","feat":["Call Worm Spirit"],"skill_mod":{},"summary":"You call forth a ghostly manifestation of the worm spirit.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat","School","Tradition"],"level":10,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4364","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Call Worm Spirit","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-4364"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4365","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Tunnel Source Pathfinder #194: Cult of the Cave Worm pg. 81 Archetype Worm Caller Prerequisites Worm Caller Dedication --- You gain a burrow speed of 10 feet.","feat":["Tunnel"],"skill_mod":{},"summary":"You gain a burrow speed of 10 feet.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat"],"level":10,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4365","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Tunnel","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4365"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Sky King's Tomb","school":"evocation","trait":["Archetype","Evocation","Fire","Primal"],"id":"feat-4366","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Crimson Breath Two Actions Source Pathfinder #194: Cult of the Cave Worm pg. 81 Archetype Worm Caller Frequency once per day Prerequisites Worm Caller Dedication --- You gain a fire breath weapon similar to that of a crimson worm. You breathe a blast of flame in a 30-foot cone that deals 12d6 fire damage to all creatures in the area (basic Reflex save). This damage increases by 2d6 at 14th level and every 2 levels thereafter.","feat":["Crimson Breath"],"element":["Fire"],"skill_mod":{},"summary":"You gain a fire breath weapon similar to that of a crimson worm .","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat","School","Energy","Elemental","Planar","Monster","Tradition"],"level":12,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4366","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Crimson Breath","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-4366"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4367","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Venomous Touch Source Pathfinder #194: Cult of the Cave Worm pg. 81 Archetype Worm Caller Prerequisites Worm Caller Dedication --- You've learned to channel the sting of the worm. You gain purple worm sting as an innate primal spell that you can cast once per day.","feat":["Venomous Touch"],"skill_mod":{},"summary":"You've learned to channel the sting of the worm.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat"],"level":12,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4367","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Venomous Touch","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4367"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","school":"transmutation","trait":["Archetype","Polymorph","Primal","Transmutation"],"id":"feat-4368","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Worm Form Two Actions Source Pathfinder #194: Cult of the Cave Worm pg. 81 Archetype Worm Caller Prerequisites Worm Caller Dedication --- You take on the form of a purple worm or transform into a humanoid-worm hybrid, retaining your own head but with a worm's body, transforming into a Huge battle form. You must have enough space to expand into or the ability is lost. While in this form, you gain the animal trait. You can Dismiss the form. You gain the following statistics and abilities regardless of which battle form you choose: AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. 40 temporary Hit Points. Darkvision. One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. Athletics modifier of +30, unless your own modifier is higher. You also gain specific abilities based on the type of monster you choose: Purple Worm Speed 40 feet, burrow 30 feet, swim 20 feet; Melee Single Action jaws (deadly 2d10, reach 15 feet), Damage 3d10+15 piercing; Melee Single Action stinger (agile, poison, reach 15 feet), Damage 2d12+15 piercing plus 2d6 persistent poison; Melee Single Action body (reach 15 feet) Damage 1d10+13 bludgeoning Hybrid Speed 40 feet; Melee Single Action stinger (agile, poison, reach 10 feet), Damage 2d12+15 piercing plus 1d6 persistent poison; Melee Single Action body (reach 10 feet), Damage 1d10+13 bludgeoning; Hybrid Caster You retain the ability to speak, and can cast spells as long as they don't have somatic or material components. ","feat":["Worm Form"],"skill_mod":{},"summary":"You take on the form of a purple worm or transform into a humanoid-worm hybrid, retaining your own head but with a worm's body, transforming into a Huge battle form.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat","Mechanics","Tradition","School"],"level":14,"prerequisite":"Worm Caller Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4368","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Worm Form","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-4368"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4369","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Call the Worm Source Pathfinder #194: Cult of the Cave Worm pg. 81 Archetype Worm Caller Prerequisites Call Worm Spirit --- You gain summon animal , heightened to 9th level, as an innate primal spell that you can cast once per day, but can only summon a purple worm. At 20th level, you can summon an elite purple worm instead.","feat":["Call the Worm"],"skill_mod":{},"summary":"You gain summon animal , heightened to 9th level, as an innate primal spell that you can cast once per day, but can only summon a purple worm .","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Feat"],"level":18,"prerequisite":"Call Worm Spirit","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4369","archetype":["Worm Caller"],"source_group":["Sky King's Tomb"],"name":"Call the Worm","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4369"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype","Dedication","Uncommon"],"id":"feat-4371","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Stone Brawler Dedication May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 82 Archetype Stone Brawler Prerequisites Constitution 14 --- You've learned to call the primal power of elemental stone to your aid. You gain the Stonestrike Stance action. Stonestrike Stance Single Action Requirements You are standing on the ground; Effect You enter the stance of unyielding stone and draw upon the power of the living rock, encasing your fists in stone and allowing you to make stonestrike attacks. These deal 1d8 bludgeoning damage, are in the brawling group, and have the forceful, magical, and unarmed traits. Special You cannot select another dedication feat until you have gained two other feats from the stone brawler archetype. Stone Brawler Dedication leads to... Ore Fists, Stonebane, Stoney Deflection, Stoney Skin","feat":["Stone Brawler Dedication"],"skill_mod":{},"summary":"You've learned to call the primal power of elemental stone to your aid.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Constitution 14","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4371","archetype":["Stone Brawler"],"source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Stone Brawler Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-4371"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4372","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Stoney Skin Source Pathfinder #195: Heavy is the Crown pg. 82 Archetype Stone Brawler Prerequisites Stone Brawler Dedication --- Your skin takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the Stone Brawler archetype.","feat":["Stoney Skin"],"skill_mod":{},"summary":"Your skin takes on the hardness of stone.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":4,"prerequisite":"Stone Brawler Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4372","archetype":["Stone Brawler"],"source_group":["Sky King's Tomb"],"name":"Stoney Skin","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4372"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4373","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Stoney Deflection Single Action Source Pathfinder #195: Heavy is the Crown pg. 82 Archetype Stone Brawler Prerequisites Stone Brawler Dedication Requirements You are in Stonestrike Stance. --- You gather the resiliency of stone to block attacks against you. You gain a +2 circumstance bonus to AC and to any defenses against being Shoved or Tripped until the beginning of your next turn.","feat":["Stoney Deflection"],"skill_mod":{},"summary":"You gather the resiliency of stone to block attacks against you.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":6,"prerequisite":"Stone Brawler Dedication","source_category":["Adventure Paths"],"requirement":"You are in Stonestrike Stance.","resistance":{},"url":"/Feats.aspx?ID=4373","archetype":["Stone Brawler"],"source_group":["Sky King's Tomb"],"name":"Stoney Deflection","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-4373"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4374","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Ore Fists Source Pathfinder #195: Heavy is the Crown pg. 82 Archetype Stone Brawler Prerequisites Stone Brawler Dedication --- When you enter the Stonestrike Stance, your fists appear to be covered with veins of unrefined ore. Your stonestrike attacks count as cold iron and silver when determining weaknesses and bypassing resistances. Ore Fists leads to... Adamantine Fists","feat":["Ore Fists"],"skill_mod":{},"summary":"When you enter the Stonestrike Stance, your fists appear to be covered with veins of unrefined ore.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":8,"prerequisite":"Stone Brawler Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4374","archetype":["Stone Brawler"],"source_group":["Sky King's Tomb"],"name":"Ore Fists","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4374"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4375","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Stonebane Source Pathfinder #195: Heavy is the Crown pg. 82 Archetype Stone Brawler Prerequisites Stone Brawler Dedication --- Your stonestrike attacks deal 1d6 additional damage against constructs, creatures with the earth trait, and earthen objects, such as a stone door.","feat":["Stonebane"],"skill_mod":{},"summary":"Your stonestrike attacks deal 1d6 additional damage against constructs , creatures with the earth trait, and earthen objects, such as a stone door.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":10,"prerequisite":"Stone Brawler Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4375","archetype":["Stone Brawler"],"source_group":["Sky King's Tomb"],"name":"Stonebane","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4375"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4376","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Adamantine Fists Source Pathfinder #195: Heavy is the Crown pg. 82 Archetype Stone Brawler Prerequisites Ore Fists --- You imbue your unarmed strikes with one of the strongest metals. Your stonestrike attacks are treated as adamantine.","feat":["Adamantine Fists"],"skill_mod":{},"summary":"You imbue your unarmed strikes with one of the strongest metals.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":16,"prerequisite":"Ore Fists","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4376","archetype":["Stone Brawler"],"source_group":["Sky King's Tomb"],"name":"Adamantine Fists","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4376"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype","Dedication","Uncommon"],"id":"feat-4377","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Stonebound Dedication May contain spoilers from Sky King's Tomb Source Pathfinder #195: Heavy is the Crown pg. 83 Archetype Stonebound Prerequisites Constitution 14 --- You bind yourself to the very essence of stone. You become trained in Plane of Earth Lore and learn the Terran language. If you are already trained in Plane of Earth Lore, you become trained in a skill of your choice. If you already speak Terran, you learn a common language of your choice. Increase your maximum Hit Points by your level. Special You cannot select another dedication feat until you have gained two other feats from the stonebound archetype. Stonebound Dedication leads to... Elemental Existence, Living Stone, Rocky Flesh, Statue, Stone Blood, Stone Guardian, Stonebound Magic","feat":["Stonebound Dedication"],"skill_mod":{},"summary":"You bind yourself to the very essence of stone.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Constitution 14","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4377","archetype":["Stonebound"],"source_group":["Sky King's Tomb"],"spoilers":"Sky King's Tomb","name":"Stonebound Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-4377"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4378","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Elemental Existence Source Pathfinder #195: Heavy is the Crown pg. 83 Archetype Stonebound Prerequisites Stonebound Dedication --- Your body becomes infused with elemental earth. You gain the Adopted Ancestry feat and gain a 1st level oread ancestry feat as a bonus feat, ignoring the limitations of the lineage trait. When you gain new ancestry feats, you can select oread feats in addition to feats allowed by your ancestry and heritage.","feat":["Elemental Existence"],"skill_mod":{},"summary":"Your body becomes infused with elemental earth.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":4,"prerequisite":"Stonebound Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4378","archetype":["Stonebound"],"source_group":["Sky King's Tomb"],"name":"Elemental Existence","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4378"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4379","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Stone Guardian Source Pathfinder #195: Heavy is the Crown pg. 83 Archetype Stonebound Prerequisites Stonebound Dedication --- You learn to call a powerful guardian of earth and stone to your side. You can cast summon elemental as an innate primal spell once per day, and can only summon elementals with the earth trait. This spell is automatically heightened to half your level rounded up.","feat":["Stone Guardian"],"skill_mod":{},"summary":"You learn to call a powerful guardian of earth and stone to your side.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":4,"prerequisite":"Stonebound Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4379","archetype":["Stonebound"],"source_group":["Sky King's Tomb"],"name":"Stone Guardian","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4379"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4380","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Stone Blood Source Pathfinder #195: Heavy is the Crown pg. 83 Archetype Stonebound Prerequisites Stonebound Dedication --- Your blood becomes thick and sluggish, but no less effective at oxygenating your cells. You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop persistent bleed damage from 15 to 10, and you can use a single action that has the concentrate trait to gain an early flat check without physically binding the wounds. You recover from the drained condition twice as quickly as normal.","feat":["Stone Blood"],"skill_mod":{},"summary":"Your blood becomes thick and sluggish, but no less effective at oxygenating your cells.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":6,"prerequisite":"Stonebound Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4380","archetype":["Stonebound"],"source_group":["Sky King's Tomb"],"name":"Stone Blood","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4380"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4381","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Stonebound Magic Source Pathfinder #195: Heavy is the Crown pg. 83 Archetype Stonebound Prerequisites Stonebound Dedication --- You've learned to manifest your connection to stone by conjuring it to your side. You gain scatter scree as a primal innate cantrip. At 8th level, you gain meld into stone as a primal innate spell once per day. At 10th level, you gain shape stone as a primal innate spell once per day. At 12th level, you gain wall of stone as a primal innate spell once per day.","feat":["Stonebound Magic"],"skill_mod":{},"summary":"You've learned to manifest your connection to stone by conjuring it to your side.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":6,"prerequisite":"Stonebound Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4381","archetype":["Stonebound"],"source_group":["Sky King's Tomb"],"name":"Stonebound Magic","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4381"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4382","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Statue Single Action Source Pathfinder #195: Heavy is the Crown pg. 83 Archetype Stonebound Prerequisites Stonebound Dedication --- Your body and equipment appear to be made of stone as you hold perfectly still. Until the next time you act, you appear to be a statue and do not need to eat, drink, or breathe, but you are flat-footed. Your Deception DC to pass as a statue is equal to 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).","feat":["Statue"],"skill_mod":{},"summary":"Your body and equipment appear to be made of stone as you hold perfectly still.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":8,"prerequisite":"Stonebound Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4382","archetype":["Stonebound"],"source_group":["Sky King's Tomb"],"name":"Statue","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-4382"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4383","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Rocky Flesh Source Pathfinder #195: Heavy is the Crown pg. 83 Archetype Stonebound Prerequisites Stonebound Dedication --- Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the Stonebound archetype.","feat":["Rocky Flesh"],"skill_mod":{},"summary":"Your flesh takes on the hardness of stone.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":10,"prerequisite":"Stonebound Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4383","archetype":["Stonebound"],"source_group":["Sky King's Tomb"],"name":"Rocky Flesh","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4383"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #195: Heavy is the Crown"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Sky King's Tomb","trait":["Archetype"],"id":"feat-4384","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Living Stone Source Pathfinder #195: Heavy is the Crown pg. 83 Archetype Stonebound Prerequisites Stonebound Dedication --- Your body becomes living stone. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots. You gain a +2 circumstance bonus to saving throws against diseases, poisons, and effects that would cause the paralyzed or stunned conditions. When you roll a successful saving throw against a disease or poison, you get a critical success instead.","feat":["Living Stone"],"skill_mod":{},"summary":"Your body becomes living stone.","primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Feat"],"level":12,"prerequisite":"Stonebound Dedication","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=4384","archetype":["Stonebound"],"source_group":["Sky King's Tomb"],"name":"Living Stone","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-4384"},{"skill_mod":{},"summary":"Your foe can hardly predict and counter your moves if you yourself have no idea what will happen.","primary_source":"Wake the Dead #3","trait_group":["Class","Mechanics","Rarity"],"primary_source_category":"Comics","level":8,"source_category":["Comics"],"source":["Wake the Dead #3"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4386","weakness":{},"name":"Chaotic Spell","trait":["Bard","Manipulate","Metamagic","Oracle","Sorcerer","Uncommon","Witch","Wizard","Spellshape"],"actions_number":2,"id":"feat-4386","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Chaotic Spell Single Action Source Wake the Dead #3 pg. 25 --- This is the secret of chaotic magic — your foe can hardly predict and counter your moves if you yourself have no idea what will happen. If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, roll a d6. The spell's damage type changes to the type below associated with the result of the roll, and each creature who is damaged by the spell takes the listed additional effect. 1 (Acid): Sickened 1 2 (Cold): -10 ft. penalty to all Speeds until the end of your next turn. 3 (Electricity): Flat-footed until the end of your next turn. 4 (Fire): Persistent fire damage equal to the spell's level 5 (Force): No added effect 6 (Sonic): Deafened for 2 rounds ","category":"feat","pfs":"Limited","actions":"Single Action","feat":["Chaotic Spell"],"rarity":"uncommon","slug":"feat-4386"},{"skill_mod":{},"summary":"You are naturally calm and collected in the face of imminent danger.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4387","weakness":{},"name":"Dwarven Doughtiness","legacy_id":["feat-1397"],"trait":["Dwarf"],"id":"feat-4387","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dwarven Doughtiness Source Player Core pg. 43 --- You are naturally calm and collected in the face of imminent danger. At the end of your turn, reduce your frightened condition by 2 instead of 1.","category":"feat","pfs":"Standard","feat":["Dwarven Doughtiness"],"rarity":"common","slug":"feat-4387"},{"skill_mod":{},"summary":"You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4388","weakness":{},"name":"Dwarven Lore","legacy_id":["feat-1"],"trait":["Dwarf"],"id":"feat-4388","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dwarven Lore Source Player Core pg. 43 --- You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Dwarf Lore.","category":"feat","pfs":"Standard","feat":["Dwarven Lore"],"rarity":"common","slug":"feat-4388"},{"legacy_name":["Dwarven Weapon Cunning"],"skill_mod":{},"summary":"Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4389","weakness":{},"name":"Dwarven Weapon Familiarity","legacy_id":["feat-2","feat-8"],"trait":["Dwarf"],"id":"feat-4389","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dwarven Weapon Familiarity Source Player Core pg. 44 --- Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You gain access to all uncommon weapons with the dwarf trait. You have familiarity with weapons with the dwarf trait plus the battle axe, pick, and warhammer—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Dwarven Weapon Familiarity"],"rarity":"common","slug":"feat-4389"},{"legacy_name":["Vengeful Hatred"],"skill_mod":{},"summary":"Dwarves have a long history fighting common foes, and you've mastered the ancient tactics to better face these enemies.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4390","weakness":{},"name":"Mountain Strategy","legacy_id":["feat-6"],"trait":["Dwarf"],"id":"feat-4390","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mountain Strategy Source Player Core pg. 44 --- Dwarves have a long history fighting common foes, and you've mastered the ancient tactics to better face these enemies. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with the giant, goblin, hryngar, or orc trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. In addition, if any creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has one of the listed traits Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.","category":"feat","pfs":"Standard","feat":["Mountain Strategy"],"rarity":"common","slug":"feat-4390"},{"skill_mod":{},"summary":"Your innate connection to stone makes you adept at moving across uneven surfaces.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4391","weakness":{},"name":"Rock Runner","legacy_id":["feat-3"],"trait":["Dwarf"],"id":"feat-4391","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rock Runner Source Player Core pg. 44 --- Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by stone (such as rubble or gravel) and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead. Rock Runner leads to... Boulder Roll","category":"feat","pfs":"Standard","feat":["Rock Runner"],"rarity":"common","slug":"feat-4391"},{"legacy_name":["Stonecunning"],"skill_mod":{},"summary":"You understand the intricacies of stonework.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4392","weakness":{},"name":"Stonemason's Eye","legacy_id":["feat-4"],"trait":["Dwarf"],"id":"feat-4392","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stonemason's Eye Source Player Core pg. 44 --- You understand the intricacies of stonework. You become trained in Crafting. If you're already trained in Crafting, you instead gain the Specialty Crafting skill feat for stonemasonry. You also gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone. If you aren't using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain your normal circumstance bonus.","category":"feat","pfs":"Standard","feat":["Stonemason's Eye"],"rarity":"common","slug":"feat-4392"},{"skill_mod":{},"summary":"You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4393","weakness":{},"name":"Unburdened Iron","legacy_id":["feat-5"],"trait":["Dwarf"],"id":"feat-4393","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unburdened Iron Source Player Core pg. 44 --- You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear. In addition, any time you're taking a penalty to your Speed for some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.","category":"feat","pfs":"Standard","feat":["Unburdened Iron"],"rarity":"common","slug":"feat-4393"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-7"],"trait":["Dwarf"],"id":"feat-4394","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Boulder Roll Two Actions Source Player Core pg. 44 Prerequisites Rock Runner --- Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm's way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, it takes bludgeoning damage equal to your level plus your Strength modifier unless it critically succeeds. If the foe can't move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.","feat":["Boulder Roll"],"skill_mod":{},"summary":"Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"level":5,"prerequisite":"Rock Runner","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4394","name":"Boulder Roll","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4394"},{"skill_mod":{},"summary":"Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"darkvision","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4395","weakness":{},"name":"Defy the Darkness","legacy_id":["feat-1399"],"trait":["Dwarf"],"id":"feat-4395","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Defy the Darkness Source Player Core pg. 44 Prerequisites darkvision --- Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-rank darkness spell). You can't cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.","category":"feat","pfs":"Standard","feat":["Defy the Darkness"],"rarity":"common","slug":"feat-4395"},{"skill_mod":{},"summary":"You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4396","weakness":{},"skill":["Crafting","Crafting"],"name":"Dwarven Reinforcement","legacy_id":["feat-1400"],"trait":["Dwarf"],"id":"feat-4396","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Dwarven Reinforcement Source Player Core pg. 44 Prerequisites Expert in Crafting --- You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you're a master in Crafting, the bonus is +2, and if you're legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube.","category":"feat","pfs":"Standard","feat":["Dwarven Reinforcement"],"rarity":"common","slug":"feat-4396"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1402"],"trait":["Concentrate","Dwarf"],"id":"feat-4397","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Echoes in Stone Single Action Source Player Core pg. 45 Requirements You are standing on a stone or earthen surface --- You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain imprecise tremorsense with a range of 20 feet.","feat":["Echoes in Stone"],"skill_mod":{},"summary":"You pause a moment to attune your senses to the stone around you.","primary_source":"Player Core","trait_group":["Mechanics","Ancestry","Weapon"],"level":9,"source_category":["Rulebooks"],"requirement":"You are standing on a stone or earthen surface","resistance":{},"url":"/Feats.aspx?ID=4397","name":"Echoes in Stone","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4397"},{"skill_mod":{},"summary":"Your hardiness lets you withstand more punishment than most.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4398","weakness":{},"name":"Mountain's Stoutness","legacy_id":["feat-9"],"trait":["Dwarf"],"id":"feat-4398","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Mountain's Stoutness Source Player Core pg. 45 --- Your hardiness lets you withstand more punishment than most. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.","category":"feat","pfs":"Standard","feat":["Mountain's Stoutness"],"rarity":"common","slug":"feat-4398"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1404"],"trait":["Dwarf"],"id":"feat-4399","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Stone Bones Reaction Source Player Core pg. 45 Trigger You are struck by a critical hit that deals physical damage --- Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.","feat":["Stone Bones"],"skill_mod":{},"summary":"Your intractable nature can help you shrug off even the most grievous injuries.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"level":9,"source_category":["Rulebooks"],"trigger":"You are struck by a critical hit that deals physical damage","resistance":{},"url":"/Feats.aspx?ID=4399","name":"Stone Bones","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4399"},{"skill_mod":{},"summary":"You have a deep reverence for and connection to stone.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4400","weakness":{},"name":"Stonewalker","legacy_id":["feat-10"],"trait":["Dwarf"],"id":"feat-4400","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Stonewalker Source Player Core pg. 45 --- You have a deep reverence for and connection to stone. You can cast one with stone as a 3rd-rank divine innate spell once per day. If you have the Stonemason's Eye feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonemason's Eye and legendary proficiency in Perception, when the GM rolls a secret check for you to notice unusual stonework, you keep your bonus from Stonemason's Eye. Stonewalker leads to... Stonegate","category":"feat","pfs":"Standard","feat":["Stonewalker"],"rarity":"common","slug":"feat-4400"},{"skill_mod":{},"summary":"You march through the earth and lead an ally along.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4401","weakness":{},"name":"March the Mines","trait":["Dwarf"],"actions_number":4,"id":"feat-4401","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > March the Mines Two Actions Source Player Core pg. 45 --- You march through the earth and lead an ally along. You gain a burrow Speed of 15 feet when you use this activity (if you don't have a higher one), and then you either Stride twice or Burrow twice. You can choose one willing ally adjacent to you at the start of your movement to move with you. That ally ends its movement one square behind you.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["March the Mines"],"rarity":"common","slug":"feat-4401"},{"skill_mod":{},"summary":"You channel strength from the earth beneath your feet to pummel your enemies.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4402","weakness":{},"name":"Telluric Power","legacy_id":["feat-1405"],"trait":["Dwarf"],"id":"feat-4402","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Telluric Power Source Player Core pg. 45 --- You channel strength from the earth beneath your feet to pummel your enemies. When making a melee Strike against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice.","category":"feat","pfs":"Standard","feat":["Telluric Power"],"rarity":"common","slug":"feat-4402"},{"skill_mod":{},"summary":"Earthen barriers no longer impede your progress.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Rarity"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Stonewalker","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4403","weakness":{},"name":"Stonegate","legacy_id":["feat-1406"],"trait":["Dwarf","Uncommon"],"id":"feat-4403","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Stonegate Source Player Core pg. 45 Prerequisites Stonewalker --- Earthen barriers no longer impede your progress. You gain magic passage as a 7th-rank divine innate spell that you can cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone.","category":"feat","pfs":"Standard","feat":["Stonegate"],"rarity":"uncommon","slug":"feat-4403"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Dwarf","Earth","Polymorph"],"id":"feat-4404","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Stonewall Reaction Source Player Core pg. 45 Frequency once per day Trigger An enemy or hazard’s effect hits you or you fail a Fortitude save against one --- The strength of stone overcomes you so strongly that it replaces your stout body. You become petrified until the end of the current turn. You don't take any damage from the triggering effect or any other ill effects that couldn't affect stone.","feat":["Stonewall"],"element":["Earth"],"skill_mod":{},"summary":"The strength of stone overcomes you so strongly that it replaces your stout body.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Elemental","Planar","Monster","Mechanics"],"level":17,"source_category":["Rulebooks"],"trigger":"An enemy or hazard’s effect hits you or you fail a Fortitude save against one","resistance":{},"url":"/Feats.aspx?ID=4404","name":"Stonewall","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4404"},{"skill_mod":{},"summary":"You have accumulated a vast array of lived knowledge over the years.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"at least 100 years old","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4405","weakness":{},"name":"Ancestral Longevity","legacy_id":["feat-12"],"trait":["Elf"],"id":"feat-4405","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ancestral Longevity Source Player Core pg. 48 Prerequisites at least 100 years old --- You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat. Ancestral Longevity leads to... Expert Longevity","category":"feat","pfs":"Standard","feat":["Ancestral Longevity"],"rarity":"common","slug":"feat-4405"},{"skill_mod":{},"summary":"You've studied traditional elven arts, learning about arcane magic and the world around you.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4406","weakness":{},"name":"Elven Lore","legacy_id":["feat-13"],"trait":["Elf"],"id":"feat-4406","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elven Lore Source Player Core pg. 48 --- You've studied traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Elf Lore.","category":"feat","pfs":"Standard","feat":["Elven Lore"],"rarity":"common","slug":"feat-4406"},{"legacy_name":["Elven Weapon Elegance"],"skill_mod":{},"summary":"You favor bows and other elegant weapons.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4407","weakness":{},"name":"Elven Weapon Familiarity","legacy_id":["feat-14","feat-20"],"trait":["Elf"],"id":"feat-4407","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elven Weapon Familiarity Source Player Core pg. 48 --- You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Elven Weapon Familiarity"],"rarity":"common","slug":"feat-4407"},{"skill_mod":{},"summary":"Watching your friends age and die fills you with moroseness that protects you against harmful emotions.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4408","weakness":{},"name":"Forlorn","legacy_id":["feat-15"],"trait":["Elf"],"id":"feat-4408","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Forlorn Source Player Core pg. 48 --- Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Forlorn"],"rarity":"common","slug":"feat-4408"},{"skill_mod":{},"summary":"Your muscles are tightly honed.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4409","weakness":{},"name":"Nimble Elf","legacy_id":["feat-16"],"trait":["Elf"],"id":"feat-4409","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nimble Elf Source Player Core pg. 48 --- Your muscles are tightly honed. Your Speed increases by 5 feet.","category":"feat","pfs":"Standard","feat":["Nimble Elf"],"rarity":"common","slug":"feat-4409"},{"skill_mod":{},"summary":"Your elven magic manifests as a simple arcane spell, even if you aren't formally trained in magic.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4410","weakness":{},"name":"Otherworldly Magic","legacy_id":["feat-17"],"trait":["Elf"],"id":"feat-4410","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Otherworldly Magic Source Player Core pg. 48 --- Your elven magic manifests as a simple arcane spell, even if you aren't formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Otherworldly Magic"],"rarity":"common","slug":"feat-4410"},{"skill_mod":{},"summary":"Your mystic control and meditations allow you to resist external influences upon your consciousness.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4411","weakness":{},"name":"Unwavering Mien","legacy_id":["feat-18"],"trait":["Elf"],"id":"feat-4411","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unwavering Mien Source Player Core pg. 48 --- Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.","category":"feat","pfs":"Standard","feat":["Unwavering Mien"],"rarity":"common","slug":"feat-4411"},{"skill_mod":{},"summary":"You work at a pace born from longevity that enhances your thoroughness.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4412","weakness":{},"name":"Ageless Patience","legacy_id":["feat-19"],"trait":["Elf"],"id":"feat-4412","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ageless Patience Source Player Core pg. 48 --- You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check that takes 1 action or longer. If you do, you gain a +2 circumstance bonus to the check and don't automatically reduce your degree of success on a natural 1 (you get a critical failure only if your result is 10 lower than the DC). For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.","category":"feat","pfs":"Standard","feat":["Ageless Patience"],"rarity":"common","slug":"feat-4412"},{"skill_mod":{},"summary":"Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4413","weakness":{},"name":"Ancestral Suspicion","legacy_id":["feat-1410"],"trait":["Elf"],"id":"feat-4413","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ancestral Suspicion Source Player Core pg. 48 --- Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate , and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Ancestral Suspicion"],"rarity":"common","slug":"feat-4413"},{"skill_mod":{},"summary":"You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4414","weakness":{},"name":"Martial Experience","legacy_id":["feat-1411"],"trait":["Elf"],"id":"feat-4414","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Martial Experience Source Player Core pg. 48 --- You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus. At 11th level, you become trained in all weapons.","category":"feat","pfs":"Standard","feat":["Martial Experience"],"rarity":"common","slug":"feat-4414"},{"skill_mod":{},"summary":"You move in a graceful dance, and even your steps are broad.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4415","weakness":{},"name":"Elf Step","legacy_id":["feat-21"],"trait":["Elf"],"actions_number":2,"id":"feat-4415","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Elf Step Single Action Source Player Core pg. 48 --- You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Elf Step"],"rarity":"common","slug":"feat-4415"},{"skill_mod":{},"summary":"You've continued to refine the knowledge and skills you've gained through your life.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Ancestral Longevity","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4416","weakness":{},"name":"Expert Longevity","legacy_id":["feat-22"],"trait":["Elf"],"id":"feat-4416","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Expert Longevity Source Player Core pg. 49 Prerequisites Ancestral Longevity --- You've continued to refine the knowledge and skills you've gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires. When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity. Expert Longevity leads to... Universal Longevity","category":"feat","pfs":"Standard","feat":["Expert Longevity"],"rarity":"common","slug":"feat-4416"},{"skill_mod":{},"summary":"The arcane magic you possess grows in power and complexity.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"at least one innate spell gained from an elf ancestry feat","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4417","weakness":{},"name":"Otherworldly Acumen","legacy_id":["feat-1412"],"trait":["Elf"],"id":"feat-4417","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Otherworldly Acumen Source Player Core pg. 49 Prerequisites at least one innate spell gained from an elf ancestry feat --- The arcane magic you possess grows in power and complexity. Choose one common 2nd-rank spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from. Your magic is adaptable. By spending 1 day of downtime, you can change the spell you chose to a different common 2nd-rank spell from the same tradition.","category":"feat","pfs":"Standard","feat":["Otherworldly Acumen"],"rarity":"common","slug":"feat-4417"},{"legacy_name":["Tree Climber (Elf)"],"skill_mod":{},"summary":"You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4418","weakness":{},"name":"Tree Climber","legacy_id":["feat-1413"],"trait":["Elf"],"id":"feat-4418","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Tree Climber Source Player Core pg. 49 --- You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Tree Climber"],"rarity":"common","slug":"feat-4418"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once every 10 minutes","weakness":{},"legacy_id":["feat-1414"],"trait":["Elf","Fortune"],"id":"feat-4419","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Avenge Ally Single Action Source Player Core pg. 49 Frequency once every 10 minutes Requirements You are within 30 feet of an ally with the dying condition --- Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.","feat":["Avenge Ally"],"skill_mod":{},"summary":"Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf","Mechanics"],"level":13,"source_category":["Rulebooks"],"requirement":"You are within 30 feet of an ally with the dying condition","resistance":{},"url":"/Feats.aspx?ID=4419","name":"Avenge Ally","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4419"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-23"],"trait":["Elf"],"id":"feat-4420","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Universal Longevity Single Action Source Player Core pg. 49 Frequency once per day Prerequisites Expert Longevity --- You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skill you selected with Ancestral Longevity (and the skill you selected with Expert Longevity if you have that feat).","feat":["Universal Longevity"],"skill_mod":{},"summary":"You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"level":13,"prerequisite":"Expert Longevity","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4420","name":"Universal Longevity","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4420"},{"skill_mod":{},"summary":"Your people used powerful magic to travel between distant worlds in the distant past, and the remnants of that magic make such transportation easier for you.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Half-Elf"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4421","weakness":{},"name":"Magic Rider","legacy_id":["feat-1415"],"trait":["Elf"],"id":"feat-4421","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Magic Rider Source Player Core pg. 49 --- Your people used powerful magic to travel between distant worlds in the distant past, and the remnants of that magic make such transportation easier for you. When you are the target of a teleportation spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a teleport spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled.","category":"feat","pfs":"Standard","feat":["Magic Rider"],"rarity":"common","slug":"feat-4421"},{"skill_mod":{},"summary":"You build a rapport with an animal, which becomes magically bonded to you.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4422","weakness":{},"name":"Animal Accomplice","legacy_id":["feat-25"],"trait":["Gnome"],"id":"feat-4422","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Animal Accomplice Source Player Core pg. 52 --- You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.","category":"feat","pfs":"Standard","feat":["Animal Accomplice"],"rarity":"common","slug":"feat-4422"},{"skill_mod":{},"summary":"You hear animal sounds as conversations instead of unintelligent noise, and you can respond in turn.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4423","weakness":{},"name":"Animal Elocutionist","legacy_id":["feat-32"],"trait":["Gnome"],"id":"feat-4423","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Animal Elocutionist Source Player Core pg. 52 --- You hear animal sounds as conversations instead of unintelligent noise, and you can respond in turn. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. You gain a +1 circumstance bonus to Make an Impression on animals.","category":"feat","pfs":"Standard","feat":["Animal Elocutionist"],"rarity":"common","slug":"feat-4423"},{"skill_mod":{},"summary":"Your enhanced fey connection (either through your blood or via prolonged contact with their kind) affords you a warmer reception from creatures of the First World as well as tools to foil their tricks or withstand their magic.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4424","weakness":{},"name":"Fey Fellowship","legacy_id":["feat-27"],"trait":["Gnome"],"id":"feat-4424","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fey Fellowship Source Player Core pg. 52 --- Your enhanced fey connection (either through your blood or via prolonged contact with their kind) affords you a warmer reception from creatures of the First World as well as tools to foil their tricks or withstand their magic. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey. In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.","category":"feat","pfs":"Standard","feat":["Fey Fellowship"],"rarity":"common","slug":"feat-4424"},{"skill_mod":{},"summary":"Your connection to the First World grants you a primal innate spell, much like those of the fey.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4425","weakness":{},"name":"First World Magic","legacy_id":["feat-28"],"trait":["Gnome"],"id":"feat-4425","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > First World Magic Source Player Core pg. 52 --- Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["First World Magic"],"rarity":"common","slug":"feat-4425"},{"skill_mod":{},"summary":"You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4426","weakness":{},"name":"Gnome Obsession","legacy_id":["feat-29"],"trait":["Gnome"],"id":"feat-4426","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gnome Obsession Source Player Core pg. 52 --- You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat and the Assurance feat for the chosen Lore. As gnome obsessions can come and go quickly, you can retrain Gnome Obsession to a different Lore subcategory in 1 day of downtime.","category":"feat","pfs":"Standard","feat":["Gnome Obsession"],"rarity":"common","slug":"feat-4426"},{"legacy_name":["Gnome Weapon Innovator"],"skill_mod":{},"summary":"You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4427","weakness":{},"name":"Gnome Weapon Familiarity","legacy_id":["feat-30","feat-34"],"trait":["Gnome"],"id":"feat-4427","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gnome Weapon Familiarity Source Player Core pg. 52 --- You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You gain access to kukris and all uncommon weapons with the gnome trait. You have familiarity with weapons with the gnome trait plus the glaive and kukri—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Gnome Weapon Familiarity"],"rarity":"common","slug":"feat-4427"},{"skill_mod":{},"summary":"Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4428","weakness":{},"name":"Illusion Sense","legacy_id":["feat-31"],"trait":["Gnome"],"id":"feat-4428","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Illusion Sense Source Player Core pg. 52 --- Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn't spend an action to Interact with the illusion.","category":"feat","pfs":"Standard","feat":["Illusion Sense"],"rarity":"common","slug":"feat-4428"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-1417"],"trait":["Gnome"],"id":"feat-4429","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Razzle-Dazzle Free Action Source Player Core pg. 52 Frequency once per hour Trigger You blind or dazzle a creature --- You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the blinded or dazzled condition you give the target by 1 round.","feat":["Razzle-Dazzle"],"skill_mod":{},"summary":"You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You blind or dazzle a creature","resistance":{},"url":"/Feats.aspx?ID=4429","name":"Razzle-Dazzle","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4429"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-33"],"trait":["Gnome"],"id":"feat-4430","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Energized Font Single Action Source Player Core pg. 52 Frequency once per day Prerequisites focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells --- You can focus your mind more quickly thanks to the magic that flows within you. You regain 1 Focus Point, up to your usual maximum.","feat":["Energized Font"],"skill_mod":{},"summary":"You can focus your mind more quickly thanks to the magic that flows within you.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"level":5,"prerequisite":"focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4430","name":"Energized Font","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4430"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","legacy_id":["feat-1418"],"trait":["Concentrate","Gnome","Illusion","Primal","Visual"],"id":"feat-4431","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Project Persona Single Action Source Player Core pg. 52 --- Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusion by Seeking or touching your armor. The DC equals your Will DC.","feat":["Project Persona"],"skill_mod":{},"summary":"Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor.","primary_source":"Player Core","trait_group":["Mechanics","Ancestry","Weapon","School","Monster","Tradition","Sense"],"level":5,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4431","name":"Project Persona","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4431"},{"skill_mod":{},"summary":"You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4432","weakness":{},"name":"Cautious Curiosity","legacy_id":["feat-1419"],"trait":["Gnome"],"id":"feat-4432","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cautious Curiosity Source Player Core pg. 53 Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat --- You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed. You gain disguise magic and silence as 2nd-rank arcane or occult innate spells. The tradition of these spells must match the tradition you use for your gnome ancestry options. You can cast each spell once per day and can target only yourself.","category":"feat","pfs":"Standard","feat":["Cautious Curiosity"],"rarity":"common","slug":"feat-4432"},{"skill_mod":{},"summary":"Over time your fey magic has grown stronger.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"at least one primal innate spell","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4433","weakness":{},"name":"First World Adept","legacy_id":["feat-35"],"trait":["Gnome"],"id":"feat-4433","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > First World Adept Source Player Core pg. 53 Prerequisites at least one primal innate spell --- Over time your fey magic has grown stronger. You gain invisibility and revealing light as 2nd-rank primal innate spells. You can cast each of these primal innate spells once per day.","category":"feat","pfs":"Standard","feat":["First World Adept"],"rarity":"common","slug":"feat-4433"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1420"],"trait":["Gnome","Move","Teleportation"],"id":"feat-4434","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Life Leap Single Action Source Player Core pg. 53 Requirements You must be adjacent to a living creature --- You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light. You move from your current location to another location that's still adjacent to the same living creature, but on the opposite side or corner of the creature's space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature's space. You pass through the creature's life force, appearing in the selected location; this doesn't trigger reactions based on movement. You must be able to see your destination, and you can't move farther than your Speed would allow.","feat":["Life Leap"],"skill_mod":{},"summary":"You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Mechanics"],"level":9,"source_category":["Rulebooks"],"requirement":"You must be adjacent to a living creature","resistance":{},"url":"/Feats.aspx?ID=4434","name":"Life Leap","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4434"},{"skill_mod":{},"summary":"Your connection to the First World has grown, and its vital energy flows into you rapidly.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4435","weakness":{},"name":"Vivacious Conduit","legacy_id":["feat-36"],"trait":["Gnome"],"id":"feat-4435","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Vivacious Conduit Source Player Core pg. 53 --- Your connection to the First World has grown, and its vital energy flows into you rapidly. If you rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. This is a healing vitality effect and is cumulative with any healing you receive from Treat Wounds.","category":"feat","pfs":"Standard","feat":["Vivacious Conduit"],"rarity":"common","slug":"feat-4435"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"school":"illusion","legacy_id":["feat-1421"],"trait":["Gnome","Illusion","Visual"],"id":"feat-4436","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Instinctive Obfuscation Reaction Source Player Core pg. 53 Frequency once per hour Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat Trigger You are attacked by a foe, but they haven’t rolled yet --- The magic within you manifests as a natural reaction to threats. An illusory double of you appears in your space for a brief moment. The triggering attacker must roll a DC 10 flat check; on a success, the attack targets you normally; if they fail, the attack targets the double and destroys it. The tradition of this action matches the tradition of your gnome ancestry options.","feat":["Instinctive Obfuscation"],"skill_mod":{},"summary":"The magic within you manifests as a natural reaction to threats.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","School","Monster","Sense"],"level":13,"prerequisite":"at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat","source_category":["Rulebooks"],"trigger":"You are attacked by a foe, but they haven’t rolled yet","resistance":{},"url":"/Feats.aspx?ID=4436","name":"Instinctive Obfuscation","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4436"},{"skill_mod":{},"summary":"The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Universe and the First World.","primary_source":"Player Core","trait_group":["Ancestry","Weapon","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4437","frequency":"twice per week","weakness":{},"name":"Homeward Bound","legacy_id":["feat-1422"],"trait":["Gnome","Uncommon"],"id":"feat-4437","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Homeward Bound Source Player Core pg. 53 Frequency twice per week --- The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Universe and the First World. You gain interplanar teleport as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Universe. Due to your body's natural resonance, you can act as a locus for the spell, and you don't require a specially attuned planar key.","category":"feat","pfs":"Standard","feat":["Homeward Bound"],"rarity":"uncommon","slug":"feat-4437"},{"skill_mod":{},"summary":"Fire fascinates you.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4438","weakness":{},"name":"Burn It!","legacy_id":["feat-38"],"trait":["Goblin"],"id":"feat-4438","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Burn It! Source Player Core pg. 56 --- Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell's rank or one-quarter the item's level (minimum bonus +1). You also gain a +1 status bonus to any persistent fire damage you deal.","category":"feat","pfs":"Standard","feat":["Burn It!"],"rarity":"common","slug":"feat-4438"},{"skill_mod":{},"summary":"You know that the greatest treasures often look like refuse.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4439","weakness":{},"name":"City Scavenger","legacy_id":["feat-39"],"trait":["Goblin"],"id":"feat-4439","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > City Scavenger Source Player Core pg. 56 --- You know that the greatest treasures often look like refuse. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement. When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival at the same time while you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check. Special If you have the irongut goblin heritage, increase the bonuses to +2.","category":"feat","pfs":"Standard","feat":["City Scavenger"],"rarity":"common","slug":"feat-4439"},{"skill_mod":{},"summary":"You've picked up skills and tales from your goblin community.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4440","weakness":{},"name":"Goblin Lore","legacy_id":["feat-40"],"trait":["Goblin"],"id":"feat-4440","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goblin Lore Source Player Core pg. 56 --- You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Goblin Lore.","category":"feat","pfs":"Standard","feat":["Goblin Lore"],"rarity":"common","slug":"feat-4440"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-41"],"trait":["Goblin"],"id":"feat-4441","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goblin Scuttle Reaction Source Player Core pg. 56 Trigger An ally ends a move action adjacent to you --- You take advantage of your ally's movement to adjust your position. You Step. Goblin Scuttle leads to... Skittering Scuttle","feat":["Goblin Scuttle"],"skill_mod":{},"summary":"You take advantage of your ally's movement to adjust your position.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"An ally ends a move action adjacent to you","resistance":{},"url":"/Feats.aspx?ID=4441","name":"Goblin Scuttle","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4441"},{"skill_mod":{},"summary":"You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4442","weakness":{},"name":"Goblin Song","legacy_id":["feat-42"],"trait":["Goblin"],"actions_number":2,"id":"feat-4442","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goblin Song Single Action Source Player Core pg. 56 --- You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check to sing. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour. Goblin Song leads to... Loud Singer","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Goblin Song"],"rarity":"common","slug":"feat-4442"},{"legacy_name":["Goblin Weapon Frenzy"],"skill_mod":{},"summary":"Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4443","weakness":{},"name":"Goblin Weapon Familiarity","legacy_id":["feat-43","feat-47"],"trait":["Goblin"],"id":"feat-4443","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goblin Weapon Familiarity Source Player Core pg. 56 --- Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You gain access to all uncommon weapons with the goblin trait. You have familiarity with weapons with the goblin trait—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Goblin Weapon Familiarity"],"rarity":"common","slug":"feat-4443"},{"skill_mod":{},"summary":"You can make useful tools out of even twisted or rusted scraps.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4444","weakness":{},"name":"Junk Tinker","legacy_id":["feat-44"],"trait":["Goblin"],"id":"feat-4444","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Junk Tinker Source Player Core pg. 56 --- You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons and armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made (nor does the worse check penalty of shoddy armor you made apply to you). You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes.","category":"feat","pfs":"Standard","feat":["Junk Tinker"],"rarity":"common","slug":"feat-4444"},{"skill_mod":{},"summary":"You are especially good at riding traditional goblin mounts.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4445","weakness":{},"name":"Rough Rider","legacy_id":["feat-45"],"trait":["Goblin"],"id":"feat-4445","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rough Rider Source Player Core pg. 56 --- You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. If you gain a wolf as an animal companion, it gains the mount special ability (and if you gain an ability that grants you an animal companion with the mount special ability, you can choose a wolf).","category":"feat","pfs":"Standard","feat":["Rough Rider"],"rarity":"common","slug":"feat-4445"},{"skill_mod":{},"summary":"Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4446","weakness":{},"name":"Very Sneaky","legacy_id":["feat-46"],"trait":["Goblin"],"id":"feat-4446","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Very Sneaky Source Player Core pg. 56 --- Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn. Very Sneaky leads to... Very, Very Sneaky","category":"feat","pfs":"Standard","feat":["Very Sneaky"],"rarity":"common","slug":"feat-4446"},{"skill_mod":{},"summary":"You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4447","weakness":{},"name":"Kneecap","legacy_id":["feat-1425"],"trait":["Goblin"],"actions_number":2,"id":"feat-4447","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Kneecap Single Action Source Player Core pg. 56 --- You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach. Make a melee Strike with a melee weapons or melee unarmed attack. This attack doesn't deal damage. On a hit, the target takes a –10-foot status penalty to its Speed (or a –15-foot status penalty on a critical hit). The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Kneecap"],"rarity":"common","slug":"feat-4447"},{"skill_mod":{},"summary":"Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume!","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Goblin Song","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4448","weakness":{},"name":"Loud Singer","legacy_id":["feat-1426"],"trait":["Goblin"],"id":"feat-4448","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Loud Singer Source Player Core pg. 57 Prerequisites Goblin Song --- Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it.","category":"feat","pfs":"Standard","feat":["Loud Singer"],"rarity":"common","slug":"feat-4448"},{"skill_mod":{},"summary":"You have a knack for breaking and dismantling things.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4449","weakness":{},"name":"Vandal","legacy_id":["feat-1427"],"trait":["Goblin"],"id":"feat-4449","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Vandal Source Player Core pg. 57 --- You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in Thievery. If you would automatically become trained in Thievery (from your background or class, for example), you instead become trained in a skill of your choice. In addition, whenever you hit with a Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.","category":"feat","pfs":"Standard","feat":["Vandal"],"rarity":"common","slug":"feat-4449"},{"skill_mod":{},"summary":"After years of clambering through caverns, you can climb easily anywhere you go.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4450","weakness":{},"name":"Cave Climber","legacy_id":["feat-48"],"trait":["Goblin"],"id":"feat-4450","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cave Climber Source Player Core pg. 57 --- After years of clambering through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Cave Climber"],"rarity":"common","slug":"feat-4450"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1428"],"trait":["Goblin"],"id":"feat-4451","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cling Single Action Source Player Core pg. 57 Requirements Your last action was a successful Strike and you have a free hand --- You hang onto a foe to harry them into submission. If your target moves while you're hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target Escapes. Attempts to Escape from a Cling are made against your Acrobatics DC and follow the rules on page 416, but they end the Cling instead of the conditions normally ended by the Escape action. Special You can use this action without a free hand if your preceding Strike was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack.","feat":["Cling"],"skill_mod":{},"summary":"You hang onto a foe to harry them into submission.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"level":9,"source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike and you have a free hand","resistance":{},"url":"/Feats.aspx?ID=4451","name":"Cling","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4451"},{"skill_mod":{},"summary":"You can scuttle farther and faster when maneuvering alongside allies.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Goblin Scuttle","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4452","weakness":{},"name":"Skittering Scuttle","legacy_id":["feat-49"],"trait":["Goblin"],"id":"feat-4452","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Skittering Scuttle Source Player Core pg. 57 Prerequisites Goblin Scuttle --- You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping.","category":"feat","pfs":"Standard","feat":["Skittering Scuttle"],"rarity":"common","slug":"feat-4452"},{"skill_mod":{},"summary":"You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Very Sneaky","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4453","weakness":{},"name":"Very, Very Sneaky","legacy_id":["feat-51"],"trait":["Goblin"],"id":"feat-4453","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Very, Very Sneaky Source Player Core pg. 57 Prerequisites Very Sneaky --- You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.","category":"feat","pfs":"Standard","feat":["Very, Very Sneaky"],"rarity":"common","slug":"feat-4453"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1429"],"trait":["Fortune","Goblin"],"id":"feat-4454","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Reckless Abandon (Goblin) Free Action Source Player Core pg. 57 Frequency once per day --- Despite a lifetime filled with questionable decisions, you've managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions. For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, if you would take damage from an enemy or hazard this turn you take the minimum possible damage. These benefits apply only to harmful effects incurred entirely during your turn in which you activate Reckless Abandon, such as running through a wall of fire . Persistent damage and conditions that were applied prior to your turn proceed normally, and as soon as your turn ends you are subject to the full consequences of any dangers still threatening you.","feat":["Reckless Abandon (Goblin)"],"skill_mod":{},"summary":"Despite a lifetime filled with questionable decisions, you've managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions.","primary_source":"Player Core","trait_group":["Mechanics","Ancestry","Weapon"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4454","name":"Reckless Abandon (Goblin)","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4454"},{"skill_mod":{},"summary":"You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4455","weakness":{},"name":"Distracting Shadows","legacy_id":["feat-52"],"trait":["Halfling"],"id":"feat-4455","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Distracting Shadows Source Player Core pg. 60 --- You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action. Distracting Shadows leads to... Ceaseless Shadows","category":"feat","pfs":"Standard","feat":["Distracting Shadows"],"rarity":"common","slug":"feat-4455"},{"skill_mod":{},"summary":"You are adept at disguising coded messages as folksy idioms.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4456","weakness":{},"name":"Folksy Patter","legacy_id":["feat-1430"],"trait":["Halfling"],"id":"feat-4456","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Folksy Patter Source Player Core pg. 60 --- You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as “Danger assassin flee” or “Meet me moonrise”). Your intended listener can attempt a DC 20 Perception check to discern the message. This DC is reduced by 5 if the listener is a halfling or has Folksy Patter, or by 10 if both apply. Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply to checks to understand Folksy Patter.","category":"feat","pfs":"Standard","feat":["Folksy Patter"],"rarity":"common","slug":"feat-4456"},{"skill_mod":{},"summary":"You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4457","weakness":{},"name":"Halfling Lore","legacy_id":["feat-53"],"trait":["Halfling"],"id":"feat-4457","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Halfling Lore Source Player Core pg. 60 --- You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Halfling Lore.","category":"feat","pfs":"Standard","feat":["Halfling Lore"],"rarity":"common","slug":"feat-4457"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-54"],"trait":["Fortune","Halfling"],"id":"feat-4458","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Halfling Luck Free Action Source Player Core pg. 60 Frequency once per day Trigger You fail a skill check or saving throw --- Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse. Halfling Luck leads to... Guiding Luck","feat":["Halfling Luck"],"skill_mod":{},"summary":"Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true.","primary_source":"Player Core","trait_group":["Mechanics","Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You fail a skill check or saving throw","resistance":{},"url":"/Feats.aspx?ID=4458","name":"Halfling Luck","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4458"},{"legacy_name":["Halfling Weapon Trickster"],"skill_mod":{},"summary":"You favor traditional halfling weapons, so you've learned how to use them more effectively.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4459","weakness":{},"name":"Halfling Weapon Familiarity","legacy_id":["feat-55","feat-61"],"trait":["Halfling"],"id":"feat-4459","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Halfling Weapon Familiarity Source Player Core pg. 60 --- You favor traditional halfling weapons, so you've learned how to use them more effectively. You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword— for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Halfling Weapon Familiarity"],"rarity":"common","slug":"feat-4459"},{"skill_mod":{},"summary":"You grew up riding your clan's shaggy ponies and riding dogs.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4460","weakness":{},"name":"Prairie Rider","legacy_id":["feat-1431"],"trait":["Halfling"],"id":"feat-4460","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Prairie Rider Source Player Core pg. 60 --- You grew up riding your clan's shaggy ponies and riding dogs. You become trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog.","category":"feat","pfs":"Standard","feat":["Prairie Rider"],"rarity":"common","slug":"feat-4460"},{"skill_mod":{},"summary":"Whether keeping your balance or climbing, your feet easily find purchase.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4461","weakness":{},"name":"Sure Feet","legacy_id":["feat-56"],"trait":["Halfling"],"id":"feat-4461","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sure Feet Source Player Core pg. 60 --- Whether keeping your balance or climbing, your feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You're not off-guard when you attempt to Balance or Climb.","category":"feat","pfs":"Standard","feat":["Sure Feet"],"rarity":"common","slug":"feat-4461"},{"skill_mod":{},"summary":"You have learned how to use your sling to fell enormous creatures.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4462","weakness":{},"name":"Titan Slinger","legacy_id":["feat-57"],"trait":["Halfling"],"id":"feat-4462","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Titan Slinger Source Player Core pg. 60 --- You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a weapon of the sling group against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found on page 276).","category":"feat","pfs":"Standard","feat":["Titan Slinger"],"rarity":"common","slug":"feat-4462"},{"skill_mod":{},"summary":"You were either pressed into indentured servitude or shackled in a prison, but you've since escaped and have trained to ensure you'll never be caught again.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4463","weakness":{},"name":"Unfettered Halfling","legacy_id":["feat-58"],"trait":["Halfling"],"id":"feat-4463","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unfettered Halfling Source Player Core pg. 60 --- You were either pressed into indentured servitude or shackled in a prison, but you've since escaped and have trained to ensure you'll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.","category":"feat","pfs":"Standard","feat":["Unfettered Halfling"],"rarity":"common","slug":"feat-4463"},{"skill_mod":{},"summary":"You pay close attention to the people around you, allowing you to more easily notice when they act out of character.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4464","weakness":{},"name":"Watchful Halfling","legacy_id":["feat-59"],"trait":["Halfling"],"id":"feat-4464","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Watchful Halfling Source Player Core pg. 60 --- You pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren't actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without your usual circumstance bonus, for you to potentially notice the enchantment or possession anyway. In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.","category":"feat","pfs":"Standard","feat":["Watchful Halfling"],"rarity":"common","slug":"feat-4464"},{"skill_mod":{},"summary":"During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4465","weakness":{},"name":"Cultural Adaptability","legacy_id":["feat-60"],"trait":["Halfling"],"id":"feat-4465","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Cultural Adaptability Source Player Core pg. 60 --- During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.","category":"feat","pfs":"Standard","feat":["Cultural Adaptability"],"rarity":"common","slug":"feat-4465"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1432"],"trait":["Halfling"],"id":"feat-4466","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Step Lively Reaction Source Player Core pg. 61 Trigger A Large or larger enemy ends a move action adjacent to you --- You are an expert at avoiding the lumbering footsteps of larger creatures. You Step to another space adjacent to the enemy. Step Lively leads to... Dance Underfoot","feat":["Step Lively"],"skill_mod":{},"summary":"You are an expert at avoiding the lumbering footsteps of larger creatures.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"level":5,"source_category":["Rulebooks"],"trigger":"A Large or larger enemy ends a move action adjacent to you","resistance":{},"url":"/Feats.aspx?ID=4466","name":"Step Lively","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4466"},{"skill_mod":{},"summary":"You dart under the legs of your enemies in combat.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Step Lively","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4467","weakness":{},"name":"Dance Underfoot","legacy_id":["feat-1433"],"trait":["Halfling"],"id":"feat-4467","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dance Underfoot Source Player Core pg. 61 Prerequisites Step Lively --- You dart under the legs of your enemies in combat. You can end a successful Tumble Through action in a Large or larger enemy's space. Also, when using the Step Lively feat, you can Step into the triggering enemy's space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze. Dance Underfoot leads to... Toppling Dance","category":"feat","pfs":"Standard","feat":["Dance Underfoot"],"rarity":"common","slug":"feat-4467"},{"skill_mod":{},"summary":"Your luck guides you to look the right way and aim your blows unerringly.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Halfling Luck","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4468","weakness":{},"name":"Guiding Luck","legacy_id":["feat-62"],"trait":["Halfling"],"id":"feat-4468","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Guiding Luck Source Player Core pg. 61 Prerequisites Halfling Luck --- Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.","category":"feat","pfs":"Standard","feat":["Guiding Luck"],"rarity":"common","slug":"feat-4468"},{"skill_mod":{},"summary":"You are easily able to ward off attempts to play on your fears and emotions.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4469","weakness":{},"name":"Irrepressible","legacy_id":["feat-63"],"trait":["Halfling"],"id":"feat-4469","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Irrepressible Source Player Core pg. 61 --- You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Irrepressible"],"rarity":"common","slug":"feat-4469"},{"skill_mod":{},"summary":"You won't allow others to restrain you.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4470","weakness":{},"name":"Unhampered Passage","legacy_id":["feat-1434"],"trait":["Halfling"],"id":"feat-4470","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Unhampered Passage Source Player Core pg. 61 --- You won't allow others to restrain you. You can cast unfettered movement on yourself as a primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Unhampered Passage"],"rarity":"common","slug":"feat-4470"},{"skill_mod":{},"summary":"You excel at going unnoticed, especially among a crowd.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Distracting Shadows","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4471","weakness":{},"name":"Ceaseless Shadows","legacy_id":["feat-64"],"trait":["Halfling"],"id":"feat-4471","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ceaseless Shadows Source Player Core pg. 61 Prerequisites Distracting Shadows --- You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from a creature, you gain standard cover instead and can Take Cover; if you would have standard cover from a creature, you gain greater cover instead.","category":"feat","pfs":"Standard","feat":["Ceaseless Shadows"],"rarity":"common","slug":"feat-4471"},{"skill_mod":{},"summary":"While sharing a creature's space using Dance Underfoot, your melee weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Dance Underfoot","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4472","weakness":{},"name":"Toppling Dance","legacy_id":["feat-1435"],"trait":["Halfling"],"id":"feat-4472","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Toppling Dance Source Player Core pg. 61 Prerequisites Dance Underfoot --- While sharing a creature's space using Dance Underfoot, your melee weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share. You can be in the same space as a Large or larger prone creature, even if it's not your ally.","category":"feat","pfs":"Standard","feat":["Toppling Dance"],"rarity":"common","slug":"feat-4472"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["feat-1436"],"trait":["Halfling"],"id":"feat-4473","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Shadow Self Source Player Core pg. 61 Frequency once per hour Prerequisites Legendary in Stealth Trigger You successfully use Stealth to Hide and become hidden from all your current foes, or use Stealth to Sneak and become undetected to all your current foes --- You slip from your adversaries' notice and appear to be somewhere else. You become invisible for 1 minute or until you take a hostile action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be hidden in that location to anyone trying to find you. If the searcher gets clear evidence that you're not there, they no longer think you're hidden there, but they don't discover your actual location.","feat":["Shadow Self"],"skill_mod":{},"summary":"You slip from your adversaries' notice and appear to be somewhere else.","primary_source":"Player Core","trait_group":["Ancestry","Weapon"],"level":17,"prerequisite":"Legendary in Stealth","source_category":["Rulebooks"],"trigger":"You successfully use Stealth to Hide and become hidden from all your current foes, or use Stealth to Sneak and become undetected to all your current foes","resistance":{},"url":"/Feats.aspx?ID=4473","name":"Shadow Self","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-4473"},{"skill_mod":{},"summary":"Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"spellcasting class feature","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4474","weakness":{},"name":"Adapted Cantrip","legacy_id":["feat-66"],"trait":["Human"],"id":"feat-4474","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adapted Cantrip Source Player Core pg. 63 Prerequisites spellcasting class feature --- Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you prepare spells, you can choose this spell when you prepare your cantrips, in addition to your other options. If you have a spell repertoire, replace one of your cantrips known with the chosen spell. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one. Adapted Cantrip leads to... Adaptive Adept","category":"feat","pfs":"Standard","feat":["Adapted Cantrip"],"rarity":"common","slug":"feat-4474"},{"skill_mod":{},"summary":"The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4475","weakness":{},"name":"Cooperative Nature","legacy_id":["feat-67"],"trait":["Human"],"id":"feat-4475","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cooperative Nature Source Player Core pg. 64 --- The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.","category":"feat","pfs":"Standard","feat":["Cooperative Nature"],"rarity":"common","slug":"feat-4475"},{"skill_mod":{},"summary":"Your adaptability manifests in your mastery of a range of useful abilities.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4476","weakness":{},"name":"General Training","legacy_id":["feat-68"],"trait":["Human"],"id":"feat-4476","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > General Training Source Player Core pg. 64 --- Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Special You can select this feat multiple times, choosing a different feat each time.","category":"feat","pfs":"Standard","feat":["General Training"],"rarity":"common","slug":"feat-4476"},{"skill_mod":{},"summary":"Your powerful ego makes it harder for others to order you around.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4477","weakness":{},"name":"Haughty Obstinacy","legacy_id":["feat-69"],"trait":["Human"],"id":"feat-4477","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Haughty Obstinacy Source Player Core pg. 64 --- Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).","category":"feat","pfs":"Standard","feat":["Haughty Obstinacy"],"rarity":"common","slug":"feat-4477"},{"skill_mod":{},"summary":"You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4478","weakness":{},"name":"Natural Ambition","legacy_id":["feat-70"],"trait":["Human"],"id":"feat-4478","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Natural Ambition Source Player Core pg. 64 --- You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.","category":"feat","pfs":"Standard","feat":["Natural Ambition"],"rarity":"common","slug":"feat-4478"},{"skill_mod":{},"summary":"Your ingenuity allows you to learn a wide variety of skills.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4479","weakness":{},"name":"Natural Skill","legacy_id":["feat-71"],"trait":["Human"],"id":"feat-4479","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Natural Skill Source Player Core pg. 64 --- Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.","category":"feat","pfs":"Standard","feat":["Natural Skill"],"rarity":"common","slug":"feat-4479"},{"skill_mod":{},"summary":"You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4480","weakness":{},"name":"Unconventional Weaponry","legacy_id":["feat-72"],"trait":["Human"],"id":"feat-4480","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unconventional Weaponry Source Player Core pg. 64 --- You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of proficiency, you treat it as a simple weapon. If you are trained in all martial weapons, you can instead choose an uncommon advanced weapon that has an ancestry’s trait or is common in another culture. You gain access to that weapon and have familiarity with that weapon. For the purpose of proficiency, you treat it as a martial weapon.","category":"feat","pfs":"Standard","feat":["Unconventional Weaponry"],"rarity":"common","slug":"feat-4480"},{"skill_mod":{},"summary":"You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Adapted Cantrip; can cast 3rd-level spells","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4481","weakness":{},"name":"Adaptive Adept","legacy_id":["feat-73"],"trait":["Human"],"id":"feat-4481","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Adaptive Adept Source Player Core pg. 64 Prerequisites Adapted Cantrip; can cast 3rd-level spells --- You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-rank spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell options just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-rank spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.","category":"feat","pfs":"Standard","feat":["Adaptive Adept"],"rarity":"common","slug":"feat-4481"},{"skill_mod":{},"summary":"You’ve learned how to handle situations when you’re out of your depth.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4482","weakness":{},"name":"Clever Improviser","legacy_id":["feat-74"],"trait":["Human"],"id":"feat-4482","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Clever Improviser Source Player Core pg. 64 --- You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.","category":"feat","pfs":"Standard","feat":["Clever Improviser"],"rarity":"common","slug":"feat-4482"},{"skill_mod":{},"summary":"Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4483","weakness":{},"name":"Sense Allies","legacy_id":["feat-1437"],"trait":["Human"],"id":"feat-4483","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Sense Allies Source Player Core pg. 64 --- Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.","category":"feat","pfs":"Standard","feat":["Sense Allies"],"rarity":"common","slug":"feat-4483"},{"skill_mod":{},"summary":"You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4484","weakness":{},"name":"Cooperative Soul","legacy_id":["feat-75"],"trait":["Human"],"id":"feat-4484","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cooperative Soul Source Player Core pg. 64 --- You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, when you roll a failure or critical failure to Aid a skill check, you get a success instead.","category":"feat","pfs":"Standard","feat":["Cooperative Soul"],"rarity":"common","slug":"feat-4484"},{"skill_mod":{},"summary":"Your upbringing emphasized teamwork, and helping your allies comes naturally to you.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4485","weakness":{},"name":"Group Aid","legacy_id":["feat-1438"],"trait":["Human"],"id":"feat-4485","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Group Aid Source Player Core pg. 64 --- Your upbringing emphasized teamwork, and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn’t have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction. The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.","category":"feat","pfs":"Standard","feat":["Group Aid"],"rarity":"common","slug":"feat-4485"},{"skill_mod":{},"summary":"There’s no journey too far or burden too heavy when you have friends at your side or hope within your heart.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4486","weakness":{},"name":"Hardy Traveler","legacy_id":["feat-1439"],"trait":["Human"],"id":"feat-4486","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Hardy Traveler Source Player Core pg. 65 --- There’s no journey too far or burden too heavy when you have friends at your side or hope within your heart. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.","category":"feat","pfs":"Standard","feat":["Hardy Traveler"],"rarity":"common","slug":"feat-4486"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-76"],"trait":["Human"],"id":"feat-4487","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Incredible Improvisation Free Action Source Player Core pg. 65 Frequency once per day Trigger You attempt a check using a skill you’re untrained in --- A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.","feat":["Incredible Improvisation"],"skill_mod":{},"summary":"A stroke of brilliance gives you a major advantage with a skill despite your inexperience.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"level":9,"source_category":["Rulebooks"],"trigger":"You attempt a check using a skill you’re untrained in","resistance":{},"url":"/Feats.aspx?ID=4487","name":"Incredible Improvisation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4487"},{"skill_mod":{},"summary":"You’ve learned to split your focus between multiple classes with ease.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4488","weakness":{},"name":"Multitalented","legacy_id":["feat-77"],"trait":["Human"],"id":"feat-4488","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Multitalented Source Player Core pg. 65 --- You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn’t take another dedication feat until you take more feats from your current archetype. If you have the aiuvarin versatile heritage, you don’t need to meet the feat’s attribute modifier prerequisites.","category":"feat","pfs":"Standard","feat":["Multitalented"],"rarity":"common","slug":"feat-4488"},{"skill_mod":{},"summary":"Over the long course of your adventuring life, your adaptability has let you pick up numerous useful abilities.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4489","weakness":{},"name":"Advanced General Training","legacy_id":["feat-1440"],"trait":["Human"],"id":"feat-4489","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Advanced General Training Source Player Core pg. 65 --- Over the long course of your adventuring life, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat’s prerequisites. Special You can select this feat multiple times, choosing a different feat each time.","category":"feat","pfs":"Standard","feat":["Advanced General Training"],"rarity":"common","slug":"feat-4489"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1441"],"trait":["Human"],"id":"feat-4490","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Bounce Back Free Action Source Player Core pg. 65 Frequency once per day Trigger You lose the dying condition --- You recover from near-death experiences with astounding resilience. Don’t increase the value of your wounded condition due to losing the dying condition.","feat":["Bounce Back"],"skill_mod":{},"summary":"You recover from near-death experiences with astounding resilience.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"level":13,"source_category":["Rulebooks"],"trigger":"You lose the dying condition","resistance":{},"url":"/Feats.aspx?ID=4490","name":"Bounce Back","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4490"},{"skill_mod":{},"summary":"Humans are renowned for their ability to persist through the most grueling of trials that would leave others ready to drop.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf","Half-Orc"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4491","weakness":{},"name":"Stubborn Persistence","legacy_id":["feat-1442"],"trait":["Human"],"id":"feat-4491","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Stubborn Persistence Source Player Core pg. 65 --- Humans are renowned for their ability to persist through the most grueling of trials that would leave others ready to drop. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren’t fatigued. If the fatigued condition has an underlying cause that you don’t address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.","category":"feat","pfs":"Standard","feat":["Stubborn Persistence"],"rarity":"common","slug":"feat-4491"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1443"],"trait":["Emotion","Human","Mental"],"id":"feat-4492","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Heroic Presence Single Action Source Player Core pg. 65 Frequency once per day --- The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-rank zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.","feat":["Heroic Presence"],"skill_mod":{},"summary":"The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve.","primary_source":"Player Core","trait_group":["Mechanics","Ancestry","Half-Elf","Half-Orc"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4492","name":"Heroic Presence","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4492"},{"skill_mod":{},"summary":"You can extend a tangle of vines or tendrils to support your arms and extend your reach.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4493","weakness":{},"name":"Grasping Reach","legacy_id":["feat-1037"],"trait":["Leshy"],"id":"feat-4493","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Grasping Reach Source Player Core pg. 68 --- You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.","category":"feat","pfs":"Standard","feat":["Grasping Reach"],"rarity":"common","slug":"feat-4493"},{"skill_mod":{},"summary":"Your size and demeanor make it easy for you to convince others that you mean no harm.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4494","weakness":{},"name":"Harmlessly Cute","legacy_id":["feat-1038"],"trait":["Leshy"],"id":"feat-4494","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Harmlessly Cute Source Player Core pg. 68 --- Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the Shameless Request skill feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll Deception for initiative.","category":"feat","pfs":"Standard","feat":["Harmlessly Cute"],"rarity":"common","slug":"feat-4494"},{"skill_mod":{},"summary":"You deeply understand your people’s cultural traditions and innate strengths.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4495","weakness":{},"name":"Leshy Lore","legacy_id":["feat-1039"],"trait":["Leshy"],"id":"feat-4495","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Leshy Lore Source Player Core pg. 68 --- You deeply understand your people’s cultural traditions and innate strengths. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Leshy Lore.","category":"feat","pfs":"Standard","feat":["Leshy Lore"],"rarity":"common","slug":"feat-4495"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1040"],"trait":["Leshy"],"id":"feat-4496","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Leshy Superstition Reaction Source Player Core pg. 68 Trigger You attempt a saving throw against a spell or magical effect, but haven’t rolled yet --- You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect. Leshy Superstition leads to... Lucky Keepsake","feat":["Leshy Superstition"],"skill_mod":{},"summary":"You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"level":1,"source_category":["Rulebooks"],"trigger":"You attempt a saving throw against a spell or magical effect, but haven’t rolled yet","resistance":{},"url":"/Feats.aspx?ID=4496","name":"Leshy Superstition","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4496"},{"skill_mod":{},"summary":"Your body produces a nearly endless supply of hard seedpods.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4497","weakness":{},"name":"Seedpod","legacy_id":["feat-1041"],"trait":["Leshy"],"id":"feat-4497","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Seedpod Source Player Core pg. 68 --- Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 30 feet that deals 1d4 bludgeoning damage. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target’s Speed until the start of your next turn. Seedpods do not add critical specialization effects. Seedpod leads to... Thorned Seedpod","category":"feat","pfs":"Standard","feat":["Seedpod"],"rarity":"common","slug":"feat-4497"},{"skill_mod":{},"summary":"It’s difficult to notice your passage through wild areas.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4498","weakness":{},"name":"Shadow of the Wilds","legacy_id":["feat-1042"],"trait":["Leshy"],"id":"feat-4498","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shadow of the Wilds Source Player Core pg. 68 --- It’s difficult to notice your passage through wild areas. As long as you’re not in an urban environment, you’re always considered to be Covering Tracks, even if you chose a different activity in exploration mode.","category":"feat","pfs":"Standard","feat":["Shadow of the Wilds"],"rarity":"common","slug":"feat-4498"},{"skill_mod":{},"summary":"Your spirit has endured many challenges over its long existence.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4499","weakness":{},"name":"Undaunted","legacy_id":["feat-1043"],"trait":["Leshy"],"id":"feat-4499","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Undaunted Source Player Core pg. 68 --- Your spirit has endured many challenges over its long existence. You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Undaunted"],"rarity":"common","slug":"feat-4499"},{"skill_mod":{},"summary":"Small roots sprout from your feet, steadying you as you move.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4500","weakness":{},"name":"Anchoring Roots","legacy_id":["feat-2394"],"trait":["Leshy"],"id":"feat-4500","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Anchoring Roots Source Player Core pg. 68 --- Small roots sprout from your feet, steadying you as you move. You gain the Steady Balance skill feat, even if you aren’t trained in Acrobatics, and you can use the Anchor action. Anchor Single Action Requirements You’re on a solid surface; Effect You send your roots into or across the ground, making it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you (or a +4 circumstance bonus if you’re a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing loose the roots.","category":"feat","pfs":"Standard","feat":["Anchoring Roots"],"rarity":"common","slug":"feat-4500"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1044"],"trait":["Leshy"],"id":"feat-4501","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Leshy Glide Single Action Source Player Core pg. 68 Prerequisites Leaf Leshy heritage or Cat Fall --- Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.","feat":["Leshy Glide"],"skill_mod":{},"summary":"Using your own leaves, you can control your descent.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Leaf Leshy heritage or Cat Fall","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4501","name":"Leshy Glide","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4501"},{"skill_mod":{},"summary":"You can temporarily revert to a less conspicuous form without diminishing your senses.","primary_source":"Player Core","trait_group":["Monster","Ancestry","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4502","weakness":{},"name":"Ritual Reversion","legacy_id":["feat-1045"],"trait":["Leshy","Polymorph","Primal"],"actions_number":4,"id":"feat-4502","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ritual Reversion Two Actions Source Player Core pg. 68 --- You can temporarily revert to a less conspicuous form without diminishing your senses. You take the form of an ordinary specimen of the type of plant or fungus that most closely resembles you, reverting to your body’s appearance just before your spirit joined with it. This otherwise has the effects of one with plants, except that your size remains Small.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Ritual Reversion"],"rarity":"common","slug":"feat-4502"},{"skill_mod":{},"summary":"You have a connection with creatures that share your physiology.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4503","weakness":{},"name":"Speak with Kindred","legacy_id":["feat-1046"],"trait":["Leshy"],"id":"feat-4503","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Speak with Kindred Source Player Core pg. 69 --- You have a connection with creatures that share your physiology. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungi. You gain a +2 circumstance bonus to Diplomacy checks with plants or fungi of your kind. Generally, fungus leshies get this bonus with mushrooms and fungi; gourd leshies with gourds, melons, and similar fruiting plants; leaf leshies with deciduous trees; and vine leshies with vines and climbing plants.","category":"feat","pfs":"Standard","feat":["Speak with Kindred"],"rarity":"common","slug":"feat-4503"},{"skill_mod":{},"summary":"You wield primal magic.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4504","weakness":{},"name":"Bark and Tendril","legacy_id":["feat-1047"],"trait":["Leshy"],"id":"feat-4504","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Bark and Tendril Source Player Core pg. 69 --- You wield primal magic. You can cast entangling flora and oaken resilience as 2nd-rank primal innate spells once per day each.","category":"feat","pfs":"Standard","feat":["Bark and Tendril"],"rarity":"common","slug":"feat-4504"},{"skill_mod":{},"summary":"You have a keepsake that grants you luck.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Leshy Superstition","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4505","weakness":{},"name":"Lucky Keepsake","legacy_id":["feat-1048"],"trait":["Leshy"],"id":"feat-4505","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Lucky Keepsake Source Player Core pg. 69 Prerequisites Leshy Superstition --- You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and magical effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week.","category":"feat","pfs":"Standard","feat":["Lucky Keepsake"],"rarity":"common","slug":"feat-4505"},{"legacy_name":["Solar Rejuvenation (Leshy)"],"skill_mod":{},"summary":"If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4506","weakness":{},"name":"Solar Rejuvenation","legacy_id":["feat-1049"],"trait":["Leshy"],"id":"feat-4506","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Solar Rejuvenation Source Player Core pg. 69 --- If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds. Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter.","category":"feat","pfs":"Standard","feat":["Solar Rejuvenation"],"rarity":"common","slug":"feat-4506"},{"skill_mod":{},"summary":"When your seedpods strike a felling blow, they burst into viciously thorny vines.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Seedpod","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4507","weakness":{},"name":"Thorned Seedpod","legacy_id":["feat-2396"],"trait":["Leshy"],"id":"feat-4507","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Thorned Seedpod Source Player Core pg. 69 Prerequisites Seedpod --- When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod Strike, vines twist and stab your foe, dealing 1d4 persistent piercing damage.","category":"feat","pfs":"Standard","feat":["Thorned Seedpod"],"rarity":"common","slug":"feat-4507"},{"skill_mod":{},"summary":"You can call forth nearby nature spirits to augment your body.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4508","weakness":{},"name":"Call of the Green Man","legacy_id":["feat-2397"],"trait":["Leshy"],"id":"feat-4508","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Call of the Green Man Source Player Core pg. 69 --- You can call forth nearby nature spirits to augment your body. Once per day, you can cast plant form as a 5th-rank primal innate spell. When you reach 17th level, you can heighten the spell to 6th rank when you cast it.","category":"feat","pfs":"Standard","feat":["Call of the Green Man"],"rarity":"common","slug":"feat-4508"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2398"],"trait":["Leshy","Poison"],"id":"feat-4509","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Cloak of Poison Two Actions Source Player Core pg. 69 Frequency once per day --- You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the reach trait takes 3d6 poison damage.","feat":["Cloak of Poison"],"skill_mod":{},"summary":"You secrete a cloak of concentrated poison that harms any who dare attack you.","primary_source":"Player Core","trait_group":["Monster","Ancestry","Poison","Affliction"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4509","name":"Cloak of Poison","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4509"},{"skill_mod":{},"summary":"You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4510","weakness":{},"name":"Flourish and Ruin","legacy_id":["feat-2399"],"trait":["Leshy"],"id":"feat-4510","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Flourish and Ruin Source Player Core pg. 69 --- You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes. You can cast field of life and tangling creepers as 6th-rank primal innate spells once per day each.","category":"feat","pfs":"Standard","feat":["Flourish and Ruin"],"rarity":"common","slug":"feat-4510"},{"skill_mod":{},"summary":"Your command over your vital essence allows you or an ally to recover from grievous wounds.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4511","weakness":{},"name":"Regrowth","legacy_id":["feat-2400"],"trait":["Leshy"],"id":"feat-4511","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Regrowth Source Player Core pg. 69 --- Your command over your vital essence allows you or an ally to recover from grievous wounds. You can cast regenerate as a 7th-rank primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Regrowth"],"rarity":"common","slug":"feat-4511"},{"skill_mod":{},"summary":"You have an impressive innate ability to tame and command ferocious beasts.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4512","weakness":{},"name":"Beast Trainer","legacy_id":["feat-1283"],"trait":["Orc"],"id":"feat-4512","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Beast Trainer Source Player Core pg. 72 --- You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain your choice of the Pet general feat or the Train Animal skill feat.","category":"feat","pfs":"Standard","feat":["Beast Trainer"],"rarity":"common","slug":"feat-4512"},{"skill_mod":{},"summary":"Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4513","weakness":{},"name":"Iron Fists","legacy_id":["feat-1284"],"trait":["Orc"],"id":"feat-4513","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Iron Fists Source Player Core pg. 72 --- Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait.","category":"feat","pfs":"Standard","feat":["Iron Fists"],"rarity":"common","slug":"feat-4513"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-83"],"trait":["Orc"],"id":"feat-4514","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Ferocity Reaction Source Player Core pg. 72 Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed --- Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Orc Ferocity leads to... Defy Death, Ferocious Beasts, Incredible Ferocity, Rampaging Ferocity, Undying Ferocity","feat":["Orc Ferocity"],"skill_mod":{},"summary":"Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You would be reduced to 0 Hit Points but not immediately killed","resistance":{},"url":"/Feats.aspx?ID=4514","name":"Orc Ferocity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4514"},{"skill_mod":{},"summary":"The hold elders taught you your people’s histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4515","weakness":{},"name":"Orc Lore","legacy_id":["feat-1285"],"trait":["Orc"],"id":"feat-4515","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Lore Source Player Core pg. 72 --- The hold elders taught you your people’s histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in Athletics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Orc Lore. ","category":"feat","pfs":"Standard","feat":["Orc Lore"],"rarity":"common","slug":"feat-4515"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-85"],"trait":["Concentrate","Orc"],"id":"feat-4516","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Superstition Reaction Source Player Core pg. 72 Trigger You attempt a saving throw against a spell or magical effect, and have not yet rolled --- You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect. Orc Superstition leads to... Pervasive Superstition, Spell Survivor","feat":["Orc Superstition"],"skill_mod":{},"summary":"You defend yourself against magic by relying on techniques derived from orc cultural superstitions.","primary_source":"Player Core","trait_group":["Mechanics","Half-Orc","Monster","Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You attempt a saving throw against a spell or magical effect, and have not yet rolled","resistance":{},"url":"/Feats.aspx?ID=4516","name":"Orc Superstition","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4516"},{"skill_mod":{},"summary":"You bear scars or tattoos enhanced by the mark of your community’s prowess.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4517","weakness":{},"name":"Hold Mark","legacy_id":["feat-1289"],"trait":["Orc"],"id":"feat-4517","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hold Mark Source Player Core pg. 72 --- You bear scars or tattoos enhanced by the mark of your community’s prowess. When you select this feat, choose one of the options from the below table. You are trained in the listed skill and gain a +1 status bonus to saves against spells from the listed tradition. You gain a large brand or tattoo in the shape of the chosen emblem or a similar concept (for example, the Burning Sun could be a torch, sun, volcano, or other fiery symbol, while the Empty Hand could be a fist or claw). ## Hold Mark Hold Mark Emblem Skill Tradition Burning Sun Diplomacy Arcane Death’s Head Survival Primal Defiled Corpse Religion Divine Empty Hand Intimidation Occult ","category":"feat","pfs":"Standard","feat":["Hold Mark"],"rarity":"common","slug":"feat-4517"},{"legacy_name":["Orc Weapon Carnage"],"skill_mod":{},"summary":"In combat, you favor the brutal weapons that are traditional for your orc ancestors.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4518","weakness":{},"name":"Orc Weapon Familiarity","legacy_id":["feat-86","feat-87"],"trait":["Orc"],"id":"feat-4518","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Weapon Familiarity Source Player Core pg. 72 --- In combat, you favor the brutal weapons that are traditional for your orc ancestors. You gain access to all uncommon weapons with the orc trait. You have familiarity with weapons with the orc trait plus the falchion and greataxe—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Orc Weapon Familiarity"],"rarity":"common","slug":"feat-4518"},{"skill_mod":{},"summary":"You have particularly long, jagged tusks perfect for tearing meat from bone.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks","Lost Omens"],"source":["Player Core","Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4519","weakness":{},"name":"Tusks","legacy_id":["feat-1286"],"trait":["Orc"],"id":"feat-4519","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tusks Source Player Core pg. 72, Character Guide pg. 15 --- You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits. Special You can take this feat only at 1st level, and you can’t retrain into this feat. You can retrain out of this feat only through drastic measures, such as breaking, filing, or extracting your tusks.","category":"feat","pfs":"Standard","feat":["Tusks"],"rarity":"common","slug":"feat-4519"},{"skill_mod":{},"summary":"Surviving in hostile terrain has given you a great talent for mobility.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4520","weakness":{},"name":"Athletic Might","legacy_id":["feat-1287"],"trait":["Orc"],"id":"feat-4520","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Athletic Might Source Player Core pg. 72 --- Surviving in hostile terrain has given you a great talent for mobility. Whenever you roll a success on an Athletics check to Climb or Swim, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Athletic Might"],"rarity":"common","slug":"feat-4520"},{"skill_mod":{},"summary":"Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4521","weakness":{},"name":"Bloody Blows","legacy_id":["feat-1288"],"trait":["Orc"],"id":"feat-4521","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Bloody Blows Source Player Core pg. 72 --- Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn’t nonlethal, the target takes 1d4 persistent bleed damage. This can be because you’re taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Tusks or a similar ability.","category":"feat","pfs":"Standard","feat":["Bloody Blows"],"rarity":"common","slug":"feat-4521"},{"skill_mod":{},"summary":"You’re exceptionally difficult to kill.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Orc Ferocity","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4522","weakness":{},"name":"Defy Death","legacy_id":["feat-2416"],"trait":["Orc"],"id":"feat-4522","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Defy Death Source Player Core pg. 72 Prerequisites Orc Ferocity --- You’re exceptionally difficult to kill. The DC of your recovery checks is equal to 9 + your dying value, or 8 + your dying value if you have the Toughness general feat. In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as raise dead or the resurrect ritual), you don’t suffer that condition.","category":"feat","pfs":"Standard","feat":["Defy Death"],"rarity":"common","slug":"feat-4522"},{"skill_mod":{},"summary":"Glorious, storied scars cover and protect much of your body, girding you in fleshly armor that resists any wound weaker than those you have already survived.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4523","weakness":{},"name":"Scar-Thick Skin","legacy_id":["feat-2419"],"trait":["Orc"],"id":"feat-4523","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Scar-Thick Skin Source Player Core pg. 73 --- Glorious, storied scars cover and protect much of your body, girding you in fleshly armor that resists any wound weaker than those you have already survived. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.","category":"feat","pfs":"Standard","feat":["Scar-Thick Skin"],"rarity":"common","slug":"feat-4523"},{"skill_mod":{},"summary":"You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Orc Superstition","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4524","weakness":{},"name":"Pervasive Superstition","legacy_id":["feat-89"],"trait":["Orc"],"id":"feat-4524","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Pervasive Superstition Source Player Core pg. 73 Prerequisites Orc Superstition --- You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times. Pervasive Superstition leads to... Spell Devourer","category":"feat","pfs":"Standard","feat":["Pervasive Superstition"],"rarity":"common","slug":"feat-4524"},{"skill_mod":{},"summary":"You resist death’s clutches with supernatural vigor, daring death to claim you while promising that any such attempt will surely fail.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Orc Ferocity","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4525","weakness":{},"name":"Undying Ferocity","legacy_id":["feat-1291"],"trait":["Orc"],"id":"feat-4525","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Undying Ferocity Source Player Core pg. 73 Prerequisites Orc Ferocity --- You resist death’s clutches with supernatural vigor, daring death to claim you while promising that any such attempt will surely fail. When you use Orc Ferocity, you gain temporary Hit Points equal to your level.","category":"feat","pfs":"Standard","feat":["Undying Ferocity"],"rarity":"common","slug":"feat-4525"},{"skill_mod":{},"summary":"Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Orc Ferocity","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4526","weakness":{},"name":"Incredible Ferocity","legacy_id":["feat-90"],"trait":["Orc"],"id":"feat-4526","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Incredible Ferocity Source Player Core pg. 73 Prerequisites Orc Ferocity --- Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.","category":"feat","pfs":"Standard","feat":["Incredible Ferocity"],"rarity":"common","slug":"feat-4526"},{"skill_mod":{},"summary":"Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc’s own blood.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Bonded Animal, animal companion, or Pet; Orc Ferocity","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4527","weakness":{},"name":"Ferocious Beasts","legacy_id":["feat-1292"],"trait":["Orc"],"id":"feat-4527","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ferocious Beasts Source Player Core pg. 73 Prerequisites Bonded Animal, animal companion, or Pet; Orc Ferocity --- Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc’s own blood. All animal companions, pets, familiars, and bonded animals you have gain the Orc Ferocity feat, and gain one reaction per round they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions, pets, familiars, and bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction. ","category":"feat","pfs":"Standard","feat":["Ferocious Beasts"],"rarity":"common","slug":"feat-4527"},{"skill_mod":{},"summary":"You don’t just resist magic; you devour it.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Pervasive Superstition","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4528","weakness":{},"name":"Spell Devourer","legacy_id":["feat-1293"],"trait":["Orc"],"id":"feat-4528","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Spell Devourer Source Player Core pg. 73 Prerequisites Pervasive Superstition --- You don’t just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell’s rank, or equal to the level if the magical effect isn’t a spell. These temporary Hit Points last until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Spell Devourer"],"rarity":"common","slug":"feat-4528"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1294"],"trait":["Orc"],"id":"feat-4529","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Rampaging Ferocity Free Action Source Player Core pg. 73 Prerequisites Orc Ferocity Trigger You use Orc Ferocity --- You lash out viciously even as you fend off death. Make a single melee Strike. If this Strike brings a foe to 0 Hit Points, this activation of Orc Ferocity doesn’t count against its frequency","feat":["Rampaging Ferocity"],"skill_mod":{},"summary":"You lash out viciously even as you fend off death.","primary_source":"Player Core","trait_group":["Half-Orc","Monster","Ancestry","Weapon"],"level":17,"prerequisite":"Orc Ferocity","source_category":["Rulebooks"],"trigger":"You use Orc Ferocity","resistance":{},"url":"/Feats.aspx?ID=4529","name":"Rampaging Ferocity","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4529"},{"skill_mod":{},"summary":"Your mother was a sea hag , granting you one sea-green or blue eye.","primary_source":"Player Core","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4530","weakness":{},"name":"Brine May","legacy_id":["feat-1323"],"trait":["Changeling","Lineage"],"id":"feat-4530","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Brine May Source Player Core pg. 77 --- Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore. Whenever you roll a success on an Athletics check to Swim, you get a critical success instead. If you end your turn in water without having succeeded at a Swim action that round, you don’t sink (but you might still be moved by the current).","category":"feat","pfs":"Standard","feat":["Brine May"],"rarity":"common","slug":"feat-4530"},{"skill_mod":{},"summary":"You are among the most common of changelings—those born to sweet hags—and a vibrant green eye signifies that parentage.","primary_source":"Player Core","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4531","weakness":{},"name":"Callow May","legacy_id":["feat-1324"],"trait":["Changeling","Lineage"],"id":"feat-4531","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Callow May Source Player Core pg. 77 --- You are among the most common of changelings—those born to sweet hags—and a vibrant green eye signifies that parentage. Your mother’s manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven’t acted yet are off-guard against you.","category":"feat","pfs":"Standard","feat":["Callow May"],"rarity":"common","slug":"feat-4531"},{"skill_mod":{},"summary":"You are the child of a cuckoo hag, making one of your eyes violet or even black.","primary_source":"Player Core","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4532","weakness":{},"name":"Dream May","legacy_id":["feat-1326"],"trait":["Changeling","Lineage"],"id":"feat-4532","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dream May Source Player Core pg. 77 --- You are the child of a cuckoo hag, making one of your eyes violet or even black. Your mother’s powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against sleep effects and effects that cause or alter dreams. In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier × double your level (instead of just × your level), and you reduce any drained and doomed conditions you have by 2 instead of by 1.","category":"feat","pfs":"Standard","feat":["Dream May"],"rarity":"common","slug":"feat-4532"},{"skill_mod":{},"summary":"Your mother was an iron hag known for physical prowess, and you have one violet or steel-gray eye.","primary_source":"Player Core","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4533","weakness":{},"name":"Slag May","legacy_id":["feat-1329"],"trait":["Changeling","Lineage"],"id":"feat-4533","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Slag May Source Player Core pg. 77 --- Your mother was an iron hag known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.","category":"feat","pfs":"Standard","feat":["Slag May"],"rarity":"common","slug":"feat-4533"},{"skill_mod":{},"summary":"All too aware of your true nature, you’ve studied hags and their powers.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4534","weakness":{},"name":"Changeling Lore","legacy_id":["feat-1325"],"trait":["Changeling"],"id":"feat-4534","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Changeling Lore Source Player Core pg. 77 --- All too aware of your true nature, you’ve studied hags and their powers. You gain the trained proficiency rank in Deception and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Hag Lore.","category":"feat","pfs":"Standard","feat":["Changeling Lore"],"rarity":"common","slug":"feat-4534"},{"skill_mod":{},"summary":"When you came of age, your fingernails grew long and sharp.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4535","weakness":{},"name":"Hag Claws","legacy_id":["feat-1327"],"trait":["Changeling"],"id":"feat-4535","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hag Claws Source Player Core pg. 77 --- When you came of age, your fingernails grew long and sharp. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits. Special Hag claws can develop at any point in a changeling’s life. You can select this feat anytime you would gain an ancestry feat, but you can’t retrain out of it.","category":"feat","pfs":"Standard","feat":["Hag Claws"],"rarity":"common","slug":"feat-4535"},{"skill_mod":{},"summary":"You’ve nurtured the supernatural abilities gifted by your hag mother, particularly your sight.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4536","weakness":{},"name":"Hag's Sight","legacy_id":["feat-1328"],"trait":["Changeling"],"id":"feat-4536","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hag's Sight Source Player Core pg. 77 --- You’ve nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain darkvision.","category":"feat","pfs":"Standard","feat":["Hag's Sight"],"rarity":"common","slug":"feat-4536"},{"skill_mod":{},"summary":"You’ve heard the Call, and by resisting it, you’ve developed a bulwark against effects that target your mind.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4537","weakness":{},"name":"Called","legacy_id":["feat-1330"],"trait":["Changeling"],"id":"feat-4537","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Called Source Player Core pg. 77 --- You’ve heard the Call, and by resisting it, you’ve developed a bulwark against effects that target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Called"],"rarity":"common","slug":"feat-4537"},{"skill_mod":{},"summary":"You blend in with unnatural subtlety.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4538","weakness":{},"name":"Mist Child","legacy_id":["feat-1331"],"trait":["Changeling"],"id":"feat-4538","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Mist Child Source Player Core pg. 77 --- You blend in with unnatural subtlety. When you are concealed or hidden, increase the DC of the flat check to target you to 6 if you’re concealed or 12 if you’re hidden.","category":"feat","pfs":"Standard","feat":["Mist Child"],"rarity":"common","slug":"feat-4538"},{"skill_mod":{},"summary":"Your claws carry your mother’s hag magic.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"claw unarmed attack","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4539","weakness":{},"name":"Accursed Claws","legacy_id":["feat-1332"],"trait":["Changeling"],"id":"feat-4539","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Accursed Claws Source Player Core pg. 77 Prerequisites claw unarmed attack --- Your claws carry your mother’s hag magic. When you critically hit with a claw Strike, the target takes an additional 1d4 persistent mental damage.","category":"feat","pfs":"Standard","feat":["Accursed Claws"],"rarity":"common","slug":"feat-4539"},{"skill_mod":{},"summary":"Your study of occult practices has shown you how to best defend against them.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Expert in Occultism","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4540","weakness":{},"skill":["Occultism","Occultism"],"name":"Occult Resistance","legacy_id":["feat-1333"],"trait":["Changeling"],"id":"feat-4540","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Occult Resistance Source Player Core pg. 77 Prerequisites Expert in Occultism --- Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against occult effects. ","category":"feat","pfs":"Standard","feat":["Occult Resistance"],"rarity":"common","slug":"feat-4540"},{"skill_mod":{},"summary":"Through your heritage, you can replicate a hag’s magic.","primary_source":"Player Core","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4541","weakness":{},"name":"Hag Magic","legacy_id":["feat-1334"],"trait":["Changeling"],"id":"feat-4541","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Hag Magic Source Player Core pg. 77 --- Through your heritage, you can replicate a hag’s magic. Choose one common spell of 4th rank or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother’s type. You can cast this spell once per day as a 4th-rank occult innate spell. Spells available to all covens are augury, charm, clairaudience, clairvoyance, dream message, and illusory disguise. The eligible spells granted by the most prominent types of hag are: Cuckoo Hag nightmare, spellwrack; Iron Hag earthbind, spellwrack ; Sea Hag humanoid form, mariner's curse, water walk; Sweet Hag charm , honeyed words , outcast's curse","category":"feat","pfs":"Standard","feat":["Hag Magic"],"rarity":"common","slug":"feat-4541"},{"skill_mod":{},"summary":"You descend from an angel, a winged messenger from Nirvana or one of the other celestial realms.","primary_source":"Player Core","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4542","weakness":{},"name":"Angelkin","legacy_id":["feat-1348"],"trait":["Lineage","Nephilim"],"id":"feat-4542","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Angelkin Source Player Core pg. 79 --- You descend from an angel, a winged messenger from Nirvana or one of the other celestial realms. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Empyrean language, and you gain the Multilingual skill feat.","category":"feat","pfs":"Standard","feat":["Angelkin"],"rarity":"common","slug":"feat-4542"},{"skill_mod":{},"summary":"Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon .","primary_source":"Player Core","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4543","weakness":{},"name":"Grimspawn","legacy_id":["feat-1380"],"trait":["Lineage","Nephilim"],"id":"feat-4543","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Grimspawn Source Player Core pg. 79 --- Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the Diehard general feat.","category":"feat","pfs":"Standard","feat":["Grimspawn"],"rarity":"common","slug":"feat-4543"},{"skill_mod":{},"summary":"Your lineage descends from devils, conniving schemers of Hell .","primary_source":"Player Core","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4544","weakness":{},"name":"Hellspawn","legacy_id":["feat-1381"],"trait":["Lineage","Nephilim"],"id":"feat-4544","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hellspawn Source Player Core pg. 79 --- Your lineage descends from devils, conniving schemers of Hell. You’re as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat.","category":"feat","pfs":"Standard","feat":["Hellspawn"],"rarity":"common","slug":"feat-4544"},{"skill_mod":{},"summary":"You trace your lineage to archons, guardians of the seventiered mountain of Heaven and nurturers of law and virtue within mortals.","primary_source":"Player Core","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4545","weakness":{},"name":"Lawbringer","legacy_id":["feat-1352"],"trait":["Lineage","Nephilim"],"id":"feat-4545","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lawbringer Source Player Core pg. 79 --- You trace your lineage to archons, guardians of the seventiered mountain of Heaven and nurturers of law and virtue within mortals. You gain a +1 circumstance bonus to saves against emotion effects, and if you roll a success on a save against an emotion effect, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Lawbringer"],"rarity":"common","slug":"feat-4545"},{"skill_mod":{},"summary":"Your blood sings with the liberating power of the azatas.","primary_source":"Player Core","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4546","weakness":{},"name":"Musetouched","legacy_id":["feat-1353"],"trait":["Lineage","Nephilim"],"id":"feat-4546","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Musetouched Source Player Core pg. 79 --- Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to Escape. When you roll a critical failure on a check to Escape, you get a failure instead, and when you roll a success, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Musetouched"],"rarity":"common","slug":"feat-4546"},{"skill_mod":{},"summary":"Your blood bears the mark of a demon.","primary_source":"Player Core","trait_group":["Feat","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4547","weakness":{},"name":"Pitborn","legacy_id":["feat-1383"],"trait":["Lineage","Nephilim"],"id":"feat-4547","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pitborn Source Player Core pg. 79 --- Your blood bears the mark of a demon, a living embodiment of sin from the fetid depths of the Outer Rifts. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in Athletics. If you were already trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice. You also gain any one common 1st-level skill feat with a prerequisite of trained in Athletics, as reflects the manifestation of your fiendish blood.","category":"feat","pfs":"Standard","feat":["Pitborn"],"rarity":"common","slug":"feat-4547"},{"legacy_name":["Form of the Fiend","Smashing Tail"],"skill_mod":{},"summary":"Part of your body has an animalistic influence from a planar creature.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4548","weakness":{},"name":"Bestial Manifestation","legacy_id":["feat-1379","feat-2535"],"trait":["Nephilim"],"id":"feat-4548","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bestial Manifestation Source Player Core pg. 80 --- Part of your body has an animalistic influence from a planar creature. Your hands end in claws, you have hooves instead of feet, sharp teeth fill your mouth, or a tail extends from your spine. You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits. Claw 1d4 slashing (agile, finesse, unarmed, versatile piercing) Hoof 1d6 bludgeoning (finesse, unarmed) Jaws 1d6 piercing (finesse, unarmed) Tail 1d4 bludgeoning (agile, finesse, unarmed) Special You can select this feat only at 1st level, and you can’t retrain into or out of this feat, nor can you change the type of attack you gained. Bestial Manifestation leads to... Bestial Brutality","category":"feat","pfs":"Standard","feat":["Bestial Manifestation"],"rarity":"common","slug":"feat-4548"},{"skill_mod":{},"summary":"You have a halo of light and goodness that sheds light with the effects of a divine light cantrip.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4549","weakness":{},"name":"Halo","legacy_id":["feat-1351"],"trait":["Nephilim"],"id":"feat-4549","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Halo Source Player Core pg. 80 --- You have a halo of light and goodness that sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell rank equal to half your level rounded up. You can Sustain to suppress or reestablish the halo.","category":"feat","pfs":"Standard","feat":["Halo"],"rarity":"common","slug":"feat-4549"},{"legacy_name":["Celestial Eyes","Lemma of Vision","Ganzi Gaze","Fiendish Eyes"],"skill_mod":{},"summary":"Your eyes can see through darkness with visual acuity akin to that possessed by most extraplanar beings.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4550","weakness":{},"name":"Nephilim Eyes","legacy_id":["feat-1349","feat-2479","feat-2533","feat-1377"],"trait":["Nephilim"],"id":"feat-4550","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nephilim Eyes Source Player Core pg. 80 Prerequisites low-light vision --- Your eyes can see through darkness with visual acuity akin to that possessed by most extraplanar beings. You gain darkvision.","category":"feat","pfs":"Standard","feat":["Nephilim Eyes"],"rarity":"common","slug":"feat-4550"},{"legacy_name":["Celestial Lore","Fiendish Lore"],"skill_mod":{},"summary":"You know the secrets of the Multiverse .","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4551","weakness":{},"name":"Nephilim Lore","legacy_id":["feat-1350","feat-1378"],"trait":["Nephilim"],"id":"feat-4551","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nephilim Lore Source Player Core pg. 80 --- You know the secrets of the Multiverse. You gain the trained proficiency rank in either Diplomacy or Intimidation, and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for a Lore subcategory of a plane to which you trace your lineage.","category":"feat","pfs":"Standard","feat":["Nephilim Lore"],"rarity":"common","slug":"feat-4551"},{"skill_mod":{},"summary":"You possess hooves, ankle wings, or some other feature that hastens your movement.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4552","weakness":{},"name":"Nimble Hooves","legacy_id":["feat-1382"],"trait":["Nephilim"],"id":"feat-4552","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nimble Hooves Source Player Core pg. 80 --- You possess hooves, ankle wings, or some other feature that hastens your movement. Your Speed increases by 5 feet. Special The Speed increase from this feat isn’t cumulative with any Speed increase from other ancestry feats.","category":"feat","pfs":"Standard","feat":["Nimble Hooves"],"rarity":"common","slug":"feat-4552"},{"legacy_name":["Blessed Blood (Aasimar)"],"skill_mod":{},"summary":"Your spilled blood is sanctified, with effects similar to those of holy water .","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4553","weakness":{},"name":"Blessed Blood (Nephilim)","legacy_id":["feat-1354"],"trait":["Nephilim"],"id":"feat-4553","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Blessed Blood (Nephilim) Source Player Core pg. 80 --- Your spilled blood is sanctified, with effects similar to those of holy water. Whenever a fiend, undead, or creature with a weakness to holy drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes 1d6 spirit damage with the holy trait. You gain a +4 circumstance bonus to Crafting checks to Craft holy water using your blood as one of the ingredients.","category":"feat","pfs":"Standard","feat":["Blessed Blood (Nephilim)"],"rarity":"common","slug":"feat-4553"},{"legacy_name":["Empyreal Blessing","Malicious Bane"],"skill_mod":{},"summary":"You call upon divine power to place a benediction upon your allies or a malediction upon your foes.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4554","weakness":{},"name":"Extraplanar Supplication","legacy_id":["feat-1356","feat-1385"],"trait":["Nephilim"],"id":"feat-4554","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Extraplanar Supplication Source Player Core pg. 80 --- You call upon divine power to place a benediction upon your allies or a malediction upon your foes. Choose either bless or bane . You can cast the chosen spell once per day as a 1st-rank divine innate spell.","category":"feat","pfs":"Standard","feat":["Extraplanar Supplication"],"rarity":"common","slug":"feat-4554"},{"legacy_name":["Celestial Resistance","Fiendish Resistance"],"skill_mod":{},"summary":"You resist energy like your extraplanar predecessors.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4555","weakness":{},"name":"Nephilim Resistance","legacy_id":["feat-1355","feat-1384"],"trait":["Nephilim"],"id":"feat-4555","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Nephilim Resistance Source Player Core pg. 80 --- You resist energy like your extraplanar predecessors. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. The damage type typically matches an extraplanar entity associated with your bloodline. For instance, an angelkin might choose resistance to cold, while a hellspawn might choose resistance to fire.","category":"feat","pfs":"Standard","feat":["Nephilim Resistance"],"rarity":"common","slug":"feat-4555"},{"skill_mod":{},"summary":"The long and complicated history of your bloodline manifests in your ability to draw power from more planar sources than most other nephilim.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4556","weakness":{},"name":"Scion of Many Planes","trait":["Nephilim"],"id":"feat-4556","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Scion of Many Planes Source Player Core pg. 80 --- The long and complicated history of your bloodline manifests in your ability to draw power from more planar sources than most other nephilim. Choose one nephilim lineage feat that you do not already possess; you gain that feat and all of its benefits, even if you already took a lineage feat at 1st level.","category":"feat","pfs":"Standard","feat":["Scion of Many Planes"],"rarity":"common","slug":"feat-4556"},{"legacy_name":["Skillful Tail (Ganzi)"],"skill_mod":{},"summary":"You’ve always had a tail, but with practice, you’ve learned to use it for more than signaling your mood.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4557","weakness":{},"name":"Skillful Tail","legacy_id":["feat-1386","feat-2538"],"trait":["Nephilim"],"id":"feat-4557","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Skillful Tail Source Player Core pg. 80 --- You’ve always had a tail, but with practice, you’ve learned to use it for more than signaling your mood. You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can’t perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can’t use it to hold items. Skillful Tail leads to... Larcenous Tail","category":"feat","pfs":"Standard","feat":["Skillful Tail"],"rarity":"common","slug":"feat-4557"},{"legacy_name":["Angelic Magic","Archon Magic","Empyreal Blessing"],"skill_mod":{},"summary":"You possess celestial magic.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Angelkin, Lawbringer, Musetouched, or another lineage feat associated with celestials","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4558","weakness":{},"name":"Celestial Magic","legacy_id":["feat-1357","feat-1358","feat-1356"],"trait":["Nephilim"],"id":"feat-4558","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Celestial Magic Source Player Core pg. 80 Prerequisites Angelkin, Lawbringer, Musetouched, or another lineage feat associated with celestials --- You possess celestial magic. Choose two of the following spells: clear mind , everlight , humanoid form , revealing light , share life , or sure footing . You can use each of the chosen spells once per day as 2nd-rank divine innate spells. Angelkin typically take clear mind and humanoid form , lawbringers typically have everlight and share life , and musetouched typically have revealing light and sure footing .","category":"feat","pfs":"Standard","feat":["Celestial Magic"],"rarity":"common","slug":"feat-4558"},{"legacy_name":["Light from Darkness"],"skill_mod":{},"summary":"You’ve studied your extraplanar heritage with the intent of better defending yourself, whether against creatures aligned with or opposed to your extraplanar lineage, and you’ve found that your techniques are equally powerful against celestials , fiends , and other divine entities.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4559","weakness":{},"name":"Divine Countermeasures","legacy_id":["feat-1361","feat-1391"],"trait":["Nephilim"],"id":"feat-4559","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Divine Countermeasures Source Player Core pg. 80 --- You’ve studied your extraplanar heritage with the intent of better defending yourself, whether against creatures aligned with or opposed to your extraplanar lineage, and you’ve found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against divine effects.","category":"feat","pfs":"Standard","feat":["Divine Countermeasures"],"rarity":"common","slug":"feat-4559"},{"legacy_name":["Celestial Wings","Fiendish Wings"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1360","feat-1390"],"trait":["Divine","Morph","Nephilim"],"id":"feat-4560","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Divine Wings Two Actions Source Player Core pg. 81 Frequency once per day --- With effort, you can call forth magical wings from your back, similar in appearance to those of your extraplanar forebear, whether they be elegantly feathered wings or ominous bat wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you’ve manifested your wings. Divine Wings leads to... Eternal Wings","feat":["Divine Wings"],"skill_mod":{},"summary":"With effort, you can call forth magical wings from your back, similar in appearance to those of your extraplanar forebear, whether they be elegantly feathered wings or ominous bat wings.","primary_source":"Player Core","trait_group":["Tradition","Mechanics","Ancestry"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4560","name":"Divine Wings","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4560"},{"legacy_name":["Daemon Magic","Demon Magic","Devil Magic"],"skill_mod":{},"summary":"You possess fiendish magic.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Grimspawn, Pitborn, or Hellspawn, or another lineage feat associated with fiends","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4561","weakness":{},"name":"Fiendish Magic","legacy_id":["feat-1387","feat-1388","feat-1389"],"trait":["Nephilim"],"id":"feat-4561","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fiendish Magic Source Player Core pg. 81 Prerequisites Grimspawn, Pitborn, or Hellspawn, or another lineage feat associated with fiends --- You possess fiendish magic. Choose two of the following spells: disguise magic , false vitality , invisibility , see the unseen , shatter , or paranoia . You can use each of the chosen spells once per day as 2nd-rank divine innate spells. Grimspawn typically take false vitality and see the unseen , pitborn typically take paranoia and shatter , and hellspawn typically take invisibility and disguise .","category":"feat","pfs":"Standard","feat":["Fiendish Magic"],"rarity":"common","slug":"feat-4561"},{"legacy_name":["Aasimar's Mercy"],"skill_mod":{},"summary":"Your celestial powers allow you to remove lesser afflictions with ease.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Angelkin, Lawbringer, Musetouched, or another lineage feat associated with celestials","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4562","weakness":{},"name":"Celestial Mercy","legacy_id":["feat-1362"],"trait":["Nephilim"],"id":"feat-4562","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Celestial Mercy Source Player Core pg. 81 Prerequisites Angelkin, Lawbringer, Musetouched, or another lineage feat associated with celestials --- Your celestial powers allow you to remove lesser afflictions with ease. You can cast cleanse affliction twice per day as a 4th-rank divine innate spell.","category":"feat","pfs":"Standard","feat":["Celestial Mercy"],"rarity":"common","slug":"feat-4562"},{"legacy_name":["Fiend's Door"],"skill_mod":{},"summary":"Like many fiends, you have the supernatural ability to teleport yourself to safety.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Grimspawn, Pitborn, or Hellspawn, or another lineage feat associated with fiends or the Maelstrom","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4563","weakness":{},"name":"Slip Sideways","legacy_id":["feat-1392"],"trait":["Nephilim"],"id":"feat-4563","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Slip Sideways Source Player Core pg. 81 Prerequisites Grimspawn, Pitborn, or Hellspawn, or another lineage feat associated with fiends or the Maelstrom --- Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast translocate as a 5th-rank divine innate spell.","category":"feat","pfs":"Standard","feat":["Slip Sideways"],"rarity":"common","slug":"feat-4563"},{"legacy_name":["Summon Celestial Kin","Summon Fiendish Kin"],"skill_mod":{},"summary":"You have a connection to the Outer Planes , allowing you to summon a divine ally.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"any nephilim lineage feat","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4564","weakness":{},"name":"Summon Nephilim Kin","legacy_id":["feat-1364","feat-1394"],"trait":["Nephilim"],"id":"feat-4564","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Summon Nephilim Kin Source Player Core pg. 81 Prerequisites any nephilim lineage feat --- You have a connection to the Outer Planes, allowing you to summon a divine ally. Choose either summon celestial , summon fiend , or another 5th-rank spell capable of summoning an extraplanar creature appropriate to your lineage. Once per day, you can cast the chosen spell as a 5th-rank divine innate spell, but the creature summoned must be from the same category as your own lineage, such as a creature with the angel trait if you are an angelkin.","category":"feat","pfs":"Standard","feat":["Summon Nephilim Kin"],"rarity":"common","slug":"feat-4564"},{"legacy_name":["Celestial Word","Fiendish Word"],"skill_mod":{},"summary":"You can call forth a holy or unholy word from the realms beyond to punish your foes.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4565","weakness":{},"name":"Divine Declaration","legacy_id":["feat-1365","feat-1395"],"trait":["Nephilim"],"id":"feat-4565","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Divine Declaration Source Player Core pg. 81 --- You can call forth a holy or unholy word from the realms beyond to punish your foes. Once per day, you can cast divine decree as a 7th-rank divine innate spell.","category":"feat","pfs":"Standard","feat":["Divine Declaration"],"rarity":"common","slug":"feat-4565"},{"legacy_name":["Eternal Wings (Aasimar)","Relentless Wings"],"skill_mod":{},"summary":"Your wings are now a permanent part of your body.","primary_source":"Player Core","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Divine Wings","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4566","weakness":{},"name":"Eternal Wings","legacy_id":["feat-1366","feat-1396"],"trait":["Nephilim"],"id":"feat-4566","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Eternal Wings Source Player Core pg. 81 Prerequisites Divine Wings --- Your wings are now a permanent part of your body. You gain the effects of Divine Wings at all times, rather than just once per day for 10 minutes.","category":"feat","pfs":"Standard","feat":["Eternal Wings"],"rarity":"common","slug":"feat-4566"},{"skill_mod":{},"summary":"Elves often struggle with underestimating aiuvarins, and you are experienced at telling stories of your accomplishments to gain their respect.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4567","weakness":{},"name":"Earned Glory","legacy_id":["feat-1444"],"trait":["Aiuvarin","Half-Elf"],"id":"feat-4567","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Earned Glory Source Player Core pg. 82 --- Elves often struggle with underestimating aiuvarins, and you are experienced at telling stories of your accomplishments to gain their respect. You are trained in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Impressive Performance feat. When you attempt a Performance check to Make an Impression on an elf, if you roll a critical failure, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Earned Glory"],"rarity":"common","slug":"feat-4567"},{"skill_mod":{},"summary":"Your elven blood runs particularly strong, granting you features far more elven than those of a typical aiuvarin.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4568","weakness":{},"name":"Elf Atavism","legacy_id":["feat-79"],"trait":["Aiuvarin","Half-Elf"],"id":"feat-4568","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elf Atavism Source Player Core pg. 82 --- Your elven blood runs particularly strong, granting you features far more elven than those of a typical aiuvarin. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t take the Ancient Elf heritage unless your non-elf ancestry also has a lifespan measured in multiple centuries. In these cases, at the GM’s discretion, you might gain a different benefit. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Elf Atavism"],"rarity":"common","slug":"feat-4568"},{"skill_mod":{},"summary":"Your actions inspire your allies to great achievements.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4569","weakness":{},"name":"Inspire Imitation","legacy_id":["feat-80"],"trait":["Aiuvarin","Half-Elf"],"id":"feat-4569","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Inspire Imitation Source Player Core pg. 83 --- Your actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.","category":"feat","pfs":"Standard","feat":["Inspire Imitation"],"rarity":"common","slug":"feat-4569"},{"skill_mod":{},"summary":"The elven magic in your blood manifests as a force you can use to become more appealing or alluring.","primary_source":"Player Core","trait_group":["Ancestry","Half-Elf"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4570","weakness":{},"name":"Supernatural Charm","legacy_id":["feat-81"],"trait":["Aiuvarin","Half-Elf"],"id":"feat-4570","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Supernatural Charm Source Player Core pg. 83 --- The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-rank charm as an arcane innate spell once per day.","category":"feat","pfs":"Standard","feat":["Supernatural Charm"],"rarity":"common","slug":"feat-4570"},{"skill_mod":{},"summary":"Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters.","primary_source":"Player Core","trait_group":["Ancestry","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4571","weakness":{},"name":"Monstrous Peacemaker","legacy_id":["feat-82"],"trait":["Dromaar","Half-Orc"],"id":"feat-4571","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Monstrous Peacemaker Source Player Core pg. 83 --- Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures.","category":"feat","pfs":"Standard","feat":["Monstrous Peacemaker"],"rarity":"common","slug":"feat-4571"},{"skill_mod":{},"summary":"Your orc blood grants you the keen vision of your forebears.","primary_source":"Player Core","trait_group":["Ancestry","Half-Orc"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"low-light vision","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4572","weakness":{},"name":"Orc Sight","legacy_id":["feat-84"],"trait":["Dromaar","Half-Orc"],"id":"feat-4572","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Orc Sight Source Player Core pg. 83 Prerequisites low-light vision --- Your orc blood grants you the keen vision of your forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Orc Sight"],"rarity":"common","slug":"feat-4572"},{"skill_mod":{},"summary":"Your studies make you informed on every subject.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"enigma muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4573","weakness":{},"name":"Bardic Lore","legacy_id":["feat-179"],"trait":["Bard"],"id":"feat-4573","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bardic Lore Source Player Core pg. 100 Prerequisites enigma muse --- Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.","category":"feat","pfs":"Standard","feat":["Bardic Lore"],"rarity":"common","slug":"feat-4573"},{"skill_mod":{},"summary":"You learn the hymn of healing composition spell, which imbues your music with rich melodies that help your allies recover from harm.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4574","weakness":{},"name":"Hymn of Healing","legacy_id":["feat-1632"],"trait":["Bard"],"id":"feat-4574","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hymn of Healing Source Player Core pg. 101 --- You learn the hymn of healing composition spell, which imbues your music with rich melodies that help your allies recover from harm.","category":"feat","pfs":"Standard","feat":["Hymn of Healing"],"rarity":"common","slug":"feat-4574"},{"skill_mod":{},"summary":"By adding a flourish, you make your compositions last longer.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4575","weakness":{},"name":"Lingering Composition","legacy_id":["feat-180"],"trait":["Bard"],"id":"feat-4575","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lingering Composition Source Player Core pg. 101 Prerequisites maestro muse --- By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell.","category":"feat","pfs":"Standard","feat":["Lingering Composition"],"rarity":"common","slug":"feat-4575"},{"skill_mod":{},"summary":"Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat tools.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"warrior muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4576","weakness":{},"name":"Martial Performance","legacy_id":["feat-1633"],"trait":["Bard"],"id":"feat-4576","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Martial Performance Source Player Core pg. 101 Prerequisites warrior muse --- Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat tools. When you have a courageous anthem composition cantrip active, and you damage an enemy with a Strike, the spell’s duration is extended by 1 round. You can extend an individual casting only once in this way. If you gain the rallying anthem or song of strength composition cantrips, you can apply this benefit to those cantrips as well.","category":"feat","pfs":"Standard","feat":["Martial Performance"],"rarity":"common","slug":"feat-4576"},{"skill_mod":{},"summary":"You can extend your spells’ range.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4577","weakness":{},"name":"Reach Spell","legacy_id":["feat-181"],"trait":["Bard","Cleric","Concentrate","Druid","Oracle","Sorcerer","Spellshape","Witch","Wizard","Metamagic"],"actions_number":2,"id":"feat-4577","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reach Spell Single Action Source Player Core pg. 101, Player Core 2 pg. 138 --- You can extend your spells’ range. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Reach Spell leads to... Knowledge of Shapes","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Reach Spell"],"rarity":"common","slug":"feat-4577"},{"skill_mod":{},"summary":"You can rely on the grandeur of your performances rather than ordinary social skills.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4578","weakness":{},"name":"Versatile Performance","legacy_id":["feat-182"],"trait":["Bard"],"id":"feat-4578","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Versatile Performance Source Player Core pg. 101 Prerequisites polymath muse --- You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation.","category":"feat","pfs":"Standard","feat":["Versatile Performance"],"rarity":"common","slug":"feat-4578"},{"skill_mod":{},"summary":"You’re resilient to performative influences that aren’t your own.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4579","weakness":{},"name":"Well-Versed","legacy_id":["feat-1634"],"trait":["Bard"],"id":"feat-4579","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Well-Versed Source Player Core pg. 101 --- You’re resilient to performative influences that aren’t your own. You gain a +1 circumstance bonus to saving throws against effects with the auditory, illusion, linguistic, sonic, or visual traits. Well-Versed leads to... Educate Allies","category":"feat","pfs":"Standard","feat":["Well-Versed"],"rarity":"common","slug":"feat-4579"},{"skill_mod":{},"summary":"Study broadens your range of simple spells.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4580","weakness":{},"name":"Cantrip Expansion","legacy_id":["feat-183"],"trait":["Bard","Cleric","Magus","Oracle","Psychic","Sorcerer","Witch","Wizard"],"id":"feat-4580","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Cantrip Expansion Source Player Core pg. 101, Player Core 2 pg. 138 --- Study broadens your range of simple spells. Prepared Caster (Cleric, Wizard, etc.) : You can prepare two additional cantrips each day. Spontaneous Caster (Bard, Sorcerer, etc.) : Add two additional cantrips from your spell list to your repertoire.","category":"feat","pfs":"Standard","feat":["Cantrip Expansion"],"rarity":"common","slug":"feat-4580"},{"skill_mod":{},"summary":"You can shape the area of your composition spells.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4581","weakness":{},"name":"Directed Audience","legacy_id":["feat-1635"],"trait":["Bard"],"id":"feat-4581","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Directed Audience Source Player Core pg. 101 --- You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell’s area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone.","category":"feat","pfs":"Standard","feat":["Directed Audience"],"rarity":"common","slug":"feat-4581"},{"skill_mod":{},"summary":"You prepare to take advantage of your enemy’s sudden change in emotions.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"trigger":"An enemy you’re aware of fails its save against an emotion spell","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4582","weakness":{},"name":"Emotional Push","trait":["Bard","Concentrate"],"actions_number":1,"id":"feat-4582","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Emotional Push Reaction Source Player Core pg. 101 Trigger An enemy you’re aware of fails its save against an emotion spell --- You prepare to take advantage of your enemy’s sudden change in emotions. The target is off-guard against your next attack before the end of your next turn.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Emotional Push"],"rarity":"common","slug":"feat-4582"},{"skill_mod":{},"summary":"You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to supplement your spell repertoire.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4583","weakness":{},"name":"Esoteric Polymath","legacy_id":["feat-184"],"trait":["Bard"],"id":"feat-4583","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Esoteric Polymath Source Player Core pg. 101 Prerequisites polymath muse --- You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells and add them to your spellbook by paying the appropriate cost. During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn’t in your repertoire, treat it as though it were until your next daily preparations. Esoteric Polymath leads to... Eclectic Polymath, Impossible Polymath","category":"feat","pfs":"Standard","feat":["Esoteric Polymath"],"rarity":"common","slug":"feat-4583"},{"skill_mod":{},"summary":"You magically unlock memories, making them easier to recall.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"enigma muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4584","weakness":{},"archetype":["Loremaster"],"name":"Loremaster's Etude","legacy_id":["feat-186"],"trait":["Bard","Fortune"],"id":"feat-4584","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Loremaster's Etude Source Player Core pg. 101 Archetype Loremaster (Level 4) Prerequisites enigma muse --- You magically unlock memories, making them easier to recall. You learn the loremaster's etude composition spell.","category":"feat","pfs":"Standard","feat":["Loremaster's Etude"],"rarity":"common","slug":"feat-4584"},{"skill_mod":{},"summary":"Your muse doesn’t fall into a single label.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4585","weakness":{},"name":"Multifarious Muse","legacy_id":["feat-187"],"trait":["Bard"],"id":"feat-4585","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Multifarious Muse Source Player Core pg. 101 --- Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose. Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.","category":"feat","pfs":"Standard","feat":["Multifarious Muse"],"rarity":"common","slug":"feat-4585"},{"skill_mod":{},"summary":"Your performances inspire strength in your allies to aid them at physical tasks.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"warrior muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4586","weakness":{},"name":"Song of Strength","legacy_id":["feat-1636"],"trait":["Bard"],"id":"feat-4586","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Song of Strength Source Player Core pg. 102 Prerequisites warrior muse --- Your performances inspire strength in your allies to aid them at physical tasks. You learn the song of strength composition cantrip.","category":"feat","pfs":"Standard","feat":["Song of Strength"],"rarity":"common","slug":"feat-4586"},{"legacy_name":["Inspire Competence"],"skill_mod":{},"summary":"You learn the uplifting overture composition cantrip, which aids your allies’ skills with the inspiring nature of your performance.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4587","weakness":{},"name":"Uplifting Overture","legacy_id":["feat-185"],"trait":["Bard"],"id":"feat-4587","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Uplifting Overture Source Player Core pg. 102 Prerequisites maestro muse --- You learn the uplifting overture composition cantrip, which aids your allies’ skills with the inspiring nature of your performance.","category":"feat","pfs":"Standard","feat":["Uplifting Overture"],"rarity":"common","slug":"feat-4587"},{"skill_mod":{},"summary":"You use a performer’s cold reading techniques, aura reading, and other tricks to discover your foe’s strengths and weaknesses.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4588","weakness":{},"name":"Combat Reading","legacy_id":["feat-1637"],"trait":["Bard","Secret"],"actions_number":2,"id":"feat-4588","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Combat Reading Single Action Source Player Core pg. 102 --- You use a performer’s cold reading techniques, aura reading, and other tricks to discover your foe’s strengths and weaknesses. The GM rolls a secret Occultism check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for 1 day. Critical Success The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. In the event of a tie, the GM should pick one at random. Success The GM chooses one piece of information from the above list to tell you about the enemy. Critical Failure The GM gives you false information (the GM makes up the information).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Combat Reading"],"rarity":"common","slug":"feat-4588"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1638"],"trait":["Auditory","Bard","Concentrate","Spellshape","Metamagic"],"id":"feat-4589","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Courageous Advance Single Action Source Player Core pg. 102 Prerequisites warrior muse --- With a rousing call, you exhort an ally to advance. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride. Courageous Advance leads to... Courageous Onslaught","feat":["Courageous Advance"],"skill_mod":{},"summary":"With a rousing call, you exhort an ally to advance.","primary_source":"Player Core","trait_group":["Sense","Class","Mechanics"],"level":4,"prerequisite":"warrior muse","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4589","name":"Courageous Advance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4589"},{"skill_mod":{},"summary":"You attune your great skill in performing to another, granting them a small measure of your skill as though anyone could do it.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4590","weakness":{},"name":"In Tune","trait":["Bard","Concentrate","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4590","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > In Tune Single Action Source Player Core pg. 102 Prerequisites maestro muse --- You attune your great skill in performing to another, granting them a small measure of your skill as though anyone could do it. If your next action is casting a composition spell with an emanation area, its area spreads from a willing ally of your choice within 60 feet instead of you. If you have Directed Audience, you can have that cone originate from the ally instead.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["In Tune"],"rarity":"common","slug":"feat-4590"},{"skill_mod":{},"summary":"You subtly weave your spellcasting into a performance.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4591","weakness":{},"name":"Melodious Spell","legacy_id":["feat-189"],"trait":["Bard","Concentrate","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4591","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Melodious Spell Single Action Source Player Core pg. 103 --- You subtly weave your spellcasting into a performance. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Melodious Spell"],"rarity":"common","slug":"feat-4591"},{"legacy_name":["Inspire Defense"],"skill_mod":{},"summary":"You learn the rallying anthem composition cantrip, which protects you and allies.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4592","weakness":{},"name":"Rallying Anthem","legacy_id":["feat-188"],"trait":["Bard"],"id":"feat-4592","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rallying Anthem Source Player Core pg. 103 --- You learn the rallying anthem composition cantrip, which protects you and allies. Rallying Anthem leads to... Defensive Coordination","category":"feat","pfs":"Standard","feat":["Rallying Anthem"],"rarity":"common","slug":"feat-4592"},{"skill_mod":{},"summary":"Careful research into the art of rituals has made you better at performing them.","primary_source":"Player Core","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"enigma muse; Expert in Occultism","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4593","weakness":{},"skill":["Occultism","Occultism"],"name":"Ritual Researcher","legacy_id":["feat-1639"],"trait":["Bard","Uncommon"],"id":"feat-4593","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ritual Researcher Source Player Core pg. 103 Prerequisites enigma muse; Expert in Occultism --- Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual.","category":"feat","pfs":"Standard","feat":["Ritual Researcher"],"rarity":"uncommon","slug":"feat-4593"},{"skill_mod":{},"summary":"You learn the triple time composition cantrip, which speeds up you and your allies for a round.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4594","weakness":{},"name":"Triple Time","legacy_id":["feat-190"],"trait":["Bard"],"id":"feat-4594","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Triple Time Source Player Core pg. 103 --- You learn the triple time composition cantrip, which speeds up you and your allies for a round.","category":"feat","pfs":"Standard","feat":["Triple Time"],"rarity":"common","slug":"feat-4594"},{"skill_mod":{},"summary":"You’re always tweaking your\r\navailable repertoire.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4595","weakness":{},"name":"Versatile Signature","legacy_id":["feat-191"],"trait":["Bard"],"id":"feat-4595","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Versatile Signature Source Player Core pg. 103 Prerequisites polymath muse --- While most bards are known for certain signature performances and spells, you’re always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that rank from your repertoire.","category":"feat","pfs":"Standard","feat":["Versatile Signature"],"rarity":"common","slug":"feat-4595"},{"skill_mod":{},"summary":"You can procure information with confidence.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"enigma muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4596","weakness":{},"archetype":["Loremaster"],"name":"Assured Knowledge","legacy_id":["feat-1640"],"trait":["Bard","Fortune"],"id":"feat-4596","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Assured Knowledge Source Player Core pg. 103 Archetype Loremaster (Level 8) Prerequisites enigma muse --- You can procure information with confidence. Whenever you Recall Knowledge using any skill (including Bardic Lore), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don’t apply any other bonuses, penalties, or modifiers). As long as you are an expert in a skill, you meet the prerequisites for the Automatic Knowledge skill feat for that skill, even if you don’t have the Assurance feat for that skill. Assured Knowledge leads to... Enigma's Knowledge","category":"feat","pfs":"Standard","feat":["Assured Knowledge"],"rarity":"common","slug":"feat-4596"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1641"],"trait":["Auditory","Bard","Concentrate","Spellshape","Metamagic"],"id":"feat-4597","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Defensive Coordination Single Action Source Player Core pg. 103 Prerequisites warrior muse; Rallying Anthem --- Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line. If your next action is to cast the rallying anthem composition cantrip, you can Raise a Shield, and one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Raise a Shield.","feat":["Defensive Coordination"],"skill_mod":{},"summary":"Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line.","primary_source":"Player Core","trait_group":["Sense","Class","Mechanics"],"level":6,"prerequisite":"warrior muse; Rallying Anthem","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4597","name":"Defensive Coordination","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4597"},{"skill_mod":{},"summary":"You learn the dirge of doom composition cantrip (page 370), which frightens your enemies and keeps them from fully recovering from their fear.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4598","weakness":{},"name":"Dirge of Doom","legacy_id":["feat-192"],"trait":["Bard"],"id":"feat-4598","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dirge of Doom Source Player Core pg. 103 --- You learn the dirge of doom composition cantrip, which frightens your enemies and keeps them from fully recovering from their fear.","category":"feat","pfs":"Standard","feat":["Dirge of Doom"],"rarity":"common","slug":"feat-4598"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1642"],"trait":["Bard","Concentrate"],"id":"feat-4599","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Educate Allies Reaction Source Player Core pg. 103 Prerequisites Well-Versed Trigger An ally benefiting from one of your composition spells is subject to an effect with the auditory, illusion, linguistic, sonic, or visual trait --- You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn.","feat":["Educate Allies"],"skill_mod":{},"summary":"You tweak the properties of your composition spell to convey a bit of your defensive knowledge.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":6,"prerequisite":"Well-Versed","source_category":["Rulebooks"],"trigger":"An ally benefiting from one of your composition spells is subject to an effect with the auditory, illusion, linguistic, sonic, or visual trait","resistance":{},"url":"/Feats.aspx?ID=4599","name":"Educate Allies","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4599"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-193"],"trait":["Bard","Concentrate","Manipulate","Spellshape","Metamagic"],"id":"feat-4600","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Harmonize Single Action Source Player Core pg. 103 Prerequisites maestro muse --- You can perform multiple compositions simultaneously, typically by performing in multiple ways at the same time, using special vocal techniques to double your voice, or creating occult magic that replicates your song or speech. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you already have in effect. Harmonize leads to... Symphony of the Muse","feat":["Harmonize"],"skill_mod":{},"summary":"You can perform multiple compositions simultaneously,","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":6,"prerequisite":"maestro muse","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4600","name":"Harmonize","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4600"},{"skill_mod":{},"summary":"You learn the song of marching composition cantrip, which enables you and your allies to cross vast distances without strain.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4601","weakness":{},"name":"Song of Marching","legacy_id":["feat-1643"],"trait":["Bard"],"id":"feat-4601","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Song of Marching Source Player Core pg. 103 --- You learn the song of marching composition cantrip, which enables you and your allies to cross vast distances without strain.","category":"feat","pfs":"Standard","feat":["Song of Marching"],"rarity":"common","slug":"feat-4601"},{"skill_mod":{},"summary":"You don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4602","weakness":{},"archetype":["Hellknight"],"name":"Steady Spellcasting","legacy_id":["feat-194"],"trait":["Bard","Cleric","Druid","Oracle","Psychic","Sorcerer","Witch","Wizard"],"id":"feat-4602","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Steady Spellcasting Source Player Core pg. 103, Player Core 2 pg. 140 Archetype Hellknight (Level 8) --- You don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted. Steady Spellcasting leads to... Battlefield Arcana","category":"feat","pfs":"Standard","feat":["Steady Spellcasting"],"rarity":"common","slug":"feat-4602"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1644"],"trait":["Bard","Concentrate","Manipulate"],"id":"feat-4603","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Accompany Reaction Source Player Core pg. 104 Trigger An ally within 30 feet Casts a Spell --- You use your performance to supplement an ally’s spellcasting, providing magical energy for their spell in their stead. Attempt a Performance check, using a very high DC for the ally’s level (GM Core 53), and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least 1 rank higher than the triggering spell. If you succeed at your Performance check, your ally’s spell doesn’t cost the Focus Point or spell slot that ally would normally need to spend.","feat":["Accompany"],"skill_mod":{},"summary":"You use your performance to supplement an ally’s spellcasting, providing magical energy for their spell in their stead.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":8,"source_category":["Rulebooks"],"trigger":"An ally within 30 feet Casts a Spell","resistance":{},"url":"/Feats.aspx?ID=4603","name":"Accompany","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4603"},{"skill_mod":{},"summary":"Your composition takes the form of a call-and-response chant that lets your allies continue the effect without you.","primary_source":"Player Core","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4604","weakness":{},"name":"Call and Response","legacy_id":["feat-1645"],"trait":["Auditory","Bard","Concentrate","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4604","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Call and Response Single Action Source Player Core pg. 104 --- Your composition takes the form of a call-and-response chant that lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally of your choice affected by the spell can respond to your call as a single action that has the auditory and concentrate traits to extend the spell’s duration by 1 round. Only one ally can respond to a given call, and responding to the ally’s response has no additional effect","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Call and Response"],"rarity":"common","slug":"feat-4604"},{"skill_mod":{},"summary":"Your broad experiences translate to a range of skills.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"polymath muse; Master in Occultism","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4605","weakness":{},"skill":["Occultism","Occultism"],"name":"Eclectic Skill","legacy_id":["feat-195"],"trait":["Bard"],"id":"feat-4605","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Eclectic Skill Source Player Core pg. 104 Prerequisites polymath muse; Master in Occultism --- Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained.","category":"feat","pfs":"Standard","feat":["Eclectic Skill"],"rarity":"common","slug":"feat-4605"},{"legacy_name":["Inspire Heroics"],"skill_mod":{},"summary":"Your anthems grow louder and more potent, bolstered by your muse’s power.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4606","weakness":{},"name":"Fortissimo Composition","legacy_id":["feat-196"],"trait":["Bard"],"id":"feat-4606","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Fortissimo Composition Source Player Core pg. 104 Prerequisites maestro muse --- Your anthems grow louder and more potent, bolstered by your muse’s power. You learn the fortissimo composition spellshape focus spell.","category":"feat","pfs":"Standard","feat":["Fortissimo Composition"],"rarity":"common","slug":"feat-4606"},{"skill_mod":{},"summary":"When you Recall Knowledge, you gain additional information or context.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"[Bard] enigma muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4607","weakness":{},"archetype":["Oatia Skysage"],"name":"Know-It-All","legacy_id":["feat-197"],"trait":["Bard","Thaumaturge"],"id":"feat-4607","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Know-It-All Source Player Core pg. 104 Archetypes Oatia Skysage (Level 10), Oatia Skysage (Level 10) Prerequisites [Bard] enigma muse --- When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, you get additional information or context or can ask an additional follow-up question (the GM chooses which).","category":"feat","pfs":"Standard","feat":["Know-It-All"],"rarity":"common","slug":"feat-4607"},{"legacy_name":["Courageous Opportunity"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1646"],"trait":["Auditory","Bard","Concentrate"],"id":"feat-4608","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Reflexive Courage Reaction Source Player Core pg. 105 Prerequisites warrior muse Trigger A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action Requirements You are affected by courageous anthem --- You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the action is disrupted.","feat":["Reflexive Courage"],"skill_mod":{},"summary":"You bellow a ferocious call to arms, inspiring yourself to lash out at a foe.","primary_source":"Player Core","trait_group":["Sense","Class","Mechanics"],"level":8,"prerequisite":"warrior muse","source_category":["Rulebooks"],"requirement":"You are affected by courageous anthem","trigger":"A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action","resistance":{},"url":"/Feats.aspx?ID=4608","name":"Reflexive Courage","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4608"},{"skill_mod":{},"summary":"Your muse has opened your senses to the world beyond. ","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4609","weakness":{},"name":"Soulsight","legacy_id":["feat-1647"],"trait":["Bard","Sorcerer"],"id":"feat-4609","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Soulsight Source Player Core pg. 105 --- Your muse has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can’t detect soulless bodies, constructs, or objects, and like most senses, it doesn’t penetrate through solid objects.","category":"feat","pfs":"Standard","feat":["Soulsight"],"rarity":"common","slug":"feat-4609"},{"skill_mod":{},"summary":"By putting composition to paper, you can create a source of stirring words or song that others can read and understand. ","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4610","weakness":{},"name":"Annotate Composition","legacy_id":["feat-1648"],"trait":["Bard","Exploration","Linguistic"],"id":"feat-4610","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Annotate Composition Source Player Core pg. 105 --- By putting composition to paper, you can create a source of stirring words or song that others can read and understand. You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a Performance check as part of the casting, the GM rolls this check as a secret check when you annotate your score. If you have fortissimo composition or lingering composition, you can also use one of those spells to modify the annotated composition, provided the annotated composition can benefit from the modification. The GM rolls the secret Performance check. If you do, you spend an additional Focus Point, even if the secret check fails. Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the concentrate trait. This produces the effects of the composition as though the activating creature had Cast the Spell. A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the concentrate trait. You can’t regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic.","category":"feat","pfs":"Standard","feat":["Annotate Composition"],"rarity":"common","slug":"feat-4610"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1649"],"trait":["Auditory","Bard","Concentrate","Spellshape","Metamagic"],"id":"feat-4611","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Courageous Assault Single Action Source Player Core pg. 105 Prerequisites warrior muse --- With a mighty shout, you can stir an ally to attack. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to make a melee Strike. Courageous Assault leads to... Courageous Onslaught, Shared Assault","feat":["Courageous Assault"],"skill_mod":{},"summary":"With a mighty shout, you can stir an ally to attack.","primary_source":"Player Core","trait_group":["Sense","Class","Mechanics"],"level":10,"prerequisite":"warrior muse","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4611","name":"Courageous Assault","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4611"},{"skill_mod":{},"summary":"You erect an imaginary barrier others believe to be real.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4612","weakness":{},"name":"House of Imaginary Walls","legacy_id":["feat-198"],"trait":["Bard"],"id":"feat-4612","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > House of Imaginary Walls Source Player Core pg. 105 --- You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip.","category":"feat","pfs":"Standard","feat":["House of Imaginary Walls"],"rarity":"common","slug":"feat-4612"},{"skill_mod":{},"summary":"You learn the ode to ouroboros composition spell (page 371), which enables you to temporarily spare your allies from death.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4613","weakness":{},"name":"Ode to Ouroboros","legacy_id":["feat-1650"],"trait":["Bard"],"id":"feat-4613","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ode to Ouroboros Source Player Core pg. 105 --- You learn the ode to ouroboros composition spell, which enables you to temporarily spare your allies from death.","category":"feat","pfs":"Standard","feat":["Ode to Ouroboros"],"rarity":"common","slug":"feat-4613"},{"primary_source_category":"Rulebooks","source":["Player Core","Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-199"],"trait":["Bard","Concentrate","Oracle","Sorcerer","Spellshape","Witch","Wizard","Metamagic"],"id":"feat-4614","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Quickened Casting Free Action Source Player Core pg. 105, Player Core 2 pg. 141 Archetype Time Mage (Level 12) Frequency once per day --- If your next action is to cast a cantrip or a spell that is at least 2 ranks lower than the highest-rank spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action). Special This feat can only be used on a cantrip or spell that is at least 2 ranks lower than the highest-rank spell slot from the class or archetype matching the one you gained this feat from.","feat":["Quickened Casting"],"skill_mod":{},"summary":"If your next action is to cast a cantrip or a spell that is at least 2 ranks lower than the highest-rank spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4614","archetype":["Time Mage"],"name":"Quickened Casting","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4614"},{"skill_mod":{},"summary":"You learn the symphony of the unfettered heart composition spell (page 371), which enables you to protect an ally against incapacitating conditions.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4615","weakness":{},"name":"Symphony of the Unfettered Heart","legacy_id":["feat-1651"],"trait":["Bard"],"id":"feat-4615","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Symphony of the Unfettered Heart Source Player Core pg. 105 --- You learn the symphony of the unfettered heart composition spell, which enables you to protect an ally against incapacitating conditions.","category":"feat","pfs":"Standard","feat":["Symphony of the Unfettered Heart"],"rarity":"common","slug":"feat-4615"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-200"],"trait":["Bard","Concentrate","Manipulate","Spellshape","Metamagic"],"id":"feat-4616","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unusual Composition Single Action Source Player Core pg. 105 Prerequisites polymath muse --- You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell that is auditory or visual, you can have it affect creatures who can witness it with any sense, not just those the traits indicate, even including special senses like tremorsense. You can choose to exclude any senses you choose.","feat":["Unusual Composition"],"skill_mod":{},"summary":"You can translate the emotion and power of a composition to other mediums.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"polymath muse","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4616","name":"Unusual Composition","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4616"},{"skill_mod":{},"summary":"Your flexible mind can quickly shift from one spell to another.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Esoteric Polymath","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4617","weakness":{},"name":"Eclectic Polymath","legacy_id":["feat-201"],"trait":["Bard"],"id":"feat-4617","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Eclectic Polymath Source Player Core pg. 105 Prerequisites Esoteric Polymath --- Your flexible mind can quickly shift from one spell to another. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same rank in your repertoire.","category":"feat","pfs":"Standard","feat":["Eclectic Polymath"],"rarity":"common","slug":"feat-4617"},{"skill_mod":{},"summary":"Your muse whispers knowledge to you at all the right times.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Assured Knowledge","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4618","weakness":{},"archetype":["Loremaster"],"name":"Enigma's Knowledge","legacy_id":["feat-1652"],"trait":["Bard"],"id":"feat-4618","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Enigma's Knowledge Source Player Core pg. 106 Archetype Loremaster (Level 14) Prerequisites Assured Knowledge --- Your muse whispers knowledge to you at all the right times. You gain the benefits of the Automatic Knowledge skill feat with any skill you can use to Recall Knowledge. As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round.","category":"feat","pfs":"Standard","feat":["Enigma's Knowledge"],"rarity":"common","slug":"feat-4618"},{"skill_mod":{},"summary":"Your connection to your muse has granted you unusual focus.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4619","weakness":{},"name":"Inspirational Focus","legacy_id":["feat-202"],"trait":["Bard"],"id":"feat-4619","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Inspirational Focus Source Player Core pg. 106 --- Your connection to your muse has granted you unusual focus. Whenever you Refocus, completely refill your focus pool.","category":"feat","pfs":"Standard","feat":["Inspirational Focus"],"rarity":"common","slug":"feat-4619"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1653"],"trait":["Bard"],"id":"feat-4620","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reverberate Reaction Source Player Core pg. 106 Trigger A creature or hazard would deal sonic damage to you --- You can manipulate the acoustics around you to deflect sonic damage back at its source. Attempt a Performance check against the Will DC of the creature or Fortitude DC of a hazard. If the damage came from a spell, use the creature’s spell DC if it’s lower. Critical Success You reduce the triggering damage by an amount up to four times your level. The caster takes sonic damage equal to the amount of damage you reduced in this way. Success As critical success, but you reduce the triggering damage by an amount up to twice your level. Critical Failure You misdirect the sonic waves at yourself, taking twice the triggering damage.","feat":["Reverberate"],"skill_mod":{},"summary":"You can manipulate the acoustics around you to deflect sonic damage back at its source.","primary_source":"Player Core","trait_group":["Class"],"level":12,"source_category":["Rulebooks"],"trigger":"A creature or hazard would deal sonic damage to you","resistance":{},"url":"/Feats.aspx?ID=4620","name":"Reverberate","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4620"},{"skill_mod":{},"summary":"In the triumph of battle, you can share the glory with another ally.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Courageous Assault","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4621","weakness":{},"name":"Shared Assault","legacy_id":["feat-1654"],"trait":["Bard"],"id":"feat-4621","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Assault Source Player Core pg. 106 Prerequisites Courageous Assault --- In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the Strike granted by that action, another ally affected by your courageous anthem composition spell can immediately use a reaction to make a melee Strike. This effect doesn’t continue to a third ally, even if the second ally also critically succeeds.","category":"feat","pfs":"Standard","feat":["Shared Assault"],"rarity":"common","slug":"feat-4621"},{"skill_mod":{},"summary":"You can quicken your allies with a fast-paced performance.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4622","weakness":{},"name":"Allegro","legacy_id":["feat-203"],"trait":["Bard"],"id":"feat-4622","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Allegro Source Player Core pg. 106 --- You can quicken your allies with a fast-paced performance. You learn the allegro composition cantrip.","category":"feat","pfs":"Standard","feat":["Allegro"],"rarity":"common","slug":"feat-4622"},{"skill_mod":{},"summary":"By endlessly repeating a motif, you implant a memorable song that repeats over and over again in your allies’ heads, preparing them to respond to it later.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4623","weakness":{},"name":"Earworm","legacy_id":["feat-1655"],"trait":["Bard","Exploration"],"id":"feat-4623","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Earworm Source Player Core pg. 106 --- By endlessly repeating a motif, you implant a memorable song that repeats over and over again in your allies’ heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity. Once you’ve created the earworm, you can attempt a Performance check as a free action to activate it. This check uses the highest Will DC of the earworm’s targets present at the time of activation. On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can’t use further free actions like lingering composition or fortissimo composition to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first.","category":"feat","pfs":"Standard","feat":["Earworm"],"rarity":"common","slug":"feat-4623"},{"skill_mod":{},"summary":"You soothe your allies’ wounds with the power of performance.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4624","weakness":{},"name":"Soothing Ballad","legacy_id":["feat-204"],"trait":["Bard"],"id":"feat-4624","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Soothing Ballad Source Player Core pg. 106 --- You soothe your allies’ wounds with the power of performance. You learn the soothing ballad composition spell.","category":"feat","pfs":"Standard","feat":["Soothing Ballad"],"rarity":"common","slug":"feat-4624"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1656"],"trait":["Bard"],"id":"feat-4625","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Triumphant Inspiration Free Action Source Player Core pg. 106 Prerequisites warrior muse Trigger You critically hit a foe with a melee weapon Strike or a melee unarmed attack --- With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast.","feat":["Triumphant Inspiration"],"skill_mod":{},"summary":"With a triumphant shout, you inspire your allies.","primary_source":"Player Core","trait_group":["Class"],"level":14,"prerequisite":"warrior muse","source_category":["Rulebooks"],"trigger":"You critically hit a foe with a melee weapon Strike or a melee unarmed attack","resistance":{},"url":"/Feats.aspx?ID=4625","name":"Triumphant Inspiration","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4625"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-205"],"trait":["Bard"],"id":"feat-4626","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > True Hypercognition Single Action Source Player Core pg. 106 Archetype Loremaster (Level 16) Prerequisites enigma muse --- Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.","feat":["True Hypercognition"],"skill_mod":{},"summary":"Your mind works at an incredible pace.","primary_source":"Player Core","trait_group":["Class"],"level":14,"prerequisite":"enigma muse","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4626","archetype":["Loremaster"],"name":"True Hypercognition","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4626"},{"legacy_name":["Vigorous Inspiration"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1657"],"trait":["Auditory","Bard","Concentrate","Spellshape","Metamagic"],"id":"feat-4627","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Vigorous Anthem Single Action Source Player Core pg. 106 --- You instill magical vigor in your allies when you inspire them to attack. If your next action is to cast the courageous anthem composition cantrip, you and all affected allies gain temporary HP equal to 3 + your Charisma modifier that last for 1 minute.","feat":["Vigorous Anthem"],"skill_mod":{},"summary":"You instill magical vigor in your allies when you inspire them to attack.","primary_source":"Player Core","trait_group":["Sense","Class","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4627","name":"Vigorous Anthem","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4627"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1658"],"trait":["Auditory","Bard","Concentrate","Spellshape","Metamagic"],"id":"feat-4628","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Courageous Onslaught Single Action Source Player Core pg. 106 Prerequisites Courageous Advance; Courageous Assault --- You use your performance to orchestrate an onslaught against your enemies. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride and then make a melee Strike.","feat":["Courageous Onslaught"],"skill_mod":{},"summary":"You use your performance to orchestrate an onslaught against your enemies.","primary_source":"Player Core","trait_group":["Sense","Class","Mechanics"],"level":16,"prerequisite":"Courageous Advance; Courageous Assault","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4628","name":"Courageous Onslaught","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4628"},{"primary_source_category":"Rulebooks","source":["Player Core","Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-206"],"trait":["Bard","Druid","Sorcerer","Summoner","Witch","Wizard"],"id":"feat-4629","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Effortless Concentration Free Action Source Player Core pg. 106, Player Core 2 pg. 157 Trigger Your turn begins --- You can maintain a spell with hardly a thought. You immediately gain the effects of the Sustain action, allowing you to extend the duration of one of your active spells. Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from.","feat":["Effortless Concentration"],"skill_mod":{},"summary":"You can maintain a spell with hardly a thought.","primary_source":"Player Core","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"trigger":"Your turn begins","resistance":{},"url":"/Feats.aspx?ID=4629","name":"Effortless Concentration","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4629"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1659"],"trait":["Bard","Concentrate"],"id":"feat-4630","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Resounding Finale Reaction Source Player Core pg. 107 Prerequisites maestro muse Trigger You or an ally benefiting from your composition spell would take sonic damage --- You bring your performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell’s effects gain sonic resistance against the triggering damage equal to twice the composition spell’s rank.","feat":["Resounding Finale"],"skill_mod":{},"summary":"You bring your performance to a sudden, dramatic finish, drowning out other sounds.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":16,"prerequisite":"maestro muse","source_category":["Rulebooks"],"trigger":"You or an ally benefiting from your composition spell would take sonic damage","resistance":{},"url":"/Feats.aspx?ID=4630","name":"Resounding Finale","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4630"},{"skill_mod":{},"summary":"Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"enigma muse; Legendary in Occultism","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4631","weakness":{},"skill":["Occultism","Occultism"],"name":"Studious Capacity","legacy_id":["feat-207"],"trait":["Bard"],"id":"feat-4631","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Studious Capacity Source Player Core pg. 107 Prerequisites enigma muse; Legendary in Occultism --- Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you’ve run out of spell slots of the appropriate spell rank, but you can’t use this ability to cast a spell of your highest spell rank.","category":"feat","pfs":"Standard","feat":["Studious Capacity"],"rarity":"common","slug":"feat-4631"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"school":"illusion","legacy_id":["feat-1660"],"trait":["Bard","Illusion","Mental"],"id":"feat-4632","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > All in my Head Reaction Source Player Core pg. 107 Trigger You would take damage from a Strike or spell that doesn’t have the death trait or otherwise cause instant death (such as disintegrate) --- Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the nonlethal trait. You can’t use this reaction if you are immune to mental effects or mental damage.","feat":["All in my Head"],"skill_mod":{},"summary":"Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination.","primary_source":"Player Core","trait_group":["Class","School","Monster","Mechanics"],"level":18,"source_category":["Rulebooks"],"trigger":"You would take damage from a Strike or spell that doesn’t have the death trait or otherwise cause instant death (such as disintegrate)","resistance":{},"url":"/Feats.aspx?ID=4632","name":"All in my Head","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4632"},{"skill_mod":{},"summary":"Your repertoire is vast, containing far more spells than usual.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"enigma muse; Legendary in Occultism","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4633","weakness":{},"skill":["Occultism","Occultism"],"name":"Deep Lore","legacy_id":["feat-208"],"trait":["Bard"],"id":"feat-4633","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Deep Lore Source Player Core pg. 107 Prerequisites enigma muse; Legendary in Occultism --- Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each spell rank you can cast.","category":"feat","pfs":"Standard","feat":["Deep Lore"],"rarity":"common","slug":"feat-4633"},{"skill_mod":{},"summary":"Your courageous anthem lets loose a discordant shriek that imbues your allies’ attacks with powerful sonic reverberations.","primary_source":"Player Core","trait_group":["Class","Energy","Monster"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"_Courageous Anthem_","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4634","weakness":{},"name":"Discordant Voice","legacy_id":["feat-1661"],"trait":["Bard","Sonic"],"id":"feat-4634","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Discordant Voice Source Player Core pg. 107 Prerequisites Courageous Anthem --- Your courageous anthem lets loose a discordant shriek that imbues your allies’ attacks with powerful sonic reverberations. While your allies are affected by your courageous anthem, their weapon Strikes and unarmed attacks deal an additional 1d6 sonic damage.","category":"feat","pfs":"Standard","feat":["Discordant Voice"],"rarity":"common","slug":"feat-4634"},{"skill_mod":{},"summary":"The world is a stage upon which you are always playing.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"maestro muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4635","weakness":{},"name":"Eternal Composition","legacy_id":["feat-209"],"trait":["Bard"],"id":"feat-4635","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Eternal Composition Source Player Core pg. 107 Prerequisites maestro muse --- The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.","category":"feat","pfs":"Standard","feat":["Eternal Composition"],"rarity":"common","slug":"feat-4635"},{"skill_mod":{},"summary":"Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Trained in Arcana, Trained in Nature, or Trained in Religion; Esoteric Polymath","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4636","weakness":{},"skill":["Arcana","Nature","Religion","Arcana","Nature","Religion"],"name":"Impossible Polymath","legacy_id":["feat-210"],"trait":["Bard"],"id":"feat-4636","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Impossible Polymath Source Player Core pg. 107 Prerequisites Trained in Arcana, Trained in Nature, or Trained in Religion; Esoteric Polymath --- Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand. As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book. Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can’t retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath.","category":"feat","pfs":"Standard","feat":["Impossible Polymath"],"rarity":"common","slug":"feat-4636"},{"skill_mod":{},"summary":"Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4637","weakness":{},"name":"Fatal Aria","legacy_id":["feat-211"],"trait":["Bard"],"id":"feat-4637","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Fatal Aria Source Player Core pg. 107 --- Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell.","category":"feat","pfs":"Standard","feat":["Fatal Aria"],"rarity":"common","slug":"feat-4637"},{"skill_mod":{},"summary":"You develop another incredible creation.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"magnum opus","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4638","weakness":{},"name":"Perfect Encore","legacy_id":["feat-212"],"trait":["Bard"],"id":"feat-4638","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Perfect Encore Source Player Core pg. 107 Prerequisites magnum opus --- You develop another incredible creation. You gain an additional 10th-rank spell slot.","category":"feat","pfs":"Standard","feat":["Perfect Encore"],"rarity":"common","slug":"feat-4638"},{"skill_mod":{},"summary":"You learn the pied piping composition spell, which enables you to control the actions of weak-minded individuals.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4639","weakness":{},"name":"Pied Piping","legacy_id":["feat-1662"],"trait":["Bard"],"id":"feat-4639","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Pied Piping Source Player Core pg. 107 --- You learn the pied piping composition spell, which enables you to control the actions of weak-minded individuals.","category":"feat","pfs":"Standard","feat":["Pied Piping"],"rarity":"common","slug":"feat-4639"},{"skill_mod":{},"summary":"You have learned how to weave countless performances together into a solo symphony with multitudinous effects.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Harmonize","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4640","weakness":{},"name":"Symphony of the Muse","legacy_id":["feat-213"],"trait":["Bard"],"id":"feat-4640","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Symphony of the Muse Source Player Core pg. 107 Prerequisites Harmonize --- You have learned how to weave countless performances together into a solo symphony with multitudinous effects. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration.","category":"feat","pfs":"Standard","feat":["Symphony of the Muse"],"rarity":"common","slug":"feat-4640"},{"skill_mod":{},"summary":"You can flexibly cast all of your spells, granting a dizzying array of possible options.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"polymath muse","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4641","weakness":{},"name":"Ultimate Polymath","legacy_id":["feat-1663"],"trait":["Bard"],"id":"feat-4641","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ultimate Polymath Source Player Core pg. 107 Prerequisites polymath muse --- You can flexibly cast all of your spells, granting a dizzying array of possible options. All of the spells in your repertoire are signature spells for you.","category":"feat","pfs":"Standard","feat":["Ultimate Polymath"],"rarity":"common","slug":"feat-4641"},{"skill_mod":{},"summary":"When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4642","weakness":{},"name":"Deadly Simplicity","legacy_id":["feat-264"],"trait":["Cleric"],"id":"feat-4642","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deadly Simplicity Source Player Core pg. 113 Prerequisites deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon --- When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step. If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.","category":"feat","pfs":"Standard","feat":["Deadly Simplicity"],"rarity":"common","slug":"feat-4642"},{"legacy_name":["Holy Castigation"],"skill_mod":{},"summary":"Your deity’s grace doesn’t extend to your sworn enemies.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"holy or unholy trait","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4643","weakness":{},"name":"Divine Castigation","legacy_id":["feat-268"],"trait":["Cleric"],"id":"feat-4643","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Divine Castigation Source Player Core pg. 113 Prerequisites holy or unholy trait --- Your deity’s grace doesn’t extend to your sworn enemies. When you cast a harm or heal spell, you can add your holy or unholy trait to it. If you do, the spell deals damage to creatures with the opposing trait, even if it wouldn’t normally damage them. The spell deals spirit damage when used this way. For example, if you are holy, you could add the holy trait to a heal spell and deal spirit damage to a fiend that has the unholy trait. Divine Castigation leads to... Castigating Weapon","category":"feat","pfs":"Standard","feat":["Divine Castigation"],"rarity":"common","slug":"feat-4643"},{"skill_mod":{},"summary":"Your deity bestows a special spell related to their powers.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4644","weakness":{},"archetype":["Soul Warden","Vindicator"],"name":"Domain Initiate","legacy_id":["feat-265"],"trait":["Cleric"],"id":"feat-4644","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Domain Initiate Source Player Core pg. 113 Archetypes Soul Warden (Level 4), Vindicator (Level 1) --- Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and can’t be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points. The full rules for focus spells appear here. Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. Domain Initiate leads to... Advanced Domain, Shield of Faith","category":"feat","pfs":"Standard","feat":["Domain Initiate"],"rarity":"common","slug":"feat-4644"},{"skill_mod":{},"summary":"The mordant power of your void energy grows.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"harmful font","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4645","weakness":{},"name":"Harming Hands","legacy_id":["feat-266"],"trait":["Cleric"],"id":"feat-4645","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Harming Hands Source Player Core pg. 114 Prerequisites harmful font --- The mordant power of your void energy grows. When you cast harm , you roll d10s instead of d8s.","category":"feat","pfs":"Standard","feat":["Harming Hands"],"rarity":"common","slug":"feat-4645"},{"skill_mod":{},"summary":"Your vitality is even more vibrant and restorative.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"healing font","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4646","weakness":{},"name":"Healing Hands","legacy_id":["feat-267"],"trait":["Cleric"],"id":"feat-4646","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Healing Hands Source Player Core pg. 114 Prerequisites healing font --- Your vitality is even more vibrant and restorative. When you cast heal , you roll d10s instead of d8s. Healing Hands leads to... Magic Hands","category":"feat","pfs":"Standard","feat":["Healing Hands"],"rarity":"common","slug":"feat-4646"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1696"],"trait":["Cleric","Divine","Prediction"],"id":"feat-4647","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Premonition of Avoidance Reaction Source Player Core pg. 114 Trigger You are about to roll a saving throw against a hazard --- Your deity grants you a moment’s foresight. You gain a +2 circumstance bonus to the triggering saving throw. Premonition of Avoidance leads to... Shared Avoidance","feat":["Premonition of Avoidance"],"skill_mod":{},"summary":"Your deity grants you a moment’s foresight.","primary_source":"Player Core","trait_group":["Class","Tradition","Mechanics"],"level":1,"source_category":["Rulebooks"],"trigger":"You are about to roll a saving throw against a hazard","resistance":{},"url":"/Feats.aspx?ID=4647","name":"Premonition of Avoidance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4647"},{"skill_mod":{},"summary":"You’re an exceptional conduit for vitality and, as you channel it through you, you can divert some to heal yourself or another creature.","primary_source":"Player Core","trait_group":["Class","Mechanics","Energy","Planar","Creature Type"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4648","weakness":{},"name":"Communal Healing","legacy_id":["feat-271"],"trait":["Cleric","Healing","Vitality","Positive"],"id":"feat-4648","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Communal Healing Source Player Core pg. 115 --- You’re an exceptional conduit for vitality and, as you channel it through you, you can divert some to heal yourself or another creature. When you cast the heal spell to heal a single creature, choose another willing living creature within range of your heal to regain Hit Points equal to the heal spell’s rank.","category":"feat","pfs":"Standard","feat":["Communal Healing"],"rarity":"common","slug":"feat-4648"},{"skill_mod":{},"summary":"Carefully etching a sacred image into a physical object, you steel yourself for battle.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4649","weakness":{},"name":"Emblazon Armament","legacy_id":["feat-272"],"trait":["Cleric","Exploration"],"id":"feat-4649","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Emblazon Armament Source Player Core pg. 115 --- Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned, and any symbol already emblazoned on that item instantly disappears. The emblazoned item is a religious symbol of your deity in addition to its normal purpose, and it gains another benefit determined by the type of item. The benefit applies only to followers of the deity the symbol represents, but others can use the item normally. Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.). Weapon The wielder gains a +1 status bonus to damage rolls with the weapon. Emblazon Armament leads to... Emblazon Antimagic, Emblazon Energy","category":"feat","pfs":"Standard","feat":["Emblazon Armament"],"rarity":"common","slug":"feat-4649"},{"legacy_name":["Turn Undead"],"skill_mod":{},"summary":"Vitality strikes terror in the undead.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4650","weakness":{},"name":"Panic the Dead","legacy_id":["feat-274"],"trait":["Cleric","Emotion","Fear","Mental"],"id":"feat-4650","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Panic the Dead Source Player Core pg. 115 --- Vitality strikes terror in the undead. When you use a heal spell to damage undead, any undead that fails its saving throw is also frightened 1. If it critically failed, the creature also gains the fleeing condition until the start of your next turn. Mindless undead are not immune to this effect due to being mindless.","category":"feat","pfs":"Standard","feat":["Panic the Dead"],"rarity":"common","slug":"feat-4650"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1698"],"trait":["Cleric"],"id":"feat-4651","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rapid Response Reaction Source Player Core pg. 115 Trigger An ally is reduced to 0 Hit Points --- You work quickly in emergencies. You Stride towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement.","feat":["Rapid Response"],"skill_mod":{},"summary":"You work quickly in emergencies.","primary_source":"Player Core","trait_group":["Class"],"level":2,"source_category":["Rulebooks"],"trigger":"An ally is reduced to 0 Hit Points","resistance":{},"url":"/Feats.aspx?ID=4651","name":"Rapid Response","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4651"},{"skill_mod":{},"summary":"You draw the life force out of your enemies.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4652","weakness":{},"name":"Sap Life","legacy_id":["feat-273"],"trait":["Cleric","Healing"],"id":"feat-4652","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sap Life Source Player Core pg. 115 --- You draw the life force out of your enemies. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell rank of your harm spell. If you aren't a living creature, you gain no benefit from this feat.","category":"feat","pfs":"Standard","feat":["Sap Life"],"rarity":"common","slug":"feat-4652"},{"skill_mod":{},"summary":"As you explore your deity’s aspects, you move beyond restrictions on healing or harming.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"harmful font or healing font; deity that allows clerics to have both fonts","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4653","weakness":{},"name":"Versatile Font","legacy_id":["feat-275"],"trait":["Cleric"],"id":"feat-4653","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Versatile Font Source Player Core pg. 115 Prerequisites harmful font or healing font; deity that allows clerics to have both fonts --- As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font. Versatile Font leads to... Ebb and Flow","category":"feat","pfs":"Standard","feat":["Versatile Font"],"rarity":"common","slug":"feat-4653"},{"skill_mod":{},"summary":"Your training has helped you adapt to ever-heavier armor.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"warpriest doctrine","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4654","weakness":{},"name":"Warpriest’s Armor","trait":["Cleric"],"id":"feat-4654","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Warpriest’s Armor Source Player Core pg. 116 Prerequisites warpriest doctrine --- Your training has helped you adapt to ever-heavier armor. You are trained in heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. You treat armor you wear of 2 Bulk or higher as though it were 1 Bulk lighter (to a minimum of 1 Bulk).","category":"feat","pfs":"Standard","feat":["Warpriest’s Armor"],"rarity":"common","slug":"feat-4654"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-276"],"trait":["Cleric","Divine"],"id":"feat-4655","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Channel Smite Two Actions Source Player Core pg. 116 Cost Expend a harm or heal spell --- You siphon the energies of life and death through a melee attack and into your foe. Make a melee Strike. On a hit, you cast the 1-action version of the expended spell to damage the target, in addition to the normal damage from your Strike. The target automatically gets a failure on its save (or a critical failure if your Strike was a critical hit). The spell doesn’t have the manipulate trait when cast this way. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell). Channel Smite leads to... Rebounding Smite","feat":["Channel Smite"],"skill_mod":{},"summary":"You siphon the energies of life and death through a melee attack and into your foe.","primary_source":"Player Core","trait_group":["Class","Tradition"],"cost":"Expend a harm or heal spell","level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4655","name":"Channel Smite","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4655"},{"skill_mod":{},"summary":"You can shape the energy you channel in a single direction.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4656","weakness":{},"name":"Directed Channel","legacy_id":["feat-278"],"trait":["Cleric"],"id":"feat-4656","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Directed Channel Source Player Core pg. 116 --- You can shape the energy you channel in a single direction. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.","category":"feat","pfs":"Standard","feat":["Directed Channel"],"rarity":"common","slug":"feat-4656"},{"legacy_name":["Radiant Infusion"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1699"],"trait":["Cleric","Concentrate","Spellshape","Metamagic"],"id":"feat-4657","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Divine Infusion Single Action Source Player Core pg. 116 --- You pour energy into the subject of your healing to empower its attacks. If the next action you use is to cast harm or heal to restore Hit Points to a single creature, the target then deals an additional 1d6 damage with its melee weapons and unarmed attacks until the end of its next turn. The damage type is void if you cast harm and vitality if you cast heal. If the spell cast is at least 5th rank, this damage increases to 2d6, and if the spell is at least 8th rank, the damage increases to 3d6.","feat":["Divine Infusion"],"skill_mod":{},"summary":"You pour energy into the subject of your healing to empower its attacks.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4657","name":"Divine Infusion","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4657"},{"skill_mod":{},"summary":"You present your religious symbol emphatically.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a religious symbol","source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4658","weakness":{},"name":"Raise Symbol","trait":["Cleric"],"actions_number":2,"id":"feat-4658","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Raise Symbol Single Action Source Player Core pg. 116 Requirements You are wielding a religious symbol --- You present your religious symbol emphatically. You gain a +2 circumstance bonus to saving throws until the start of your next turn. While it’s raised, if you roll a success at a saving throw against a vitality or void effect, you get a critical success instead. If the religious symbol you’re raising is a shield, such as with Emblazon Armaments, you gain the effects of Raise a Shield when you use this action and the effects of this action when you Raise a Shield. Raise Symbol leads to... Sapping Symbol","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Raise Symbol"],"rarity":"common","slug":"feat-4658"},{"skill_mod":{},"summary":"You balance both sides of the scales, restoring yourself while striking a foe.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You have a harm or heal spell you can cast","source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4659","weakness":{},"name":"Restorative Strike","trait":["Cleric"],"actions_number":4,"id":"feat-4659","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Restorative Strike Two Actions Source Player Core pg. 116 Requirements You have a harm or heal spell you can cast --- You balance both sides of the scales, restoring yourself while striking a foe. Cast a 1-action harm or heal spell to heal yourself, expending the spell normally. It loses the manipulate trait when cast this way. Then make a melee Strike. If you make this Strike with your deity’s favored weapon, you gain a +1 status bonus to the attack roll. If the Strike hits, you can target a second willing creature to heal the same amount from the spell. This creature can be outside of the spell’s range, provided it’s adjacent to the enemy you hit.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Restorative Strike"],"rarity":"common","slug":"feat-4659"},{"skill_mod":{},"summary":"You pray continuously for 1 minute to call a subtle shadow of your deity’s realm over a 30-foot burst centered on you.","primary_source":"Player Core","trait_group":["Class","Mechanics","Tradition"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"harmful font or healing font","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4660","frequency":"once per 10 minutes","weakness":{},"name":"Sacred Ground","trait":["Cleric","Consecration","Divine","Exploration"],"id":"feat-4660","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sacred Ground Source Player Core pg. 116 Frequency once per 10 minutes Prerequisites harmful font or healing font --- You pray continuously for 1 minute to call a subtle shadow of your deity’s realm over a 30-foot burst centered on you. It lasts for 10 minutes, and a creature that remains in the area for the entire 10 minutes regains Hit Points equal to your level. If you have a healing font, this activity has the healing and vitality traits and heals living creatures. If you have a harmful font, this activity has the healing and void traits and heals undead creatures (or other creatures with void healing). Clerics with Versatile Font can choose either or both. It can’t damage creatures in any case.","category":"feat","pfs":"Standard","feat":["Sacred Ground"],"rarity":"common","slug":"feat-4660"},{"skill_mod":{},"summary":"The sheer force of your faith can bring a foe crashing down.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4661","weakness":{},"name":"Cast Down","legacy_id":["feat-281"],"trait":["Cleric","Concentrate","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4661","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cast Down Single Action Source Player Core pg. 116 --- The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Cast Down"],"rarity":"common","slug":"feat-4661"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"trait":["Cleric","Divine"],"id":"feat-4662","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Divine Rebuttal Reaction Source Player Core pg. 116 Trigger Your ally is about to roll a saving throw against a magical ability of a creature you’re adjacent to Requirements You are wielding your deity’s favored weapon --- You strive against magical threats physically and spiritually. You can Strike the adjacent creature with your deity’s favored weapon. If you are holy or unholy, the Strike gains that trait. If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit).","feat":["Divine Rebuttal"],"skill_mod":{},"summary":"You strive against magical threats physically and spiritually.","primary_source":"Player Core","trait_group":["Class","Tradition"],"level":6,"source_category":["Rulebooks"],"requirement":"You are wielding your deity’s favored weapon","trigger":"Your ally is about to roll a saving throw against a magical ability of a creature you’re adjacent to","resistance":{},"url":"/Feats.aspx?ID=4662","name":"Divine Rebuttal","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4662"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"legacy_id":["feat-282"],"trait":["Cleric"],"id":"feat-4663","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Divine Weapon Free Action Source Player Core pg. 117 Frequency once per turn Trigger You finish Casting a Spell using one of your divine spell slots on your turn --- You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 spirit damage. If you are holy or unholy, Strikes with the weapon also gain that trait, and the additional damage increases to 2d4 against creatures of the opposing trait.","feat":["Divine Weapon"],"skill_mod":{},"summary":"You siphon residual spell energy into a weapon you’re wielding.","primary_source":"Player Core","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"trigger":"You finish Casting a Spell using one of your divine spell slots on your turn","resistance":{},"url":"/Feats.aspx?ID=4663","name":"Divine Weapon","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4663"},{"skill_mod":{},"summary":"The blessing of your deity heightens your healing ability, integrating magical healing with the mundane.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Healing Hands","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4664","weakness":{},"name":"Magic Hands","legacy_id":["feat-1700"],"trait":["Cleric"],"id":"feat-4664","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Magic Hands Source Player Core pg. 117 Prerequisites Healing Hands --- The blessing of your deity heightens your healing ability, integrating magical healing with the mundane. When you succeed at a Medicine check to Treat Wounds, you can roll d10s instead of d8s for the healing and add a status bonus to the healing equal to your level.","category":"feat","pfs":"Standard","feat":["Magic Hands"],"rarity":"common","slug":"feat-4664"},{"skill_mod":{},"summary":"As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4665","weakness":{},"name":"Selective Energy","legacy_id":["feat-283"],"trait":["Cleric"],"id":"feat-4665","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Selective Energy Source Player Core pg. 117 --- As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate up to 5 creatures in the area. They are not targeted by the spell.","category":"feat","pfs":"Standard","feat":["Selective Energy"],"rarity":"common","slug":"feat-4665"},{"skill_mod":{},"summary":"Your prayers have unlocked deeper secrets of your deity’s domain.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Domain Initiate","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4666","weakness":{},"archetype":["Soul Warden","Vindicator","Campfire Chronicler"],"name":"Advanced Domain","legacy_id":["feat-285"],"trait":["Cleric"],"id":"feat-4666","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Advanced Domain Source Player Core pg. 117 Archetypes Soul Warden (Level 16), Vindicator (Level 8), Campfire Chronicler (Level 8) Prerequisites Domain Initiate --- Your prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains for which you have an initial domain spell. Special You can select this feat multiple times. Each time, you must select a different advanced domain spell. Advanced Domain leads to... Deity's Protection","category":"feat","pfs":"Standard","feat":["Advanced Domain"],"rarity":"common","slug":"feat-4666"},{"skill_mod":{},"summary":"Your overwhelming vitality sets undead alight.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4667","weakness":{},"name":"Cremate Undead","legacy_id":["feat-288"],"trait":["Cleric"],"id":"feat-4667","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Cremate Undead Source Player Core pg. 117 --- Your overwhelming vitality sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s rank.","category":"feat","pfs":"Standard","feat":["Cremate Undead"],"rarity":"common","slug":"feat-4667"},{"skill_mod":{},"summary":"With elemental forces, you make your emblazoned symbols more potent.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Emblazon Armament","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4668","weakness":{},"name":"Emblazon Energy","legacy_id":["feat-289"],"trait":["Cleric"],"id":"feat-4668","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Emblazon Energy Source Player Core pg. 117 Prerequisites Emblazon Armament --- With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options. Shield Choose acid, cold, electricity, fire, or sonic. The wielder gains the shield’s circumstance bonus to saving throws against that damage type and can use Shield Block against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as fire ray). Weapon Choose acid, cold, electricity, fire, or sonic. The weapon deals an extra 1d4 damage of that type. Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire ray). ","category":"feat","pfs":"Standard","feat":["Emblazon Energy"],"rarity":"common","slug":"feat-4668"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1701"],"trait":["Cleric","Spellshape","Metamagic"],"id":"feat-4669","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Martyr Single Action Source Player Core pg. 117 Archetype Seneschal (Level 10) --- You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast harm or heal to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per rank of the spell, which can’t be reduced or mitigated in any way, and your ally regains an equal number of Hit Points","feat":["Martyr"],"skill_mod":{},"summary":"You go to extreme lengths to support your allies, even when it means bringing harm to yourself.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4669","archetype":["Seneschal"],"name":"Martyr","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4669"},{"legacy_name":["Channeled Succor"],"skill_mod":{},"summary":"You can remove conditions with divine grace.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"healing font","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4670","weakness":{},"name":"Restorative Channel","legacy_id":["feat-287"],"trait":["Cleric"],"id":"feat-4670","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Restorative Channel Source Player Core pg. 117 Prerequisites healing font --- You can remove conditions with divine grace. You can sacrifice one heal spell you've prepared in your extra slots from your healing font to cast one of the following spells instead: cleanse affliction , clear mind , sound body , or sure footing . The spell is heightened to the same rank as the spell you sacrificed. ","category":"feat","pfs":"Standard","feat":["Restorative Channel"],"rarity":"common","slug":"feat-4670"},{"legacy_name":["Align Armament"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-286"],"trait":["Cleric","Divine"],"id":"feat-4671","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sanctify Armament Single Action Source Player Core pg. 117 Prerequisites holy or unholy trait --- You touch a weapon and bring it into concordance with your deity. For 1 round, that weapon gains your holy or unholy trait. It also deals an additional 2d6 spirit damage to creatures of the opposed trait. For example, if you are holy, the weapon would deal an extra 2d6 spirit damage to unholy creatures. If you use Sanctify Armament again, any previous use of it expires. Sanctify Armament leads to... Lasting Armament","feat":["Sanctify Armament"],"skill_mod":{},"summary":"You touch a weapon and bring it into concordance with your deity.","primary_source":"Player Core","trait_group":["Class","Tradition"],"level":8,"prerequisite":"holy or unholy trait","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4671","name":"Sanctify Armament","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4671"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1702"],"trait":["Cleric"],"id":"feat-4672","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Surging Focus Free Action Source Player Core pg. 117 Frequency once per day Trigger An ally you can see falls to 0 Hit Points --- When an ally you can see falls in battle, your surge of righteous indignation allows you to draw upon untapped reserves of divine power. You instantly regain 1 Focus Point.","feat":["Surging Focus"],"skill_mod":{},"summary":"When an ally you can see falls in battle, your surge of righteous indignation allows you to draw upon untapped reserves of divine power.","primary_source":"Player Core","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"trigger":"An ally you can see falls to 0 Hit Points","resistance":{},"url":"/Feats.aspx?ID=4672","name":"Surging Focus","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4672"},{"skill_mod":{},"summary":"The raw energy of the Void saps the essence of the living.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4673","weakness":{},"name":"Void Siphon","trait":["Cleric"],"id":"feat-4673","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Void Siphon Source Player Core pg. 117 --- The raw energy of the Void saps the essence of the living. Any living creature that critically fails its save against a harm spell you cast is drained 1.","category":"feat","pfs":"Standard","feat":["Void Siphon"],"rarity":"common","slug":"feat-4673"},{"skill_mod":{},"summary":"You bless yourself on the move.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"trigger":"You cast a divine spell that takes 1 action or more to cast and that affects only you or your equipment","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4674","weakness":{},"name":"Zealous Rush","trait":["Cleric"],"actions_number":1,"id":"feat-4674","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Zealous Rush Reaction Source Player Core pg. 118 Trigger You cast a divine spell that takes 1 action or more to cast and that affects only you or your equipment --- You bless yourself on the move. Stride up to 10 feet. If the spell took 2 or more actions, you can Stride up to your full Speed instead.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Zealous Rush"],"rarity":"common","slug":"feat-4674"},{"skill_mod":{},"summary":"The force of your deity’s castigation strengthens your body so you can strike down the enemy and its allies.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Divine Castigation","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4675","weakness":{},"name":"Castigating Weapon","legacy_id":["feat-290"],"trait":["Cleric"],"id":"feat-4675","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Castigating Weapon Source Player Core pg. 118 Prerequisites Divine Castigation --- The force of your deity’s castigation strengthens your body so you can strike down the enemy and its allies. After you deal spirit damage due to Divine Castigation, your weapon or unarmed Strikes gain your holy or unholy trait and deal additional spirit damage until the end of your turn. The spirit damage is equal to the rank of harm or heal you dealt spirit damage with, and is in addition to any spirit damage the weapon already deals (such as from a holy rune).","category":"feat","pfs":"Standard","feat":["Castigating Weapon"],"rarity":"common","slug":"feat-4675"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-291"],"trait":["Cleric","Concentrate","Spellshape","Metamagic"],"id":"feat-4676","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Heroic Recovery Single Action Source Player Core pg. 118 Prerequisites healing font --- The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, the target also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. In addition, if the target is prone, it can immediately Stand as a free action that doesn’t trigger reactions.","feat":["Heroic Recovery"],"skill_mod":{},"summary":"The restorative power of your healing invigorates the recipient.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"healing font","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4676","name":"Heroic Recovery","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4676"},{"skill_mod":{},"summary":"Striking out against your enemies draws praise and protection from your deity.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"expert in your deity’s favored weapon","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4677","weakness":{},"name":"Replenishment of War","legacy_id":["feat-293"],"trait":["Cleric"],"id":"feat-4677","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Replenishment of War Source Player Core pg. 118 Prerequisites expert in your deity’s favored weapon --- Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn. Replenishment of War leads to... Shared Replenishment","category":"feat","pfs":"Standard","feat":["Replenishment of War"],"rarity":"common","slug":"feat-4677"},{"skill_mod":{},"summary":"You can project your premonitions of danger to your allies.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Premonition of Avoidance","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4678","weakness":{},"name":"Shared Avoidance","legacy_id":["feat-1703"],"trait":["Cleric"],"id":"feat-4678","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shared Avoidance Source Player Core pg. 118 Prerequisites Premonition of Avoidance --- You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 20 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.","category":"feat","pfs":"Standard","feat":["Shared Avoidance"],"rarity":"common","slug":"feat-4678"},{"skill_mod":{},"summary":"Residual energy from your domain spells bolsters your defenses.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Domain Initiate","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4679","weakness":{},"name":"Shield of Faith","legacy_id":["feat-1704"],"trait":["Cleric"],"id":"feat-4679","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shield of Faith Source Player Core pg. 118 Prerequisites Domain Initiate --- Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Shield of Faith"],"rarity":"common","slug":"feat-4679"},{"skill_mod":{},"summary":"Your faith provides temporary protection in addition to healing.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4680","weakness":{},"name":"Defensive Recovery","legacy_id":["feat-294"],"trait":["Cleric","Concentrate","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4680","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Defensive Recovery Single Action Source Player Core pg. 119 --- Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Defensive Recovery"],"rarity":"common","slug":"feat-4680"},{"legacy_name":["Domain Wellspring"],"skill_mod":{},"summary":"Your devotion to your deity’s domains grows greater, and so does the power granted to you.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4681","weakness":{},"name":"Domain Focus","legacy_id":["feat-295","feat-305"],"trait":["Cleric"],"id":"feat-4681","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Domain Focus Source Player Core pg. 119 --- Your devotion to your deity’s domains grows greater, and so does the power granted to you. Whenever you Refocus, completely refill your focus pool.","category":"feat","pfs":"Standard","feat":["Domain Focus"],"rarity":"common","slug":"feat-4681"},{"skill_mod":{},"summary":"Your deity’s symbol protects against offensive magic.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Emblazon Armament","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4682","weakness":{},"name":"Emblazon Antimagic","legacy_id":["feat-296"],"trait":["Cleric"],"id":"feat-4682","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Emblazon Antimagic Source Player Core pg. 119 Prerequisites Emblazon Armament --- Your deity’s symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options. Shield When the wielder has the shield raised, they gain the shield’s circumstance bonus to saving throws against magic, and they can use Shield Block against damage from their enemies’ spells. Weapon When the weapon’s wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using half their level, rounded up, as the counteract rank. After the attempt, the emblazoned symbol immediately disappears. ","category":"feat","pfs":"Standard","feat":["Emblazon Antimagic"],"rarity":"common","slug":"feat-4682"},{"skill_mod":{},"summary":"Your god favors your attempts to remove afflictions and conditions.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4683","weakness":{},"name":"Fortunate Relief","trait":["Cleric","Fortune"],"id":"feat-4683","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Fortunate Relief Source Player Core pg. 119 --- Your god favors your attempts to remove afflictions and conditions. When you cast a healing spell that attempts to counteract an effect, you can roll the counteract check twice and take the higher value.","category":"feat","pfs":"Standard","feat":["Fortunate Relief"],"rarity":"common","slug":"feat-4683"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"trait":["Cleric","Divine"],"id":"feat-4684","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Sapping Symbol Reaction Source Player Core pg. 119 Prerequisites Raise Symbol Trigger While you have your symbol raised, you are about to take damage from a melee attack --- Your religious symbol glows with sacred energy, turning the attacker’s strength to weakness. Attempt a Religion check against the triggering creature’s Will DC. Regardless of the result, the creature is temporarily immune for 1 minute. Critical Success The creature is enfeebled 2 until it spends at least 1 action moving away from you. Success As critical success, but enfeebled 1.","feat":["Sapping Symbol"],"skill_mod":{},"summary":"Your religious symbol glows with sacred energy, turning the attacker’s strength to weakness.","primary_source":"Player Core","trait_group":["Class","Tradition"],"level":12,"prerequisite":"Raise Symbol","source_category":["Rulebooks"],"trigger":"While you have your symbol raised, you are about to take damage from a melee attack","resistance":{},"url":"/Feats.aspx?ID=4684","name":"Sapping Symbol","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4684"},{"skill_mod":{},"summary":"When your deity blesses your warlike acts, you can extend that favor to your allies.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Replenishment of War","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4685","weakness":{},"name":"Shared Replenishment","legacy_id":["feat-297"],"trait":["Cleric"],"id":"feat-4685","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Replenishment Source Player Core pg. 119 Prerequisites Replenishment of War --- When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.","category":"feat","pfs":"Standard","feat":["Shared Replenishment"],"rarity":"common","slug":"feat-4685"},{"skill_mod":{},"summary":"You pour divine energy into a desperate block.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Shield Block","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4686","weakness":{},"name":"Channeling Block","trait":["Cleric"],"id":"feat-4686","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Channeling Block Source Player Core pg. 119 Prerequisites Shield Block --- You pour divine energy into a desperate block. When you Shield Block, you can expend a harm or heal spell. Roll 1d8 for each rank of the spell, and increase the shield’s Hardness by the total for this block.","category":"feat","pfs":"Standard","feat":["Channeling Block"],"rarity":"common","slug":"feat-4686"},{"skill_mod":{},"summary":"When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Advanced Domain","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4687","weakness":{},"name":"Deity's Protection","legacy_id":["feat-298"],"trait":["Cleric"],"id":"feat-4687","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Deity's Protection Source Player Core pg. 119 Prerequisites Advanced Domain --- When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the rank of the domain spell you cast.","category":"feat","pfs":"Standard","feat":["Deity's Protection"],"rarity":"common","slug":"feat-4687"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1706"],"trait":["Cleric","Concentrate","Spellshape","Metamagic"],"id":"feat-4688","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Ebb and Flow Single Action Source Player Core pg. 119 Prerequisites Versatile Font --- You can pull forth both vitality and the void simultaneously to harm your enemies and heal your allies. If your next action is to cast a 1-action or 2-action heal or harm spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.","feat":["Ebb and Flow"],"skill_mod":{},"summary":"You can pull forth both vitality and the void simultaneously to harm your enemies and heal your allies.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":14,"prerequisite":"Versatile Font","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4688","name":"Ebb and Flow","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4688"},{"skill_mod":{},"summary":"Divine power is always at your fingertips, swiftly responding to your call.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"harmful font or healing font","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4689","weakness":{},"name":"Fast Channel","legacy_id":["feat-300"],"trait":["Cleric"],"id":"feat-4689","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Fast Channel Source Player Core pg. 119 Prerequisites harmful font or healing font --- Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version. You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font).","category":"feat","pfs":"Standard","feat":["Fast Channel"],"rarity":"common","slug":"feat-4689"},{"legacy_name":["Extend Armament Alignment"],"skill_mod":{},"summary":"When you sanctify a weapon, it remains sanctified for an extended period.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sanctify Armament","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4690","weakness":{},"name":"Lasting Armament","legacy_id":["feat-299"],"trait":["Cleric"],"id":"feat-4690","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Lasting Armament Source Player Core pg. 119 Prerequisites Sanctify Armament --- When you sanctify a weapon, it remains sanctified for an extended period. The duration of Sanctify Armament is increased to 1 hour, but it still ends if you use Sanctify Armament on another weapon.","category":"feat","pfs":"Standard","feat":["Lasting Armament"],"rarity":"common","slug":"feat-4690"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":" once per hour","weakness":{},"legacy_id":["feat-1707"],"trait":["Cleric","Fortune"],"id":"feat-4691","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Premonition of Clarity Reaction Source Player Core pg. 120 Archetypes Seneschal (Level 16), Mortal Herald (Level 16) Frequency once per hour Trigger You fail a saving throw against a mental effect --- Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it’s worse. Premonition of Clarity leads to... Shared Clarity","feat":["Premonition of Clarity"],"skill_mod":{},"summary":"Your deity sends you a vision of faith to steel you against mental attacks.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":14,"source_category":["Rulebooks"],"trigger":"You fail a saving throw against a mental effect","resistance":{},"url":"/Feats.aspx?ID=4691","archetype":["Seneschal","Mortal Herald"],"name":"Premonition of Clarity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4691"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-301"],"trait":["Cleric"],"id":"feat-4692","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Swift Banishment Reaction Source Player Core pg. 120 Trigger You critically hit a creature that is not on its home plane Requirements You have a banishment spell prepared --- The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal. Swift Banishment leads to... Improved Swift Banishment","feat":["Swift Banishment"],"skill_mod":{},"summary":"The force of your blow sends your victim back to its home plane.","primary_source":"Player Core","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"requirement":"You have a banishment spell prepared","trigger":"You critically hit a creature that is not on its home plane","resistance":{},"url":"/Feats.aspx?ID=4692","name":"Swift Banishment","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4692"},{"skill_mod":{},"summary":"Your life has made you a nexus for your deity’s vile power.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"unholy","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4693","weakness":{},"archetype":["Mortal Herald"],"name":"Eternal Bane","legacy_id":["feat-302"],"trait":["Cleric"],"id":"feat-4693","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Eternal Bane Source Player Core pg. 120 Archetype Mortal Herald (Level 18) Prerequisites unholy --- Your life has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.","category":"feat","pfs":"Standard","feat":["Eternal Bane"],"rarity":"common","slug":"feat-4693"},{"skill_mod":{},"summary":"Your deeds have brought your deity’s grace to you for all of eternity.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"holy","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4694","weakness":{},"archetype":["Mortal Herald"],"name":"Eternal Blessing","legacy_id":["feat-303"],"trait":["Cleric"],"id":"feat-4694","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Eternal Blessing Source Player Core pg. 120 Archetype Mortal Herald (Level 18) Prerequisites holy --- Your deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.","category":"feat","pfs":"Standard","feat":["Eternal Blessing"],"rarity":"common","slug":"feat-4694"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"trait":["Cleric"],"id":"feat-4695","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Rebounding Smite Reaction Source Player Core pg. 120 Prerequisites Channel Smite Trigger You miss with your Strike during Channel Smite --- The energy from your smite persists for a moment, allowing you to pass it to a new target. Cast the 1-action version of the harm or heal spell you expended, targeting a creature other than the target of your Strike.","feat":["Rebounding Smite"],"skill_mod":{},"summary":"The energy from your smite persists for a moment, allowing you to pass it to a new target.","primary_source":"Player Core","trait_group":["Class"],"level":16,"prerequisite":"Channel Smite","source_category":["Rulebooks"],"trigger":"You miss with your Strike during Channel Smite","resistance":{},"url":"/Feats.aspx?ID=4695","name":"Rebounding Smite","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4695"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-1708"],"trait":["Cleric","Concentrate","Spellshape","Metamagic"],"id":"feat-4696","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Remediate Free Action Source Player Core pg. 120 Frequency once per hour --- If your next action is to use your divine font to cast a 3-action heal or harm spell, you can harness the residual energy to counterbalance opposing forces. In addition to its normal effects, you use your heal or harm spell to attempt to counteract one divine effect in the spell’s area.","feat":["Remediate"],"skill_mod":{},"summary":"If your next action is to use your divine font to cast a 3-action heal or harm spell, you can harness the residual energy to counterbalance opposing forces.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4696","name":"Remediate","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4696"},{"skill_mod":{},"summary":"You can cause a creature you bring back from the brink of death to thrive and continue healing.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4697","weakness":{},"archetype":["Mortal Herald"],"name":"Resurrectionist","legacy_id":["feat-304"],"trait":["Cleric"],"id":"feat-4697","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Resurrectionist Source Player Core pg. 121 Archetype Mortal Herald (Level 18) --- You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious. ","category":"feat","pfs":"Standard","feat":["Resurrectionist"],"rarity":"common","slug":"feat-4697"},{"skill_mod":{},"summary":"You can pour divine power into an item, letting the wearer exceed their limits.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4698","weakness":{},"archetype":["Mortal Herald"],"name":"Divine Apex","trait":["Cleric"],"id":"feat-4698","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Divine Apex Source Player Core pg. 121 Archetype Mortal Herald (Level 20) --- You can pour divine power into an item, letting the wearer exceed their limits. When you complete your daily preparations, you can touch one worn magical item that doesn't have the apex trait. It gains the apex trait until your next preparations, and you choose one of your deity's divine attributes. The item increases that attribute modifier by 1 or to +4, whichever is higher. A character can benefit from only one apex item at a time, as normal.","category":"feat","pfs":"Standard","feat":["Divine Apex"],"rarity":"common","slug":"feat-4698"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-306"],"trait":["Animist","Cleric","Concentrate","Spellshape","Metamagic"],"id":"feat-4699","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Echoing Channel Single Action Source Player Core pg. 121 Prerequisites [Animist] Embodiment Of The Balance --- When you pull forth vitality or void energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature in range. Target that creature with a 1-action version of the same spell. This spell is the same rank as the 2-action harm or heal you cast and doesn’t cost another spell slot. Special When taken by an animist, this feat has the apparition trait.","feat":["Echoing Channel"],"skill_mod":{},"summary":"When you pull forth vitality or void energy, you also create a smaller pocket of that energy.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":18,"prerequisite":"[Animist] Embodiment Of The Balance","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4699","name":"Echoing Channel","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4699"},{"skill_mod":{},"summary":"You easily banish creatures with your weapon.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Swift Banishment","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4700","weakness":{},"name":"Improved Swift Banishment","legacy_id":["feat-307"],"trait":["Cleric"],"id":"feat-4700","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Improved Swift Banishment Source Player Core pg. 121 Prerequisites Swift Banishment --- You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th rank or higher remaining, even if you don’t have banishment prepared. You must sacrifice a prepared spell of 5th rank or higher, and the banishment effect you create is heightened to the rank of that spell. The target takes a –2 circumstance penalty to its save as though you’d paid the extra cost for banishment.","category":"feat","pfs":"Standard","feat":["Improved Swift Banishment"],"rarity":"common","slug":"feat-4700"},{"skill_mod":{},"summary":"Your deity punishes creatures that harm you.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4701","weakness":{},"archetype":["Seneschal"],"name":"Inviolable","trait":["Cleric"],"id":"feat-4701","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Inviolable Source Player Core pg. 121 Archetype Seneschal (Level 18) --- Your deity punishes creatures that harm you. Creatures that hit you with an attack take 3d6 spirit damage every time they do. If you have the holy or unholy trait, you can apply it to this damage.","category":"feat","pfs":"Standard","feat":["Inviolable"],"rarity":"common","slug":"feat-4701"},{"skill_mod":{},"summary":"Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4702","weakness":{},"name":"Miraculous Possibility","legacy_id":["feat-1709"],"trait":["Cleric"],"id":"feat-4702","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Miraculous Possibility Source Player Core pg. 121 --- Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that’s at least 2 ranks lower than the slot you designate. The spell acts in all ways as a spell of 2 ranks lower. You don’t have any particular spell prepared in that slot until you cast it.","category":"feat","pfs":"Standard","feat":["Miraculous Possibility"],"rarity":"common","slug":"feat-4702"},{"skill_mod":{},"summary":"You can project your premonitions of clarity to your allies.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Premonition of Clarity","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4703","weakness":{},"archetype":["Mortal Herald"],"name":"Shared Clarity","legacy_id":["feat-1710"],"trait":["Cleric"],"id":"feat-4703","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Shared Clarity Source Player Core pg. 121 Archetype Mortal Herald (Level 20) Prerequisites Premonition of Clarity --- You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.","category":"feat","pfs":"Standard","feat":["Shared Clarity"],"rarity":"common","slug":"feat-4703"},{"skill_mod":{},"summary":"Your extensive service affords you certain divine privileges.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4704","weakness":{},"name":"Avatar's Audience","legacy_id":["feat-308"],"trait":["Cleric"],"id":"feat-4704","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Avatar's Audience Source Player Core pg. 121 --- Your extensive service affords you certain divine privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don’t have to pay any cost, and you automatically get a critical success. Third, once per day, you can cast interplanar teleport as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient planar key for this spell, and you appear exactly where you want to be. If you’re in your deity’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits.","category":"feat","pfs":"Standard","feat":["Avatar's Audience"],"rarity":"common","slug":"feat-4704"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"trait":["Cleric"],"id":"feat-4705","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Avatar's Protection Reaction Source Player Core pg. 121 Trigger You are critically hit by an enemy Requirements You have an avatar spell prepared --- In moments of danger, you can call upon your god’s form in an instant. You cast avatar from your spell slots. The triggering critical hit is reduced to a normal hit, and its damage is applied after gaining the avatar spell’s temporary Hit Points. ","feat":["Avatar's Protection"],"skill_mod":{},"summary":"In moments of danger, you can call upon your god’s form in an instant.","primary_source":"Player Core","trait_group":["Class"],"level":20,"source_category":["Rulebooks"],"requirement":"You have an avatar spell prepared","trigger":"You are critically hit by an enemy","resistance":{},"url":"/Feats.aspx?ID=4705","name":"Avatar's Protection","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4705"},{"skill_mod":{},"summary":"You are a conduit for truly deific power.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"miraculous spell","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4706","weakness":{},"name":"Maker of Miracles","legacy_id":["feat-309"],"trait":["Cleric"],"id":"feat-4706","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Maker of Miracles Source Player Core pg. 121 Prerequisites miraculous spell --- You are a conduit for truly deific power. You gain an additional 10th-rank spell slot.","category":"feat","pfs":"Standard","feat":["Maker of Miracles"],"rarity":"common","slug":"feat-4706"},{"legacy_name":["Metamagic Channel"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-310"],"trait":["Cleric","Concentrate"],"id":"feat-4707","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Spellshape Channel Free Action Source Player Core pg. 121 --- Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the energy of life and death. Use one spellshape action you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.","feat":["Spellshape Channel"],"skill_mod":{},"summary":"Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the energy of life and death.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4707","name":"Spellshape Channel","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4707"},{"skill_mod":{},"summary":"You gain the service of a young animal companion (page 206) that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"[Druid] animal order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4708","weakness":{},"name":"Animal Companion","legacy_id":["feat-311"],"trait":["Druid","Ranger"],"id":"feat-4708","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Animal Companion Source Player Core pg. 127 Prerequisites [Druid] animal order --- You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information. Ranger : When you Hunt Prey, your animal companion gains the action's benefits and your hunter's edge benefit if you have one. Animal Companion leads to... Instinctive Support, Masterful Companion, Mature Animal Companion (Druid), Mature Animal Companion (Ranger), Side by Side (Druid), Stealthy Companion","category":"feat","pfs":"Standard","feat":["Animal Companion"],"rarity":"common","slug":"feat-4708"},{"legacy_name":["Wild Empathy"],"skill_mod":{},"summary":"You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4709","weakness":{},"archetype":["Beastmaster","Mammoth Lord"],"name":"Animal Empathy (Druid)","legacy_id":["feat-499"],"trait":["Druid"],"id":"feat-4709","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Animal Empathy (Druid) Source Player Core pg. 127 Archetypes Beastmaster (Level 4), Mammoth Lord (Level 4) --- You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.","category":"feat","pfs":"Standard","feat":["Animal Empathy (Druid)"],"rarity":"common","slug":"feat-4709"},{"skill_mod":{},"summary":"You call a minor spirit of nature into a plant body, creating a leshy companion to aid you in your spellcasting.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4710","weakness":{},"name":"Leshy Familiar","legacy_id":["feat-312"],"trait":["Druid"],"id":"feat-4710","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Leshy Familiar Source Player Core pg. 127 Prerequisites leaf order --- You call a minor spirit of nature into a plant body, creating a leshy companion to aid you in your spellcasting. You gain a familiar, which has your choice of either the plant or fungus familiar ability; this doesn't count against your usual limit of familiar abilities (typically 2). The spirit you call has a more tenuous connection to its plant body than fully independent leshies, so it is Tiny in size like other familiars.","category":"feat","pfs":"Standard","feat":["Leshy Familiar"],"rarity":"common","slug":"feat-4710"},{"legacy_name":["Green Empathy"],"skill_mod":{},"summary":"You have a connection to flora that allows you to communicate with them on a rudimentary level.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4711","weakness":{},"name":"Plant Empathy","legacy_id":["feat-326"],"trait":["Druid"],"id":"feat-4711","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Plant Empathy Source Player Core pg. 127 PFS Note The Plant Empathy druid feat can be used to speak to any plant or fungus. However, GMs should remember that this feat does not alter a plant's intelligence, and that everyday plants would therefore know very little about their surroundings. --- You have a connection to flora that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus.","category":"feat","pfs":"Standard","feat":["Plant Empathy"],"rarity":"common","slug":"feat-4711"},{"skill_mod":{},"summary":"You are at home out in the elements, reveling in the power of nature unleashed.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"storm order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4712","weakness":{},"name":"Storm Born","legacy_id":["feat-314"],"trait":["Druid"],"id":"feat-4712","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Storm Born Source Player Core pg. 128 Prerequisites storm order --- You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).","category":"feat","pfs":"Standard","feat":["Storm Born"],"rarity":"common","slug":"feat-4712"},{"legacy_name":["Wild Shape"],"skill_mod":{},"summary":"You are one with the wild, always changing and adapting to meet any challenge.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"untamed order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4713","weakness":{},"name":"Untamed Form","legacy_id":["feat-316"],"trait":["Druid"],"id":"feat-4713","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Untamed Form Source Player Core pg. 128 Prerequisites untamed order --- You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats. Untamed Form leads to... Anthropomorphic Shape, Bizarre Transformation, Elemental Shape, Ferocious Shape, Form Control, Insect Shape, Monstrosity Shape, Plant Shape, Reactive Transformation, Soaring Shape, Too Much to Swallow, True Shapeshifter","category":"feat","pfs":"Standard","feat":["Untamed Form"],"rarity":"common","slug":"feat-4713"},{"skill_mod":{},"summary":"You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4714","weakness":{},"name":"Verdant Weapon","legacy_id":["feat-1711"],"trait":["Druid","Exploration"],"id":"feat-4714","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Verdant Weapon Source Player Core pg. 128 --- You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can use an Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. The verdant weapon can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane seed; any runes on the previous seed transfer to the new seed at no cost, but inapplicable runes are suppressed. Verdant Weapon leads to... Pristine Weapon","category":"feat","pfs":"Standard","feat":["Verdant Weapon"],"rarity":"common","slug":"feat-4714"},{"skill_mod":{},"summary":"You manipulate the energy of your spell, causing it to spread out and affect a wider area.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4715","weakness":{},"name":"Widen Spell","legacy_id":["feat-315"],"trait":["Druid","Manipulate","Oracle","Sorcerer","Spellshape","Witch","Wizard","Metamagic"],"actions_number":2,"id":"feat-4715","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Widen Spell Single Action Source Player Core pg. 128, Player Core 2 pg. 138 --- You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. Widen Spell leads to... Knowledge of Shapes","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Widen Spell"],"rarity":"common","slug":"feat-4715"},{"skill_mod":{},"summary":"You call upon the creatures of nature to come to your aid.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4716","weakness":{},"name":"Call of the Wild","legacy_id":["feat-317"],"trait":["Druid"],"id":"feat-4716","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Call of the Wild Source Player Core pg. 129 --- You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace a spell you’ve prepared in one of your druid spell slots with a summon animal or summon plant or fungus spell of the same rank. Call of the Wild leads to... Primal Summons","category":"feat","pfs":"Standard","feat":["Call of the Wild"],"rarity":"common","slug":"feat-4716"},{"skill_mod":{},"summary":"You infuse your familiar with additional primal energy, increasing its abilities.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"a familiar","source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4717","weakness":{},"archetype":["Familiar Master","Elementalist","Shadowcaster","Rivethun Emissary"],"name":"Enhanced Familiar","legacy_id":["feat-318"],"trait":["Animist","Druid","Magus","Sorcerer","Thaumaturge","Witch","Wizard"],"id":"feat-4717","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Enhanced Familiar Source Player Core pg. 129, Player Core 2 pg. 153 Archetypes Familiar Master (Level 4), Elementalist (Level 6), Shadowcaster (Level 6), Elementalist (Level 6), Familiar Master (Level 4), Rivethun Emissary (Level 6) Prerequisites a familiar --- You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two. Special [Witch] Add the bonus familiar abilities you gain for being a witch to this amount. [Wizard] If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four. Enhanced Familiar leads to... Incredible Familiar, Incredible Familiar (Familiar Master)","category":"feat","pfs":"Standard","feat":["Enhanced Familiar"],"rarity":"common","slug":"feat-4717"},{"skill_mod":{},"summary":"You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4718","weakness":{},"name":"Order Explorer","legacy_id":["feat-319"],"trait":["Druid"],"id":"feat-4718","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Order Explorer Source Player Core pg. 129 --- You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose. Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own. Order Explorer leads to... Order Magic","category":"feat","pfs":"Standard","feat":["Order Explorer"],"rarity":"common","slug":"feat-4718"},{"skill_mod":{},"summary":"Your affinity for the natural world grants you protection against some of its dangers.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4719","weakness":{},"archetype":["Assassin","Poisoner"],"name":"Poison Resistance","legacy_id":["feat-96"],"trait":["Alchemist","Druid"],"id":"feat-4719","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Poison Resistance Source Player Core pg. 129 Archetypes Assassin (Level 4), Poisoner (Level 4), Assassin (Level 4), Poisoner (Level 4) --- Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.","category":"feat","pfs":"Standard","feat":["Poison Resistance"],"rarity":"common","slug":"feat-4719"},{"legacy_name":["Thousand Faces"],"skill_mod":{},"summary":"Humanoids’ supposed place apart from animals is folly—taking on their forms just requires some extra practice.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Untamed Form","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4720","weakness":{},"name":"Anthropomorphic Shape","legacy_id":["feat-324"],"trait":["Druid"],"id":"feat-4720","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Anthropomorphic Shape Source Player Core pg. 129 Prerequisites Untamed Form --- Humanoids' supposed place apart from animals is folly—taking on their forms just requires some extra practice. You add the shapes listed in humanoid form to your untamed form list.","category":"feat","pfs":"Standard","feat":["Anthropomorphic Shape"],"rarity":"common","slug":"feat-4720"},{"skill_mod":{},"summary":"You can call the elements to you.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4721","weakness":{},"name":"Elemental Summons","legacy_id":["feat-1712"],"trait":["Druid"],"id":"feat-4721","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Elemental Summons Source Player Core pg. 129 --- You can call the elements to you. You can spend 10 minutes in concert with nature to replace a spell you’ve prepared in one of your druid spell slots with a summon elemental spell of the same rank.","category":"feat","pfs":"Standard","feat":["Elemental Summons"],"rarity":"common","slug":"feat-4721"},{"legacy_name":["Woodland Stride"],"skill_mod":{},"summary":"You can always find a path, almost as if foliage parted before you.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4722","weakness":{},"name":"Forest Passage","legacy_id":["feat-325"],"trait":["Druid"],"id":"feat-4722","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Forest Passage Source Player Core pg. 130 Prerequisites leaf order --- You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.","category":"feat","pfs":"Standard","feat":["Forest Passage"],"rarity":"common","slug":"feat-4722"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-321"],"trait":["Druid","Manipulate","Spellshape","Metamagic"],"id":"feat-4723","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Form Control Single Action Source Player Core pg. 130 Prerequisites Untamed Form --- With additional care and effort, you can take on an alternate shape for a longer period of time. If your next action is to cast untamed form, the spell’s rank is 2 lower than normal (minimum 1st rank), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss untamed form as normal. Form Control leads to... Perfect Form Control","feat":["Form Control"],"skill_mod":{},"summary":"With additional care and effort, you can take on an alternate shape for a longer period of time.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":4,"prerequisite":"Untamed Form","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4723","name":"Form Control","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4723"},{"skill_mod":{},"summary":"The leaf order’s secrets allow your familiar to take advantage of its leshy form.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4724","weakness":{},"name":"Leshy Familiar Secrets","legacy_id":["feat-1713"],"trait":["Druid"],"id":"feat-4724","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Leshy Familiar Secrets Source Player Core pg. 130 Prerequisites leaf order --- The leaf order’s secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can’t select more than one ability from this feat at a time. Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet. Purify Air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. Creatures within a 15-foot emanation of the leshy gain a +2 circumstance bonus to their saving throws against inhaled poison effects, olfactory effects, or other effects that rely on breathing (such as toxic cloud), at the GM’s discretion. Verdant Burst When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a rank 1 lower than your highest-rank spell slot. The heal spell gains a status bonus equal to twice the spell’s rank to the Hit Points it restores to plants. You must be able to cast 2nd-rank spells using spell slots to select this familiar ability. ","category":"feat","pfs":"Standard","feat":["Leshy Familiar Secrets"],"rarity":"common","slug":"feat-4724"},{"skill_mod":{},"summary":"Your animal companion has grown up over the course of your adventures, becoming a mature animal companion and gaining additional capabilities (page 211).","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Animal Companion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4725","weakness":{},"archetype":["Rivethun Involutionist","Nidalese Horselord"],"name":"Mature Animal Companion (Druid)","legacy_id":["feat-322"],"trait":["Druid"],"id":"feat-4725","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mature Animal Companion (Druid) Source Player Core pg. 130 Archetypes Rivethun Involutionist (Level 6), Nidalese Horselord (Level 6) Prerequisites Animal Companion --- Your animal companion has grown up over the course of your adventures, becoming a mature animal companion and gaining additional capabilities. Your animal companion has greater independence. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed). It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later. Mature Animal Companion (Druid) leads to... Incredible Companion (Druid)","category":"feat","pfs":"Standard","feat":["Mature Animal Companion (Druid)"],"rarity":"common","slug":"feat-4725"},{"skill_mod":{},"summary":"You have delved deeper into the teaching of a new order, gaining access to a coveted order spell.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Order Explorer","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4726","weakness":{},"name":"Order Magic","legacy_id":["feat-323"],"trait":["Druid"],"id":"feat-4726","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Order Magic Source Player Core pg. 131 Prerequisites Order Explorer --- You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order. Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.","category":"feat","pfs":"Standard","feat":["Order Magic"],"rarity":"common","slug":"feat-4726"},{"skill_mod":{},"summary":"The howling wind and precipitation of your magic turn to thick snow.","primary_source":"Player Core","trait_group":["Energy","Monster","Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"storm order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4727","weakness":{},"name":"Snowdrift Spell","trait":["Cold","Druid","Manipulate","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4727","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Snowdrift Spell Single Action Source Player Core pg. 131 Prerequisites storm order --- The howling wind and precipitation of your magic turn to thick snow. If your next action is to Cast a Spell that has the air, water, or cold trait, and that does not have the fire trait, select one creature affected by the spell on the ground. Each square on the ground under or adjacent to the creature fills with ankle-deep snow. Those squares are difficult terrain until the beginning of your next turn. A creature can Interact to clear a square of snow, and the snow in a square melts if that square is exposed to a fire effect. ","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Snowdrift Spell"],"rarity":"common","slug":"feat-4727"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1714"],"trait":["Concentrate","Druid","Spellshape","Metamagic"],"id":"feat-4728","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Current Spell Single Action Source Player Core pg. 131 Archetype Elementalist (Level 8) --- As you use your magic to manipulate air or water, you spin off some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell’s traits.","feat":["Current Spell"],"skill_mod":{},"summary":"As you use your magic to manipulate air or water, you spin off some of its currents to form a barrier around you.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4728","archetype":["Elementalist"],"name":"Current Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4728"},{"skill_mod":{},"summary":"You can make your skin take on the woody endurance of an ancient tree and have your familiar follow suit.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4729","weakness":{},"name":"Grown of Oak","trait":["Druid"],"id":"feat-4729","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Grown of Oak Source Player Core pg. 131 Prerequisites leaf order --- You can make your skin take on the woody endurance of an ancient tree and have your familiar follow suit. You can cast oaken resilience at will as an innate primal spell with a spell rank one lower than the highest rank of spells you can cast. This spell targets you, as well as your leshy familiar if it’s within 30 feet of you.","category":"feat","pfs":"Standard","feat":["Grown of Oak"],"rarity":"common","slug":"feat-4729"},{"skill_mod":{},"summary":"Your understanding of life expands, allowing you to mimic a wider range of creatures.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Untamed Form","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4730","weakness":{},"name":"Insect Shape","legacy_id":["feat-327"],"trait":["Druid"],"id":"feat-4730","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Insect Shape Source Player Core pg. 131 Prerequisites Untamed Form --- Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the shapes in insect form to your untamed form list. Whenever you use untamed form to polymorph into the non-flying insect shapes listed in pest form, the duration is 24 hours instead of 10 minutes.","category":"feat","pfs":"Standard","feat":["Insect Shape"],"rarity":"common","slug":"feat-4730"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"trait":["Druid"],"id":"feat-4731","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Instinctive Support Free Action Source Player Core pg. 131 Prerequisites Animal Companion Trigger You Cast a non-cantrip spell that targets only your animal companion --- When you support your animal companion, your companion supports you in turn. After your spell takes place, your companion gains its actions for the turn, as if you Commanded it, and one of the actions must be Support. If the companion has used any other actions already, it can’t Support you, as normal.","feat":["Instinctive Support"],"skill_mod":{},"summary":"When you support your animal companion, your companion supports you in turn.","primary_source":"Player Core","trait_group":["Class"],"level":6,"prerequisite":"Animal Companion","source_category":["Rulebooks"],"trigger":"You Cast a non-cantrip spell that targets only your animal companion","resistance":{},"url":"/Feats.aspx?ID=4731","name":"Instinctive Support","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4731"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-329"],"trait":["Druid"],"id":"feat-4732","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Storm Retribution Reaction Source Player Core pg. 131 Prerequisites storm order; tempest surge order spell Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack Requirements You have at least 1 available Focus Point --- You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.","feat":["Storm Retribution"],"skill_mod":{},"summary":"You lash out, directing a burst of storming fury toward a creature that has harmed you.","primary_source":"Player Core","trait_group":["Class"],"level":6,"prerequisite":"storm order; _tempest surge_ order spell","source_category":["Rulebooks"],"requirement":"You have at least 1 available Focus Point","trigger":"An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack","resistance":{},"url":"/Feats.aspx?ID=4732","name":"Storm Retribution","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4732"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-1715"],"trait":["Druid"],"id":"feat-4733","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Deimatic Display Single Action Source Player Core pg. 131 Prerequisites Trained in Intimidation --- Imitating animal threat displays, you make yourself appear larger and more imposing. Attempt an Intimidation check to Demoralize each enemy within 30 feet. This attempt has the visual trait, loses the auditory trait, and you don't take a penalty if the creature doesn't understand your language. Roll your check only once and compare it to the Will DC of each target. You gain a +2 circumstance bonus to the check against animal, fungus, and plant creatures and take a –2 circumstance penalty against other creatures. Each target is then temporarily immune for 1 minute.","feat":["Deimatic Display"],"skill_mod":{},"summary":"Imitating animal threat displays, you make yourself appear larger and more imposing.","primary_source":"Player Core","trait_group":["Class"],"level":8,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4733","name":"Deimatic Display","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4733"},{"skill_mod":{},"summary":"You’ve mastered the shape of dinosaurs.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Untamed Form","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4734","weakness":{},"name":"Ferocious Shape","legacy_id":["feat-330"],"trait":["Druid"],"id":"feat-4734","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ferocious Shape Source Player Core pg. 131 Prerequisites Untamed Form --- You've mastered the shape of dinosaurs. Add the shapes listed in dinosaur form to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.","category":"feat","pfs":"Standard","feat":["Ferocious Shape"],"rarity":"common","slug":"feat-4734"},{"skill_mod":{},"summary":"You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4735","weakness":{},"name":"Fey Caller","legacy_id":["feat-331"],"trait":["Druid"],"id":"feat-4735","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Fey Caller Source Player Core pg. 131 --- You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, and illusory scene to your spell list, which you cast as primal spells.","category":"feat","pfs":"Standard","feat":["Fey Caller"],"rarity":"common","slug":"feat-4735"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Druid","Healing","Vitality","Positive"],"id":"feat-4736","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Floral Restoration Single Action Source Player Core pg. 132 Frequency once per day Prerequisites leaf order --- You request that nearby plants share their vitality with you to replenish your body and magic. You regain 1 Focus Point and 4d8 Hit Points. You must be in a location of at least 15 feet by 15 feet of healthy plant life, though this can be grass, lichen, seaweed, or any other form of naturally occurring flora. Using Floral Restoration on a given section of nature does not harm it, but it prevents that section of nature from giving its vitality to another use of Floral Restoration for 24 hours. At 9th level, and every 2 levels thereafter, increase the healing by 1d8.","feat":["Floral Restoration"],"skill_mod":{},"summary":"You request that nearby plants share their vitality with you to replenish your body and magic.","primary_source":"Player Core","trait_group":["Class","Mechanics","Energy","Planar","Creature Type"],"level":8,"prerequisite":"leaf order","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4736","name":"Floral Restoration","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4736"},{"skill_mod":{},"summary":"Your animal companion continues to grow and develop.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mature Animal Companion (Druid)","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4737","weakness":{},"archetype":["Rivethun Involutionist","Nidalese Horselord"],"name":"Incredible Companion (Druid)","legacy_id":["feat-332"],"trait":["Druid"],"id":"feat-4737","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Companion (Druid) Source Player Core pg. 132 Archetypes Rivethun Involutionist (Level 8), Nidalese Horselord (Level 10) Prerequisites Mature Animal Companion (Druid) --- Your animal companion continues to grow and develop. It becomes either a nimble or savage animal companion, gaining additional capabilities determined by the type. Incredible Companion (Druid) leads to... Primal Howl, Specialized Companion (Druid), Specialized Spirit Companion","category":"feat","pfs":"Standard","feat":["Incredible Companion (Druid)"],"rarity":"common","slug":"feat-4737"},{"skill_mod":{},"summary":"You raise a druidic monument, such as a standing stone or warding tree, from the ground, creating a powerful primal ward that blocks other types of magic.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4738","frequency":"once per hour","weakness":{},"name":"Raise Menhir","trait":["Druid"],"actions_number":4,"id":"feat-4738","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Raise Menhir Two Actions Source Player Core pg. 132 Frequency once per hour --- You raise a druidic monument, such as a standing stone or warding tree, from the ground, creating a powerful primal ward that blocks other types of magic. The monument appears in an unoccupied square on the ground within 30 feet, making that square difficult terrain. Choose arcane, divine, or occult; all creatures within 15 feet of the monument gain a +2 status bonus to their saving throws against effects with that trait. The monument lasts for 1 round before crumbling back into the earth or wilting away into nothingness, but you can Sustain the monument for up to 1 minute.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Raise Menhir"],"rarity":"common","slug":"feat-4738"},{"skill_mod":{},"summary":"Wings free you from the shackles of the ground below.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Untamed Form","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4739","weakness":{},"name":"Soaring Shape","legacy_id":["feat-333"],"trait":["Druid"],"id":"feat-4739","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Soaring Shape Source Player Core pg. 132 Prerequisites Untamed Form --- Wings free you from the shackles of the ground below. Add the bat and bird shapes in aerial form to your untamed form list. If you have Insect Shape, you also add the wasp shape to your untamed form list. If you have Ferocious Shape, you also add the pterosaur shape to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks. Soaring Shape leads to... Dragon Shape, Reactive Transformation","category":"feat","pfs":"Standard","feat":["Soaring Shape"],"rarity":"common","slug":"feat-4739"},{"skill_mod":{},"summary":"You bid the winds to aid you, carrying you through the air and allowing you passage through the strongest headwinds.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"storm order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4740","weakness":{},"name":"Wind Caller","legacy_id":["feat-334"],"trait":["Druid"],"id":"feat-4740","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wind Caller Source Player Core pg. 132 Prerequisites storm order --- You bid the winds to aid you, carrying you through the air and allowing you passage through the strongest headwinds. You gain the stormwind flight order spell. Wind Caller leads to... Invoke Disaster","category":"feat","pfs":"Standard","feat":["Wind Caller"],"rarity":"common","slug":"feat-4740"},{"skill_mod":{},"summary":"You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Untamed Form","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4741","weakness":{},"name":"Elemental Shape","legacy_id":["feat-335"],"trait":["Druid"],"id":"feat-4741","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Elemental Shape Source Player Core pg. 133 Prerequisites Untamed Form --- You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the shapes in elemental form to your untamed form list. Whenever you're polymorphed into another shape using untamed form, you gain resistance 5 to fire. Elemental Shape leads to... Reactive Transformation","category":"feat","pfs":"Standard","feat":["Elemental Shape"],"rarity":"common","slug":"feat-4741"},{"skill_mod":{},"summary":"You can take advantage of shapechanging magic to close wounds and patch injuries.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4742","weakness":{},"name":"Healing Transformation","legacy_id":["feat-336"],"trait":["Druid","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4742","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Healing Transformation Single Action Source Player Core pg. 133 --- You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a noncantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell rank to that creature. This is a healing effect. Healing Transformation leads to... Cleansing Transformation","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Healing Transformation"],"rarity":"common","slug":"feat-4742"},{"skill_mod":{},"summary":"With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4743","weakness":{},"name":"Overwhelming Energy","legacy_id":["feat-337"],"trait":["Druid","Manipulate","Sorcerer","Spellshape","Wizard","Metamagic"],"actions_number":2,"id":"feat-4743","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Overwhelming Energy Single Action Source Player Core pg. 133, Player Core 2 pg. 155 --- With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Overwhelming Energy"],"rarity":"common","slug":"feat-4743"},{"skill_mod":{},"summary":"You can take the shape of a plant creature.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"leaf order or Untamed Form","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4744","weakness":{},"name":"Plant Shape","legacy_id":["feat-338"],"trait":["Druid"],"id":"feat-4744","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Plant Shape Source Player Core pg. 133 Prerequisites leaf order or Untamed Form --- You can take the shape of a plant creature. If you don't have untamed form, you can cast plant form once per day, heightened to the same rank as your highest-rank druid spell slot. If you do have untamed form, add the shapes listed in plant form to your untamed form list, and whenever you're polymorphed into another shape using untamed form, you gain resistance 5 to poison. Plant Shape leads to... Reactive Transformation","category":"feat","pfs":"Standard","feat":["Plant Shape"],"rarity":"common","slug":"feat-4744"},{"skill_mod":{},"summary":"Your companion can let out a howl laced with your primal magic.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Incredible Companion (Druid)","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4745","weakness":{},"name":"Primal Howl","trait":["Druid"],"id":"feat-4745","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Primal Howl Source Player Core pg. 133 Prerequisites Incredible Companion (Druid) --- Your companion can let out a howl laced with your primal magic. It gains the following advanced maneuver, in addition to any advanced maneuvers it already knows. Primal Howl Two Actions (primal, sonic) Frequency once per hour; Effect Your animal companion screeches and howls, empowered with natural magic. All creatures in a 30-foot cone take 1d6 sonic damage for every 2 levels your companion has, with a basic Fortitude save against your spell DC. Creatures that fail become frightened 1, and creatures that critically fail become frightened 2. The fright is an emotion, fear, and mental effect.","category":"feat","pfs":"Standard","feat":["Primal Howl"],"rarity":"common","slug":"feat-4745"},{"skill_mod":{},"summary":"Your verdant weapon can cut through the resistances of magical creatures.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Verdant Weapon","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4746","weakness":{},"name":"Pristine Weapon","legacy_id":["feat-1716"],"trait":["Druid"],"id":"feat-4746","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Pristine Weapon Source Player Core pg. 133 Prerequisites Verdant Weapon --- Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 persistent bleed damage as the primal energies within your weapon slow its natural healing.","category":"feat","pfs":"Standard","feat":["Pristine Weapon"],"rarity":"common","slug":"feat-4746"},{"skill_mod":{},"summary":"You and your animal companion fight in tandem, distracting your foes and keeping them off balance.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Animal Companion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4747","weakness":{},"archetype":["Beastmaster"],"name":"Side by Side (Druid)","legacy_id":["feat-339"],"trait":["Druid"],"id":"feat-4747","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Side by Side (Druid) Source Player Core pg. 133 Archetypes Beastmaster (Level 14), Beastmaster (Level 14) Prerequisites Animal Companion --- You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.","category":"feat","pfs":"Standard","feat":["Side by Side (Druid)"],"rarity":"common","slug":"feat-4747"},{"skill_mod":{},"summary":"Your lightning splits the air, generating a booming shock wave.","primary_source":"Player Core","trait_group":["Class","Energy","Monster","Mechanics"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"storm order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4748","weakness":{},"name":"Thunderclap Spell","trait":["Druid","Sonic","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4748","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Thunderclap Spell Single Action Source Player Core pg. 133 Prerequisites storm order --- Your lightning splits the air, generating a booming shock wave. If your next action is to Cast a Spell that has the electricity trait or deals electricity damage, has no duration, and requires creatures to attempt a saving throw, the force of the spell’s lightning creates a thunderclap, in addition to its other effects. Each creature that failed its Reflex save against the spell is deafened for 1 round, and those who critically failed are also knocked prone.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Thunderclap Spell"],"rarity":"common","slug":"feat-4748"},{"skill_mod":{},"summary":"You can take on the shape of some of the world’s most fearsome creatures.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Soaring Shape","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4749","weakness":{},"name":"Dragon Shape","legacy_id":["feat-340"],"trait":["Druid"],"id":"feat-4749","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Dragon Shape Source Player Core pg. 133 Prerequisites Soaring Shape --- You can take on the shape of some of the world's most fearsome creatures. Add the shapes listed in dragon form to your untamed form list. Whenever you're polymorphed into another form using untamed form , you gain resistance 5 to your choice of bludgeoning or poison. Dragon Shape leads to... Reactive Transformation, True Shapeshifter","category":"feat","pfs":"Standard","feat":["Dragon Shape"],"rarity":"common","slug":"feat-4749"},{"skill_mod":{},"summary":"If your next action is to Cast a Spell with the fungus or plant trait, a garland of plants grows in a 10-foot burst in the spell’s range.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4750","weakness":{},"name":"Garland Spell","trait":["Druid","Manipulate","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4750","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Garland Spell Single Action Source Player Core pg. 133 Prerequisites leaf order --- If your next action is to Cast a Spell with the fungus or plant trait, a garland of plants grows in a 10-foot burst in the spell’s range. The plants are difficult terrain and hazardous terrain, covered in your choice of thorns or poisonous vines. Any creature that moves into one of these squares or ends its turn in one takes 2d6 damage (piercing damage for thorns or poison for vines). A creature can take this damage only once per turn. You and your familiar are immune to this damage. The plants last for 1 minute or until you cast another Garland Spell, whichever comes first. The damage increases to 3d6 at 16th level and 4d6 at 20th level.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Garland Spell"],"rarity":"common","slug":"feat-4750"},{"legacy_name":["Primal Wellspring"],"skill_mod":{},"summary":"Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4751","weakness":{},"name":"Primal Focus","legacy_id":["feat-342","feat-352"],"trait":["Druid"],"id":"feat-4751","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Primal Focus Source Player Core pg. 134 --- Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. Whenever you Refocus, completely refill your focus pool.","category":"feat","pfs":"Standard","feat":["Primal Focus"],"rarity":"common","slug":"feat-4751"},{"skill_mod":{},"summary":"Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Call of the Wild","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4752","weakness":{},"name":"Primal Summons","legacy_id":["feat-343"],"trait":["Druid"],"id":"feat-4752","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Primal Summons Source Player Core pg. 134 Prerequisites Call of the Wild --- Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.","category":"feat","pfs":"Standard","feat":["Primal Summons"],"rarity":"common","slug":"feat-4752"},{"skill_mod":{},"summary":"You’re surrounded by soothing energy.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Master in Survival","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4753","weakness":{},"skill":["Survival","Survival"],"name":"Wandering Oasis","legacy_id":["feat-1717"],"trait":["Druid"],"id":"feat-4753","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wandering Oasis Source Player Core pg. 134 Prerequisites Master in Survival --- You’re surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you’re legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.","category":"feat","pfs":"Standard","feat":["Wandering Oasis"],"rarity":"common","slug":"feat-4753"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1718"],"trait":["Druid"],"id":"feat-4754","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Reactive Transformation Reaction Source Player Core pg. 134 Prerequisites Untamed Form; Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape Trigger varies --- You transform reflexively when in danger. You cast untamed form to transform into one shape granted by one of the prerequisite feats you have, depending on the trigger. Your shape’s resistances and weaknesses apply against the triggering damage. Trigger You fall 10 feet or more; Effect Choose a shape from aerial form . Trigger You take bludgeoning or poison damage; Effect Choose a primal dragon shape from dragon form that resists the triggering damage. Trigger You take fire damage; Effect Choose a fire elemental shape from elemental form . Trigger You take poison damage; Effect Choose a shape from plant form . ","feat":["Reactive Transformation"],"skill_mod":{},"summary":"You transform reflexively when in danger.","primary_source":"Player Core","trait_group":["Class"],"level":14,"prerequisite":"Untamed Form; Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape","source_category":["Rulebooks"],"trigger":"varies","resistance":{},"url":"/Feats.aspx?ID=4754","name":"Reactive Transformation","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4754"},{"skill_mod":{},"summary":"You fold your spell into a seed.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4755","weakness":{},"name":"Sow Spell","legacy_id":["feat-1719"],"trait":["Concentrate","Druid","Spellshape","Metamagic"],"actions_number":2,"id":"feat-4755","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sow Spell Single Action Source Player Core pg. 134 --- You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell’s effects as a reaction, which is triggered when a creature enters the sown spell’s space or a square adjacent to it. You can have only one sown spell at a time, and if you don’t trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Sow Spell"],"rarity":"common","slug":"feat-4755"},{"skill_mod":{},"summary":"Your animal companion continues to grow in power and ability.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Incredible Companion (Druid)","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4756","weakness":{},"archetype":["Nidalese Horselord"],"name":"Specialized Companion (Druid)","legacy_id":["feat-344"],"trait":["Druid"],"id":"feat-4756","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Specialized Companion (Druid) Source Player Core pg. 135 Archetype Nidalese Horselord (Level 16) Prerequisites Incredible Companion (Druid) --- Your animal companion continues to grow in power and ability. It gains one specialization of your choice. Special You can select this feat up to three times. Each time, add a different specialization to your companion.","category":"feat","pfs":"Standard","feat":["Specialized Companion (Druid)"],"rarity":"common","slug":"feat-4756"},{"skill_mod":{},"summary":"With primal magic sustaining you, you cease aging.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4757","weakness":{},"name":"Timeless Nature","legacy_id":["feat-345"],"trait":["Druid"],"id":"feat-4757","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Timeless Nature Source Player Core pg. 135 --- With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.","category":"feat","pfs":"Standard","feat":["Timeless Nature"],"rarity":"common","slug":"feat-4757"},{"skill_mod":{},"summary":"You have turned into a plant version of yourself, gaining the plant trait and losing traits inappropriate for your new form (typically humanoid).","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4758","weakness":{},"name":"Verdant Metamorphosis","legacy_id":["feat-346"],"trait":["Druid"],"id":"feat-4758","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Verdant Metamorphosis Source Player Core pg. 135 Prerequisites leaf order --- You have turned into a plant version of yourself, gaining the plant trait and losing traits inappropriate for your new form (typically humanoid). You also gain the Verdant Rest action. Verdant Rest Single Action (concentrate) You turn into a tree or other noncreature plant. This has the effect of using one with plants to turn into a plant, except that your AC is 30. You can Dismiss this effect to turn back. If you rest for 10 minutes in this form in natural sunlight, you recover half your maximum Hit Points. If you take your daily rest in this form, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.","category":"feat","pfs":"Standard","feat":["Verdant Metamorphosis"],"rarity":"common","slug":"feat-4758"},{"skill_mod":{},"summary":"You can fill an area with devastating briars.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"leaf order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4759","weakness":{},"name":"Impaling Briars","legacy_id":["feat-348"],"trait":["Druid"],"id":"feat-4759","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Impaling Briars Source Player Core pg. 135 Prerequisites leaf order --- You can fill an area with devastating briars. You gain the impaling briars order.","category":"feat","pfs":"Standard","feat":["Impaling Briars"],"rarity":"common","slug":"feat-4759"},{"skill_mod":{},"summary":"You can transform into a powerful magical creature.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Untamed Form","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4760","weakness":{},"name":"Monstrosity Shape","legacy_id":["feat-349"],"trait":["Druid"],"id":"feat-4760","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Monstrosity Shape Source Player Core pg. 135 Prerequisites Untamed Form --- You can transform into a powerful magical creature. Add the cave worm and sea serpent shapes listed in monstrosity form to your untamed form list. If you have Soaring Shape, also add the phoenix shape to your untamed form list.","category":"feat","pfs":"Standard","feat":["Monstrosity Shape"],"rarity":"common","slug":"feat-4760"},{"skill_mod":{},"summary":"The winds are eager to keep you aloft.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"storm order","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4761","weakness":{},"name":"Uplifting Winds","trait":["Druid"],"id":"feat-4761","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Uplifting Winds Source Player Core pg. 135 Prerequisites storm order --- The winds are eager to keep you aloft. When you are flying and Cast a Spell that has the air or electricity traits, you gain a +10 status bonus to your fly Speed, and you can immediately Fly up to half your Speed.","category":"feat","pfs":"Standard","feat":["Uplifting Winds"],"rarity":"common","slug":"feat-4761"},{"skill_mod":{},"summary":"You can invoke nature’s fury upon your foes.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Wind Caller","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4762","weakness":{},"name":"Invoke Disaster","legacy_id":["feat-350"],"trait":["Druid"],"id":"feat-4762","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Invoke Disaster Source Player Core pg. 135 Prerequisites Wind Caller --- You can invoke nature’s fury upon your foes. You gain the storm lord order spell.","category":"feat","pfs":"Standard","feat":["Invoke Disaster"],"rarity":"common","slug":"feat-4762"},{"skill_mod":{},"summary":"Thanks to magic and muscle memory, you can stay in your alternate shapes indefinitely.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Form Control; Strength +4","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4763","weakness":{},"name":"Perfect Form Control","legacy_id":["feat-351"],"trait":["Druid"],"id":"feat-4763","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Form Control Source Player Core pg. 135 Prerequisites Form Control; Strength +4 --- Thanks to magic and muscle memory, you can stay in your alternate shapes indefinitely. When you use Form Control, instead of lasting 1 hour, untamed form’s duration is unlimited (you can still Dismiss it).","category":"feat","pfs":"Standard","feat":["Perfect Form Control"],"rarity":"common","slug":"feat-4763"},{"skill_mod":{},"summary":"You surround yourself with a thick field of protective primal energy.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4764","weakness":{},"name":"Primal Aegis","legacy_id":["feat-1720"],"trait":["Druid"],"id":"feat-4764","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Primal Aegis Source Player Core pg. 135 --- You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, vitality, and void damage.","category":"feat","pfs":"Standard","feat":["Primal Aegis"],"rarity":"common","slug":"feat-4764"},{"skill_mod":{},"summary":"You have entwined yourself with the natural world, and its full power flows through you.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4765","weakness":{},"name":"Hierophant's Power","legacy_id":["feat-353"],"trait":["Druid"],"id":"feat-4765","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Hierophant's Power Source Player Core pg. 135 --- You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-rank spell slot.","category":"feat","pfs":"Standard","feat":["Hierophant's Power"],"rarity":"common","slug":"feat-4765"},{"legacy_name":["Leyline Conduit"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-354"],"trait":["Concentrate","Druid","Manipulate","Spellshape","Metamagic"],"id":"feat-4766","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ley Line Conduit Single Action Source Player Core pg. 135 Frequency once per minute --- You can draw magic from the ley lines of the world. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don’t expend the prepared spell as you cast it.","feat":["Ley Line Conduit"],"skill_mod":{},"summary":"You can draw magic from the ley lines of the world.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4766","name":"Ley Line Conduit","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4766"},{"skill_mod":{},"summary":"You transcend the limitations of form.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Dragon Shape; Untamed Form","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4767","weakness":{},"name":"True Shapeshifter","legacy_id":["feat-355"],"trait":["Concentrate","Druid"],"id":"feat-4767","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > True Shapeshifter Source Player Core pg. 135 Prerequisites Dragon Shape; Untamed Form --- You transcend the limitations of form. Once per day you can cast nature incarnate , even if you don’t have it prepared, to transform into a kaiju. If you have Plant Shape, you can choose to transform into a green man instead. You also gain the True Shapeshift activity. True Shapeshift Two Actions (concentrate) Requirements You’re under the effects of untamed form; Effect You change into any other shape on your untamed form list. If the duration of that shape is different from the one you were previously in, use the shorter duration to determine your duration remaining.","category":"feat","pfs":"Standard","feat":["True Shapeshifter"],"rarity":"common","slug":"feat-4767"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1721"],"trait":["Commander","Fighter"],"id":"feat-4768","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Combat Assessment Single Action Source Player Core pg. 140 Archetypes Butterfly Blade (Level 4), Hellbreaker (Level 2) --- You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day. Combat Assessment leads to... Observational Analysis","feat":["Combat Assessment"],"skill_mod":{},"summary":"You make a telegraphed attack to learn about your foe.","primary_source":"Player Core","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4768","archetype":["Butterfly Blade","Hellbreaker"],"name":"Combat Assessment","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4768"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-356"],"trait":["Fighter"],"id":"feat-4769","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Double Slice Two Actions Source Player Core pg. 140 Requirements You are wielding two melee weapons, each in a different hand --- You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty. Double Slice leads to... Graceful Poise","feat":["Double Slice"],"skill_mod":{},"summary":"You lash out at your foe with both weapons.","primary_source":"Player Core","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand","resistance":{},"url":"/Feats.aspx?ID=4769","name":"Double Slice","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4769"},{"skill_mod":{},"summary":"You make a controlled follow-up attack, fully accounting for your momentum.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4770","weakness":{},"name":"Exacting Strike","legacy_id":["feat-357"],"trait":["Fighter","Press"],"actions_number":2,"id":"feat-4770","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Exacting Strike Single Action Source Player Core pg. 140 --- You make a controlled follow-up attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect. Failure This attack does not count toward your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Exacting Strike"],"rarity":"common","slug":"feat-4770"},{"legacy_name":["Point-Blank Shot"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-358"],"trait":["Fighter","Stance"],"id":"feat-4771","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Point Blank Stance Single Action Source Player Core pg. 140 Archetypes Archer (Level 4), Archer (Level 4) Requirements You are wielding a ranged weapon --- You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.","feat":["Point Blank Stance"],"skill_mod":{},"summary":"You take aim to pick off nearby enemies quickly.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon","resistance":{},"url":"/Feats.aspx?ID=4771","archetype":["Archer"],"name":"Point Blank Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4771"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-360"],"trait":["Fighter","Guardian"],"id":"feat-4772","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reactive Shield Reaction Source Player Core pg. 140 Archetypes Viking (Level 4), Viking (Level 4) Trigger An enemy hits you with a melee Strike Requirements You are wielding a shield --- You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.","feat":["Reactive Shield"],"skill_mod":{},"summary":"You can snap your shield into place just as you would take a blow, avoiding the hit at the last second.","primary_source":"Player Core","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding a shield","trigger":"An enemy hits you with a melee Strike","resistance":{},"url":"/Feats.aspx?ID=4772","archetype":["Viking"],"name":"Reactive Shield","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4772"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-361"],"trait":["Fighter"],"id":"feat-4773","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Snagging Strike Single Action Source Player Core pg. 141 Archetypes Wrestler (Level 4), Wrestler (Level 4) Requirements You have one hand free, and your target is within reach of that hand --- You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.","feat":["Snagging Strike"],"skill_mod":{},"summary":"You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach.","primary_source":"Player Core","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You have one hand free, and your target is within reach of that hand","resistance":{},"url":"/Feats.aspx?ID=4773","archetype":["Wrestler"],"name":"Snagging Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4773"},{"skill_mod":{},"summary":"With a quick sprint, you dash up to your foe and swing.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4774","weakness":{},"name":"Sudden Charge","legacy_id":["feat-134"],"trait":["Barbarian","Fighter","Flourish"],"actions_number":4,"id":"feat-4774","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sudden Charge Two Actions Source Player Core pg. 141, Player Core 2 pg. 77 --- With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Sudden Charge"],"rarity":"common","slug":"feat-4774"},{"legacy_name":["Power Attack"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-359"],"trait":["Fighter","Flourish"],"id":"feat-4775","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vicious Swing Two Actions Source Player Core pg. 141 Archetypes Mauler (Level 4), Mauler (Level 4), Battle Harbinger (Level 2) --- You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. Vicious Swing leads to... Furious Focus","feat":["Vicious Swing"],"skill_mod":{},"summary":"You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4775","archetype":["Mauler","Battle Harbinger"],"name":"Vicious Swing","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4775"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-363"],"trait":["Fighter","Guardian"],"id":"feat-4776","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Aggressive Block Free Action Source Player Core pg. 141 Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller --- You push back as you block, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become off-guard until the start of your next turn. The triggering creature chooses whether to be moved or become off-guard. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become off-guard instead of being moved. Aggressive Block leads to... Flinging Shove, Powerful Shove","feat":["Aggressive Block"],"skill_mod":{},"summary":"You push back as you block, knocking your foe away or off balance.","primary_source":"Player Core","trait_group":["Class"],"level":2,"source_category":["Rulebooks"],"trigger":"You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller","resistance":{},"url":"/Feats.aspx?ID=4776","name":"Aggressive Block","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4776"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-364"],"trait":["Fighter","Press"],"id":"feat-4777","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Assisting Shot Single Action Source Player Core pg. 141 Archetypes Archer (Level 4), Sniping Duo (Level 4), Archer (Level 4), Sniping Duo (Level 4) Requirements You are wielding a ranged weapon --- Using your last shot to gauge your accuracy, you can fire off a quick shot to interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.","feat":["Assisting Shot"],"skill_mod":{},"summary":"Using your last shot to gauge your accuracy, you can fire off a quick shot to interfere with a foe in combat.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon","resistance":{},"url":"/Feats.aspx?ID=4777","archetype":["Archer","Sniping Duo"],"name":"Assisting Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4777"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Manipulate"],"id":"feat-4778","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Blade Brake Reaction Source Player Core pg. 141 Trigger You would be moved by a forced movement effect Requirements You are wielding a melee weapon and are within reach of a hard surface --- You plow your weapon into a floor, wall, or another sturdy surface, anchoring yourself in place. If you would be moved 20 feet or more, you are moved only 5 feet. Otherwise, you don’t move at all.","feat":["Blade Brake"],"skill_mod":{},"summary":"You plow your weapon into a floor, wall, or another sturdy surface, anchoring yourself in place.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon and are within reach of a hard surface","trigger":"You would be moved by a forced movement effect","resistance":{},"url":"/Feats.aspx?ID=4778","name":"Blade Brake","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4778"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-365"],"trait":["Fighter","Press"],"id":"feat-4779","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Brutish Shove Single Action Source Player Core pg. 141 Requirements You are wielding a two-handed melee weapon --- Using the momentum of your last attack to throw your weight into another, you make your opponent stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is off-guard until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions. This Strike has the following failure effect. Failure The target becomes off-guard until the end of your current turn. Brutish Shove leads to... Flinging Shove, Powerful Shove","feat":["Brutish Shove"],"skill_mod":{},"summary":"Using the momentum of your last attack to throw your weight into another, you make your opponent stumble back.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a two-handed melee weapon","resistance":{},"url":"/Feats.aspx?ID=4779","name":"Brutish Shove","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4779"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-366"],"trait":["Fighter","Press"],"id":"feat-4780","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Combat Grab Single Action Source Player Core pg. 141 Archetypes Wrestler (Level 4), Zombie (Level 4), Wrestler (Level 4) Requirements You have one hand free, and your target is within reach of that hand --- Using your prior attack to shift your opponent’s guard, you take another swing and grab them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.","feat":["Combat Grab"],"skill_mod":{},"summary":"Using your prior attack to shift your opponent’s guard, you take another swing and grab them.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You have one hand free, and your target is within reach of that hand","resistance":{},"url":"/Feats.aspx?ID=4780","archetype":["Wrestler","Zombie"],"name":"Combat Grab","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4780"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-367"],"trait":["Fighter"],"id":"feat-4781","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dueling Parry (Fighter) Single Action Source Player Core pg. 141 Archetypes Duelist (Level 4), Duelist (Level 4) Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands --- You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. Dueling Parry (Fighter) leads to... Dueling Dance (Fighter), Dueling Riposte, Selfless Parry","feat":["Dueling Parry (Fighter)"],"skill_mod":{},"summary":"You can parry attacks against you with your one-handed weapon.","primary_source":"Player Core","trait_group":["Class"],"level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a single one-handed melee weapon and hold nothing else in your hands","resistance":{},"url":"/Feats.aspx?ID=4781","archetype":["Duelist"],"name":"Dueling Parry (Fighter)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4781"},{"primary_source_category":"Rulebooks","source":["Player Core","Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-368"],"trait":["Barbarian","Emotion","Fear","Fighter","Mental"],"id":"feat-4782","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Intimidating Strike Two Actions Source Player Core pg. 141, Player Core 2 pg. 77 Archetypes Battle Harbinger (Level 4), Blackjacket (Level 4) --- Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.","feat":["Intimidating Strike"],"skill_mod":{},"summary":"Your blow not only wounds creatures but also shatters their confidence.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4782","archetype":["Battle Harbinger","Blackjacket"],"name":"Intimidating Strike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4782"},{"skill_mod":{},"summary":"You have practiced quickly switching between combat styles and the equipment needed for them.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4783","weakness":{},"archetype":["Hellbreaker"],"name":"Lightning Swap","trait":["Exemplar","Fighter","Flourish"],"actions_number":2,"id":"feat-4783","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lightning Swap Single Action Source Player Core pg. 141 Archetype Hellbreaker (Level 2) --- You have practiced quickly switching between combat styles and the equipment needed for them. You Interact to stow any number of items from your hands, then draw up to two weapons or a shield and a weapon.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Lightning Swap"],"rarity":"common","slug":"feat-4783"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-369"],"trait":["Fighter"],"id":"feat-4784","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lunge Single Action Source Player Core pg. 142 Archetype Thlipit Contestant (Level 4) Requirements You are wielding a melee weapon --- You attack an enemy at the edge of your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike. Lunge leads to... Lunging Stance","feat":["Lunge"],"skill_mod":{},"summary":"You attack an enemy at the edge of your reach.","primary_source":"Player Core","trait_group":["Class"],"level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon","resistance":{},"url":"/Feats.aspx?ID=4784","archetype":["Thlipit Contestant"],"name":"Lunge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4784"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1723"],"trait":["Fighter","Flourish"],"id":"feat-4785","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rebounding Toss Two Actions Source Player Core pg. 142 Requirements You are wielding a thrown weapon --- You bounce your weapon off one foe to strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks.","feat":["Rebounding Toss"],"skill_mod":{},"summary":"You bounce your weapon off one foe to strike another.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a thrown weapon","resistance":{},"url":"/Feats.aspx?ID=4785","name":"Rebounding Toss","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4785"},{"skill_mod":{},"summary":"While your opponent is still recovering from your prior attack, you snag its armor, clothing, or flesh to move it as you please.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"requirement":"You are wielding a finesse weapon or polearm","source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4786","weakness":{},"name":"Sleek Reposition","trait":["Fighter","Press"],"actions_number":2,"id":"feat-4786","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sleek Reposition Single Action Source Player Core pg. 143 PFS Note If you're wielding a polearm, you can ignore Reposition's requirement that you have a hand free Requirements You are wielding a finesse weapon or polearm --- While your opponent is still recovering from your prior attack, you snag its armor, clothing, or flesh to move it as you please. Make a melee Strike with a finesse weapon or polearm. If you hit a target that is your size or smaller, you can automatically Reposition it, with the same benefits as the Reposition action (including the critical success effect, if your Strike was a critical hit). If you used a weapon with reach, use the weapon’s reach for this Reposition. This Strike has the following failure effect. Failure The target becomes off-guard until the end of your current turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Sleek Reposition"],"rarity":"common","slug":"feat-4786"},{"primary_source_category":"Rulebooks","source":["Player Core","Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-1605"],"trait":["Barbarian","Fighter","Flourish"],"id":"feat-4787","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Barreling Charge Two Actions Source Player Core pg. 143, Player Core 2 pg. 78 Archetypes Rivethun Invoker (Level 6), Wylderheart (Level 6) Prerequisites Trained in Athletics --- You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies’ spaces. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can then Strike, regardless of how your Stride ended. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. Barreling Charge leads to... Overpowering Charge","feat":["Barreling Charge"],"skill_mod":{},"summary":"You rush forward, moving enemies aside to reach your foe.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":4,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4787","archetype":["Rivethun Invoker","Wylderheart"],"name":"Barreling Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4787"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-370"],"trait":["Fighter","Flourish"],"id":"feat-4788","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Double Shot Two Actions Source Player Core pg. 143 Archetypes Archer (Level 6), Archer (Level 6) Requirements You are wielding a ranged weapon with reload 0 --- You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them. Double Shot leads to... Triple Shot","feat":["Double Shot"],"skill_mod":{},"summary":"You shoot twice in blindingly fast succession.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon with reload 0","resistance":{},"url":"/Feats.aspx?ID=4788","archetype":["Archer"],"name":"Double Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4788"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-371"],"trait":["Fighter","Flourish"],"id":"feat-4789","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dual-Handed Assault Single Action Source Player Core pg. 143 Requirements You are wielding a one-handed melee weapon and have a free hand --- You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 276.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.","feat":["Dual-Handed Assault"],"skill_mod":{},"summary":"You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a one-handed melee weapon and have a free hand","resistance":{},"url":"/Feats.aspx?ID=4789","name":"Dual-Handed Assault","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4789"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1724"],"trait":["Fighter"],"id":"feat-4790","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Parting Shot Two Actions Source Player Core pg. 143 Archetypes Archer (Level 6), Archer (Level 6) Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0 --- You jump back and make a quick shot that catches your opponent by surprise. You Step and then make a ranged Strike with the required weapon. Your target is off-guard against the attack.","feat":["Parting Shot"],"skill_mod":{},"summary":"You jump back and make a quick shot that catches your opponent by surprise.","primary_source":"Player Core","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a loaded ranged weapon or a ranged weapon with reload 0","resistance":{},"url":"/Feats.aspx?ID=4790","archetype":["Archer"],"name":"Parting Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4790"},{"skill_mod":{},"summary":"You can push larger foes around with your attack.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Aggressive Block or Brutish Shove","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4791","weakness":{},"name":"Powerful Shove","legacy_id":["feat-373"],"trait":["Fighter"],"id":"feat-4791","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Powerful Shove Source Player Core pg. 143 Prerequisites Aggressive Block or Brutish Shove --- You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove or knock back with a shield, polearm, or club’s critical specialization effect has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1).","category":"feat","pfs":"Standard","feat":["Powerful Shove"],"rarity":"common","slug":"feat-4791"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-374"],"trait":["Fighter","Flourish","Press"],"id":"feat-4792","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Reversal Single Action Source Player Core pg. 143 Requirements You are flanked by at least two enemies --- You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty.","feat":["Quick Reversal"],"skill_mod":{},"summary":"You turn your foes’ flanking against them with a quick reverse.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":4,"source_category":["Rulebooks"],"requirement":"You are flanked by at least two enemies","resistance":{},"url":"/Feats.aspx?ID=4792","name":"Quick Reversal","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4792"},{"skill_mod":{},"summary":"When your shield is up, your enemies’ blows can’t touch you.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4793","weakness":{},"archetype":["Bastion","Viking"],"name":"Shielded Stride","legacy_id":["feat-375"],"trait":["Fighter"],"id":"feat-4793","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Shielded Stride Source Player Core pg. 143 Archetypes Bastion (Level 6), Viking (Level 6), Bastion (Level 6), Viking (Level 6) --- When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","feat":["Shielded Stride"],"rarity":"common","slug":"feat-4793"},{"legacy_name":["Knockdown"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-372"],"trait":["Fighter","Flourish"],"id":"feat-4794","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Slam Down Two Actions Source Player Core pg. 143 Archetypes Mauler (Level 4), Thlipit Contestant (Level 6), Mauler (Level 4), Rivethun Invoker (Level 6) Prerequisites Trained in Athletics --- You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them. Slam Down leads to... Crashing Slam","feat":["Slam Down"],"skill_mod":{},"summary":"You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":4,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4794","archetype":["Mauler","Thlipit Contestant","Rivethun Invoker"],"name":"Slam Down","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4794"},{"skill_mod":{},"summary":"You make a wide, arcing swing.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4795","weakness":{},"name":"Swipe","legacy_id":["feat-142"],"trait":["Barbarian","Fighter","Flourish"],"actions_number":4,"id":"feat-4795","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Swipe Two Actions Source Player Core pg. 144, Player Core 2 pg. 78 --- You make a wide, arcing swing. Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Swipe"],"rarity":"common","slug":"feat-4795"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-377"],"trait":["Fighter","Ranger"],"id":"feat-4796","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Twin Parry Single Action Source Player Core pg. 144 Archetypes Dual-Weapon Warrior (Level 6), Dual-Weapon Warrior (Level 6), Avenger (Level 6) Requirements You are wielding two melee weapons, one in each hand --- You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. Twin Parry leads to... Twinned Defense (Fighter)","feat":["Twin Parry"],"skill_mod":{},"summary":"You use your two weapons to parry attacks.","primary_source":"Player Core","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, one in each hand","resistance":{},"url":"/Feats.aspx?ID=4796","archetype":["Dual-Weapon Warrior","Avenger"],"name":"Twin Parry","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4796"},{"skill_mod":{},"summary":"You’ve studied the art of wielding an advanced weapon.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4797","weakness":{},"name":"Advanced Weapon Training","legacy_id":["feat-378"],"trait":["Fighter"],"id":"feat-4797","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Weapon Training Source Player Core pg. 144 --- You’ve studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.","category":"feat","pfs":"Standard","feat":["Advanced Weapon Training"],"rarity":"common","slug":"feat-4797"},{"skill_mod":{},"summary":"After compromising your enemy’s movement, you deliver a more deadly blow.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4798","weakness":{},"name":"Advantageous Assault","legacy_id":["feat-379"],"trait":["Fighter","Press"],"actions_number":2,"id":"feat-4798","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advantageous Assault Single Action Source Player Core pg. 144 --- After compromising your enemy’s movement, you deliver a more deadly blow. Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike gains the following failure effect. Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. This damage has the same damage type as the weapon.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Advantageous Assault"],"rarity":"common","slug":"feat-4798"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1725"],"trait":["Fighter","Press"],"id":"feat-4799","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dazing Blow Single Action Source Player Core pg. 144 Requirements You have a creature grabbed --- You pummel a held foe, hoping to stagger them. Make a melee Strike against a creature you have grabbed. The weapon damage from this Strike is bludgeoning damage. If the Strike hits, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3.","feat":["Dazing Blow"],"skill_mod":{},"summary":"You pummel a held foe, hoping to stagger them.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":6,"source_category":["Rulebooks"],"requirement":"You have a creature grabbed","resistance":{},"url":"/Feats.aspx?ID=4799","name":"Dazing Blow","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4799"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-380"],"trait":["Fighter","Stance"],"id":"feat-4800","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Disarming Stance Single Action Source Player Core pg. 145 Archetypes Duelist (Level 8), Duelist (Level 8) Prerequisites Trained in Athletics Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands --- You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.","feat":["Disarming Stance"],"skill_mod":{},"summary":"You adopt a fencing stance that improves your control over your weapon.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"level":6,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"requirement":"You are wielding a single one-handed melee weapon and hold nothing else in your hands","resistance":{},"url":"/Feats.aspx?ID=4800","archetype":["Duelist"],"name":"Disarming Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4800"},{"skill_mod":{},"summary":"You’ve learned to maintain your balance even when swinging furiously.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Vicious Swing","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4801","weakness":{},"name":"Furious Focus","legacy_id":["feat-381"],"trait":["Fighter"],"id":"feat-4801","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Furious Focus Source Player Core pg. 145 Prerequisites Vicious Swing --- You’ve learned to maintain your balance even when swinging furiously. When you make a Vicious Swing with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.","category":"feat","pfs":"Standard","feat":["Furious Focus"],"rarity":"common","slug":"feat-4801"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-382"],"trait":["Fighter"],"id":"feat-4802","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Guardian's Deflection (Fighter) Reaction Source Player Core pg. 145 Archetype Ulfen Guard (Level 8) Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands. --- You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.","feat":["Guardian's Deflection (Fighter)"],"skill_mod":{},"summary":"You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack.","primary_source":"Player Core","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"requirement":"You are wielding a single one-handed melee weapon and hold nothing else in your hands.","trigger":"An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss","resistance":{},"url":"/Feats.aspx?ID=4802","archetype":["Ulfen Guard"],"name":"Guardian's Deflection (Fighter)","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4802"},{"skill_mod":{},"summary":"You can use your shield to fend off explosions and the like.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4803","weakness":{},"archetype":["Bastion","Golden Legionnaire"],"name":"Reflexive Shield","legacy_id":["feat-383"],"trait":["Fighter","Guardian"],"id":"feat-4803","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Reflexive Shield Source Player Core pg. 145 Archetypes Bastion (Level 8), Bastion (Level 8), Golden Legionnaire (Level 8) --- You can use your shield to fend off explosions and the like. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves. Special If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage. Reflexive Shield leads to... Improved Reflexive Shield","category":"feat","pfs":"Standard","feat":["Reflexive Shield"],"rarity":"common","slug":"feat-4803"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-384"],"trait":["Fighter"],"id":"feat-4804","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Revealing Stab Two Actions Source Player Core pg. 145 Requirements You are wielding a melee weapon that can deal piercing damage --- You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with a piercing melee weapon. If the target is concealed, you don’t need to attempt a flat check to target it, and if it’s hidden, the DC of the flat check to target it is 5. If you hit and deal damage, you can drive the weapon you attacked with into the target (if it’s corporeal), revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, no flat check is needed to target it, and if it’s hidden, the DC of the flat check to target it is 5, and the creature can’t become undetected. These benefits apply only for observers who can see your weapon stuck in the target. If the target is invisible, the weapon remains visible while lodged in it. This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with two Interact actions.","feat":["Revealing Stab"],"skill_mod":{},"summary":"You drive your piercing weapon into an imperceptible foe, revealing its location to your allies.","primary_source":"Player Core","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon that can deal piercing damage","resistance":{},"url":"/Feats.aspx?ID=4804","name":"Revealing Stab","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4804"},{"skill_mod":{},"summary":"You adopt a stance to rebound your thrown weapons toward you.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4805","weakness":{},"name":"Ricochet Stance (Fighter)","legacy_id":["feat-1726"],"trait":["Fighter","Stance"],"actions_number":2,"id":"feat-4805","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ricochet Stance (Fighter) Single Action Source Player Core pg. 145 --- You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon’s listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ricochet Stance (Fighter)"],"rarity":"common","slug":"feat-4805"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-385"],"trait":["Fighter","Press"],"id":"feat-4806","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Shatter Defenses Single Action Source Player Core pg. 145 Archetypes Blackjacket (Level 8), Hellknight (Level 8) Requirements A frightened creature is in your melee reach --- Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes off-guard until its frightened condition ends. If the target was already off-guard to you when you damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of your next turn.","feat":["Shatter Defenses"],"skill_mod":{},"summary":"Your offense exploits your enemy’s fear.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":6,"source_category":["Rulebooks"],"requirement":"A frightened creature is in your melee reach","resistance":{},"url":"/Feats.aspx?ID=4806","archetype":["Blackjacket","Hellknight"],"name":"Shatter Defenses","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4806"},{"skill_mod":{},"summary":"When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Shield Block","source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4807","weakness":{},"archetype":["Knight Vigilant","Bastion","Ulfen Guard","Golden Legionnaire"],"name":"Shield Warden","legacy_id":["feat-229"],"trait":["Champion","Commander","Fighter"],"id":"feat-4807","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Shield Warden Source Player Core pg. 145, Player Core 2 pg. 96 Archetypes Bastion (Level 8), Knight Vigilant (Level 8), Bastion (Level 8), Ulfen Guard (Level 8), Golden Legionnaire (Level 8) Prerequisites Shield Block --- When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. Shield Warden leads to... Shield of Grace, Shield of Reckoning","category":"feat","pfs":"Standard","feat":["Shield Warden"],"rarity":"common","slug":"feat-4807"},{"skill_mod":{},"summary":"You can quickly fire multiple shots with greater control.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Double Shot","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4808","weakness":{},"archetype":["Archer"],"name":"Triple Shot","legacy_id":["feat-387"],"trait":["Fighter"],"id":"feat-4808","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Triple Shot Source Player Core pg. 145 Archetypes Archer (Level 8), Archer (Level 8) Prerequisites Double Shot --- You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them. Triple Shot leads to... Multishot Stance","category":"feat","pfs":"Standard","feat":["Triple Shot"],"rarity":"common","slug":"feat-4808"},{"skill_mod":{},"summary":"Your battle instincts make you more aware of concealed and invisible opponents.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"master in Perception","source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4809","weakness":{},"archetype":["Horizon Walker","Exorcist","Eagle Knight","Hellbreaker"],"name":"Blind-Fight","legacy_id":["feat-388"],"trait":["Fighter","Investigator","Ranger","Rogue"],"id":"feat-4809","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Blind-Fight Source Player Core pg. 145, Player Core 2 pg. 109 Archetypes Horizon Walker (Level 10), Exorcist (Level 10), Eagle Knight (Level 10), Hellbreaker (Level 10) Prerequisites master in Perception --- Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you","category":"feat","pfs":"Standard","feat":["Blind-Fight"],"rarity":"common","slug":"feat-4809"},{"skill_mod":{},"summary":"You use your foes’ openings to expose even greater weaknesses.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Reactive Strike","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4810","weakness":{},"name":"Disorienting Opening","legacy_id":["feat-1727"],"trait":["Fighter"],"id":"feat-4810","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Disorienting Opening Source Player Core pg. 146 Prerequisites Reactive Strike --- You use your foes’ openings to expose even greater weaknesses. When you hit a creature as part of a Reactive Strike, that creature becomes off-guard until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Disorienting Opening"],"rarity":"common","slug":"feat-4810"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-389"],"trait":["Fighter"],"id":"feat-4811","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Dueling Riposte Reaction Source Player Core pg. 146 Archetypes Duelist (Level 10), Duelist (Level 10) Prerequisites Dueling Parry (Fighter) Trigger A creature within your reach critically fails a Strike against you Requirements You are benefiting from Dueling Parry --- You elegantly counterattack against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature. Dueling Riposte leads to... Guiding Riposte, Improved Dueling Riposte","feat":["Dueling Riposte"],"skill_mod":{},"summary":"You elegantly counterattack against your flailing enemy.","primary_source":"Player Core","trait_group":["Class"],"level":8,"prerequisite":"Dueling Parry (Fighter)","source_category":["Rulebooks"],"requirement":"You are benefiting from Dueling Parry","trigger":"A creature within your reach critically fails a Strike against you","resistance":{},"url":"/Feats.aspx?ID=4811","archetype":["Duelist"],"name":"Dueling Riposte","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4811"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-390"],"trait":["Fighter"],"id":"feat-4812","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Felling Strike Two Actions Source Player Core pg. 146 Archetype Hellbreaker (Level 10) --- Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.","feat":["Felling Strike"],"skill_mod":{},"summary":"Your attack can ground an airborne foe.","primary_source":"Player Core","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4812","archetype":["Hellbreaker"],"name":"Felling Strike","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4812"},{"skill_mod":{},"summary":"By spending a moment to focus, you can ensure your attack strikes true.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4813","weakness":{},"name":"Incredible Aim","legacy_id":["feat-391"],"trait":["Concentrate","Fighter"],"actions_number":4,"id":"feat-4813","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Aim Two Actions Source Player Core pg. 146 --- By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition. Incredible Aim leads to... Incredible Ricochet","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Incredible Aim"],"rarity":"common","slug":"feat-4813"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-392"],"trait":["Fighter","Stance"],"id":"feat-4814","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mobile Shot Stance Single Action Source Player Core pg. 146 Archetypes Archer (Level 10), Archer (Level 10) --- Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Reactive Strike or other reactions that are triggered by a ranged attack. Special If you have Reactive Strike, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.","feat":["Mobile Shot Stance"],"skill_mod":{},"summary":"Your shots become nimble and deadly.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4814","archetype":["Archer"],"name":"Mobile Shot Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4814"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-393"],"trait":["Fighter","Flourish"],"id":"feat-4815","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Positioning Assault Two Actions Source Player Core pg. 146 Requirements You are wielding a two-handed melee weapon and your target is within your reach --- With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you Reposition the target 5 feet.","feat":["Positioning Assault"],"skill_mod":{},"summary":"With punishing blows, you force your opponent into position.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":8,"source_category":["Rulebooks"],"requirement":"You are wielding a two-handed melee weapon and your target is within your reach","resistance":{},"url":"/Feats.aspx?ID=4815","name":"Positioning Assault","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4815"},{"skill_mod":{},"summary":"You can bring your shield into place with hardly a thought.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Shield Block","source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4816","weakness":{},"archetype":["Bastion","Viking"],"name":"Quick Shield Block","legacy_id":["feat-394"],"trait":["Champion","Fighter"],"id":"feat-4816","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Quick Shield Block Source Player Core pg. 147, Player Core 2 pg. 97 Archetypes Bastion (Level 10), Viking (Level 10), Bastion (Level 10), Viking (Level 10) Prerequisites Shield Block --- You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.","category":"feat","pfs":"Standard","feat":["Quick Shield Block"],"rarity":"common","slug":"feat-4816"},{"skill_mod":{},"summary":"Even your fears serve as fuel for your fighting spirit.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"bravery","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4817","weakness":{},"name":"Resounding Bravery","legacy_id":["feat-1728"],"trait":["Fighter"],"id":"feat-4817","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Resounding Bravery Source Player Core pg. 147 Prerequisites bravery --- Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe’s ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a fear effect.","category":"feat","pfs":"Standard","feat":["Resounding Bravery"],"rarity":"common","slug":"feat-4817"},{"skill_mod":{},"summary":"You make an impressive leap and swing while you soar.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4818","weakness":{},"name":"Sudden Leap","legacy_id":["feat-155"],"trait":["Barbarian","Fighter"],"actions_number":4,"id":"feat-4818","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sudden Leap Two Actions Source Player Core pg. 147, Player Core 2 pg. 81 --- You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the jump distance using Long Jump's rules, and change your maximum distance to double your Speed. Special If you have Felling Strike, you can use Felling Strike instead of a normal Strike. This doesn’t change the number of actions Sudden Leap takes.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Sudden Leap"],"rarity":"common","slug":"feat-4818"},{"skill_mod":{},"summary":"Your graceful moves with agile weapons are beyond compare.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4819","weakness":{},"name":"Agile Grace","legacy_id":["feat-396"],"trait":["Fighter"],"id":"feat-4819","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Agile Grace Source Player Core pg. 147 --- Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8).","category":"feat","pfs":"Standard","feat":["Agile Grace"],"rarity":"common","slug":"feat-4819"},{"skill_mod":{},"summary":"Even when you don’t hit squarely, you can still score a glancing blow.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4820","weakness":{},"name":"Certain Strike","legacy_id":["feat-397"],"trait":["Fighter","Press"],"actions_number":2,"id":"feat-4820","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Certain Strike Single Action Source Player Core pg. 147 --- Even when you don’t hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect. Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.)","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Certain Strike"],"rarity":"common","slug":"feat-4820"},{"legacy_name":["Improved Knockdown"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-403"],"trait":["Fighter"],"id":"feat-4821","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Crashing Slam Source Player Core pg. 147 Archetypes Mauler (Level 12), Thlipit Contestant (Level 12), Mauler (Level 12), Rivethun Invoker (Level 12) Prerequisites Slam Down --- You can dash your foe to the ground with a single blow. When you use Slam Down, instead of making a Strike followed by a Trip, you can attempt a single Strike. If the Strike you make with Slam Down hits, you can automatically get a critical success on your Trip instead of rolling a check. (Both the Strike and Trip still count toward your multiple attack penalty.) If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.","feat":["Crashing Slam"],"skill_mod":{},"summary":"You can dash your foe to the ground with a single blow.","primary_source":"Player Core","trait_group":["Class"],"level":10,"prerequisite":"Slam Down","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4821","archetype":["Mauler","Thlipit Contestant","Rivethun Invoker"],"name":"Crashing Slam","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-4821"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1729"],"trait":["Fighter"],"id":"feat-4822","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Cut from the Air Reaction Source Player Core pg. 147 Trigger You are the target of a physical ranged Strike Requirements You’re aware of the attack, not off-guard against it, and either have a hand free or are wielding a melee weapon --- You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air. Cut from the Air leads to... Smash from the Air","feat":["Cut from the Air"],"skill_mod":{},"summary":"You can knock aside ranged attacks.","primary_source":"Player Core","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You’re aware of the attack, not off-guard against it, and either have a hand free or are wielding a melee weapon","trigger":"You are the target of a physical ranged Strike","resistance":{},"url":"/Feats.aspx?ID=4822","name":"Cut from the Air","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4822"},{"skill_mod":{},"summary":"Aiming for a weak point, you impede your foe with a precise shot.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4823","weakness":{},"name":"Debilitating Shot","legacy_id":["feat-399"],"trait":["Fighter","Flourish"],"actions_number":4,"id":"feat-4823","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Debilitating Shot Two Actions Source Player Core pg. 147 --- Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Debilitating Shot"],"rarity":"common","slug":"feat-4823"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-400"],"trait":["Fighter","Press"],"id":"feat-4824","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Disarming Twist Single Action Source Player Core pg. 147 Archetypes Duelist (Level 12), Duelist (Level 12) Prerequisites Trained in Athletics Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands --- After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with a one-handed melee weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect. Failure The target becomes off-guard until the end of your current turn. Special If you’re in Disarming Stance, you gain a +1 circumstance bonus to the attack roll.","feat":["Disarming Twist"],"skill_mod":{},"summary":"After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":10,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"requirement":"You are wielding a single one-handed melee weapon and hold nothing else in your hands","resistance":{},"url":"/Feats.aspx?ID=4824","archetype":["Duelist"],"name":"Disarming Twist","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4824"},{"skill_mod":{},"summary":"The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4825","weakness":{},"name":"Disruptive Stance","legacy_id":["feat-401"],"trait":["Fighter","Stance"],"actions_number":2,"id":"feat-4825","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Disruptive Stance Single Action Source Player Core pg. 147 --- The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Reactive Strike when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Disruptive Stance"],"rarity":"common","slug":"feat-4825"},{"skill_mod":{},"summary":"Fear makes your foes weak and more vulnerable to your attacks.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4826","weakness":{},"archetype":["Hellknight"],"name":"Fearsome Brute","legacy_id":["feat-402"],"trait":["Fighter"],"id":"feat-4826","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Fearsome Brute Source Player Core pg. 147 Archetype Hellknight (Level 8) --- Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value. If you’re a master in Intimidation, increase the bonus to triple the target’s frightened value.","category":"feat","pfs":"Standard","feat":["Fearsome Brute"],"rarity":"common","slug":"feat-4826"},{"skill_mod":{},"summary":"You throw a weapon to distract your opponent as you close the gap to begin your assault.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4827","weakness":{},"name":"Flinging Charge","trait":["Fighter","Flourish"],"actions_number":4,"id":"feat-4827","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Flinging Charge Two Actions Source Player Core pg. 148 --- You throw a weapon to distract your opponent as you close the gap to begin your assault. You Stride twice; at any point during this movement, you can make a ranged Strike with a thrown weapon. If the Strike hits, the target is off-guard against the next melee attack that you attempt against it before the end of your current turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Flinging Charge"],"rarity":"common","slug":"feat-4827"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-404"],"trait":["Fighter"],"id":"feat-4828","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Mirror Shield Reaction Source Player Core pg. 148 Archetypes Bastion (Level 12), Knight Vigilant (Level 12), Bastion (Level 12) Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC Requirements You have a shield raised --- You reflect the spell back against its caster. Make a ranged attack against the attacker using your highest proficiency with a ranged weapon. If you can cast spells, you can choose to make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).","feat":["Mirror Shield"],"skill_mod":{},"summary":"You reflect the spell back against its caster.","primary_source":"Player Core","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You have a shield raised","trigger":"An opponent casting a spell that targets you critically fails a spell attack roll against your AC","resistance":{},"url":"/Feats.aspx?ID=4828","archetype":["Knight Vigilant","Bastion"],"name":"Mirror Shield","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4828"},{"skill_mod":{},"summary":"You trample foes as you charge past.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Barreling Charge","source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4829","weakness":{},"archetype":["Rivethun Invoker"],"name":"Overpowering Charge","legacy_id":["feat-1619"],"trait":["Barbarian","Fighter"],"id":"feat-4829","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Overpowering Charge Source Player Core pg. 148, Player Core 2 pg. 82 Archetype Rivethun Invoker (Level 12) Prerequisites Barreling Charge --- You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is off-guard until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Overpowering Charge"],"rarity":"common","slug":"feat-4829"},{"legacy_name":["Combat Reflexes"],"skill_mod":{},"summary":"You are particularly swift at punishing foes who leave you openings.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4830","weakness":{},"archetype":["Eagle Knight"],"name":"Tactical Reflexes","legacy_id":["feat-398"],"trait":["Fighter"],"id":"feat-4830","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tactical Reflexes Source Player Core pg. 148 Archetype Eagle Knight (Level 12) --- You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make a Reactive Strike.","category":"feat","pfs":"Standard","feat":["Tactical Reflexes"],"rarity":"common","slug":"feat-4830"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-523"],"trait":["Fighter","Ranger"],"id":"feat-4831","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Twin Riposte Reaction Source Player Core pg. 148 Archetypes Dual-Weapon Warrior (Level 12), Dual-Weapon Warrior (Level 12), Avenger (Level 12) Trigger A creature within your reach critically fails to Strike you Requirements You are benefiting from Twin Parry --- A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent. Twin Riposte leads to... Improved Twin Riposte (Fighter), Improved Twin Riposte (Ranger)","feat":["Twin Riposte"],"skill_mod":{},"summary":"A clever parry with one weapon leaves your opponent open to an attack with the other weapon.","primary_source":"Player Core","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You are benefiting from Twin Parry","trigger":"A creature within your reach critically fails to Strike you","resistance":{},"url":"/Feats.aspx?ID=4831","archetype":["Dual-Weapon Warrior","Avenger"],"name":"Twin Riposte","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4831"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-406"],"trait":["Fighter","Press"],"id":"feat-4832","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Brutal Finish Single Action Source Player Core pg. 148 Archetypes Mauler (Level 14), Mauler (Level 14) Requirements You are wielding a melee weapon in two hands --- Your final blow can make an impact even if it rebounds off a foe’s defenses. Make a Strike with a melee weapon you’re wielding in two hands. After the Strike, your turn ends. The Strike deals one additional weapon damage die, or two additional weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect. Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you’re at least 18th level.","feat":["Brutal Finish"],"skill_mod":{},"summary":"Your final blow can make an impact even if it rebounds off a foe’s defenses.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":12,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon in two hands","resistance":{},"url":"/Feats.aspx?ID=4832","archetype":["Mauler"],"name":"Brutal Finish","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4832"},{"legacy_name":["Spring Attack"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-413"],"trait":["Fighter","Press"],"id":"feat-4833","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Dashing Strike Single Action Source Player Core pg. 149 Requirements You are adjacent to an enemy --- Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Dashing Strike while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["Dashing Strike"],"skill_mod":{},"summary":"Springing away from one foe, you Strike at another.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":12,"source_category":["Rulebooks"],"requirement":"You are adjacent to an enemy","resistance":{},"url":"/Feats.aspx?ID=4833","name":"Dashing Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4833"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-407"],"trait":["Fighter","Stance"],"id":"feat-4834","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Dueling Dance (Fighter) Single Action Source Player Core pg. 149 Archetypes Duelist (Level 14), Duelist (Level 14) Prerequisites Dueling Parry (Fighter) Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands --- Using a free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry","feat":["Dueling Dance (Fighter)"],"skill_mod":{},"summary":"Using a free hand as pivot and balance, you both attack and defend with your weapon.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"level":12,"prerequisite":"Dueling Parry (Fighter)","source_category":["Rulebooks"],"requirement":"You are wielding a single one-handed melee weapon and hold nothing else in your hands","resistance":{},"url":"/Feats.aspx?ID=4834","archetype":["Duelist"],"name":"Dueling Dance (Fighter)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4834"},{"skill_mod":{},"summary":"Whether you’re shoving opponents with a shield or a large weapon, you’ve learned to push them even further.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Aggressive Block or Brutish Shove","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4835","weakness":{},"name":"Flinging Shove","legacy_id":["feat-408"],"trait":["Fighter"],"id":"feat-4835","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Flinging Shove Source Player Core pg. 149 Prerequisites Aggressive Block or Brutish Shove --- Whether you’re shoving opponents with a shield or a large weapon, you’ve learned to push them even further. Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is off-guard or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.","category":"feat","pfs":"Standard","feat":["Flinging Shove"],"rarity":"common","slug":"feat-4835"},{"skill_mod":{},"summary":"Your weapon whirls and darts, striking foes whenever the slightest opening or moment of weakness presents itself.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Dueling Riposte","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4836","weakness":{},"archetype":["Duelist"],"name":"Improved Dueling Riposte","legacy_id":["feat-409"],"trait":["Fighter"],"id":"feat-4836","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Improved Dueling Riposte Source Player Core pg. 149 Archetypes Duelist (Level 14), Duelist (Level 14) Prerequisites Dueling Riposte --- Your weapon whirls and darts, striking foes whenever the slightest opening or moment of weakness presents itself. You can use Dueling Riposte even if you aren't benefiting from Dueling Parry (though you must be wielding a single one-handed weapon and nothing else). At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte.","category":"feat","pfs":"Standard","feat":["Improved Dueling Riposte"],"rarity":"common","slug":"feat-4836"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-410"],"trait":["Concentrate","Fighter","Press"],"id":"feat-4837","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Incredible Ricochet Single Action Source Player Core pg. 149 Prerequisites Incredible Aim --- After your first shot singles out your opponent’s position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike against a creature you previously attacked this turn. You ignore the target’s concealed condition and all cover.","feat":["Incredible Ricochet"],"skill_mod":{},"summary":"After your first shot singles out your opponent’s position, you direct another that ricochets around obstacles and strikes unerringly.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":12,"prerequisite":"Incredible Aim","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4837","name":"Incredible Ricochet","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4837"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-411"],"trait":["Fighter","Stance"],"id":"feat-4838","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Lunging Stance Single Action Source Player Core pg. 149 Prerequisites Reactive Strike; Lunge Requirements You are wielding a melee weapon --- Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Reactive Strike against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.","feat":["Lunging Stance"],"skill_mod":{},"summary":"Your body coiled to strike, you can lash out at distant enemies.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"level":12,"prerequisite":"Reactive Strike; Lunge","source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon","resistance":{},"url":"/Feats.aspx?ID=4838","name":"Lunging Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4838"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-412"],"trait":["Fighter","Guardian","Stance"],"id":"feat-4839","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Paragon's Guard Single Action Source Player Core pg. 149 Requirements You are wielding a shield --- Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action.","feat":["Paragon's Guard"],"skill_mod":{},"summary":"Once you’ve had a moment to set your stance, you always have your shield ready without a thought.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"level":12,"source_category":["Rulebooks"],"requirement":"You are wielding a shield","resistance":{},"url":"/Feats.aspx?ID=4839","name":"Paragon's Guard","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4839"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-414"],"trait":["Fighter","Press"],"id":"feat-4840","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Desperate Finisher Reaction Source Player Core pg. 149 Trigger You complete the last action on your turn, and your turn has not ended yet --- You throw everything you have into one last, reckless press. Use a single action that you know with the press trait. You forgo the ability to use reactions until the start of your next turn. This press uses your multiple attack penalty, as normal.","feat":["Desperate Finisher"],"skill_mod":{},"summary":"You throw everything you have into one last, reckless press.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":14,"source_category":["Rulebooks"],"trigger":"You complete the last action on your turn, and your turn has not ended yet","resistance":{},"url":"/Feats.aspx?ID=4840","name":"Desperate Finisher","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4840"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-415"],"trait":["Concentrate","Fighter"],"id":"feat-4841","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Determination Single Action Source Player Core pg. 149 Archetype Eagle Knight (Level 16) Frequency once per day --- Your training allows you to shrug off your foes’ spells and conditions when the need is dire. Choose a single nonpermanent condition, spell, or magical effect that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell or other magical effect, attempt to counteract the spell (your counteract rank is equal to half your level, rounded up, and you attempt a Will save as your counteract check). This doesn’t remove any Hit Point damage you already took from the spell or condition, and it removes the effect from only you, not from other creatures or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions occurring automatically due to your situation or positioning (such as prone or flanked).","feat":["Determination"],"skill_mod":{},"summary":"Your training allows you to shrug off your foes’ spells and conditions when the need is dire.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4841","archetype":["Eagle Knight"],"name":"Determination","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4841"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-416"],"trait":["Fighter","Press"],"id":"feat-4842","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Guiding Finish Single Action Source Player Core pg. 149 Requirements You are wielding a single one-handed melee weapon and hold nothing else in your hands --- Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with a onehanded melee weapon. If the Strike hits, you can Reposition the target up to 10 feet. You can move the target through your space during this movement. Your Strike gains the following failure effect. Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.","feat":["Guiding Finish"],"skill_mod":{},"summary":"Using your weapon as a lever, you force your opponent to end up right where you want them.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":14,"source_category":["Rulebooks"],"requirement":"You are wielding a single one-handed melee weapon and hold nothing else in your hands","resistance":{},"url":"/Feats.aspx?ID=4842","name":"Guiding Finish","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4842"},{"skill_mod":{},"summary":"By shifting your weight and angling your weapon, you guide your opponent to a more favorable position.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Dueling Riposte","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4843","weakness":{},"archetype":["Duelist"],"name":"Guiding Riposte","legacy_id":["feat-417"],"trait":["Fighter"],"id":"feat-4843","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Guiding Riposte Source Player Core pg. 150 Archetypes Duelist (Level 16), Duelist (Level 16) Prerequisites Dueling Riposte --- By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can Reposition up to 10 feet.","category":"feat","pfs":"Standard","feat":["Guiding Riposte"],"rarity":"common","slug":"feat-4843"},{"skill_mod":{},"summary":"Your weapons are a blur, blocking and biting at your foes.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Twin Riposte","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4844","weakness":{},"archetype":["Dual-Weapon Warrior","Avenger"],"name":"Improved Twin Riposte (Fighter)","legacy_id":["feat-418"],"trait":["Fighter"],"id":"feat-4844","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Improved Twin Riposte (Fighter) Source Player Core pg. 150 Archetypes Dual-Weapon Warrior (Level 16), Dual-Weapon Warrior (Level 16), Avenger (Level 16) Prerequisites Twin Riposte --- Your weapons are a blur, blocking and biting at your foes. You can use Twin Riposte even if you aren't benefiting from Twin Parry (though you must be wielding two melee weapons, one in each hand). At the start of each of your turns, you gain an additional reaction that you can use only to make a Twin Riposte.","category":"feat","pfs":"Standard","feat":["Improved Twin Riposte (Fighter)"],"rarity":"common","slug":"feat-4844"},{"legacy_name":["Stance Savant (Fighter)"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-419"],"trait":["Fighter"],"id":"feat-4845","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Opening Stance (Fighter) Free Action Source Player Core pg. 150 Trigger You roll initiative --- At the first sign of trouble, often before you consciously realize the danger, you drop into a stance with a mere thought. Use an action that has the stance trait. Opening Stance (Fighter) leads to... Master of Many Styles","feat":["Opening Stance (Fighter)"],"skill_mod":{},"summary":"At the first sign of trouble, often before you consciously realize the danger, you drop into a stance with a mere thought.","primary_source":"Player Core","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"trigger":"You roll initiative","resistance":{},"url":"/Feats.aspx?ID=4845","name":"Opening Stance (Fighter)","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4845"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-420"],"trait":["Fighter","Flourish","Press"],"id":"feat-4846","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Two-Weapon Flurry Single Action Source Player Core pg. 150 Archetypes Dual-Weapon Warrior (Level 16), Dual-Weapon Warrior (Level 16) Requirements You are wielding two weapons, each in a different hand --- Using the momentum of your prior attack, you lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.","feat":["Two-Weapon Flurry"],"skill_mod":{},"summary":"Using the momentum of your prior attack, you lash out with both your weapons in a sudden frenzy.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":14,"source_category":["Rulebooks"],"requirement":"You are wielding two weapons, each in a different hand","resistance":{},"url":"/Feats.aspx?ID=4846","archetype":["Dual-Weapon Warrior"],"name":"Two-Weapon Flurry","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4846"},{"primary_source_category":"Rulebooks","source":["Player Core","Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-170"],"trait":["Barbarian","Fighter","Flourish"],"id":"feat-4847","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Whirlwind Strike Three Actions Source Player Core pg. 150, Player Core 2 pg. 84 Archetype Wylderheart (Level 16) --- You lash out in a blur of motion, attacking all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.","feat":["Whirlwind Strike"],"skill_mod":{},"summary":"You lash out in a blur of motion, attacking all nearby adversaries.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4847","archetype":["Wylderheart"],"name":"Whirlwind Strike","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4847"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-422"],"trait":["Fighter","Stance"],"id":"feat-4848","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Graceful Poise Single Action Source Player Core pg. 150 Prerequisites Double Slice --- With the right positioning, your off-hand weapon can strike like a scorpion’s stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty","feat":["Graceful Poise"],"skill_mod":{},"summary":"With the right positioning, your off-hand weapon can strike like a scorpion’s stinger.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"level":16,"prerequisite":"Double Slice","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4848","name":"Graceful Poise","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4848"},{"skill_mod":{},"summary":"Your shield can help save nearby allies.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Reflexive Shield","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4849","weakness":{},"archetype":["Bastion","Golden Legionnaire"],"name":"Improved Reflexive Shield","legacy_id":["feat-423"],"trait":["Fighter","Guardian"],"id":"feat-4849","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Improved Reflexive Shield Source Player Core pg. 150 Archetypes Bastion (Level 18), Golden Legionnaire (Level 18) Prerequisites Reflexive Shield --- Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.","category":"feat","pfs":"Standard","feat":["Improved Reflexive Shield"],"rarity":"common","slug":"feat-4849"},{"primary_source_category":"Rulebooks","source":["Player Core","Core Rulebook","Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Fighter","Monk"],"id":"feat-4850","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Master of Many Styles Free Action Source Player Core pg. 150, Core Rulebook pg. 165, Player Core 2 pg. 126 Prerequisites [Fighter] Opening Stance (Fighter); [Monk] Reflexive Stance Trigger Your turn begins --- You move fluidly between stances, using your mastery of combat to always adopt the best tactics. You use an action with the stance trait. Master of Many Styles leads to... Immortal Techniques, Qi Center","feat":["Master of Many Styles"],"skill_mod":{},"summary":"You move fluidly between stances, using your mastery of combat to always adopt the best tactics.","primary_source":"Player Core","trait_group":["Class","Weapon"],"level":16,"prerequisite":"[Fighter] Opening Stance (Fighter); [Monk] Reflexive Stance","source_category":["Rulebooks"],"trigger":"Your turn begins","resistance":{},"url":"/Feats.aspx?ID=4850","name":"Master of Many Styles","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4850"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-424"],"trait":["Fighter","Stance"],"id":"feat-4851","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Multishot Stance Single Action Source Player Core pg. 150 Archetypes Archer (Level 18), Archer (Level 18) Prerequisites Triple Shot Requirements You are wielding a ranged weapon with reload 0 --- You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1. If you move from your position, this stance ends. Special If you have Triple Shot, when you use Double Shot to make three Strikes, the penalty is –2.","feat":["Multishot Stance"],"skill_mod":{},"summary":"You lock yourself in a stable position so you can fire swiftly and accurately.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"level":16,"prerequisite":"Triple Shot","source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon with reload 0","resistance":{},"url":"/Feats.aspx?ID=4851","archetype":["Archer"],"name":"Multishot Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4851"},{"skill_mod":{},"summary":"You throw your weight into a powerful attack that leaves you vulnerable.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4852","weakness":{},"name":"Overwhelming Blow","legacy_id":["feat-1730"],"trait":["Fighter"],"actions_number":6,"id":"feat-4852","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Overwhelming Blow Three Actions Source Player Core pg. 150 --- You throw your weight into a powerful attack that leaves you vulnerable. Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your weapon or unarmed attack also gains the deadly d12 trait (this replaces any deadly trait it already has). Whether or not you hit, you become stunned 1 and are off-guard until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Overwhelming Blow"],"rarity":"common","slug":"feat-4852"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-425"],"trait":["Fighter","Stance"],"id":"feat-4853","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Twinned Defense (Fighter) Single Action Source Player Core pg. 150 Archetypes Dual-Weapon Warrior (Level 18), Dual-Weapon Warrior (Level 18) Prerequisites Twin Parry Requirements You are wielding two melee weapons, one in each hand --- You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.","feat":["Twinned Defense (Fighter)"],"skill_mod":{},"summary":"You’re always ready to use your off-hand weapon to interfere with attacks against you.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"level":16,"prerequisite":"Twin Parry","source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, one in each hand","resistance":{},"url":"/Feats.aspx?ID=4853","archetype":["Dual-Weapon Warrior"],"name":"Twinned Defense (Fighter)","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4853"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-426"],"trait":["Fighter","Flourish","Ranger"],"id":"feat-4854","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Impossible Volley Three Actions Source Player Core pg. 150 Archetypes Eldritch Archer (Level 20), Archer (Level 20), Eldritch Archer (Level 20) Requirements You are wielding a ranged weapon with the volley trait and reload 0 --- You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.","feat":["Impossible Volley"],"skill_mod":{},"summary":"You fire a volley at all foes in an area.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"level":18,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon with the volley trait and reload 0","resistance":{},"url":"/Feats.aspx?ID=4854","archetype":["Eldritch Archer","Archer"],"name":"Impossible Volley","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4854"},{"skill_mod":{},"summary":"The wounds you inflict are grievous.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4855","weakness":{},"name":"Savage Critical","legacy_id":["feat-427"],"trait":["Fighter"],"id":"feat-4855","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Savage Critical Source Player Core pg. 151 --- The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result would be a success. This has no effect on a 19 if the result would be a failure.","category":"feat","pfs":"Standard","feat":["Savage Critical"],"rarity":"common","slug":"feat-4855"},{"skill_mod":{},"summary":"Your expertise enables you to knock away spells.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Cut from the Air","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4856","weakness":{},"name":"Smash from the Air","legacy_id":["feat-1731"],"trait":["Fighter"],"id":"feat-4856","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Smash from the Air Source Player Core pg. 151 Prerequisites Cut from the Air --- Your expertise enables you to knock away spells. You can use Cut from the Air against ranged spell attacks.","category":"feat","pfs":"Standard","feat":["Smash from the Air"],"rarity":"common","slug":"feat-4856"},{"skill_mod":{},"summary":"With a sixth sense for the flow of combat, you can quickly react to any situation as required.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core","Battlecry!"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4857","weakness":{},"name":"Boundless Reprisals","legacy_id":["feat-428"],"trait":["Fighter","Guardian"],"id":"feat-4857","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Boundless Reprisals Source Player Core pg. 151, Battlecry! pg. 49 --- With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn for any reaction from a class feat or class feature from the class that granted you this feat.","category":"feat","pfs":"Standard","feat":["Boundless Reprisals"],"rarity":"common","slug":"feat-4857"},{"skill_mod":{},"summary":"Your experience keeps you on your toes, helping you adopt complex strategies on the fly and face the most dangerous challenges.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"improved flexibility","source_category":["Rulebooks","Adventure Paths"],"source":["Player Core","Pathfinder #150: Broken Promises"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4858","weakness":{},"source_group":["Age of Ashes"],"name":"Ultimate Flexibility","legacy_id":["feat-1732"],"trait":["Fighter"],"id":"feat-4858","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ultimate Flexibility Source Player Core pg. 151, Pathfinder #150: Broken Promises pg. 77 Prerequisites improved flexibility --- Your experience keeps you on your toes, helping you adopt complex strategies on the fly and face the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all three feats’ other prerequisites normally. In addition, you can adapt to the battlefield’s challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can’t trade out limited-use abilities that you’ve already used, such as Determination.","category":"feat","pfs":"Standard","feat":["Ultimate Flexibility"],"rarity":"common","slug":"feat-4858"},{"skill_mod":{},"summary":"Your skill with weapons bends the laws of reality, allowing you to continuously attack with speed that would normally require magical assistance.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4859","weakness":{},"name":"Weapon Supremacy","legacy_id":["feat-429"],"trait":["Fighter"],"id":"feat-4859","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Weapon Supremacy Source Player Core pg. 151 --- Your skill with weapons bends the laws of reality, allowing you to continuously attack with speed that would normally require magical assistance. You’re permanently quickened. You can use your extra action only to Strike.","category":"feat","pfs":"Standard","feat":["Weapon Supremacy"],"rarity":"common","slug":"feat-4859"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-491"],"trait":["Ranger"],"id":"feat-4860","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crossbow Ace Single Action Source Player Core pg. 157 Archetype Archer (Level 4) Requirements You are wielding a crossbow with reload 1 or higher --- Your deep understanding of the crossbow allows you to reload efficiently while moving yourself out of the line of return fire. Either Create a Diversion or Take Cover, then Interact to reload. As normal, you must meet the requirements to Take Cover; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover","feat":["Crossbow Ace"],"skill_mod":{},"summary":"Your deep understanding of the crossbow allows you to reload efficiently while moving yourself out of the line of return fire.","primary_source":"Player Core","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding a crossbow with reload 1 or higher","resistance":{},"url":"/Feats.aspx?ID=4860","archetype":["Archer"],"name":"Crossbow Ace","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4860"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-492"],"trait":["Flourish","Ranger"],"id":"feat-4861","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hunted Shot Single Action Source Player Core pg. 157 Requirements You are wielding a ranged weapon with reload 0 --- You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally","feat":["Hunted Shot"],"skill_mod":{},"summary":"You take two quick shots against the one you hunt.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon with reload 0","resistance":{},"url":"/Feats.aspx?ID=4861","name":"Hunted Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4861"},{"skill_mod":{},"summary":"You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4862","weakness":{},"archetype":["Beastmaster"],"name":"Initiate Warden","trait":["Ranger"],"id":"feat-4862","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Initiate Warden Source Player Core pg. 157 Archetype Beastmaster (Level 4) --- You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic. You gain your choice of one warden spell from the initial warden spells (or another you have access to). Special You can take this feat multiple times, choosing a different initial warden spell each time. Initiate Warden leads to... Advanced Warden, Masterful Warden, Peerless Warden","category":"feat","pfs":"Standard","feat":["Initiate Warden"],"rarity":"common","slug":"feat-4862"},{"skill_mod":{},"summary":"You quickly assess your prey and apply what you know.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4863","weakness":{},"archetype":["Bounty Hunter"],"name":"Monster Hunter","legacy_id":["feat-493"],"trait":["Ranger"],"id":"feat-4863","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Monster Hunter Source Player Core pg. 157 Archetype Bounty Hunter (Level 4) --- You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses in addition to any other benefits. You gain a +1 circumstance bonus to your next attack roll against that prey, and any ally you tell gains the same benefit. You can give bonuses from Monster Hunter only once per day against a particular creature. Monster Hunter leads to... Master Monster Hunter, Monster Warden","category":"feat","pfs":"Standard","feat":["Monster Hunter"],"rarity":"common","slug":"feat-4863"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-494"],"trait":["Flourish","Ranger"],"id":"feat-4864","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Twin Takedown Single Action Source Player Core pg. 157 Archetype Avenger (Level 4) Requirements You are wielding two melee weapons, each in a different hand --- You swiftly attack your hunted prey with each of your weapons, potentially combining their damage into a single devastating attack. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.","feat":["Twin Takedown"],"skill_mod":{},"summary":"You swiftly attack your hunted prey with each of your weapons, potentially combining their damage into a single devastating attack.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand","resistance":{},"url":"/Feats.aspx?ID=4864","archetype":["Avenger"],"name":"Twin Takedown","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4864"},{"skill_mod":{},"summary":"You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4865","weakness":{},"archetype":["Wild Mimic","Beastmaster"],"name":"Animal Empathy (Ranger)","trait":["Ranger"],"id":"feat-4865","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Animal Empathy (Ranger) Source Player Core pg. 158 Archetypes Wild Mimic (Level 4), Beastmaster (Level 4) --- You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case. Animal Empathy (Ranger) leads to... Wild Speech","category":"feat","pfs":"Standard","feat":["Animal Empathy (Ranger)"],"rarity":"common","slug":"feat-4865"},{"skill_mod":{},"summary":"You have studied a specific terrain to overcome its challenges.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4866","weakness":{},"archetype":["Steel Falcon","Nidalese Horselord"],"name":"Favored Terrain","legacy_id":["feat-495"],"trait":["Ranger"],"id":"feat-4866","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Favored Terrain Source Player Core pg. 158 Archetypes Steel Falcon (Level 6), Nidalese Horselord (Level 4) --- You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain. If you have the unimpeded journey class feature, you gain a second benefit while in your favored terrain, depending on your choice: Aquatic You gain a swim Speed equal to your Speed. If you already had a swim Speed, you instead gain a +10-foot status bonus to your swim Speed. Arctic You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to Balance. Desert You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance. Forest, Mountain, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you instead gain a +10-foot status bonus to your climb Speed. Plains You gain a +10-foot status bonus to your land Speed. Sky You gain a +10-foot status bonus to your fly Speed, if you have one. Swamp You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to Swim. Favored Terrain leads to... Terrain Master","category":"feat","pfs":"Standard","feat":["Favored Terrain"],"rarity":"common","slug":"feat-4866"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-496"],"trait":["Concentrate","Ranger"],"id":"feat-4867","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Hunter's Aim Two Actions Source Player Core pg. 158 Archetype Game Hunter (Level 6) --- When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition and any lesser cover.","feat":["Hunter's Aim"],"skill_mod":{},"summary":"When you focus on aiming, your attack becomes particularly accurate.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4867","archetype":["Game Hunter"],"name":"Hunter's Aim","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4867"},{"skill_mod":{},"summary":"You understand how to defend yourself and others against your prey.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Monster Hunter","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4868","weakness":{},"name":"Monster Warden","legacy_id":["feat-497"],"trait":["Ranger"],"id":"feat-4868","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Monster Warden Source Player Core pg. 159 Prerequisites Monster Hunter --- You understand how to defend against your prey. When you grant bonuses from Monster Hunter, each creature who benefits also gains a +2 circumstance bonus either to their AC the next time the creature attacks them or to their next saving throw against an effect from that particular creature (whichever comes first.)","category":"feat","pfs":"Standard","feat":["Monster Warden"],"rarity":"common","slug":"feat-4868"},{"primary_source_category":"Rulebooks","source":["Player Core","Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-498"],"trait":["Gunslinger","Ranger","Rogue"],"id":"feat-4869","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Quick Draw Single Action Source Player Core pg. 159, Guns & Gears (Remastered) pg. 112 Archetypes Vigilante (Level 4), Butterfly Blade (Level 4), Alkenstar Agent (Level 4), Dual-Weapon Warrior (Level 4), Vigilante (Level 4), Red Mantis Assassin (Level 4), Eagle Knight (Level 4), Rose Warden (Level 4) --- You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.","feat":["Quick Draw"],"skill_mod":{},"summary":"You draw your weapon and attack with the same motion.","primary_source":"Player Core","trait_group":["Class"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4869","archetype":["Vigilante","Butterfly Blade","Alkenstar Agent","Dual-Weapon Warrior","Red Mantis Assassin","Eagle Knight","Rose Warden"],"name":"Quick Draw","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4869"},{"skill_mod":{},"summary":"You unlock more powerful primal spells.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Initiate Warden","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4870","weakness":{},"archetype":["Beastmaster"],"name":"Advanced Warden","trait":["Ranger"],"id":"feat-4870","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Advanced Warden Source Player Core pg. 159 Archetype Beastmaster (Level 6) Prerequisites Initiate Warden --- You unlock more powerful primal spells. You gain your choice of one warden spell from the advanced warden spells (or another you have access to). Special You can take this feat multiple times, choosing a different advanced warden spell each time.","category":"feat","pfs":"Standard","feat":["Advanced Warden"],"rarity":"common","slug":"feat-4870"},{"skill_mod":{},"summary":"You can urge your companion to do its utmost.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"an animal companion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4871","weakness":{},"archetype":["Beastmaster","Mammoth Lord","Undead Master"],"name":"Companion's Cry","legacy_id":["feat-500"],"trait":["Ranger"],"id":"feat-4871","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Companion's Cry Source Player Core pg. 159 Archetypes Beastmaster (Level 6), Mammoth Lord (Level 6), Undead Master (Level 6), Beastmaster (Level 6) Prerequisites an animal companion --- You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.","category":"feat","pfs":"Standard","feat":["Companion's Cry"],"rarity":"common","slug":"feat-4871"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-501"],"trait":["Ranger"],"id":"feat-4872","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Disrupt Prey Reaction Source Player Core pg. 159 Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using --- Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action.","feat":["Disrupt Prey"],"skill_mod":{},"summary":"Make a melee Strike against your prey.","primary_source":"Player Core","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"trigger":"Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using","resistance":{},"url":"/Feats.aspx?ID=4872","name":"Disrupt Prey","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4872"},{"skill_mod":{},"summary":"Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4873","weakness":{},"name":"Far Shot","legacy_id":["feat-502"],"trait":["Ranger"],"id":"feat-4873","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Far Shot Source Player Core pg. 159 --- Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments. Far Shot leads to... Legendary Shot","category":"feat","pfs":"Standard","feat":["Far Shot"],"rarity":"common","slug":"feat-4873"},{"legacy_name":["Favored Enemy"],"skill_mod":{},"summary":"You have studied a specific type of wild creature and can hunt it more easily.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4874","weakness":{},"name":"Favored Prey","legacy_id":["feat-503"],"trait":["Ranger"],"id":"feat-4874","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Favored Prey Source Player Core pg. 159 --- You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored prey. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy. You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored prey","category":"feat","pfs":"Standard","feat":["Favored Prey"],"rarity":"common","slug":"feat-4874"},{"primary_source_category":"Rulebooks","source":["Player Core","Guns & Gears (Remastered)"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-504"],"trait":["Gunslinger","Ranger"],"id":"feat-4875","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Running Reload Single Action Source Player Core pg. 159, Guns & Gears (Remastered) pg. 112 Archetypes Archer (Level 6), Drow Shootist (Level 8), Game Hunter (Level 8), Alkenstar Agent (Level 6), Archer (Level 6), Eldritch Archer (Level 8) --- You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.","feat":["Running Reload"],"skill_mod":{},"summary":"You can reload your weapon on the move.","primary_source":"Player Core","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4875","archetype":["Archer","Drow Shootist","Game Hunter","Alkenstar Agent","Eldritch Archer"],"name":"Running Reload","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4875"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-505"],"trait":["Ranger","Rogue"],"id":"feat-4876","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Scout's Warning Free Action Source Player Core pg. 159 Archetype Knight Reclaimant (Level 8) Trigger You are about to roll a Perception or Survival check for initiative --- You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls, or a +2 circumstance bonus if you're using the Scout exploration activity. Depending on whether you use gestures or call out, this action gains either the visual or the auditory trait, respectively.","feat":["Scout's Warning"],"skill_mod":{},"summary":"You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls.","primary_source":"Player Core","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"trigger":"You are about to roll a Perception or Survival check for initiative","resistance":{},"url":"/Feats.aspx?ID=4876","archetype":["Knight Reclaimant"],"name":"Scout's Warning","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4876"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1770"],"trait":["Ranger"],"id":"feat-4877","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Additional Recollection Free Action Source Player Core pg. 159 Trigger You succeed or critically succeed at a check to Recall Knowledge on your hunted prey --- You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to Recall Knowledge about a different creature you can perceive.","feat":["Additional Recollection"],"skill_mod":{},"summary":"You scan the battlefield quickly, remembering critical details about multiple opponents you face.","primary_source":"Player Core","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"trigger":"You succeed or critically succeed at a check to Recall Knowledge on your hunted prey","resistance":{},"url":"/Feats.aspx?ID=4877","name":"Additional Recollection","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4877"},{"skill_mod":{},"summary":"Your mastery of warden magic increases.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Initiate Warden","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4878","weakness":{},"name":"Masterful Warden","trait":["Ranger"],"id":"feat-4878","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Masterful Warden Source Player Core pg. 159 Prerequisites Initiate Warden --- Your mastery of warden magic increases. You gain your choice of one warden spell from the master warden spells(or another you have access to). Special You can take this feat multiple times, choosing a different master warden spell each time.","category":"feat","pfs":"Standard","feat":["Masterful Warden"],"rarity":"common","slug":"feat-4878"},{"skill_mod":{},"summary":"Your animal companion becomes a mature animal companion and gains additional capabilities (page 211).","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Animal Companion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4879","weakness":{},"archetype":["Wylderheart"],"name":"Mature Animal Companion (Ranger)","legacy_id":["feat-508"],"trait":["Ranger"],"id":"feat-4879","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mature Animal Companion (Ranger) Source Player Core pg. 159 Archetype Wylderheart (Level 6) Prerequisites Animal Companion --- Your animal companion becomes a mature animal companion and gains additional capabilities. Your animal companion has greater independence. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed). It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later. Mature Animal Companion (Ranger) leads to... Incredible Companion (Ranger)","category":"feat","pfs":"Standard","feat":["Mature Animal Companion (Ranger)"],"rarity":"common","slug":"feat-4879"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-510"],"trait":["Flourish","Ranger","Rogue"],"id":"feat-4880","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Skirmish Strike Single Action Source Player Core pg. 160 Archetypes Drow Shootist (Level 10), Crossbow Infiltrator (Level 10) --- Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.","feat":["Skirmish Strike"],"skill_mod":{},"summary":"Your feet and weapon move in tandem.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4880","archetype":["Drow Shootist","Crossbow Infiltrator"],"name":"Skirmish Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4880"},{"skill_mod":{},"summary":"You can react with ranged weapons when a creature is in close quarters.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4881","weakness":{},"archetype":["Bullet Dancer","Alkenstar Agent"],"name":"Snap Shot","legacy_id":["feat-511"],"trait":["Ranger"],"id":"feat-4881","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Snap Shot Source Player Core pg. 160 Archetypes Bullet Dancer (Level 8), Alkenstar Agent (Level 10), Bullet Dancer (Level 8) --- You can react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.","category":"feat","pfs":"Standard","feat":["Snap Shot"],"rarity":"common","slug":"feat-4881"},{"skill_mod":{},"summary":"Your keen eyes catch signs of passage even when you’re moving.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Survival; Experienced Tracker","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4882","weakness":{},"skill":["Survival","Survival"],"name":"Swift Tracker","legacy_id":["feat-512"],"trait":["Ranger"],"id":"feat-4882","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Swift Tracker Source Player Core pg. 160 Prerequisites Expert in Survival; Experienced Tracker --- Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking. If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action.","category":"feat","pfs":"Standard","feat":["Swift Tracker"],"rarity":"common","slug":"feat-4882"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-514"],"trait":["Flourish","Ranger"],"id":"feat-4883","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Deadly Aim Single Action Source Player Core pg. 161 Prerequisites weapon specialization --- You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level.","feat":["Deadly Aim"],"skill_mod":{},"summary":"You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":8,"prerequisite":"weapon specialization","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4883","name":"Deadly Aim","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4883"},{"skill_mod":{},"summary":"You have an intuitive ability to sense hazards.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4884","weakness":{},"archetype":["Eagle Knight"],"name":"Hazard Finder","legacy_id":["feat-515"],"trait":["Ranger"],"id":"feat-4884","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Hazard Finder Source Player Core pg. 161 Archetype Eagle Knight (Level 10) --- You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren’t Searching.","category":"feat","pfs":"Standard","feat":["Hazard Finder"],"rarity":"common","slug":"feat-4884"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Survival","Survival"],"legacy_id":["feat-517"],"trait":["Ranger"],"id":"feat-4885","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Terrain Master Source Player Core pg. 161 Archetypes Horizon Walker (Level 10), Steel Falcon (Level 10) Prerequisites Master in Survival; Favored Terrain --- You are able to adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat.","feat":["Terrain Master"],"skill_mod":{},"summary":"You are able to adapt to your surroundings in any natural terrain.","primary_source":"Player Core","trait_group":["Class"],"level":8,"prerequisite":"Master in Survival; Favored Terrain","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4885","archetype":["Horizon Walker","Steel Falcon"],"name":"Terrain Master","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-4885"},{"skill_mod":{},"summary":"You point out vulnerabilities present in your hunted prey, granting the benefits listed in Hunt Prey and your hunter’s edge to an ally until the end of their next turn.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4886","weakness":{},"name":"Warden's Boon","legacy_id":["feat-518"],"trait":["Ranger"],"actions_number":2,"id":"feat-4886","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Warden's Boon Single Action Source Player Core pg. 161 --- You point out vulnerabilities present in your hunted prey, granting the benefits listed in Hunt Prey and your hunter’s edge to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait. Warden's Boon leads to... Shared Prey","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Warden's Boon"],"rarity":"common","slug":"feat-4886"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["feat-519"],"trait":["Ranger"],"id":"feat-4887","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Camouflage Source Player Core pg. 161 Archetypes Scout (Level 12), Knight Reclaimant (Level 12), Scout (Level 12), Verduran Shadow (Level 12) Prerequisites Master in Stealth --- You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed. Camouflage leads to... Shadow Hunter, Stealthy Companion","feat":["Camouflage"],"skill_mod":{},"summary":"You alter your appearance to blend in to the wilderness.","primary_source":"Player Core","trait_group":["Class"],"level":10,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4887","archetype":["Knight Reclaimant","Scout","Verduran Shadow"],"name":"Camouflage","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-4887"},{"skill_mod":{},"summary":"Your animal companion continues to grow and develop.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Mature Animal Companion (Ranger)","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4888","weakness":{},"archetype":["Wylderheart"],"name":"Incredible Companion (Ranger)","legacy_id":["feat-520"],"trait":["Ranger"],"id":"feat-4888","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Incredible Companion (Ranger) Source Player Core pg. 161 Archetype Wylderheart (Level 10) Prerequisites Mature Animal Companion (Ranger) --- Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. Incredible Companion (Ranger) leads to... Specialized Companion (Ranger)","category":"feat","pfs":"Standard","feat":["Incredible Companion (Ranger)"],"rarity":"common","slug":"feat-4888"},{"skill_mod":{},"summary":"You have a nearly encyclopedic knowledge of all creatures of the world.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Master in Nature; Monster Hunter","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4889","weakness":{},"skill":["Nature","Nature"],"name":"Master Monster Hunter","legacy_id":["feat-521"],"trait":["Ranger"],"id":"feat-4889","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Master Monster Hunter Source Player Core pg. 161 Prerequisites Master in Nature; Monster Hunter --- You have a nearly encyclopedic knowledge of all creatures of the world. You can use Nature to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success. Master Monster Hunter leads to... Legendary Monster Hunter","category":"feat","pfs":"Standard","feat":["Master Monster Hunter"],"rarity":"common","slug":"feat-4889"},{"skill_mod":{},"summary":"Your mastery of primal magic has given you access to the greatest secrets of warden magic.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Initiate Warden","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4890","weakness":{},"name":"Peerless Warden","trait":["Ranger"],"id":"feat-4890","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Peerless Warden Source Player Core pg. 161 Prerequisites Initiate Warden --- Your mastery of primal magic has given you access to the greatest secrets of warden magic. You gain your choice of one warden spell from the peerless warden spells (or another you have access to). Special You can take this feat multiple times, choosing a different peerless warden spell each time. ","category":"feat","pfs":"Standard","feat":["Peerless Warden"],"rarity":"common","slug":"feat-4890"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-522"],"trait":["Ranger"],"id":"feat-4891","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Penetrating Shot Two Actions Source Player Core pg. 161 Archetype Nidalese Horselord (Level 12) Requirements You are wielding a ranged weapon --- You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single ranged Strike with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty","feat":["Penetrating Shot"],"skill_mod":{},"summary":"You shoot clear through an intervening creature to hit your prey.","primary_source":"Player Core","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged weapon","resistance":{},"url":"/Feats.aspx?ID=4891","archetype":["Nidalese Horselord"],"name":"Penetrating Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4891"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["feat-524"],"trait":["Ranger"],"id":"feat-4892","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Warden's Step Source Player Core pg. 161 Archetype Horizon Walker (Level 12) Prerequisites Master in Stealth --- You can guide your allies to move quietly through the wilderness. When you Avoid Notice during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part","feat":["Warden's Step"],"skill_mod":{},"summary":"You can guide your allies to move quietly through the wilderness.","primary_source":"Player Core","trait_group":["Class"],"level":10,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4892","archetype":["Horizon Walker"],"name":"Warden's Step","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-4892"},{"skill_mod":{},"summary":"The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4893","weakness":{},"name":"Distracting Shot","legacy_id":["feat-525"],"trait":["Ranger"],"id":"feat-4893","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Distracting Shot Source Player Core pg. 161 --- The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it’s off-guard until the start of your next turn. Distracting Shot leads to... Greater Distracting Shot","category":"feat","pfs":"Standard","feat":["Distracting Shot"],"rarity":"common","slug":"feat-4893"},{"skill_mod":{},"summary":"You can focus on two foes at once, hunting both of them down.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4894","weakness":{},"archetype":["Bounty Hunter","Game Hunter"],"name":"Double Prey","legacy_id":["feat-526"],"trait":["Ranger"],"id":"feat-4894","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Double Prey Source Player Core pg. 162 Archetypes Bounty Hunter (Level 14), Game Hunter (Level 14), Bounty Hunter (Level 14) --- You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey. Double Prey leads to... Shared Prey","category":"feat","pfs":"Standard","feat":["Double Prey"],"rarity":"common","slug":"feat-4894"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-528"],"trait":["Press","Ranger"],"id":"feat-4895","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Second Sting Single Action Source Player Core pg. 162 Archetype Avenger (Level 14) Requirements You are wielding two melee weapons, each in a different hand --- You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect. Failure You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.)","feat":["Second Sting"],"skill_mod":{},"summary":"You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":12,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand","resistance":{},"url":"/Feats.aspx?ID=4895","archetype":["Avenger"],"name":"Second Sting","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4895"},{"skill_mod":{},"summary":"You and your animal companion fight in tandem.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"an animal companion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4896","weakness":{},"name":"Side by Side (Ranger)","legacy_id":["feat-529"],"trait":["Ranger"],"id":"feat-4896","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Side by Side (Ranger) Source Player Core pg. 162 Prerequisites an animal companion --- You and your animal companion fight in tandem. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.","category":"feat","pfs":"Standard","feat":["Side by Side (Ranger)"],"rarity":"common","slug":"feat-4896"},{"legacy_name":["Warden's Wellspring"],"skill_mod":{},"summary":"Your connection with your surroundings deepens and expands, allowing you to draw in more of nature’s primal power as you focus.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"warden spells","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4897","weakness":{},"name":"Warden's Focus","legacy_id":["feat-1776","feat-1777"],"trait":["Ranger"],"id":"feat-4897","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Warden's Focus Source Player Core pg. 162 Prerequisites warden spells --- Your connection with your surroundings deepens and expands, allowing you to draw in more of nature’s primal power as you focus. When you Refocus, you regain all your Focus Points instead of 1.","category":"feat","pfs":"Standard","feat":["Warden's Focus"],"rarity":"common","slug":"feat-4897"},{"primary_source_category":"Rulebooks","source":["Player Core","Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-530"],"trait":["Investigator","Ranger","Rogue"],"id":"feat-4898","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sense the Unseen Reaction Source Player Core pg. 162, Player Core 2 pg. 112 Archetypes Shadowdancer (Level 16), Exorcist (Level 16), Steel Falcon (Level 16), Nidalese Horselord (Level 16) Trigger You fail a check to Seek --- When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.","feat":["Sense the Unseen"],"skill_mod":{},"summary":"When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin.","primary_source":"Player Core","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"trigger":"You fail a check to Seek","resistance":{},"url":"/Feats.aspx?ID=4898","archetype":["Shadowdancer","Exorcist","Steel Falcon","Nidalese Horselord"],"name":"Sense the Unseen","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4898"},{"skill_mod":{},"summary":"Hunting as a duo, you and your ally both single out your prey.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Double Prey; Warden's Boon","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4899","weakness":{},"name":"Shared Prey","legacy_id":["feat-531"],"trait":["Ranger"],"id":"feat-4899","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Shared Prey Source Player Core pg. 162 Prerequisites Double Prey; Warden's Boon --- Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again. Shared Prey leads to... Triple Threat","category":"feat","pfs":"Standard","feat":["Shared Prey"],"rarity":"common","slug":"feat-4899"},{"skill_mod":{},"summary":"You’ve trained your animal companion to blend in to its surroundings.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Animal Companion; Camouflage","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4900","weakness":{},"name":"Stealthy Companion","legacy_id":["feat-532"],"trait":["Ranger"],"id":"feat-4900","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Stealthy Companion Source Player Core pg. 162 Prerequisites Animal Companion; Camouflage --- You’ve trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master).","category":"feat","pfs":"Standard","feat":["Stealthy Companion"],"rarity":"common","slug":"feat-4900"},{"skill_mod":{},"summary":"You convey your prey’s location to your allies with a series of careful words or gestures.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4901","weakness":{},"name":"Warden's Guidance","legacy_id":["feat-534"],"trait":["Ranger"],"id":"feat-4901","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Warden's Guidance Source Player Core pg. 162 --- You convey your prey’s location to your allies with a series of careful words or gestures. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or make visible gestures for your allies to get this benefit.","category":"feat","pfs":"Standard","feat":["Warden's Guidance"],"rarity":"common","slug":"feat-4901"},{"skill_mod":{},"summary":"Even a single missile can throw off your enemy’s balance, and more powerful attacks leave it flustered for longer.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Distracting Shot","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4902","weakness":{},"name":"Greater Distracting Shot","legacy_id":["feat-535"],"trait":["Ranger"],"id":"feat-4902","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Greater Distracting Shot Source Player Core pg. 162 Prerequisites Distracting Shot --- Even a single missile can throw off your enemy’s balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it’s off-guard until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it’s off-guard until the end of your next turn instead.","category":"feat","pfs":"Standard","feat":["Greater Distracting Shot"],"rarity":"common","slug":"feat-4902"},{"skill_mod":{},"summary":"At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Twin Riposte","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4903","weakness":{},"name":"Improved Twin Riposte (Ranger)","legacy_id":["feat-536"],"trait":["Ranger"],"id":"feat-4903","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Improved Twin Riposte (Ranger) Source Player Core pg. 162 Prerequisites Twin Riposte --- At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use Twin Riposte even if you aren't benefiting from Twin Parry (though you must be wielding two melee weapons, one in each hand).","category":"feat","pfs":"Standard","feat":["Improved Twin Riposte (Ranger)"],"rarity":"common","slug":"feat-4903"},{"skill_mod":{},"summary":"Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Legendary in Nature; Master Monster Hunter","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4904","weakness":{},"skill":["Nature","Nature"],"name":"Legendary Monster Hunter","legacy_id":["feat-537"],"trait":["Ranger"],"id":"feat-4904","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Legendary Monster Hunter Source Player Core pg. 162 Prerequisites Legendary in Nature; Master Monster Hunter --- Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit.","category":"feat","pfs":"Standard","feat":["Legendary Monster Hunter"],"rarity":"common","slug":"feat-4904"},{"skill_mod":{},"summary":"Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Incredible Companion (Ranger)","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4905","weakness":{},"archetype":["Wylderheart"],"name":"Specialized Companion (Ranger)","legacy_id":["feat-538"],"trait":["Ranger"],"id":"feat-4905","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Specialized Companion (Ranger) Source Player Core pg. 162 Archetype Wylderheart (Level 16) Prerequisites Incredible Companion (Ranger) --- Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice. Special You can select this feat up to three times. Each time, add a different specialization to your companion.","category":"feat","pfs":"Standard","feat":["Specialized Companion (Ranger)"],"rarity":"common","slug":"feat-4905"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Ranger"],"id":"feat-4906","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Warden’s Reload Free Action Source Player Core pg. 163 Frequency once per round Requirements Your last action or activity this turn was to cast a warden spell --- Your mastery of magic and weapons like the crossbow allow you to wield both with equal ease. Interact to reload a weapon you are currently wielding.","feat":["Warden’s Reload"],"skill_mod":{},"summary":"Your mastery of magic and weapons like the crossbow allow you to wield both with equal ease.","primary_source":"Player Core","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"requirement":"Your last action or activity this turn was to cast a warden spell","resistance":{},"url":"/Feats.aspx?ID=4906","name":"Warden’s Reload","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4906"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-540"],"trait":["Flourish","Ranger"],"id":"feat-4907","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Impossible Flurry Three Actions Source Player Core pg. 163 Requirements You are wielding two melee weapons, each in a different hand --- You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. Your first attack with each weapon takes the multiple attack penalty as though you had already made one attack this turn. All of the remaining Strikes take the maximum multiple attack penalty.","feat":["Impossible Flurry"],"skill_mod":{},"summary":"You forgo precision to attack at an impossible speed.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":18,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand","resistance":{},"url":"/Feats.aspx?ID=4907","name":"Impossible Flurry","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4907"},{"skill_mod":{},"summary":"You’ve learned to leverage every possible edge.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"hunter's edge, masterful hunter","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4908","weakness":{},"name":"Manifold Edge","legacy_id":["feat-542"],"trait":["Ranger"],"id":"feat-4908","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Manifold Edge Source Player Core pg. 163 Prerequisites hunter's edge, masterful hunter --- You’ve learned to leverage every possible edge. When you use Hunt Prey, you can gain a different hunter’s edge benefit instead of the one you selected at 1st level. If you do, you don’t gain the additional benefit from masterful hunter.","category":"feat","pfs":"Standard","feat":["Manifold Edge"],"rarity":"common","slug":"feat-4908"},{"skill_mod":{},"summary":"Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"masterful hunter; Animal Companion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4909","weakness":{},"name":"Masterful Companion","legacy_id":["feat-543"],"trait":["Ranger"],"id":"feat-4909","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Masterful Companion Source Player Core pg. 163 Prerequisites masterful hunter; Animal Companion --- Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter’s edge, rather than just your original hunter’s edge benefit.","category":"feat","pfs":"Standard","feat":["Masterful Companion"],"rarity":"common","slug":"feat-4909"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-544"],"trait":["Flourish","Ranger"],"id":"feat-4910","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Shot Three Actions Source Player Core pg. 163 Requirements You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn --- After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends.","feat":["Perfect Shot"],"skill_mod":{},"summary":"After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":18,"source_category":["Rulebooks"],"requirement":"You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn","resistance":{},"url":"/Feats.aspx?ID=4910","name":"Perfect Shot","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-4910"},{"skill_mod":{},"summary":"You blend in to your surroundings so well that others have trouble telling you apart from the terrain.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Camouflage","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4911","weakness":{},"name":"Shadow Hunter","legacy_id":["feat-545"],"trait":["Ranger"],"id":"feat-4911","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Shadow Hunter Source Player Core pg. 163 Prerequisites Camouflage --- You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always concealed from all foes if you choose to be, except for your hunted prey","category":"feat","pfs":"Standard","feat":["Shadow Hunter"],"rarity":"common","slug":"feat-4911"},{"skill_mod":{},"summary":"You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"legendary in Perception; Far Shot","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4912","weakness":{},"name":"Legendary Shot","legacy_id":["feat-546"],"trait":["Ranger"],"id":"feat-4912","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Legendary Shot Source Player Core pg. 163 Prerequisites legendary in Perception; Far Shot --- You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey.","category":"feat","pfs":"Standard","feat":["Legendary Shot"],"rarity":"common","slug":"feat-4912"},{"skill_mod":{},"summary":"Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Legendary in Survival","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4913","weakness":{},"skill":["Survival","Survival"],"name":"To the Ends of the Earth","legacy_id":["feat-547"],"trait":["Ranger"],"id":"feat-4913","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > To the Ends of the Earth Source Player Core pg. 163 Prerequisites Legendary in Survival --- Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feet, you can follow that creature’s movements, allowing you to know the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey’s location across teleportation or planar travel. This feat gains the detection and primal traits if you’re legendary in Nature.","category":"feat","pfs":"Standard","feat":["To the Ends of the Earth"],"rarity":"common","slug":"feat-4913"},{"skill_mod":{},"summary":"You can divide your attention three ways when hunting.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Shared Prey","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4914","weakness":{},"name":"Triple Threat","legacy_id":["feat-548"],"trait":["Ranger"],"id":"feat-4914","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Triple Threat Source Player Core pg. 163 Prerequisites Shared Prey --- You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies.","category":"feat","pfs":"Standard","feat":["Triple Threat"],"rarity":"common","slug":"feat-4914"},{"skill_mod":{},"summary":"You are so skilled at navigating the wild, your movement is completely unaffected by terrain.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"unimpeded journey","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4915","weakness":{},"name":"Ultimate Skirmisher","legacy_id":["feat-549"],"trait":["Ranger"],"id":"feat-4915","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Ultimate Skirmisher Source Player Core pg. 163 Prerequisites unimpeded journey --- You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to.","category":"feat","pfs":"Standard","feat":["Ultimate Skirmisher"],"rarity":"common","slug":"feat-4915"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-550"],"trait":["Rogue"],"id":"feat-4916","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nimble Dodge Reaction Source Player Core pg. 169 Trigger A creature targets you with an attack and you can see the attacker Requirements You are not encumbered --- You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Nimble Dodge leads to... Nimble Roll","feat":["Nimble Dodge"],"skill_mod":{},"summary":"You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.","primary_source":"Player Core","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are not encumbered","trigger":"A creature targets you with an attack and you can see the attacker","resistance":{},"url":"/Feats.aspx?ID=4916","name":"Nimble Dodge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4916"},{"skill_mod":{},"summary":"You goad a foe into overextending.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4917","weakness":{},"skill":["Deception","Deception"],"name":"Overextending Feint","legacy_id":["feat-1780"],"trait":["Rogue"],"id":"feat-4917","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Overextending Feint Source Player Core pg. 169 Prerequisites Trained in Deception --- You goad a foe into overextending. On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint. Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn. Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.","category":"feat","pfs":"Standard","feat":["Overextending Feint"],"rarity":"common","slug":"feat-4917"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1781"],"trait":["Rogue"],"id":"feat-4918","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Plant Evidence Single Action Source Player Core pg. 169 Archetypes Alkenstar Agent (Level 4), Twilight Talon (Level 6) Prerequisites Pickpocket --- You can put a single item you’re holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.","feat":["Plant Evidence"],"skill_mod":{},"summary":"You can put a single item you’re holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC.","primary_source":"Player Core","trait_group":["Class"],"level":1,"prerequisite":"Pickpocket","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4918","archetype":["Alkenstar Agent","Twilight Talon"],"name":"Plant Evidence","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4918"},{"skill_mod":{},"summary":"You have an intuitive sense that alerts you to the presence of traps.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4919","weakness":{},"archetype":["Archaeologist"],"name":"Trap Finder","legacy_id":["feat-551"],"trait":["Investigator","Rogue"],"id":"feat-4919","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Trap Finder Source Player Core pg. 169, Player Core 2 pg. 107 Archetypes Archaeologist (Level 4), Archaeologist (Level 4) --- You have an intuitive sense that alerts you to the presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.","category":"feat","pfs":"Standard","feat":["Trap Finder"],"rarity":"common","slug":"feat-4919"},{"skill_mod":{},"summary":"You tumble under and behind your foe, your rapid movement letting you catch them off guard.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4920","weakness":{},"name":"Tumble Behind (Rogue)","legacy_id":["feat-2197"],"trait":["Rogue"],"id":"feat-4920","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tumble Behind (Rogue) Source Player Core pg. 170 --- You tumble under and behind your foe, your rapid movement letting you catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is off-guard against the next attack you make before the end of your turn.","category":"feat","pfs":"Standard","feat":["Tumble Behind (Rogue)"],"rarity":"common","slug":"feat-4920"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-552"],"trait":["Rogue"],"id":"feat-4921","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Twin Feint Two Actions Source Player Core pg. 170 Archetype Red Mantis Assassin (Level 2) Requirements You are wielding two melee weapons, each in a different hand --- You use an attack with one weapon to distract your foe from a second attack coming at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically off-guard against the second attack. Apply your multiple attack penalty to the Strikes normally. Twin Feint leads to... Twin Distraction","feat":["Twin Feint"],"skill_mod":{},"summary":"You use an attack with one weapon to distract your foe from a second attack coming at a different angle.","primary_source":"Player Core","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand","resistance":{},"url":"/Feats.aspx?ID=4921","archetype":["Red Mantis Assassin"],"name":"Twin Feint","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4921"},{"primary_source_category":"Rulebooks","source":["Player Core","Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-553"],"trait":["Emotion","Fear","Mental","Rogue","Swashbuckler","Visual"],"id":"feat-4922","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > You're Next Reaction Source Player Core pg. 171, Player Core 2 pg. 165 Archetype Pirate (Level 4) Prerequisites Trained in Intimidation Trigger You reduce an enemy to 0 Hit Points --- After downing a foe, you menace another. Attempt to Demoralize a creature within 60 feet, with a +2 circumstance bonus. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.","feat":["You're Next"],"skill_mod":{},"summary":"After downing a foe, you menace another.","primary_source":"Player Core","trait_group":["Mechanics","Class","Sense"],"level":1,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"trigger":"You reduce an enemy to 0 Hit Points","resistance":{},"url":"/Feats.aspx?ID=4922","archetype":["Pirate"],"name":"You're Next","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4922"},{"skill_mod":{},"summary":"Your critical hits shakes your foes’ confidence.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"ruffian racket","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4923","weakness":{},"name":"Brutal Beating","legacy_id":["feat-554"],"trait":["Emotion","Fear","Mental","Rogue"],"id":"feat-4923","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Brutal Beating Source Player Core pg. 171 Prerequisites ruffian racket --- Your critical hits shakes your foes’ confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1.","category":"feat","pfs":"Standard","feat":["Brutal Beating"],"rarity":"common","slug":"feat-4923"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1782"],"trait":["Rogue"],"id":"feat-4924","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Clever Gambit Reaction Source Player Core pg. 171 Archetype Butterfly Blade (Level 4) Prerequisites mastermind racket Trigger Your Strike critically hits and deals damage to a creature you’ve identified with Recall Knowledge --- Your battle tactics are aided by assessing your foe’s capabilities and range. You Step or Stride; this movement doesn’t trigger reactions from the triggering creature.","feat":["Clever Gambit"],"skill_mod":{},"summary":"Your battle tactics are aided by assessing your foe’s capabilities and range.","primary_source":"Player Core","trait_group":["Class"],"level":2,"prerequisite":"mastermind racket","source_category":["Rulebooks"],"trigger":"Your Strike critically hits and deals damage to a creature you’ve identified with Recall Knowledge","resistance":{},"url":"/Feats.aspx?ID=4924","archetype":["Butterfly Blade"],"name":"Clever Gambit","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4924"},{"skill_mod":{},"summary":"Your Feints are far more distracting than normal.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"scoundrel racket","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4925","weakness":{},"name":"Distracting Feint","legacy_id":["feat-555"],"trait":["Rogue"],"id":"feat-4925","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Distracting Feint Source Player Core pg. 171 Prerequisites scoundrel racket --- Your Feints are far more distracting than normal. While a creature is off-guard by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.","category":"feat","pfs":"Standard","feat":["Distracting Feint"],"rarity":"common","slug":"feat-4925"},{"skill_mod":{},"summary":"You move without leaving an opening.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4926","weakness":{},"name":"Mobility","legacy_id":["feat-557"],"trait":["Rogue"],"id":"feat-4926","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mobility Source Player Core pg. 171 --- You move without leaving an opening. When you Stride and move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","feat":["Mobility"],"rarity":"common","slug":"feat-4926"},{"skill_mod":{},"summary":"When you Strike with a thrown weapon, the weapon’s range increment increases by 10 feet.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4927","weakness":{},"name":"Strong Arm","legacy_id":["feat-1783"],"trait":["Rogue"],"id":"feat-4927","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Strong Arm Source Player Core pg. 171 --- When you Strike with a thrown weapon, the weapon’s range increment increases by 10 feet.","category":"feat","pfs":"Standard","feat":["Strong Arm"],"rarity":"common","slug":"feat-4927"},{"skill_mod":{},"summary":"Interweaving attacks, you unbalance your foes.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"thief racket","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4928","weakness":{},"name":"Unbalancing Blow","legacy_id":["feat-559"],"trait":["Rogue"],"id":"feat-4928","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Unbalancing Blow Source Player Core pg. 171 Prerequisites thief racket --- Interweaving attacks, you unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is offguard against your attacks until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Unbalancing Blow"],"rarity":"common","slug":"feat-4928"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["feat-1784"],"trait":["Rogue"],"id":"feat-4929","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Underhanded Assault Two Actions Source Player Core pg. 171 Archetype Red Mantis Assassin (Level 4) Prerequisites Trained in Stealth --- You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you’re Sneaking up on, even if it’s currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.","feat":["Underhanded Assault"],"skill_mod":{},"summary":"You capitalize on the distraction provided by an ally.","primary_source":"Player Core","trait_group":["Class"],"level":2,"prerequisite":"Trained in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4929","archetype":["Red Mantis Assassin"],"name":"Underhanded Assault","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4929"},{"skill_mod":{},"summary":"You capitalize on your enemies’ fear to slip past their defenses.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4930","weakness":{},"archetype":["Butterfly Blade"],"name":"Dread Striker","legacy_id":["feat-561"],"trait":["Rogue"],"id":"feat-4930","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dread Striker Source Player Core pg. 171 Archetype Butterfly Blade (Level 6) --- You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also off-guard against your attacks.","category":"feat","pfs":"Standard","feat":["Dread Striker"],"rarity":"common","slug":"feat-4930"},{"skill_mod":{},"summary":"Make an unarmed melee Strike against a prone target.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4931","weakness":{},"name":"Head Stomp","legacy_id":["feat-1785"],"trait":["Rogue"],"actions_number":2,"id":"feat-4931","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Head Stomp Single Action Source Player Core pg. 171 --- Make an unarmed melee Strike against a prone target. If it hits, until the end of your next turn the target is stupefied 1 (or stupefied 2 on a critical hit) and off-guard.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Head Stomp"],"rarity":"common","slug":"feat-4931"},{"skill_mod":{},"summary":"You make a quick attack and rob your foe in the process.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4932","weakness":{},"name":"Mug","legacy_id":["feat-1786"],"trait":["Rogue"],"actions_number":4,"id":"feat-4932","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mug Two Actions Source Player Core pg. 171 --- You make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent enemy. If you hit and deal sneak attack damage, you can also attempt to Steal from the target, even if the target is in combat.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Mug"],"rarity":"common","slug":"feat-4932"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-563"],"trait":["Manipulate","Rogue"],"id":"feat-4933","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Poison Weapon Single Action Source Player Core pg. 171 Archetypes Assassin (Level 6), Poisoner (Level 6), Drow Shootist (Level 8), Assassin (Level 6), Poisoner (Level 6), Red Mantis Assassin (Level 6) Requirements You are wielding a weapon. --- You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core). Special During your daily preparations, you can prepare a number of simple injury poisons equal to your level. These follow the rules for injury poisons (GM Core, page 248), except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare. Poison Weapon leads to... Improved Poison Weapon","feat":["Poison Weapon"],"skill_mod":{},"summary":"You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a weapon.","resistance":{},"url":"/Feats.aspx?ID=4933","archetype":["Assassin","Poisoner","Drow Shootist","Red Mantis Assassin"],"name":"Poison Weapon","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4933"},{"skill_mod":{},"summary":"By observing an opponent, you can get a sense of their next move and prepare to counter or resist it.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4934","weakness":{},"name":"Predictable!","legacy_id":["feat-1787"],"trait":["Rogue"],"actions_number":2,"id":"feat-4934","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Predictable! Single Action Source Player Core pg. 171 --- By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target and attempt a Perception check to Sense Motive against the foe’s Deception DC or a hard DC of the foe’s level, whichever is higher. Critical Success You precisely discern the target's strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn. Success You deduce the gist of the target's strategy; as critical success, except the circumstance bonus is only +1. Failure You fail to discern the target's strategy and gain no benefit. Critical Failure You misinterpret the target's strategy and take a –1 circumstance penalty to AC against the creature until the start of your next turn, and a –1 circumstance penalty to your next saving throw against the creature before the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Predictable!"],"rarity":"common","slug":"feat-4934"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-564"],"trait":["Rogue"],"id":"feat-4935","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Reactive Pursuit Reaction Source Player Core pg. 172 Archetypes Ghoul (Level 6), Alkenstar Agent (Level 6), Knight Reclaimant (Level 8), Rose Warden (Level 6) Trigger An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action --- You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.","feat":["Reactive Pursuit"],"skill_mod":{},"summary":"You keep pace with a retreating foe.","primary_source":"Player Core","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"trigger":"An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action","resistance":{},"url":"/Feats.aspx?ID=4935","archetype":["Knight Reclaimant","Ghoul","Alkenstar Agent","Rose Warden"],"name":"Reactive Pursuit","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4935"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-565"],"trait":["Incapacitation","Rogue"],"id":"feat-4936","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sabotage Single Action Source Player Core pg. 172 Archetype Twilight Talon (Level 6) Requirements You have a free hand --- You subtly damage others’ equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Broken Threshold. Critical Success You deal damage equal to four times your Thievery proficiency bonus. Success You deal damage equal to double your Thievery proficiency bonus. Critical Failure Temporarily immune to your Sabotage for 1 day.","feat":["Sabotage"],"skill_mod":{},"summary":"You subtly damage others’ equipment.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You have a free hand","resistance":{},"url":"/Feats.aspx?ID=4936","archetype":["Twilight Talon"],"name":"Sabotage","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4936"},{"skill_mod":{},"summary":"You drop your disguise at the right moment and surprise your target.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4937","weakness":{},"name":"Scoundrel's Surprise","trait":["Manipulate","Rogue"],"actions_number":2,"id":"feat-4937","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Scoundrel's Surprise Single Action Source Player Core pg. 172 --- You drop your disguise at the right moment and surprise your target. After you Impersonate someone else using a disguise kit, you can remove your disguise with a dramatic gesture. Any creatures that previously failed to see through your disguise are off-guard against the next attack you make before the end of your turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Scoundrel's Surprise"],"rarity":"common","slug":"feat-4937"},{"skill_mod":{},"summary":"You make your foes fall painfully when you trip them.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4938","weakness":{},"name":"The Harder They Fall (Rogue)","legacy_id":["feat-1788"],"trait":["Rogue"],"id":"feat-4938","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > The Harder They Fall (Rogue) Source Player Core pg. 172 --- You make your foes fall painfully when you trip them. When you successfully Trip an off-guard foe, your target takes 1d6 bludgeoning damage. On a critical success, the target takes 1d6 bludgeoning damage plus your sneak attack damage.","category":"feat","pfs":"Standard","feat":["The Harder They Fall (Rogue)"],"rarity":"common","slug":"feat-4938"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1789"],"trait":["Rogue"],"id":"feat-4939","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Twin Distraction Source Player Core pg. 172 Archetype Red Mantis Assassin (Level 6) Prerequisites Twin Feint Requirements You are wielding two melee weapons, each in a different hand --- Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become stupefied 1 until the end of your next turn.","feat":["Twin Distraction"],"skill_mod":{},"summary":"Your movements with two weapons are so swift and disorienting that they befuddle your opponent.","primary_source":"Player Core","trait_group":["Class"],"level":4,"prerequisite":"Twin Feint","source_category":["Rulebooks"],"requirement":"You are wielding two melee weapons, each in a different hand","resistance":{},"url":"/Feats.aspx?ID=4939","archetype":["Red Mantis Assassin"],"name":"Twin Distraction","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-4939"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1790"],"trait":["Rogue"],"id":"feat-4940","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Analyze Weakness Single Action Source Player Core pg. 172 Prerequisites sneak attack 2d6 Requirements You have identified a creature with Recall Knowledge --- Your knowledge of a creature’s physiology helps you attack with pinpoint accuracy. You carefully study a creature that you’ve identified to scope out particularly weak points in its positioning or physical form. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage. At 11th level, the additional damage becomes 3d6, and at 17th level it becomes 4d6.","feat":["Analyze Weakness"],"skill_mod":{},"summary":"Your knowledge of a creature’s physiology helps you attack with pinpoint accuracy.","primary_source":"Player Core","trait_group":["Class"],"level":6,"prerequisite":"sneak attack 2d6","source_category":["Rulebooks"],"requirement":"You have identified a creature with Recall Knowledge","resistance":{},"url":"/Feats.aspx?ID=4940","name":"Analyze Weakness","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4940"},{"skill_mod":{},"summary":"You keep watch for any hidden creatures or dangerous sites, moving at half your travel Speed.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4941","weakness":{},"skill":["Stealth","Stealth"],"name":"Anticipate Ambush","legacy_id":["feat-1791"],"trait":["Exploration","Rogue"],"id":"feat-4941","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Anticipate Ambush Source Player Core pg. 172 Prerequisites Expert in Stealth --- You keep watch for any hidden creatures or dangerous sites, moving at half your travel Speed. If you’re Anticipating an Ambush at the start of an encounter, you roll a Perception check for initiative, and all enemies rolling Stealth for initiative take a –2 circumstance penalty to their Stealth checks.","category":"feat","pfs":"Standard","feat":["Anticipate Ambush"],"rarity":"common","slug":"feat-4941"},{"skill_mod":{},"summary":"When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4942","weakness":{},"name":"Far Throw","legacy_id":["feat-1792"],"trait":["Rogue"],"id":"feat-4942","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Far Throw Source Player Core pg. 172 --- When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.","category":"feat","pfs":"Standard","feat":["Far Throw"],"rarity":"common","slug":"feat-4942"},{"skill_mod":{},"summary":"You and your allies harry an opponent in concert.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4943","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Gang Up","legacy_id":["feat-567"],"trait":["Rogue"],"id":"feat-4943","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Gang Up Source Player Core pg. 172 Archetype Red Mantis Assassin (Level 8) --- You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.","category":"feat","pfs":"Standard","feat":["Gang Up"],"rarity":"common","slug":"feat-4943"},{"skill_mod":{},"summary":"You aren’t bothered by tricky footing.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4944","weakness":{},"archetype":["Rose Warden"],"name":"Light Step","legacy_id":["feat-568"],"trait":["Rogue"],"id":"feat-4944","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Light Step Source Player Core pg. 173 Archetype Rose Warden (Level 8) --- You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.","category":"feat","pfs":"Standard","feat":["Light Step"],"rarity":"common","slug":"feat-4944"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-1793"],"trait":["Rogue"],"id":"feat-4945","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Shove Down Free Action Source Player Core pg. 173 Prerequisites Trained in Athletics Requirements Your last action was a successful Shove --- You leverage your weight to topple foes that you move. You attempt to Trip the target, even if the target is no longer in your reach.","feat":["Shove Down"],"skill_mod":{},"summary":"You leverage your weight to topple foes that you move.","primary_source":"Player Core","trait_group":["Class"],"level":6,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"requirement":"Your last action was a successful Shove","resistance":{},"url":"/Feats.aspx?ID=4945","name":"Shove Down","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4945"},{"skill_mod":{},"summary":"You can Disarm a creature through sleight of hand rather than brute force.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4946","weakness":{},"name":"Sly Disarm","trait":["Rogue"],"id":"feat-4946","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sly Disarm Source Player Core pg. 173 --- You can Disarm a creature through sleight of hand rather than brute force. You can use Thievery instead of Athletics when you attempt a Disarm. When you use Thievery to attempt a Disarm and succeed, the target is off-guard against the next attack you make before the end of your turn.","category":"feat","pfs":"Standard","feat":["Sly Disarm"],"rarity":"common","slug":"feat-4946"},{"legacy_name":["Twist the Knife"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-570"],"trait":["Rogue"],"id":"feat-4947","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Twist The Knife Single Action Source Player Core pg. 173 Requirements Your last action was a melee Strike that dealt sneak attack damage to an off-guard target --- After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.","feat":["Twist The Knife"],"skill_mod":{},"summary":"After stabbing your opponent in a weak spot, you tear the wound open.","primary_source":"Player Core","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"requirement":"Your last action was a melee Strike that dealt sneak attack damage to an off-guard target","resistance":{},"url":"/Feats.aspx?ID=4947","name":"Twist The Knife","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4947"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-1794"],"trait":["Emotion","Fear","Mental","Rogue"],"id":"feat-4948","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Watch Your Back Single Action Source Player Core pg. 173 Prerequisites Trained in Intimidation --- You menace the target, stoking their fears and drawing their attention. Attempt an Intimidation check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to Perception checks against you, but it takes a –2 status penalty to Will saves against fear effects.","feat":["Watch Your Back"],"skill_mod":{},"summary":"You menace the target, stoking their fears and drawing their attention.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":6,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4948","name":"Watch Your Back","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4948"},{"skill_mod":{},"summary":"You carefully take aim to avoid your foe’s concealment and cover.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4949","weakness":{},"name":"Bullseye","legacy_id":["feat-1795"],"trait":["Rogue"],"actions_number":2,"id":"feat-4949","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bullseye Single Action Source Player Core pg. 173 --- You carefully take aim to avoid your foe’s concealment and cover. On your next Strike with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target’s concealed condition, as well as the target’s lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the Strike.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bullseye"],"rarity":"common","slug":"feat-4949"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-572"],"trait":["Rogue"],"id":"feat-4950","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Delay Trap Reaction Source Player Core pg. 173 Archetypes Archaeologist (Level 10), Archaeologist (Level 10) Trigger A trap within your reach is triggered --- You try to jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a Device on the trap with the following results instead of the normal ones for the action. Critical Success You either prevent the trap from being triggered or delay the activation until the start or end of your next turn. Success As above, but the GM chooses whichever is worse for you. Failure No effect. Critical Failure You're off-guard until the start of your next turn.","feat":["Delay Trap"],"skill_mod":{},"summary":"You try to jam the workings of a trap to delay its effects.","primary_source":"Player Core","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"trigger":"A trap within your reach is triggered","resistance":{},"url":"/Feats.aspx?ID=4950","archetype":["Archaeologist"],"name":"Delay Trap","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4950"},{"skill_mod":{},"summary":"You deliver poisons in ways that maximize their harmful effects.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Poison Weapon","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4951","weakness":{},"archetype":["Assassin","Poisoner"],"name":"Improved Poison Weapon","legacy_id":["feat-573"],"trait":["Rogue"],"id":"feat-4951","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Improved Poison Weapon Source Player Core pg. 173 Archetypes Assassin (Level 10), Poisoner (Level 10), Assassin (Level 10), Poisoner (Level 10) Prerequisites Poison Weapon --- You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.","category":"feat","pfs":"Standard","feat":["Improved Poison Weapon"],"rarity":"common","slug":"feat-4951"},{"skill_mod":{},"summary":"During your daily preparations, you can review stratagems for the day’s adventures with up to five allies.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4952","weakness":{},"name":"Inspired Stratagem","legacy_id":["feat-1796"],"trait":["Rogue"],"id":"feat-4952","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Inspired Stratagem Source Player Core pg. 173 --- During your daily preparations, you can review stratagems for the day’s adventures with up to five allies. Later, you can quickly advise them on your schemes using the below reaction. Inspired Stratagem Reaction (fortune, linguistic) Trigger An ally you reviewed stratagems with is about to attempt an attack roll or skill check; Effect The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations.","category":"feat","pfs":"Standard","feat":["Inspired Stratagem"],"rarity":"common","slug":"feat-4952"},{"skill_mod":{},"summary":"You throw yourself into a roll to escape imminent danger.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Nimble Dodge","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4953","weakness":{},"name":"Nimble Roll","legacy_id":["feat-574"],"trait":["Rogue"],"id":"feat-4953","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Nimble Roll Source Player Core pg. 173 Prerequisites Nimble Dodge --- You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type. Nimble Roll leads to... Nimble Strike","category":"feat","pfs":"Standard","feat":["Nimble Roll"],"rarity":"common","slug":"feat-4953"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-575"],"trait":["Rogue"],"id":"feat-4954","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Opportune Backstab Reaction Source Player Core pg. 174 Archetype Red Mantis Assassin (Level 10) Trigger A creature within your melee reach is hit by a melee attack from one of your allies --- When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.","feat":["Opportune Backstab"],"skill_mod":{},"summary":"When your enemy is hit by your ally, you capitalize upon the distraction.","primary_source":"Player Core","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"trigger":"A creature within your melee reach is hit by a melee attack from one of your allies","resistance":{},"url":"/Feats.aspx?ID=4954","archetype":["Red Mantis Assassin"],"name":"Opportune Backstab","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4954"},{"skill_mod":{},"summary":"You somehow manage to have just the thing for the situation.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4955","weakness":{},"name":"Predictive Purchase (Rogue)","legacy_id":["feat-1798"],"trait":["Rogue"],"id":"feat-4955","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Predictive Purchase (Rogue) Source Player Core pg. 174 --- You somehow manage to have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats . When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so. Predictive Purchase (Rogue) leads to... Implausible Purchase (Rogue)","category":"feat","pfs":"Standard","feat":["Predictive Purchase (Rogue)"],"rarity":"common","slug":"feat-4955"},{"skill_mod":{},"summary":"You adopt a stance to rebound your thrown weapons toward you.","primary_source":"Player Core","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4956","weakness":{},"name":"Ricochet Stance (Rogue)","legacy_id":["feat-1799"],"trait":["Rogue","Stance"],"actions_number":2,"id":"feat-4956","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ricochet Stance (Rogue) Single Action Source Player Core pg. 174 --- You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon’s listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground. Ricochet Stance (Rogue) leads to... Ricochet Feint","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Ricochet Stance (Rogue)"],"rarity":"common","slug":"feat-4956"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-576"],"trait":["Rogue"],"id":"feat-4957","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sidestep Reaction Source Player Core pg. 174 Trigger The attack roll for a Strike targeting you fails or critically fails --- You deftly step aside and gently redirect an attack. You redirect the triggering attack to a creature of your choice that is adjacent to you and within the attack's reach or maximum range. The attacker rerolls the Strike’s attack roll against the new target.","feat":["Sidestep"],"skill_mod":{},"summary":"You deftly step out of the way of an attack, letting the blow continue.","primary_source":"Player Core","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"trigger":"The attack roll for a Strike targeting you fails or critically fails","resistance":{},"url":"/Feats.aspx?ID=4957","name":"Sidestep","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4957"},{"skill_mod":{},"summary":"Your attacks deal more damage, even against creatures that aren’t off-guard.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"sneak attack","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4958","weakness":{},"name":"Sly Striker","legacy_id":["feat-577"],"trait":["Rogue"],"id":"feat-4958","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sly Striker Source Player Core pg. 174 Prerequisites sneak attack --- Your attacks deal more damage, even against creatures that aren’t off-guard. When you succeed or critically succeed at a Strike against a creature that isn’t off-guard, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal 3d6 or more sneak attack damage to off-guard creatures, you deal 2d6 precision damage to creatures that aren’t off-guard. Sly Striker leads to... Impossible Striker","category":"feat","pfs":"Standard","feat":["Sly Striker"],"rarity":"common","slug":"feat-4958"},{"skill_mod":{},"summary":"When you wriggle free from an enemy’s grasp, you take something of theirs with you.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You’re grabbed or restrained by a creature","source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4959","weakness":{},"name":"Swipe Souvenir","trait":["Rogue"],"actions_number":4,"id":"feat-4959","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Swipe Souvenir Two Actions Source Player Core pg. 174 Requirements You’re grabbed or restrained by a creature --- When you wriggle free from an enemy’s grasp, you take something of theirs with you. You attempt to Escape from being grabbed or restrained by a creature. If you succeed, you can also attempt to Steal from the creature, even if the creature is in combat.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Swipe Souvenir"],"rarity":"common","slug":"feat-4959"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["feat-1800"],"trait":["Rogue"],"id":"feat-4960","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Tactical Entry Free Action Source Player Core pg. 175 Prerequisites Master in Stealth Requirements You rolled Stealth for initiative in this encounter, and neither you nor any enemies have acted yet --- You Stride. This movement doesn’t trigger any reactions.","feat":["Tactical Entry"],"skill_mod":{},"summary":"You Stride .","primary_source":"Player Core","trait_group":["Class"],"level":8,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"requirement":"You rolled Stealth for initiative in this encounter, and neither you nor any enemies have acted yet","resistance":{},"url":"/Feats.aspx?ID=4960","name":"Tactical Entry","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4960"},{"skill_mod":{},"summary":"You strategically craft your debilitations to lessen or negate an enemy’s tactical advantages.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"mastermind racket; Debilitating Strike","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4961","weakness":{},"name":"Methodical Debilitations","legacy_id":["feat-1802"],"trait":["Rogue"],"id":"feat-4961","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Methodical Debilitations Source Player Core pg. 175 Prerequisites mastermind racket; Debilitating Strike --- You strategically craft your debilitations to lessen or negate an enemy’s tactical advantages. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation The target can’t flank or contribute to allies’ flanking. Debilitation The target doesn’t gain a circumstance bonus to AC from Raising a Shield, lesser cover, or standard cover; it gains a +2 circumstance bonus to AC only from greater cover or Taking Cover. ","category":"feat","pfs":"Standard","feat":["Methodical Debilitations"],"rarity":"common","slug":"feat-4961"},{"skill_mod":{},"summary":"You’re cunning enough to find an opening in an opponent’s attack.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Nimble Roll","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4962","weakness":{},"name":"Nimble Strike","trait":["Rogue"],"id":"feat-4962","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Nimble Strike Source Player Core pg. 175 Prerequisites Nimble Roll --- You’re cunning enough to find an opening in an opponent’s attack. When you use your Nimble Dodge reaction, you can make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If you use the Nimble Roll feat, you can make this Strike at any point during your roll.","category":"feat","pfs":"Standard","feat":["Nimble Strike"],"rarity":"common","slug":"feat-4962"},{"skill_mod":{},"summary":"You attack with great precision.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"thief racket; Debilitating Strike","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4963","weakness":{},"name":"Precise Debilitations","legacy_id":["feat-578"],"trait":["Rogue"],"id":"feat-4963","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Precise Debilitations Source Player Core pg. 175 Prerequisites thief racket; Debilitating Strike --- You attack with great precision. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation The target takes an additional 2d6 precision damage from your attacks. Debilitation The target becomes off-guard. ","category":"feat","pfs":"Standard","feat":["Precise Debilitations"],"rarity":"common","slug":"feat-4963"},{"legacy_name":["Sneak Savant"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["feat-579"],"trait":["Rogue"],"id":"feat-4964","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sneak Adept Source Player Core pg. 175 Archetypes Knight Reclaimant (Level 12), Verduran Shadow (Level 12) Prerequisites Master in Stealth --- It’s almost impossible to spot you. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail.","feat":["Sneak Adept"],"skill_mod":{},"summary":"It’s almost impossible to spot you.","primary_source":"Player Core","trait_group":["Class"],"level":10,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4964","archetype":["Knight Reclaimant","Verduran Shadow"],"name":"Sneak Adept","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-4964"},{"skill_mod":{},"summary":"You learn new debilitations that grant you tactical advantages against your foes.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"scoundrel racket; Debilitating Strike","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4965","weakness":{},"name":"Tactical Debilitations","legacy_id":["feat-580"],"trait":["Rogue"],"id":"feat-4965","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tactical Debilitations Source Player Core pg. 175 Prerequisites scoundrel racket; Debilitating Strike --- You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation The target can’t use reactions. Debilitation The target can’t flank or contribute to allies’ flanking. ","category":"feat","pfs":"Standard","feat":["Tactical Debilitations"],"rarity":"common","slug":"feat-4965"},{"skill_mod":{},"summary":"The debilitations you dish out seriously impair your foes.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"ruffian racket; Debilitating Strike","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4966","weakness":{},"name":"Vicious Debilitations","legacy_id":["feat-581"],"trait":["Rogue"],"id":"feat-4966","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Vicious Debilitations Source Player Core pg. 175 Prerequisites ruffian racket; Debilitating Strike --- The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. Debilitation The target becomes clumsy 1. ","category":"feat","pfs":"Standard","feat":["Vicious Debilitations"],"rarity":"common","slug":"feat-4966"},{"skill_mod":{},"summary":"Your attacks slice arteries and veins.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Trained in Medicine; Debilitating Strike","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4967","weakness":{},"skill":["Medicine","Medicine"],"name":"Bloody Debilitation","legacy_id":["feat-1803"],"trait":["Rogue"],"id":"feat-4967","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Bloody Debilitation Source Player Core pg. 175 Prerequisites Trained in Medicine; Debilitating Strike --- Your attacks slice arteries and veins. Add the following debilitation to the list you can choose from when you use Debilitating Strike. Debilitation The target takes 3d6 persistent bleed damage. ","category":"feat","pfs":"Standard","feat":["Bloody Debilitation"],"rarity":"common","slug":"feat-4967"},{"legacy_name":["Critical Debilitations"],"skill_mod":{},"summary":"Your debilitations are especially effective on your most powerful attacks.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Debilitating Strike","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4968","weakness":{},"name":"Critical Debilitation","legacy_id":["feat-582"],"trait":["Incapacitation","Rogue"],"id":"feat-4968","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Critical Debilitation Source Player Core pg. 175 Prerequisites Debilitating Strike --- Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from. Debilitation The target attempts a Fortitude save against your class DC with the following effects. Critical Success The target is unaffected. Success The target is slowed 1 until the end of your next turn. Failure The target is slowed 2 until the end of your next turn. Critical Failure The target is paralyzed until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Critical Debilitation"],"rarity":"common","slug":"feat-4968"},{"skill_mod":{},"summary":"You launch yourself through the air at a foe.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4969","weakness":{},"name":"Fantastic Leap","legacy_id":["feat-583"],"trait":["Rogue"],"actions_number":4,"id":"feat-4969","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Fantastic Leap Two Actions Source Player Core pg. 175 --- You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the height of your jump as though determining the length of a Long Jump. At the end of your jump, you can make a melee Strike. After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Fantastic Leap"],"rarity":"common","slug":"feat-4969"},{"skill_mod":{},"summary":"Your ranged attacks can shoot an unprepared foe right out of the air.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4970","weakness":{},"name":"Felling Shot","legacy_id":["feat-584"],"trait":["Rogue"],"actions_number":4,"id":"feat-4970","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Felling Shot Two Actions Source Player Core pg. 175 --- Your ranged attacks can shoot an unprepared foe right out of the air. Make a ranged Strike against an off-guard creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC. Success The target is unaffected. Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall. Critical Failure As failure, and the target can't fly, jump, levitate, or otherwise leave the ground until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Felling Shot"],"rarity":"common","slug":"feat-4970"},{"skill_mod":{},"summary":"You survey the battlefield, calculating the possibilities.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4971","weakness":{},"name":"Preparation","legacy_id":["feat-1804"],"trait":["Flourish","Rogue"],"actions_number":2,"id":"feat-4971","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Preparation Single Action Source Player Core pg. 176 --- You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Preparation"],"rarity":"common","slug":"feat-4971"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-585"],"trait":["Commander","Rogue"],"id":"feat-4972","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reactive Interference Reaction Source Player Core pg. 176 Trigger An adjacent enemy begins to use a reaction --- Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.","feat":["Reactive Interference"],"skill_mod":{},"summary":"Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response.","primary_source":"Player Core","trait_group":["Class"],"level":12,"source_category":["Rulebooks"],"trigger":"An adjacent enemy begins to use a reaction","resistance":{},"url":"/Feats.aspx?ID=4972","name":"Reactive Interference","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4972"},{"skill_mod":{},"summary":"While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Ricochet Stance (Rogue)","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4973","weakness":{},"name":"Ricochet Feint","legacy_id":["feat-1805"],"trait":["Rogue"],"id":"feat-4973","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Ricochet Feint Source Player Core pg. 176 Prerequisites Ricochet Stance (Rogue) --- While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a Feint against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach.","category":"feat","pfs":"Standard","feat":["Ricochet Feint"],"rarity":"common","slug":"feat-4973"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-586"],"trait":["Flourish","Rogue"],"id":"feat-4974","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Spring from the Shadows Single Action Source Player Core pg. 176 Archetypes Shadowdancer (Level 14), Rose Warden (Level 14) --- You leap from hiding and assail your target. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["Spring from the Shadows"],"skill_mod":{},"summary":"You leap from hiding and assail your target.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4974","archetype":["Shadowdancer","Rose Warden"],"name":"Spring from the Shadows","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4974"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"legacy_id":["feat-587"],"trait":["Rogue"],"id":"feat-4975","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Defensive Roll Free Action Source Player Core pg. 176 Frequency once per 10 minutes Trigger A physical attack would reduce you to 0 Hit Points --- Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.","feat":["Defensive Roll"],"skill_mod":{},"summary":"Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious.","primary_source":"Player Core","trait_group":["Class"],"level":14,"source_category":["Rulebooks"],"trigger":"A physical attack would reduce you to 0 Hit Points","resistance":{},"url":"/Feats.aspx?ID=4975","name":"Defensive Roll","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-4975"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-588"],"trait":["Concentrate","Rogue"],"id":"feat-4976","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Instant Opening Single Action Source Player Core pg. 176 Archetype Alkenstar Agent (Level 18) --- You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s off-guard against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.","feat":["Instant Opening"],"skill_mod":{},"summary":"You distract your opponent with a few choice words or a rude gesture.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4976","archetype":["Alkenstar Agent"],"name":"Instant Opening","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4976"},{"legacy_name":["Leave an Opening"],"skill_mod":{},"summary":"When you hit hard enough, you leave an opening so your ally can jump in on the action.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4977","weakness":{},"name":"Leave An Opening","legacy_id":["feat-589"],"trait":["Rogue"],"id":"feat-4977","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Leave An Opening Source Player Core pg. 176 --- When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit an off-guard opponent with a melee attack and deal damage, the target triggers a Reactive Strike reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.","category":"feat","pfs":"Standard","feat":["Leave An Opening"],"rarity":"common","slug":"feat-4977"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-1806"],"trait":["Rogue"],"id":"feat-4978","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Stay Down! Reaction Source Player Core pg. 176 Prerequisites Master in Athletics Trigger A prone foe within your reach Stands --- You have ways of keeping your foes down. Attempt an Athletics check against the triggering foe’s Fortitude DC. On a success, the action is disrupted, causing the creature to remain prone. On a critical success, the creature also can’t Stand until its next turn.","feat":["Stay Down!"],"skill_mod":{},"summary":"You have ways of keeping your foes down.","primary_source":"Player Core","trait_group":["Class"],"level":14,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"trigger":"A prone foe within your reach Stands","resistance":{},"url":"/Feats.aspx?ID=4978","name":"Stay Down!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4978"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-591"],"trait":["Rogue"],"id":"feat-4979","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Blank Slate Source Player Core pg. 176 Archetype Twilight Talon (Level 18) Prerequisites Legendary in Deception --- Your deceptions confound even the most powerful magic that could spy on you. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract rank of 10 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, truesight wouldn’t reveal you, locate or scrying wouldn’t find you, and so on.","feat":["Blank Slate"],"skill_mod":{},"summary":"Your deceptions confound even the most powerful magic that could spy on you.","primary_source":"Player Core","trait_group":["Class"],"level":16,"prerequisite":"Legendary in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4979","archetype":["Twilight Talon"],"name":"Blank Slate","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-4979"},{"skill_mod":{},"summary":"Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Legendary in Acrobatics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4980","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Cloud Step","legacy_id":["feat-592"],"trait":["Rogue"],"id":"feat-4980","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Cloud Step Source Player Core pg. 176 Prerequisites Legendary in Acrobatics --- Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location.","category":"feat","pfs":"Standard","feat":["Cloud Step"],"rarity":"common","slug":"feat-4980"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-593"],"trait":["Rogue"],"id":"feat-4981","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Cognitive Loophole Reaction Source Player Core pg. 176 Archetype Shadowdancer (Level 18) Trigger Your turn ends Requirements You are currently affected by a mental effect --- You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect. You can suppress a particular effect using Cognitive Loophole only once. You can’t use Cognitive Loophole to suppress an effect you chose to have affect you. Special You can use this reaction even if the mental effect is preventing you from using reactions.","feat":["Cognitive Loophole"],"skill_mod":{},"summary":"You can find a loophole in a mental effect to temporarily overcome it.","primary_source":"Player Core","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"requirement":"You are currently affected by a mental effect","trigger":"Your turn ends","resistance":{},"url":"/Feats.aspx?ID=4981","archetype":["Shadowdancer"],"name":"Cognitive Loophole","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4981"},{"skill_mod":{},"summary":"Your sneak attack slices through the threads binding magic to a target.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4982","weakness":{},"name":"Dispelling Slice","legacy_id":["feat-594"],"trait":["Rogue"],"actions_number":4,"id":"feat-4982","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Dispelling Slice Two Actions Source Player Core pg. 177 --- Your sneak attack slices through the threads binding magic to a target. Make a Strike against an off-guard creature. If your Strike deals sneak attack damage, you attempt to counteract a single spell of your choice active on the target. Your counteract rank is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Dispelling Slice"],"rarity":"common","slug":"feat-4982"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-595"],"trait":["Rogue"],"id":"feat-4983","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Perfect Distraction Single Action Source Player Core pg. 177 Prerequisites Legendary in Deception --- You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead , though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again. Perfect Distraction leads to... Reactive Distraction","feat":["Perfect Distraction"],"skill_mod":{},"summary":"You use clever tactics to mislead your foes as you sneak away.","primary_source":"Player Core","trait_group":["Class"],"level":16,"prerequisite":"Legendary in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=4983","name":"Perfect Distraction","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-4983"},{"legacy_name":["Reconstruct the Scene"],"skill_mod":{},"summary":"You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4984","weakness":{},"name":"Reconstruct The Scene","legacy_id":["feat-1478"],"trait":["Concentrate","Investigator","Rogue"],"id":"feat-4984","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Reconstruct The Scene Source Player Core pg. 177, Player Core 2 pg. 113 --- You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it’s not a perfect record. This also isn’t enough to identify who was involved in these events if you weren’t already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.","category":"feat","pfs":"Standard","feat":["Reconstruct The Scene"],"rarity":"common","slug":"feat-4984"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"legacy_id":["feat-1807"],"trait":["Rogue"],"id":"feat-4985","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Swift Elusion Reaction Source Player Core pg. 177 Prerequisites Legendary in Acrobatics Trigger A foe ends its movement adjacent to you --- Attempt an Acrobatics check against the foe’s Reflex DC. If you succeed, either Stride to a different space adjacent to the foe or move the foe to a different space adjacent to you.","feat":["Swift Elusion"],"skill_mod":{},"summary":"Attempt an Acrobatics check against the foe’s Reflex DC.","primary_source":"Player Core","trait_group":["Class"],"level":16,"prerequisite":"Legendary in Acrobatics","source_category":["Rulebooks"],"trigger":"A foe ends its movement adjacent to you","resistance":{},"url":"/Feats.aspx?ID=4985","name":"Swift Elusion","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4985"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"legacy_id":["feat-596"],"trait":["Magical","Move","Rogue"],"id":"feat-4986","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Implausible Infiltration Two Actions Source Player Core pg. 177 Prerequisites Legendary in Acrobatics; Quick Squeeze Requirements You are adjacent to a floor or vertical wall --- You find tiny imperfections and somehow fit yourself through them, possibly moving directly through the wall or floor. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling.","feat":["Implausible Infiltration"],"skill_mod":{},"summary":"You find tiny imperfections and somehow fit yourself through them, possibly moving directly through the wall or floor.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":18,"prerequisite":"Legendary in Acrobatics; Quick Squeeze","source_category":["Rulebooks"],"requirement":"You are adjacent to a floor or vertical wall","resistance":{},"url":"/Feats.aspx?ID=4986","name":"Implausible Infiltration","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-4986"},{"skill_mod":{},"summary":"You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single action instead of a 2-action activity.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Predictive Purchase (Rogue)","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4987","weakness":{},"name":"Implausible Purchase (Rogue)","legacy_id":["feat-1809"],"trait":["Rogue"],"id":"feat-4987","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Implausible Purchase (Rogue) Source Player Core pg. 177 Prerequisites Predictive Purchase (Rogue) --- You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.","category":"feat","pfs":"Standard","feat":["Implausible Purchase (Rogue)"],"rarity":"common","slug":"feat-4987"},{"skill_mod":{},"summary":"You’ve learned to exploit your enemies’ openings.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4988","weakness":{},"name":"Powerful Sneak","legacy_id":["feat-597"],"trait":["Rogue"],"id":"feat-4988","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Powerful Sneak Source Player Core pg. 177 --- You’ve learned to exploit your enemies’ openings. Your sneak attack damage ignores any immunity or resistance the target has to precision damage. In addition, when you Sneak, you can designate one creature you’re undetected by at the end of that action. On the next attack you make against that creature before the end of your next turn, any sneak attack die you roll that’s less than 3 is a 3 instead. This has no benefit if your next attack against the creature doesn’t deal sneak attack damage, and if you designate a new creature you lose the benefit on any previous one.","category":"feat","pfs":"Standard","feat":["Powerful Sneak"],"rarity":"common","slug":"feat-4988"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Stealth","Stealth"],"legacy_id":["feat-599"],"trait":["Rogue"],"id":"feat-4989","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Hidden Paragon Reaction Source Player Core pg. 177 Frequency once per hour Prerequisites Legendary in Stealth Trigger You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes --- When you slip out of sight, you disappear. You become invisible for 1 minute, even if you use a hostile action. Not even revealing light, see the unseen, or similar effects can reveal you, though creatures can still use the Seek action to locate you as normal.","feat":["Hidden Paragon"],"skill_mod":{},"summary":"When you slip out of sight, you disappear.","primary_source":"Player Core","trait_group":["Class"],"level":20,"prerequisite":"Legendary in Stealth","source_category":["Rulebooks"],"trigger":"You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes","resistance":{},"url":"/Feats.aspx?ID=4989","name":"Hidden Paragon","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4989"},{"skill_mod":{},"summary":"Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Sly Striker","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4990","weakness":{},"name":"Impossible Striker","legacy_id":["feat-600"],"trait":["Rogue"],"id":"feat-4990","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Impossible Striker Source Player Core pg. 177 Prerequisites Sly Striker --- Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn’t off-guard.","category":"feat","pfs":"Standard","feat":["Impossible Striker"],"rarity":"common","slug":"feat-4990"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-601"],"trait":["Concentrate","Manipulate","Rogue"],"id":"feat-4991","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Reactive Distraction Reaction Source Player Core pg. 177 Prerequisites Legendary in Deception; Perfect Distraction Trigger You would be hit by an attack or targeted by an effect, or you are within an effect’s area Requirements You have Perfect Distraction ready to use --- You reactively switch with your decoy to foil your foe. You use Perfect Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn’t move you out of the area, both you and the decoy are targeted by the effect.","feat":["Reactive Distraction"],"skill_mod":{},"summary":"You reactively switch with your decoy to foil your foe.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":20,"prerequisite":"Legendary in Deception; Perfect Distraction","source_category":["Rulebooks"],"requirement":"You have Perfect Distraction ready to use","trigger":"You would be hit by an attack or targeted by an effect, or you are within an effect’s area","resistance":{},"url":"/Feats.aspx?ID=4991","name":"Reactive Distraction","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4991"},{"skill_mod":{},"summary":"Your patron’s power fills you with confidence, letting you sustain a magical working even as a quick burst of laughter leaves your lips.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4992","weakness":{},"name":"Cackle","legacy_id":["feat-1561"],"trait":["Witch"],"id":"feat-4992","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cackle Source Player Core pg. 186 --- Your patron’s power fills you with confidence, letting you sustain a magical working even as a quick burst of laughter leaves your lips. You learn the cackle hex.","category":"feat","pfs":"Standard","feat":["Cackle"],"rarity":"common","slug":"feat-4992"},{"skill_mod":{},"summary":"You can brew magic in your cauldron, creating useful magical concoctions.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4993","weakness":{},"name":"Cauldron","legacy_id":["feat-1562"],"trait":["Witch"],"id":"feat-4993","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cauldron Source Player Core pg. 186 --- You can brew magic in your cauldron, creating useful magical concoctions. You can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you’re 4th level, a 6th-level potion if you’re 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are. During your daily preparations, you can create one temporary oil or potion using a formula you know. If you have master proficiency in spell DC, you can create a batch of two temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of three. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value. Cauldron leads to... Double, Double, Witch’s Bottle","category":"feat","pfs":"Standard","feat":["Cauldron"],"rarity":"common","slug":"feat-4993"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-633"],"trait":["Witch","Wizard"],"id":"feat-4994","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Counterspell Reaction Source Player Core pg. 186 Trigger A creature Casts a Spell that you have prepared --- When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult). Counterspell leads to... Clever Counterspell, Reflect Spell, Sin Counterspell","feat":["Counterspell"],"skill_mod":{},"summary":"When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it.","primary_source":"Player Core","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"trigger":"A creature Casts a Spell that you have prepared","resistance":{},"url":"/Feats.aspx?ID=4994","name":"Counterspell","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-4994"},{"legacy_name":["Living Hair","Eldritch Nails"],"skill_mod":{},"summary":"Your patron’s power changes your body to ensure you are never defenseless.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4995","weakness":{},"name":"Witch's Armaments","legacy_id":["feat-1570","feat-1571"],"trait":["Witch"],"id":"feat-4995","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Witch's Armaments Source Player Core pg. 186 --- Your patron’s power changes your body to ensure you are never defenseless. You gain one of the following unarmed attacks. Eldritch Nails Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals 1d6 slashing damage, is in the brawling group, and has the agile and unarmed traits. Iron Teeth With a click of your jaw, your teeth transform into long metallic points. You gain a jaws unarmed attack that deals 1d8 piercing damage and is in the brawling group. Living Hair You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn’t fine enough for more dexterous tasks. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits. Special You can take this feat more than once, gaining a different unarmed attack each time. Witch's Armaments leads to... Sympathetic Strike, Wild Witch's Armaments","category":"feat","pfs":"Standard","feat":["Witch's Armaments"],"rarity":"common","slug":"feat-4995"},{"skill_mod":{},"summary":"Your patron grants you a special lesson, revealing a hidden facet of its nature.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4996","weakness":{},"name":"Basic Lesson","legacy_id":["feat-1565"],"trait":["Witch"],"id":"feat-4996","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Basic Lesson Source Player Core pg. 186 --- Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson from the list here. You gain its associated hex, and your familiar learns the associated spell.","category":"feat","pfs":"Standard","feat":["Basic Lesson"],"rarity":"common","slug":"feat-4996"},{"skill_mod":{},"summary":"Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable.","primary_source":"Player Core","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4997","weakness":{},"name":"Conceal Spell","legacy_id":["feat-640"],"trait":["Animist","Concentrate","Spellshape","Witch","Wizard","Metamagic"],"actions_number":2,"id":"feat-4997","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Conceal Spell Single Action Source Player Core pg. 187 --- Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Conceal Spell"],"rarity":"common","slug":"feat-4997"},{"skill_mod":{},"summary":"You’ve learned to speak with your familiar and other creatures like it.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"a familiar","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4998","weakness":{},"name":"Familiar's Language","legacy_id":["feat-1569"],"trait":["Witch"],"id":"feat-4998","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Familiar's Language Source Player Core pg. 187 Prerequisites a familiar --- You’ve learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others). This ability doesn’t make them more friendly than normal. If your familiar ever changes to a different creature, you can’t use this ability for 1 week while you absorb your new familiar’s language. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).","category":"feat","pfs":"Standard","feat":["Familiar's Language"],"rarity":"common","slug":"feat-4998"},{"skill_mod":{},"summary":"Your patron grants you the power to summon other creatures to aid you.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=4999","weakness":{},"name":"Rites of Convocation","legacy_id":["feat-1573"],"trait":["Witch"],"id":"feat-4999","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rites of Convocation Source Player Core pg. 187 --- Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as summon animal, summon construct, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you’ve prepared in one of your witch spell slots with the spell you chose, heightened to the same rank. The spell you replaced must be of at least the summon spell’s minimum spell rank.","category":"feat","pfs":"Standard","feat":["Rites of Convocation"],"rarity":"common","slug":"feat-4999"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Witch"],"id":"feat-5000","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sympathetic Strike Single Action Source Player Core pg. 187 Frequency once per round Prerequisites Witch's Armaments --- You collect your patron’s magic into one of your witch armaments, causing them to shine with runes, light, or another signifier of your patron. Make an unarmed Strike with one with your witch’s armaments. If you hit, you establish a sympathetic link with the target, making it easier for your patron to affect them. Until the beginning of your next turn, the target takes a –1 circumstance penalty to its saves against your hexes, or a –2 penalty if the triggering Strike was a critical hit.","feat":["Sympathetic Strike"],"skill_mod":{},"summary":"You collect your patron’s magic into one of your witch armaments, causing them to shine with runes, light, or another signifier of your patron.","primary_source":"Player Core","trait_group":["Class"],"level":4,"prerequisite":"Witch's Armaments","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5000","name":"Sympathetic Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5000"},{"skill_mod":{},"summary":"You have prepared a special knife to direct energies when spellcasting.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5001","weakness":{},"name":"Ceremonial Knife","trait":["Witch"],"id":"feat-5001","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Ceremonial Knife Source Player Core pg. 188 --- You have prepared a special knife to direct energies when spellcasting. During your daily preparations, you and your familiar can perform a short ritual over a weapon in the knife group—typically a dagger. This causes the knife to function as a magic wand, containing any one 1st-rank spell your familiar knows. You, and only you, can Activate the knife to Cast the Spell within it, as normal for a wand. You can attempt to overcharge the knife, and this can break or destroy the knife as normal. You can have only one ceremonial knife at a time. At 8th level, and every 2 levels thereafter, the maximum rank of spell your ceremonial knife can hold increases by 1.","category":"feat","pfs":"Standard","feat":["Ceremonial Knife"],"rarity":"common","slug":"feat-5001"},{"skill_mod":{},"summary":"Your patron grants you greater knowledge.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5002","weakness":{},"name":"Greater Lesson","legacy_id":["feat-1574"],"trait":["Witch"],"id":"feat-5002","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Greater Lesson Source Player Core pg. 188 --- Your patron grants you greater knowledge. Choose a greater or basic lesson from the list here. You gain its associated hex, and your familiar learns the associated spell.","category":"feat","pfs":"Standard","feat":["Greater Lesson"],"rarity":"common","slug":"feat-5002"},{"skill_mod":{},"summary":"You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5003","weakness":{},"name":"Witch's Charge","legacy_id":["feat-1575"],"trait":["Detection","Witch"],"id":"feat-5003","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Witch's Charge Source Player Core pg. 188 --- You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge’s direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). Witch's Charge leads to... Witch's Communion","category":"feat","pfs":"Standard","feat":["Witch's Charge"],"rarity":"common","slug":"feat-5003"},{"skill_mod":{},"summary":"Your familiar is imbued with even more magic than other familiars.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Enhanced Familiar","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5004","weakness":{},"archetype":["Rivethun Emissary"],"name":"Incredible Familiar","legacy_id":["feat-1576"],"trait":["Animist","Thaumaturge","Witch"],"id":"feat-5004","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Familiar Source Player Core pg. 188 Archetype Rivethun Emissary (Level 8) Prerequisites Enhanced Familiar --- Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four. Special Add the bonus familiar abilities you gain for being a witch to this amount.","category":"feat","pfs":"Standard","feat":["Incredible Familiar"],"rarity":"common","slug":"feat-5004"},{"skill_mod":{},"summary":"Your vision pierces through non-magical fog, mist, rain, and snow.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5005","weakness":{},"name":"Murksight","legacy_id":["feat-1577"],"trait":["Witch"],"id":"feat-5005","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Murksight Source Player Core pg. 189 --- Your vision pierces through non-magical fog, mist, rain, and snow. You don’t take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don’t require a flat check to succeed against a target concealed only by such effects.","category":"feat","pfs":"Standard","feat":["Murksight"],"rarity":"common","slug":"feat-5005"},{"skill_mod":{},"summary":"Your familiar can subsume its body to become pure spirit.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"divine or occult patron","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5006","weakness":{},"name":"Spirit Familiar (Witch)","trait":["Witch"],"id":"feat-5006","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Spirit Familiar (Witch) Source Player Core pg. 189 Prerequisites divine or occult patron --- Your familiar can subsume its body to become pure spirit. Your familiar gains the Shed Spirit activity. Shed Spirit Two Actions (spirit) Frequency once per 10 minutes; Effect Your familiar’s spirit exits its body, leaving its empty shell behind, before flying at an enemy within 20 feet and dealing 6d6 spirit damage, with a basic Will save against your spell DC. If the familiar dealt damage, it then flies to an ally within 30 feet of the enemy, restoring Hit Points equal to half the damage dealt. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.","category":"feat","pfs":"Standard","feat":["Spirit Familiar (Witch)"],"rarity":"common","slug":"feat-5006"},{"skill_mod":{},"summary":"Your familiar can shed its material form, becoming a mass of animated magic.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"arcane or primal patron","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5007","weakness":{},"name":"Stitched Familiar","trait":["Witch"],"id":"feat-5007","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Stitched Familiar Source Player Core pg. 189 Prerequisites arcane or primal patron --- Your familiar can shed its material form, becoming a mass of animated magic. Your familiar gains the Stitching Strike activity. Stitching Strike Two Actions Frequency once per 10 minutes; Effect Your familiar unravels into magical fibers that encompass an enemy within 30 feet and deal 6d6 slashing damage, with a basic Reflex save against your spell DC. On a failure, the target is also immobilized for 1 round or until it Escapes against your spell DC. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.","category":"feat","pfs":"Standard","feat":["Stitched Familiar"],"rarity":"common","slug":"feat-5007"},{"legacy_name":["Witch's Bottle"],"skill_mod":{},"summary":"You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Cauldron","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5008","weakness":{},"name":"Witch’s Bottle","legacy_id":["feat-1578"],"trait":["Witch"],"id":"feat-5008","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Witch’s Bottle Source Player Core pg. 189 Prerequisites Cauldron --- You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have cackle , you can cast cackle into the bottle just before you seal it. If you do, the hex's duration is extended as if you had cast cackle the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed. Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the concentrate trait. You can't regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast cackle) until the potion is consumed or loses its magic.","category":"feat","pfs":"Standard","feat":["Witch’s Bottle"],"rarity":"common","slug":"feat-5008"},{"legacy_name":["Temporary Potions"],"skill_mod":{},"summary":"For each temporary oil or potion you brew during your daily preparations, you brew two copies of it.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Cauldron","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5009","weakness":{},"name":"Double, Double","legacy_id":["feat-1580"],"trait":["Witch"],"id":"feat-5009","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Double, Double Source Player Core pg. 189 Prerequisites Cauldron --- For each temporary oil or potion you brew during your daily preparations, you brew two copies of it. This allows you to brew two temporary oils or potions each day, four if you have master proficiency in spell DC, or six if you have legendary proficiency","category":"feat","pfs":"Standard","feat":["Double, Double"],"rarity":"common","slug":"feat-5009"},{"skill_mod":{},"summary":"Your patron grants you even greater secrets.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5010","weakness":{},"name":"Major Lesson","legacy_id":["feat-1579"],"trait":["Witch"],"id":"feat-5010","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Major Lesson Source Player Core pg. 189 --- Your patron grants you even greater secrets. Choose a major, greater, or basic lesson from the list here. You gain its associated hex, and your familiar learns the associated spell. Special You can select this feat a second time if you’re 14th level or higher, and a third time if you’re 18th level or higher. Choose a different lesson each time.","category":"feat","pfs":"Standard","feat":["Major Lesson"],"rarity":"common","slug":"feat-5010"},{"skill_mod":{},"summary":"You can keep watch over multiple charges.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Witch's Charge","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5011","weakness":{},"name":"Witch's Communion","legacy_id":["feat-1581"],"trait":["Witch"],"id":"feat-5011","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Witch's Communion Source Player Core pg. 189 Prerequisites Witch's Charge --- You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one.","category":"feat","pfs":"Standard","feat":["Witch's Communion"],"rarity":"common","slug":"feat-5011"},{"skill_mod":{},"summary":"You rhyme with your ally’s incantations or echo their movements, linking your magic to empower their spell in one of two ways.\n","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"trigger":"An ally within 30 feet Casts a Spell","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5012","weakness":{},"name":"Coven Spell","trait":["Spellshape","Witch","Metamagic"],"actions_number":1,"id":"feat-5012","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Coven Spell Reaction Source Player Core pg. 189 Trigger An ally within 30 feet Casts a Spell --- You rhyme with your ally’s incantations or echo their movements, linking your magic to empower their spell in one of two ways: If their spell deals damage and doesn’t have a duration, you grant that spell a status bonus to damage equal to its rank. If their spell doesn’t have a spellshape effect applied to it, apply the effects of any one spellshape feat you know to the spell. The spellshape feat must be one that can be applied to the triggering spell, and you must be able to use it (for instance, if the spellshape feat is usable only a limited number of times per day). ","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Coven Spell"],"rarity":"common","slug":"feat-5012"},{"legacy_name":["Hex Wellspring"],"skill_mod":{},"summary":"Your patron’s teachings have allowed you to achieve a deeper focus.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5013","weakness":{},"name":"Hex Focus","legacy_id":["feat-1583","feat-1588"],"trait":["Witch"],"id":"feat-5013","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Hex Focus Source Player Core pg. 190 --- Your patron’s teachings have allowed you to achieve a deeper focus. Whenever you Refocus, completely refill your focus pool.","category":"feat","pfs":"Standard","feat":["Hex Focus"],"rarity":"common","slug":"feat-5013"},{"skill_mod":{},"summary":"A broom is the only steed you need to fly through the night sky.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5014","weakness":{},"name":"Witch’s Broom","trait":["Witch"],"id":"feat-5014","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Witch’s Broom Source Player Core pg. 190 PFS Note Crafting a witch's broomstick into a flying broomstick must be done by the witch with the Witch's Broom feat themself, not another crafter. --- A broom is the only steed you need to fly through the night sky. During your daily preparations, you can anoint a single broom, staff, polearm, or similarly shaped object with a flying ointment made of special herbs and oils. Until the next time you make your daily preparations, it gains the magical trait, and you can ride on it while you’re holding it with at least 1 hand. It moves at a fly Speed of 20 feet. The broom takes a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashes to the ground if it carries more than 30 Bulk. The broom can’t be controlled by anyone but you. If you anoint a weapon or other held item, you can’t ride the broom and wield it at the same time. You can Craft your broomstick into a flying broomstick as though you had the formula for that item. If you anoint an item that’s already a flying broomstick, the broom gains a +10-foot status bonus to its Speed and you can choose whether it works for anyone or only you.","category":"feat","pfs":"Standard","feat":["Witch’s Broom"],"rarity":"common","slug":"feat-5014"},{"skill_mod":{},"summary":"Your patron can direct its attention through your familiar, and its mere presence becomes an ominous weight on the minds of other beings to distract them and blot out their magic.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5015","weakness":{},"name":"Patron’s Presence","trait":["Witch"],"id":"feat-5015","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Patron’s Presence Source Player Core pg. 190 --- Your patron can direct its attention through your familiar, and its mere presence becomes an ominous weight on the minds of other beings to distract them and blot out their magic. Your familiar gains the following activity. Patron’s Presence Two Actions (aura) Frequency once per hour; Effect A palpable weight extends from your familiar in a 15-foot emanation. Enemies who enter or start their turn within the aura must succeed at a Will save against your spell DC or become stupefied 2 as long as they remain within the aura, or stupefied 3 on a critical failure. The aura lasts until the end of your next turn, but the familiar can Sustain it up to 1 minute.","category":"feat","pfs":"Standard","feat":["Patron’s Presence"],"rarity":"common","slug":"feat-5015"},{"skill_mod":{},"summary":"When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Counterspell","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5016","weakness":{},"name":"Reflect Spell","legacy_id":["feat-624"],"trait":["Witch","Wizard"],"id":"feat-5016","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Reflect Spell Source Player Core pg. 190 Prerequisites Counterspell --- When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.","category":"feat","pfs":"Standard","feat":["Reflect Spell"],"rarity":"common","slug":"feat-5016"},{"skill_mod":{},"summary":"You can adapt your patron’s power to transform other creatures into forms more befitting their behavior or your whims.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5017","weakness":{},"name":"Rites of Transfiguration","legacy_id":["feat-1585"],"trait":["Witch"],"id":"feat-5017","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Rites of Transfiguration Source Player Core pg. 190 --- You can adapt your patron’s power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns cursed metamorphosis , even if cursed metamorphosis isn’t on your tradition’s spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th-rank or higher you’ve prepared in one of your witch spell slots with a cursed metamorphosis spell of the same rank.","category":"feat","pfs":"Standard","feat":["Rites of Transfiguration"],"rarity":"common","slug":"feat-5017"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1587"],"trait":["Witch"],"id":"feat-5018","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Siphon Power Free Action Source Player Core pg. 191 Trigger once per day Requirements You haven’t acted yet on your turn --- You draw upon the reservoir of your patron’s magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 rank lower than your highest-rank witch spell slot. Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).","feat":["Siphon Power"],"skill_mod":{},"summary":"You draw upon the reservoir of your patron’s magic that resides within your familiar.","primary_source":"Player Core","trait_group":["Class"],"level":16,"source_category":["Rulebooks"],"requirement":"You haven’t acted yet on your turn","trigger":"once per day","resistance":{},"url":"/Feats.aspx?ID=5018","name":"Siphon Power","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5018"},{"skill_mod":{},"summary":"Your patron partially manifests itself through your familiar to claim a foe’s power for its own.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5019","weakness":{},"name":"Patron’s Claim","trait":["Witch"],"id":"feat-5019","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Patron’s Claim Source Player Core pg. 191 --- Your patron partially manifests itself through your familiar to claim a foe’s power for its own. Your familiar gains the following activity. Patron’s Claim Two Actions Frequency once per hour; Effect Your familiar’s mouth opens impossibly wide before your patron’s grasping limb stretches forth from it at a creature within 30 feet, dealing 10d10 spirit damage with a basic Fortitude save against your spell DC. If the creature fails its save and takes damage, it is also drained 2 (or drained 4 on a critical failure) and you regain 1 Focus Point, up to your usual maximum, as your patron grants you additional magic in exchange for your gift of your opponent’s spirit.","category":"feat","pfs":"Standard","feat":["Patron’s Claim"],"rarity":"common","slug":"feat-5019"},{"skill_mod":{},"summary":"You siphon some of the power from an offensive hex you cast to direct it at a second target as well.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5020","weakness":{},"name":"Split Hex","legacy_id":["feat-1589"],"trait":["Concentrate","Spellshape","Witch","Metamagic"],"actions_number":2,"id":"feat-5020","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Split Hex Single Action Source Player Core pg. 191 --- You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its rank by 2 (making it 2 ranks lower than the maximum spell rank you can cast). If you do, you can select a second target for that hex to affect.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Split Hex"],"rarity":"common","slug":"feat-5020"},{"skill_mod":{},"summary":"You embody the link to your patron so completely that you can cast your hexes in rapid succession.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5021","weakness":{},"name":"Hex Master","legacy_id":["feat-1590"],"trait":["Witch"],"id":"feat-5021","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Hex Master Source Player Core pg. 191 --- You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast cackle to sustain a hex, you gain the effects of Sustain for all your active hexes that have a duration of sustained.","category":"feat","pfs":"Standard","feat":["Hex Master"],"rarity":"common","slug":"feat-5021"},{"skill_mod":{},"summary":"You have mastered the greatest secrets of your patron’s magic and learned a fundamental truth about your patron, even if their identity still remains a mystery.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"patron's gift","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5022","weakness":{},"name":"Patron's Truth","legacy_id":["feat-1591"],"trait":["Witch"],"id":"feat-5022","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Patron's Truth Source Player Core pg. 191 Prerequisites patron's gift --- You have mastered the greatest secrets of your patron’s magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-rank spell slot.","category":"feat","pfs":"Standard","feat":["Patron's Truth"],"rarity":"common","slug":"feat-5022"},{"skill_mod":{},"summary":"Your home is an animated structure that obeys your commands.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5023","weakness":{},"name":"Witch's Hut","legacy_id":["feat-1592"],"trait":["Witch"],"id":"feat-5023","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Witch's Hut Source Player Core pg. 191 --- Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size. The hut uses your AC, saving throw modifiers, and Perception modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it’s reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired. The hut can’t attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command. Guard The hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any. Hide The hut appears to be a normal, mundane object of its type. This is a 10th-rank illusion effect. Leap The hut spins around or leaps into the air, then casts 10th rank teleport, transporting itself and all creatures within it. Lock With a slam, each entrance to the hut becomes sealed with a lock spell. You can give this command again to unlock its entrances. Move The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as “follow me” or “move that direction.” While perfectly suitable for overland travel, the hut’s broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. You can have only one witch’s hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely.","category":"feat","pfs":"Standard","feat":["Witch's Hut"],"rarity":"common","slug":"feat-5023"},{"skill_mod":{},"summary":"You make a pact with a creature that serves you and assists your spellcasting.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5024","weakness":{},"archetype":["Elementalist","Shadowcaster","Soul Warden"],"name":"Familiar","legacy_id":["feat-604"],"trait":["Magus","Sorcerer","Thaumaturge","Wizard"],"id":"feat-5024","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Familiar Source Player Core pg. 201, Player Core 2 pg. 152 Archetypes Elementalist (Level 4), Shadowcaster (Level 4), Soul Warden (Level 4), Elementalist (Level 4) --- You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.","category":"feat","pfs":"Standard","feat":["Familiar"],"rarity":"common","slug":"feat-5024"},{"skill_mod":{},"summary":"You are particularly adept at learning spells to add to your spellbook.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Arcana","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5025","weakness":{},"skill":["Arcana","Arcana"],"name":"Spellbook Prodigy","legacy_id":["feat-1833"],"trait":["Wizard"],"id":"feat-5025","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Spellbook Prodigy Source Player Core pg. 201 Prerequisites Trained in Arcana --- You are particularly adept at learning spells to add to your spellbook. You gain the Magical Shorthand skill feat without needing to meet its prerequisites. Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Spellbook Prodigy"],"rarity":"common","slug":"feat-5025"},{"skill_mod":{},"summary":"As you direct destructive energy at a foe, you can divert some of its power into a protective barrier that shields you from harm.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5026","weakness":{},"name":"Energy Ablation","legacy_id":["feat-1834"],"trait":["Spellshape","Wizard","Metamagic"],"actions_number":2,"id":"feat-5026","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Energy Ablation Single Action Source Player Core pg. 201 --- As you direct destructive energy at a foe, you can divert some of its power into a protective barrier that shields you from harm. If your next action is to Cast a Spell that deals at least one type of energy damage (acid, cold, electricity, fire, force, sonic, vitality, or void), you gain resistance to an energy damage type of your choice equal to the spell’s rank. The resistance lasts until the end of your next turn. You get the resistance regardless of whether or not your spell dealt damage.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Energy Ablation"],"rarity":"common","slug":"feat-5026"},{"skill_mod":{},"summary":"You can alter offensive spells to be less deadly.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5027","weakness":{},"name":"Nonlethal Spell","legacy_id":["feat-1835"],"trait":["Manipulate","Spellshape","Wizard","Metamagic"],"actions_number":2,"id":"feat-5027","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Nonlethal Spell Single Action Source Player Core pg. 201 --- You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn't have the death or void trait, that spell gains the nonlethal trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Nonlethal Spell"],"rarity":"common","slug":"feat-5027"},{"legacy_name":["Bespell Weapon"],"primary_source_category":"Rulebooks","source":["Player Core","Player Core 2"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"legacy_id":["feat-610"],"trait":["Oracle","Sorcerer","Wizard"],"id":"feat-5028","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Bespell Strikes Free Action Source Player Core pg. 202, Player Core 2 pg. 139 Archetypes Bloodrager (Level 8), Battle Harbinger (Level 6) Frequency once per turn Requirements Your most recent action was to cast a non-cantrip spell --- You siphon spell energy into one weapon you’re wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the associated trait (see below) if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage). Oracle : Your strike gains the divine trait. Sorcerer: Your strike gains the trait of your bloodline’s magical tradition. Wizard : Your strike gains the arcane trait. Bespell Strikes leads to... Arcana of Iron","feat":["Bespell Strikes"],"skill_mod":{},"summary":"You siphon spell energy into one weapon you’re wielding, or into one of your unarmed attacks, such as a fist.","primary_source":"Player Core","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"Your most recent action was to cast a non-cantrip spell","resistance":{},"url":"/Feats.aspx?ID=5028","archetype":["Bloodrager","Battle Harbinger"],"name":"Bespell Strikes","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5028"},{"legacy_name":["Call Bonded Item"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1836"],"trait":["Concentrate","Teleportation","Wizard"],"id":"feat-5029","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Call Wizardly Tools Single Action Source Player Core pg. 202 Prerequisites arcane bond --- You’re mystically connected to your wizardly tools, ensuring you can always find them when you’ve misplaced them. You teleport your bonded item or spellbook to you. It arrives in your hand if you have a free hand or at your feet if you don’t. The item must be within 1 mile and have 1 Bulk or less.","feat":["Call Wizardly Tools"],"skill_mod":{},"summary":"You’re mystically connected to your wizardly tools, ensuring you can always find them when you’ve misplaced them.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":4,"prerequisite":"arcane bond","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5029","name":"Call Wizardly Tools","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5029"},{"skill_mod":{},"summary":"You have linked your bonded item to the well of energy that powers your school spells.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"arcane bond; arcane school","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5030","weakness":{},"name":"Linked Focus","legacy_id":["feat-643"],"trait":["Wizard"],"id":"feat-5030","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Linked Focus Source Player Core pg. 202 Prerequisites arcane bond; arcane school --- You have linked your bonded item to the well of energy that powers your school spells. Once per day when you Drain your Bonded Item to cast one of your arcane school’s curriculum spells, you also regain 1 Focus Point.","category":"feat","pfs":"Standard","feat":["Linked Focus"],"rarity":"common","slug":"feat-5030"},{"skill_mod":{},"summary":"You inscribe a circle of arcane runes that dampen enemies’ magic.","primary_source":"Player Core","trait_group":["Tradition","Monster","Mechanics","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5031","weakness":{},"name":"Spell Protection Array","trait":["Arcane","Manipulate","Wizard"],"actions_number":2,"id":"feat-5031","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spell Protection Array Single Action Source Player Core pg. 202 --- You inscribe a circle of arcane runes that dampen enemies’ magic. You create a glowing magic circle in a 5-foot burst within 30 feet. Creatures in the circle gain a +1 status bonus to saving throws against magic. The circle lasts until the end of your next turn, and you can Sustain it, to a maximum duration of 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spell Protection Array"],"rarity":"common","slug":"feat-5031"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-1837"],"trait":["Wizard"],"id":"feat-5032","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Convincing Illusion Reaction Source Player Core pg. 202 Prerequisites Expert in Deception Trigger A creature succeeded, but didn’t critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast Requirements You are within 30 feet of the observer and the illusion --- You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target’s Perception DC. If you succeed, the target fails to disbelieve the illusion.","feat":["Convincing Illusion"],"skill_mod":{},"summary":"You use your deceptive skills to make your illusions seem even more real.","primary_source":"Player Core","trait_group":["Class"],"level":6,"prerequisite":"Expert in Deception","source_category":["Rulebooks"],"requirement":"You are within 30 feet of the observer and the illusion","trigger":"A creature succeeded, but didn’t critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast","resistance":{},"url":"/Feats.aspx?ID=5032","name":"Convincing Illusion","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5032"},{"skill_mod":{},"summary":"Your summoned creature appears in a detonation of arcane runes.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5033","weakness":{},"name":"Explosive Arrival","trait":["Concentrate","Manipulate","Spellshape","Wizard","Metamagic"],"actions_number":0,"id":"feat-5033","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Explosive Arrival Free Action Source Player Core pg. 203 --- Your summoned creature appears in a detonation of arcane runes. If your next action is to Cast a Spell with the summon trait, all creatures in a 10-foot emanation around the creature you summoned take 1d4 fire damage per spell rank. If the creature summoned has the acid, cold, electricity, sonic, or spirit trait, you can deal damage of that type instead.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Explosive Arrival"],"rarity":"common","slug":"feat-5033"},{"legacy_name":["Spell Penetration"],"skill_mod":{},"summary":"You’ve studied ways of overcoming the innate defenses against magic that dragons, otherworldly beings, and certain other powerful creatures have.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5034","weakness":{},"name":"Irresistible Magic","legacy_id":["feat-645"],"trait":["Wizard"],"id":"feat-5034","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Irresistible Magic Source Player Core pg. 203 --- You’ve studied ways of overcoming the innate defenses against magic that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.","category":"feat","pfs":"Standard","feat":["Irresistible Magic"],"rarity":"common","slug":"feat-5034"},{"skill_mod":{},"summary":"You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5035","weakness":{},"name":"Split Slot","legacy_id":["feat-1838"],"trait":["Wizard"],"id":"feat-5035","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Split Slot Source Player Core pg. 203 --- You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 rank lower than the highest-rank spell you can cast and prepare two spells in that slot. When you Cast a Spell from that slot, choose which spell to cast. Once you’ve chosen, the unused spell dissipates as though you hadn’t prepared it at all—for example, it isn’t available for use with Drain Bonded Item.","category":"feat","pfs":"Standard","feat":["Split Slot"],"rarity":"common","slug":"feat-5035"},{"skill_mod":{},"summary":"You gain access to the advanced teachings of your arcane institution, learning a powerful new school spell.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5036","weakness":{},"archetype":["Red Mantis Assassin"],"name":"Advanced School Spell","legacy_id":["feat-647"],"trait":["Wizard"],"id":"feat-5036","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Advanced School Spell Source Player Core pg. 203 Archetype Red Mantis Assassin (Level 10) --- You gain access to the advanced teachings of your arcane institution, learning a powerful new school spell. You gain the advanced school spell for your arcane school.","category":"feat","pfs":"Standard","feat":["Advanced School Spell"],"rarity":"common","slug":"feat-5036"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-648"],"trait":["Manipulate","Spellshape","Wizard","Metamagic"],"id":"feat-5037","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bond Conservation Single Action Source Player Core pg. 203 Prerequisites arcane bond Requirements The last action you used was to Cast a Spell enabled by Drain Bonded Item --- By efficiently and carefully manipulating the arcane energies unleashed by your bonded item, you can conserve just enough power to cast another spell, though this second spell is slightly weaker. You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.","feat":["Bond Conservation"],"skill_mod":{},"summary":"By efficiently and carefully manipulating the arcane energies unleashed by your bonded item, you can conserve just enough power to cast another spell, though this second spell is slightly weaker.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":8,"prerequisite":"arcane bond","source_category":["Rulebooks"],"requirement":"The last action you used was to Cast a Spell enabled by Drain Bonded Item","resistance":{},"url":"/Feats.aspx?ID=5037","name":"Bond Conservation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5037"},{"skill_mod":{},"summary":"You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5038","weakness":{},"name":"Form Retention","legacy_id":["feat-1839"],"trait":["Wizard"],"id":"feat-5038","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Form Retention Source Player Core pg. 203 --- You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 ranks higher than normal. This doesn’t grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared animal form in a 4th-rank slot with Form Retention, you would cast a 2nd-rank animal form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn’t change.","category":"feat","pfs":"Standard","feat":["Form Retention"],"rarity":"common","slug":"feat-5038"},{"skill_mod":{},"summary":"Your academic knowledge about a creature allows you to subtly alter your magic to defeat them.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5039","weakness":{},"name":"Knowledge is Power","legacy_id":["feat-2861"],"trait":["Magus","Wizard"],"id":"feat-5039","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Knowledge is Power Source Player Core pg. 203 --- Your academic knowledge about a creature allows you to subtly alter your magic to defeat them. When you critically succeed at a Recall Knowledge check about a creature, you can invoke your knowledge to make the creature take a –1 circumstance penalty to either AC and saves against the next attack you make against it, or the next spell you cast that it needs to defend against. The creature takes the same penalty to its attack or DC the next time it attacks against you or causes you to attempt a save against one of its effects. If you share this information with your allies, they gain the benefits as well. If not used, the bonuses end after 1 minute.","category":"feat","pfs":"Standard","feat":["Knowledge is Power"],"rarity":"common","slug":"feat-5039"},{"legacy_name":["Scroll Savant"],"skill_mod":{},"summary":"During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5040","weakness":{},"name":"Scroll Adept","legacy_id":["feat-652"],"trait":["Wizard"],"id":"feat-5040","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Scroll Adept Source Player Core pg. 203 --- During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. Each scroll must be of a different spell rank, and both spell ranks must be 2 or more ranks lower than your highest-rank spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value if sold. As normal for a scroll, these are consumable items of light Bulk, and someone holding the item in one hand can Cast the Spell from it if it’s on their spell list, using their spell attack modifier and spell DC. Scrolls are detailed fully on page 262 of GM Core. If you have master proficiency in spell DC, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.","category":"feat","pfs":"Standard","feat":["Scroll Adept"],"rarity":"common","slug":"feat-5040"},{"skill_mod":{},"summary":"You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Counterspell; Quick Recognition","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5041","weakness":{},"name":"Clever Counterspell","legacy_id":["feat-653"],"trait":["Wizard"],"id":"feat-5041","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Clever Counterspell Source Player Core pg. 204 Prerequisites Counterspell; Quick Recognition --- You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, you must still expend a prepared spell; the prepared spell you expend must share a trait with the triggering spell other than concentrate, manipulate, or its tradition trait. The GM might allow you to instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using clear mind to counter a fear spell).","category":"feat","pfs":"Standard","feat":["Clever Counterspell"],"rarity":"common","slug":"feat-5041"},{"skill_mod":{},"summary":"You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5042","weakness":{},"name":"Forcible Energy","legacy_id":["feat-1841"],"trait":["Manipulate","Spellshape","Wizard","Metamagic"],"actions_number":2,"id":"feat-5042","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Forcible Energy Single Action Source Player Core pg. 204 --- You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Forcible Energy"],"rarity":"common","slug":"feat-5042"},{"legacy_name":["Diviner Sense"],"skill_mod":{},"summary":"You sense magical dangers.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5043","weakness":{},"name":"Keen Magical Detection","legacy_id":["feat-1840"],"trait":["Fortune","Wizard"],"id":"feat-5043","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Keen Magical Detection Source Player Core pg. 204 --- You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic.","category":"feat","pfs":"Standard","feat":["Keen Magical Detection"],"rarity":"common","slug":"feat-5043"},{"skill_mod":{},"summary":"You have a literal sixth sense for ambient magic in your vicinity.","primary_source":"Player Core","trait_group":["Tradition","Monster","Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5044","weakness":{},"archetype":["Lich"],"name":"Magic Sense","legacy_id":["feat-622"],"trait":["Arcane","Detection","Magus","Oracle","Sorcerer","Wizard"],"id":"feat-5044","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Magic Sense Source Player Core pg. 204, Player Core 2 pg. 142 Archetype Lich (Level 14) --- You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.","category":"feat","pfs":"Standard","feat":["Magic Sense"],"rarity":"common","slug":"feat-5044"},{"skill_mod":{},"summary":"Your connection to your bonded item increases your focus pool.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"arcane bond","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5045","weakness":{},"name":"Bonded Focus","legacy_id":["feat-655"],"trait":["Wizard"],"id":"feat-5045","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Bonded Focus Source Player Core pg. 204 Prerequisites arcane bond --- Your connection to your bonded item increases your focus pool. Whenever you Refocus while your bonded item is in your possession, you completely refill your focus pool.","category":"feat","pfs":"Standard","feat":["Bonded Focus"],"rarity":"common","slug":"feat-5045"},{"skill_mod":{},"summary":"You divert some of your spell’s energy into an unstable runic array.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5046","weakness":{},"name":"Secondary Detonation Array","trait":["Manipulate","Spellshape","Wizard","Metamagic"],"actions_number":2,"id":"feat-5046","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Secondary Detonation Array Single Action Source Player Core pg. 204 --- You divert some of your spell’s energy into an unstable runic array. If your next action is to Cast a Spell that deals damage, has no duration, and affects an area, a glowing magic circle appears in a 5-foot burst within that area. At the beginning of your next turn, the circle detonates, dealing 1d6 force damage per rank of the spell to all creatures within the circle, with a basic Reflex save against your spell DC. If the spell dealt a different type of damage, the circle deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Secondary Detonation Array"],"rarity":"common","slug":"feat-5046"},{"skill_mod":{},"summary":"When you draw upon your bonded item, you can leave a bit of energy within it for later use.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"arcane bond","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5047","weakness":{},"name":"Superior Bond","legacy_id":["feat-657"],"trait":["Wizard"],"id":"feat-5047","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Superior Bond Source Player Core pg. 204 Prerequisites arcane bond --- When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more ranks lower than your highest-rank wizard spell slot.","category":"feat","pfs":"Standard","feat":["Superior Bond"],"rarity":"common","slug":"feat-5047"},{"primary_source_category":"Rulebooks","source":["Player Core","Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1829"],"trait":["Concentrate","Light","Sorcerer","Spellshape","Wizard","Metamagic"],"id":"feat-5048","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Scintillating Spell Single Action Source Player Core pg. 204, Player Core 2 pg. 157 Archetype Wellspring Mage (Level 16) --- Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn’t have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.","feat":["Scintillating Spell"],"skill_mod":{},"summary":"Your spells become a radiant display of light and color.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":16,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5048","archetype":["Wellspring Mage"],"name":"Scintillating Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5048"},{"skill_mod":{},"summary":"You’ve learned to alter choices you make when casting spells on yourself.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5049","weakness":{},"name":"Spell Tinker","legacy_id":["feat-659"],"trait":["Concentrate","Wizard"],"actions_number":4,"id":"feat-5049","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Spell Tinker Two Actions Source Player Core pg. 205 --- You’ve learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy). You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Spell Tinker"],"rarity":"common","slug":"feat-5049"},{"skill_mod":{},"summary":"You can prepare a spell slot that exists in your mind as many different possibilities at once.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5050","weakness":{},"name":"Infinite Possibilities","legacy_id":["feat-660"],"trait":["Wizard"],"id":"feat-5050","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Infinite Possibilities Source Player Core pg. 205 --- You can prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 ranks lower than the slot you designate; the spell acts in all ways as a spell of 2 ranks lower. You don’t have any particular spell prepared in that slot until you cast it.","category":"feat","pfs":"Standard","feat":["Infinite Possibilities"],"rarity":"common","slug":"feat-5050"},{"skill_mod":{},"summary":"You’ve discovered how to reuse some of your spell slots over and over.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5051","weakness":{},"name":"Reprepare Spell","legacy_id":["feat-661"],"trait":["Wizard"],"id":"feat-5051","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Reprepare Spell Source Player Core pg. 205 --- You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th rank or lower and can’t have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day. If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. You can use spell substitution on that slot again, but you remain restricted to preparing only spells without a duration in that slot until the next time you make your daily preparations.","category":"feat","pfs":"Standard","feat":["Reprepare Spell"],"rarity":"common","slug":"feat-5051"},{"legacy_name":["Second Chance Spell"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1842"],"trait":["Concentrate","Mental","Wizard"],"id":"feat-5052","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Second Thoughts Reaction Source Player Core pg. 205 Trigger You cast a mental spell that targets one creature, and it critically succeeds at its Will save --- When your target proves resilient to your magical deceptions, you can try them again on someone else. You can Cast the triggering Spell a second time, targeting a different creature, without expanding an additional spell slot. You can do so only until the end of your next turn, and you can’t use Second Thoughts on it after the second casting of the spell.","feat":["Second Thoughts"],"skill_mod":{},"summary":"When your target proves resilient to your magical deceptions, you can try them again on someone else.","primary_source":"Player Core","trait_group":["Mechanics","Class"],"level":18,"source_category":["Rulebooks"],"trigger":"You cast a mental spell that targets one creature, and it critically succeeds at its Will save","resistance":{},"url":"/Feats.aspx?ID=5052","name":"Second Thoughts","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5052"},{"skill_mod":{},"summary":"You have mastered the greatest secrets of arcane magic.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"archwizard's spellcraft","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5053","weakness":{},"name":"Archwizard's Might","legacy_id":["feat-662"],"trait":["Wizard"],"id":"feat-5053","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Archwizard's Might Source Player Core pg. 205 Prerequisites archwizard's spellcraft --- You have mastered the greatest secrets of arcane magic. You gain an additional 10th-rank spell slot.","category":"feat","pfs":"Standard","feat":["Archwizard's Might"],"rarity":"common","slug":"feat-5053"},{"skill_mod":{},"summary":"You can merge spells, producing multiple effects with a single casting.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5054","weakness":{},"name":"Spell Combination","legacy_id":["feat-664"],"trait":["Wizard"],"id":"feat-5054","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Spell Combination Source Player Core pg. 205 --- You can merge spells, producing multiple effects with a single casting. One slot of each rank of spell you can cast, except 2nd rank and 1st rank, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell ranks below the slot’s rank, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack, require the same type of saving throw, or automatically affect the target. When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells.","category":"feat","pfs":"Standard","feat":["Spell Combination"],"rarity":"common","slug":"feat-5054"},{"skill_mod":{},"summary":"You have mastered a handful of spells to such a degree that you can cast them even if you haven’t prepared them in advance.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks","Adventure Paths"],"source":["Player Core","Pathfinder #150: Broken Promises"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5055","weakness":{},"source_group":["Age of Ashes"],"name":"Spell Mastery","legacy_id":["feat-1843"],"trait":["Wizard"],"id":"feat-5055","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Spell Mastery Source Player Core pg. 205, Pathfinder #150: Broken Promises pg. 76 --- You have mastered a handful of spells to such a degree that you can cast them even if you haven’t prepared them in advance. Select any four spells of 9th rank or lower that are in your spellbook; each spell you select must be of a different rank. These spells are automatically prepared when you make your daily preparations, and you gain an extra spell slot for each spell. You can select a different combination of spells by spending 1 week of downtime studying your spellbook and retraining your mastered spells.","category":"feat","pfs":"Standard","feat":["Spell Mastery"],"rarity":"common","slug":"feat-5055"},{"legacy_name":["Metamagic Mastery"],"skill_mod":{},"summary":"Your mastery of magic ensures that you can alter your spells just as easily as you can cast them normally.","primary_source":"Player Core","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5056","weakness":{},"name":"Spellshape Mastery","legacy_id":["feat-632"],"trait":["Sorcerer","Wizard"],"id":"feat-5056","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Spellshape Mastery Source Player Core pg. 205, Player Core 2 pg. 163 --- Your mastery of magic ensures that you can alter your spells just as easily as you can cast them normally. You can use spellshape single actions as free actions.","category":"feat","pfs":"Standard","feat":["Spellshape Mastery"],"rarity":"common","slug":"feat-5056"},{"skill_mod":{},"summary":"You cast spells like a bard and gain the Cast a Spell activity.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5057","weakness":{},"archetype":["Bard"],"name":"Bard Dedication","legacy_id":["feat-677"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-5057","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bard Dedication Source Player Core pg. 216 Archetype Bard Prerequisites Charisma +2 --- You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you’ve learned or discovered. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. Choose a muse as you would if you were a bard. You can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants. Bard Dedication leads to... Anthemic Performance, Basic Bard Spellcasting, Basic Muse's Whispers, Counter Perform","category":"feat","pfs":"Standard","feat":["Bard Dedication"],"rarity":"common","slug":"feat-5057"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Bard Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5058","weakness":{},"archetype":["Bard"],"name":"Basic Bard Spellcasting","legacy_id":["feat-678"],"trait":["Archetype"],"id":"feat-5058","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Bard Spellcasting Source Player Core pg. 216 Archetype Bard Prerequisites Bard Dedication --- You gain the basic spellcasting benefits.. Each time you gain a spell slot of a new rank from the bard archetype, add a common occult spell of the appropriate rank, or another appropriate occult spell you learned or discovered, to your repertoire. Basic Bard Spellcasting leads to... Expert Bard Spellcasting, Occult Breadth","category":"feat","pfs":"Standard","feat":["Basic Bard Spellcasting"],"rarity":"common","slug":"feat-5058"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level bard feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Bard Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5059","weakness":{},"archetype":["Bard"],"name":"Basic Muse's Whispers","legacy_id":["feat-679"],"trait":["Archetype"],"id":"feat-5059","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Muse's Whispers Source Player Core pg. 216 Archetype Bard Prerequisites Bard Dedication --- You gain a 1st- or 2nd-level bard feat. Basic Muse's Whispers leads to... Advanced Muse's Whispers","category":"feat","pfs":"Standard","feat":["Basic Muse's Whispers"],"rarity":"common","slug":"feat-5059"},{"skill_mod":{},"summary":"You gain one bard feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Muse's Whispers","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5060","weakness":{},"archetype":["Bard"],"name":"Advanced Muse's Whispers","legacy_id":["feat-680"],"trait":["Archetype"],"id":"feat-5060","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Muse's Whispers Source Player Core pg. 216 Archetype Bard Prerequisites Basic Muse's Whispers --- You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another bard feat.","category":"feat","pfs":"Standard","feat":["Advanced Muse's Whispers"],"rarity":"common","slug":"feat-5060"},{"skill_mod":{},"summary":"You gain the counter performance composition spell.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Bard Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5061","weakness":{},"archetype":["Bard"],"name":"Counter Perform","legacy_id":["feat-681"],"trait":["Archetype"],"id":"feat-5061","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Counter Perform Source Player Core pg. 216 Archetype Bard Prerequisites Bard Dedication --- You gain the counter performance composition spell. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by engaging your muse.","category":"feat","pfs":"Standard","feat":["Counter Perform"],"rarity":"common","slug":"feat-5061"},{"legacy_name":["Inspirational Performance"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-682"],"trait":["Archetype"],"id":"feat-5062","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Anthemic Performance Source Player Core pg. 216 Archetype Bard Prerequisites Bard Dedication --- Your music, speech, or other performance inspires your allies to dive into battle. You gain the courageous anthem composition cantrip.","feat":["Anthemic Performance"],"skill_mod":{},"summary":"Your music, speech, or other performance inspires your allies to dive into battle.","primary_source":"Player Core","trait_group":["Feat"],"level":8,"prerequisite":"Bard Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5062","archetype":["Bard"],"name":"Anthemic Performance","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5062"},{"skill_mod":{},"summary":"Your repertoire expands, and you can cast more occult spells each day.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Bard Spellcasting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5063","weakness":{},"archetype":["Bard"],"name":"Occult Breadth","legacy_id":["feat-683"],"trait":["Archetype"],"id":"feat-5063","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Occult Breadth Source Player Core pg. 216 Archetype Bard Prerequisites Basic Bard Spellcasting --- Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell rank other than your two highest bard spell slots.","category":"feat","pfs":"Standard","feat":["Occult Breadth"],"rarity":"common","slug":"feat-5063"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Occultism","Occultism"],"legacy_id":["feat-684"],"trait":["Archetype"],"id":"feat-5064","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Bard Spellcasting Source Player Core pg. 216 Archetype Bard Prerequisites Basic Bard Spellcasting; Master in Occultism --- You gain the expert spellcasting benefits. Expert Bard Spellcasting leads to... Master Bard Spellcasting","feat":["Expert Bard Spellcasting"],"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"level":12,"prerequisite":"Basic Bard Spellcasting; Master in Occultism","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5064","archetype":["Bard"],"name":"Expert Bard Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5064"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Occultism","Occultism"],"legacy_id":["feat-685"],"trait":["Archetype"],"id":"feat-5065","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Bard Spellcasting Source Player Core pg. 216 Archetype Bard Prerequisites Expert Bard Spellcasting; Legendary in Occultism --- You gain the master spellcasting benefits.","feat":["Master Bard Spellcasting"],"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"level":18,"prerequisite":"Expert Bard Spellcasting; Legendary in Occultism","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5065","archetype":["Bard"],"name":"Master Bard Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5065"},{"skill_mod":{},"summary":"You cast spells like a cleric.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Wisdom +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5066","weakness":{},"archetype":["Cleric"],"name":"Cleric Dedication","legacy_id":["feat-694"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-5066","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Cleric Dedication Source Player Core pg. 217 Archetype Cleric Prerequisites Wisdom +2 --- You cast spells like a cleric. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity’s anathema and can receive that deity’s divine sanctification. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity. Cleric Dedication leads to... Basic Cleric Spellcasting, Basic Dogma","category":"feat","pfs":"Standard","feat":["Cleric Dedication"],"rarity":"common","slug":"feat-5066"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cleric Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5067","weakness":{},"archetype":["Cleric"],"name":"Basic Cleric Spellcasting","legacy_id":["feat-695"],"trait":["Archetype"],"id":"feat-5067","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Cleric Spellcasting Source Player Core pg. 217 Archetype Cleric Prerequisites Cleric Dedication --- You gain the basic spellcasting benefits. You can prepare your deity’s spells in your spell slots of the appropriate rank from the cleric archetype. Basic Cleric Spellcasting leads to... Divine Breadth, Expert Cleric Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Cleric Spellcasting"],"rarity":"common","slug":"feat-5067"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level cleric feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cleric Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5068","weakness":{},"archetype":["Cleric"],"name":"Basic Dogma","legacy_id":["feat-696"],"trait":["Archetype"],"id":"feat-5068","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Dogma Source Player Core pg. 217 Archetype Cleric Prerequisites Cleric Dedication --- You gain a 1st- or 2nd-level cleric feat. Basic Dogma leads to... Advanced Dogma","category":"feat","pfs":"Standard","feat":["Basic Dogma"],"rarity":"common","slug":"feat-5068"},{"skill_mod":{},"summary":"You gain one cleric feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Dogma","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5069","weakness":{},"archetype":["Cleric"],"name":"Advanced Dogma","legacy_id":["feat-697"],"trait":["Archetype"],"id":"feat-5069","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Dogma Source Player Core pg. 217 Archetype Cleric Prerequisites Basic Dogma --- You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another cleric feat.","category":"feat","pfs":"Standard","feat":["Advanced Dogma"],"rarity":"common","slug":"feat-5069"},{"skill_mod":{},"summary":"As your understanding increases, your god grants you more divine spells each day.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Cleric Spellcasting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5070","weakness":{},"archetype":["Cleric"],"name":"Divine Breadth","legacy_id":["feat-698"],"trait":["Archetype"],"id":"feat-5070","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Divine Breadth Source Player Core pg. 217 Archetype Cleric Prerequisites Basic Cleric Spellcasting --- As your understanding increases, your god grants you more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell rank other than your two highest cleric spell slots.","category":"feat","pfs":"Standard","feat":["Divine Breadth"],"rarity":"common","slug":"feat-5070"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"legacy_id":["feat-699"],"trait":["Archetype"],"id":"feat-5071","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Cleric Spellcasting Source Player Core pg. 217 Archetype Cleric Prerequisites Basic Cleric Spellcasting; Master in Religion --- You gain the expert spellcasting benefits. Expert Cleric Spellcasting leads to... Master Cleric Spellcasting","feat":["Expert Cleric Spellcasting"],"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"level":12,"prerequisite":"Basic Cleric Spellcasting; Master in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5071","archetype":["Cleric"],"name":"Expert Cleric Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5071"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"legacy_id":["feat-700"],"trait":["Archetype"],"id":"feat-5072","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Cleric Spellcasting Source Player Core pg. 217 Archetype Cleric Prerequisites Expert Cleric Spellcasting; Legendary in Religion --- You gain the master spellcasting benefits.","feat":["Master Cleric Spellcasting"],"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"level":18,"prerequisite":"Expert Cleric Spellcasting; Legendary in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5072","archetype":["Cleric"],"name":"Master Cleric Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5072"},{"skill_mod":{},"summary":"You cast spells like a druid.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Wisdom +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5073","weakness":{},"archetype":["Druid"],"name":"Druid Dedication","legacy_id":["feat-701"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-5073","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Druid Dedication Source Player Core pg. 218 Archetype Druid Prerequisites Wisdom +2 --- You cast spells like a druid. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list or any other primal cantrips you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for druid archetype spells is Wisdom, and they are primal druid spells. You learn the Wildsong language, and you are bound by the druid’s anathema. Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order’s feats. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order. Druid Dedication leads to... Basic Druid Spellcasting, Basic Wilding, Order Spell","category":"feat","pfs":"Standard","feat":["Druid Dedication"],"rarity":"common","slug":"feat-5073"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Druid Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5074","weakness":{},"archetype":["Druid"],"name":"Basic Druid Spellcasting","legacy_id":["feat-702"],"trait":["Archetype"],"id":"feat-5074","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Druid Spellcasting Source Player Core pg. 218 Archetype Druid Prerequisites Druid Dedication --- You gain the basic spellcasting benefits. Basic Druid Spellcasting leads to... Expert Druid Spellcasting, Primal Breadth","category":"feat","pfs":"Standard","feat":["Basic Druid Spellcasting"],"rarity":"common","slug":"feat-5074"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level druid feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Druid Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5075","weakness":{},"archetype":["Druid"],"name":"Basic Wilding","legacy_id":["feat-703"],"trait":["Archetype"],"id":"feat-5075","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Wilding Source Player Core pg. 218 Archetype Druid Prerequisites Druid Dedication --- You gain a 1st- or 2nd-level druid feat. Basic Wilding leads to... Advanced Wilding","category":"feat","pfs":"Standard","feat":["Basic Wilding"],"rarity":"common","slug":"feat-5075"},{"skill_mod":{},"summary":"You gain the initial order spell from your order.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Druid Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5076","weakness":{},"archetype":["Druid"],"name":"Order Spell","legacy_id":["feat-704"],"trait":["Archetype"],"id":"feat-5076","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Order Spell Source Player Core pg. 218 Archetype Druid Prerequisites Druid Dedication --- You gain the initial order spell from your order. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by being one with nature. (For more on focus spells, see page 298.)","category":"feat","pfs":"Standard","feat":["Order Spell"],"rarity":"common","slug":"feat-5076"},{"skill_mod":{},"summary":"You gain one druid feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Wilding","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5077","weakness":{},"archetype":["Druid"],"name":"Advanced Wilding","legacy_id":["feat-705"],"trait":["Archetype"],"id":"feat-5077","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Wilding Source Player Core pg. 218 Archetype Druid Prerequisites Basic Wilding --- You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another druid feat.","category":"feat","pfs":"Standard","feat":["Advanced Wilding"],"rarity":"common","slug":"feat-5077"},{"skill_mod":{},"summary":"Increase the spell slots you gain from druid archetype feats by 1 for each spell rank other than your two highest druid spell slots.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Druid Spellcasting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5078","weakness":{},"archetype":["Druid"],"name":"Primal Breadth","legacy_id":["feat-706"],"trait":["Archetype"],"id":"feat-5078","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Primal Breadth Source Player Core pg. 218 Archetype Druid Prerequisites Basic Druid Spellcasting --- Increase the spell slots you gain from druid archetype feats by 1 for each spell rank other than your two highest druid spell slots.","category":"feat","pfs":"Standard","feat":["Primal Breadth"],"rarity":"common","slug":"feat-5078"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"legacy_id":["feat-707"],"trait":["Archetype"],"id":"feat-5079","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Druid Spellcasting Source Player Core pg. 218 Archetype Druid Prerequisites Basic Druid Spellcasting; Master in Nature --- You gain the expert spellcasting benefits. Expert Druid Spellcasting leads to... Master Druid Spellcasting","feat":["Expert Druid Spellcasting"],"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"level":12,"prerequisite":"Basic Druid Spellcasting; Master in Nature","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5079","archetype":["Druid"],"name":"Expert Druid Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5079"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"legacy_id":["feat-708"],"trait":["Archetype"],"id":"feat-5080","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Druid Spellcasting Source Player Core pg. 218 Archetype Druid Prerequisites Expert Druid Spellcasting; Legendary in Nature --- You gain the master spellcasting benefits.","feat":["Master Druid Spellcasting"],"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"level":18,"prerequisite":"Expert Druid Spellcasting; Legendary in Nature","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5080","archetype":["Druid"],"name":"Master Druid Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5080"},{"skill_mod":{},"summary":"You become trained in martial weapons.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength +2; Dexterity +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5081","weakness":{},"archetype":["Fighter"],"name":"Fighter Dedication","legacy_id":["feat-709"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-5081","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fighter Dedication Source Player Core pg. 219 Archetype Fighter Prerequisites Strength +2; Dexterity +2 --- You become trained in martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. Fighter Dedication leads to... Basic Maneuver, Diverse Weapon Expert, Fighter Resiliency, Reactive Striker","category":"feat","pfs":"Standard","feat":["Fighter Dedication"],"rarity":"common","slug":"feat-5081"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level fighter feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Fighter Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5082","weakness":{},"archetype":["Fighter"],"name":"Basic Maneuver","legacy_id":["feat-710"],"trait":["Archetype"],"id":"feat-5082","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Maneuver Source Player Core pg. 219 Archetype Fighter Prerequisites Fighter Dedication --- You gain a 1st- or 2nd-level fighter feat. Basic Maneuver leads to... Advanced Maneuver","category":"feat","pfs":"Standard","feat":["Basic Maneuver"],"rarity":"common","slug":"feat-5082"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each fighter archetype class feat you have.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Fighter Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5083","weakness":{},"archetype":["Fighter"],"name":"Fighter Resiliency","legacy_id":["feat-711"],"trait":["Archetype"],"id":"feat-5083","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fighter Resiliency Source Player Core pg. 219 Archetype Fighter Prerequisites Fighter Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier --- You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Fighter Resiliency"],"rarity":"common","slug":"feat-5083"},{"legacy_name":["Opportunist"],"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-712"],"trait":["Archetype"],"id":"feat-5084","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Reactive Striker Source Player Core pg. 219 Archetypes Fighter, Eagle Knight (Level 8), Blackjacket (Level 6), Ulfen Guard (Level 4) Prerequisites Fighter Dedication or Blackjacket Dedication --- You gain the Reactive Strike reaction.\n","feat":["Reactive Striker"],"skill_mod":{},"summary":"You gain the Reactive Strike reaction.","primary_source":"Player Core","trait_group":["Feat"],"level":4,"prerequisite":"Fighter Dedication or Blackjacket Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5084","archetype":["Fighter","Eagle Knight","Blackjacket","Ulfen Guard"],"name":"Reactive Striker","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5084"},{"skill_mod":{},"summary":"You gain a fighter feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Maneuver","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5085","weakness":{},"archetype":["Fighter"],"name":"Advanced Maneuver","legacy_id":["feat-713"],"trait":["Archetype"],"id":"feat-5085","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Maneuver Source Player Core pg. 219 Archetype Fighter Prerequisites Basic Maneuver --- You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another fighter feat.","category":"feat","pfs":"Standard","feat":["Advanced Maneuver"],"rarity":"common","slug":"feat-5085"},{"skill_mod":{},"summary":"Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Fighter Dedication; expert in any kind of weapon or unarmed attack","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5086","weakness":{},"archetype":["Fighter"],"name":"Diverse Weapon Expert","legacy_id":["feat-714"],"trait":["Archetype"],"id":"feat-5086","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Diverse Weapon Expert Source Player Core pg. 219 Archetype Fighter Prerequisites Fighter Dedication; expert in any kind of weapon or unarmed attack --- Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.","category":"feat","pfs":"Standard","feat":["Diverse Weapon Expert"],"rarity":"common","slug":"feat-5086"},{"skill_mod":{},"summary":"You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Dexterity +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5087","weakness":{},"archetype":["Ranger"],"name":"Ranger Dedication","legacy_id":["feat-722"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-5087","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ranger Dedication Source Player Core pg. 220 Archetype Ranger Prerequisites Dexterity +2 --- You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. If you gain a warden spell through this archetype, you become trained in spell attacks and spell DCs. Your spellcasting attribute is Wisdom. You can use the Hunt Prey action. Ranger Dedication leads to... Basic Hunter's Trick, Master Spotter (Ranger), Ranger Resiliency","category":"feat","pfs":"Standard","feat":["Ranger Dedication"],"rarity":"common","slug":"feat-5087"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level ranger feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Ranger Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5088","weakness":{},"archetype":["Ranger"],"name":"Basic Hunter's Trick","legacy_id":["feat-723"],"trait":["Archetype"],"id":"feat-5088","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Hunter's Trick Source Player Core pg. 220 Archetype Ranger Prerequisites Ranger Dedication --- You gain a 1st- or 2nd-level ranger feat. Basic Hunter's Trick leads to... Advanced Hunter's Trick","category":"feat","pfs":"Standard","feat":["Basic Hunter's Trick"],"rarity":"common","slug":"feat-5088"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each ranger archetype class feat you have.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5089","weakness":{},"archetype":["Ranger"],"name":"Ranger Resiliency","legacy_id":["feat-724"],"trait":["Archetype"],"id":"feat-5089","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ranger Resiliency Source Player Core pg. 220 Archetype Ranger Prerequisites Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier --- You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Ranger Resiliency"],"rarity":"common","slug":"feat-5089"},{"skill_mod":{},"summary":"You gain one ranger feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Hunter's Trick","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5090","weakness":{},"archetype":["Ranger"],"name":"Advanced Hunter's Trick","legacy_id":["feat-725"],"trait":["Archetype"],"id":"feat-5090","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Hunter's Trick Source Player Core pg. 220 Archetype Ranger Prerequisites Basic Hunter's Trick --- You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another ranger feat.","category":"feat","pfs":"Standard","feat":["Advanced Hunter's Trick"],"rarity":"common","slug":"feat-5090"},{"skill_mod":{},"summary":"Your proficiency rank in Perception increases to master.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Ranger Dedication; expert in Perception","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5091","weakness":{},"archetype":["Ranger"],"name":"Master Spotter (Ranger)","legacy_id":["feat-726"],"trait":["Archetype"],"id":"feat-5091","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Master Spotter (Ranger) Source Player Core pg. 220 Archetype Ranger Prerequisites Ranger Dedication; expert in Perception --- Your proficiency rank in Perception increases to master.","category":"feat","pfs":"Standard","feat":["Master Spotter (Ranger)"],"rarity":"common","slug":"feat-5091"},{"skill_mod":{},"summary":"You gain a skill feat and the rogue’s surprise attack class feature.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Dexterity +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5092","weakness":{},"archetype":["Rogue"],"name":"Rogue Dedication","legacy_id":["feat-727"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-5092","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rogue Dedication Source Player Core pg. 221 Archetype Rogue Prerequisites Dexterity +2 --- You gain a skill feat and the rogue's surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC. Rogue Dedication leads to... Basic Trickery, Evasiveness (Rogue), Skill Mastery (Rogue), Sneak Attacker, Uncanny Dodge","category":"feat","pfs":"Standard","feat":["Rogue Dedication"],"rarity":"common","slug":"feat-5092"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level rogue feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Rogue Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5093","weakness":{},"archetype":["Rogue"],"name":"Basic Trickery","legacy_id":["feat-728"],"trait":["Archetype"],"id":"feat-5093","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Trickery Source Player Core pg. 221 Archetype Rogue Prerequisites Rogue Dedication --- You gain a 1st- or 2nd-level rogue feat. Basic Trickery leads to... Advanced Trickery","category":"feat","pfs":"Standard","feat":["Basic Trickery"],"rarity":"common","slug":"feat-5093"},{"skill_mod":{},"summary":"You gain the sneak attack class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Rogue Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5094","weakness":{},"archetype":["Rogue","Assassin","Verduran Shadow","Lion Blade"],"name":"Sneak Attacker","legacy_id":["feat-729"],"trait":["Archetype"],"id":"feat-5094","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Sneak Attacker Source Player Core pg. 221 Archetypes Rogue, Assassin (Level 6), Verduran Shadow (Level 6), Lion Blade (Level 4) Prerequisites Rogue Dedication --- You gain the sneak attack class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don't increase the number of dice as you gain levels.","category":"feat","pfs":"Standard","feat":["Sneak Attacker"],"rarity":"common","slug":"feat-5094"},{"skill_mod":{},"summary":"You gain one rogue feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Trickery","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5095","weakness":{},"archetype":["Rogue"],"name":"Advanced Trickery","legacy_id":["feat-730"],"trait":["Archetype"],"id":"feat-5095","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Trickery Source Player Core pg. 221 Archetype Rogue Prerequisites Basic Trickery --- You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another rogue feat.","category":"feat","pfs":"Standard","feat":["Advanced Trickery"],"rarity":"common","slug":"feat-5095"},{"skill_mod":{},"summary":"Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Rogue Dedication; trained in at least one skill and expert in at least one skill","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5096","weakness":{},"archetype":["Rogue"],"name":"Skill Mastery (Rogue)","legacy_id":["feat-731"],"trait":["Archetype"],"id":"feat-5096","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Skill Mastery (Rogue) Source Player Core pg. 221 Archetype Rogue Prerequisites Rogue Dedication; trained in at least one skill and expert in at least one skill --- Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose; you must meet all its prerequisites. Special You can select this feat up to five times.","category":"feat","pfs":"Standard","feat":["Skill Mastery (Rogue)"],"rarity":"common","slug":"feat-5096"},{"skill_mod":{},"summary":"You gain the deny advantage class feature.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Rogue Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5097","weakness":{},"archetype":["Rogue","Shadowdancer"],"name":"Uncanny Dodge","legacy_id":["feat-732"],"trait":["Archetype"],"id":"feat-5097","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Uncanny Dodge Source Player Core pg. 221 Archetypes Rogue, Shadowdancer (Level 10) Prerequisites Rogue Dedication --- You gain the deny advantage class feature.","category":"feat","pfs":"Standard","feat":["Uncanny Dodge"],"rarity":"common","slug":"feat-5097"},{"skill_mod":{},"summary":"Your proficiency rank for Reflex saves increases to master.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Rogue Dedication; expert in Reflex saves","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5098","weakness":{},"archetype":["Rogue"],"name":"Evasiveness (Rogue)","legacy_id":["feat-733"],"trait":["Archetype"],"id":"feat-5098","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Evasiveness (Rogue) Source Player Core pg. 221 Archetype Rogue Prerequisites Rogue Dedication; expert in Reflex saves --- Your proficiency rank for Reflex saves increases to master.","category":"feat","pfs":"Standard","feat":["Evasiveness (Rogue)"],"rarity":"common","slug":"feat-5098"},{"skill_mod":{},"summary":"You cast spells like a witch.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5099","weakness":{},"archetype":["Witch"],"name":"Witch Dedication","legacy_id":["feat-1866"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-5099","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Witch Dedication Source Player Core pg. 222 Archetype Witch Prerequisites Intelligence +2 --- You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar gains the normal number of abilities for a familiar instead of those a witch familiar normally gets. You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice Witch Dedication leads to... Basic Witch Spellcasting, Basic Witchcraft","category":"feat","pfs":"Standard","feat":["Witch Dedication"],"rarity":"common","slug":"feat-5099"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Witch Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5100","weakness":{},"archetype":["Witch"],"name":"Basic Witch Spellcasting","legacy_id":["feat-1867"],"trait":["Archetype"],"id":"feat-5100","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Witch Spellcasting Source Player Core pg. 222 Archetype Witch Prerequisites Witch Dedication --- You gain the spellcasting benefits. Each time you gain a spell slot of a new rank from the witch archetype, add two common spells of that rank to your familiar. Basic Witch Spellcasting leads to... Expert Witch Spellcasting, Patron's Breadth","category":"feat","pfs":"Standard","feat":["Basic Witch Spellcasting"],"rarity":"common","slug":"feat-5100"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level witch feat of your choice.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Witch Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5101","weakness":{},"archetype":["Witch"],"name":"Basic Witchcraft","legacy_id":["feat-1868"],"trait":["Archetype"],"id":"feat-5101","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Witchcraft Source Player Core pg. 222 Archetype Witch Prerequisites Witch Dedication --- You gain a 1st- or 2nd-level witch feat of your choice. You can select three familiar abilities for your familiar each day, instead of two. Basic Witchcraft leads to... Advanced Witchcraft","category":"feat","pfs":"Standard","feat":["Basic Witchcraft"],"rarity":"common","slug":"feat-5101"},{"skill_mod":{},"summary":"You gain one witch feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Witchcraft","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5102","weakness":{},"archetype":["Witch"],"name":"Advanced Witchcraft","legacy_id":["feat-1869"],"trait":["Archetype"],"id":"feat-5102","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Witchcraft Source Player Core pg. 222 Archetype Witch Prerequisites Basic Witchcraft --- You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level. Special l You can select this feat more than once. Each time you select it, you gain another witch feat.","category":"feat","pfs":"Standard","feat":["Advanced Witchcraft"],"rarity":"common","slug":"feat-5102"},{"skill_mod":{},"summary":"You can cast more spells each day.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Witch Spellcasting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5103","weakness":{},"archetype":["Witch"],"name":"Patron's Breadth","legacy_id":["feat-1870"],"trait":["Archetype"],"id":"feat-5103","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Patron's Breadth Source Player Core pg. 222 Archetype Witch Prerequisites Basic Witch Spellcasting --- You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell rank other than your two highest spell ranks","category":"feat","pfs":"Standard","feat":["Patron's Breadth"],"rarity":"common","slug":"feat-5103"},{"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Witch Spellcasting; master in the skill associated with your patron's tradition","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5104","weakness":{},"archetype":["Witch"],"name":"Expert Witch Spellcasting","legacy_id":["feat-1871"],"trait":["Archetype"],"id":"feat-5104","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Witch Spellcasting Source Player Core pg. 222 Archetype Witch Prerequisites Basic Witch Spellcasting; master in the skill associated with your patron's tradition --- You gain the expert spellcasting benefits. Expert Witch Spellcasting leads to... Master Witch Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Witch Spellcasting"],"rarity":"common","slug":"feat-5104"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Witch Spellcasting; legendary in the skill associated with your patron's tradition","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5105","weakness":{},"archetype":["Witch"],"name":"Master Witch Spellcasting","legacy_id":["feat-1872"],"trait":["Archetype"],"id":"feat-5105","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Witch Spellcasting Source Player Core pg. 222 Archetype Witch Prerequisites Expert Witch Spellcasting; legendary in the skill associated with your patron's tradition --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Witch Spellcasting"],"rarity":"common","slug":"feat-5105"},{"skill_mod":{},"summary":"You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5106","weakness":{},"archetype":["Wizard"],"name":"Wizard Dedication","legacy_id":["feat-742"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-5106","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wizard Dedication Source Player Core pg. 223 Archetype Wizard Prerequisites Intelligence +2 --- You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for wizard archetype spells is Intelligence, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select a school; you don’t gain any abilities from your choice of school, but qualify for feats as a member. Wizard Dedication leads to... Arcane School Spell, Basic Arcana, Basic Wizard Spellcasting","category":"feat","pfs":"Standard","feat":["Wizard Dedication"],"rarity":"common","slug":"feat-5106"},{"skill_mod":{},"summary":"You gain your school’s initial school spell.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Wizard Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5107","weakness":{},"archetype":["Wizard"],"name":"Arcane School Spell","legacy_id":["feat-743"],"trait":["Archetype"],"id":"feat-5107","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Arcane School Spell Source Player Core pg. 223 Archetype Wizard Prerequisites Wizard Dedication --- You gain your school’s initial school spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying.","category":"feat","pfs":"Standard","feat":["Arcane School Spell"],"rarity":"common","slug":"feat-5107"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level wizard feat of your choice.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Wizard Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5108","weakness":{},"archetype":["Wizard","Spellshot"],"name":"Basic Arcana","legacy_id":["feat-744"],"trait":["Archetype"],"id":"feat-5108","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Arcana Source Player Core pg. 223 Archetypes Wizard, Spellshot (Level 4), Spellshot (Level 4) Prerequisites Wizard Dedication --- You gain a 1st- or 2nd-level wizard feat of your choice. Basic Arcana leads to... Advanced Arcana","category":"feat","pfs":"Standard","feat":["Basic Arcana"],"rarity":"common","slug":"feat-5108"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Wizard Dedication","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5109","weakness":{},"archetype":["Wizard","Spellshot"],"name":"Basic Wizard Spellcasting","legacy_id":["feat-745"],"trait":["Archetype"],"id":"feat-5109","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Wizard Spellcasting Source Player Core pg. 223 Archetypes Wizard, Spellshot (Level 4), Spellshot (Level 4) Prerequisites Wizard Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the wizard archetype, add two common spells of that rank to your spellbook. Basic Wizard Spellcasting leads to... Arcane Breadth, Expert Beast Gunner Spellcasting, Expert Wizard Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Wizard Spellcasting"],"rarity":"common","slug":"feat-5109"},{"skill_mod":{},"summary":"You gain one wizard feat.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Arcana","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5110","weakness":{},"archetype":["Wizard","Spellshot"],"name":"Advanced Arcana","legacy_id":["feat-746"],"trait":["Archetype"],"id":"feat-5110","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Arcana Source Player Core pg. 223 Archetypes Wizard, Spellshot (Level 6), Spellshot (Level 6) Prerequisites Basic Arcana --- You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another wizard feat.","category":"feat","pfs":"Standard","feat":["Advanced Arcana"],"rarity":"common","slug":"feat-5110"},{"skill_mod":{},"summary":"Your thorough studies allow you to cast more arcane spells each day.","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Wizard Spellcasting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5111","weakness":{},"archetype":["Wizard","Spellshot"],"name":"Arcane Breadth","legacy_id":["feat-747"],"trait":["Archetype"],"id":"feat-5111","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Arcane Breadth Source Player Core pg. 223 Archetypes Wizard, Spellshot (Level 8), Spellshot (Level 8) Prerequisites Basic Wizard Spellcasting --- Your thorough studies allow you to cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell rank other than your two highest wizard spell slots.","category":"feat","pfs":"Standard","feat":["Arcane Breadth"],"rarity":"common","slug":"feat-5111"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Arcana"],"legacy_id":["feat-748"],"trait":["Archetype"],"id":"feat-5112","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Wizard Spellcasting Source Player Core pg. 223 Archetypes Wizard, Spellshot (Level 12), Spellshot (Level 12) Prerequisites Basic Wizard Spellcasting; Master in Arcana --- You gain the expert spellcasting benefits. Expert Wizard Spellcasting leads to... Master Beast Gunner Spellcasting, Master Wizard Spellcasting","feat":["Expert Wizard Spellcasting"],"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"level":12,"prerequisite":"Basic Wizard Spellcasting; Master in Arcana","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5112","archetype":["Wizard","Spellshot"],"name":"Expert Wizard Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5112"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Arcana"],"legacy_id":["feat-749"],"trait":["Archetype"],"id":"feat-5113","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Wizard Spellcasting Source Player Core pg. 223 Archetype Wizard Prerequisites Expert Wizard Spellcasting; Legendary in Arcana --- You gain the master spellcasting benefits.","feat":["Master Wizard Spellcasting"],"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Player Core","trait_group":["Feat"],"level":18,"prerequisite":"Expert Wizard Spellcasting; Legendary in Arcana","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5113","archetype":["Wizard"],"name":"Master Wizard Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5113"},{"skill_mod":{},"summary":"Become trained in another Lore subcategory","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5114","weakness":{},"name":"Additional Lore","legacy_id":["feat-750"],"trait":["General","Skill"],"id":"feat-5114","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Additional Lore Source Player Core pg. 252 --- Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.","category":"feat","pfs":"Standard","feat":["Additional Lore"],"rarity":"common","slug":"feat-5114"},{"skill_mod":{},"summary":"Gain access to ancestry feats from another ancestry","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5115","weakness":{},"name":"Adopted Ancestry","legacy_id":["feat-751"],"trait":["General"],"id":"feat-5115","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adopted Ancestry Source Player Core pg. 252 PFS Note The Adopted Ancestry feat can only be used to select common ancestries or ancestries which all Pathfinder agents have access to (such as kobolds). --- You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.","category":"feat","pfs":"Standard","feat":["Adopted Ancestry"],"rarity":"common","slug":"feat-5115"},{"skill_mod":{},"summary":"Use First Aid to reduce frightened and sickened condition values","primary_source":"Player Core","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Medicine","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5116","weakness":{},"skill":["Medicine","Medicine"],"name":"Advanced First Aid","legacy_id":["feat-2107"],"trait":["General","Healing","Manipulate","Skill"],"id":"feat-5116","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Advanced First Aid Source Player Core pg. 252 Prerequisites Master in Medicine --- You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally’s frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.","category":"feat","pfs":"Standard","feat":["Advanced First Aid"],"rarity":"common","slug":"feat-5116"},{"skill_mod":{},"summary":"Craft alchemical items","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5117","weakness":{},"skill":["Crafting","Crafting"],"name":"Alchemical Crafting","legacy_id":["feat-752"],"trait":["General","Skill"],"id":"feat-5117","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alchemical Crafting Source Player Core pg. 252 Prerequisites Trained in Crafting --- You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.","category":"feat","pfs":"Standard","feat":["Alchemical Crafting"],"rarity":"common","slug":"feat-5117"},{"skill_mod":{},"summary":"Gain a 1st-level ancestry feat","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5118","weakness":{},"name":"Ancestral Paragon","legacy_id":["feat-753"],"trait":["General"],"id":"feat-5118","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Ancestral Paragon Source Player Core pg. 252 --- Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.","category":"feat","pfs":"Standard","feat":["Ancestral Paragon"],"rarity":"common","slug":"feat-5118"},{"skill_mod":{},"summary":"Cast detect magic at will as an arcane innate spell","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Arcana","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5119","weakness":{},"skill":["Arcana","Arcana"],"name":"Arcane Sense","legacy_id":["feat-754"],"trait":["General","Skill"],"id":"feat-5119","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Arcane Sense Source Player Core pg. 252 Prerequisites Trained in Arcana --- Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.","category":"feat","pfs":"Standard","feat":["Arcane Sense"],"rarity":"common","slug":"feat-5119"},{"skill_mod":{},"summary":"Become trained in a type of armor","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5120","weakness":{},"name":"Armor Proficiency","legacy_id":["feat-755"],"trait":["General"],"id":"feat-5120","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Armor Proficiency Source Player Core pg. 252 --- You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type. Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above.","category":"feat","pfs":"Standard","feat":["Armor Proficiency"],"rarity":"common","slug":"feat-5120"},{"skill_mod":{},"summary":"Receive a fixed result on a skill check","primary_source":"Player Core","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"trained in at least one skill","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5121","weakness":{},"name":"Assurance","legacy_id":["feat-756"],"trait":["Fortune","General","Skill"],"id":"feat-5121","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Assurance Source Player Core pg. 252 Prerequisites trained in at least one skill --- Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill. Assurance leads to... Automatic Knowledge","category":"feat","pfs":"Standard","feat":["Assurance"],"rarity":"common","slug":"feat-5121"},{"skill_mod":{},"summary":"Recall Knowledge as a free action once per round","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"expert in a skill with the Recall Knowledge action; Assurance in that skill","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5122","weakness":{},"name":"Automatic Knowledge","legacy_id":["feat-757"],"trait":["General","Skill"],"id":"feat-5122","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Automatic Knowledge Source Player Core pg. 252 Prerequisites expert in a skill with the Recall Knowledge action; Assurance in that skill --- You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check. Special You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.","category":"feat","pfs":"Standard","feat":["Automatic Knowledge"],"rarity":"common","slug":"feat-5122"},{"skill_mod":{},"summary":"Earn Income by searching for deals","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5123","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Bargain Hunter","legacy_id":["feat-758"],"trait":["General","Skill"],"id":"feat-5123","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bargain Hunter Source Player Core pg. 252 Prerequisites Trained in Diplomacy --- You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.","category":"feat","pfs":"Standard","feat":["Bargain Hunter"],"rarity":"common","slug":"feat-5123"},{"skill_mod":{},"summary":"Demoralizes foes when you roll for initiative","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Intimidation","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5124","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Battle Cry","legacy_id":["feat-759"],"trait":["General","Skill"],"id":"feat-5124","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Battle Cry Source Player Core pg. 252 Prerequisites Master in Intimidation --- When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.","category":"feat","pfs":"Standard","feat":["Battle Cry"],"rarity":"common","slug":"feat-5124"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"legacy_id":["feat-760"],"trait":["General","Healing","Manipulate","Skill"],"id":"feat-5125","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Battle Medicine Single Action Source Player Core pg. 253 Prerequisites Trained in Medicine Requirements You're holding or wearing a healer's toolkit. --- You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. Battle Medicine leads to... Godless Healing, Mage's Field Dressing, Medic Dedication, Paragon Battle Medicine","feat":["Battle Medicine"],"skill_mod":{},"summary":"Heal yourself or an ally in battle","primary_source":"Player Core","trait_group":["Feat","Mechanics"],"level":1,"prerequisite":"Trained in Medicine","source_category":["Rulebooks"],"requirement":"You're holding or wearing a healer's toolkit .","resistance":{},"url":"/Feats.aspx?ID=5125","name":"Battle Medicine","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5125"},{"skill_mod":{},"summary":"Your magic becomes more difficult to identify","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Occultism","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5126","weakness":{},"skill":["Occultism","Occultism"],"name":"Bizarre Magic","legacy_id":["feat-761"],"trait":["General","Skill"],"id":"feat-5126","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Bizarre Magic Source Player Core pg. 253 Prerequisites Master in Occultism --- You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.","category":"feat","pfs":"Standard","feat":["Bizarre Magic"],"rarity":"common","slug":"feat-5126"},{"skill_mod":{},"summary":"An animal becomes permanently easier to command","primary_source":"Player Core","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Nature","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5127","weakness":{},"skill":["Nature","Nature"],"name":"Bonded Animal","legacy_id":["feat-762"],"trait":["Downtime","General","Skill"],"id":"feat-5127","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bonded Animal Source Player Core pg. 253 Prerequisites Expert in Nature --- You forge strong connections with animals. You can spend 7 days of downtime regularly interacting with a normal animal (not a companion or other special animal) that is friendly or helpful to you. After this duration, attempt a Nature check against the animal's Will DC. If successful, you bond with the animal. The animal is permanently bonded to you until you form a bond with a different animal or do something egregious to break your bond. A helpful animal is easier to direct. If your bonded animal is level –1, it gains the minion trait, allowing you to command it more efficiently. The maximum level of creature that can be your minion increases to 3 if you're a master in Nature and to 11 if you're legendary. Special You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a pet or familiar). Bonded Animal leads to... Ferocious Beasts","category":"feat","pfs":"Standard","feat":["Bonded Animal"],"rarity":"common","slug":"feat-5127"},{"skill_mod":{},"summary":"Use your knowledge to break curses","primary_source":"Player Core","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Occultism or Master in Religion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5128","weakness":{},"skill":["Occultism","Religion","Occultism","Religion"],"name":"Break Curse","trait":["Concentrate","Exploration","General","Healing","Skill"],"id":"feat-5128","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Break Curse Source Player Core pg. 253 PFS Note The Break Curse feat can be used once at the end of a scenario to remove a curse. Should it fail, the affected PC must use spellcasting services or a boon to remove the curse. Prerequisites Master in Occultism or Master in Religion --- You spend 8 hours praying or performing occult rites over the target, weakening a curse's power over them. Attempt to counteract the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break Curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.","category":"feat","pfs":"Standard","feat":["Break Curse"],"rarity":"common","slug":"feat-5128"},{"skill_mod":{},"summary":"Hold your breath longer and gain benefits against inhaled threats","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5129","weakness":{},"name":"Breath Control","legacy_id":["feat-763"],"trait":["General"],"id":"feat-5129","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Breath Control Source Player Core pg. 253 --- You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Breath Control"],"rarity":"common","slug":"feat-5129"},{"skill_mod":{},"summary":"Become an expert in a saving throw or Perception","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5130","weakness":{},"name":"Canny Acumen","legacy_id":["feat-764"],"trait":["General"],"id":"feat-5130","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Canny Acumen Source Player Core pg. 253 --- Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.","category":"feat","pfs":"Standard","feat":["Canny Acumen"],"rarity":"common","slug":"feat-5130"},{"skill_mod":{},"summary":"Treat falls as shorter than they are","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5131","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Cat Fall","legacy_id":["feat-765"],"trait":["General","Skill"],"id":"feat-5131","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cat Fall Source Player Core pg. 253 Prerequisites Trained in Acrobatics --- Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Cat Fall leads to... Leshy Glide, Rolling Landing","category":"feat","pfs":"Standard","feat":["Cat Fall"],"rarity":"common","slug":"feat-5131"},{"skill_mod":{},"summary":"Improve a target’s attitude with your lies","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5132","weakness":{},"skill":["Deception","Deception"],"name":"Charming Liar","legacy_id":["feat-766"],"trait":["General","Skill"],"id":"feat-5132","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Charming Liar Source Player Core pg. 253 Prerequisites Trained in Deception --- Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.","category":"feat","pfs":"Standard","feat":["Charming Liar"],"rarity":"common","slug":"feat-5132"},{"skill_mod":{},"summary":"Jump impossible distances","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5133","weakness":{},"skill":["Athletics","Athletics"],"name":"Cloud Jump","legacy_id":["feat-767"],"trait":["General","Skill"],"id":"feat-5133","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Cloud Jump Source Player Core pg. 253 Prerequisites Legendary in Athletics --- Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you jump on a successful Long Jump (so you could jump 90 feet with an Athletics result of 30). When you successfully High Jump, use the distance jumped and distance limit for a Long Jump but don’t triple the distance. You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the distance limit.","category":"feat","pfs":"Standard","feat":["Cloud Jump"],"rarity":"common","slug":"feat-5133"},{"skill_mod":{},"summary":"Fight more effectively as you Climb","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5134","weakness":{},"skill":["Athletics","Athletics"],"name":"Combat Climber","legacy_id":["feat-768"],"trait":["General","Skill"],"id":"feat-5134","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Combat Climber Source Player Core pg. 253 Prerequisites Trained in Athletics --- Your techniques allow you to fight as you climb. You’re not offguard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.","category":"feat","pfs":"Standard","feat":["Combat Climber"],"rarity":"common","slug":"feat-5134"},{"skill_mod":{},"summary":"Other PCs can help you Craft","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5135","weakness":{},"skill":["Crafting","Crafting"],"name":"Communal Crafting","trait":["General","Skill"],"id":"feat-5135","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Communal Crafting Source Player Core pg. 253 Prerequisites Expert in Crafting --- You can have other PCs help you Craft an item, under your direction. A helper PC rolls a check with a skill in which they’re trained. The skill must be Crafting or another skill relevant to the item, as determined by the GM. For example, a PC might use Religion to help you Craft an item with the divine trait or Warfare Lore to help you Craft a weapon. Your roll still determines whether you successfully create the item. Any helper’s roll contributes toward reducing the cost of raw materials using the numbers from the Earn Income table on page 229; this uses the ally PC’s proficiency rank in the skill and their level – 1 for their level. Helping PCs must accompany you throughout the Craft activity (preventing them from pursuing other downtime activities) or the benefit is lost. The GM might determine that only a certain number of PCs can help depending on the circumstances. Communal Crafting also allows you to take the role of a helper when someone else is crafting, provided they accept your help.","category":"feat","pfs":"Limited","feat":["Communal Crafting"],"rarity":"common","slug":"feat-5135"},{"skill_mod":{},"summary":"Reduce the bonuses against your repeated lies","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Deception","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5136","weakness":{},"skill":["Deception","Deception"],"name":"Confabulator","legacy_id":["feat-769"],"trait":["General","Skill"],"id":"feat-5136","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Confabulator Source Player Core pg. 254 Prerequisites Expert in Deception --- Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.","category":"feat","pfs":"Standard","feat":["Confabulator"],"rarity":"common","slug":"feat-5136"},{"skill_mod":{},"summary":"Treat Wounds on a patient more often","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5137","weakness":{},"skill":["Medicine","Medicine"],"name":"Continual Recovery","legacy_id":["feat-771"],"trait":["General","Skill"],"id":"feat-5137","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Continual Recovery Source Player Core pg. 254 Prerequisites Expert in Medicine --- You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.","category":"feat","pfs":"Standard","feat":["Continual Recovery"],"rarity":"common","slug":"feat-5137"},{"skill_mod":{},"summary":"Get along in noble society","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5138","weakness":{},"skill":["Society","Society"],"name":"Courtly Graces","legacy_id":["feat-772"],"trait":["General","Skill"],"id":"feat-5138","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Courtly Graces Source Player Core pg. 254 Prerequisites Trained in Society --- You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead. Courtly Graces leads to... Leverage Connections","category":"feat","pfs":"Standard","feat":["Courtly Graces"],"rarity":"common","slug":"feat-5138"},{"skill_mod":{},"summary":"Ignore most requirements for crafting items","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5139","weakness":{},"skill":["Crafting","Crafting"],"name":"Craft Anything","legacy_id":["feat-773"],"trait":["General","Skill"],"id":"feat-5139","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Craft Anything Source Player Core pg. 254 Prerequisites Legendary in Crafting --- You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirements, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. If a requirement adds to the item’s cost, you must still pay it (including castings of spells that themselves have a cost). You can’t ignore requirements of special items that have exclusive means of access and Crafting, such as artifacts. The GM decides whether you can ignore a requirement.","category":"feat","pfs":"Standard","feat":["Craft Anything"],"rarity":"common","slug":"feat-5139"},{"skill_mod":{},"summary":"Die at dying 5, rather than dying 4","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5140","weakness":{},"name":"Diehard","legacy_id":["feat-774"],"trait":["General"],"id":"feat-5140","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Diehard Source Player Core pg. 254 --- It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4. Diehard leads to... Numb to Death","category":"feat","pfs":"Standard","feat":["Diehard"],"rarity":"common","slug":"feat-5140"},{"skill_mod":{},"summary":"Find guidance in the writings of your faith","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Religion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5141","weakness":{},"skill":["Religion","Religion"],"name":"Divine Guidance","legacy_id":["feat-775"],"trait":["General","Skill"],"id":"feat-5141","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Divine Guidance Source Player Core pg. 254 Prerequisites Legendary in Religion --- You’re so immersed in divine scripture that you find meaning and guidance for any situation in your texts. Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum.","category":"feat","pfs":"Standard","feat":["Divine Guidance"],"rarity":"common","slug":"feat-5141"},{"skill_mod":{},"summary":"Learn true and erroneous knowledge on failed check","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"trained in a skill with the Recall Knowledge action","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5142","weakness":{},"name":"Dubious Knowledge","legacy_id":["feat-776"],"trait":["General","Skill"],"id":"feat-5142","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dubious Knowledge Source Player Core pg. 254 Prerequisites trained in a skill with the Recall Knowledge action --- You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as knowing something is significant, but not whether it’s good or bad.","category":"feat","pfs":"Standard","feat":["Dubious Knowledge"],"rarity":"common","slug":"feat-5142"},{"skill_mod":{},"summary":"Search areas in half the time","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"master in Perception","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5143","weakness":{},"name":"Expeditious Search","legacy_id":["feat-777"],"trait":["General"],"id":"feat-5143","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Expeditious Search Source Player Core pg. 254 Prerequisites master in Perception --- You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly.","category":"feat","pfs":"Standard","feat":["Expeditious Search"],"rarity":"common","slug":"feat-5143"},{"skill_mod":{},"summary":"Prevent critical failures when Earning Income","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Lore","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5144","weakness":{},"skill":["Lore","Lore"],"name":"Experienced Professional","legacy_id":["feat-778"],"trait":["General","Skill"],"id":"feat-5144","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Experienced Professional Source Player Core pg. 254 Prerequisites Trained in Lore --- You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.","category":"feat","pfs":"Standard","feat":["Experienced Professional"],"rarity":"common","slug":"feat-5144"},{"skill_mod":{},"summary":"Conceal items from observers more effectively","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Stealth","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5145","weakness":{},"skill":["Stealth","Stealth"],"name":"Experienced Smuggler","legacy_id":["feat-779"],"trait":["General","Skill"],"id":"feat-5145","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Experienced Smuggler Source Player Core pg. 255 Prerequisites Trained in Stealth --- You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.","category":"feat","pfs":"Standard","feat":["Experienced Smuggler"],"rarity":"common","slug":"feat-5145"},{"skill_mod":{},"summary":"Track at your full Speed at a –5 penalty","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5146","weakness":{},"skill":["Survival","Survival"],"name":"Experienced Tracker","legacy_id":["feat-780"],"trait":["General","Skill"],"id":"feat-5146","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Experienced Tracker Source Player Core pg. 255 Prerequisites Trained in Survival --- Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. Experienced Tracker leads to... Swift Tracker","category":"feat","pfs":"Standard","feat":["Experienced Tracker"],"rarity":"common","slug":"feat-5146"},{"skill_mod":{},"summary":"Perform to fascinate observers","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Performance","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5147","weakness":{},"skill":["Performance","Performance"],"name":"Fascinating Performance","legacy_id":["feat-781"],"trait":["General","Skill"],"id":"feat-5147","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fascinating Performance Source Player Core pg. 255 Prerequisites Trained in Performance --- When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you're an expert in Performance, you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time. Fascinating Performance leads to... Focused Fascination","category":"feat","pfs":"Standard","feat":["Fascinating Performance"],"rarity":"common","slug":"feat-5147"},{"skill_mod":{},"summary":"Regain more HP from rest, recover faster from disease","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Constitution +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5148","weakness":{},"name":"Fast Recovery","legacy_id":["feat-782"],"trait":["General"],"id":"feat-5148","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fast Recovery Source Player Core pg. 255 Prerequisites Constitution +2 --- Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.","category":"feat","pfs":"Standard","feat":["Fast Recovery"],"rarity":"common","slug":"feat-5148"},{"skill_mod":{},"summary":"Step into difficult terrain","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Dexterity +2","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5149","weakness":{},"name":"Feather Step","legacy_id":["feat-783"],"trait":["General"],"id":"feat-5149","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Feather Step Source Player Core pg. 256 Prerequisites Dexterity +2 --- You step carefully and quickly. You can Step into difficult terrain.","category":"feat","pfs":"Standard","feat":["Feather Step"],"rarity":"common","slug":"feat-5149"},{"skill_mod":{},"summary":"Increase your Speed by 5 feet","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5150","weakness":{},"name":"Fleet","legacy_id":["feat-784"],"trait":["General"],"id":"feat-5150","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fleet Source Player Core pg. 256 --- You move more quickly on foot. Your Speed increases by 5 feet.","category":"feat","pfs":"Standard","feat":["Fleet"],"rarity":"common","slug":"feat-5150"},{"skill_mod":{},"summary":"Take precautions against special senses","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5151","weakness":{},"skill":["Stealth","Stealth"],"name":"Foil Senses","legacy_id":["feat-785"],"trait":["General","Skill"],"id":"feat-5151","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Foil Senses Source Player Core pg. 256 Prerequisites Master in Stealth --- You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 433).","category":"feat","pfs":"Standard","feat":["Foil Senses"],"rarity":"common","slug":"feat-5151"},{"skill_mod":{},"summary":"Forage for supplies to provide for multiple creatures","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5152","weakness":{},"skill":["Survival","Survival"],"name":"Forager","legacy_id":["feat-786"],"trait":["General","Skill"],"id":"feat-5152","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Forager Source Player Core pg. 256 Prerequisites Trained in Survival --- While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living. Increase the number of additional creatures you feed on a success to eight if you’re an expert in Survival, 16 if you’re a master, and 32 if you’re legendary.","category":"feat","pfs":"Standard","feat":["Forager"],"rarity":"common","slug":"feat-5152"},{"skill_mod":{},"summary":"Make an Impression on a target you’ve just met","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Diplomacy","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5153","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Glad-Hand","legacy_id":["feat-787"],"trait":["General","Skill"],"id":"feat-5153","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Glad-Hand Source Player Core pg. 256 Prerequisites Expert in Diplomacy --- First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.","category":"feat","pfs":"Standard","feat":["Glad-Hand"],"rarity":"common","slug":"feat-5153"},{"skill_mod":{},"summary":"Coerce multiple targets simultaneously","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5154","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Group Coercion","legacy_id":["feat-788"],"trait":["General","Skill"],"id":"feat-5154","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Group Coercion Source Player Core pg. 256 Prerequisites Trained in Intimidation --- You can strong-arm people effectively, even when you don’t have them isolated. When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you’re an expert, 25 if you’re a master, and 50 if you’re legendary.","category":"feat","pfs":"Standard","feat":["Group Coercion"],"rarity":"common","slug":"feat-5154"},{"skill_mod":{},"summary":"Make an Impression on multiple targets more easily","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5155","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Group Impression","legacy_id":["feat-789"],"trait":["General","Skill"],"id":"feat-5155","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Group Impression Source Player Core pg. 256 Prerequisites Trained in Diplomacy --- When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you’re an expert, 50 if you’re a master, and 100 if you’re legendary.","category":"feat","pfs":"Standard","feat":["Group Impression"],"rarity":"common","slug":"feat-5155"},{"skill_mod":{},"summary":"Increase your Bulk limits by 2","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5156","weakness":{},"skill":["Athletics","Athletics"],"name":"Hefty Hauler","legacy_id":["feat-790"],"trait":["General","Skill"],"id":"feat-5156","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hefty Hauler Source Player Core pg. 256 Prerequisites Trained in Athletics --- You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.","category":"feat","pfs":"Standard","feat":["Hefty Hauler"],"rarity":"common","slug":"feat-5156"},{"skill_mod":{},"summary":"Gather Information rapidly","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5157","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Hobnobber","legacy_id":["feat-791"],"trait":["General","Skill"],"id":"feat-5157","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hobnobber Source Player Core pg. 256 Prerequisites Trained in Diplomacy --- You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and roll a critical failure to Gather Information, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.","category":"feat","pfs":"Standard","feat":["Hobnobber"],"rarity":"common","slug":"feat-5157"},{"skill_mod":{},"summary":"Craft items more efficiently","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Crafting; Specialty Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5158","weakness":{},"skill":["Crafting","Crafting"],"name":"Impeccable Crafting","legacy_id":["feat-792"],"trait":["General","Skill"],"id":"feat-5158","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Impeccable Crafting Source Player Core pg. 256 Prerequisites Master in Crafting; Specialty Crafting --- You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Impeccable Crafting"],"rarity":"common","slug":"feat-5158"},{"skill_mod":{},"summary":"Make an Impression with Performance","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Performance","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5159","weakness":{},"skill":["Performance","Performance"],"name":"Impressive Performance","legacy_id":["feat-793"],"trait":["General","Skill"],"id":"feat-5159","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Impressive Performance Source Player Core pg. 256 Prerequisites Trained in Performance --- Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance. Impressive Performance leads to... Gladiator Dedication, Inflame Crowd","category":"feat","pfs":"Standard","feat":["Impressive Performance"],"rarity":"common","slug":"feat-5159"},{"skill_mod":{},"summary":"+2 to initiative rolls","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5160","weakness":{},"name":"Incredible Initiative","legacy_id":["feat-794"],"trait":["General"],"id":"feat-5160","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Incredible Initiative Source Player Core pg. 256 --- You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.","category":"feat","pfs":"Standard","feat":["Incredible Initiative"],"rarity":"common","slug":"feat-5160"},{"skill_mod":{},"summary":"Invest up to 12 magic items","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":11,"prerequisite":"Charisma +3","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5161","weakness":{},"name":"Incredible Investiture","legacy_id":["feat-795"],"trait":["General"],"id":"feat-5161","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Standard\" > Incredible Investiture Source Player Core pg. 256 Prerequisites Charisma +3 --- You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12. Investing worn magic items is explained on page 219 of GM Core.","category":"feat","pfs":"Standard","feat":["Incredible Investiture"],"rarity":"common","slug":"feat-5161"},{"skill_mod":{},"summary":"Demoralize a creature without speaking","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5162","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Intimidating Glare","legacy_id":["feat-796"],"trait":["General","Skill"],"id":"feat-5162","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Intimidating Glare Source Player Core pg. 257 Prerequisites Trained in Intimidation --- You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.","category":"feat","pfs":"Standard","feat":["Intimidating Glare"],"rarity":"common","slug":"feat-5162"},{"skill_mod":{},"summary":"Gain a bonus to physically Demoralize a target","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength +3; Expert in Intimidation","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5163","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Intimidating Prowess","legacy_id":["feat-797"],"trait":["General","Skill"],"id":"feat-5163","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Intimidating Prowess Source Player Core pg. 257 Prerequisites Strength +3; Expert in Intimidation --- In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength modifier is +5 or higher and you are a master in Intimidation, this bonus increases to +2.","category":"feat","pfs":"Standard","feat":["Intimidating Prowess"],"rarity":"common","slug":"feat-5163"},{"skill_mod":{},"summary":"Use Crafting to create item formulas","primary_source":"Player Core","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5164","weakness":{},"skill":["Crafting","Crafting"],"name":"Inventor","legacy_id":["feat-798"],"trait":["Downtime","General","Skill"],"id":"feat-5164","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Inventor Source Player Core pg. 257 Prerequisites Expert in Crafting --- You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book. The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.","category":"feat","pfs":"Standard","feat":["Inventor"],"rarity":"common","slug":"feat-5164"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"legacy_id":["feat-799"],"trait":["General","Skill"],"id":"feat-5165","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Kip Up Free Action Source Player Core pg. 257 Prerequisites Master in Acrobatics --- You stand up. This movement doesn’t trigger reactions.","feat":["Kip Up"],"skill_mod":{},"summary":"Stand up for free without triggering reactions","primary_source":"Player Core","trait_group":["Feat"],"level":7,"prerequisite":"Master in Acrobatics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5165","name":"Kip Up","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5165"},{"skill_mod":{},"summary":"Coerce a target into helping you longer","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Intimidation","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5166","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Lasting Coercion","legacy_id":["feat-800"],"trait":["General","Skill"],"id":"feat-5166","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lasting Coercion Source Player Core pg. 257 Prerequisites Expert in Intimidation --- When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month.","category":"feat","pfs":"Standard","feat":["Lasting Coercion"],"rarity":"common","slug":"feat-5166"},{"skill_mod":{},"summary":"Quickly Decipher Writing using Society","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Society","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5167","weakness":{},"skill":["Society","Society"],"name":"Legendary Codebreaker","legacy_id":["feat-801"],"trait":["General","Skill"],"id":"feat-5167","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Codebreaker Source Player Core pg. 257 Prerequisites Legendary in Society --- Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.","category":"feat","pfs":"Standard","feat":["Legendary Codebreaker"],"rarity":"common","slug":"feat-5167"},{"skill_mod":{},"summary":"Create pidgin languages to communicate with anyone","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Society; Multilingual","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5168","weakness":{},"skill":["Society","Society"],"name":"Legendary Linguist","legacy_id":["feat-802"],"trait":["General","Skill"],"id":"feat-5168","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Linguist Source Player Core pg. 257 Prerequisites Legendary in Society; Multilingual --- You’re so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don’t know—by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).","category":"feat","pfs":"Standard","feat":["Legendary Linguist"],"rarity":"common","slug":"feat-5168"},{"skill_mod":{},"summary":"Remove disease, blinded, deafened, doomed, or drained","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Medicine","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5169","weakness":{},"skill":["Medicine","Medicine"],"name":"Legendary Medic","legacy_id":["feat-803"],"trait":["General","Skill"],"id":"feat-5169","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Medic Source Player Core pg. 257 Prerequisites Legendary in Medicine --- You’ve discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.","category":"feat","pfs":"Standard","feat":["Legendary Medic"],"rarity":"common","slug":"feat-5169"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["feat-804"],"trait":["General","Skill"],"id":"feat-5170","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Negotiation Three Actions Source Player Core pg. 257 Prerequisites Legendary in Diplomacy --- You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. Generally, the DC of this check is the creature’s Will DC, although your GM may modify it based on the situation. Some creatures may be unable to stop regardless of their personal desires, and even those who agree to parley might ultimately find your arguments lacking and return to violence.","feat":["Legendary Negotiation"],"skill_mod":{},"summary":"Quickly parley with foes","primary_source":"Player Core","trait_group":["Feat"],"level":15,"prerequisite":"Legendary in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5170","name":"Legendary Negotiation","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-5170"},{"skill_mod":{},"summary":"Gain renown for your Performance","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Performance; Virtuosic Performer","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5171","weakness":{},"skill":["Performance","Performance"],"name":"Legendary Performer","legacy_id":["feat-805"],"trait":["General","Skill"],"id":"feat-5171","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Performer Source Player Core pg. 257 Prerequisites Legendary in Performance; Virtuosic Performer --- Your fame has spread throughout the lands. Creatures who have any listed skill in Society have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the creature’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available to your level or by two levels, whichever is higher.","category":"feat","pfs":"Standard","feat":["Legendary Performer"],"rarity":"common","slug":"feat-5171"},{"skill_mod":{},"summary":"Gain renown for your Lore","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Lore","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5172","weakness":{},"skill":["Lore","Lore"],"name":"Legendary Professional","legacy_id":["feat-806"],"trait":["General","Skill"],"id":"feat-5172","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Professional Source Player Core pg. 258 Prerequisites Legendary in Lore --- Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer, except you gain higher-level jobs when you Earn Income with Lore.","category":"feat","pfs":"Standard","feat":["Legendary Professional"],"rarity":"common","slug":"feat-5172"},{"skill_mod":{},"summary":"Hide and Sneak without cover or being concealed","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Stealth; Swift Sneak","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5173","weakness":{},"skill":["Stealth","Stealth"],"name":"Legendary Sneak","legacy_id":["feat-807"],"trait":["General","Skill"],"id":"feat-5173","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Sneak Source Player Core pg. 258 Prerequisites Legendary in Stealth; Swift Sneak --- You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to. See page 438 for more information about exploration tactics.","category":"feat","pfs":"Standard","feat":["Legendary Sneak"],"rarity":"common","slug":"feat-5173"},{"skill_mod":{},"summary":"Survive extreme conditions","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Survival","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5174","weakness":{},"skill":["Survival","Survival"],"name":"Legendary Survivalist","legacy_id":["feat-808"],"trait":["General","Skill"],"id":"feat-5174","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Survivalist Source Player Core pg. 258 Prerequisites Legendary in Survival --- You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.","category":"feat","pfs":"Standard","feat":["Legendary Survivalist"],"rarity":"common","slug":"feat-5174"},{"skill_mod":{},"summary":"Steal what would normally be impossible to steal","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Thievery; Pickpocket","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5175","weakness":{},"skill":["Thievery","Thievery"],"name":"Legendary Thief","legacy_id":["feat-809"],"trait":["General","Skill"],"id":"feat-5175","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Thief Source Player Core pg. 258 Prerequisites Legendary in Thievery; Pickpocket --- Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it’s gone after you steal it.","category":"feat","pfs":"Standard","feat":["Legendary Thief"],"rarity":"common","slug":"feat-5175"},{"skill_mod":{},"summary":"Remain hidden after you Create a Diversion","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5176","weakness":{},"skill":["Deception","Deception"],"name":"Lengthy Diversion","legacy_id":["feat-810"],"trait":["General","Skill"],"id":"feat-5176","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lengthy Diversion Source Player Core pg. 258 Prerequisites Trained in Deception --- When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).","category":"feat","pfs":"Standard","feat":["Lengthy Diversion"],"rarity":"common","slug":"feat-5176"},{"skill_mod":{},"summary":"Use Deception to detect lies","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5177","weakness":{},"skill":["Deception","Deception"],"name":"Lie to Me","legacy_id":["feat-811"],"trait":["General","Skill"],"id":"feat-5177","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lie to Me Source Player Core pg. 258 Prerequisites Trained in Deception --- You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.","category":"feat","pfs":"Standard","feat":["Lie to Me"],"rarity":"common","slug":"feat-5177"},{"skill_mod":{},"summary":"Craft magic items","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5178","weakness":{},"skill":["Crafting","Crafting"],"name":"Magical Crafting","legacy_id":["feat-812"],"trait":["General","Skill"],"id":"feat-5178","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Magical Crafting Source Player Core pg. 258 Prerequisites Expert in Crafting --- You can Craft magic items, though some have other requirements, as listed in GM Core. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. Magical Crafting leads to... Magical Scrounger, Signature Crafting","category":"feat","pfs":"Standard","feat":["Magical Crafting"],"rarity":"common","slug":"feat-5178"},{"skill_mod":{},"summary":"Learn spells quickly and at a reduced cost","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5179","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Magical Shorthand","legacy_id":["feat-813"],"trait":["General","Skill"],"id":"feat-5179","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Magical Shorthand Source Player Core pg. 258 Prerequisites Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion --- Learning spells comes easily to you. When you succeed at Learning a Spell, it takes 10 minutes regardless of the spell’s rank. If you would succeed on the check, you critically succeed instead. If you fail, you can try again after a week or after you gain a level, whichever is first. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.","category":"feat","pfs":"Standard","feat":["Magical Shorthand"],"rarity":"common","slug":"feat-5179"},{"skill_mod":{},"summary":"Craft items using monster parts","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Survival","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5180","weakness":{},"skill":["Survival","Survival"],"name":"Monster Crafting","trait":["General","Skill"],"id":"feat-5180","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Monster Crafting Source Player Core pg. 258 Prerequisites Master in Survival --- You can use the parts of monsters to aid in crafting. You can use the body of a monster to help Craft items, using Survival instead of Crafting for the Craft activity when you do so. If parts of the monster’s body are valuable, you can expend them toward the item’s raw material cost as well. (The GM makes the determination if the monster’s entry doesn’t list any valuable materials from its body.) If you spend additional days working on the item, reduce the Price using the monster’s level instead of your own. Certain items may require specific creatures in their Craft requirement.","category":"feat","pfs":"Limited","feat":["Monster Crafting"],"rarity":"common","slug":"feat-5180"},{"skill_mod":{},"summary":"Learn two new languages","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5181","weakness":{},"skill":["Society","Society"],"name":"Multilingual","legacy_id":["feat-814"],"trait":["General","Skill"],"id":"feat-5181","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Multilingual Source Player Core pg. 258 Prerequisites Trained in Society --- You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. Special You can select this feat multiple times. Each time, you learn additional languages. Multilingual leads to... Legendary Linguist","category":"feat","pfs":"Standard","feat":["Multilingual"],"rarity":"common","slug":"feat-5181"},{"skill_mod":{},"summary":"Use Nature to Treat Wounds","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5182","weakness":{},"skill":["Nature","Nature"],"name":"Natural Medicine","legacy_id":["feat-815"],"trait":["General","Skill"],"id":"feat-5182","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Natural Medicine Source Player Core pg. 258 Prerequisites Trained in Nature --- You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination. Natural Medicine leads to... Herbalist Dedication","category":"feat","pfs":"Standard","feat":["Natural Medicine"],"rarity":"common","slug":"feat-5182"},{"skill_mod":{},"summary":"Crawl at a faster rate","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Acrobatics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5183","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Nimble Crawl","legacy_id":["feat-816"],"trait":["General","Skill"],"id":"feat-5183","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Nimble Crawl Source Player Core pg. 259 Prerequisites Expert in Acrobatics --- You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t offguard while prone.","category":"feat","pfs":"Standard","feat":["Nimble Crawl"],"rarity":"common","slug":"feat-5183"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["feat-2139"],"trait":["Auditory","Concentrate","Emotion","General","Linguistic","Mental","Skill"],"id":"feat-5184","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > No Cause for Alarm Three Actions Source Player Core pg. 259 Prerequisites Trained in Diplomacy --- You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1.","feat":["No Cause for Alarm"],"skill_mod":{},"summary":"Reduce creatures’ frightened condition values","primary_source":"Player Core","trait_group":["Sense","Mechanics","Feat"],"level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5184","name":"No Cause for Alarm","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-5184"},{"skill_mod":{},"summary":"Recognize magic involving minds, fortune, or secrets","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5185","weakness":{},"skill":["Occultism","Occultism"],"name":"Oddity Identification","legacy_id":["feat-817"],"trait":["General","Skill"],"id":"feat-5185","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Oddity Identification Source Player Core pg. 259 Prerequisites Trained in Occultism --- When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.","category":"feat","pfs":"Standard","feat":["Oddity Identification"],"rarity":"common","slug":"feat-5185"},{"skill_mod":{},"summary":"You have a loyal pet","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5186","weakness":{},"name":"Pet","trait":["General"],"id":"feat-5186","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pet Source Player Core pg. 259 --- You have a pet-a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don't need to attempt a Nature check. A pet can't take attack actions except to Escape or Force Open. Level Your pet's level is equal to yours. Modifiers and AC Your pet's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn't have or use its own attribute modifiers and can never benefit from item bonuses. Hit Points Your pet has 5 Hit Points per level. Senses Your pet has low-light vision and can gain additional senses from pet abilities. Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet. Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can't be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities described on pages 212–213 to the pet abilities you can choose. Amphibious It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed. Burrower It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes. Climber It gains a climb Speed of 25 feet. Darkvision It gains darkvision. Echolocation Your pet can use hearing as a precise sense within 20 feet. Fast Movement Increase one of the pet's Speeds from 25 feet to 40 feet. Flier It gains a fly Speed of 25 feet. Manual Dexterity It can use up to two of its limbs as if they were hands to perform manipulate actions. Scent Your pet can use scent as an imprecise sense within 30 feet Tough Your pet's max HP increase by 2 per level. Special You can replace a pet or gain a new one by spending 1 week of downtime, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat. Pet leads to... Ferocious Beasts, GGGHhhjjjJJK","category":"feat","pfs":"Standard","feat":["Pet"],"rarity":"common","slug":"feat-5186"},{"skill_mod":{},"summary":"Steal or Palm an Object more effectively","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Thievery","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5187","weakness":{},"skill":["Thievery","Thievery"],"name":"Pickpocket","legacy_id":["feat-818"],"trait":["General","Skill"],"id":"feat-5187","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pickpocket Source Player Core pg. 259 Prerequisites Trained in Thievery --- You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 actions instead of 1, and you take a –5 penalty. Pickpocket leads to... Legendary Thief, Plant Evidence","category":"feat","pfs":"Standard","feat":["Pickpocket"],"rarity":"common","slug":"feat-5187"},{"skill_mod":{},"summary":"Use Survival to Subsist on different planes","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Survival","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5188","weakness":{},"skill":["Survival","Survival"],"name":"Planar Survival","legacy_id":["feat-819"],"trait":["General","Skill"],"id":"feat-5188","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Planar Survival Source Player Core pg. 259 Prerequisites Master in Survival --- You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food without penalty even if the plane lacks food that could normally sustain you. A success on your check to Subsist also prevents damage done by the plane to you and anyone else you support with Subsist. This applies only to damage dealt by the general conditions of the plane, not smaller hazards.","category":"feat","pfs":"Standard","feat":["Planar Survival"],"rarity":"common","slug":"feat-5188"},{"skill_mod":{},"summary":"Jump farther and higher","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5189","weakness":{},"skill":["Athletics","Athletics"],"name":"Powerful Leap","legacy_id":["feat-820"],"trait":["General","Skill"],"id":"feat-5189","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Powerful Leap Source Player Core pg. 260 Prerequisites Expert in Athletics --- You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.","category":"feat","pfs":"Standard","feat":["Powerful Leap"],"rarity":"common","slug":"feat-5189"},{"skill_mod":{},"summary":"Procure consumable items with Prescient Planner","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Prescient Planner","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5190","weakness":{},"name":"Prescient Consumable","legacy_id":["feat-2142"],"trait":["General"],"id":"feat-5190","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Prescient Consumable Source Player Core pg. 260 Prerequisites Prescient Planner --- You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.","category":"feat","pfs":"Standard","feat":["Prescient Consumable"],"rarity":"common","slug":"feat-5190"},{"skill_mod":{},"summary":"Procure a piece of adventuring gear","primary_source":"Player Core","trait_group":["Feat"],"cost":"the Price of the chosen item","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"requirement":"You haven’t used this ability since the last time you were able to purchase goods","source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5191","weakness":{},"name":"Prescient Planner","legacy_id":["feat-2143"],"trait":["General"],"id":"feat-5191","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Prescient Planner Source Player Core pg. 260 Cost the Price of the chosen item Requirements You haven’t used this ability since the last time you were able to purchase goods --- You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn’t previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear (from the table on page 291 or other sources of adventuring gear), and can’t be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered. Prescient Planner leads to... Prescient Consumable","category":"feat","pfs":"Standard","feat":["Prescient Planner"],"rarity":"common","slug":"feat-5191"},{"skill_mod":{},"summary":"Climb swiftly","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5192","weakness":{},"skill":["Athletics","Athletics"],"name":"Quick Climb","legacy_id":["feat-821"],"trait":["General","Skill"],"id":"feat-5192","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Climb Source Player Core pg. 260 Prerequisites Master in Athletics --- When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, up to your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.","category":"feat","pfs":"Standard","feat":["Quick Climb"],"rarity":"common","slug":"feat-5192"},{"skill_mod":{},"summary":"Coerce a creature quickly","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5193","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Quick Coercion","legacy_id":["feat-822"],"trait":["General","Skill"],"id":"feat-5193","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Coercion Source Player Core pg. 260 Prerequisites Trained in Intimidation --- You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.","category":"feat","pfs":"Standard","feat":["Quick Coercion"],"rarity":"common","slug":"feat-5193"},{"skill_mod":{},"summary":"Set up a disguise in less time","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Deception","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5194","weakness":{},"skill":["Deception","Deception"],"name":"Quick Disguise","legacy_id":["feat-823"],"trait":["General","Skill"],"id":"feat-5194","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Quick Disguise Source Player Core pg. 260 Prerequisites Expert in Deception --- You can set up a disguise in one-tenth the usual time (generally 1 minute). If you’re a master in Deception, you can create a full disguise and Impersonate as a 3-action activity. If you’re legendary, it takes a single action. Quick Disguise leads to... Costume Change","category":"feat","pfs":"Standard","feat":["Quick Disguise"],"rarity":"common","slug":"feat-5194"},{"skill_mod":{},"summary":"Identify Magic in 1 minute or less","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"trained in Arcana, Nature, Occultism, or Religion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5195","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Quick Identification","legacy_id":["feat-824"],"trait":["General","Skill"],"id":"feat-5195","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Identification Source Player Core pg. 260 Prerequisites trained in Arcana, Nature, Occultism, or Religion --- You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.","category":"feat","pfs":"Standard","feat":["Quick Identification"],"rarity":"common","slug":"feat-5195"},{"skill_mod":{},"summary":"High Jump or Long Jump as a single action","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5196","weakness":{},"skill":["Athletics","Athletics"],"name":"Quick Jump","legacy_id":["feat-825"],"trait":["General","Skill"],"id":"feat-5196","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Jump Source Player Core pg. 260 Prerequisites Trained in Athletics --- You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).","category":"feat","pfs":"Standard","feat":["Quick Jump"],"rarity":"common","slug":"feat-5196"},{"skill_mod":{},"summary":"Identify spells as a free action","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Arcana, Master in Nature, Master in Occultism, or Master in Religion; Recognize Spell","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5197","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Quick Recognition","legacy_id":["feat-826"],"trait":["General","Skill"],"id":"feat-5197","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Recognition Source Player Core pg. 260 Prerequisites Master in Arcana, Master in Nature, Master in Occultism, or Master in Religion; Recognize Spell --- You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action. Quick Recognition leads to... Clever Counterspell, Mythic Counterspell","category":"feat","pfs":"Standard","feat":["Quick Recognition"],"rarity":"common","slug":"feat-5197"},{"skill_mod":{},"summary":"Repair items quickly","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5198","weakness":{},"skill":["Crafting","Crafting"],"name":"Quick Repair","legacy_id":["feat-827"],"trait":["General","Skill"],"id":"feat-5198","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Repair Source Player Core pg. 260 Prerequisites Trained in Crafting --- For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action. Quick Repair leads to... Adventurous Outfitter","category":"feat","pfs":"Standard","feat":["Quick Repair"],"rarity":"common","slug":"feat-5198"},{"skill_mod":{},"summary":"Move swiftly as you Squeeze","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5199","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Quick Squeeze","legacy_id":["feat-828"],"trait":["General","Skill"],"id":"feat-5199","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Squeeze Source Player Core pg. 260 Prerequisites Trained in Acrobatics --- You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed. Quick Squeeze leads to... Implausible Infiltration","category":"feat","pfs":"Standard","feat":["Quick Squeeze"],"rarity":"common","slug":"feat-5199"},{"skill_mod":{},"summary":"Swim quickly","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5200","weakness":{},"skill":["Athletics","Athletics"],"name":"Quick Swim","legacy_id":["feat-829"],"trait":["General","Skill"],"id":"feat-5200","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Swim Source Player Core pg. 260 Prerequisites Master in Athletics --- You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.","category":"feat","pfs":"Standard","feat":["Quick Swim"],"rarity":"common","slug":"feat-5200"},{"skill_mod":{},"summary":"Pick a Lock with 1 action","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Thievery","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5201","weakness":{},"skill":["Thievery","Thievery"],"name":"Quick Unlock","legacy_id":["feat-830"],"trait":["General","Skill"],"id":"feat-5201","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Unlock Source Player Core pg. 260 Prerequisites Master in Thievery --- You can Pick a Lock using 1 action instead of 2.","category":"feat","pfs":"Standard","feat":["Quick Unlock"],"rarity":"common","slug":"feat-5201"},{"skill_mod":{},"summary":"Roll a single Stealth check when sneaking with allies","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5202","weakness":{},"skill":["Stealth","Stealth"],"name":"Quiet Allies","legacy_id":["feat-831"],"trait":["General","Skill"],"id":"feat-5202","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Quiet Allies Source Player Core pg. 260 Prerequisites Expert in Stealth --- You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.","category":"feat","pfs":"Standard","feat":["Quiet Allies"],"rarity":"common","slug":"feat-5202"},{"skill_mod":{},"summary":"Pull yourself onto ledges quickly","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5203","weakness":{},"skill":["Athletics","Athletics"],"name":"Rapid Mantel","legacy_id":["feat-832"],"trait":["General","Skill"],"id":"feat-5203","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rapid Mantel Source Player Core pg. 261 Prerequisites Expert in Athletics --- You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge. If you Climb or Leap to within 5 feet beneath the top of an edge, you can pull yourself onto the surface and stand as part of that action.","category":"feat","pfs":"Standard","feat":["Rapid Mantel"],"rarity":"common","slug":"feat-5203"},{"skill_mod":{},"summary":"Read the lips of people you can see","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5204","weakness":{},"skill":["Society","Society"],"name":"Read Lips","legacy_id":["feat-833"],"trait":["General","Skill"],"id":"feat-5204","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Read Lips Source Player Core pg. 261 Prerequisites Trained in Society --- You can read lips of others nearby who you can clearly see. The language read must be one that you know. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and off-guard during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips.","category":"feat","pfs":"Standard","feat":["Read Lips"],"rarity":"common","slug":"feat-5204"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"legacy_id":["feat-834"],"trait":["General","Secret","Skill"],"id":"feat-5205","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Recognize Spell Reaction Source Player Core pg. 261 PFS Note The DC to Recognize an Uncommon or Rare spell should be the normal DC +2 or +5 based on rarity and spell level. Prerequisites Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. --- If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Recognize Spell leads to... Quick Recognition","feat":["Recognize Spell"],"skill_mod":{},"summary":"Identify a spell as a reaction as it’s being cast","primary_source":"Player Core","trait_group":["Feat","Mechanics"],"level":1,"prerequisite":"Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion","source_category":["Rulebooks"],"trigger":"A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.","resistance":{},"url":"/Feats.aspx?ID=5205","name":"Recognize Spell","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5205"},{"skill_mod":{},"summary":"Automatically succeed at commanding your mount to move","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5206","weakness":{},"name":"Ride","legacy_id":["feat-835"],"trait":["General"],"id":"feat-5206","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ride Source Player Core pg. 261 --- When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 301 has more on minions.","category":"feat","pfs":"Standard","feat":["Ride"],"rarity":"common","slug":"feat-5206"},{"skill_mod":{},"summary":"Greater benefits from Treat Disease and Treat Poison","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5207","weakness":{},"skill":["Medicine","Medicine"],"name":"Robust Recovery","legacy_id":["feat-836"],"trait":["General","Skill"],"id":"feat-5207","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Robust Recovery Source Player Core pg. 261 Prerequisites Expert in Medicine --- You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.","category":"feat","pfs":"Standard","feat":["Robust Recovery"],"rarity":"common","slug":"feat-5207"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-837"],"trait":["Emotion","Fear","General","Incapacitation","Skill"],"id":"feat-5208","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Scare to Death Single Action Source Player Core pg. 261 Prerequisites Legendary in Intimidation --- You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute. Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait. Success The target becomes frightened 2. Failure The target becomes frightened 1. Critical Failure The target is unaffected.","feat":["Scare to Death"],"skill_mod":{},"summary":"Scare a target so much, they might die","primary_source":"Player Core","trait_group":["Mechanics","Feat"],"level":15,"prerequisite":"Legendary in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5208","name":"Scare to Death","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5208"},{"skill_mod":{},"summary":"Gather Information about and Impersonate members of secret societies","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5209","weakness":{},"skill":["Occultism","Occultism"],"name":"Schooled in Secrets","legacy_id":["feat-2148"],"trait":["General","Skill"],"id":"feat-5209","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Schooled in Secrets Source Player Core pg. 262 Prerequisites Trained in Occultism --- You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.","category":"feat","pfs":"Standard","feat":["Schooled in Secrets"],"rarity":"common","slug":"feat-5209"},{"skill_mod":{},"summary":"+1 to Craft food and drink, including elixirs and potions","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Alcohol Lore, Trained in Cooking Lore, or Trained in Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5210","weakness":{},"skill":["Lore","Lore","Crafting","Lore","Lore","Crafting"],"name":"Seasoned","legacy_id":["feat-2149"],"trait":["General","Skill"],"id":"feat-5210","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Seasoned Source Player Core pg. 262 Prerequisites Trained in Alcohol Lore, Trained in Cooking Lore, or Trained in Crafting --- You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.","category":"feat","pfs":"Standard","feat":["Seasoned"],"rarity":"common","slug":"feat-5210"},{"skill_mod":{},"summary":"Make Requests of others with lesser consequences","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Diplomacy","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5211","weakness":{},"skill":["Diplomacy","Diplomacy"],"name":"Shameless Request","legacy_id":["feat-838"],"trait":["General","Skill"],"id":"feat-5211","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Shameless Request Source Player Core pg. 262 Prerequisites Master in Diplomacy --- You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.","category":"feat","pfs":"Standard","feat":["Shameless Request"],"rarity":"common","slug":"feat-5211"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-839"],"trait":["General"],"id":"feat-5212","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Shield Block Reaction Source Player Core pg. 262 Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. --- You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Shield Block leads to... Bastion Dedication, Channeling Block, Quick Shield Block, Repositioning Block, Shield Warden","feat":["Shield Block"],"skill_mod":{},"summary":"Ward off a blow with your shield","primary_source":"Player Core","trait_group":["Feat"],"level":1,"source_category":["Rulebooks"],"trigger":"While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.","resistance":{},"url":"/Feats.aspx?ID=5212","name":"Shield Block","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5212"},{"skill_mod":{},"summary":"Learn sign languages","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5213","weakness":{},"skill":["Society","Society"],"name":"Sign Language","legacy_id":["feat-840"],"trait":["General","Skill"],"id":"feat-5213","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sign Language Source Player Core pg. 262 Prerequisites Trained in Society --- You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.","category":"feat","pfs":"Standard","feat":["Sign Language"],"rarity":"common","slug":"feat-5213"},{"skill_mod":{},"summary":"Become trained in a skill","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Intelligence +1","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5214","weakness":{},"name":"Skill Training","legacy_id":["feat-841"],"trait":["General","Skill"],"id":"feat-5214","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Skill Training Source Player Core pg. 262 Prerequisites Intelligence +1 --- You become trained in the skill of your choice. Special You can select this feat multiple times, choosing a new skill to become trained in each time.","category":"feat","pfs":"Standard","feat":["Skill Training"],"rarity":"common","slug":"feat-5214"},{"skill_mod":{},"summary":"Evade attempts to uncover your true nature","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Deception","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5215","weakness":{},"skill":["Deception","Deception"],"name":"Slippery Secrets","legacy_id":["feat-842"],"trait":["General","Skill"],"id":"feat-5215","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Slippery Secrets Source Player Core pg. 262 Prerequisites Master in Deception --- You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your identity, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.","category":"feat","pfs":"Standard","feat":["Slippery Secrets"],"rarity":"common","slug":"feat-5215"},{"skill_mod":{},"summary":"Gain bonuses to Craft certain items","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5216","weakness":{},"skill":["Crafting","Crafting"],"name":"Specialty Crafting","legacy_id":["feat-844"],"trait":["General","Skill"],"id":"feat-5216","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Specialty Crafting Source Player Core pg. 262 Prerequisites Trained in Crafting --- Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. ## Specialty Crafting Specialty Applicable Items Alchemy Alchemical items such as elixirs Artistry Fine art, including jewelry Blacksmithing Durable metal goods, including metal armor Bookmaking Books and paper Glassmaking Glass, including glassware and windows Leatherworking Leather goods, including leather armor Pottery Ceramic goods Shipbuilding Ships and boats Stonemasonry Stone goods and structures Tailoring Clothing Weaving Textiles, baskets, and rugs Woodworking Wooden goods and structures Requires Alchemical Crafting to Craft. Specialty Crafting leads to... Impeccable Crafting","category":"feat","pfs":"Standard","feat":["Specialty Crafting"],"rarity":"common","slug":"feat-5216"},{"skill_mod":{},"summary":"Maintain your balance in adverse conditions","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5217","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Steady Balance","legacy_id":["feat-845"],"trait":["General","Skill"],"id":"feat-5217","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Steady Balance Source Player Core pg. 263 Prerequisites Trained in Acrobatics --- You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground.","category":"feat","pfs":"Standard","feat":["Steady Balance"],"rarity":"common","slug":"feat-5217"},{"skill_mod":{},"summary":"Use Society to Gather Information and Recall Knowledge","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5218","weakness":{},"skill":["Society","Society"],"name":"Streetwise","legacy_id":["feat-846"],"trait":["General","Skill"],"id":"feat-5218","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Streetwise Source Player Core pg. 263 Prerequisites Trained in Society --- You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally. Streetwise leads to... Leverage Connections, Underground Network","category":"feat","pfs":"Standard","feat":["Streetwise"],"rarity":"common","slug":"feat-5218"},{"skill_mod":{},"summary":"More accurately recognize the tenets of your faith or philosophy","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Religion","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5219","weakness":{},"skill":["Religion","Religion"],"name":"Student of the Canon","legacy_id":["feat-847"],"trait":["General","Skill"],"id":"feat-5219","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Student of the Canon Source Player Core pg. 263 Prerequisites Trained in Religion --- You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Student of the Canon"],"rarity":"common","slug":"feat-5219"},{"skill_mod":{},"summary":"Your thefts are harder to notice","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Thievery","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5220","weakness":{},"skill":["Thievery","Thievery"],"name":"Subtle Theft","legacy_id":["feat-848"],"trait":["General","Skill"],"id":"feat-5220","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Subtle Theft Source Player Core pg. 263 Prerequisites Trained in Thievery --- When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.","category":"feat","pfs":"Standard","feat":["Subtle Theft"],"rarity":"common","slug":"feat-5220"},{"skill_mod":{},"summary":"Identify nearby creatures through signs and clues","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5221","weakness":{},"skill":["Survival","Survival"],"name":"Survey Wildlife","legacy_id":["feat-849"],"trait":["General","Skill"],"id":"feat-5221","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Survey Wildlife Source Player Core pg. 263 Prerequisites Trained in Survival --- You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty","category":"feat","pfs":"Standard","feat":["Survey Wildlife"],"rarity":"common","slug":"feat-5221"},{"skill_mod":{},"summary":"Move your full Speed while you Sneak","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Stealth","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5222","weakness":{},"skill":["Stealth","Stealth"],"name":"Swift Sneak","legacy_id":["feat-850"],"trait":["General","Skill"],"id":"feat-5222","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Swift Sneak Source Player Core pg. 263 Prerequisites Master in Stealth --- You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Swift Sneak leads to... Legendary Sneak","category":"feat","pfs":"Standard","feat":["Swift Sneak"],"rarity":"common","slug":"feat-5222"},{"skill_mod":{},"summary":"+1 to Survival checks in certain terrain","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Survival","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5223","weakness":{},"skill":["Survival","Survival"],"name":"Terrain Expertise","legacy_id":["feat-851"],"trait":["General","Skill"],"id":"feat-5223","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Terrain Expertise Source Player Core pg. 263 Prerequisites Trained in Survival --- Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. Special You can select this feat more than once, choosing a different type of terrain each time.","category":"feat","pfs":"Standard","feat":["Terrain Expertise"],"rarity":"common","slug":"feat-5223"},{"skill_mod":{},"summary":"Sneak in certain terrain without attempting a check","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Stealth","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5224","weakness":{},"skill":["Stealth","Stealth"],"name":"Terrain Stalker","legacy_id":["feat-852"],"trait":["General","Skill"],"id":"feat-5224","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Terrain Stalker Source Player Core pg. 263 Prerequisites Trained in Stealth --- Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not pass within 10 feet of an enemy during your movement. During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren’t actively Searching or on guard. Special You can select this feat multiple times. Each time, choose a different type of terrain. Terrain Stalker leads to... Vanish into The Land","category":"feat","pfs":"Standard","feat":["Terrain Stalker"],"rarity":"common","slug":"feat-5224"},{"skill_mod":{},"summary":"Cause foes you Demoralize to flee","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Intimidation","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5225","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Terrified Retreat","legacy_id":["feat-853"],"trait":["General","Skill"],"id":"feat-5225","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Terrified Retreat Source Player Core pg. 263 Prerequisites Master in Intimidation --- When you critically succeed at the Demoralize action, if the target's level is lower than yours, the target is fleeing for 1 round.","category":"feat","pfs":"Standard","feat":["Terrified Retreat"],"rarity":"common","slug":"feat-5225"},{"skill_mod":{},"summary":"Disarm, Grapple, Shove, or Trip larger creatures","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5226","weakness":{},"skill":["Athletics","Athletics"],"name":"Titan Wrestler","legacy_id":["feat-854"],"trait":["General","Skill"],"id":"feat-5226","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Titan Wrestler Source Player Core pg. 263 Prerequisites Trained in Athletics --- You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.","category":"feat","pfs":"Standard","feat":["Titan Wrestler"],"rarity":"common","slug":"feat-5226"},{"skill_mod":{},"summary":"Increase your maximum HP and reduce the DCs of recovery checks","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5227","weakness":{},"name":"Toughness","legacy_id":["feat-855"],"trait":["General"],"id":"feat-5227","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Toughness Source Player Core pg. 263 --- Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.","category":"feat","pfs":"Standard","feat":["Toughness"],"rarity":"common","slug":"feat-5227"},{"skill_mod":{},"summary":"Teach an animal a trick","primary_source":"Player Core","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5228","weakness":{},"skill":["Nature","Nature"],"name":"Train Animal","legacy_id":["feat-856"],"trait":["Downtime","General","Manipulate","Skill"],"id":"feat-5228","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Train Animal Source Player Core pg. 264 Prerequisites Trained in Nature --- You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action on page 242) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion. Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. Failure The animal doesn’t learn the trick.","category":"feat","pfs":"Standard","feat":["Train Animal"],"rarity":"common","slug":"feat-5228"},{"primary_source_category":"Rulebooks","source":["Player Core"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"legacy_id":["feat-857"],"trait":["General","Manipulate","Skill"],"id":"feat-5229","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Trick Magic Item Single Action Source Player Core pg. 264 Prerequisites Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion --- You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack modifier or spell DC and you don’t have proficiency in the relevant statistic, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus; if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.","feat":["Trick Magic Item"],"skill_mod":{},"summary":"Activate a magic item you normally can’t activate","primary_source":"Player Core","trait_group":["Feat","Mechanics"],"level":1,"prerequisite":"Trained in Arcana, Trained in Nature, Trained in Occultism, or Trained in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5229","name":"Trick Magic Item","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5229"},{"skill_mod":{},"summary":"Fight more effectively underwater","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5230","weakness":{},"skill":["Athletics","Athletics"],"name":"Underwater Marauder","legacy_id":["feat-858"],"trait":["General","Skill"],"id":"feat-5230","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Underwater Marauder Source Player Core pg. 264 Prerequisites Trained in Athletics --- You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.","category":"feat","pfs":"Standard","feat":["Underwater Marauder"],"rarity":"common","slug":"feat-5230"},{"skill_mod":{},"summary":"Use Arcana for checks for all magical traditions","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Arcana","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5231","weakness":{},"skill":["Arcana","Arcana"],"name":"Unified Theory","legacy_id":["feat-859"],"trait":["General","Skill"],"id":"feat-5231","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Unified Theory Source Player Core pg. 264 Prerequisites Legendary in Arcana --- You understand the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.","category":"feat","pfs":"Standard","feat":["Unified Theory"],"rarity":"common","slug":"feat-5231"},{"skill_mod":{},"summary":"Recall Knowledge about your Lore more effectively","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Lore","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5232","weakness":{},"skill":["Lore","Lore"],"name":"Unmistakable Lore","legacy_id":["feat-860"],"trait":["General","Skill"],"id":"feat-5232","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Unmistakable Lore Source Player Core pg. 264 Prerequisites Expert in Lore --- You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.","category":"feat","pfs":"Standard","feat":["Unmistakable Lore"],"rarity":"common","slug":"feat-5232"},{"skill_mod":{},"summary":"Become more adept at using untrained skills","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5233","weakness":{},"name":"Untrained Improvisation","legacy_id":["feat-861"],"trait":["General"],"id":"feat-5233","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Untrained Improvisation Source Player Core pg. 264 --- You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to your level –2. This improves to your level –1 at 5th level and your full level at 7th level. This doesn’t allow you to use the skill’s trained actions.","category":"feat","pfs":"Standard","feat":["Untrained Improvisation"],"rarity":"common","slug":"feat-5233"},{"skill_mod":{},"summary":"Treat Wounds tends to additional conditions","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5234","weakness":{},"skill":["Medicine","Medicine"],"name":"Unusual Treatment","trait":["General","Skill"],"id":"feat-5234","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Unusual Treatment Source Player Core pg. 264 Prerequisites Expert in Medicine --- Your medical training extends to less obvious conditions. When you succeed against a DC 20 check to Treat Wounds, you can also reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by 1. If you’re able to treat more than one creature at once, choose only one to gain this benefit. A creature can benefit from Unusual Treatment only once per day. If the condition results from an affliction, the affliction isn’t cured, though the condition is reduced as long as the affliction remains at that stage. If you are a master in Medicine, add the drained condition to the list of conditions you can remove if you succeed at a DC 30 check. If you are legendary in Medicine, you reduce the chosen condition by 2 instead of by 1.","category":"feat","pfs":"Standard","feat":["Unusual Treatment"],"rarity":"common","slug":"feat-5234"},{"skill_mod":{},"summary":"+1 with a certain type of performance","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Performance","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5235","weakness":{},"skill":["Performance","Performance"],"name":"Virtuosic Performer","legacy_id":["feat-862"],"trait":["General","Skill"],"id":"feat-5235","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Virtuosic Performer Source Player Core pg. 264 Prerequisites Trained in Performance --- You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides. ## Virtuosic Performer Specialty Examples Acting Drama, pantomime, puppetry Comedy Buffoonery, joke telling, limericks Dance Ballet, huara, jig, macru Keyboards Harpsichord, organ, piano Oratory Epic, ode, poetry, storytelling Percussion Chimes, drum, gong, xylophone Singing Ballad, chant, melody, rhyming Strings Fiddle, harp, lute, viol Winds Bagpipe, flute, recorder, trumpet Virtuosic Performer leads to... Legendary Performer, Talent Envy","category":"feat","pfs":"Standard","feat":["Virtuosic Performer"],"rarity":"common","slug":"feat-5235"},{"skill_mod":{},"summary":"Jump off walls","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5236","weakness":{},"skill":["Athletics","Athletics"],"name":"Wall Jump","legacy_id":["feat-863"],"trait":["General","Skill"],"id":"feat-5236","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Wall Jump Source Player Core pg. 265 Prerequisites Master in Athletics --- You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Your previous jump gives you momentum, letting you use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use it as many times as you can use consecutive jump actions in that turn. Wall Jump leads to... Ricocheting Leap","category":"feat","pfs":"Standard","feat":["Wall Jump"],"rarity":"common","slug":"feat-5236"},{"skill_mod":{},"summary":"Treat several patients at once","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5237","weakness":{},"skill":["Medicine","Medicine"],"name":"Ward Medic","legacy_id":["feat-864"],"trait":["General","Skill"],"id":"feat-5237","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ward Medic Source Player Core pg. 265 Prerequisites Expert in Medicine --- You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.","category":"feat","pfs":"Standard","feat":["Ward Medic"],"rarity":"common","slug":"feat-5237"},{"skill_mod":{},"summary":"+2 to AC or saves against devices or traps while disarming","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Thievery","source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5238","weakness":{},"skill":["Thievery","Thievery"],"name":"Wary Disarmament","legacy_id":["feat-865"],"trait":["General","Skill"],"id":"feat-5238","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wary Disarmament Source Player Core pg. 265 Prerequisites Expert in Thievery --- If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.","category":"feat","pfs":"Standard","feat":["Wary Disarmament"],"rarity":"common","slug":"feat-5238"},{"skill_mod":{},"summary":"Become trained in a weapon type","primary_source":"Player Core","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5239","weakness":{},"name":"Weapon Proficiency","legacy_id":["feat-866"],"trait":["General"],"id":"feat-5239","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Weapon Proficiency Source Player Core pg. 265 --- You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. If you are at least 11th level, you also become an expert in these weapons. Special You can select this feat more than once. Each time you do, you become trained in an advanced weapon.","category":"feat","pfs":"Standard","feat":["Weapon Proficiency"],"rarity":"common","slug":"feat-5239"},{"skill_mod":{},"summary":"Your studies of the undead have taught you tellale signs of a disguised undead creature.","primary_source":"Wake the Dead #4","trait_group":["Class","Rarity"],"primary_source_category":"Comics","level":1,"source_category":["Comics"],"source":["Wake the Dead #4"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5240","weakness":{},"name":"Undead Spotter","trait":["Investigator","Uncommon"],"id":"feat-5240","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Undead Spotter Source Wake the Dead #4 pg. 28 --- Your studies of the undead have taught you telltale signs of a disguised undead creature. When you Pursue a Lead that involves a corpse or creature within your reach, you can touch that corpse or creature to immediately determine if it is undead. You gain a +1 circumstance bonus to Recall Knowledge checks about undead creatures and to determine if a creature is undead.","category":"feat","feat":["Undead Spotter"],"rarity":"uncommon","slug":"feat-5240"},{"skill_mod":{},"summary":"You've trained extensively in fighting the undead.","primary_source":"Wake the Dead #4","trait_group":["Class","Energy","Planar","Creature Type","Rarity"],"primary_source_category":"Comics","level":4,"source_category":["Comics"],"source":["Wake the Dead #4"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5241","weakness":{},"name":"Strategic Repose","trait":["Investigator","Positive","Uncommon","Vitality"],"id":"feat-5241","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Strategic Repose Source Wake the Dead #4 pg. 28 --- You've trained extensively in fighting the undead and have learned to infuse a small amount of positive energy into your weapon. When you deal precision damage with strategic strike, you may choose for that damage to be positive damage instead.","category":"feat","pfs":"Limited","feat":["Strategic Repose"],"rarity":"uncommon","slug":"feat-5241"},{"skill_mod":{},"summary":"You watch the creature or hazard as it collapses, careful for any sign it may return.","primary_source":"Wake the Dead #4","trait_group":["Class","Rarity"],"primary_source_category":"Comics","level":6,"source_category":["Comics"],"source":["Wake the Dead #4"],"trigger":"An undead creature is reduce to zero Hit Points or a haunt is disabled withing 60 feet of you","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5242","weakness":{},"name":"Read the Dust","trait":["Investigator","Uncommon"],"actions_number":1,"id":"feat-5242","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Read the Dust Reaction Source Wake the Dead #4 pg. 28 Trigger An undead creature is reduce to zero Hit Points or a haunt is disabled withing 60 feet of you --- You watch the creature or hazard as it collapses, careful for any sign it may return. You immediately learn if the creature or hazard has an ability that will restore it, like rejuvenation or a haunt's reset. If it can return, you also learn the time span before its return and how to prevent that return in broad terms, such as “lay its body to rest” or “destroy its armor.” If this requires any people or objects that aren't already present, you also learn the direction towards each missing piece from the dust's movement.","category":"feat","pfs":"Limited","actions":"Reaction","feat":["Read the Dust"],"rarity":"uncommon","slug":"feat-5242"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","skill":["Occultism","Occultism"],"trait":["General","Skill","Uncommon"],"id":"feat-5243","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Calm and Centered May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 70 Prerequisites Master in Occultism --- Your occult connection to the world helps you deal with being frightened or stupefied. When your frightened or stupefied condition values would decrease, decrease the value by 2.","feat":["Calm and Centered"],"skill_mod":{},"summary":"Your occult connection to the world helps you deal with being frightened or stupefied.","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Master in Occultism","source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=5243","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Calm and Centered","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-5243"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","skill":["Occultism","Occultism"],"trait":["Concentrate","Emotion","General","Mental","Skill","Uncommon"],"id":"feat-5244","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Comforting Presence Reaction May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 70 Prerequisites Master in Occultism Trigger An adjacent ally becomes fightened or stupefied --- You use your occult connection to your allies to take on the fear and confusion they feel. Focus on your own calmness and pull in your nearby allies' emotions. Reduce the frightened and stupefied condition values of adjacent allies by 1, and increase your frightened and stupefied condition values by the same amount.","feat":["Comforting Presence"],"skill_mod":{},"summary":"You use your occult connection to your allies to take on the fear and confusion they feel.","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Mechanics","Feat","Rarity"],"level":10,"prerequisite":"Master in Occultism","source_category":["Adventure Paths"],"trigger":"An adjacent ally becomes fightened or stupefied","resistance":{},"url":"/Feats.aspx?ID=5244","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Comforting Presence","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-5244"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #197: Let the Leaves Fall"],"type":"Feat","speed":{},"frequency":"Once per day","weakness":{},"primary_source_group":"Season of Ghosts","skill":["Occultism","Occultism"],"trait":["General","Secret","Skill","Uncommon"],"id":"feat-5245","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Limited\" > Go With the Flow Reaction May contain spoilers from Season of Ghosts Source Pathfinder #197: Let the Leaves Fall pg. 71 Frequency Once per day Prerequisites Master in Occultism Trigger A creature detects your attempt to Impersonate, and you're within 30 feet of at least one other creature. --- You have an occult connection to the world that helps you blend in with the cacophony of life around you. Attempt an Occultism check against the creature's Perception DC. On a success, the creature mistakenly identifies another creature within 30 feet of you as you instead.","feat":["Go With the Flow"],"skill_mod":{},"summary":"You have an occult connection to the world that helps you blend in with the cacophony of life around you.","primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Feat","Mechanics","Rarity"],"level":7,"prerequisite":"Master in Occultism","source_category":["Adventure Paths"],"trigger":"A creature detects your attempt to Impersonate , and you're within 30 feet of at least one other creature.","resistance":{},"url":"/Feats.aspx?ID=5245","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Go With the Flow","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"uncommon","slug":"feat-5245"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5247","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Let's Try That Again Reaction May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 79 Frequency once per day Trigger You fail a skill check --- You feel a sense of deja vu when you’ve made a mistake, almost as if you weren’t so careless in a past life and could certainly do better if given another chance. Reroll the triggering skill check and use the new result, even if it’s worse than your first roll.","feat":["Let's Try That Again"],"skill_mod":{},"summary":"You feel a sense of deja vu when you’ve made a mistake.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"level":1,"source_category":["Adventure Paths"],"trigger":"You fail a skill check","resistance":{},"url":"/Feats.aspx?ID=5247","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Let's Try That Again","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-5247"},{"skill_mod":{},"summary":"Living with the bare necessities isn’t terribly hard for someone who has defied death","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5248","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Like a Roach","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5248","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Limited\" > Like a Roach May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 79 --- Living with the bare necessities isn’t terribly hard for someone who has defied death, and like a cockroach, you always know how to survive. When you Subsist during downtime, the DC for your skill check is reduced by 2. You don’t need a minimum proficiency rank to Subsist in unusual environments, nor do you take a –5 penalty if you Subsist after 8 hours or less of exploration.","category":"feat","pfs":"Limited","feat":["Like a Roach"],"rarity":"rare","slug":"feat-5248"},{"skill_mod":{},"summary":"The experience you’ve accumulated over multiple lifetimes envelops you like a weighted blanket.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5249","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Weight of Experience","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5249","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Weight of Experience May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 79 --- The experience you’ve accumulated over multiple lifetimes envelops you like a weighted blanket, providing comfort and bestowing confidence under pressure. You gain the trained proficiency rank in one skill of your choice and the Assurance skill feat in that skill as a bonus feat.","category":"feat","feat":["Weight of Experience"],"rarity":"rare","slug":"feat-5249"},{"remaster_name":["Wisdom From Another Life"],"skill_mod":{},"summary":"You absorbed a wide variety of facts before you died.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":1,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5250","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Wisdom from Another Life","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5250","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"\" > Wisdom from Another Life May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 79 --- You absorbed a wide variety of facts before you died, and your soul still remembers slivers of this precious knowledge. You gain the trained proficiency rank in one skill of your choice and the Additional Lore skill feat as a bonus feat.","category":"feat","feat":["Wisdom from Another Life"],"rarity":"rare","slug":"feat-5250"},{"skill_mod":{},"summary":"Your eyes have been opened to the spiritual essence suffusing the world.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":5,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5251","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Animal Soul Siblings","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5251","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"\" > Animal Soul Siblings May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 79 --- Your eyes have been opened to the spiritual essence suffusing the world. You gain speak with animals as a primal innate spell that you can cast once per day. You get a +1 circumstance bonus to Diplomacy checks to Gather Information from animals.","category":"feat","feat":["Animal Soul Siblings"],"rarity":"rare","slug":"feat-5251"},{"skill_mod":{},"summary":"Reincarnation has given you a compassionate perspective and enabled you to relate to almost everyone you speak with.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":5,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5252","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Empathy Incarnate","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5252","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Limited\" > Empathy Incarnate May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 79 --- Reincarnation has given you a compassionate perspective and enabled you to relate to almost everyone you speak with, putting them at ease and quickly generating trust. Whenever you attempt a Diplomacy check to Make An Impression or Request something, the DC is reduced by 2, and if the creature you're speaking with is lower level than you, any success is a critical success. Whenever you attempt a Diplomacy check to Gather Information, you can't critically fail.","category":"feat","pfs":"Limited","feat":["Empathy Incarnate"],"rarity":"rare","slug":"feat-5252"},{"skill_mod":{},"summary":"Finding and excelling at odd jobs is child's play to one who has worked many occupations during many lives.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":5,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5253","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"I've Had Many Jobs","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5253","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"\" > I've Had Many Jobs May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 79 --- Finding and excelling at odd jobs is child's play to one who has worked many occupations during many lives. When you attempt to Earn Income, you function as if you were trained in the skill used. If you are at least expert in the skill used, the DC for your skill check is reduced by 2.","category":"feat","feat":["I've Had Many Jobs"],"rarity":"rare","slug":"feat-5253"},{"skill_mod":{},"summary":"You've practiced the art of taunting an enemy, ensuring they know death will only make you stronger. ","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":5,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5254","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Reincarnated Ridiculer","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5254","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"\" > Reincarnated Ridiculer May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 --- You've practiced the art of taunting an enemy, ensuring they know death will only make you stronger. When you Demoralize an opponent, the target doesn't become temporarily immune to your attempts to Demoralize it unless you critically fail the check. If the target critically hit you with a Strike on its previous turn, the DC for this check is reduced by 4.","category":"feat","feat":["Reincarnated Ridiculer"],"rarity":"rare","slug":"feat-5254"},{"skill_mod":{},"summary":"Philosophers compare the cycle of life, death, and rebirth to sleeping, dreaming, and waking. ","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":5,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5255","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Sleep of the Reborn","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5255","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"\" > Sleep of the Reborn May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 --- Philosophers compare the cycle of life, death, and rebirth to sleeping, dreaming, and waking. You take it to another level by reliving previous lives in dreams, always waking invigorated and thankful for a new chance at life. Whenever you rest for 8 hours, you gain the effects of a long-term rest. If you're an ancestry that neither sleeps nor dreams, you still receive this benefit by entering a reflective, meditative state during rest.","category":"feat","feat":["Sleep of the Reborn"],"rarity":"rare","slug":"feat-5255"},{"skill_mod":{},"summary":"Not everyone is reincarnated, and you feel a strong connection with the spiritual echoes of those who didn't receive the same opportunity as you.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":9,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5256","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Lingering Echoes","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5256","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Limited\" > Lingering Echoes May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 --- Not everyone is reincarnated, and you feel a strong connection with the spiritual echoes of those who didn't receive the same opportunity as you. You gain talking corpse as an occult innate spell that you can cast once per day. You can ask a fourth question of a corpse when you cast this spell. The corpse attempts its Will save against your spell DC or your class DC, whichever is higher.","category":"feat","pfs":"Limited","feat":["Lingering Echoes"],"rarity":"rare","slug":"feat-5256"},{"skill_mod":{},"summary":"You're now able to connect with the spirits present in the greenery of the natural world. ","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":9,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5257","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Plant Soul Siblings","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5257","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"\" > Plant Soul Siblings May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 --- You're now able to connect with the spirits present in the greenery of the natural world. You gain speak with plants as a primal innate spell that you can cast once per day. You get a +2 circumstance bonus to Diplomacy checks to Gather Information from animals or plants. Plant Soul Siblings leads to... Stone Soul Siblings","category":"feat","feat":["Plant Soul Siblings"],"rarity":"rare","slug":"feat-5257"},{"skill_mod":{},"summary":"Some feel trapped by their choices and have a tough time reinventing themselves.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":9,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5258","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Rapid Retraining","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5258","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"\" > Rapid Retraining May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 --- Some feel trapped by their choices and have a tough time reinventing themselves. To you, this dilemma is just a natural part of reincarnation. Retraining other feats or skill increases during downtime only takes 4 days instead of a week, and class features that require a choice can be retrained in a week instead of a month. You also never need to find a teacher to retrain, as the memories of abilities you possessed in past lives are superior to any instructor.","category":"feat","feat":["Rapid Retraining"],"rarity":"rare","slug":"feat-5258"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Season of Ghosts","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5259","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"\" > You Seem Somewhat Familiar Reaction May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 Trigger You succeed or critically succeed at a Recall Knowledge check about a creature. --- You fought hundreds of foes in your various past lives, and now and then, something about a new opponent tugs at your memory, almost as if you defeated their grandparent long ago. You get a +2 circumstance bonus to your next attack roll, damage roll, or saving throw against this creature. You only receive this bonus once per creature.","feat":["You Seem Somewhat Familiar"],"skill_mod":{},"summary":"You fought hundreds of foes in your various past lives.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"level":9,"source_category":["Adventure Paths"],"trigger":"You succeed or critically succeed at a Recall Knowledge check about a creature.","resistance":{},"url":"/Feats.aspx?ID=5259","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"You Seem Somewhat Familiar","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-5259"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5260","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"\" > Clinging to Life Free Action May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 Frequency once per day Trigger You’re reduced to 0 hit points and don’t immediately die. --- This life still holds much for you, and you aren't ready to fall back into the River of Souls just yet. When you're reduced to 0 Hit Points and not immediately killed, you go to 1 Hit Point instead, fall prone, and are unconscious, and you don't gain the wounded condition.","feat":["Clinging to Life"],"skill_mod":{},"summary":"This life still holds much for you, and you aren’t ready to fall back into the River of Souls just yet.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"level":13,"source_category":["Adventure Paths"],"trigger":"You’re reduced to 0 hit points and don’t immediately die.","resistance":{},"url":"/Feats.aspx?ID=5260","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Clinging to Life","actions_number":0,"category":"feat","actions":"Free Action","rarity":"rare","slug":"feat-5260"},{"remaster_name":["I Sense Malevolence"],"skill_mod":{},"summary":"Your time in the River of Souls has given you deep insight into the machinations of those who refuse to move on. ","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":13,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5261","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"I sense Malevolence","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5261","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"\" > I sense Malevolence May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 --- Your time in the River of Souls has given you deep insight into the machinations of those who refuse to move on. You gain spirit sense as a 6th-level occult innate spell, which you can cast once per day.","category":"feat","feat":["I sense Malevolence"],"rarity":"rare","slug":"feat-5261"},{"skill_mod":{},"summary":"You achieved fluency in different languages with each reincarnation.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":13,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5262","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Linguistic Revival","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5262","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"\" > Linguistic Revival May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 --- You achieved fluency in different languages with each reincarnation, and your brain remembers much of the grammar, idioms, and obscenities that you spouted in old lives. You gain tongues as a 5th-level occult innate spell that you can cast once a day on yourself only. While the spell is active, you get a +2 circumstance bonus to Diplomacy checks while speaking to a creature in a language other than Common.","category":"feat","feat":["Linguistic Revival"],"rarity":"rare","slug":"feat-5262"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"primary_source_group":"Season of Ghosts","trait":["Concentrate","Rare","Reincarnated","Universal Ancestry"],"id":"feat-5263","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"\" > Pain is Temporary Two Actions May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 80 Frequency once per 10 minutes --- Sangpotshi practitioners know that suffering is a fleeting sensation that ultimately strengthens the soul and prepares it for a new reincarnation. Bolstered by this understanding, you've learned to temporarily steel yourself against all forms of pain. You gain resistance 10 to all damage until the end of your next turn.","feat":["Pain is Temporary"],"skill_mod":{},"summary":"Sangpotshi practitioners know that suffering is a fleeting sensation that ultimately strengthens the soul and prepares it for a new reincarnation.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Mechanics","Rarity","Feat","AoN-Special","Ancestry"],"level":13,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=5263","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Pain is Temporary","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-5263"},{"skill_mod":{},"summary":"Your connection with nature’s spirits has progressed to the point where you can even have casual conversation with pebbles and boulders.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":13,"prerequisite":"Plant Soul Siblings","source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5264","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Stone Soul Siblings","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5264","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"\" > Stone Soul Siblings May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 79 Prerequisites Plant Soul Siblings --- Your connection with nature's spirits has progressed to the point where you can even have casual conversation with pebbles and boulders. You gain stone tell as a primal innate spell that you can cast once per day. You get a +2 circumstance bonus to Diplomacy checks to Gather Information from stones. ","category":"feat","feat":["Stone Soul Siblings"],"rarity":"rare","slug":"feat-5264"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"primary_source_group":"Season of Ghosts","trait":["Fortune","Rare","Reincarnated","Universal Ancestry"],"id":"feat-5265","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"\" > Unbreakable Resolve Reaction May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 81 Frequency once per 10 minutes Trigger You fail a Will save --- The experience of coming back after death has granted you a strong sense of resolve; devilish words, slick spells, and conniving trickery can't easily catch you off guard. Reroll the triggering save, using the second result only if it's better.","feat":["Unbreakable Resolve"],"skill_mod":{},"summary":"he experience of coming back after death has granted you a strong sense of resolve.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Mechanics","Rarity","Feat","AoN-Special","Ancestry"],"level":13,"source_category":["Adventure Paths"],"trigger":"You fail a Will save","resistance":{},"url":"/Feats.aspx?ID=5265","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Unbreakable Resolve","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-5265"},{"skill_mod":{},"summary":"Before your soul returned to the Material Plane, you interacted with a host of other souls on their way to the Boneyard.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":17,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5266","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"Boneyard Acquaintance","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5266","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"\" > Boneyard Acquaintance May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 81 --- Before your soul returned to the Material Plane, you interacted with a host of other souls on their way to the Boneyard. One of these acquaintances owes you a favor. You can temporarily summon it to come to your aid, and it appears as a swirling mass of ectoplasm with indiscernible features and a translucent dagger, the favored weapon of Pharasma. This functions as spiritual guardian , which you can cast once per day as a divine innate spell, but you don't need to worship a deity to do so.","category":"feat","feat":["Boneyard Acquaintance"],"rarity":"rare","slug":"feat-5266"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5267","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"\" > Indomitable Spirit Single Action May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 81 Frequency once per day --- Your soul has accumulated countless particles of quintessence over myriad deaths and rebirths, and for one moment, this raw material from the Great Beyond envelops you and your comrades. Until the end of your next turn, you and any allies adjacent to you get a +4 circumstance bonus to AC and are quickened. The additional action can be used to Strike or Stride.","feat":["Indomitable Spirit"],"skill_mod":{},"summary":"Your soul has accumulated countless particles of quintessence over myriad deaths and rebirths.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=5267","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Indomitable Spirit","actions_number":2,"category":"feat","actions":"Single Action","rarity":"rare","slug":"feat-5267"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","trait":["Light","Rare","Reincarnated","Universal Ancestry","Visual"],"id":"feat-5268","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"\" > Release the Light Two Actions May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 81 Frequency once per day --- Many people report seeing a bright light before their death. You're one of these people, and at rare intervals when hope seems dim, the light exudes outward from your soul. You shed bright light in a 30-foot radius (and dim light for another 30 feet beyond that) until the end of your next turn. Enemy creatures in the area who rely on sight must attempt a Fortitude save equal to your class DC or spell DC, whichever is higher. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. Critical Failure The creature is blinded for 2 rounds and dazzled for 1 minute.","feat":["Release the Light"],"skill_mod":{},"summary":"Many people report seeing a bright light before their death.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Mechanics","Rarity","Feat","AoN-Special","Ancestry","Sense"],"level":17,"source_category":["Adventure Paths"],"resistance":{},"url":"/Feats.aspx?ID=5268","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"Release the Light","actions_number":4,"category":"feat","actions":"Two Actions","rarity":"rare","slug":"feat-5268"},{"primary_source_category":"Adventure Paths","source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Season of Ghosts","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5269","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"\" > See You in Hell Reaction May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 81 Frequency once per day Trigger You are reduced to 0 Hit points by a creature but not immediately killed. --- You aren't sure if you'll be reincarnated again, so you might as well take this foe with you. A blast of spiritual energy lashes out from the depths of your soul, targeting the creature who attacked you. The creature takes mental damage equal to the amount that reduced you to 0 Hit Points (basic Will save with a DC equal to your class DC or spell DC, whichever is higher).","feat":["See You in Hell"],"skill_mod":{},"summary":"You aren’t sure if you’ll be reincarnated again, so you might as well take this foe with you.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"level":17,"source_category":["Adventure Paths"],"trigger":"You are reduced to 0 Hit points by a creature but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=5269","source_group":["Season of Ghosts"],"spoilers":"Season of Ghosts","name":"See You in Hell","actions_number":1,"category":"feat","actions":"Reaction","rarity":"rare","slug":"feat-5269"},{"skill_mod":{},"summary":"Since your soul has experienced not only death but also rebirth, you can shift your physical body into the Ethereal Plane for brief intervals.","primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Rarity","Feat","AoN-Special","Ancestry"],"primary_source_category":"Adventure Paths","level":17,"source_category":["Adventure Paths"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5270","weakness":{},"source_group":["Season of Ghosts"],"primary_source_group":"Season of Ghosts","spoilers":"Season of Ghosts","name":"This Time, Bring the Body","trait":["Rare","Reincarnated","Universal Ancestry"],"id":"feat-5270","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"\" > This Time, Bring the Body May contain spoilers from Season of Ghosts Source Pathfinder #199: To Bloom Below the Web pg. 81 --- Death sends a soul into the River of Souls. Since your soul has experienced not only death but also rebirth, you can shift your physical body into the Ethereal Plane for brief intervals. You gain ethereal jaunt as a 9th-level occult innate spell that you can cast once per day. Thanks to your soul's intimate connection with the Ethereal Plane, you can move at your normal speed while this spell is in effect.","category":"feat","feat":["This Time, Bring the Body"],"rarity":"rare","slug":"feat-5270"},{"skill_mod":{},"summary":"You've immersed yourself in community learning, particularly around navigating the waters and tending to animals.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5273","weakness":{},"name":"Athamaru Lore","trait":["Athamaru","Locathah"],"id":"feat-5273","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Athamaru Lore Source Howl of the Wild pg. 18 --- You've immersed yourself in community learning, particularly around navigating the waters and tending to animals. You gain the trained proficiency rank in Athletics and Nature. If you automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Athamaru Lore.","category":"feat","pfs":"Standard","feat":["Athamaru Lore"],"rarity":"common","slug":"feat-5273"},{"skill_mod":{},"summary":"You wield weapons designed to work underwater with ease.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5274","weakness":{},"name":"Athamaru Weapon Familiarity","trait":["Athamaru","Locathah"],"id":"feat-5274","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Athamaru Weapon Familiarity Source Howl of the Wild pg. 18 --- You wield weapons designed to work underwater with ease. You have familiarity with weapons with the athamaru trait and with crossbows, heavy crossbows, longspears, spears, and tridents—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Athamaru Weapon Familiarity"],"rarity":"common","slug":"feat-5274"},{"skill_mod":{},"summary":"You are familiar with all the members of your community and their typical movements, and you have learned how to apply these patterns outside those circles.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5275","weakness":{},"name":"Community-Minded","trait":["Athamaru","Locathah"],"id":"feat-5275","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Community-Minded Source Howl of the Wild pg. 19 --- You are familiar with all the members of your community and their typical movements, and you have learned how to apply these patterns outside those circles. You gain a +1 circumstance bonus to your Perception DC against someone attempting to Lie to you and to Perception checks to Sense Motive or to detect a creature trying to Impersonate someone they are not.","category":"feat","pfs":"Standard","feat":["Community-Minded"],"rarity":"common","slug":"feat-5275"},{"skill_mod":{},"summary":"You've tended to your coral jewelry so well that you have formed a symbiotic relationship with it.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5276","weakness":{},"name":"Coral Symbiotes","trait":["Athamaru","Locathah"],"id":"feat-5276","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Coral Symbiotes Source Howl of the Wild pg. 19 --- You've tended to your coral jewelry so well that you have formed a symbiotic relationship with it. The powerful filtration properties of this coral protect you from impurities. You gain a +1 status bonus to saving throws against poisons, and your flat check to remove persistent poison damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help. You must submerge yourself in water once every 24 hours to hydrate your coral or you lose the bonuses granted by the symbiotes. Coral Symbiotes leads to... Coral Detoxification, Coral Growth, Coral Lifeline, Coral Reserve","category":"feat","pfs":"Standard","feat":["Coral Symbiotes"],"rarity":"common","slug":"feat-5276"},{"skill_mod":{},"summary":"Athamarus have bonded with eels more closely than any other fish.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5277","weakness":{},"name":"Elver Pet","trait":["Athamaru","Locathah"],"id":"feat-5277","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elver Pet Source Howl of the Wild pg. 19 --- Athamarus have bonded with eels more closely than any other fish. You have formed a strong connection with a young eel that serves as your pet. Typically, these eels are tended until they grow large enough to serve as a mount. You gain the Pet general feat. Instead of the normal choice of pet abilities, your eel has aquatic, fast movement, and the damage avoidance familiar ability for Reflex saves. The aquatic ability means it gains the aquatic trait, breathes water instead of air, and has a swim Speed instead of a land Speed. When you aren't in an aquatic environment, you can easily carry your pet eel around in a small water-filled globe that has light Bulk. Elver Pet leads to... Growing Eel Friend","category":"feat","pfs":"Standard","feat":["Elver Pet"],"rarity":"common","slug":"feat-5277"},{"skill_mod":{},"summary":"While athamarus' natural pheromones are typically used for communication, you have developed yours into a defense mechanism to ward off foes.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry","Poison","Affliction"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5278","frequency":"once per day","weakness":{},"name":"Emit Defensive Odor","trait":["Athamaru","Inhaled","Poison","Locathah"],"actions_number":2,"id":"feat-5278","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Emit Defensive Odor Single Action Source Howl of the Wild pg. 19 Frequency once per day --- While athamarus' natural pheromones are typically used for communication, you have developed yours into a defense mechanism to ward off foes. You emit a thick spray of defensive pheromones at an adjacent creature, who takes 2d6 poison damage with a basic Fortitude save against your class DC. At 3rd level and every 2 levels thereafter, the damage increases by 1d6. Emit Defensive Odor leads to... Noxious Odor, Offensive Odor, Persistent Odor, Rapid Pheromone Recovery","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Emit Defensive Odor"],"rarity":"common","slug":"feat-5278"},{"skill_mod":{},"summary":"Stories about those who have mistreated your people in the past (particularly stories about alghollthu mind control) left you untrusting of those outside your community.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5279","weakness":{},"name":"Ocean Wariness","trait":["Athamaru","Locathah"],"id":"feat-5279","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ocean Wariness Source Howl of the Wild pg. 19 --- Stories about those who have mistreated your people in the past (particularly stories about alghollthu mind control) left you untrusting of those outside your community. You gain a +1 circumstance bonus to your defenses against Deception, Diplomacy, Intimidation, and Performance checks.","category":"feat","pfs":"Standard","feat":["Ocean Wariness"],"rarity":"common","slug":"feat-5279"},{"skill_mod":{},"summary":"Your communicative pheromones are particularly well developed from years of living with other athamarus.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry","Sense"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5280","weakness":{},"name":"Pheromonal Message","trait":["Athamaru","Olfactory","Locathah"],"actions_number":2,"id":"feat-5280","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pheromonal Message Single Action Source Howl of the Wild pg. 19 --- Your communicative pheromones are particularly well developed from years of living with other athamarus. You send a brief message to one ally within 60 feet, or 120 feet in water. No other creature can understand the message. The message must be short and simple, and can't convey ideas that would require complex or novel wording if spoken, such a creature's name or proper nouns.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Pheromonal Message"],"rarity":"common","slug":"feat-5280"},{"skill_mod":{},"summary":"The difference between yourself and your coral symbiotes is nearly impossible to tell apart as your bodies are so intertwined.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Coral Symbiotes","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5281","weakness":{},"name":"Coral Growth","trait":["Athamaru","Locathah"],"id":"feat-5281","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Coral Growth Source Howl of the Wild pg. 19 Prerequisites Coral Symbiotes --- The difference between yourself and your coral symbiotes is nearly impossible to tell apart as your bodies are so intertwined. When you are underwater, you no longer need to eat or drink, as your coral symbiotes provide you with sufficient nutrition. While you are on land, your body provides your coral symbiotes with sufficient hydration. You no longer need to submerge yourself in water every 24 hours.","category":"feat","pfs":"Standard","feat":["Coral Growth"],"rarity":"common","slug":"feat-5281"},{"skill_mod":{},"summary":"Your eel pet grows larger and stronger.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Elver Pet","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5282","weakness":{},"name":"Growing Eel Friend","trait":["Athamaru","Locathah"],"id":"feat-5282","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Growing Eel Friend Source Howl of the Wild pg. 19 Prerequisites Elver Pet --- Your eel pet grows larger and stronger. Your eel pet's size changes to Small, and the eel gains the scent and tough pet abilities. However, it becomes too large to carry in a water-filled globe.","category":"feat","pfs":"Standard","feat":["Growing Eel Friend"],"rarity":"common","slug":"feat-5282"},{"skill_mod":{},"summary":"You have developed your skill with your defensive pheromones and have concentrated them into a noxious form.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry","Poison","Affliction"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Emit Defensive Odor","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5283","weakness":{},"name":"Noxious Odor","trait":["Athamaru","Poison","Locathah"],"id":"feat-5283","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Noxious Odor Source Howl of the Wild pg. 20 Prerequisites Emit Defensive Odor --- You have developed your skill with your defensive pheromones and have concentrated them into a noxious form. A creature that fails its save against your Emit Defensive Odor action also becomes sickened 1 (or sickened 2 on a critical failure).","category":"feat","pfs":"Standard","feat":["Noxious Odor"],"rarity":"common","slug":"feat-5283"},{"skill_mod":{},"summary":"After working with aquatic beasts of burden for years, you have learned how to easily mount and dismount them.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"requirement":"You are underwater and adjacent to a creature that is at least one size larger than you, has a swim Speed, and is willing to be your mount.","source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5284","weakness":{},"name":"Riptide Mount","trait":["Athamaru","Locathah"],"actions_number":2,"id":"feat-5284","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Riptide Mount Single Action Source Howl of the Wild pg. 20 Requirements You are underwater and adjacent to a creature that is at least one size larger than you, has a swim Speed, and is willing to be your mount. --- After working with aquatic beasts of burden for years, you have learned how to easily mount and dismount them. You Mount the creature and Command an Animal to issue it an order of your choice.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Riptide Mount"],"rarity":"common","slug":"feat-5284"},{"skill_mod":{},"summary":"You move through the water with ease, mastering your movements with years of practice.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5285","weakness":{},"name":"Skilled Swimmer","trait":["Athamaru","Locathah"],"id":"feat-5285","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Skilled Swimmer Source Howl of the Wild pg. 20 --- You move through the water with ease, mastering your movements with years of practice. When in an aquatic environment, you ignore difficult terrain. In addition, swimming up or down isn't difficult terrain for you.","category":"feat","pfs":"Standard","feat":["Skilled Swimmer"],"rarity":"common","slug":"feat-5285"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Athamaru","Locathah"],"id":"feat-5286","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Coral Detoxification Two Actions Source Howl of the Wild pg. 20 Frequency once per hour Prerequisites Coral Symbiotes --- The coral colony that you've tended has merged with your kidneys to add an additional layer of filtration. Attempt a saving throw against a single poison affecting you with a +2 circumstance bonus.","feat":["Coral Detoxification"],"skill_mod":{},"summary":"The coral colony that you've tended has merged with your kidneys to add an additional layer of filtration.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"level":9,"prerequisite":"Coral Symbiotes","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5286","name":"Coral Detoxification","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5286"},{"skill_mod":{},"summary":"As an emissary, you have assisted land-bound creatures in journeying underwater to visit your settlements.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5287","weakness":{},"name":"Emissary Assistance","trait":["Athamaru","Locathah"],"id":"feat-5287","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Emissary Assistance Source Howl of the Wild pg. 20 --- As an emissary, you have assisted land-bound creatures in journeying underwater to visit your settlements. You gain feet to fins and water breathing as 3rd-rank primal innate spells. You can cast each of these spells once per day.","category":"feat","pfs":"Standard","feat":["Emissary Assistance"],"rarity":"common","slug":"feat-5287"},{"skill_mod":{},"summary":"You have either trained a giant moray eel since its hatching or have tamed one in the wild.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5288","weakness":{},"name":"Moray Eel Mount","trait":["Athamaru","Locathah"],"id":"feat-5288","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Moray Eel Mount Source Howl of the Wild pg. 20 --- You have either trained a giant moray eel since its hatching or have tamed one in the wild. You gain the Bonded Animal skill feat, even if you don't meet the prerequisites, to bond with a giant moray eel. When you Command this Animal while you are mounted on it to take a move action, you automatically succeed instead of needing to attempt a check. Special If you have the Elver Pet or Growing Eel Friend ancestry feats, you can choose to have that pet become your bonded animal. You don’t need to spend 7 days of downtime to bond with the eel, and you automatically succeed at the Nature check. You can then retrain those feats.","category":"feat","pfs":"Standard","feat":["Moray Eel Mount"],"rarity":"common","slug":"feat-5288"},{"skill_mod":{},"summary":"Your pheromones now linger on creatures.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Emit Defensive Odor","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5289","weakness":{},"name":"Persistent Odor","trait":["Athamaru","Locathah"],"id":"feat-5289","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Persistent Odor Source Howl of the Wild pg. 20 Prerequisites Emit Defensive Odor --- Your pheromones now linger on creatures. When a target fails its save against your Emit Defensive Odor ability, they also take 1d6 persistent poison damage. The damage increases to 2d6 at 13th level and 3d6 at 17th level.","category":"feat","pfs":"Standard","feat":["Persistent Odor"],"rarity":"common","slug":"feat-5289"},{"skill_mod":{},"summary":"You grow specialized organs that allow you to detect even the faintest of heartbeats.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5290","weakness":{},"name":"Attuned Electroreceptors","trait":["Athamaru","Locathah"],"id":"feat-5290","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Attuned Electroreceptors Source Howl of the Wild pg. 20 --- You grow specialized organs that allow you to detect even the faintest of heartbeats. You can sense living creatures and any creature with the electricity trait as an imprecise sense with a range of 20 feet. This range doubles while you are underwater, though only in the body of water you're in.","category":"feat","pfs":"Standard","feat":["Attuned Electroreceptors"],"rarity":"common","slug":"feat-5290"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Athamaru","Locathah"],"id":"feat-5291","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Coral Reserve Single Action Source Howl of the Wild pg. 20 Frequency once per day Prerequisites Coral Symbiotes Requirements You are enfeebled or fatigued. --- Your coral symbiotes provide a store of energy that you can call upon when needed. You suppress your enfeebled or fatigued condition. (If you're affected by both, choose one to suppress.) After 1 minute, the condition returns with any remaining duration it had when you suppressed it.","feat":["Coral Reserve"],"skill_mod":{},"summary":"Your coral symbiotes provide a store of energy that you can call upon when needed.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"level":13,"prerequisite":"Coral Symbiotes","source_category":["Rulebooks"],"requirement":"You are enfeebled or fatigued .","resistance":{},"url":"/Feats.aspx?ID=5291","name":"Coral Reserve","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5291"},{"skill_mod":{},"summary":"Your supply of pheromones replenish very quickly.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Emit Defensive Odor","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5292","weakness":{},"name":"Rapid Pheromone Recovery","trait":["Athamaru","Locathah"],"id":"feat-5292","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Rapid Pheromone Recovery Source Howl of the Wild pg. 21 Prerequisites Emit Defensive Odor --- Your supply of pheromones replenish very quickly. You can Emit Defensive Odor once per hour, rather than once per day.","category":"feat","pfs":"Standard","feat":["Rapid Pheromone Recovery"],"rarity":"common","slug":"feat-5292"},{"skill_mod":{},"summary":"Your rapport with your eel lets you guide it to avoid dangers as it swims.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5293","weakness":{},"name":"Swift Eel Mount","trait":["Athamaru","Locathah"],"id":"feat-5293","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Swift Eel Mount Source Howl of the Wild pg. 21 --- Your rapport with your eel lets you guide it to avoid dangers as it swims. While you're mounted on an eel, that eel ignores difficult terrain while Swimming and gets a +2 circumstance bonus to all defenses against reactions triggered by its movement.","category":"feat","pfs":"Standard","feat":["Swift Eel Mount"],"rarity":"common","slug":"feat-5293"},{"skill_mod":{},"summary":"Your coral symbiotes have grown into your bloodstream and are now curled around your heart.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry","Mechanics"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Coral Symbiotes","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5294","frequency":"once per day","weakness":{},"name":"Coral Lifeline","trait":["Athamaru","Healing","Locathah"],"id":"feat-5294","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Coral Lifeline Source Howl of the Wild pg. 21 Frequency once per day Prerequisites Coral Symbiotes --- Your coral symbiotes have grown into your bloodstream and are now curled around your heart. When you would die, the coral in your body releases a burst of healing energy. This prevents you from dying and restores 4d8 Hit Points. Once this ability is used, the coral fades to a dull gray and gives you no benefits until you complete your next daily preparations.","category":"feat","pfs":"Standard","feat":["Coral Lifeline"],"rarity":"common","slug":"feat-5294"},{"skill_mod":{},"summary":"Like the moray eels athamaru communities raise and train, you know how to quickly strike from hiding.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"trigger":"You are hidden and a creature who hasn’t detected you passes within 20 feet of you.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5295","weakness":{},"name":"Moray Ambush","trait":["Athamaru","Locathah"],"actions_number":1,"id":"feat-5295","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Moray Ambush Reaction Source Howl of the Wild pg. 21 Trigger You are hidden and a creature who hasn’t detected you passes within 20 feet of you. --- Like the moray eels athamaru communities raise and train, you know how to quickly strike from hiding. Stride or Swim directly toward the triggering creature and make a melee Strike against it. The target creature is off-guard to this attack. Special If you’re mounted on an eel, you can have the eel move instead of yourself.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Moray Ambush"],"rarity":"common","slug":"feat-5295"},{"skill_mod":{},"summary":"You've mastered your defensive pheromones and have nearly complete control over them.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Emit Defensive Odor","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5296","weakness":{},"name":"Offensive Odor","trait":["Athamaru","Locathah"],"id":"feat-5296","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Offensive Odor Source Howl of the Wild pg. 21 Prerequisites Emit Defensive Odor --- You've mastered your defensive pheromones and have nearly complete control over them. When you Emit Defensive Odor, you can either choose to increase the damage dealt to a single target by changing the damage dice to d8s, or leave the damage unchanged but spray your pheromones in a 15-foot cone.","category":"feat","pfs":"Standard","feat":["Offensive Odor"],"rarity":"common","slug":"feat-5296"},{"skill_mod":{},"summary":"You have taken the time to learn about the process of awakening and the experiences of your fellow awakened animals.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5297","weakness":{},"name":"Awakened Animal Lore","trait":["Awakened Animal"],"id":"feat-5297","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Awakened Animal Lore Source Howl of the Wild pg. 24 --- You have taken the time to learn about the process of awakening and the experiences of your fellow awakened animals. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Awakened Animal Lore.","category":"feat","pfs":"Standard","feat":["Awakened Animal Lore"],"rarity":"common","slug":"feat-5297"},{"skill_mod":{},"summary":"When you awakened, primal magic was released within you.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5298","weakness":{},"name":"Awakened Magic","trait":["Awakened Animal"],"id":"feat-5298","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Awakened Magic Source Howl of the Wild pg. 25 --- When you awakened, primal magic was released within you. Choose one cantrip from the primal spell list. You can cast this spell as an primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. Awakened Magic leads to... Animal Summoner","category":"feat","pfs":"Standard","feat":["Awakened Magic"],"rarity":"common","slug":"feat-5298"},{"skill_mod":{},"summary":"Just as some humanoids find themselves driven to study nature, you are obsessed with the artificial constructs of society and can't get enough.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5299","weakness":{},"name":"Fascinated by Society","trait":["Awakened Animal"],"id":"feat-5299","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fascinated by Society Source Howl of the Wild pg. 25 --- Just as some humanoids find themselves driven to study nature, you are obsessed with the artificial constructs of society and can't get enough. You are trained in Society. If you would automatically become trained in Society, you instead become trained in a skill of your choice. As a newcomer, sometimes your understanding is a bit off target. When you fail, but don't critically fail, a Society check to Recall Knowledge or Decipher Writing, you learn the correct information (as you would on a success) and erroneous information (as you would on a critical failure). You don't have any way to differentiate which is which. Fascinated by Society leads to... Urban Jungle","category":"feat","pfs":"Standard","feat":["Fascinated by Society"],"rarity":"common","slug":"feat-5299"},{"skill_mod":{},"summary":"You are comfortable on land for a short time.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Swimming Animal heritage; aquatic","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5300","weakness":{},"name":"Land Legs","trait":["Awakened Animal"],"id":"feat-5300","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Land Legs Source Howl of the Wild pg. 25 Prerequisites Swimming Animal heritage; aquatic --- You are comfortable on land for a short time. You gain a land Speed of 20 and can breathe air for 10 minutes.","category":"feat","pfs":"Standard","feat":["Land Legs"],"rarity":"common","slug":"feat-5300"},{"skill_mod":{},"summary":"Before your awakening, you watched humanoids performing some skill near you frequently.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5301","weakness":{},"name":"Learn by Watching","trait":["Awakened Animal"],"id":"feat-5301","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Learn by Watching Source Howl of the Wild pg. 25 --- Before your awakening, you watched humanoids performing some skill near you frequently. You didn't know it at the time, but your curiosity led to you picking up the skill. You become trained in your choice of Crafting, Medicine, or Performance. In addition, when you Follow the Expert in exploration mode, you add 2 + your level as your proficiency bonus if you're untrained instead of adding your level alone.","category":"feat","pfs":"Standard","feat":["Learn by Watching"],"rarity":"common","slug":"feat-5301"},{"skill_mod":{},"summary":"You have retained your sharp animal senses even after awakening.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5302","weakness":{},"name":"Natural Senses","trait":["Awakened Animal"],"id":"feat-5302","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Natural Senses Source Howl of the Wild pg. 25 --- You have retained your sharp animal senses even after awakening. Choose one of the following senses appropriate to your kind of animal: darkvision, echolocation 10 feet, low-light vision, scent (imprecise) 30 feet, or tremorsense (imprecise) 30 feet. (Echolocation allows you to use hearing as a precise sense at the listed range.) If your animal kind doesn't typically have a specific type of sense, you can't gain that sense with this feat. Special You can take this feat multiple times, choosing a different sense each time. Natural Senses leads to... True Senses","category":"feat","pfs":"Standard","feat":["Natural Senses"],"rarity":"common","slug":"feat-5302"},{"skill_mod":{},"summary":"You are comfortable on the water for short bursts.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"You don't have a swim Speed.","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5303","weakness":{},"name":"Sea Legs","trait":["Awakened Animal"],"id":"feat-5303","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sea Legs Source Howl of the Wild pg. 25 Prerequisites You don't have a swim Speed. --- You are comfortable on the water for short bursts. You gain a swim Speed of 10 feet and can breathe underwater for 5 minutes.","category":"feat","pfs":"Standard","feat":["Sea Legs"],"rarity":"common","slug":"feat-5303"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Awakened Animal"],"id":"feat-5304","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Take Flight Single Action Source Howl of the Wild pg. 25 Frequency once per round Prerequisites Flying Animal heritage --- Though it's not fully effective, much of your ability to fly has stayed with you. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren't on solid ground at the end of this movement, you fall. Take Flight leads to... Strong of Wing","feat":["Take Flight"],"skill_mod":{},"summary":"Though it's not fully effective, much of your ability to fly has stayed with you.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"level":1,"prerequisite":"Flying Animal heritage","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5304","name":"Take Flight","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5304"},{"skill_mod":{},"summary":"You've become adept with your born weapons.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5305","weakness":{},"name":"Tooth and Claw","trait":["Awakened Animal"],"id":"feat-5305","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tooth and Claw Source Howl of the Wild pg. 26 --- You've become adept with your born weapons. Choose a second animal attack appropriate to your animal type and heritage.","category":"feat","pfs":"Standard","feat":["Tooth and Claw"],"rarity":"common","slug":"feat-5305"},{"skill_mod":{},"summary":"You know how to put on the charm, doing playful tricks to win favor.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5306","weakness":{},"name":"You're So Cute!","trait":["Awakened Animal"],"id":"feat-5306","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > You're So Cute! Source Howl of the Wild pg. 26 --- You know how to put on the charm, doing playful tricks to win favor. You are trained in Performance and gain the Impressive Performance feat. When performing for humanoids, you gain a +1 circumstance bonus to Make an Impression with Performance.","category":"feat","pfs":"Standard","feat":["You're So Cute!"],"rarity":"common","slug":"feat-5306"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Awakened Animal"],"id":"feat-5307","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Fierce Grasp Single Action Source Howl of the Wild pg. 26 Prerequisites Climbing Animal heritage Requirements You have an opponent grabbed or restrained. --- Once you get your hands on someone, it's hard for them to get away. Your opponent takes a –2 circumstance penalty to their next attempt to Escape from being grabbed or restrained by you, and you gain a +1 circumstance bonus to your AC against any attacks they make against you while you have them grabbed.","feat":["Fierce Grasp"],"skill_mod":{},"summary":"Once you get your hands on someone, it's hard for them to get away.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"level":5,"prerequisite":"Climbing Animal heritage","source_category":["Rulebooks"],"requirement":"You have an opponent grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=5307","name":"Fierce Grasp","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5307"},{"skill_mod":{},"summary":"Whether due to a more gradual process or your animal and sapient sides being especially in conflict, your awakening was a little slower than most, but your eyes are now fully open and your abilities have returned.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"You have a versatile heritage.","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5308","weakness":{},"name":"Late Awakener","trait":["Awakened Animal"],"id":"feat-5308","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Late Awakener Source Howl of the Wild pg. 26 Prerequisites You have a versatile heritage. --- Whether due to a more gradual process or your animal and sapient sides being especially in conflict, your awakening was a little slower than most, but your eyes are now fully open and your abilities have returned. You gain all the mechanical benefits of the awakened animal heritage you selected at 1st level, allowing you to take feats and gain any benefits that require a specific awakened animal heritage.","category":"feat","pfs":"Standard","feat":["Late Awakener"],"rarity":"common","slug":"feat-5308"},{"skill_mod":{},"summary":"You remember what it was like to speak easily with other animals, using old, familiar ways of communication to learn what they want and ask for favors in return.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"awakened mind","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5309","weakness":{},"name":"Natural Ambassador","trait":["Awakened Animal"],"id":"feat-5309","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Natural Ambassador Source Howl of the Wild pg. 26 Prerequisites awakened mind --- You remember what it was like to speak easily with other animals, using old, familiar ways of communication to learn what they want and ask for favors in return. You can ask questions of, receive answers from, and use the Diplomacy skill with all animals, not just those of your kind. You gain a +1 circumstance bonus to Diplomacy when you do, or a +2 circumstance bonus with animals of your kind.","category":"feat","pfs":"Standard","feat":["Natural Ambassador"],"rarity":"common","slug":"feat-5309"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Awakened Animal"],"id":"feat-5310","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Scurry! Free Action Source Howl of the Wild pg. 26 Prerequisites Tiny size Trigger You roll initiative. --- Your instincts to move to safety are strong. You Stride; you must end your movement in a location where you have cover from at least one enemy you can see, and you can't take this action if it's impossible for you to do so. You can Climb, Fly, or Swim instead of Striding if you have the corresponding movement type.","feat":["Scurry!"],"skill_mod":{},"summary":"Your instincts to move to safety are strong.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"level":5,"prerequisite":"Tiny size","source_category":["Rulebooks"],"trigger":"You roll initiative.","resistance":{},"url":"/Feats.aspx?ID=5310","name":"Scurry!","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5310"},{"skill_mod":{},"summary":"You can fly with a greater distance.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Take Flight","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5311","weakness":{},"name":"Strong of Wing","trait":["Awakened Animal"],"id":"feat-5311","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Strong of Wing Source Howl of the Wild pg. 26 Prerequisites Take Flight --- You can fly with a greater distance. The fly Speed you gain from Take Flight increases to 25 feet. Strong of Wing leads to... Full Flight","category":"feat","pfs":"Standard","feat":["Strong of Wing"],"rarity":"common","slug":"feat-5311"},{"skill_mod":{},"summary":"Cities are just a new form of wilderness.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Fascinated by Society; Expert in Society or Expert in Survival","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5312","weakness":{},"skill":["Society","Survival","Society","Survival"],"name":"Urban Jungle","trait":["Awakened Animal"],"id":"feat-5312","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Urban Jungle Source Howl of the Wild pg. 26 Prerequisites Fascinated by Society; Expert in Society or Expert in Survival --- Cities are just a new form of wilderness. You've adapted to this wilderness and now can navigate it as easily as where you once came from. When in an urban area, you can move at your full Speed while you Track and you can use your choice of Survival or Society to Track.","category":"feat","pfs":"Standard","feat":["Urban Jungle"],"rarity":"common","slug":"feat-5312"},{"skill_mod":{},"summary":"You can move quickly when using your preferred modes of travel.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"You have a free hand.","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5313","weakness":{},"name":"Wild Stride","trait":["Awakened Animal"],"actions_number":4,"id":"feat-5313","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Wild Stride Two Actions Source Howl of the Wild pg. 26 Prerequisites You have a free hand. --- You can move quickly when using your preferred modes of travel. Stride twice. You gain a +5-foot circumstance bonus to your Speed for these Strides, or a +10-foot circumstance bonus if you have two hands free. Wild Stride leads to... Awakened Stride","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Wild Stride"],"rarity":"common","slug":"feat-5313"},{"skill_mod":{},"summary":"The connection between you and primal magic deepens.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Awakened Magic","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5314","weakness":{},"name":"Animal Summoner","trait":["Awakened Animal"],"id":"feat-5314","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Animal Summoner Source Howl of the Wild pg. 27 Prerequisites Awakened Magic --- The connection between you and primal magic deepens. You can cast summon animal as a primal innate spell once per day, heightened to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Animal Summoner"],"rarity":"common","slug":"feat-5314"},{"skill_mod":{},"summary":"Your flight is unbound, as natural as it was before you were awakened.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Strong of Wing","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5315","weakness":{},"name":"Full Flight","trait":["Awakened Animal"],"id":"feat-5315","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Full Flight Source Howl of the Wild pg. 27 Prerequisites Strong of Wing --- Your flight is unbound, as natural as it was before you were awakened. You have a fly Speed of 25 feet at all times.","category":"feat","pfs":"Standard","feat":["Full Flight"],"rarity":"common","slug":"feat-5315"},{"skill_mod":{},"summary":"You can awaken others just through contact and communication.","primary_source":"Howl of the Wild","trait_group":["Ancestry","Rarity"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Master in Nature","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5316","weakness":{},"skill":["Nature","Nature"],"name":"Awaken Others","trait":["Awakened Animal","Uncommon"],"id":"feat-5316","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Restricted\" > Awaken Others Source Howl of the Wild pg. 27 Prerequisites Master in Nature --- You can awaken others just through contact and communication. You learn the awaken animal ritual. You use your own nature to supplement the ritual, so it costs 1/10 the value on the Creature Creation Rituals table instead of 1/5. If you would get a critical failure on the check, you instead get a failure.","category":"feat","pfs":"Restricted","feat":["Awaken Others"],"rarity":"uncommon","slug":"feat-5316"},{"skill_mod":{},"summary":"You are used to building homes and defenses underground.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Climbing Animal heritage or Running Animal heritage","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5317","weakness":{},"name":"Digger","trait":["Awakened Animal"],"id":"feat-5317","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Digger Source Howl of the Wild pg. 27 Prerequisites Climbing Animal heritage or Running Animal heritage --- You are used to building homes and defenses underground. You gain a burrow Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Digger"],"rarity":"common","slug":"feat-5317"},{"skill_mod":{},"summary":"Your senses have become so sharp that you notice changes subconsciously.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5318","frequency":"once per round","weakness":{},"name":"Sharpened Senses","trait":["Awakened Animal"],"actions_number":0,"id":"feat-5318","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Sharpened Senses Free Action Source Howl of the Wild pg. 27 Frequency once per round --- Your senses have become so sharp that you notice changes subconsciously. You Seek. If you use one of your senses from Natural Senses, you gain a +2 circumstance bonus to the check.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Sharpened Senses"],"rarity":"common","slug":"feat-5318"},{"skill_mod":{},"summary":"You blend your instinct and intellect to move so fast you seem to be a blur.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Wild Stride","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5319","weakness":{},"name":"Awakened Stride","trait":["Awakened Animal"],"id":"feat-5319","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Awakened Stride Source Howl of the Wild pg. 27 Prerequisites Wild Stride --- You blend your instinct and intellect to move so fast you seem to be a blur. When you use Wild Stride, you can Stride three times, and you're concealed during the movement.","category":"feat","pfs":"Standard","feat":["Awakened Stride"],"rarity":"common","slug":"feat-5319"},{"skill_mod":{},"summary":"A fearsome illusion covers you, evoking the terror of the most dangerous animals.","primary_source":"Howl of the Wild","trait_group":["Sense","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5320","weakness":{},"name":"Fearsome Form","trait":["Auditory","Awakened Animal"],"id":"feat-5320","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Fearsome Form Source Howl of the Wild pg. 27 --- A fearsome illusion covers you, evoking the terror of the most dangerous animals. You can cast mask of terror as a primal innate spell once per day. You can target only yourself, and your appearance is always a monstrous version of yourself.","category":"feat","pfs":"Standard","feat":["Fearsome Form"],"rarity":"common","slug":"feat-5320"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Awakened Animal"],"id":"feat-5321","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > True Senses Two Actions Source Howl of the Wild pg. 27 Frequency once per day Prerequisites Natural Senses --- Your senses are so sharp they pierce through all illusions. You can heighten your senses to non-magically gain the effects of a 6th-rank truesight spell for 10 minutes. The ability to “see through” illusions and polymorph effects applies to any precise sense you possess.","feat":["True Senses"],"skill_mod":{},"summary":"Your senses are so sharp they pierce through all illusions.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"level":17,"prerequisite":"Natural Senses","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5321","name":"True Senses","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5321"},{"skill_mod":{},"summary":"You've learned how to nurture your environment and to care for your people.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5322","weakness":{},"name":"Centaur Lore","trait":["Centaur"],"id":"feat-5322","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Centaur Lore Source Howl of the Wild pg. 31 --- You've learned how to nurture your environment and to care for your people. You gain the trained proficiency rank in Medicine and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Centaur Lore.","category":"feat","pfs":"Standard","feat":["Centaur Lore"],"rarity":"common","slug":"feat-5322"},{"skill_mod":{},"summary":"You've trained in the weapons favored by your people, becoming a skilled archer and jouster.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5323","weakness":{},"name":"Centaur Weapon Familiarity","trait":["Centaur"],"id":"feat-5323","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Centaur Weapon Familiarity Source Howl of the Wild pg. 31 --- You've trained in the weapons favored by your people, becoming a skilled archer and jouster. You have familiarity with the lance, longbow, longspear, shortbow, and spear—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Centaur Weapon Familiarity"],"rarity":"common","slug":"feat-5323"},{"skill_mod":{},"summary":"You're accustomed to long days filled with hard physical labor.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5324","weakness":{},"name":"Practiced Brawn","trait":["Centaur"],"id":"feat-5324","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Practiced Brawn Source Howl of the Wild pg. 31 --- You're accustomed to long days filled with hard physical labor. You gain a +1 circumstance bonus to Athletics checks to Force Open and Shove, and to Fortitude saving throws to resist becoming fatigued. When you roll a success on an Athletics check to Shove, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Practiced Brawn"],"rarity":"common","slug":"feat-5324"},{"skill_mod":{},"summary":"You've been taught how to craft healing remedies with a variety of herbs and plants.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5325","weakness":{},"name":"Skilled Herbalist","trait":["Centaur"],"id":"feat-5325","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Skilled Herbalist Source Howl of the Wild pg. 31 --- You've been taught how to craft healing remedies with a variety of herbs and plants. You gain the Alchemical Crafting feat, except you must select the following items to add to your formula book: lesser antidote, lesser antiplague, and minor elixir of life, as well as a fourth 1st-level common alchemical formula of your choice. You can use Nature to Craft an alchemical item that has the healing trait, rather than Crafting. Skilled Herbalist leads to... Herbal Forager","category":"feat","pfs":"Standard","feat":["Skilled Herbalist"],"rarity":"common","slug":"feat-5325"},{"skill_mod":{},"summary":"You've girded your hooves in steel or other reinforcements aimed to inflict maximum damage.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Ironhoof Centaur heritage","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5326","weakness":{},"name":"Steelhoof","trait":["Centaur"],"id":"feat-5326","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Steelhoof Source Howl of the Wild pg. 31 Prerequisites Ironhoof Centaur heritage --- You've girded your hooves in steel or other reinforcements aimed to inflict maximum damage. Your hoof attack deals 1d8 bludgeoning damage instead of 1d6.","category":"feat","pfs":"Standard","feat":["Steelhoof"],"rarity":"common","slug":"feat-5326"},{"skill_mod":{},"summary":"You've trained to serve as a mount, if only for your most trusted allies.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5327","weakness":{},"name":"Accommodating Mount","trait":["Centaur"],"id":"feat-5327","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Accommodating Mount Source Howl of the Wild pg. 32 --- You've trained to serve as a mount, if only for your most trusted allies. When another PC rides you as a mount, your expert coordination allows them to gain three actions at the start of their turn, rather than the two they normally would for riding another PC (see Riding PCs). You still gain only two actions at the start of your turn, instead of three, as you spend one action keeping them balanced on your back and ensuring they're firmly mounted.","category":"feat","pfs":"Standard","feat":["Accommodating Mount"],"rarity":"common","slug":"feat-5327"},{"skill_mod":{},"summary":"You've trained to harry your foes from great distances, using your swiftness to maintain distance and keen eyesight to stay on target.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5328","weakness":{},"name":"Distant Archer","trait":["Centaur"],"id":"feat-5328","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Distant Archer Source Howl of the Wild pg. 32 --- You've trained to harry your foes from great distances, using your swiftness to maintain distance and keen eyesight to stay on target. You reduce the penalty for attacking beyond your first range increment by 1, to a minimum of 0, when using weapons in the bow weapon group.","category":"feat","pfs":"Standard","feat":["Distant Archer"],"rarity":"common","slug":"feat-5328"},{"skill_mod":{},"summary":"You enjoy mentoring others and take pride in your students' accomplishments.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5329","weakness":{},"name":"Proud Mentor","trait":["Centaur"],"id":"feat-5329","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Proud Mentor Source Howl of the Wild pg. 32 --- You enjoy mentoring others and take pride in your students' accomplishments. If you get a critical failure on an attempt to Aid, you get a failure instead. Whenever you successfully Aid an ally who critically succeeds on the check you Aided them on, you feel a rush of pride, gaining temporary Hit Points equal to your level, which last for 1 minute.","category":"feat","pfs":"Standard","feat":["Proud Mentor"],"rarity":"common","slug":"feat-5329"},{"skill_mod":{},"summary":"You've begun your training as a Speaker.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Budding Speaker Centaur heritage or the ability to cast a divine or primal spell","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5330","weakness":{},"name":"Speaker in Training","trait":["Centaur"],"id":"feat-5330","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Speaker in Training Source Howl of the Wild pg. 32 Prerequisites Budding Speaker Centaur heritage or the ability to cast a divine or primal spell --- You've begun your training as a Speaker. Select divine or primal. If you selected divine, you're a Faithspeaker. If you selected primal, you're a Greenspeaker. If you've already made this decision (such as due to being a budding speaker) you must select the same Speaker you previously chose. This choice can't be changed. If you're a Faithspeaker, you can cast bless once per day as a divine innate spell; if you're a Greenspeaker, you can cast fleet step once per day as a primal innate spell. Speaker in Training leads to... Merge with the Source, Speaker's Defense","category":"feat","pfs":"Standard","feat":["Speaker in Training"],"rarity":"common","slug":"feat-5330"},{"skill_mod":{},"summary":"Your skill with herbs has improved.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Skilled Herbalist","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5331","weakness":{},"name":"Herbal Forager","trait":["Centaur"],"id":"feat-5331","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Herbal Forager Source Howl of the Wild pg. 32 Prerequisites Skilled Herbalist --- Your skill with herbs has improved. Each day as part of your daily preparations, you can harvest ingredients from your surroundings to craft one temporary alchemical item you know the formula for. This alchemical item must have the healing trait. If not consumed by your next daily preparations, the item is rendered inert.","category":"feat","pfs":"Standard","feat":["Herbal Forager"],"rarity":"common","slug":"feat-5331"},{"skill_mod":{},"summary":"You challenge a single ally to a physical competition.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry","Mechanics"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5332","frequency":"once per day","weakness":{},"name":"Fierce Competitor","trait":["Centaur","Mental"],"actions_number":2,"id":"feat-5332","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Restricted\" > Fierce Competitor Single Action Source Howl of the Wild pg. 32 Frequency once per day --- You challenge a single ally to a physical competition. This competition must involve accomplishing a specific goal for a specific use of the Acrobatics or Athletics skill, such as Climbing to the top of a wall, Tripping a specific foe, or Long Jumping across a chasm. You and your selected ally gain a +2 circumstance bonus to the associated skill check for 1 minute or until one of you wins the challenge, whichever is first. If you win this competition, you gain a +2 status bonus to Intimidation checks for 1 hour.","category":"feat","pfs":"Restricted","actions":"Single Action","feat":["Fierce Competitor"],"rarity":"common","slug":"feat-5332"},{"skill_mod":{},"summary":"You're an extraordinary teacher, capable of inspiring your students to amazing feats of athletics and ingenuity.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5333","weakness":{},"name":"Mentor of Legends","trait":["Centaur"],"id":"feat-5333","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Mentor of Legends Source Howl of the Wild pg. 32 --- You're an extraordinary teacher, capable of inspiring your students to amazing feats of athletics and ingenuity. Once per day, you can cast heroism as an innate divine spell; in addition to its normal effects, the spell also grants temporary Hit Points equal to half your level. You can't cast this spell on yourself.","category":"feat","pfs":"Standard","feat":["Mentor of Legends"],"rarity":"common","slug":"feat-5333"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Centaur"],"id":"feat-5334","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ride On Reaction Source Howl of the Wild pg. 33 Frequency once per hour Trigger You would gain the fatigued condition. --- Even when tired, you refuse to give up, pushing yourself to extreme feats of endurance. You delay the effects of the fatigued condition for 3 rounds. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the fatigued condition after this ability ends.","feat":["Ride On"],"skill_mod":{},"summary":"Even when tired, you refuse to give up, pushing yourself to extreme feats of endurance.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"level":9,"source_category":["Rulebooks"],"trigger":"You would gain the fatigued condition.","resistance":{},"url":"/Feats.aspx?ID=5334","name":"Ride On","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5334"},{"skill_mod":{},"summary":"As a Speaker, you've forged a deep bond with powerful spirits who you can urge to rise up to defend you and your people.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Budding Speaker Centaur heritage or Speaker in Training","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5335","weakness":{},"name":"Speaker's Defense","trait":["Centaur"],"id":"feat-5335","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Speaker's Defense Source Howl of the Wild pg. 33 Prerequisites Budding Speaker Centaur heritage or Speaker in Training --- As a Speaker, you've forged a deep bond with powerful spirits who you can urge to rise up to defend you and your people. If you're a Faithspeaker, you can call on gods or powerful planar beings to cast share life and status , each once per day as innate divine spells; if you're a Greenspeaker, you can call on the forces of nature to cast entangling flora and environmental endurance , each once per day as innate primal spells.","category":"feat","pfs":"Standard","feat":["Speaker's Defense"],"rarity":"common","slug":"feat-5335"},{"skill_mod":{},"summary":"You're brave and stubborn and refuse to back down or bow to the wishes of another.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5336","weakness":{},"name":"Stubborn Defiance","trait":["Centaur"],"id":"feat-5336","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Stubborn Defiance Source Howl of the Wild pg. 33 --- You're brave and stubborn and refuse to back down or bow to the wishes of another. You gain a +1 status bonus to saves against mental effects. Additionally, you gain the I Defy You! reaction. I Defy You! Reaction (fortune, mental) Trigger You fail a save against a mental effect; Frequency once per hour; Effect You reroll the triggering save and must take the second result.","category":"feat","pfs":"Standard","feat":["Stubborn Defiance"],"rarity":"common","slug":"feat-5336"},{"skill_mod":{},"summary":"You've learned to use your natural camouflage to your advantage, enhancing your ability to blend with your surroundings through careful movements and additional markings or attire.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Mottle-Coat Centaur heritage","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5337","weakness":{},"name":"Camoflage Coat","trait":["Centaur"],"id":"feat-5337","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Camoflage Coat Source Howl of the Wild pg. 33 Prerequisites Mottle-Coat Centaur heritage --- You've learned to use your natural camouflage to your advantage, enhancing your ability to blend with your surroundings through careful movements and additional markings or attire. In your selected terrain, you can Hide or Sneak without cover or being concealed.","category":"feat","pfs":"Standard","feat":["Camoflage Coat"],"rarity":"common","slug":"feat-5337"},{"skill_mod":{},"summary":"You push yourself, unleashing a burst of sudden speed.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5338","weakness":{},"name":"Incredible Sprint","trait":["Centaur"],"actions_number":4,"id":"feat-5338","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Incredible Sprint Two Actions Source Howl of the Wild pg. 33 --- You push yourself, unleashing a burst of sudden speed. You Stride three times.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Incredible Sprint"],"rarity":"common","slug":"feat-5338"},{"skill_mod":{},"summary":"Your ability to heal others is miraculous enough to bring people back from near-death.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5339","weakness":{},"name":"Miraculous Medic","trait":["Centaur"],"id":"feat-5339","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Miraculous Medic Source Howl of the Wild pg. 33 --- Your ability to heal others is miraculous enough to bring people back from near-death. Once per day, you can cast breath of life as an innate primal spell.","category":"feat","pfs":"Standard","feat":["Miraculous Medic"],"rarity":"common","slug":"feat-5339"},{"skill_mod":{},"summary":"You've trained to stampede right over smaller foes without causing yourself any harm.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5340","weakness":{},"name":"Trample (Centaur)","trait":["Centaur"],"actions_number":6,"id":"feat-5340","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Trample (Centaur) Three Actions Source Howl of the Wild pg. 33 --- You've trained to stampede right over smaller foes without causing yourself any harm. Stride up to double your Speed; you can move through the spaces of creatures at least one size smaller, Trampling each creature whose space you enter. You can attempt to Trample the same creature only once in a single Trample. You deal bludgeoning damage equal to your hoof attack (or your unarmed strike if you lack a hoof attack) against these creatures, who can attempt a basic Reflex save against your class DC.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Trample (Centaur)"],"rarity":"common","slug":"feat-5340"},{"skill_mod":{},"summary":"You're among the most powerful of Speakers and can adopt the form of the spirits you entreat with.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Speaker in Training or Budding Speaker Centaur heritage","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5341","weakness":{},"name":"Merge with the Source","trait":["Centaur"],"id":"feat-5341","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Merge with the Source Source Howl of the Wild pg. 33 Prerequisites Speaker in Training or Budding Speaker Centaur heritage --- You're among the most powerful of Speakers and can adopt the form of the spirits you entreat with. Select one of the following spells, which you can cast once per day as a 7th-rank innate spell. If you're a Faithspeaker, select from angel form , daemon form , demon form , or devil form , which you cast as a divine spell; if you're a Greenspeaker, select from elemental form or plant form , which you cast as a primal spell.","category":"feat","pfs":"Standard","feat":["Merge with the Source"],"rarity":"common","slug":"feat-5341"},{"skill_mod":{},"summary":"The greatest centaurs need not wait until their stories are over to touch the stars in the sky.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5342","weakness":{},"name":"Starshot Arrow","trait":["Attack","Centaur"],"actions_number":2,"id":"feat-5342","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Starshot Arrow Single Action Source Howl of the Wild pg. 33 --- The greatest centaurs need not wait until their stories are over to touch the stars in the sky. You draw an arrow (or other ammunition), whisper a short invocation over it, and then Strike with a ranged weapon. The arrow becomes a bolt of starlight, changing its damage to your choice of force or spirit and granting it the effects of the ghost touch rune. When the arrow Strikes its target, it unravels into a constellation of starlight that wraps around the target's limbs, imposing a –10-foot circumstance penalty to its Speeds for 2d4 rounds or immobilizing it if the Strike was critical hit. The target can untangle itself by spending an Interact action to break free.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Starshot Arrow"],"rarity":"common","slug":"feat-5342"},{"skill_mod":{},"summary":"You paid close attention to your lessons in school.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5343","weakness":{},"name":"Merfolk Lore","trait":["Merfolk"],"id":"feat-5343","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Merfolk Lore Source Howl of the Wild pg. 36 --- You paid close attention to your lessons in school. You gain the trained proficiency rank in Arcana and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore feat for Merfolk Lore.","category":"feat","pfs":"Standard","feat":["Merfolk Lore"],"rarity":"common","slug":"feat-5343"},{"skill_mod":{},"summary":"You were taught the most effective weapons of the sea.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5344","weakness":{},"name":"Merfolk Weapon Familiarity","trait":["Merfolk"],"id":"feat-5344","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Merfolk Weapon Familiarity Source Howl of the Wild pg. 36 --- You were taught the most effective weapons of the sea. You gain access to all uncommon weapons with the merfolk trait. You have familiarity with crossbows, heavy crossbows, longspears, spears, and tridents—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Merfolk Weapon Familiarity"],"rarity":"common","slug":"feat-5344"},{"skill_mod":{},"summary":"Your jaws open wider than a humanoid mouth should, showing off multiple rows of serrated shark teeth or a viperfish-like nest of needles.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Abyssal Merfolk heritage or Carcharodon Merfolk heritage","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5345","weakness":{},"name":"Ocean's Bite","trait":["Merfolk"],"id":"feat-5345","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ocean's Bite Source Howl of the Wild pg. 36 Prerequisites Abyssal Merfolk heritage or Carcharodon Merfolk heritage --- Your jaws open wider than a humanoid mouth should, showing off multiple rows of serrated shark teeth or a viperfish-like nest of needles. You gain a jaws unarmed attack that deals 1d8 piercing damage. Your jaws are in the brawling group.","category":"feat","pfs":"Standard","feat":["Ocean's Bite"],"rarity":"common","slug":"feat-5345"},{"skill_mod":{},"summary":"Sound carries far beneath the waves, and your people have strong, enchanting voices.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5346","weakness":{},"name":"Seasong","trait":["Merfolk"],"id":"feat-5346","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Seasong Source Howl of the Wild pg. 36 --- Sound carries far beneath the waves, and your people have strong, enchanting voices. You become trained in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Virtuosic Performer skill feat for singing, and your voice carries equally well above and below water.","category":"feat","pfs":"Standard","feat":["Seasong"],"rarity":"common","slug":"feat-5346"},{"skill_mod":{},"summary":"You're always ready to help those floundering in the water.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5347","weakness":{},"name":"Swimmer's Guidance","trait":["Merfolk"],"id":"feat-5347","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Swimmer's Guidance Source Howl of the Wild pg. 37 --- You're always ready to help those floundering in the water. Any ally who starts their turn within 30 feet of you and in the same body of water gains a 10-foot swim Speed until the end of their turn. If any ally affected by Swimmer's Guidance rolls a critical failure on an Athletics check to Swim, they get a failure instead.","category":"feat","pfs":"Standard","feat":["Swimmer's Guidance"],"rarity":"common","slug":"feat-5347"},{"skill_mod":{},"summary":"Being part fish yourself, you can speak the language of the sea.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5348","weakness":{},"name":"Wave Speaker","trait":["Merfolk"],"id":"feat-5348","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wave Speaker Source Howl of the Wild pg. 37 --- Being part fish yourself, you can speak the language of the sea. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have the amphibious trait, aquatic trait, or a swim Speed, such as fish, crabs, and some seabirds (like penguins). The GM determines which animals count for this ability.","category":"feat","pfs":"Standard","feat":["Wave Speaker"],"rarity":"common","slug":"feat-5348"},{"skill_mod":{},"summary":"You're familiar with the basic spells that most educated merfolk know.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5349","weakness":{},"name":"Apprentice Sea Witch","trait":["Merfolk"],"id":"feat-5349","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Apprentice Sea Witch Source Howl of the Wild pg. 37 --- You're familiar with the basic spells that most educated merfolk know. Once per day, you can cast either create water or hydraulic push as a 1st-rank primal innate spell. Each time you cast create water , you choose if you create fresh water or salt water.","category":"feat","pfs":"Standard","feat":["Apprentice Sea Witch"],"rarity":"common","slug":"feat-5349"},{"skill_mod":{},"summary":"There's nothing beneath the waves that can slow you down.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5350","weakness":{},"name":"Fishblooded","trait":["Merfolk"],"id":"feat-5350","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Fishblooded Source Howl of the Wild pg. 37 --- There's nothing beneath the waves that can slow you down. When in an aquatic environment, you ignore difficult terrain. In addition, swimming up or down isn't difficult terrain for you.","category":"feat","pfs":"Standard","feat":["Fishblooded"],"rarity":"common","slug":"feat-5350"},{"skill_mod":{},"summary":"Some legends claim that the flesh of a merfolk, if consumed, can grant health, longevity, and even immortality.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5351","weakness":{},"name":"Healing Flesh","trait":["Merfolk"],"id":"feat-5351","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Healing Flesh Source Howl of the Wild pg. 37 --- Some legends claim that the flesh of a merfolk, if consumed, can grant health, longevity, and even immortality. For obvious reasons, merfolk prefer to discourage these rumors (with violence, if necessary), but you're living proof that there's at least a fraction of truth to such claims. When Administering First Aid, Treating Disease, or Treating Wounds, you can take 1 damage to give someone a drop of your blood. When you do so, you don't need healer's tools, and you gain a +1 item bonus to your Medicine check. If someone were to eat your heart and liver within an hour of your death, they would be healed of all physical injuries (regaining Hit Points up to their maximum) and would cease to age for 8 years.","category":"feat","pfs":"Standard","feat":["Healing Flesh"],"rarity":"common","slug":"feat-5351"},{"skill_mod":{},"summary":"From sheer necessity, you've gotten surprisingly good at moving around on land.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5352","weakness":{},"name":"Strong Tail","trait":["Merfolk"],"id":"feat-5352","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Strong Tail Source Howl of the Wild pg. 38 --- From sheer necessity, you've gotten surprisingly good at moving around on land. Your tail is unusually muscular and lets you hop or slither on land at a modest speed. Your land Speed increases to 15 feet.","category":"feat","pfs":"Standard","feat":["Strong Tail"],"rarity":"common","slug":"feat-5352"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Concentrate","Merfolk","Misfortune","Primal"],"id":"feat-5353","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ill Tide Reaction Source Howl of the Wild pg. 38 Frequency once per day Trigger A creature within 30 feet of you critically fails an attack roll, skill check, or saving throw --- Some land dwellers say that merfolk are bad luck. You might not cause bad luck, but you can certainly keep it going. The next time the triggering creature attempts an attack roll, skill check, or saving throw, it must roll twice and use the worse result.","feat":["Ill Tide"],"skill_mod":{},"summary":"Some land dwellers say that merfolk are bad luck.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Monster","Ancestry","Tradition"],"level":9,"source_category":["Rulebooks"],"trigger":"A creature within 30 feet of you critically fails an attack roll, skill check, or saving throw","resistance":{},"url":"/Feats.aspx?ID=5353","name":"Ill Tide","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5353"},{"skill_mod":{},"summary":"Using old magic, you slip off your tail like an item of clothing and walk on two feet, resembling a humanoid ancestry, usually human but possibly elf, half-elf, or something stranger.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Monster","Ancestry","Tradition"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5354","weakness":{},"name":"Shore Gift","trait":["Concentrate","Merfolk","Polymorph","Primal"],"actions_number":2,"id":"feat-5354","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Shore Gift Single Action Source Howl of the Wild pg. 38 --- Using old magic, you slip off your tail like an item of clothing and walk on two feet, resembling a humanoid ancestry, usually human but possibly elf, half-elf, or something stranger. You're still recognizably yourself, as the Shore Gift doesn't change your upper body. While transformed, you lose your swim Speed from your ancestry (though you might still have a swim Speed from other sources) but gain a land Speed of 25 feet. Using the Shore Gift also counts as creating a disguise when using Deception to Impersonate, and your transformation automatically defeats Perception DCs to determine if you're a normal member of whatever ancestry you appear to be; only creatures actively rolling Perception to examine you might notice the disguise. You can remain in your alternate form indefinitely and can shift back to your merfolk form by using this action again.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Shore Gift"],"rarity":"common","slug":"feat-5354"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Performance","Performance"],"trait":["Auditory","Mental","Merfolk","Primal"],"id":"feat-5355","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Siren Song Three Actions Source Howl of the Wild pg. 38 Frequency once per day Prerequisites Expert in Performance --- You can beguile and bewitch with your song. All creatures in a 60-foot emanation must attempt a Will save against your Performance DC. On subsequent rounds, you can Sustain the song, causing each creature in the area currently affected by your song to attempt another Will save. Typically, creatures that have traveled with you for a significant time, such as your fellow party members, are immune to your Siren Song. Critical Success The target is unaffected and becomes immune to your Siren Song for 24 hours. Success The target is fascinated with you until the end of your next turn. Failure As success, and the target is stupefied 1 for as long as it's fascinated. Critical Failure As success, and the target is stupefied 2 for as long as it's fascinated.","feat":["Siren Song"],"skill_mod":{},"summary":"You can beguile and bewitch with your song.","primary_source":"Howl of the Wild","trait_group":["Sense","Mechanics","Monster","Ancestry","Tradition"],"level":9,"prerequisite":"Expert in Performance","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5355","name":"Siren Song","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-5355"},{"skill_mod":{},"summary":"You weep, and your tears become gleaming pearls as they fall to the ground, so beautiful others can't help but grab at them.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Monster","Ancestry","Tradition","Sense"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5356","frequency":"once per day","weakness":{},"name":"Tears of Pearl","trait":["Emotion","Manipulate","Mental","Merfolk","Primal","Visual"],"actions_number":4,"id":"feat-5356","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Tears of Pearl Two Actions Source Howl of the Wild pg. 38 Frequency once per day --- You weep, and your tears become gleaming pearls as they fall to the ground, so beautiful others can't help but grab at them. All creatures adjacent to you must attempt a Will save against the higher of your class DC or spell DC. The pearls dissolve at the start of your next turn, turning into salt water. Critical Success The target is unaffected. Success The target is slowed 1 until the start of your next turn as it covets the pearls or reaches for them. Failure The target is slowed 1 until the start of your next turn as it grabs for the pearls, and if it doesn't have a free hand (or similar appendage), it must spend its first action on its next turn to Release one item it's holding. Critical Failure As failure, but the target is slowed 2 instead of slowed 1.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Tears of Pearl"],"rarity":"common","slug":"feat-5356"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Concentrate","Manipulate","Merfolk","Primal","Water"],"id":"feat-5357","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Pummeling Whirlpool Two Actions Source Howl of the Wild pg. 39 Frequency once per day --- You draw water from the environs, swirling it into a rough torrent around you to punish your foes. Each creature in a 10-foot emanation (or 15 feet if you're in a body of water) takes 8d6 bludgeoning damage with a basic Reflex save against the higher of your class DC or spell DC. A creature that fails its save is knocked prone. At 17th level, the damage increases to 11d6.","feat":["Pummeling Whirlpool"],"element":["Water"],"skill_mod":{},"summary":"You draw water from the environs, swirling it into a rough torrent around you to punish your foes.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Monster","Ancestry","Tradition","Elemental","Planar"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5357","name":"Pummeling Whirlpool","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5357"},{"skill_mod":{},"summary":"You've studied the waves, and they obey your will as extensions of your own fin.","primary_source":"Howl of the Wild","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5358","weakness":{},"name":"Sea Witch","trait":["Merfolk"],"id":"feat-5358","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Sea Witch Source Howl of the Wild pg. 39 --- You've studied the waves, and they obey your will as extensions of your own fin. You can cast aqueous orb and control water as 5th-rank primal innate spells, each once per day.","category":"feat","pfs":"Standard","feat":["Sea Witch"],"rarity":"common","slug":"feat-5358"},{"skill_mod":{},"summary":"Sailors know that the sight of an angry merfolk might well mean that they never see the shore again.","primary_source":"Howl of the Wild","trait_group":["Sense","Mechanics","Monster","Ancestry","Tradition"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5359","frequency":"once per day","weakness":{},"name":"Doom of Sailors","trait":["Auditory","Concentrate","Emotion","Fear","Mental","Merfolk","Primal"],"actions_number":4,"id":"feat-5359","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Doom of Sailors Two Actions Source Howl of the Wild pg. 39 Frequency once per day --- Sailors know that the sight of an angry merfolk might well mean that they never see the shore again. You sing a song that foretells the fate of a creature you can see within 60 feet. The fear that grips the target's soul causes 10d10 mental damage, depending on the target's Will save against the higher of your class DC or spell DC. A creature who's in the water or onboard a seagoing vessel takes a –4 circumstance penalty to its saving throw. Critical Success The target is unaffected. Success The target takes half damage and is frightened 1 as it glimpses its demise. Failure The target takes full damage and is frightened 1. In addition, it rolls twice for all skill checks and saving throws it attempts until the end of its next turn and takes the worse result; this is a misfortune effect. Critical Failure As failure, except double damage and frightened 2.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Doom of Sailors"],"rarity":"common","slug":"feat-5359"},{"skill_mod":{},"summary":"You call forth the sleeping krakens of the deep to crush your enemies.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Monster","Ancestry","Tradition"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5360","frequency":"once per day","weakness":{},"name":"Kraken's Call","trait":["Concentrate","Manipulate","Merfolk","Primal"],"actions_number":6,"id":"feat-5360","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Kraken's Call Three Actions Source Howl of the Wild pg. 39 Frequency once per day --- You call forth the sleeping krakens of the deep to crush your enemies. You open a dozen small portals to some lightless, watery abyss in a 30-foot burst within 120 feet. The powerful tentacles of a kraken reach through to grab at each creature in the area. Each affected creature takes 8d6 damage depending on its Fortitude save against the higher of your class DC or spell DC. You can Sustain the call up to 1 minute. The first time you Sustain it on each subsequent turn, each creature in the area not already grabbed by the tentacles must attempt the save. Success The creature is unaffected. Failure The creature takes full damage and is grabbed by a tentacle. A creature that's still grabbed by a tentacle at the end of its turn takes 3d6 bludgeoning damage. The tentacles' Escape DC and AC are both equal to the higher of your class DC or spell DC. A creature can attack a tentacle to attempt to free the creature trapped by it; a tentacle is destroyed if it takes 30 or more damage in a single round. Critical Failure As failure, but double damage.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Kraken's Call"],"rarity":"common","slug":"feat-5360"},{"skill_mod":{},"summary":"Like many minotaurs, you take pride in creating items made from stone or metal.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5361","weakness":{},"name":"Artisanal Crafter","trait":["Minotaur"],"id":"feat-5361","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Artisanal Crafter Source Howl of the Wild pg. 42 --- Like many minotaurs, you take pride in creating items made from stone or metal. You become trained in Crafting (or another skill of your choice, if you're already trained in Crafting) and gain the Specialty Crafting skill feat in your choice of blacksmithing, leatherworking, or stonemasonry.","category":"feat","pfs":"Standard","feat":["Artisanal Crafter"],"rarity":"common","slug":"feat-5361"},{"skill_mod":{},"summary":"You can understand the lowing of cattle and similar animals as its own language.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5362","weakness":{},"name":"Cattle Speech","trait":["Minotaur"],"id":"feat-5362","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cattle Speech Source Howl of the Wild pg. 42 --- You can understand the lowing of cattle and similar animals as its own language. You can ask questions of, receive answers from, and use the Diplomacy skill with cattle, bison, antelopes, and other grazing mammals that travel in herds. The GM determines which other animals count for this ability.","category":"feat","pfs":"Standard","feat":["Cattle Speech"],"rarity":"common","slug":"feat-5362"},{"skill_mod":{},"summary":"Your familiarity with architecture allows you to easily spot subtle stonework.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5363","weakness":{},"name":"Eye for Masonry","trait":["Minotaur"],"id":"feat-5363","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eye for Masonry Source Howl of the Wild pg. 43 --- Your familiarity with architecture allows you to easily spot subtle stonework. You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone, as well as secret doors in stone. When using Athletics to Force Open a stone door or Thievery to Disable a Device made primarily of stone, you gain a +1 circumstance bonus to that check.","category":"feat","pfs":"Standard","feat":["Eye for Masonry"],"rarity":"common","slug":"feat-5363"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Minotaur"],"id":"feat-5364","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Friendly Nudge Single Action Source Howl of the Wild pg. 43 Prerequisites Trained in Athletics --- You don't always have time to wait for your allies to make room, so it's best to politely move them yourself. Attempt an Athletics check to Shove an ally. You don't need to have a free hand to attempt this check. If your ally is willing, treat the result as one degree of success higher. Friendly Nudge leads to... Shift the Little Ones","feat":["Friendly Nudge"],"skill_mod":{},"summary":"You don't always have time to wait for your allies to make room, so it's best to politely move them yourself.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"level":1,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5364","name":"Friendly Nudge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5364"},{"skill_mod":{},"summary":"Accustomed to the foul air of underground tunnels, your sense of smell is sharpened, and noxious scents are less offensive.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5365","weakness":{},"name":"Keen Nose","trait":["Minotaur"],"id":"feat-5365","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Keen Nose Source Howl of the Wild pg. 43 --- Accustomed to the foul air of underground tunnels, your sense of smell is sharpened, and noxious scents are less offensive. You gain scent as an imprecise sense with a range of 30 feet. You also gain a +1 circumstance bonus to Fortitude saves against olfactory effects that cause the sickened condition.","category":"feat","pfs":"Standard","feat":["Keen Nose"],"rarity":"common","slug":"feat-5365"},{"skill_mod":{},"summary":"You were raised in a minotaur enclave or have spent a great deal of time studying your culture and ancestry.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5366","weakness":{},"name":"Minotaur Lore","trait":["Minotaur"],"id":"feat-5366","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Minotaur Lore Source Howl of the Wild pg. 43 --- You were raised in a minotaur enclave or have spent a great deal of time studying your culture and ancestry. You become trained in Society and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Minotaur Lore.","category":"feat","pfs":"Standard","feat":["Minotaur Lore"],"rarity":"common","slug":"feat-5366"},{"skill_mod":{},"summary":"Your elders taught you to wield weapons that can split skulls and smash through shields.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5367","weakness":{},"name":"Minotaur Weapon Familiarity","trait":["Minotaur"],"id":"feat-5367","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Minotaur Weapon Familiarity Source Howl of the Wild pg. 43 --- Your elders taught you to wield weapons that can split skulls and smash through shields. You have familiarity with the battle axe, falchion, glaive, and greataxe—for the purposes of proficiency, you treat these martial weapons as simple weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Minotaur Weapon Familiarity"],"rarity":"common","slug":"feat-5367"},{"skill_mod":{},"summary":"The touch of divine meddling still runs through you, whether you want it or not.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5368","weakness":{},"name":"Pantheon Magic","trait":["Minotaur"],"id":"feat-5368","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pantheon Magic Source Howl of the Wild pg. 43 --- The touch of divine meddling still runs through you, whether you want it or not. Choose one cantrip from the divine spell list. You can cast this cantrip as a divine innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Pantheon Magic"],"rarity":"common","slug":"feat-5368"},{"skill_mod":{},"summary":"Your ability to move unseen is startling for one your size, causing panic among your enemies.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5369","weakness":{},"skill":["Stealth","Stealth"],"name":"Alarming Disappearance","trait":["Minotaur"],"id":"feat-5369","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Alarming Disappearance Source Howl of the Wild pg. 43 Prerequisites Expert in Stealth --- Your ability to move unseen is startling for one your size, causing panic among your enemies. When you successfully Hide when previously observed, creatures you are hidden from become frightened 1. They are then temporarily immune to Alarming Disappearance for 1 hour. Typically, creatures that have traveled with you for a significant time, such as your fellow party members, are immune to your Alarming Disappearance.","category":"feat","pfs":"Standard","feat":["Alarming Disappearance"],"rarity":"common","slug":"feat-5369"},{"skill_mod":{},"summary":"Your broad frame can allow you to carry weights that immobilize smaller creatures.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5370","weakness":{},"name":"Beast of Burden","trait":["Minotaur"],"id":"feat-5370","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Beast of Burden Source Howl of the Wild pg. 43 --- Your broad frame can allow you to carry weights that immobilize smaller creatures. Increase your maximum and encumbered Bulk limits by 4. You can rest normally while wearing medium armor.","category":"feat","pfs":"Standard","feat":["Beast of Burden"],"rarity":"common","slug":"feat-5370"},{"skill_mod":{},"summary":"You can make your voice reverberate off any surface.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5371","weakness":{},"name":"Labyrinthine Echoes","trait":["Minotaur"],"id":"feat-5371","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Labyrinthine Echoes Source Howl of the Wild pg. 43 --- You can make your voice reverberate off any surface. Once per day, you can cast ventriloquism as an occult innate spell. At 7th level, this spell is heightened to 2nd rank.","category":"feat","pfs":"Standard","feat":["Labyrinthine Echoes"],"rarity":"common","slug":"feat-5371"},{"skill_mod":{},"summary":"There are few twisting paths that can disorient you.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5372","weakness":{},"name":"Natural Orienteering","trait":["Minotaur"],"id":"feat-5372","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Natural Orienteering Source Howl of the Wild pg. 43 --- There are few twisting paths that can disorient you. When you roll a success on a Survival check to Sense Direction or Track, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Natural Orienteering"],"rarity":"common","slug":"feat-5372"},{"skill_mod":{},"summary":"You have a natural affinity for problem-solving and the unknown.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5373","frequency":"once per hour","weakness":{},"name":"Puzzle Solver","trait":["Minotaur"],"id":"feat-5373","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Puzzle Solver Source Howl of the Wild pg. 43 Frequency once per hour --- You have a natural affinity for problem-solving and the unknown. Whenever you attempt to Recall Knowledge about a subject or creature, you gain a +1 circumstance bonus to your next skill check regarding that creature or subject (even if you didn't succeed at the check). This bonus increases to +2 if you are a master in the skill used to Recall Knowledge.","category":"feat","pfs":"Standard","feat":["Puzzle Solver"],"rarity":"common","slug":"feat-5373"},{"skill_mod":{},"summary":"You can leverage your size and muscle to extend your reach and attack more distant foes.","primary_source":"Howl of the Wild","trait_group":["Ancestry","Class-Specific"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5374","weakness":{},"name":"Stretching Reach","trait":["Minotaur","Stance"],"actions_number":2,"id":"feat-5374","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Stretching Reach Single Action Source Howl of the Wild pg. 44 --- You can leverage your size and muscle to extend your reach and attack more distant foes. While in this stance, when you wield a melee weapon that requires two hands and doesn't have reach, the weapon gains a reach of 10 feet.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Stretching Reach"],"rarity":"common","slug":"feat-5374"},{"skill_mod":{},"summary":"You can scoop up your friends with your horns to hurl them across the battlefield.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"requirement":"You are adjacent to an ally.","source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5375","weakness":{},"name":"Friendly Fling","trait":["Manipulate","Minotaur"],"actions_number":4,"id":"feat-5375","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Friendly Fling Two Actions Source Howl of the Wild pg. 44 Requirements You are adjacent to an ally. --- You can scoop up your friends with your horns to hurl them across the battlefield. Pick up an adjacent willing ally who is smaller than you and toss them to an unoccupied space you can see within 20 feet. Since you are using your horns, you don't need to have any hands free to do this. Your ally's movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall but takes 1d6 piercing damage from your horns. If your ally ends this movement within melee reach of at least one enemy, they can make a melee Strike against an enemy within their reach as a reaction.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Friendly Fling"],"rarity":"common","slug":"feat-5375"},{"skill_mod":{},"summary":"Driven by the momentum of your thundering steps and powerful mass, your horns can pierce your foes.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5376","weakness":{},"name":"Goring Charge","trait":["Minotaur"],"actions_number":4,"id":"feat-5376","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Goring Charge Two Actions Source Howl of the Wild pg. 44 --- Driven by the momentum of your thundering steps and powerful mass, your horns can pierce your foes. Stride twice, then make a horns Strike. If you moved at least 20 feet from your starting position, your horns Strike also deals 1d6 persistent bleed damage.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Goring Charge"],"rarity":"common","slug":"feat-5376"},{"skill_mod":{},"summary":"Your progenitors suffered greatly at the hands of a curse, a fate you willingly take upon yourself rather than let fall upon others.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5377","weakness":{},"name":"Siphon Torment","trait":["Minotaur"],"id":"feat-5377","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Siphon Torment Source Howl of the Wild pg. 44 --- Your progenitors suffered greatly at the hands of a curse, a fate you willingly take upon yourself rather than let fall upon others. Once per day, you can cast claim curse as an innate divine spell. When you do, the target creature gains temporary Hit Points equal to your level.","category":"feat","pfs":"Standard","feat":["Siphon Torment"],"rarity":"common","slug":"feat-5377"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Divine","Minotaur"],"id":"feat-5378","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Stone Passage Two Actions Source Howl of the Wild pg. 44 Frequency once per hour Prerequisites Slabsoul Minotaur heritage --- Calling upon your knowledge of stonework and inherent magic, you momentarily make a section of stone insubstantial, allowing you to pass through. Stride up to your Speed. You can move through stone or rock objects, such as walls, as if they were unoccupied spaces. If you end your movement inside a square that you normally would not be able to pass through, you are thrown back to the last unoccupied square you moved into.","feat":["Stone Passage"],"skill_mod":{},"summary":"Calling upon your knowledge of stonework and inherent magic, you momentarily make a section of stone insubstantial, allowing you to pass through.","primary_source":"Howl of the Wild","trait_group":["Tradition","Monster","Ancestry"],"level":9,"prerequisite":"Slabsoul Minotaur heritage","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5378","name":"Stone Passage","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5378"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Divine","Fortune","Minotaur"],"id":"feat-5379","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Phantom Charm Free Action Source Howl of the Wild pg. 45 Frequency once per day Prerequisites Ghost Bull Minotaur heritage Trigger You attempt a check that would be subject to a misfortune effect. --- You can harness the spiritual connection in your blood, allowing you to shift the negative threads of fate. You negate the misfortune effect and gain a +2 circumstance bonus to the triggering check.","feat":["Phantom Charm"],"skill_mod":{},"summary":"You can harness the spiritual connection in your blood, allowing you to shift the negative threads of fate.","primary_source":"Howl of the Wild","trait_group":["Tradition","Monster","Mechanics","Ancestry"],"level":13,"prerequisite":"Ghost Bull Minotaur heritage","source_category":["Rulebooks"],"trigger":"You attempt a check that would be subject to a misfortune effect.\r\n","resistance":{},"url":"/Feats.aspx?ID=5379","name":"Phantom Charm","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5379"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Minotaur"],"id":"feat-5380","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Shift the Little Ones Single Action Source Howl of the Wild pg. 45 Prerequisites Friendly Nudge; Expert in Athletics --- With your large size, you need to be careful around your smaller friends. You have learned to move in such a way that it gives others the chance to make room for you. Stride up to your Speed. If you end your movement in a position where one or more of your spaces are occupied by an ally, each of those allies can immediately Step as a free action so that they are no longer occupying the same space as you. If this isn't possible, you must end your movement so that you aren't sharing a space with an ally, as normal.","feat":["Shift the Little Ones"],"skill_mod":{},"summary":"With your large size, you need to be careful around your smaller friends.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"level":13,"prerequisite":"Friendly Nudge; Expert in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5380","name":"Shift the Little Ones","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5380"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Stealth","Intimidation","Stealth"],"trait":["Auditory","Minotaur"],"id":"feat-5381","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Threatening Pursuit Single Action Source Howl of the Wild pg. 45 Prerequisites Expert in Intimidation; Expert in Stealth Requirements You are not observed by any enemies within 60 feet. --- You emit a terrifying growl and snort, stamping your hooves for all to hear so that they know that you hunt them. Attempt an Intimidation check to Demoralize all enemies within 30 feet, and you do not take a penalty for not sharing a language. If the targets are in a maze or similarly difficult-to-navigate location, you gain a +2 circumstance bonus to this check, and the range increases to 60 feet. Each target is temporarily immune for 1 hour.","feat":["Threatening Pursuit"],"skill_mod":{},"summary":"You emit a terrifying growl and snort, stamping your hooves for all to hear so that they know that you hunt them.","primary_source":"Howl of the Wild","trait_group":["Sense","Ancestry"],"level":13,"prerequisite":"Expert in Intimidation; Expert in Stealth","source_category":["Rulebooks"],"requirement":"You are not observed by any enemies within 60 feet.","resistance":{},"url":"/Feats.aspx?ID=5381","name":"Threatening Pursuit","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5381"},{"skill_mod":{},"summary":"The sight of you charging forward into battle emboldens your allies to follow.","primary_source":"Howl of the Wild","trait_group":["Ancestry","Sense"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5382","weakness":{},"name":"Begin Stampede","trait":["Minotaur","Visual"],"actions_number":6,"id":"feat-5382","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Begin Stampede Three Actions Source Howl of the Wild pg. 45 --- The sight of you charging forward into battle emboldens your allies to follow. You Stride up to twice your Speed and make a horns melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride up to twice their Speed, but each must end their Stride closer to you than where they started. Each such ally that Strides gains a +1 status bonus to their first Strike on their next turn.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Begin Stampede"],"rarity":"common","slug":"feat-5382"},{"skill_mod":{},"summary":"Calling on your connection to minotaurs of myth, you shunt an enemy into a complex maze full of puzzles of your own devising.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5383","weakness":{},"name":"Into the Labyrinth","trait":["Minotaur"],"id":"feat-5383","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Into the Labyrinth Source Howl of the Wild pg. 45 --- Calling on your connection to minotaurs of myth, you shunt an enemy into a complex maze full of puzzles of your own devising. Once per day, you can cast quandary as an 8th-rank occult innate spell, which takes the form of a labyrinth instead of a puzzle room. Targets cannot attempt to use Occultism to escape the spell (as normal for quandary ), but they can use Survival to find their way through the labyrinth's corridors.","category":"feat","pfs":"Standard","feat":["Into the Labyrinth"],"rarity":"common","slug":"feat-5383"},{"skill_mod":{},"summary":"You consumed so much of a type of magic as a larva that you can now cast it purely on instinct.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5384","weakness":{},"name":"Sequestered Spell","trait":["Surki"],"id":"feat-5384","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sequestered Spell Source Howl of the Wild pg. 50 --- You consumed so much of a type of magic as a larva that you can now cast it purely on instinct. Choose one cantrip from the spell list of your magiphage ability. You can cast this cantrip as an innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Sequestered Spell"],"rarity":"common","slug":"feat-5384"},{"skill_mod":{},"summary":"You understand the languages of most small insects and can speak to them.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5385","weakness":{},"name":"Small Speak","trait":["Surki"],"id":"feat-5385","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Small Speak Source Howl of the Wild pg. 50 --- You understand the languages of most small insects and can speak to them. You can ask questions of, receive answers from, and use the Diplomacy skill with insects, arthropods, and terrestrial invertebrates. The GM determines which creatures count for this ability.","category":"feat","pfs":"Standard","feat":["Small Speak"],"rarity":"common","slug":"feat-5385"},{"skill_mod":{},"summary":"Either through the tales of elders in your settlement or through the messages thumped by those who oversaw your generation dig, you hold the knowledge of many surkis before you.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5386","weakness":{},"name":"Surki Lore","trait":["Surki"],"id":"feat-5386","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Surki Lore Source Howl of the Wild pg. 50 --- Either through the tales of elders in your settlement or through the messages thumped by those who oversaw your generation dig, you hold the knowledge of many surkis before you. You become trained in Survival and the skill associated with the magical tradition from your magiphage ability (Arcana for arcane, Nature for primal, Occultism for occult, or Religion for divine). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Surki Lore.","category":"feat","pfs":"Standard","feat":["Surki Lore"],"rarity":"common","slug":"feat-5386"},{"skill_mod":{},"summary":"Surki weapons favor utility and practicality over grace and brutality.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5387","weakness":{},"name":"Surki Weapon Familiarity","trait":["Surki"],"id":"feat-5387","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Surki Weapon Familiarity Source Howl of the Wild pg. 50 --- Surki weapons favor utility and practicality over grace and brutality. You have familiarity with picks, light hammers, sickles, scythes, and one additional common weapon of your choice from the axe or hammer group—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Surki Weapon Familiarity"],"rarity":"common","slug":"feat-5387"},{"skill_mod":{},"summary":"While most surkis' ability to taste magic fades once they metamorphose into their adult form—replaced by keener darkvision—you've retained some of this sense.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5388","weakness":{},"name":"Vestigial Magicsense","trait":["Surki"],"id":"feat-5388","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vestigial Magicsense Source Howl of the Wild pg. 50 --- While most surkis' ability to taste magic fades once they metamorphose into their adult form—replaced by keener darkvision—you've retained some of this sense. You gain magicsense as a vague sense that has a range of 30 feet— like all vague senses, it's only about as precise as an average human's sense of smell, meaning you generally can predict only if magic is present; however, each tradition of magic has a unique taste to you, allowing you to identify the tradition of magic present. Vestigial Magicsense leads to... Magitaxis","category":"feat","pfs":"Standard","feat":["Vestigial Magicsense"],"rarity":"common","slug":"feat-5388"},{"skill_mod":{},"summary":"You can leave a faint chemical trail as you move and can use the chemical trails of other surkis to navigate.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5389","weakness":{},"name":"Chemical Trail","trait":["Exploration","Surki"],"id":"feat-5389","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Chemical Trail Source Howl of the Wild pg. 50 --- You can leave a faint chemical trail as you move and can use the chemical trails of other surkis to navigate. You gain a +1 circumstance bonus to all checks and saves to Sense Direction or reorient yourself.","category":"feat","pfs":"Standard","feat":["Chemical Trail"],"rarity":"common","slug":"feat-5389"},{"skill_mod":{},"summary":"You've continued to adapt to the rigors of your environment by continuing your metamorphosis, even as an adult.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5390","weakness":{},"name":"Secondary Adaptation","trait":["Surki"],"id":"feat-5390","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Secondary Adaptation Source Howl of the Wild pg. 50 --- You've continued to adapt to the rigors of your environment by continuing your metamorphosis, even as an adult. Choose one surki heritage that you don't already have; you gain that heritage and its benefits.","category":"feat","pfs":"Standard","feat":["Secondary Adaptation"],"rarity":"common","slug":"feat-5390"},{"skill_mod":{},"summary":"You can more easily navigate underground tunnels by rolling up into a ball.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5391","weakness":{},"name":"Tunnel Roll","trait":["Move","Surki"],"actions_number":4,"id":"feat-5391","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tunnel Roll Two Actions Source Howl of the Wild pg. 50 --- You can more easily navigate underground tunnels by rolling up into a ball. You roll up and move up to four times your Speed in a straight line down an incline. If you reach the bottom of the incline or hit an obstacle during this first turn of movement, you stop rolling. Otherwise, you automatically keep rolling at this Speed during subsequent turns until you hit the bottom of the incline or an obstacle ends this movement (which can happen in the middle of your turn). You're slowed 2 each turn after the first that you keep rolling; if you hit an obstacle on a turn after the first, you and the obstacle both take 4d6 bludgeoning damage, and you stop rolling.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Tunnel Roll"],"rarity":"common","slug":"feat-5391"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Surki"],"id":"feat-5392","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Consume Magic Reaction Source Howl of the Wild pg. 50 Frequency once per hour Trigger You attempt a saving throw against an area effect from the tradition matching your magiphage ability. --- You consume the magic of an incoming spell or effect to protect your allies, though you might give yourself indigestion. Attempt a counteract check against the triggering effect; your counteract rank equals half your level (rounded up), and for the roll, use either your class DC – 10 or your spellcasting attribute modifier plus your spellcasting proficiency bonus. If you counteract the triggering effect, you end the effect for all other creatures in the area, but you become sickened 1 as your body struggles to absorb the influx of magic.","feat":["Consume Magic"],"skill_mod":{},"summary":"You consume the magic of an incoming spell or effect to protect your allies, though you might give yourself indigestion.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"level":9,"source_category":["Rulebooks"],"trigger":"You attempt a saving throw against an area effect from the tradition matching your magiphage ability.","resistance":{},"url":"/Feats.aspx?ID=5392","name":"Consume Magic","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5392"},{"skill_mod":{},"summary":"One of your nodes has adapted into a new magic-emitting organ.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5393","weakness":{},"name":"Grand Metamorphosis","trait":["Surki"],"id":"feat-5393","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Grand Metamorphosis Source Howl of the Wild pg. 51 --- One of your nodes has adapted into a new magic-emitting organ. You gain one of the evolutions from your surki heritage. If you have multiple heritages, you choose one to evolve. Special You can take this feat multiple times, gaining a new evolution each time. The evolution can be for a heritage you’ve already evolved or a different one.","category":"feat","pfs":"Standard","feat":["Grand Metamorphosis"],"rarity":"common","slug":"feat-5393"},{"skill_mod":{},"summary":"You can induce wound repair by circulating magic throughout your body.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5394","weakness":{},"name":"Nodal Healing","trait":["Surki"],"id":"feat-5394","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Nodal Healing Source Howl of the Wild pg. 51 --- You can induce wound repair by circulating magic throughout your body. If you rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. This is a magical healing effect and is cumulative with any healing you receive from Treat Wounds. Nodal Healing leads to... Nodal Regeneration","category":"feat","pfs":"Standard","feat":["Nodal Healing"],"rarity":"common","slug":"feat-5394"},{"skill_mod":{},"summary":"You're so adept at burrowing through the earth that you don't even need tools; in fact, you just might be trusted to lead the latest generation dig.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5395","weakness":{},"name":"Generation Digger","trait":["Surki"],"id":"feat-5395","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Generation Digger Source Howl of the Wild pg. 51 --- You're so adept at burrowing through the earth that you don't even need tools; in fact, you just might be trusted to lead the latest generation dig. You gain a burrow speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Generation Digger"],"rarity":"common","slug":"feat-5395"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Surki"],"id":"feat-5396","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Magitaxis Reaction Source Howl of the Wild pg. 51 Prerequisites Vestigial Magicsense Trigger A creature you could reach with a Stride action Casts a Spell from the tradition matching your magiphage ability. --- You move reflexively toward the source of magic you most consumed as a larva. You Stride, and you must end your movement adjacent to the triggering creature. You then can't use Magitaxis against the triggering creature for 24 hours as your reflexes reacclimate, though you can use it against other creatures. You can use Magitaxis while Burrowing, Climbing, Flying, or Swimming instead of Striding (changing the trigger accordingly) if you have the corresponding movement type.","feat":["Magitaxis"],"skill_mod":{},"summary":"You move reflexively toward the source of magic you most consumed as a larva.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"level":13,"prerequisite":"Vestigial Magicsense","source_category":["Rulebooks"],"trigger":"A creature you could reach with a Stride action Casts a Spell from the tradition matching your magiphage ability.","resistance":{},"url":"/Feats.aspx?ID=5396","name":"Magitaxis","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5396"},{"skill_mod":{},"summary":"Within all surkis is the capacity to be whatever they need to be, and you can tap into that capacity even now.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5397","weakness":{},"name":"Unlimited Pluripotency","trait":["Surki"],"id":"feat-5397","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Unlimited Pluripotency Source Howl of the Wild pg. 51 --- Within all surkis is the capacity to be whatever they need to be, and you can tap into that capacity even now. When you sleep, you can choose to enter a pupa state. You sleep so deeply in your pupa that you can't be woken up by loud noises around you, and you lose the benefits of one of your surki heritages overnight. When you emerge and make your daily preparations, you can select a different surki heritage to replace it. If you had one or more evolutions for that heritage, you can choose a different evolution for your new heritage.","category":"feat","pfs":"Standard","feat":["Unlimited Pluripotency"],"rarity":"common","slug":"feat-5397"},{"skill_mod":{},"summary":"Your body processes magic so effectively that you can induce true regeneration, replacing limbs and restoring organs.","primary_source":"Howl of the Wild","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Nodal Healing","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5398","weakness":{},"name":"Nodal Regeneration","trait":["Surki"],"id":"feat-5398","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Nodal Regeneration Source Howl of the Wild pg. 51 Prerequisites Nodal Healing --- Your body processes magic so effectively that you can induce true regeneration, replacing limbs and restoring organs. You can cast regenerate once per day as an innate spell. Instead of being deactivated by acid or fire, your regeneration from the spell is deactivated by cold, which slows your metabolism. You can target only yourself with the spell, but you can Cast the Spell as a reaction if you're reduced to 0 Hit Points by a non-cold effect.","category":"feat","pfs":"Standard","feat":["Nodal Regeneration"],"rarity":"common","slug":"feat-5398"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Druid","Mental"],"id":"feat-5399","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Brutal Crush Single Action Source Howl of the Wild pg. 56 Prerequisites animal instinct or untamed order Requirements Your last action dealt bludgeoning damage using an unarmed Strike granted by a morph or polymorph effect. --- You've learned how to cloud your foes' minds with the brutal impact of your repeated attacks. Make an unarmed Strike against the same target. If the Strike hits and deals bludgeoning damage, the target is stupefied 2 for 1 round (stupefied 3 on a critical hit).","feat":["Brutal Crush"],"skill_mod":{},"summary":"You've learned how to cloud your foes' minds with the brutal impact of your repeated attacks.","primary_source":"Howl of the Wild","trait_group":["Class","Mechanics"],"level":4,"prerequisite":"animal instinct or untamed order\r\n","source_category":["Rulebooks"],"requirement":"Your last action dealt bludgeoning damage using an unarmed Strike granted by a morph or polymorph effect.","resistance":{},"url":"/Feats.aspx?ID=5399","name":"Brutal Crush","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5399"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Druid"],"id":"feat-5400","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Creature Comforts Reaction Source Howl of the Wild pg. 56 Prerequisites animal instinct or untamed order Trigger You become frightened. Requirements You’re under a morph or polymorph effect. --- You've found comfort in the forms of other creatures, insulating yourself from feelings of fear. Reduce your frightened condition value by 1 (to a minimum of 0).","feat":["Creature Comforts"],"skill_mod":{},"summary":"You've found comfort in the forms of other creatures, insulating yourself from feelings of fear.","primary_source":"Howl of the Wild","trait_group":["Class"],"level":4,"prerequisite":"animal instinct or untamed order\r\n","source_category":["Rulebooks"],"requirement":"You’re under a morph or polymorph effect.","trigger":"You become frightened .","resistance":{},"url":"/Feats.aspx?ID=5400","name":"Creature Comforts","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5400"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Barbarian","Druid"],"id":"feat-5401","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rip and Tear Single Action Source Howl of the Wild pg. 56 Prerequisites animal instinct or untamed order Requirements Your last action dealt piercing or slashing damage using an unarmed Strike granted by a morph or polymorph effect. --- You've learned to debilitate your enemies in the same way a hunter tears at their prey. Make an unarmed Strike against the same target. If the Strike hits and deals piercing or slashing damage, the target takes an additional 1d6 persistent bleed damage. If you're at least 12th level, increase this to 2d6 persistent bleed damage.","feat":["Rip and Tear"],"skill_mod":{},"summary":"You've learned to debilitate your enemies in the same way a hunter tears at their prey.","primary_source":"Howl of the Wild","trait_group":["Class"],"level":4,"prerequisite":"animal instinct or untamed order\r\n","source_category":["Rulebooks"],"requirement":"Your last action dealt piercing or slashing damage using an unarmed Strike granted by a morph or polymorph effect.","resistance":{},"url":"/Feats.aspx?ID=5401","name":"Rip and Tear","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5401"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"trait":["Druid","Primal"],"id":"feat-5402","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Misty Transformation Reaction Source Howl of the Wild pg. 56 Frequency once per minute Trigger You transform due to a polymorph effect. --- Wild mists cover your form. You create a hazy cloud in a 5-foot burst centered on one corner of your space. If your new form is Large or larger, the cloud covers your entire space instead. All creatures within the area are concealed, and all others are concealed to them. The cloud lasts until the beginning of your next turn but is immediately dispersed by a strong wind.","feat":["Misty Transformation"],"skill_mod":{},"summary":"Wild mists cover your form.","primary_source":"Howl of the Wild","trait_group":["Class","Tradition","Monster"],"level":6,"source_category":["Rulebooks"],"trigger":"You transform due to a polymorph effect.","resistance":{},"url":"/Feats.aspx?ID=5402","name":"Misty Transformation","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5402"},{"skill_mod":{},"summary":"You use your body's expansion as leverage to displace a nearby creature.","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"trigger":"Your size increases due to a polymorph effect.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5403","weakness":{},"name":"Toppling Transformation","trait":["Druid"],"actions_number":1,"id":"feat-5403","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Toppling Transformation Reaction Source Howl of the Wild pg. 56 Trigger Your size increases due to a polymorph effect. --- You use your body's expansion as leverage to displace a nearby creature. You attempt to Shove or Trip an adjacent creature. For the purposes of determining what size creature you can affect, use your final size after the triggering effect.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Toppling Transformation"],"rarity":"common","slug":"feat-5403"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Druid"],"id":"feat-5404","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Defensive Dismissal Reaction Source Howl of the Wild pg. 56 Trigger A creature you’re aware of critically succeeds on a Strike against you. Requirements You’re under a polymorph effect that you can Dismiss. --- You change your form as a means of evading a potentially fatal blow. You Dismiss the polymorph effect you're under, and the result of the triggering Strike becomes a success instead of a critical success. If you would no longer fit in your space as a result of returning to your normal form, this action fails and you don't Dismiss the polymorph effect.","feat":["Defensive Dismissal"],"skill_mod":{},"summary":"You change your form as a means of evading a potentially fatal blow.","primary_source":"Howl of the Wild","trait_group":["Class"],"level":12,"source_category":["Rulebooks"],"requirement":"You’re under a polymorph effect that you can Dismiss .","trigger":"A creature you’re aware of critically succeeds on a Strike against you.","resistance":{},"url":"/Feats.aspx?ID=5404","name":"Defensive Dismissal","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5404"},{"skill_mod":{},"summary":"You use additional primal energy to transform, creating a burst of elemental energy to complement your transformation.","primary_source":"Howl of the Wild","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5405","weakness":{},"name":"Explosive Metamorphosis","trait":["Druid","Spellshape","Metamagic"],"actions_number":2,"id":"feat-5405","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Explosive Metamorphosis Single Action Source Howl of the Wild pg. 56 --- You use additional primal energy to transform, creating a burst of elemental energy to complement your transformation. If your next action is to cast a non-cantrip morph or polymorph spell, select acid, cold, electricity, or fire. Your transformation creates a 5-foot emanation around your new form that deals 1d6 damage of that type per rank of the spell. Each creature in that area attempts a basic Reflex save against your spell DC. If your polymorph action had a trait corresponding to an energy type, you must select that one if possible. This action gains the trait corresponding to the energy type selected.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Explosive Metamorphosis"],"rarity":"common","slug":"feat-5405"},{"skill_mod":{},"summary":"You learn to cleanse bodily toxins alongside the transformations of your shape-changing magic.","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Healing Transformation","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5406","weakness":{},"name":"Cleansing Transformation","trait":["Druid"],"id":"feat-5406","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Cleansing Transformation Source Howl of the Wild pg. 57 Prerequisites Healing Transformation --- You learn to cleanse bodily toxins alongside the transformations of your shape-changing magic. When you use Healing Transformation, your polymorph spell can also attempt to counteract one disease or poison afflicting the target. If you don't successfully counteract it, you can't use Cleansing Transformation against that specific affliction for 24 hours.","category":"feat","pfs":"Standard","feat":["Cleansing Transformation"],"rarity":"common","slug":"feat-5406"},{"skill_mod":{},"summary":"The physical growth of your transformation is a spectacle that shakes foes to their core.","primary_source":"Howl of the Wild","trait_group":["Class","Mechanics","Class-Specific","Sense"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"trigger":"Your size increases due to a polymorph effect.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5407","weakness":{},"name":"Towering Transformation","trait":["Barbarian","Druid","Emotion","Fear","Mental","Rage","Visual"],"actions_number":1,"id":"feat-5407","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Towering Transformation Reaction Source Howl of the Wild pg. 57 Trigger Your size increases due to a polymorph effect. --- The physical growth of your transformation is a spectacle that shakes foes to their core. Each enemy smaller than your new size within 30 feet of you must attempt a Will save against your class DC or spell DC, whichever is higher. Success The creature is unaffected. Failure The creature becomes frightened 1. Critical Failure The creature becomes frightened 2, and you can push it up to 10 feet from you. This is forced movement.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Towering Transformation"],"rarity":"common","slug":"feat-5407"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Druid"],"id":"feat-5408","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Too Much to Swallow Reaction Source Howl of the Wild pg. 57 Prerequisites Untamed Form Trigger You’re subject to an effect you could attempt to Escape. --- While you might be small enough to grab normally, you can change that at a moment's notice. You cast untamed form . If you took on a new form that's too large for the effect, you automatically escape. Otherwise, you attempt to Escape. If this ends an effect where you entered the creature's space, such as Swallow Whole, exit that creature to an adjacent area where your new form could fit.","feat":["Too Much to Swallow"],"skill_mod":{},"summary":"While you might be small enough to grab normally, you can change that at a moment's notice.","primary_source":"Howl of the Wild","trait_group":["Class"],"level":16,"prerequisite":"Untamed Form","source_category":["Rulebooks"],"trigger":"You’re subject to an effect you could attempt to Escape .","resistance":{},"url":"/Feats.aspx?ID=5408","name":"Too Much to Swallow","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5408"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Concentrate","Ranger","Spellshape","Metamagic"],"id":"feat-5409","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Natural Conduit Single Action Source Howl of the Wild pg. 59 Prerequisites warden spells Requirements You have line of effect to your animal companion or another friendly animal within 60 feet. --- You can use an animal as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the animal as its origin point.","feat":["Natural Conduit"],"skill_mod":{},"summary":"You can use an animal as a conduit for your magic.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Class"],"level":4,"prerequisite":"warden spells","source_category":["Rulebooks"],"requirement":"You have line of effect to your animal companion or another friendly animal within 60 feet.","resistance":{},"url":"/Feats.aspx?ID=5409","name":"Natural Conduit","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5409"},{"skill_mod":{},"summary":"You tap into the primal strength of your animal feature .","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"_animal feature_ warden spell","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5410","weakness":{},"name":"Animal Strength","trait":["Ranger"],"id":"feat-5410","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Animal Strength Source Howl of the Wild pg. 59 Prerequisites animal feature warden spell --- You tap into the primal strength of your animal feature . When you gain a claw or jaws attack from animal feature , you can choose a weapon you're carrying and apply all runes from that weapon (if they're applicable) to that unarmed attack. This replaces any runes the unarmed attacks would normally have from other sources, like handwraps of mighty blows . In addition, when you critically hit with a claw or jaws attack from animal feature, you deal 1d6 persistent bleed damage.","category":"feat","pfs":"Standard","feat":["Animal Strength"],"rarity":"common","slug":"feat-5410"},{"skill_mod":{},"summary":"When you begin your turn hidden or unnoticed by your hunted prey, that creature is off-guard to you until the end of your turn.","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5411","weakness":{},"name":"Nature Prowler","trait":["Ranger"],"id":"feat-5411","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Nature Prowler Source Howl of the Wild pg. 59 --- When you begin your turn hidden or unnoticed by your hunted prey, that creature is off-guard to you until the end of your turn. If you're in natural surroundings, you can Avoid Notice and Sneak at full speed.","category":"feat","pfs":"Standard","feat":["Nature Prowler"],"rarity":"common","slug":"feat-5411"},{"skill_mod":{},"summary":"Your patron reaches through your familiar to magically disperse a group of smaller threats.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5412","frequency":"once per round","weakness":{},"name":"Scatter Swarm","trait":["Magical","Witch"],"actions_number":2,"id":"feat-5412","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Scatter Swarm Single Action Source Howl of the Wild pg. 63 Frequency once per round --- Your patron reaches through your familiar to magically disperse a group of smaller threats. A swarm that shares a space with your familiar takes damage equal to the swarm's weakness to area damage. You choose whether this is acid, cold, electricity, or fire damage, and this action gains the trait of the damage type you choose.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Scatter Swarm"],"rarity":"common","slug":"feat-5412"},{"skill_mod":{},"summary":"Although the divinations of a haruspex traditionally require organs and lengthy interpretation, you've learned how to glimpse the future in a more simple fashion by reading creatures' wounds.","primary_source":"Howl of the Wild","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Howl of the Wild"],"trigger":"A creature within 30 feet is reduced to 0 Hit Points in a way that doesn't destroy their body.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5413","weakness":{},"name":"Portents of the Haruspex","trait":["Concentrate","Prediction","Witch"],"actions_number":1,"id":"feat-5413","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Portents of the Haruspex Reaction Source Howl of the Wild pg. 63 Trigger A creature within 30 feet is reduced to 0 Hit Points in a way that doesn't destroy their body. --- Although the divinations of a haruspex traditionally require organs and lengthy interpretation, you've learned how to glimpse the future in a more simple fashion by reading creatures' wounds. The glimpse of the future gives guidance on what tools are best to use next. Roll 1d12 to determine the damage type favored by your prediction. The next time before the end of your next turn that you or your allies deals that damage type to an enemy, that enemy has weakness equal to your level against that damage. ## D12 Damage Type 1 acid 2–3 bludgeoning 4 cold 5 electricity 6 fire 7 mental 8–9 piercing 10 poison 11–12 slashing ","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Portents of the Haruspex"],"rarity":"common","slug":"feat-5413"},{"skill_mod":{},"summary":"Your patron's power continues to enhance your natural offensive capabilities.","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Witch's Armaments","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5414","weakness":{},"name":"Wild Witch's Armaments","trait":["Witch"],"id":"feat-5414","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Wild Witch's Armaments Source Howl of the Wild pg. 63 Prerequisites Witch's Armaments --- Your patron's power continues to enhance your natural offensive capabilities. You gain additional effects for any of the unarmed Strikes you chose from Witch's Armaments. If you took that feat multiple times to gain multiple attacks, you gain the appropriate additional effects. Eldritch Nails Your nails can tear and rend with the force of a beast. If you hit the same enemy with two consecutive nails Strikes, that enemy takes additional slashing damage equal to half your level on the second Strike. Iron Teeth Like a true predator, your teeth can crunch bone. A creature that you critically hit with a jaws Strike must succeed at a Fortitude save against the higher of your class DC or spell DC or become sickened 1. Living Hair Part of your hair hardens into sharp quills that you can eject with force. You gain a quills ranged unarmed strike that deals 1d4 piercing damage with a range of 15 feet. Your quills are in the dart group. ","category":"feat","pfs":"Standard","feat":["Wild Witch's Armaments"],"rarity":"common","slug":"feat-5414"},{"skill_mod":{},"summary":"Your studies have expanded your ability to parley and negotiate into the animal realm.","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"zoophonia muse","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5415","weakness":{},"name":"Zoophonic Communication","trait":["Bard"],"id":"feat-5415","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Zoophonic Communication Source Howl of the Wild pg. 65 Prerequisites zoophonia muse --- Your studies have expanded your ability to parley and negotiate into the animal realm. You can Request from animals using Performance instead of Diplomacy as though you shared a language, although this gives you no special ability to understand their responses. You can also use Performance instead of Nature to Command an Animal.","category":"feat","pfs":"Standard","feat":["Zoophonic Communication"],"rarity":"common","slug":"feat-5415"},{"skill_mod":{},"summary":"You can convey the subtle menace of a low growl or predatory rumble.","primary_source":"Howl of the Wild","trait_group":["Sense","Class","Mechanics"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"zoophonia muse","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5416","weakness":{},"name":"Bestial Snarling","trait":["Auditory","Bard","Emotion","Fear","Mental"],"actions_number":2,"id":"feat-5416","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bestial Snarling Single Action Source Howl of the Wild pg. 65 Prerequisites zoophonia muse --- You can convey the subtle menace of a low growl or predatory rumble. Attempt a Nature or Performance check, and compare it to the Will DC of each enemy adjacent to you. If you have an animal minion, such as an animal companion or summoned animal, you can also compare it to each enemy adjacent to them. For each creature that you succeed at, it's frightened 1 (or frightened 2 if it's an animal). Regardless of the result, each target is temporarily immune to your Bestial Snarling for 10 minutes.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bestial Snarling"],"rarity":"common","slug":"feat-5416"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Bard"],"id":"feat-5417","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Zoophonic Composition Free Action Source Howl of the Wild pg. 65 Frequency once per day Prerequisites zoophonia muse Requirements Your most recent action was to cast a composition spell. --- When the inspiration strikes, you can weave messages for animals into your compositions. You Sustain a summon animal spell or Command an Animal.","feat":["Zoophonic Composition"],"skill_mod":{},"summary":"When the inspiration strikes, you can weave messages for animals into your compositions.","primary_source":"Howl of the Wild","trait_group":["Class"],"level":4,"prerequisite":"zoophonia muse","source_category":["Rulebooks"],"requirement":"Your most recent action was to cast a composition spell.","resistance":{},"url":"/Feats.aspx?ID=5417","name":"Zoophonic Composition","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5417"},{"skill_mod":{},"summary":"Beyond relying on your own senses, you keep an ear open for nearby creatures for help in exploring your surroundings.","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"zoophonia muse","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5418","weakness":{},"name":"Ears of the Forest","trait":["Bard"],"id":"feat-5418","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ears of the Forest Source Howl of the Wild pg. 65 Prerequisites zoophonia muse --- Beyond relying on your own senses, you keep an ear open for nearby creatures for help in exploring your surroundings. When you Seek, if there are any willing animals in the selected area, you can borrow their senses. Doing so lets you Seek with scent and tremorsense as imprecise senses, along with any other senses appropriate to the animals in the area, at the GM's discretion.","category":"feat","pfs":"Standard","feat":["Ears of the Forest"],"rarity":"common","slug":"feat-5418"},{"skill_mod":{},"summary":"You call to the wilds with the voice of a songbird, thereby summoning a cloud of its kin.","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"zoophonia muse","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5419","weakness":{},"name":"Songbird's Call","trait":["Bard"],"id":"feat-5419","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Songbird's Call Source Howl of the Wild pg. 65 Prerequisites zoophonia muse --- You call to the wilds with the voice of a songbird, thereby summoning a cloud of its kin. You learn the songbird's call composition spell.","category":"feat","pfs":"Standard","feat":["Songbird's Call"],"rarity":"common","slug":"feat-5419"},{"skill_mod":{},"summary":"Animals can be musical partners as much as the subjects or audience.","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"zoophonia muse, mature animal companion","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5420","weakness":{},"name":"Chorus Companion","trait":["Bard"],"id":"feat-5420","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Chorus Companion Source Howl of the Wild pg. 65 Prerequisites zoophonia muse, mature animal companion --- Animals can be musical partners as much as the subjects or audience. Your animal companion becomes trained in Performance (or expert if it was already trained). When you cast a composition spell, you can have it originate either from you or from your animal companion, if your animal companion is within 30 feet of you.","category":"feat","pfs":"Standard","feat":["Chorus Companion"],"rarity":"common","slug":"feat-5420"},{"skill_mod":{},"summary":"Your studies have given you a deeper understanding of animals and beasts, allowing you to call them to your side as you cast your spell.","primary_source":"Howl of the Wild","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"zoophonia muse","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5421","weakness":{},"name":"Musical Summons","trait":["Bard"],"actions_number":6,"id":"feat-5421","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Musical Summons Three Actions Source Howl of the Wild pg. 65 Prerequisites zoophonia muse --- Your studies have given you a deeper understanding of animals and beasts, allowing you to call them to your side as you cast your spell. You cast summon animal and a one-action composition spell.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Musical Summons"],"rarity":"common","slug":"feat-5421"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Bard"],"id":"feat-5422","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Pack Performance Reaction Source Howl of the Wild pg. 65 Prerequisites zoophonia muse Trigger A creature counteracts or disrupts the spell you're casting. Requirements You have an animal minion within 30 feet of you. --- When you and animals sing together, your words ring even brighter and bolder, cutting through disruptions. The animal assisting you can Stride and Strike the triggering creature. If the attack succeeds, your action isn't counteracted or disrupted.","feat":["Pack Performance"],"skill_mod":{},"summary":"When you and animals sing together, your words ring even brighter and bolder, cutting through disruptions.","primary_source":"Howl of the Wild","trait_group":["Class"],"level":18,"prerequisite":"zoophonia muse","source_category":["Rulebooks"],"requirement":"You have an animal minion within 30 feet of you.","trigger":"A creature counteracts or disrupts the spell you're casting.\r\n","resistance":{},"url":"/Feats.aspx?ID=5422","name":"Pack Performance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5422"},{"skill_mod":{},"summary":"You imbue your companion with the aspect of another animal.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5423","weakness":{},"archetype":["Beastmaster"],"name":"Spirit of the Beast","trait":["Archetype"],"id":"feat-5423","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spirit of the Beast Source Howl of the Wild pg. 66 Archetype Beastmaster Prerequisites Beastmaster Dedication --- You imbue your companion with the aspect of another animal. You gain the spirit of the beast focus spell.","category":"feat","pfs":"Standard","feat":["Spirit of the Beast"],"rarity":"common","slug":"feat-5423"},{"skill_mod":{},"summary":"Your companion's mere presence is enough to rattle creatures that fall under its shadow.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Beastmaster Dedication; animal companion that’s Large or larger","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5424","weakness":{},"archetype":["Beastmaster"],"name":"Bestial Protection","trait":["Archetype","Emotion","Fear","Mental"],"id":"feat-5424","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Bestial Protection Source Howl of the Wild pg. 66 Archetype Beastmaster Prerequisites Beastmaster Dedication; animal companion that’s Large or larger --- Your companion's mere presence is enough to rattle creatures that fall under its shadow. When a creature adjacent to your animal companion that's smaller than it targets you with an attack, that creature becomes frightened 1.","category":"feat","pfs":"Standard","feat":["Bestial Protection"],"rarity":"common","slug":"feat-5424"},{"skill_mod":{},"summary":"Your companions pick at an enemy's weak points.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Beastmaster Dedication; animal companion with an agile or finesse unarmed attack","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5425","weakness":{},"archetype":["Beastmaster"],"name":"Nature's Precision","trait":["Archetype"],"id":"feat-5425","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Nature's Precision Source Howl of the Wild pg. 66 Archetype Beastmaster Prerequisites Beastmaster Dedication; animal companion with an agile or finesse unarmed attack --- Your companions pick at an enemy's weak points. When your companion strikes a off-guard creature with an agile or finesse unarmed attack, it deals an additional 1d4 precision damage (2d4 if the animal companion is specialized). If the companion already deals precision damage, combine the precision damage.","category":"feat","pfs":"Standard","feat":["Nature's Precision"],"rarity":"common","slug":"feat-5425"},{"skill_mod":{},"summary":"You encourage your companion to refuse to yield, against even the mightiest of foes.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5426","weakness":{},"archetype":["Beastmaster"],"name":"Tenacious Endurance","trait":["Archetype","Emotion","Mental"],"id":"feat-5426","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Tenacious Endurance Source Howl of the Wild pg. 66 Archetype Beastmaster Prerequisites Beastmaster Dedication --- You encourage your companion to refuse to yield, against even the mightiest of foes. When one of your animal companions is reduced to 0 Hit Points, if it isn't wounded, it can remain standing with 1 Hit Point and become wounded 1.","category":"feat","pfs":"Standard","feat":["Tenacious Endurance"],"rarity":"common","slug":"feat-5426"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5427","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Pack Movement Two Actions Source Howl of the Wild pg. 66 Archetype Beastmaster Prerequisites Beastmaster Dedication --- You and your companion move to take down a common enemy. You and your animal companion both Stride. If both of you end your movement within reach of the same creature, you and your animal companion each make a melee Strike against the creature. You can use Pack Movement to Burrow, Climb, Fly, or Swim instead of Stride if both you and your animal companion have the corresponding movement type.","feat":["Pack Movement"],"skill_mod":{},"summary":"You and your companion move to take down a common enemy.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5427","archetype":["Beastmaster"],"name":"Pack Movement","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5427"},{"skill_mod":{},"summary":"You've taught your companions to charge directly at an enemy.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Beastmaster Dedication; animal companion with an antlers, head, or horn unarmed attack","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5428","weakness":{},"archetype":["Beastmaster"],"name":"Ferocious Charge","trait":["Archetype"],"id":"feat-5428","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ferocious Charge Source Howl of the Wild pg. 66 Archetype Beastmaster Prerequisites Beastmaster Dedication; animal companion with an antlers, head, or horn unarmed attack --- You've taught your companions to charge directly at an enemy. Your companions with a qualifying unarmed Strike learn the Ferocious Charge activity. Ferocious Charge Two Actions The companion Strides up to twice its Speed in a straight line and makes an antlers, head, or horn Strike. If it moved at least 20 feet, it deals an additional 1d8 damage. This damage increases to 2d8 if your companion is specialized. The companion can use Ferocious Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if it has the corresponding movement type.","category":"feat","pfs":"Standard","feat":["Ferocious Charge"],"rarity":"common","slug":"feat-5428"},{"skill_mod":{},"summary":"Your companion weaves in and out of combat, swiftly attacking before getting to a better position.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Beastmaster Dedication; animal companion with a foot, hoof, or talon unarmed attack","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5429","weakness":{},"archetype":["Beastmaster"],"name":"Running Kick","trait":["Archetype"],"id":"feat-5429","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Running Kick Source Howl of the Wild pg. 67 Archetype Beastmaster Prerequisites Beastmaster Dedication; animal companion with a foot, hoof, or talon unarmed attack --- Your companion weaves in and out of combat, swiftly attacking before getting to a better position. Your companions with a qualifying unarmed attack learn the Running Kick activity. Running Kick Two Actions This companion Strides up to twice its Speed and makes a hoof, foot, or talon Strike at any point during the movement. This movement doesn't provoke reactions from a creature damaged by the Strike.","category":"feat","pfs":"Standard","feat":["Running Kick"],"rarity":"common","slug":"feat-5429"},{"skill_mod":{},"summary":"Like how a constrictor wraps itself around its next meal, your companion tightens its teeth around its constrained prey to squeeze the life out of it.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Beastmaster Dedication; animal companion with a jaws or fangs unarmed attack","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5430","weakness":{},"archetype":["Beastmaster"],"name":"Sinking Jaws","trait":["Archetype"],"id":"feat-5430","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sinking Jaws Source Howl of the Wild pg. 67 Archetype Beastmaster Prerequisites Beastmaster Dedication; animal companion with a jaws or fangs unarmed attack --- Like how a constrictor wraps itself around its next meal, your companion tightens its teeth around its constrained prey to squeeze the life out of it. Your companions with a qualifying unarmed attack learn the Sinking Jaws activity. Sinking Jaws Single Action Requirements This companion has a creature grabbed or restrained with its jaws or fangs; Effect This companion's grabbed or restrained foe takes piercing damage equal to the companion's level plus Strength modifier.","category":"feat","pfs":"Standard","feat":["Sinking Jaws"],"rarity":"common","slug":"feat-5430"},{"skill_mod":{},"summary":"Your companion swings its tail powerfully.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Beastmaster Dedication; animal companion with a tail unarmed attack","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5431","weakness":{},"archetype":["Beastmaster"],"name":"Sweeping Tail","trait":["Archetype"],"id":"feat-5431","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sweeping Tail Source Howl of the Wild pg. 67 Archetype Beastmaster Prerequisites Beastmaster Dedication; animal companion with a tail unarmed attack --- Your companion swings its tail powerfully. Your companions with a qualifying unarmed attack learn the Sweeping Tail activity. Sweeping Tail Two Actions This companion makes two tail Strikes against different creatures within its reach, increasing its multiple attack penalty as normal. On a hit, it pushes a target back 5 feet or 10 feet on a critical hit. This is forced movement.","category":"feat","pfs":"Standard","feat":["Sweeping Tail"],"rarity":"common","slug":"feat-5431"},{"skill_mod":{},"summary":"Your companion sinks its claws and rips.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Beastmaster Dedication; animal companion with a claw, fist, pincer, or talon unarmed attack","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5432","weakness":{},"archetype":["Beastmaster"],"name":"Vicious Rend","trait":["Archetype"],"id":"feat-5432","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Vicious Rend Source Howl of the Wild pg. 67 Archetype Beastmaster Prerequisites Beastmaster Dedication; animal companion with a claw, fist, pincer, or talon unarmed attack --- Your companion sinks its claws and rips. Your companions with a qualifying unarmed attack learn the Vicious Rend activity. Vicious Rend Two Actions Make two claw, fist, pincer, or talon Strikes against the same target, applying the multiple attack penalty as normal. If both Strikes hit, the target takes an additional 1d6 persistent bleed damage. This damage increases to 2d6 if your companion is specialized.","category":"feat","pfs":"Standard","feat":["Vicious Rend"],"rarity":"common","slug":"feat-5432"},{"skill_mod":{},"summary":"You've trained your winged companions to gather air in their wings, whipping up a concentrated gust of wind at opponents, potentially staggering them.","primary_source":"Howl of the Wild","trait_group":["Elemental","Planar","Monster","Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Beastmaster Dedication; animal companion with wings","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5433","weakness":{},"archetype":["Beastmaster"],"name":"Billowing Wings","trait":["Air","Archetype"],"id":"feat-5433","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Billowing Wings Source Howl of the Wild pg. 67 Archetype Beastmaster Prerequisites Beastmaster Dedication; animal companion with wings --- You've trained your winged companions to gather air in their wings, whipping up a concentrated gust of wind at opponents, potentially staggering them. Your companions with wings gain a gust ranged unarmed attack, which deals 1d4 bludgeoning damage with a range of 30 feet and has the air and propulsive traits. On a critical hit, the target is pushed back 5 feet. This is forced movement.","category":"feat","pfs":"Standard","feat":["Billowing Wings"],"element":["Air"],"rarity":"common","slug":"feat-5433"},{"skill_mod":{},"summary":"You've worked to sharpen your companions' instincts to supernatural levels.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5434","weakness":{},"archetype":["Beastmaster"],"name":"Heightened Instincts","trait":["Archetype"],"id":"feat-5434","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Heightened Instincts Source Howl of the Wild pg. 67 Archetype Beastmaster Prerequisites Beastmaster Dedication --- You've worked to sharpen your companions' instincts to supernatural levels. When one of your companions rolls a success on a saving throw, it gets a critical success instead.","category":"feat","pfs":"Standard","feat":["Heightened Instincts"],"rarity":"common","slug":"feat-5434"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5435","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Pack Takedown Two Actions Source Howl of the Wild pg. 67 Archetype Beastmaster Prerequisites Lead the Pack Requirements You have two active companions. --- The pack is strongest when it acts as one, and like a group of hungry wolves, you work together to bring down a single target. If you and both of your active companions threaten the same creature, each of you makes a melee Strike against it. The creature is off-guard against all of these attacks. If more than one attack hits, combine the damage from all successful Strikes, and apply resistances and weaknesses only once.","feat":["Pack Takedown"],"skill_mod":{},"summary":"The pack is strongest when it acts as one, and like a group of hungry wolves, you work together to bring down a single target.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":20,"prerequisite":"Lead the Pack","source_category":["Rulebooks"],"requirement":"You have two active companions.","resistance":{},"url":"/Feats.aspx?ID=5435","archetype":["Beastmaster"],"name":"Pack Takedown","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5435"},{"skill_mod":{},"summary":"You've practiced the art of fighting with your natural claws, hooking them into prey and thrashing at targets surrounding you.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"permanent unarmed claw or talon attack (such as one granted by your ancestry or a graft)","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5436","weakness":{},"archetype":["Clawdancer"],"name":"Clawdancer Dedication","trait":["Archetype","Dedication"],"id":"feat-5436","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Clawdancer Dedication Source Howl of the Wild pg. 68 Archetype Clawdancer Prerequisites permanent unarmed claw or talon attack (such as one granted by your ancestry or a graft) --- You've practiced the art of fighting with your natural claws, hooking them into prey and thrashing at targets surrounding you. You gain the following two actions, which let you assume specific stances to strike more effectively with your claws. Claw Stance Single Action (stance) Effect You extend the claws in your hands and focus your attention to take down single targets. The only Strikes you can make are frenzied claw unarmed attacks. These deal 1d6 slashing damage, are in the brawling group, and have the agile, finesse, grapple, unarmed, and versatile piercing traits. Talon Stance Single Action (stance) Effect You sway in a loose stance that lets you sweep in wide arcs with the claws on your feet. The only Strikes you can make are spinning talon unarmed attacks. These deal 1d8 slashing damage, are in the brawling group, and have the finesse, sweep, and unarmed traits. You don't need a free hand to use spinning talon strikes. Clawdancer Dedication leads to... Abscission Shards, Claw and Talon Flow, Claw Snag, Dashing Pounce, Feline Dance, Hindquarter Kick, Hunting Snag, Precise Hooks, Spinning Stand, Springboard, Storm of Claws, Talon Sweep, Tear Tendons, Wheeling Grab","category":"feat","pfs":"Standard","feat":["Clawdancer Dedication"],"rarity":"common","slug":"feat-5436"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5437","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Claw Snag Reaction Source Howl of the Wild pg. 68 Archetype Clawdancer Prerequisites Clawdancer Dedication Trigger A creature attempts to Escape while you have them grappled or restrained. --- You hook into the target, pulling yourself forward and rending flesh. Shift into claw stance if you aren't in it already, then make a frenzied claw Strike against the triggering creature.","feat":["Claw Snag"],"skill_mod":{},"summary":"You hook into the target, pulling yourself forward and rending flesh.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":4,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"trigger":"A creature attempts to Escape while you have them grappled or restrained .","resistance":{},"url":"/Feats.aspx?ID=5437","archetype":["Clawdancer"],"name":"Claw Snag","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5437"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5438","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dashing Pounce Two Actions Source Howl of the Wild pg. 68 Archetype Clawdancer Prerequisites Clawdancer Dedication Requirements You are in claw stance and have two open hands. --- With a burst of speed, you leap into the air, slashing with your hands. You Leap, and if you end your movement adjacent to an enemy, you make two frenzied claw unarmed strikes against it. Apply your multiple attack penalty to these Strikes normally. If both Strikes miss, you fall prone at the end of your Leap.","feat":["Dashing Pounce"],"skill_mod":{},"summary":"With a burst of speed, you leap into the air, slashing with your hands.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"requirement":"You are in claw stance and have two open hands.","resistance":{},"url":"/Feats.aspx?ID=5438","archetype":["Clawdancer"],"name":"Dashing Pounce","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5438"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5439","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Talon Sweep Reaction Source Howl of the Wild pg. 68 Archetype Clawdancer Prerequisites Clawdancer Dedication Trigger A creature attempts to Strike you while it’s flanking you. --- Your long clawed legs let you catch enemies to either side. You shift to talon stance if you weren't in it already. If the Strike misses, you can make a spinning talon Strike against any creature flanking you.","feat":["Talon Sweep"],"skill_mod":{},"summary":"Your long clawed legs let you catch enemies to either side.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":4,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"trigger":"A creature attempts to Strike you while it’s\r\nflanking you.","resistance":{},"url":"/Feats.aspx?ID=5439","archetype":["Clawdancer"],"name":"Talon Sweep","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5439"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5440","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Abscission Shards Single Action Source Howl of the Wild pg. 68 Archetype Clawdancer Prerequisites Clawdancer Dedication Requirements Your last action was a successful frenzied claw or spinning talon Strike. --- You twist your claw, breaking off a piece in your target. The shard deals 1d6 persistent bleed damage. This increases to 2d6 if your unarmed attacks deal three weapon damage dice, such as under a greater striking rune, and 3d6 if they deal four weapon damage dice.","feat":["Abscission Shards"],"skill_mod":{},"summary":"You twist your claw, breaking off a piece in your target.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":6,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"requirement":"Your last action was a successful frenzied claw\r\nor spinning talon Strike.","resistance":{},"url":"/Feats.aspx?ID=5440","archetype":["Clawdancer"],"name":"Abscission Shards","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5440"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"trait":["Archetype","Flourish"],"id":"feat-5441","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Wheeling Grab Single Action Source Howl of the Wild pg. 68 Archetype Clawdancer Prerequisites Clawdancer Dedication; Trained in Acrobatics --- You cartwheel on your claws, dancing over your foes. You shift into claw stance and Tumble Through. If you moved through an enemy's space, you can Grapple it.","feat":["Wheeling Grab"],"skill_mod":{},"summary":"You cartwheel on your claws, dancing over your foes.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Clawdancer Dedication; Trained in Acrobatics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5441","archetype":["Clawdancer"],"name":"Wheeling Grab","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5441"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5442","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Hindquarter Kick Single Action Source Howl of the Wild pg. 68 Archetype Clawdancer Prerequisites Clawdancer Dedication Requirements You are in claw stance and have grabbed a creature. --- You hold your prey's defensive limbs in place with your claws while delivering a swift kick to their unprotected sides. Shift to talon stance and make two spinning talon Strikes against the grabbed creature. Apply your multiple attack penalty to these Strikes normally. You then release the grabbed creature.","feat":["Hindquarter Kick"],"skill_mod":{},"summary":"You hold your prey's defensive limbs in place with your claws while delivering a swift kick to their unprotected sides.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":6,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"requirement":"You are in claw stance and have grabbed a creature.\r\n","resistance":{},"url":"/Feats.aspx?ID=5442","archetype":["Clawdancer"],"name":"Hindquarter Kick","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5442"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5443","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spinning Stand Single Action or Two Actions Source Howl of the Wild pg. 68 Archetype Clawdancer Prerequisites Clawdancer Dedication Requirements You’re prone. --- You flare your legs around, using the momentum to both lash out and return to a standing position. You enter talon stance if you weren't in it already, make a spinning talon Strike against an enemy in reach, and then Stand. You don't take the -2 circumstance penalty for attacking while prone, and your Stand action doesn't trigger reactions. You can spend two actions using Spinning Stand to make two spinning talon Strikes instead of one; these Strikes must be against separate targets.","feat":["Spinning Stand"],"skill_mod":{},"summary":"You flare your legs around, using the momentum to both lash out and return to a standing position.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":6,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"requirement":"You’re prone .","resistance":{},"url":"/Feats.aspx?ID=5443","archetype":["Clawdancer"],"name":"Spinning Stand","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","rarity":"common","slug":"feat-5443"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5444","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Tear Tendons Two Actions Source Howl of the Wild pg. 69 Archetype Clawdancer Prerequisites Clawdancer Dedication Requirements You are in claw stance and have two open hands. --- You rake into your opponent with two claws, cutting into their muscle and depriving them of needed strength. Make two frenzied claw attacks against the same target, increasing the multiple attack penalty normally. If both attacks hit, the target must succeed at a Fortitude save against your class DC or be enfeebled 2 for 1 round; if it critically fails, it's instead enfeebled 2 for 1 minute.","feat":["Tear Tendons"],"skill_mod":{},"summary":"You rake into your opponent with two claws, cutting into their muscle and depriving them of needed strength.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":8,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"requirement":"You are in claw stance and have two open hands.","resistance":{},"url":"/Feats.aspx?ID=5444","archetype":["Clawdancer"],"name":"Tear Tendons","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5444"},{"access":" catfolk ancestry","primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Fortune","Uncommon"],"id":"feat-5445","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Feline Dance Reaction Source Howl of the Wild pg. 69 Archetype Clawdancer Frequency once per hour Prerequisites Clawdancer Dedication Access catfolk ancestry Trigger You attempt a basic Reflex save. Requirements You’re in either claw stance or talon stance. --- You fluidly move between stances in the process of dodging. Roll the save twice and take the higher result. If you were in claw stance, you shift to talon stance, and vice versa.","feat":["Feline Dance"],"skill_mod":{},"summary":"You fluidly move between stances in the process of dodging.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics","Rarity"],"level":8,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"requirement":"You’re in either claw stance or talon stance.","trigger":"You attempt a basic Reflex save.","resistance":{},"url":"/Feats.aspx?ID=5445","archetype":["Clawdancer"],"name":"Feline Dance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"uncommon","slug":"feat-5445"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5446","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Hunting Snag Reaction Source Howl of the Wild pg. 69 Archetype Clawdancer Prerequisites Clawdancer Dedication Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using. --- Learning from nature's predators has taught you how to keep your prey close. Make a claw or talon unarmed Strike on the triggering creature. If it's a critical hit and the trigger is a move action, disrupt that action. If it hits and the creature left a square adjacent to you, you can Step into that square.","feat":["Hunting Snag"],"skill_mod":{},"summary":"Learning from nature's predators has taught you how to keep your prey close.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"trigger":"A creature within your reach uses a move action or leaves a square during a move action it’s using.","resistance":{},"url":"/Feats.aspx?ID=5446","archetype":["Clawdancer"],"name":"Hunting Snag","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5446"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5447","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Springboard Single Action Source Howl of the Wild pg. 69 Archetype Clawdancer Prerequisites Clawdancer Dedication Requirements Your previous action was a successful spinning talon Strike against an adjacent foe. --- You use the power of your leg lashing out to spring off your foe and leap toward another, your talon descending in a crescent. You Leap, which doesn't trigger reactions from the enemy you struck. If you land within melee reach of an enemy, you can choose to make a spinning talon Strike against them.","feat":["Springboard"],"skill_mod":{},"summary":"You use the power of your leg lashing out to spring off your foe and leap toward another, your talon descending in a crescent.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":10,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"requirement":"Your previous action was a successful spinning talon Strike against an adjacent foe.","resistance":{},"url":"/Feats.aspx?ID=5447","archetype":["Clawdancer"],"name":"Springboard","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5447"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5448","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Claw and Talon Flow Single Action Source Howl of the Wild pg. 69 Archetype Clawdancer Prerequisites Clawdancer Dedication Requirements You’re in either claw stance or talon stance. --- You fluidly shift between your two stances. You use the unarmed attack associated with your current clawdancer stance, then switch into the other stance (if you're in claw stance, make a frenzied claw Strike and then shift to talon stance, or vice versa).","feat":["Claw and Talon Flow"],"skill_mod":{},"summary":"You fluidly shift between your two stances.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"requirement":"You’re in either claw stance or talon stance.","resistance":{},"url":"/Feats.aspx?ID=5448","archetype":["Clawdancer"],"name":"Claw and Talon Flow","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5448"},{"skill_mod":{},"summary":"Your body is a varied and deadly weapon.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5449","weakness":{},"archetype":["Clawdancer"],"name":"Precise Hooks","trait":["Archetype"],"id":"feat-5449","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Precise Hooks Source Howl of the Wild pg. 69 Archetype Clawdancer Prerequisites Clawdancer Dedication --- Your body is a varied and deadly weapon. When you critically hit a target with your claw or talon, you can apply a critical specialization effect based on the stance you're in. For claw stance, apply the knife weapon group's effect. For talon stance, apply the axe group's effect. These effects are in addition to the claw's or talon's normal critical specialization effect if you apply it.","category":"feat","pfs":"Standard","feat":["Precise Hooks"],"rarity":"common","slug":"feat-5449"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5450","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Storm of Claws Three Actions Source Howl of the Wild pg. 69 Archetype Clawdancer Prerequisites Clawdancer Dedication Requirements You’re in either claw stance or talon stance. --- You lash out with your clawed limbs like a beast that has fallen upon its first meal in days, then back off to see your handiwork. Strike three times, with your multiple attack penalty increasing as normal. After each attack that hits and deals damage, you can Step.","feat":["Storm of Claws"],"skill_mod":{},"summary":"You lash out with your clawed limbs like a beast that has fallen upon its first meal in days, then back off to see your handiwork.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Clawdancer Dedication","source_category":["Rulebooks"],"requirement":"You’re in either claw stance or talon stance.","resistance":{},"url":"/Feats.aspx?ID=5450","archetype":["Clawdancer"],"name":"Storm of Claws","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-5450"},{"access":"surki ancestry","primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Arcana","Nature"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-5451","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Ostilli Host Dedication Source Howl of the Wild pg. 70 Archetype Ostilli Host Prerequisites Trained in Arcana or Trained in Nature Access surki ancestry --- You've bonded with an attached symbiote known as an ostilli. You can bond with only one ostilli at a time since the symbiote emits low-frequency magical pulses that repel other ostillis. You become trained in Ostilli Lore; if you were already trained, you become an expert. The ostilli is a Tiny creature grafted to your body. Like other grafts, it has no Hit Points or Speeds of its own and can't be targeted separately. It can't be removed and dies when you do; in the event of your demise and resurrection, you can bond to a new ostilli during a week of downtime, though you lose any abilities granted by your ostilli bond during that time. Your ostilli is obvious, unless you attempt to cover it with clothing or armor. In such a case, an onlooker can determine you're bonded to an ostilli with a successful Nature, Perception, or Surki Lore check against your Deception DC. Your ostilli must be visible for you to use any of the actions it grants. Your ostilli is constantly siphoning ambient magic from the surroundings, granting you the Repel Ambient Magic and Spit Ambient Magic actions. Repel Ambient Magic Single Action (concentrate) Your ostilli glows green as it absorbs magic. Until the start of your next turn, you gain a +1 circumstance bonus to AC and saving throws against the next magical attack, cantrip, or spell that targets you. This bonus increases to +2 at 12th level. Spit Ambient Magic Single Action (concentrate, magical) Frequency once per round; Effect Your ostilli flashes red as it regurgitates a dart of magic at a target within 30 feet. This magical dart deals 1d6 piercing damage (basic Reflex save against the higher of your class DC or spell DC). This damage increases by 1d6 at 6th level and every 4 levels thereafter. Ostilli Host Dedication leads to... Cellular Reconstruction, Chaining Mutation, Cloaking Pulse, Deadly Mutation, Deflecting Pulse, Propulsive Mutation, Soothing Pulse, Spell Swallow, Spraying Mutation, Tactile Magic Feedback, Versatile Mutation","feat":["Ostilli Host Dedication"],"skill_mod":{},"summary":"You've bonded with an attached symbiote known as an ostilli.","primary_source":"Howl of the Wild","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Arcana or Trained in Nature","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5451","archetype":["Ostilli Host"],"name":"Ostilli Host Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-5451"},{"skill_mod":{},"summary":"Your ostilli can use its stored magic to help staunch your wounds, granting you the Administer Ambient Magic action. Administer Ambient Magic ( healing ) Frequency once per hour; Effect Your ostilli pulses a calm lavender color as it converts stored magic into a curative balm.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5452","weakness":{},"archetype":["Ostilli Host"],"name":"Soothing Pulse","trait":["Archetype"],"id":"feat-5452","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Soothing Pulse Source Howl of the Wild pg. 70 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- Your ostilli can use its stored magic to help staunch your wounds, granting you the Administer Ambient Magic action. Administer Ambient Magic Two Actions (healing) Frequency once per hour; Effect Your ostilli pulses a calm lavender color as it converts stored magic into a curative balm. You regain 2d4 Hit Points, and you can immediately attempt a flat check to recover from persistent bleed damage with the DC reduced to 10. This healing increases by 2d4 at 8th level and every 4 levels thereafter.","category":"feat","pfs":"Standard","feat":["Soothing Pulse"],"rarity":"common","slug":"feat-5452"},{"skill_mod":{},"summary":"Your ostilli can sense nearby spellcasters.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5453","weakness":{},"archetype":["Ostilli Host"],"name":"Tactile Magic Feedback","trait":["Archetype"],"id":"feat-5453","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tactile Magic Feedback Source Howl of the Wild pg. 70 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- Your ostilli can sense nearby spellcasters. You gain an imprecise sense known as spellsense, which has a range of 60 feet and detects only creatures capable of casting spells (including creatures with innate spells). You gain a +2 circumstance bonus to Recall Knowledge checks about creatures you're detecting with spellsense.","category":"feat","pfs":"Standard","feat":["Tactile Magic Feedback"],"rarity":"common","slug":"feat-5453"},{"skill_mod":{},"summary":"Your ostilli's darts can deal different types of damage.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5454","weakness":{},"archetype":["Ostilli Host"],"name":"Versatile Mutation","trait":["Archetype"],"id":"feat-5454","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Versatile Mutation Source Howl of the Wild pg. 70 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- Your ostilli's darts can deal different types of damage. When you Spit Ambient Magic, you can choose to have the ostilli deal bludgeoning or slashing damage instead of piercing damage. At 8th level, choose one of the following: acid, cold, electricity, fire, or sonic damage; when your ostilli Spits Ambient Magic, it can deal that damage type instead and adds that trait to the action.","category":"feat","pfs":"Standard","feat":["Versatile Mutation"],"rarity":"common","slug":"feat-5454"},{"skill_mod":{},"summary":"Your ostilli can emit illusion magic to mask your position, granting you the Drape Ambient Magic action. Drape Ambient Magic ( illusion ) Frequency once per round; Effect Your ostilli turns clear as it converts its stored magic into a bubble of refracting light around you.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5455","weakness":{},"archetype":["Ostilli Host"],"name":"Cloaking Pulse","trait":["Archetype"],"id":"feat-5455","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Restricted\" > Cloaking Pulse Source Howl of the Wild pg. 70 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- Your ostilli can emit illusion magic to mask your position, granting you the Drape Ambient Magic action. Drape Ambient Magic Single Action (illusion) Frequency once per round; Effect Your ostilli turns clear as it converts its stored magic into a bubble of refracting light around you. You become hidden to all creatures until the end of your turn. If you Strike a creature, that creature is off-guard against that attack, and you then become observed.","category":"feat","pfs":"Restricted","feat":["Cloaking Pulse"],"rarity":"common","slug":"feat-5455"},{"skill_mod":{},"summary":"Your ostilli can use its stored magic to protect you from other magic, granting you the Turn Aside Ambient Magic action. Turn Aside Ambient Magic ( concentrate ) Your ostilli glows a faint yellow as it establishes a barrier.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5456","weakness":{},"archetype":["Ostilli Host"],"name":"Deflecting Pulse","trait":["Archetype"],"id":"feat-5456","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Deflecting Pulse Source Howl of the Wild pg. 70 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- Your ostilli can use its stored magic to protect you from other magic, granting you the Turn Aside Ambient Magic action. Turn Aside Ambient Magic Single Action (concentrate) Your ostilli glows a faint yellow as it establishes a barrier. Choose acid, cold, electricity, fire, or sonic damage. Until the beginning of your next turn, you gain resistance against the chosen damage type equal to half your level.","category":"feat","pfs":"Standard","feat":["Deflecting Pulse"],"rarity":"common","slug":"feat-5456"},{"skill_mod":{},"summary":"Your ostilli can fire its dart farther.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5457","weakness":{},"archetype":["Ostilli Host"],"name":"Propulsive Mutation","trait":["Archetype"],"id":"feat-5457","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Propulsive Mutation Source Howl of the Wild pg. 71 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- Your ostilli can fire its dart farther. When you Spit Ambient Magic, the range increases to 60 feet.","category":"feat","pfs":"Standard","feat":["Propulsive Mutation"],"rarity":"common","slug":"feat-5457"},{"skill_mod":{},"summary":"The dart fired by your ostilli can ricochet to strike another creature.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5458","weakness":{},"archetype":["Ostilli Host"],"name":"Chaining Mutation","trait":["Archetype"],"id":"feat-5458","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Chaining Mutation Source Howl of the Wild pg. 71 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- The dart fired by your ostilli can ricochet to strike another creature. The first time each round that a target takes damage when you Spit Ambient Magic, you can choose a second target within 20 feet of the first; that target is also affected by Spit Ambient Magic.","category":"feat","pfs":"Standard","feat":["Chaining Mutation"],"rarity":"common","slug":"feat-5458"},{"skill_mod":{},"summary":"The dart fired by your ostilli is more dangerous.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5459","weakness":{},"archetype":["Ostilli Host"],"name":"Deadly Mutation","trait":["Archetype"],"id":"feat-5459","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Deadly Mutation Source Howl of the Wild pg. 71 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- The dart fired by your ostilli is more dangerous. The damage dice of your Spit Ambient Magic increase to d8s, and when a target critically fails its save against the ability, it also takes 1d6 persistent bleed damage. If you dealt a type of energy damage with Spit Ambient Magic (such as when dealing fire damage with Versatile Mutation), the persistent damage is damage of that type instead of bleed.","category":"feat","pfs":"Standard","feat":["Deadly Mutation"],"rarity":"common","slug":"feat-5459"},{"skill_mod":{},"summary":"Your ostilli has grown strong enough to completely consume a spell cast at you, granting you the Devour Ambient Magic action. Devour Ambient Magic ( concentrate ) Frequency once per day; Trigger A creature Casts a Spell with you as the only target; Effect Your ostilli radiates cyan light as its tentacle-like filters attempt to consume the magical effect.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5460","weakness":{},"archetype":["Ostilli Host"],"name":"Spell Swallow","trait":["Archetype"],"id":"feat-5460","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Spell Swallow Source Howl of the Wild pg. 71 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- Your ostilli has grown strong enough to completely consume a spell cast at you, granting you the Devour Ambient Magic action. Devour Ambient Magic Reaction (concentrate) Frequency once per day; Trigger A creature Casts a Spell with you as the only target; Effect Your ostilli radiates cyan light as its tentacle-like filters attempt to consume the magical effect. You can attempt to counteract the triggering spell with an Arcana or Nature check and a counteract rank equal to half your level.","category":"feat","pfs":"Standard","feat":["Spell Swallow"],"rarity":"common","slug":"feat-5460"},{"skill_mod":{},"summary":"Your ostilli can launch a multitude of darts at once over a short distance.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5461","weakness":{},"archetype":["Ostilli Host"],"name":"Spraying Mutation","trait":["Archetype"],"id":"feat-5461","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Spraying Mutation Source Howl of the Wild pg. 71 Archetype Ostilli Host Prerequisites Ostilli Host Dedication --- Your ostilli can launch a multitude of darts at once over a short distance. When you Spit Ambient Magic, you can have it affect all creatures within a 15-foot cone instead of the normal target.","category":"feat","pfs":"Standard","feat":["Spraying Mutation"],"rarity":"common","slug":"feat-5461"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Healing"],"id":"feat-5462","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Cellular Reconstruction Reaction Source Howl of the Wild pg. 71 Archetype Ostilli Host Frequency once per day Prerequisites Ostilli Host Dedication Trigger You fail a recovery check while dying. --- Your ostilli takes control of your nervous system and kicks your cellular functions into overdrive when you're about to die. You regain Hit Points equal to your level. For the next 2 rounds, at the start of your turn, you regain Hit Points equal to half your level. The first time you regain Hit Points at the start of your turn, you reduce your wounded condition by 1.","feat":["Cellular Reconstruction"],"skill_mod":{},"summary":"Your ostilli takes control of your nervous system and kicks your cellular functions into overdrive when you're about to die.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Ostilli Host Dedication","source_category":["Rulebooks"],"trigger":"You fail a recovery check while dying .","resistance":{},"url":"/Feats.aspx?ID=5462","archetype":["Ostilli Host"],"name":"Cellular Reconstruction","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5462"},{"skill_mod":{},"summary":"Your body has become a symbiotic hive for a swarm of crawling insects.","primary_source":"Howl of the Wild","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5463","weakness":{},"archetype":["Swarmkeeper"],"skill":["Nature","Nature"],"name":"Swarmkeeper Dedication","trait":["Archetype","Dedication","Uncommon"],"id":"feat-5463","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Swarmkeeper Dedication Source Howl of the Wild pg. 72 Archetype Swarmkeeper Prerequisites Trained in Nature --- Your body has become a symbiotic hive for a swarm of crawling insects. You can emit your swarm using the Swarm Forth action, and you can use the Bite and Sting action while your swarm is outside your body to command it to attack. Your deep connection to your swarm precludes you from also having an animal companion, though if an ability allows you to have more than one animal companion (such as the beastmaster archetype), you can count your swarm as one. You're immune to any damage from your swarm, and during your daily preparations you can anoint up to five willing creatures with a concoction made from your pheromones to grant them immunity as well. While outside your body, your swarm is Large and has a Speed of 15 feet and a climb Speed of 15 feet. It can occupy the same space as other creatures. While outside your body, the swarm can be attacked. It uses your statistics for defenses but is immune to grappled, prone, restrained, and mental effects that target only a specific number of creatures. The swarm has resistance equal to your level to physical damage and weakness equal to your level to area and splash damage. Any damage that would be dealt to the swarm is dealt to you instead, though you take damage only once from any ability that includes both you and the swarm in the area of effect (though you take the greater amount of damage). Swarm Forth Two Actions (concentrate) Requirements Your swarm is within your body; Effect Your swarm boils forth from your body into a space adjacent to yours. (Its space can overlap yours.) It remains separate from you until the end of your next turn, but you can Sustain the effect up to 1 minute. The effect also ends if you end your turn more than 60 feet away from the swarm. When you use Swarm Forth and each time you Sustain the effect, you can have the swarm Stride. When Swarm Forth ends, the swarm disperses into individual creatures. While dispersed, it can no longer be used for actions or be targeted, and the insects return to you and nest in your body again. This typically takes 1 minute unless you're extremely far away (as determined by the GM). Bite and Sting Single Action Requirements Your swarm is outside your body; Effect Each creature in your swarm's space takes 1d4 piercing damage with a basic Reflex save against your class DC or spell DC, whichever is higher. At 4th level and every 2 levels thereafter, the damage increases by 1d4. Swarmkeeper Dedication leads to... Aphet Flash, Buzzing Death Cicadas, Carried with the Swarm, Distracting Bites, Expanded Swarm, Mobile Swarm, Pyre Ant Sting, Sportlebore Choke, Veil of Bugs, Weaver's Web","category":"feat","pfs":"Standard","feat":["Swarmkeeper Dedication"],"rarity":"uncommon","slug":"feat-5463"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5464","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aphet Flash Single Action Source Howl of the Wild pg. 72 Archetype Swarmkeeper Frequency once per round Prerequisites Swarmkeeper Dedication Requirements Your swarm is outside your body. --- Your swarm can emit a bright flash, much like aphet beetles, a genus of flash beetles once used by Osirian miners as sources of light. Each creature in its space must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be dazzled for 1 round (2 rounds on a critical failure). The swarm then glows with light like a torch until it returns to your body","feat":["Aphet Flash"],"skill_mod":{},"summary":"Your swarm can emit a bright flash, much like aphet beetles, a genus of flash beetles once used by Osirian miners as sources of light.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"requirement":"Your swarm is outside your body.","resistance":{},"url":"/Feats.aspx?ID=5464","archetype":["Swarmkeeper"],"name":"Aphet Flash","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5464"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5465","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Pyre Ant Sting Single Action Source Howl of the Wild pg. 73 Archetype Swarmkeeper Prerequisites Swarmkeeper Dedication Requirements Your swarm is outside your body. --- Your swarm's stings burn with agonizing pain, much like that caused by the bright red pyre ants that make their tunnels within the parched sands of deserts like Qadira. Each creature in your swarm's space must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or take 1d6 persistent poison damage. A creature that critically fails is also enfeebled 1 for as long as it's taking this persistent poison damage. At 8th level and every 4 levels thereafter, the persistent poison damage increases by 1d6.","feat":["Pyre Ant Sting"],"skill_mod":{},"summary":"Your swarm's stings burn with agonizing pain, much like that caused by the bright red pyre ants that make their tunnels within the parched sands of deserts like Qadira.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"requirement":"Your swarm is outside your body.","resistance":{},"url":"/Feats.aspx?ID=5465","archetype":["Swarmkeeper"],"name":"Pyre Ant Sting","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5465"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5466","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Weaver's Web Single Action Source Howl of the Wild pg. 73 Archetype Swarmkeeper Prerequisites Swarmkeeper Dedication Requirements Your swarm is outside your body. --- Your swarm can spin dense webs much like those left by stone-gray weaver spiders under eaves and in derelict city buildings, especially along the coasts of Varisia. When your swarm ends its turn, it fills all surfaces in its space with sticky webs that last for 1 minute. The webs are difficult terrain. A creature that ends its turn in the webs must succeed at a Reflex save or be immobilized until it Escapes. The webs' save DC and Escape DC are equal to the higher of your class DC or spell DC. The swarm is immune to its webs.","feat":["Weaver's Web"],"skill_mod":{},"summary":"Your swarm can spin dense webs much like those left by stone-gray weaver spiders under eaves and in derelict city buildings, especially along the coasts of Varisia.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"requirement":"Your swarm is outside your body.","resistance":{},"url":"/Feats.aspx?ID=5466","archetype":["Swarmkeeper"],"name":"Weaver's Web","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5466"},{"skill_mod":{},"summary":"You know how to take advantage of those your swarm has attacked.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5467","weakness":{},"archetype":["Swarmkeeper"],"name":"Distracting Bites","trait":["Archetype"],"id":"feat-5467","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Distracting Bites Source Howl of the Wild pg. 73 Archetype Swarmkeeper Prerequisites Swarmkeeper Dedication --- You know how to take advantage of those your swarm has attacked. A creature who has taken damage from your swarm's Bite and Sting is off-guard against the first Strike you make against it in the same turn.","category":"feat","pfs":"Standard","feat":["Distracting Bites"],"rarity":"common","slug":"feat-5467"},{"skill_mod":{},"summary":"The clicking of fast-moving legs accompanies your swarm in all kinds of environments.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5468","weakness":{},"archetype":["Swarmkeeper"],"name":"Mobile Swarm","trait":["Archetype"],"id":"feat-5468","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mobile Swarm Source Howl of the Wild pg. 73 Archetype Swarmkeeper Prerequisites Swarmkeeper Dedication --- The clicking of fast-moving legs accompanies your swarm in all kinds of environments. Your swarm's land and climb Speeds increase to 20 feet, and the swarm gains a 20-foot Swim speed.","category":"feat","pfs":"Standard","feat":["Mobile Swarm"],"rarity":"common","slug":"feat-5468"},{"skill_mod":{},"summary":"When your swarm is sharing your space and Strides, you can choose to have your swarm carry you with it.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5469","weakness":{},"archetype":["Swarmkeeper"],"name":"Carried with the Swarm","trait":["Archetype"],"id":"feat-5469","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Carried with the Swarm Source Howl of the Wild pg. 73 Archetype Swarmkeeper Prerequisites Swarmkeeper Dedication --- When your swarm is sharing your space and Strides, you can choose to have your swarm carry you with it. You stay in the same basic position within its space while it moves and when you arrive at your new location (with your exact location determined by the GM if it's unclear). Because you're moving voluntarily, your movement isn't forced movement and therefore still triggers reactions based on movement. If your swarm Flies, and you don't have a fly Speed, you fall at the end of this movement.","category":"feat","pfs":"Standard","feat":["Carried with the Swarm"],"rarity":"common","slug":"feat-5469"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5470","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sportlebore Choke Single Action Source Howl of the Wild pg. 73 Archetype Swarmkeeper Prerequisites Swarmkeeper Dedication Requirements Your swarm is outside your body. --- Like nefarious sportlebores, a species of insect that plague adventurers by hiding in their rations as counterfeit food, your swarm can crawl down throats. The sportlebores attempt to force their way into the mouth of each creature in your swarm's space. Each creature takes 4d4 piercing damage depending on its Fortitude save against the higher of your class DC or spell DC. The damage increases by 1d4 at 10th level and every 2 levels thereafter. Regardless of the result of its save, the creature is temporarily immune to sportlebore choke for 1 hour. Critical Success The creature is unaffected. Success The creature takes half damage and is sickened 1 as it spits out most of the offending sportlebores. Failure The sportlebores crawl down the creature's throat. The creature takes full damage and is sickened 1. Critical Failure As failure, but the creature takes double damage and is sickened 2.","feat":["Sportlebore Choke"],"skill_mod":{},"summary":"Like nefarious sportlebores , a species of insect that plague adventurers by hiding in their rations as counterfeit food, your swarm can crawl down throats.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"requirement":"Your swarm is outside your body.","resistance":{},"url":"/Feats.aspx?ID=5470","archetype":["Swarmkeeper"],"name":"Sportlebore Choke","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5470"},{"skill_mod":{},"summary":"Your swarm is dense, blotting out vision.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5471","weakness":{},"archetype":["Swarmkeeper"],"name":"Veil of Bugs","trait":["Archetype"],"id":"feat-5471","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Veil of Bugs Source Howl of the Wild pg. 73 Archetype Swarmkeeper Prerequisites Swarmkeeper Dedication --- Your swarm is dense, blotting out vision. You and your allies gain lesser cover when in your swarm's space.","category":"feat","pfs":"Standard","feat":["Veil of Bugs"],"rarity":"common","slug":"feat-5471"},{"skill_mod":{},"summary":"Your swarm takes on characteristics of the death cicadas of the Mana Wastes, whose distinctive buzz is said to be a herald of imminent demise.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5472","weakness":{},"archetype":["Swarmkeeper"],"name":"Buzzing Death Cicadas","trait":["Archetype","Flourish"],"id":"feat-5472","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Buzzing Death Cicadas Source Howl of the Wild pg. 73 Archetype Swarmkeeper Prerequisites Swarmkeeper Dedication --- Your swarm takes on characteristics of the death cicadas of the Mana Wastes, whose distinctive buzz is said to be a herald of imminent demise. The inclusion of these death cicadas grants your swarm a fly Speed of 20 feet. You also gain the Death Drone action. Death Drone Single Action (auditory, flourish, mental) The cicadas in your swarm make a droning sound that stimulates a fear response. Each creature within your swarm's space takes 6d4 mental damage and must attempt a Will save against your class DC or spell DC, whichever is higher. Critical Success The creature is unaffected. Success The creatures takes half damage. Failure The creature takes full damage, is frightened 1, and takes a –2 circumstance penalty to Perception checks that require hearing. Critical Failure The creature takes double damage, is frightened 2, and is deafened until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Buzzing Death Cicadas"],"rarity":"common","slug":"feat-5472"},{"skill_mod":{},"summary":"Your hive has grown to the point where it is difficult to keep your swarm contained within your body.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Swarmkeeper Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5473","weakness":{},"archetype":["Swarmkeeper"],"name":"Expanded Swarm","trait":["Archetype"],"id":"feat-5473","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Expanded Swarm Source Howl of the Wild pg. 73 Archetype Swarmkeeper Prerequisites Swarmkeeper Dedication --- Your hive has grown to the point where it is difficult to keep your swarm contained within your body. When you release your swarm with Swarm Forth, you can choose for it to be Huge instead of Large.","category":"feat","pfs":"Standard","feat":["Expanded Swarm"],"rarity":"common","slug":"feat-5473"},{"skill_mod":{},"summary":"Grueling practice has strengthened your tongue or tail to the point where it's become a formidable weapon.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"You have a long prehensile tongue or a tail. At the GM’s discretion, similar flexible appendages, such as tentacles, can be used to qualify instead.","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5474","weakness":{},"archetype":["Thlipit Contestant"],"name":"Thlipit Contestant Dedication","trait":["Archetype","Dedication"],"id":"feat-5474","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Thlipit Contestant Dedication Source Howl of the Wild pg. 74 Archetype Thlipit Contestant Prerequisites You have a long prehensile tongue or a tail. At the GM’s discretion, similar flexible appendages, such as tentacles, can be used to qualify instead. --- Grueling practice has strengthened your tongue or tail to the point where it's become a formidable weapon. You gain a lash melee unarmed attack that is in the flail weapon group, deals 1d4 bludgeoning damage, and has the grapple and reach traits. The attack can be performed with any appendages you used to qualify for this feat. Thlipit Contestant Dedication leads to... Fly Swat, Lassoing Lash, Levered Swing, Powerful Lash, Reflexive Grapple, Slingshot Maneuver, Slurp Up, Snap Falling Fruit, Spinning Release, Tail Guard, Whirling Clobber","category":"feat","pfs":"Standard","feat":["Thlipit Contestant Dedication"],"rarity":"common","slug":"feat-5474"},{"skill_mod":{},"summary":"You've learned the secret of swatting away annoying pests and occasionally getting an easy meal out of it.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Thlipit Contestant Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5475","weakness":{},"archetype":["Thlipit Contestant"],"name":"Fly Swat","trait":["Archetype"],"id":"feat-5475","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fly Swat Source Howl of the Wild pg. 74 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication --- You've learned the secret of swatting away annoying pests and occasionally getting an easy meal out of it. Your lash strikes ignore an amount of swarms' resistance to physical damage equal to your level.","category":"feat","pfs":"Standard","feat":["Fly Swat"],"rarity":"common","slug":"feat-5475"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype","Attack"],"id":"feat-5476","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lassoing Lash Single Action Source Howl of the Wild pg. 74 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication; Trained in Athletics Requirements The target can’t be more than one size larger than you. --- You quickly wrap your lash around an opponent and pull them toward you. Attempt an Athletics check against the Fortitude DC of a target within your lash's reach. Special If you have the Titan Wrestler feat, you can target a creature up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics. Critical Success You pull the target to any open space adjacent to you. Success You pull the target to the nearest open space adjacent to you. Critical Failure You misjudge your leverage and fall prone.","feat":["Lassoing Lash"],"skill_mod":{},"summary":"You quickly wrap your lash around an opponent and pull them toward you.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Thlipit Contestant Dedication; Trained in Athletics","source_category":["Rulebooks"],"requirement":"The target can’t be more than one size larger than you.","resistance":{},"url":"/Feats.aspx?ID=5476","archetype":["Thlipit Contestant"],"name":"Lassoing Lash","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5476"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5477","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Powerful Lash Single Action Source Howl of the Wild pg. 74 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication --- You've learned to swing your lash ever faster and in wider arcs. The damage die of your lash increases to 1d6 instead of 1d4 and it gains the sweep trait.","feat":["Powerful Lash"],"skill_mod":{},"summary":"You've learned to swing your lash ever faster and in wider arcs.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":6,"prerequisite":"Thlipit Contestant Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5477","archetype":["Thlipit Contestant"],"name":"Powerful Lash","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5477"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5478","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Snap Falling Fruit Reaction Source Howl of the Wild pg. 74 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication Trigger You or an ally within reach of your lash is the target of a physical ranged attack. --- Your lash whips around to intercept projectiles. The target gains a +2 circumstance bonus to AC against the triggering attack. If the attack misses, you knock it out of the air.","feat":["Snap Falling Fruit"],"skill_mod":{},"summary":"Your lash whips around to intercept projectiles.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":6,"prerequisite":"Thlipit Contestant Dedication","source_category":["Rulebooks"],"trigger":"You or an ally within reach of your lash is the target of a physical ranged attack.","resistance":{},"url":"/Feats.aspx?ID=5478","archetype":["Thlipit Contestant"],"name":"Snap Falling Fruit","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5478"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype","Move"],"id":"feat-5479","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Levered Swing Single Action Source Howl of the Wild pg. 74 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication; Master in Athletics --- You can wrap your lash around a tree branch or railing, then pull yourself where you need to go. Choose a solid anchor point within reach of your lash. You Fly up to your Speed as you pivot around the anchor, ending in an open space where the anchor is still within reach of your lash. If you don't end your turn in a space you could stand, you fall.","feat":["Levered Swing"],"skill_mod":{},"summary":"You can wrap your lash around a tree branch or railing, then pull yourself where you need to go.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Thlipit Contestant Dedication; Master in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5479","archetype":["Thlipit Contestant"],"name":"Levered Swing","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5479"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5480","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Slurp Up Single Action Source Howl of the Wild pg. 75 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication; unarmed attack with your tongue --- Your tongue darts out in search of refreshment. Choose a liquid container of up to light Bulk within reach of your lash, such as a potion or elixir. The container must be held or in the open, not stowed in a pack or bandoleer. If the container is unattended or held by a willing ally, you Interact to drink the contents. If the container is held by an unwilling creature, you must succeed on a check using your unarmed attack modifier or Thievery modifier against the creature's Reflex DC to drink the contents; this adds the attack trait.","feat":["Slurp Up"],"skill_mod":{},"summary":"Your tongue darts out in search of refreshment.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":8,"prerequisite":"Thlipit Contestant Dedication; unarmed attack with your tongue","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5480","archetype":["Thlipit Contestant"],"name":"Slurp Up","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5480"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5481","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Tail Guard Reaction Source Howl of the Wild pg. 75 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication; unarmed attack with your tail Trigger A creature enters a square that would flank you. --- Enemies who attempt to stab you in the back will be unhappy to find your lashing tail on guard. Make a melee Strike against the triggering creature. If your attack is a critical hit, the movement is disrupted. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.","feat":["Tail Guard"],"skill_mod":{},"summary":"Enemies who attempt to stab you in the back will be unhappy to find your lashing tail on guard.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":8,"prerequisite":"Thlipit Contestant Dedication; unarmed attack with your tail","source_category":["Rulebooks"],"trigger":"A creature enters a square that would flank you.","resistance":{},"url":"/Feats.aspx?ID=5481","archetype":["Thlipit Contestant"],"name":"Tail Guard","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5481"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5482","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Slingshot Maneuver Reaction Source Howl of the Wild pg. 75 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication Trigger A willing ally enters a space within your lash’s reach using a move action. --- You spin your lash out for your ally to grab on to, giving them a boost to their movement. You move the ally 15 feet into a square of their choice that is within reach of your lash. If the ally has movement remaining, they can continue their movement after completing the Slingshot Maneuver.","feat":["Slingshot Maneuver"],"skill_mod":{},"summary":"You spin your lash out for your ally to grab on to, giving them a boost to their movement.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":10,"prerequisite":"Thlipit Contestant Dedication","source_category":["Rulebooks"],"trigger":"A willing ally enters a space within your lash’s reach using a move action.","resistance":{},"url":"/Feats.aspx?ID=5482","archetype":["Thlipit Contestant"],"name":"Slingshot Maneuver","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5482"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5483","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reflexive Grapple Single Action Source Howl of the Wild pg. 75 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication --- You've honed your reflexes so well that your lash can begin closing around a target as soon as it makes contact. Make a lash Strike; if the Strike hits, you can immediately attempt to Grapple the target. Both actions count toward your multiple attack penalty, but don't increase your penalty until you've made both attacks.","feat":["Reflexive Grapple"],"skill_mod":{},"summary":"You've honed your reflexes so well that your lash can begin closing around a target as soon as it makes contact.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":12,"prerequisite":"Thlipit Contestant Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5483","archetype":["Thlipit Contestant"],"name":"Reflexive Grapple","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5483"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Mental"],"id":"feat-5484","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Spinning Release Three Actions Source Howl of the Wild pg. 75 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication Requirements You have a creature grabbed or restrained with your lash. --- You wind your lash around your opponent, then spin them rapidly to discombobulate them. You release your opponent, sending them wobbling 10 feet in a direction of your choice; this is forced movement. Your opponent must succeed at a Fortitude save against your class DC, with the following effects. Failure The target is confused until the end of their next turn. They are then temporarily immune to being confused or sickened by Spinning Release for 10 minutes, though the ability can still be used to move them. Critical Failure As failure, but the target is also sickened 1 from being spun around.","feat":["Spinning Release"],"skill_mod":{},"summary":"You wind your lash around your opponent, then spin them rapidly to discombobulate them.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Thlipit Contestant Dedication","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained with your lash.","resistance":{},"url":"/Feats.aspx?ID=5484","archetype":["Thlipit Contestant"],"name":"Spinning Release","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-5484"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Attack"],"id":"feat-5485","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Whirling Clobber Three Actions Source Howl of the Wild pg. 75 Archetype Thlipit Contestant Prerequisites Thlipit Contestant Dedication Requirements You have a creature grabbed or restrained with your lash. --- After you've grasped a creature with your lash, you swing them around like a whirling hammer, smashing them into all nearby enemies. Make a melee Strike against each enemy within your melee reach. Your last attack must be against the grabbed creature, and you gain a circumstance bonus to your attack roll equal to the number of enemies you slammed them into, to a maximum of +3. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks. After your Whirling Clobber, you release the grabbed or restrained creature into an open square within reach of your lash.","feat":["Whirling Clobber"],"skill_mod":{},"summary":"After you've grasped a creature with your lash, you swing them around like a whirling hammer, smashing them into all nearby enemies.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Thlipit Contestant Dedication","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained with your lash.","resistance":{},"url":"/Feats.aspx?ID=5485","archetype":["Thlipit Contestant"],"name":"Whirling Clobber","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-5485"},{"skill_mod":{},"summary":"You're a werecreature, able to shift between your humanoid shape, an animal shape, and a monstrous hybrid of the two.","primary_source":"Howl of the Wild","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"requirement":"You were born into a lineage of true werecreatures or were afflicted with the curse of the werecreature.","source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5486","weakness":{},"archetype":["Werecreature"],"name":"Werecreature Dedication","trait":["Archetype","Dedication","Rare"],"id":"feat-5486","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Werecreature Dedication Source Howl of the Wild pg. 76 Archetype Werecreature Requirements You were born into a lineage of true werecreatures or were afflicted with the curse of the werecreature. --- You're a werecreature, able to shift between your humanoid shape, an animal shape, and a monstrous hybrid of the two. You gain the beast and werecreature traits. Choose your werecreature type from the table below. Once chosen, this can't be changed. You gain the Toughness feat but also a weakness to silver equal to half your level. You gain the Change Shape action. On the night of the full moon, you automatically use Change Shape to assume your hybrid shape, and you can't voluntarily activate or dismiss Change Shape until sunrise. Change Shape Single Action (concentrate, polymorph, primal) Effect You transform into your hybrid or animal shape. Your equipment transforms with you and continues to provide bonuses, but your animal shape cannot use weapons, shields, or other held items and cannot use manipulate actions. You gain a movement speed, unarmed attacks, and potentially other abilities based on your werecreature type. These unarmed attacks are in the brawling group. You can Dismiss the effect to return to your humanoid shape, and you resume your humanoid shape automatically if you're reduced to 0 Hit Points. ## Werecreature Types Type Speed Attack Damage Traits Special Werebat 10 feet, fly 15 feet Fangs 1d8 piercing — When Flying due to the fly speed granted by this form, you must begin and end your movement on a solid surface or immediately fall. Werebear 25 feet Jaws Claw 1d8 piercing 1d6 slashing Agile — — Wereboar 30 feet Tusk 1d8 slashing Sweep — Werecrocodile 25 feet, swim 15 feet Jaws 1d8 piercing Grapple You can hold your breath for 2 hours in animal or hybrid shape. Weremoose 25 feet Antler 1d8 piercing Shove — Wererat 25 feet Jaws Claw 1d6 piercing 1d4 slashing Agile, finesse Your animal shape is Small in size. Wereshark 15 feet, swim 25 feet Jaws 1d8 piercing Grapple Your hybrid shape gains the amphibious trait. In your animal shape, you lose your land Speed and your Swim speed increases to 35 feet, and you gain the aquatic trait. Weretiger 25 feet Jaws Claw 1d8 piercing 1d6 slashing Agile — — Werewolf 30 feet Jaws 1d8 piercing Trip — Special If you're a beastkin, you can use unarmed attacks from your hybrid shape while you're in your werecreature hybrid shape. These forms are otherwise separate. Werecreature Dedication leads to... Animal Fleetness, Antler Rush, Bear Hug (Werecreature), Beastkin Resilience, Cornered Animal, Death Roll, Dire Growth, Echolocation, Fearful Symmetry, Feeding Frenzy, Feral Lunge, Feral Mending, Feral Scramble, Feral Senses, Feral Toss, Force of Nature, Pack Attack, Plague Rat, Pouncing Transformation, Rapid Hybridization, Rushing Boar, Scarred Hide, Shared Tide, Terrifying Transformation, Touch of Lunacy, Undying Beast, Wings of the Moon, You Don't Smell Right","category":"feat","pfs":"Standard","feat":["Werecreature Dedication"],"rarity":"rare","slug":"feat-5486"},{"skill_mod":{},"summary":"You're adept at using your animal shape's natural means of locomotion.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Werecreature Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5487","weakness":{},"archetype":["Werecreature"],"name":"Animal Fleetness","trait":["Archetype"],"id":"feat-5487","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Animal Fleetness Source Howl of the Wild pg. 76 Archetype Werecreature Prerequisites Werecreature Dedication --- You're adept at using your animal shape's natural means of locomotion. While you're in animal shape, the Speeds granted by that shape increases by 10 feet.","category":"feat","pfs":"Standard","feat":["Animal Fleetness"],"rarity":"common","slug":"feat-5487"},{"skill_mod":{},"summary":"You've regained beastkin protections after becoming a full werecreature.","primary_source":"Howl of the Wild","trait_group":["Feat","Tradition","Monster"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Werecreature Dedication; beastkin","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5488","weakness":{},"archetype":["Werecreature"],"name":"Beastkin Resilience","trait":["Archetype","Primal"],"id":"feat-5488","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Beastkin Resilience Source Howl of the Wild pg. 76 Archetype Werecreature Prerequisites Werecreature Dedication; beastkin --- You've regained beastkin protections after becoming a full werecreature. You no longer gain silver weakness from Werecreature Dedication.","category":"feat","pfs":"Standard","feat":["Beastkin Resilience"],"rarity":"common","slug":"feat-5488"},{"skill_mod":{},"summary":"The eyes and noses of animals are naturally sharper than most humanoids.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Werecreature Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5489","weakness":{},"archetype":["Werecreature"],"name":"Feral Senses","trait":["Archetype"],"id":"feat-5489","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Feral Senses Source Howl of the Wild pg. 76 Archetype Werecreature Prerequisites Werecreature Dedication --- The eyes and noses of animals are naturally sharper than most humanoids. While in your hybrid or animal shape, you gain low-light vision and imprecise scent with a range of 30 feet.","category":"feat","pfs":"Standard","feat":["Feral Senses"],"rarity":"common","slug":"feat-5489"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5490","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Antler Rush Two Actions Source Howl of the Wild pg. 76 Archetype Werecreature Prerequisites Werecreature Dedication; weremoose Requirements You’re in your moose or hybrid shape. --- Stride twice. If you end your movement within your antlers' reach of an enemy, you can Disarm, Shove, or Strike with your antlers.","feat":["Antler Rush"],"skill_mod":{},"summary":"Stride twice.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Werecreature Dedication; weremoose","source_category":["Rulebooks"],"requirement":"You’re in your moose or hybrid shape.","resistance":{},"url":"/Feats.aspx?ID=5490","archetype":["Werecreature"],"name":"Antler Rush","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5490"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5491","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Bear Hug (Werecreature) Two Actions Source Howl of the Wild pg. 77 Archetype Werecreature Prerequisites Werecreature Dedication; werebear Requirements You’re in bear or hybrid shape, and your last action was a successful claw Strike. --- You hug your opponent. You make another claw Strike against the same target. If this Strike hits, the target is grabbed until the end of your next turn, unless you move or your target Escapes.","feat":["Bear Hug (Werecreature)"],"skill_mod":{},"summary":"You hug your opponent.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":6,"prerequisite":"Werecreature Dedication; werebear","source_category":["Rulebooks"],"requirement":"You’re in bear or hybrid shape, and your last action was a successful claw Strike.","resistance":{},"url":"/Feats.aspx?ID=5491","archetype":["Werecreature"],"name":"Bear Hug (Werecreature)","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5491"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5492","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Death Roll Single Action Source Howl of the Wild pg. 77 Archetype Werecreature Prerequisites Werecreature Dedication; werecrocodile Requirements You are in your crocodile or hybrid shape and have a creature grabbed. --- You corkscrew your body, twisting your victim. You attempt a jaws Strike against the grabbed creature, with a +2 circumstance bonus if you're fighting in water. If the Strike hits, you knock the creature prone; if it misses, they escape your grab.","feat":["Death Roll"],"skill_mod":{},"summary":"You corkscrew your body, twisting your victim.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":6,"prerequisite":"Werecreature Dedication; werecrocodile","source_category":["Rulebooks"],"requirement":"You are in your crocodile or hybrid shape and have a creature grabbed .","resistance":{},"url":"/Feats.aspx?ID=5492","archetype":["Werecreature"],"name":"Death Roll","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5492"},{"skill_mod":{},"summary":"When you take the Seek action, you can use hearing as a precise sense with a range of 40 feet until the start of your next turn.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Werecreature Dedication; werebat","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5493","weakness":{},"archetype":["Werecreature"],"name":"Echolocation","trait":["Archetype"],"id":"feat-5493","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Echolocation Source Howl of the Wild pg. 77 Archetype Werecreature Prerequisites Werecreature Dedication; werebat --- When you take the Seek action, you can use hearing as a precise sense with a range of 40 feet until the start of your next turn. You can also use this sense while you Search.","category":"feat","pfs":"Standard","feat":["Echolocation"],"rarity":"common","slug":"feat-5493"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Emotion","Fear","Mental","Visual"],"id":"feat-5494","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fearful Symmetry Single Action Source Howl of the Wild pg. 77 Archetype Werecreature Prerequisites Werecreature Dedication; weretiger Requirements You’re in hybrid or tiger shape and your last action was a critically successful Strike with your unarmed attack. --- You attack with a feline grace as captivatingly beautiful as it is deadly. All enemies within 30 feet of the creature you critically hit must attempt at a Will save against your class DC. Enemies that fail their saves become frightened 1 and are fascinated with you for 1 round. Your hostile actions don't end this fascination, but those of your allies do. Regardless of the effects of the save, the creature is immune to Fearful Symmetry for 1 hour.","feat":["Fearful Symmetry"],"skill_mod":{},"summary":"You attack with a feline grace as captivatingly beautiful as it is deadly.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics","Sense"],"level":6,"prerequisite":"Werecreature Dedication; weretiger","source_category":["Rulebooks"],"requirement":"You’re in hybrid or tiger shape and your last action was a critically successful Strike with your unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=5494","archetype":["Werecreature"],"name":"Fearful Symmetry","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5494"},{"skill_mod":{},"summary":"Your serrated teeth rip and tear at your prey.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Werecreature Dedication; wereshark","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5495","weakness":{},"archetype":["Werecreature"],"name":"Feeding Frenzy","trait":["Archetype"],"id":"feat-5495","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Feeding Frenzy Source Howl of the Wild pg. 78 Archetype Werecreature Prerequisites Werecreature Dedication; wereshark --- Your serrated teeth rip and tear at your prey. When you critically hit with your jaws Strike from Werecreature Dedication, your target takes 1d4 persistent bleed damage and you gain a +1 circumstance bonus to jaws Strikes against the target until the end of your turn. If you have scent as a special sense, it's a precise sense with double its normal range when locating creatures taking persistent bleed damage.","category":"feat","pfs":"Standard","feat":["Feeding Frenzy"],"rarity":"common","slug":"feat-5495"},{"skill_mod":{},"summary":"You have mastered techniques for hunting alongside your pack.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Werecreature Dedication; werewolf","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5496","weakness":{},"archetype":["Werecreature"],"name":"Pack Attack","trait":["Archetype"],"id":"feat-5496","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Pack Attack Source Howl of the Wild pg. 78 Archetype Werecreature Prerequisites Werecreature Dedication; werewolf --- You have mastered techniques for hunting alongside your pack. Your Strikes deal an additional 1d4 precision damage to creatures within reach of at least two of your allies.","category":"feat","pfs":"Standard","feat":["Pack Attack"],"rarity":"common","slug":"feat-5496"},{"skill_mod":{},"summary":"Your bites carry a cursed infection.","primary_source":"Howl of the Wild","trait_group":["Feat","Affliction","Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Werecreature Dedication; wererat","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5497","weakness":{},"archetype":["Werecreature"],"name":"Plague Rat","trait":["Archetype","Curse","Disease","Primal"],"id":"feat-5497","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Plague Rat Source Howl of the Wild pg. 78 Archetype Werecreature Prerequisites Werecreature Dedication; wererat --- Your bites carry a cursed infection. When you hit and deal damage to a creature with a jaws Strike while in hybrid or rat shape, the creature is cursed until the start of your next turn. Whenever they regain Hit Points during that time, they must attempt a Fortitude save against your class DC or spell DC, whichever is higher. Success The creature regains Hit Points normally. Failure The creature regains half the normal Hit Points. Critical Failure The creature regains no Hit Points.","category":"feat","pfs":"Standard","feat":["Plague Rat"],"rarity":"common","slug":"feat-5497"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Emotion","Mental"],"id":"feat-5498","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Rushing Boar Reaction Source Howl of the Wild pg. 78 Archetype Werecreature Prerequisites Werecreature Dedication; wereboar Trigger An attack from a creature that isn’t adjacent to you damaged you. Requirements You’re in boar or hybrid shape. --- You embrace the pain of the triggering attack, allowing it to drive you into a violent rush. You Stride in a straight line toward the triggering creature.","feat":["Rushing Boar"],"skill_mod":{},"summary":"You embrace the pain of the triggering attack, allowing it to drive you into a violent rush.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Werecreature Dedication; wereboar","source_category":["Rulebooks"],"requirement":"You’re in boar or hybrid shape.","trigger":"An attack from a creature that isn’t adjacent to you damaged you.","resistance":{},"url":"/Feats.aspx?ID=5498","archetype":["Werecreature"],"name":"Rushing Boar","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5498"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5499","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Cornered Animal Two Actions Source Howl of the Wild pg. 78 Archetype Werecreature Prerequisites Werecreature Dedication Requirements You are in animal or hybrid form and are flanked. --- You become more dangerous when surrounded by enemies. You make unarmed Strikes against two different creatures flanking you. The attacks take a –2 penalty if the unarmed weapon is not agile. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.","feat":["Cornered Animal"],"skill_mod":{},"summary":"You become more dangerous when surrounded by enemies.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Werecreature Dedication","source_category":["Rulebooks"],"requirement":"You are in animal or hybrid form and are flanked.","resistance":{},"url":"/Feats.aspx?ID=5499","archetype":["Werecreature"],"name":"Cornered Animal","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5499"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype","Healing","Primal"],"id":"feat-5500","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Feral Mending Single Action Source Howl of the Wild pg. 78 Archetype Werecreature Frequency once per hour Prerequisites Werecreature Dedication; you were not afflicted with the curse of the werecreature Requirements Your previous action was to Change Shape. --- You can heal your wounds while reshaping your flesh. You regain 1d6 Hit Points for every 2 levels you have (minimum 1d6).","feat":["Feral Mending"],"skill_mod":{},"summary":"You can heal your wounds while reshaping your flesh.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics","Tradition","Monster"],"level":8,"prerequisite":"Werecreature Dedication; you were not afflicted with the curse of the werecreature","source_category":["Rulebooks"],"requirement":"Your previous action was to Change Shape.","resistance":{},"url":"/Feats.aspx?ID=5500","archetype":["Werecreature"],"name":"Feral Mending","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5500"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Visual"],"id":"feat-5501","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Terrifying Transformation Single Action Source Howl of the Wild pg. 78 Archetype Werecreature Prerequisites Werecreature Dedication; you were afflicted with the curse of the werecreature --- Your flesh tears and warps as you transform. Attempt Intimidation checks to Demoralize each enemy within 30 feet. This Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if a creature doesn't understand your language. Regardless of the results of your checks, each creature is temporarily immune to Terrifying Transformation for 1 minute.","feat":["Terrifying Transformation"],"skill_mod":{},"summary":"Your flesh tears and warps as you transform.","primary_source":"Howl of the Wild","trait_group":["Feat","Sense"],"level":8,"prerequisite":"Werecreature Dedication; you were afflicted with the curse of the werecreature","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5501","archetype":["Werecreature"],"name":"Terrifying Transformation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5501"},{"skill_mod":{},"summary":"You can sniff out fellow werecreatures and master impersonators alike.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Werecreature Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5502","weakness":{},"archetype":["Werecreature"],"name":"You Don't Smell Right","trait":["Archetype"],"id":"feat-5502","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > You Don't Smell Right Source Howl of the Wild pg. 78 Archetype Werecreature Prerequisites Werecreature Dedication --- You can sniff out fellow werecreatures and master impersonators alike. You gain scent as an imprecise sense with a range of 30 feet or extend the range of your scent by 30 feet. When a creature that's transformed into another form or is Impersonating a specific creature passes within range of your scent ability, the GM rolls a secret Perception check for you to realize that the creature is transformed, even if you didn't spend an action to Seek. When you actively Seek a creature within range of your scent, you gain a +2 circumstance bonus to your Perception check to determine if it's disguised.","category":"feat","pfs":"Standard","feat":["You Don't Smell Right"],"rarity":"common","slug":"feat-5502"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Primal"],"id":"feat-5503","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dire Growth Two Actions Source Howl of the Wild pg. 78 Archetype Werecreature Prerequisites Werecreature Dedication; your animal shape is not Small --- You transform into a primal reflection of your animal shape. If you aren't already in your animal shape from Werecreature Dedication, you Change Shape into it. As long as you stay in animal shape, you have the effects of enlarge .","feat":["Dire Growth"],"skill_mod":{},"summary":"You transform into a primal reflection of your animal shape.","primary_source":"Howl of the Wild","trait_group":["Feat","Tradition","Monster"],"level":10,"prerequisite":"Werecreature Dedication; your animal shape is not Small","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5503","archetype":["Werecreature"],"name":"Dire Growth","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5503"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5504","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Feral Lunge Single Action Source Howl of the Wild pg. 78 Archetype Werecreature Prerequisites Werecreature Dedication; your animal shape grants a fangs or jaws unarmed attack Requirements You’re in hybrid or animal shape. --- You spring on an unsuspecting opponent, tearing at them with your teeth. You Stride up to 10 feet and make a jaws Strike at the end of that movement. If you began this action hidden, you remain hidden until after this Strike. If you have a fly or swim Speed, you can Fly or Swim up to 10 feet instead of Stride.","feat":["Feral Lunge"],"skill_mod":{},"summary":"You spring on an unsuspecting opponent, tearing at them with your teeth.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Werecreature Dedication; your animal shape grants a fangs or jaws unarmed attack","source_category":["Rulebooks"],"requirement":"You’re in hybrid or animal shape.","resistance":{},"url":"/Feats.aspx?ID=5504","archetype":["Werecreature"],"name":"Feral Lunge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5504"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5505","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Feral Scramble Two Actions Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication; your animal shape grants a claw unarmed attack Requirements You’re in hybrid or animal shape. --- Sinking your claws in, you propel yourself at shocking speed. You Climb up to your land Speed and make a claw Strike at any point during that movement. After you finish the movement, attempt an Athletics check against the surface's Climb DC. Success You maintain your position. Failure You slide down 60 feet or to the ground without taking falling damage.","feat":["Feral Scramble"],"skill_mod":{},"summary":"Sinking your claws in, you propel yourself at shocking speed.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":10,"prerequisite":"Werecreature Dedication; your animal shape grants a claw unarmed attack","source_category":["Rulebooks"],"requirement":"You’re in hybrid or animal shape.","resistance":{},"url":"/Feats.aspx?ID=5505","archetype":["Werecreature"],"name":"Feral Scramble","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5505"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5506","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Feral Toss Two Actions Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication; your animal shape grants an antler, horn, or tusk unarmed attack Requirements You’re in hybrid or animal shape. --- You hurl foes away with a shake of your head. You Strike with your antler, horn, or tusk. If you hit and damage a creature of your size or smaller, push it 5 feet from you (10 feet on a critical hit). This is forced movement.","feat":["Feral Toss"],"skill_mod":{},"summary":"You hurl foes away with a shake of your head.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Werecreature Dedication; your animal shape grants an antler, horn, or tusk unarmed attack","source_category":["Rulebooks"],"requirement":"You’re in hybrid or animal shape.","resistance":{},"url":"/Feats.aspx?ID=5506","archetype":["Werecreature"],"name":"Feral Toss","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5506"},{"skill_mod":{},"summary":"In moments of viciousness, your curse can partially infect your prey.","primary_source":"Howl of the Wild","trait_group":["Feat","Affliction","Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Werecreature Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5507","weakness":{},"archetype":["Werecreature"],"name":"Touch of Lunacy","trait":["Archetype","Curse","Morph","Primal"],"id":"feat-5507","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Touch of Lunacy Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication --- In moments of viciousness, your curse can partially infect your prey. Whenever you critically succeed with an unarmed attack from the werecreature archetype, the target must attempt a Fortitude save against the higher of your class DC or spell DC, or become clumsy 2 until the beginning of your next turn as their bones elongate and form warps. On a critical failure, the target is also clumsy 1 for one minute as the transformation lingers.","category":"feat","pfs":"Standard","feat":["Touch of Lunacy"],"rarity":"common","slug":"feat-5507"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5508","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Pouncing Transformation Single Action Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication; your animal shape has a land Speed only --- By transforming as you move, you attack from odd angles. You Change Shape or Dismiss the change then Stride. Any creature adjacent to you at the end of your movement is off-guard until the end of your turn and is then temporarily immune for 1 hour.","feat":["Pouncing Transformation"],"skill_mod":{},"summary":"By transforming as you move, you attack from odd angles.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":12,"prerequisite":"Werecreature Dedication; your animal shape has a land Speed only","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5508","archetype":["Werecreature"],"name":"Pouncing Transformation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5508"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5509","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Shared Tide Two Actions Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication; your animal shape has a swim Speed --- You Swim up to twice the normal distance. Any ally you pass within 30 feet of during that movement gains your swim Speed until the beginning of your next turn.","feat":["Shared Tide"],"skill_mod":{},"summary":"You Swim up to twice the normal distance.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":12,"prerequisite":"Werecreature Dedication; your animal shape has a swim Speed","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5509","archetype":["Werecreature"],"name":"Shared Tide","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5509"},{"skill_mod":{},"summary":"You can be injured by non- silver sources but recover with staggering speed.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Werecreature Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5510","weakness":{},"archetype":["Werecreature"],"name":"Undying Beast","trait":["Archetype"],"id":"feat-5510","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Undying Beast Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication --- You can be injured by non-silver sources but recover with staggering speed. When you are reduced to 0 Hit Points by non-silver damage and don't immediately die from a death effect or a high dying value, you stabilize immediately afterward. You gain the wounded condition as normal.","category":"feat","pfs":"Standard","feat":["Undying Beast"],"rarity":"common","slug":"feat-5510"},{"skill_mod":{},"summary":"You can fly long distances without breaks.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Werecreature Dedication; your animal shape has a fly Speed","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5511","weakness":{},"archetype":["Werecreature"],"name":"Wings of the Moon","trait":["Archetype"],"id":"feat-5511","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Wings of the Moon Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication; your animal shape has a fly Speed --- You can stay aloft with Fly normally when using the fly Speed from your animal shape, letting you fly long distances without breaks.","category":"feat","pfs":"Standard","feat":["Wings of the Moon"],"rarity":"common","slug":"feat-5511"},{"skill_mod":{},"summary":"Your hide is an impenetrable mass of scars, accrued over countless bloody conflicts.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Werecreature Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5512","weakness":{},"archetype":["Werecreature"],"name":"Scarred Hide","trait":["Archetype"],"id":"feat-5512","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Scarred Hide Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication --- Your hide is an impenetrable mass of scars, accrued over countless bloody conflicts. When in your hybrid or animal shape, you gain resistance to non-silver slashing damage equal to half your level.","category":"feat","pfs":"Standard","feat":["Scarred Hide"],"rarity":"common","slug":"feat-5512"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5513","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Rapid Hybridization Free Action Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication Trigger You roll initiative. --- When danger threatens, your instincts kick in, and you can assume a different shape at a moment's notice. You use Change Shape to enter your hybrid shape.","feat":["Rapid Hybridization"],"skill_mod":{},"summary":"When danger threatens, your instincts kick in, and you can assume a different shape at a moment's notice.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":14,"prerequisite":"Werecreature Dedication","source_category":["Rulebooks"],"trigger":"You roll initiative.","resistance":{},"url":"/Feats.aspx?ID=5513","archetype":["Werecreature"],"name":"Rapid Hybridization","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5513"},{"skill_mod":{},"summary":"You're a nigh-unstoppable killing machine, with only silver able to quell your rampage.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Werecreature Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5514","weakness":{},"archetype":["Werecreature"],"name":"Force of Nature","trait":["Archetype","Healing","Primal"],"id":"feat-5514","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Force of Nature Source Howl of the Wild pg. 79 Archetype Werecreature Prerequisites Werecreature Dedication --- You're a nigh-unstoppable killing machine, with only silver able to quell your rampage. When in hybrid or animal shape, you gain fast healing 5. If you take damage from a silver weapon, your fast healing deactivates until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Force of Nature"],"rarity":"common","slug":"feat-5514"},{"skill_mod":{},"summary":"Fighting in the wilds has honed your understanding of the unique abilities many creatures have.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5515","weakness":{},"archetype":["Wild Mimic"],"skill":["Nature","Nature"],"name":"Wild Mimic Dedication","trait":["Archetype","Dedication"],"id":"feat-5515","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Wild Mimic Dedication Source Howl of the Wild pg. 80 Archetype Wild Mimic Prerequisites Trained in Nature --- Fighting in the wilds has honed your understanding of the unique abilities many creatures have. You're trained in Wild Mimic Lore, a special Lore skill that can be used only to Recall Knowledge about creatures to learn their abilities. If you have legendary proficiency in Nature, you gain expert proficiency in Wild Mimic Lore, but you can't increase your proficiency in Wild Mimic Lore by any other means. When you succeed at a Wild Mimic Lore to Recall Knowledge, you gain a +1 circumstance bonus to your saving throws against the next attack or ability that the subject of your Recall Knowledge targets you with. Wild Mimic Dedication leads to... Electrogenesis, Emergency Regeneration, Environmental Adaptability, Ferocity Mimicry, Petrifying Gaze Mimicry, Pounce Mimicry, Primal Proportions, Rend Mimicry, Roar Mimicry, Trample Mimicry, Wild Speech","category":"feat","pfs":"Limited","feat":["Wild Mimic Dedication"],"rarity":"common","slug":"feat-5515"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype"],"id":"feat-5516","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Ferocity Mimicry Reaction Source Howl of the Wild pg. 80 Archetype Wild Mimic Frequency once per day Prerequisites Wild Mimic Dedication; you have encountered a creature who has kept fighting or dealt damage after being reduced to 0 Hit Points (such as via death throes or Ferocity) or have identified a creature with such an ability in combat Trigger You would be reduced to 0 Hit Points but not immediately killed. --- You have trained yourself to continue fighting even when your body is screaming for you to stop. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.","feat":["Ferocity Mimicry"],"skill_mod":{},"summary":"You have trained yourself to continue fighting even when your body is screaming for you to stop.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":4,"prerequisite":"Wild Mimic Dedication; you have encountered a creature who has kept fighting or dealt damage after being reduced to 0 Hit Points (such as via death throes or Ferocity) or have identified a creature with such an ability in combat","source_category":["Rulebooks"],"trigger":"You would be reduced to 0 Hit Points but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=5516","archetype":["Wild Mimic"],"name":"Ferocity Mimicry","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-5516"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5517","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Rend Mimicry Single Action Source Howl of the Wild pg. 80 Archetype Wild Mimic Prerequisites Wild Mimic Dedication; you have seen a creature use Rend or have identified a creature that has Rend in combat Requirements You have hit the same enemy with two consecutive melee Strikes that each dealt slashing damage. --- Taking advantage of the brutal efficiency of hacking away at a target with two slashing attacks, you've mastered the art of punishing a foe caught between your slices. You deal 1d6 slashing damage to the target. This damage increases to 2d6 at 10th level and to 3d6 at 16th level.","feat":["Rend Mimicry"],"skill_mod":{},"summary":"Taking advantage of the brutal efficiency of hacking away at a target with two slashing attacks, you've mastered the art of punishing a foe caught between your slices.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Wild Mimic Dedication; you have seen a creature use Rend or have identified a creature that has Rend in combat","source_category":["Rulebooks"],"requirement":"You have hit the same enemy with two consecutive melee Strikes that each dealt slashing damage.","resistance":{},"url":"/Feats.aspx?ID=5517","archetype":["Wild Mimic"],"name":"Rend Mimicry","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-5517"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Electricity","Primal"],"id":"feat-5518","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Electrogenesis Two Actions Source Howl of the Wild pg. 80 Archetype Wild Mimic Frequency once per 10 minutes Prerequisites Wild Mimic Dedication; you have seen a creature deal electricity damage with an unarmed Strike or have identified a creature capable of dealing electricity damage with an unarmed Strike in combat --- Some animals and beasts have electric organs in their body that they can use to jolt their prey. You may not have the requisite physiology to do the same, but a touch of primal magic can achieve the same effect. Make a melee unarmed Strike against a creature. If the Strike hits, it deals an additional 1d12 electricity damage, and the creature must make a Fortitude save against the higher of your class DC or spell DC. Critical Success The creature is unaffected. Success The creature is clumsy 1 for 1 round. Failure The creature is clumsy 2 for 1 round. Critical Failure The creature is clumsy 3 for 1 round.","feat":["Electrogenesis"],"skill_mod":{},"summary":"Some animals and beasts have electric organs in their body that they can use to jolt their prey.","primary_source":"Howl of the Wild","trait_group":["Feat","Energy","Monster","Tradition"],"level":6,"prerequisite":"Wild Mimic Dedication; you have seen a creature deal electricity damage with an unarmed Strike or have identified a creature capable of dealing electricity damage with an unarmed Strike in combat","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5518","archetype":["Wild Mimic"],"name":"Electrogenesis","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-5518"},{"skill_mod":{},"summary":"You can mimic the sheer mass of the largest beasts.","primary_source":"Howl of the Wild","trait_group":["Feat","Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Wild Mimic Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5519","weakness":{},"archetype":["Wild Mimic"],"name":"Primal Proportions","trait":["Archetype","Primal"],"id":"feat-5519","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Primal Proportions Source Howl of the Wild pg. 80 Archetype Wild Mimic Prerequisites Wild Mimic Dedication --- You can mimic the sheer mass of the largest beasts. You can cast enlarge , targeting yourself once per 10 minutes as an innate 2nd-rank primal spell. At 12th level, the spell is heightened to 4th rank.","category":"feat","pfs":"Limited","feat":["Primal Proportions"],"rarity":"common","slug":"feat-5519"},{"skill_mod":{},"summary":"Your connection to the denizens of the wilds grows ever stronger, and you find yourself able to speak with animals like you would in your native tongue.","primary_source":"Howl of the Wild","trait_group":["Feat","Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Wild Mimic Dedication; Animal Empathy (Ranger) or the ability to speak with a type of animal","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5520","weakness":{},"archetype":["Wild Mimic"],"name":"Wild Speech","trait":["Archetype","Primal"],"id":"feat-5520","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Wild Speech Source Howl of the Wild pg. 80 Archetype Wild Mimic Prerequisites Wild Mimic Dedication; Animal Empathy (Ranger) or the ability to speak with a type of animal --- Your connection to the denizens of the wilds grows ever stronger, and you find yourself able to speak with animals like you would in your native tongue. You can speak with all animals and beasts. If you have Animal Empathy, you gain a +1 circumstance bonus to checks to Make an Impression on animals.","category":"feat","pfs":"Limited","feat":["Wild Speech"],"rarity":"common","slug":"feat-5520"},{"skill_mod":{},"summary":"Having experienced the harshest environs that nature has to offer, your body is able to adapt to intense heat and cold.","primary_source":"Howl of the Wild","trait_group":["Feat","Tradition","Monster"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Wild Mimic Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5521","weakness":{},"archetype":["Wild Mimic"],"name":"Environmental Adaptability","trait":["Archetype","Primal"],"id":"feat-5521","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Environmental Adaptability Source Howl of the Wild pg. 81 Archetype Wild Mimic Prerequisites Wild Mimic Dedication --- Having experienced the harshest environs that nature has to offer, your body is able to adapt to intense heat and cold. During your daily preparations, you can choose to become protected from the effects of severe cold or severe heat until the next time you make your daily preparations. Starting at 12th level, this activity also protects you from the effects of extreme cold or extreme heat.","category":"feat","pfs":"Limited","feat":["Environmental Adaptability"],"rarity":"common","slug":"feat-5521"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate","Incapacitation","Primal","Visual"],"id":"feat-5522","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Petrifying Gaze Mimicry Two Actions Source Howl of the Wild pg. 81 Archetype Wild Mimic Prerequisites Wild Mimic Dedication; you have attempted a saving throw against a creature’s petrifying gaze or a similar ability or have identified a creature with such an ability in combat --- Either by witnessing or surviving the petrifying stare of a medusa or similar creature, you have learned to petrify those you lock eyes with. You stare at a creature you can see within 30 feet. The creature attempts a Fortitude save against the higher of your class DC or spell DC. You must wait 1d4 rounds before using this ability again. Critical Success The creature is unaffected and temporarily immune to your Petrifying Gaze Mimicry for 24 hours. Success The creature is slowed 1 for 1 round. Failure The creature is slowed 1 for 1 round and immobilized for 1 round or until it Escapes. Critical Failure The creature is slowed 2 for 1 round and immobilized until it Escapes.","feat":["Petrifying Gaze Mimicry"],"skill_mod":{},"summary":"Either by witnessing or surviving the petrifying stare of a medusa or similar creature, you have learned to petrify those you lock eyes with.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics","Tradition","Monster","Sense"],"level":10,"prerequisite":"Wild Mimic Dedication; you have attempted a saving throw against a creature’s petrifying gaze or a similar ability or have identified a creature with such an ability in combat","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5522","archetype":["Wild Mimic"],"name":"Petrifying Gaze Mimicry","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-5522"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5523","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Trample Mimicry Three Actions Source Howl of the Wild pg. 81 Archetype Wild Mimic Prerequisites Wild Mimic Dedication; you have seen a creature use Trample or have identified a creature with Trample in combat --- You Stride up to double your speed and can move through the spaces of creatures at least one size smaller, trampling each creature whose space you enter. You can attempt to trample the same creature only once in a single use of Trample Mimicry. You deal 3d12 bludgeoning damage to each trampled creature (basic Reflex save against the higher of your class DC or spell DC). This damage increases by 1d12 at levels 14 and 18.","feat":["Trample Mimicry"],"skill_mod":{},"summary":"You Stride up to double your speed and can move through the spaces of creatures at least one size smaller, trampling each creature whose space you enter.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":10,"prerequisite":"Wild Mimic Dedication; you have seen a creature use Trample or have identified a creature with Trample in combat","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5523","archetype":["Wild Mimic"],"name":"Trample Mimicry","actions_number":6,"category":"feat","pfs":"Limited","actions":"Three Actions","rarity":"common","slug":"feat-5523"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Archetype","Primal","Sonic"],"id":"feat-5524","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Roar Mimicry Two Actions Source Howl of the Wild pg. 81 Archetype Wild Mimic Frequency once per 10 minutes Prerequisites Wild Mimic Dedication; you have been targeted by a creature’s auditory ability that effects an area or have identified a creature with an auditory ability that effects an area --- You unleash a roar so loud that it's felt as deeply as it's heard. All creatures within a 15-foot emanation take 8d6 sonic damage and must attempt a Fortitude save against the higher of your class DC or spell DC. This damage increases by 2d6 at 14th level and every 2 levels thereafter. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is stunned 1. If the creature is adjacent to you, they're also deafened for 1 round. Critical Failure The creature takes double damage and is stunned 2. If the creature is adjacent to you, they're also deafened for 1 minute.","feat":["Roar Mimicry"],"skill_mod":{},"summary":"You unleash a roar so loud that it's felt as deeply as it's heard.","primary_source":"Howl of the Wild","trait_group":["Feat","Tradition","Monster","Energy"],"level":12,"prerequisite":"Wild Mimic Dedication; you have been targeted by a creature’s auditory ability that effects an area or have identified a creature with an auditory ability that effects an area","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5524","archetype":["Wild Mimic"],"name":"Roar Mimicry","actions_number":4,"category":"feat","pfs":"Limited","actions":"Two Actions","rarity":"common","slug":"feat-5524"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5525","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Pounce Mimicry Single Action Source Howl of the Wild pg. 81 Archetype Wild Mimic Prerequisites Wild Mimic Dedication; you have seen a creature use an ability that lets them Stride and Strike as a single action (such as Pounce) or have identified a creature with such an ability in combat Requirements You’re unarmored or wearing light armor --- You have mastered the art of stalking your prey and striking when they are most vulnerable. You Stride and then Strike. If you began this action hidden, you remain hidden until after the Strike. You can use Pounce Mimicry while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","feat":["Pounce Mimicry"],"skill_mod":{},"summary":"You have mastered the art of stalking your prey and striking when they are most vulnerable.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Wild Mimic Dedication; you have seen a creature use an ability that lets them Stride and Strike as a single action (such as Pounce) or have identified a creature with such an ability in combat","source_category":["Rulebooks"],"requirement":"You’re unarmored or wearing light armor","resistance":{},"url":"/Feats.aspx?ID=5525","archetype":["Wild Mimic"],"name":"Pounce Mimicry","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-5525"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Archetype","Healing","Primal","Vitality","Positive"],"id":"feat-5526","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Limited\" > Emergency Regeneration Reaction Source Howl of the Wild pg. 81 Archetype Wild Mimic Frequency once per day Prerequisites Wild Mimic Dedication; you have deactivated a creature’s regeneration for at least 1 round or have identified a creature with regeneration in combat Trigger You’re reduced to 0 hit points from damage that’s neither acid nor fire. --- You have battled against foes whose bodies naturally regenerate, and while yours doesn't do so all the time, it can happen in a pinch. You gain the effects of a 7th-rank regenerate spell. At 20th level, you gain the effects of a 9th-rank regenerate instead.","feat":["Emergency Regeneration"],"skill_mod":{},"summary":"You have battled against foes whose bodies naturally regenerate, and while yours doesn't do so all the time, it can happen in a pinch.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics","Tradition","Monster","Energy","Planar","Creature Type"],"level":16,"prerequisite":"Wild Mimic Dedication; you have deactivated a creature’s regeneration for at least 1 round or have identified a creature with regeneration in combat","source_category":["Rulebooks"],"trigger":"You’re reduced to 0 hit points from damage that’s neither acid nor fire .","resistance":{},"url":"/Feats.aspx?ID=5526","archetype":["Wild Mimic"],"name":"Emergency Regeneration","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"common","slug":"feat-5526"},{"skill_mod":{},"summary":"Through rigorous training, you have strengthened your wings, granting you enough thrust to gain additional altitude.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"you have permanent wings (such as from an ancestry or graft)","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5527","weakness":{},"archetype":["Winged Warrior"],"name":"Winged Warrior Dedication","trait":["Archetype","Dedication"],"id":"feat-5527","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Winged Warrior Dedication Source Howl of the Wild pg. 82 Archetype Winged Warrior Prerequisites you have permanent wings (such as from an ancestry or graft) --- Through rigorous training, you have strengthened your wings, granting you enough thrust to gain additional altitude. When you make a horizontal Leap, increase the distance by 10 feet up to a maximum of your Speed. Any fly Speed granted by ancestry feats and other permanent wings increases by 5 feet. Winged Warrior Dedication leads to... Battering Wings, Bombing Run, Falcon Swoop, Feathered Flechettes, Gusting Spell, Pluck From the Sky, Redirecting Draft, Smooth Hover, Sonic Strafe, Sunbird Glare, Thunderous Landing, Wing Bounce, Wing Shove","category":"feat","pfs":"Standard","feat":["Winged Warrior Dedication"],"rarity":"common","slug":"feat-5527"},{"skill_mod":{},"summary":"Though not powerful enough for flight, your wings can deliver a thrashing to anyone who gets close.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5528","weakness":{},"archetype":["Winged Warrior"],"name":"Battering Wings","trait":["Archetype"],"id":"feat-5528","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Battering Wings Source Howl of the Wild pg. 82 Archetype Winged Warrior Prerequisites Winged Warrior Dedication --- Though not powerful enough for flight, your wings can deliver a thrashing to anyone who gets close. You gain a wing unarmed attack that deals 1d4 bludgeoning damage. Your wing attack is in the brawling group and has the agile, finesse, and unarmed traits.","category":"feat","pfs":"Standard","feat":["Battering Wings"],"rarity":"common","slug":"feat-5528"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Air","Archetype","Manipulate","Spellshape","Metamagic"],"id":"feat-5529","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gusting Spell Single Action Source Howl of the Wild pg. 82 Archetype Winged Warrior Prerequisites Winged Warrior Dedication --- You manipulate the currents of your spell's energy, allowing you to gracefully glide with your wings. If the next action you use is to Cast a Spell with the air or electricity trait, you can Fly up to 10 feet before or after the spell is cast.","feat":["Gusting Spell"],"element":["Air"],"skill_mod":{},"summary":"You manipulate the currents of your spell's energy, allowing you to gracefully glide with your wings.","primary_source":"Howl of the Wild","trait_group":["Elemental","Planar","Monster","Feat","Mechanics"],"level":4,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5529","archetype":["Winged Warrior"],"name":"Gusting Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5529"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5530","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Wing Bounce Two Actions Source Howl of the Wild pg. 82 Archetype Winged Warrior Prerequisites Winged Warrior Dedication --- You rush forward, flapping your wings for a bit of lift, and can use that momentum to knock down a foe. Leap, and if you land within melee reach of at least one enemy, you can attempt to Trip that enemy. You don't need to have one hand free. If you successfully knock the target prone, you can Leap again. If you have a fly Speed, you can Fly instead of Leap.","feat":["Wing Bounce"],"skill_mod":{},"summary":"You rush forward, flapping your wings for a bit of lift, and can use that momentum to knock down a foe.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":4,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5530","archetype":["Winged Warrior"],"name":"Wing Bounce","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5530"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5531","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sunbird Glare Single Action Source Howl of the Wild pg. 82 Archetype Winged Warrior Prerequisites Winged Warrior Dedication Requirements You’re in bright light --- By keeping your feathers clean and sleek, you can catch the light across your wings to create a startling glare in the eyes of a creature within 20 feet. The target must succeed at a Fortitude save against your class DC or be dazzled for 1 round (1 minute on a critical failure). Regardless of their result, the target is temporarily immune to Sunbird Glare for 10 minutes.","feat":["Sunbird Glare"],"skill_mod":{},"summary":"By keeping your feathers clean and sleek, you can catch the light across your wings to create a startling glare in the eyes of a creature within 20 feet.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":6,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"requirement":"You’re in bright light ","resistance":{},"url":"/Feats.aspx?ID=5531","archetype":["Winged Warrior"],"name":"Sunbird Glare","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5531"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-5532","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Feathered Flechettes Two Actions Source Howl of the Wild pg. 83 Archetype Winged Warrior Frequency once per hour Prerequisites Winged Warrior Dedication --- Unfurling your wings in a quick snap, you send feathers scattering in all directions. Creatures in a 15-foot emanation take 6d6 slashing damage (basic Reflex save against your class DC). This increases to 10d6 if your unarmed attacks have a greater striking rune, such as by etching it onto handwraps of mighty blows , and 16d6 if they have a major striking rune.","feat":["Feathered Flechettes"],"skill_mod":{},"summary":"Unfurling your wings in a quick snap, you send feathers scattering in all directions.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":8,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5532","archetype":["Winged Warrior"],"name":"Feathered Flechettes","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5532"},{"access":" tengu , strix , or awakened animal ( flying animal ) ancestry\r\n","primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish","Uncommon"],"id":"feat-5533","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Pluck From the Sky Two Actions Source Howl of the Wild pg. 83 Archetype Winged Warrior Prerequisites Winged Warrior Dedication Access tengu , strix , or awakened animal ( flying animal ) ancestry --- The skies are your rightful place, and you will not suffer another to occupy them. Make a Strike against a flying creature. If the attack deals damage, the target must attempt a Reflex save against your class DC. Critical Success No effect. Success The target falls 15 feet but doesn't take damage if it reaches the ground. Failure The target falls 30 feet but doesn't take damage if it reaches the ground. Critical Failure As failure, but the target takes falling damage. Pluck From the Sky leads to... Cratering Drop","feat":["Pluck From the Sky"],"skill_mod":{},"summary":"The skies are your rightful place, and you will not suffer another to occupy them.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics","Rarity"],"level":8,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5533","archetype":["Winged Warrior"],"name":"Pluck From the Sky","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"uncommon","slug":"feat-5533"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5534","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wing Shove Single Action Source Howl of the Wild pg. 83 Archetype Winged Warrior Prerequisites Winged Warrior Dedication Requirements You’re flanked by at least two enemies --- You spread your wings wide, pushing foes away from you. Attempt to Shove one of the flanking enemies, and then make a second Shove attempt against a different enemy that is flanking you. You don't need one hand free. The second Shove attempt has the same multiple attack penalty as the first and doesn't count toward your multiple attack penalty. On a success or critical success, you can't Stride after a target, but that target is also off-guard until the beginning of their next turn. On a critical failure, you're off-guard until the beginning of your next turn instead of falling prone.","feat":["Wing Shove"],"skill_mod":{},"summary":"You spread your wings wide, pushing foes away from you.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":8,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"requirement":"You’re flanked by at least two enemies","resistance":{},"url":"/Feats.aspx?ID=5534","archetype":["Winged Warrior"],"name":"Wing Shove","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5534"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Flourish"],"id":"feat-5535","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Falcon Swoop Two Actions Source Howl of the Wild pg. 83 Archetype Winged Warrior Prerequisites Winged Warrior Dedication Requirements You currently have a fly Speed. --- Like the fastest of predatory birds, you soar toward your prey at great speeds. Fly twice. At any point during this movement, you can make a Strike against one enemy within reach or within the first range increment of a ranged weapon. That enemy is off-guard against the Strike if you're attacking them from above.","feat":["Falcon Swoop"],"skill_mod":{},"summary":"Like the fastest of predatory birds, you soar toward your prey at great speeds.","primary_source":"Howl of the Wild","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"requirement":"You currently have a fly Speed.","resistance":{},"url":"/Feats.aspx?ID=5535","archetype":["Winged Warrior"],"name":"Falcon Swoop","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5535"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5536","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Redirecting Draft Reaction Source Howl of the Wild pg. 83 Archetype Winged Warrior Prerequisites Winged Warrior Dedication Trigger You or an ally within 10 feet of you is the target of a ranged physical Strike. --- You flap your wings to blow arrows off course. You or the triggering ally gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses, you redirected the attack's flight path.","feat":["Redirecting Draft"],"skill_mod":{},"summary":"You flap your wings to blow arrows off course.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":10,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"trigger":"You or an ally within 10 feet of you is the target of a ranged physical Strike.","resistance":{},"url":"/Feats.aspx?ID=5536","archetype":["Winged Warrior"],"name":"Redirecting Draft","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5536"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Archetype"],"id":"feat-5537","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Smooth Hover Free Action Source Howl of the Wild pg. 83 Archetype Winged Warrior Frequency once per hour Prerequisites Winged Warrior Dedication Trigger You’re airborne at the end of your turn. --- You remain airborne through sheer effort. You don't fall, even if you didn't use Fly or a similar action this turn.","feat":["Smooth Hover"],"skill_mod":{},"summary":"You remain airborne through sheer effort.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":12,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"trigger":"You’re airborne at the end of your turn.","resistance":{},"url":"/Feats.aspx?ID=5537","archetype":["Winged Warrior"],"name":"Smooth Hover","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5537"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5538","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Thunderous Landing Single Action Source Howl of the Wild pg. 83 Archetype Winged Warrior Prerequisites Winged Warrior Dedication Requirements You currently have a fly Speed and are airborne. --- You hurl away enemies with the force of your landing. You Fly and, if you end your movement on a solid surface, your landing sends out a shock wave of air. Each creature within 10 feet of your landing position must succeed at a Reflex save against your class DC or be pushed 10 feet away. This is forced movement.","feat":["Thunderous Landing"],"skill_mod":{},"summary":"You hurl away enemies with the force of your landing.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":12,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"requirement":"You currently have a fly Speed and are airborne.","resistance":{},"url":"/Feats.aspx?ID=5538","archetype":["Winged Warrior"],"name":"Thunderous Landing","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5538"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5539","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Bombing Run Two Actions Source Howl of the Wild pg. 83 Archetype Winged Warrior Prerequisites Winged Warrior Dedication Requirements You currently have a fly Speed. --- Using your elevation and speed to your advantage, you deliver aerial payloads with greater force. You Fly and can Interact to draw a bomb. At any point during your movement, you can also make a Strike with an alchemical bomb. The bomb deals its splash damage to every creature within 10 feet of the target.","feat":["Bombing Run"],"skill_mod":{},"summary":"Using your elevation and speed to your advantage, you deliver aerial payloads with greater force.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":14,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"requirement":"You currently have a fly Speed.","resistance":{},"url":"/Feats.aspx?ID=5539","archetype":["Winged Warrior"],"name":"Bombing Run","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5539"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-5540","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Cratering Drop Single Action Source Howl of the Wild pg. 83 Archetype Winged Warrior Prerequisites Pluck From the Sky Requirements Your previous action was Pluck from the Sky using a melee Strike, and the target failed or critically failed its saving throw. --- You follow up your enemy's fall, driving you both to the earth in a meteoric descent. You Fly straight down, increasing the amount the enemy falls by your Fly speed. If you reach the ground, you drive the enemy into the ground, dealing double the normal falling damage.","feat":["Cratering Drop"],"skill_mod":{},"summary":"You follow up your enemy's fall, driving you both to the earth in a meteoric descent.","primary_source":"Howl of the Wild","trait_group":["Feat"],"level":14,"prerequisite":"Pluck From the Sky","source_category":["Rulebooks"],"requirement":"Your previous action was Pluck from the Sky using a melee Strike, and the target failed or critically failed its saving throw.","resistance":{},"url":"/Feats.aspx?ID=5540","archetype":["Winged Warrior"],"name":"Cratering Drop","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5540"},{"primary_source_category":"Rulebooks","source":["Howl of the Wild"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Air","Archetype","Sonic"],"id":"feat-5541","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Sonic Strafe Two Actions Source Howl of the Wild pg. 83 Archetype Winged Warrior Frequency once per hour Prerequisites Winged Warrior Dedication Requirements You currently have a fly Speed. --- You can now achieve such flight speeds that your passage splits the very air. Fly twice. Any creature that is adjacent to you at any point during your movement takes 10d6 sonic damage (basic Fortitude save against your class DC). On a critical failure, the creature is also deafened for 1 hour.","feat":["Sonic Strafe"],"element":["Air"],"skill_mod":{},"summary":"You can now achieve such flight speeds that your passage splits the very air.","primary_source":"Howl of the Wild","trait_group":["Elemental","Planar","Monster","Feat","Energy"],"level":16,"prerequisite":"Winged Warrior Dedication","source_category":["Rulebooks"],"requirement":"You currently have a fly Speed.","resistance":{},"url":"/Feats.aspx?ID=5541","archetype":["Winged Warrior"],"name":"Sonic Strafe","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5541"},{"skill_mod":{},"summary":"You can create and implant grafts.","primary_source":"Howl of the Wild","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"prerequisite":"Expert in Medicine","source_category":["Rulebooks"],"source":["Howl of the Wild"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5542","weakness":{},"skill":["Medicine","Medicine"],"name":"Graft Technician","trait":["General","Skill"],"id":"feat-5542","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Graft Technician Source Howl of the Wild pg. 97 Prerequisites Expert in Medicine --- You can create and implant grafts. When you select this feat, you gain the formulas for four common grafts of 3rd level or lower. You gain a +1 circumstance bonus to Medicine checks to implant grafts. If you’re a master in Medicine, this bonus increases to +2.","category":"feat","pfs":"Standard","feat":["Graft Technician"],"rarity":"common","slug":"feat-5542"},{"skill_mod":{},"summary":"You can regain your energy quickly with a brief nap.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5543","frequency":"once per hour","weakness":{},"name":"Cat Nap","legacy_id":["feat-2314"],"trait":["Catfolk","Concentrate","Exploration"],"id":"feat-5543","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cat Nap Source Player Core 2 pg. 10 Frequency once per hour --- You can regain your energy quickly with a brief nap. You sleep for 10 minutes, after which you gain temporary Hit Points equal to your level that last for 1 hour.","category":"feat","pfs":"Standard","feat":["Cat Nap"],"rarity":"common","slug":"feat-5543"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1253"],"trait":["Catfolk","Fortune"],"id":"feat-5544","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cat's Luck Free Action Source Player Core 2 pg. 10 Frequency once per day Trigger You fail a Reflex saving throw --- You instinctively twist away from danger. Reroll the triggering saving throw and use the better result. Cat's Luck leads to... Luck of the Clowder, Lucky Break, Reliable Luck","feat":["Cat's Luck"],"skill_mod":{},"summary":"You instinctively twist away from danger.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon","Mechanics"],"level":1,"source_category":["Rulebooks"],"trigger":"You fail a Reflex saving throw","resistance":{},"url":"/Feats.aspx?ID=5544","name":"Cat's Luck","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5544"},{"skill_mod":{},"summary":"You have a habit of always being in the way when other creatures attempt to move.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5545","weakness":{},"name":"Catfolk Dance","legacy_id":["feat-2315"],"trait":["Catfolk"],"actions_number":2,"id":"feat-5545","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Catfolk Dance Single Action Source Player Core 2 pg. 10 --- You have a habit of always being in the way when other creatures attempt to move. Attempt an Acrobatics check against an adjacent creature's Reflex DC. Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is off-guard until the start of your next turn. Success The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Catfolk Dance"],"rarity":"common","slug":"feat-5545"},{"skill_mod":{},"summary":"Growing up among catfolk has taught you the traditional values of freedom, stewardship, and quick reactions to trouble.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5546","weakness":{},"name":"Catfolk Lore","legacy_id":["feat-1254"],"trait":["Catfolk"],"id":"feat-5546","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Catfolk Lore Source Player Core 2 pg. 10 --- Growing up among catfolk has taught you the traditional values of freedom, stewardship, and quick reactions to trouble. You gain the trained proficiency rank in Acrobatics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Catfolk Lore.","category":"feat","pfs":"Standard","feat":["Catfolk Lore"],"rarity":"common","slug":"feat-5546"},{"skill_mod":{},"summary":"You gain access to all uncommon weapons with the catfolk trait.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5547","weakness":{},"name":"Catfolk Weapon Familiarity","legacy_id":["feat-1255"],"trait":["Catfolk"],"id":"feat-5547","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Catfolk Weapon Familiarity Source Player Core 2 pg. 10 --- You gain access to all uncommon weapons with the catfolk trait. You have familiarity with weapons with the catfolk trait plus the kama, kukri, scimitar, and sickle—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Catfolk Weapon Familiarity"],"rarity":"common","slug":"feat-5547"},{"legacy_name":["Saberteeth"],"skill_mod":{},"summary":"You have long fangs, natural or augmented.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5548","weakness":{},"name":"Saber Teeth","legacy_id":["feat-2316"],"trait":["Catfolk"],"id":"feat-5548","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Saber Teeth Source Player Core 2 pg. 10 --- You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the unarmed trait.","category":"feat","pfs":"Standard","feat":["Saber Teeth"],"rarity":"common","slug":"feat-5548"},{"skill_mod":{},"summary":"You naturally adopt a pleasant and affable demeanor when meeting others.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5549","weakness":{},"name":"Well-Met Traveler","legacy_id":["feat-1256"],"trait":["Catfolk"],"id":"feat-5549","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Well-Met Traveler Source Player Core 2 pg. 10 --- You naturally adopt a pleasant and affable demeanor when meeting others. You are trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Hobnobber skill feat.","category":"feat","pfs":"Standard","feat":["Well-Met Traveler"],"rarity":"common","slug":"feat-5549"},{"skill_mod":{},"summary":"You can extend your claws to aid you in climbing.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5550","weakness":{},"name":"Climbing Claws","legacy_id":["feat-1258"],"trait":["Catfolk"],"id":"feat-5550","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Climbing Claws Source Player Core 2 pg. 10 --- You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet.","category":"feat","pfs":"Standard","feat":["Climbing Claws"],"rarity":"common","slug":"feat-5550"},{"skill_mod":{},"summary":"You can demonstrate how to quickly twist out of the way of dangerous effects.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5551","weakness":{},"name":"Graceful Guidance","legacy_id":["feat-2319"],"trait":["Catfolk"],"id":"feat-5551","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Graceful Guidance Source Player Core 2 pg. 10 --- You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the Aid reaction to grant a bonus to an ally's Reflex save. As usual for Aid, you need to prepare by using an action on your turn to encourage the ally.","category":"feat","pfs":"Standard","feat":["Graceful Guidance"],"rarity":"common","slug":"feat-5551"},{"skill_mod":{},"summary":"You can balance on your toes to step carefully over obstructions.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5552","weakness":{},"name":"Light Paws","legacy_id":["feat-1260"],"trait":["Catfolk"],"actions_number":4,"id":"feat-5552","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Light Paws Two Actions Source Player Core 2 pg. 10 --- You can balance on your toes to step carefully over obstructions. You Stride and then Step, or Step and then Stride, ignoring difficult terrain during this movement.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Light Paws"],"rarity":"common","slug":"feat-5552"},{"legacy_name":["Expanded Luck"],"skill_mod":{},"summary":"You are luckier even than most catfolk.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Cat's Luck","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5553","weakness":{},"name":"Lucky Break","legacy_id":["feat-2320","feat-1259"],"trait":["Catfolk"],"id":"feat-5553","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Lucky Break Source Player Core 2 pg. 10 Prerequisites Cat's Luck --- You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude saving throw, Will saving throw, Acrobatics check, or Athletics check in addition to Reflex saving throws. You still can use Cat's Luck only once per day.","category":"feat","pfs":"Standard","feat":["Lucky Break"],"rarity":"common","slug":"feat-5553"},{"skill_mod":{},"summary":"You avoid the attention of creatures focused on your allies.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5554","weakness":{},"name":"Pride Hunter","legacy_id":["feat-2321"],"trait":["Catfolk"],"id":"feat-5554","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Pride Hunter Source Player Core 2 pg. 10 --- You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to Hide.","category":"feat","pfs":"Standard","feat":["Pride Hunter"],"rarity":"common","slug":"feat-5554"},{"skill_mod":{},"summary":"Your powerful legs allow you to make sudden and dramatic leaps.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5555","weakness":{},"skill":["Athletics","Athletics"],"name":"Springing Leaper","legacy_id":["feat-1261"],"trait":["Catfolk"],"id":"feat-5555","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Springing Leaper Source Player Core 2 pg. 10 Prerequisites Expert in Athletics --- Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don't automatically fail Long Jumps for jumping in a different direction than your Stride.","category":"feat","pfs":"Standard","feat":["Springing Leaper"],"rarity":"common","slug":"feat-5555"},{"skill_mod":{},"summary":"You are fastidious about keeping clean.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5556","weakness":{},"name":"Well-Groomed","legacy_id":["feat-1265"],"trait":["Catfolk"],"id":"feat-5556","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Well-Groomed Source Player Core 2 pg. 10 --- You are fastidious about keeping clean. You gain a +2 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.","category":"feat","pfs":"Standard","feat":["Well-Groomed"],"rarity":"common","slug":"feat-5556"},{"skill_mod":{},"summary":"Your claws carry an irritant that is harmless to you but can be damaging to others.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon","Affliction"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"claw unarmed attack","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5557","weakness":{},"name":"Aggravating Scratch","legacy_id":["feat-1262"],"trait":["Catfolk","Disease"],"id":"feat-5557","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Aggravating Scratch Source Player Core 2 pg. 11 Prerequisites claw unarmed attack --- Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw Strikes deal an additional 1d4 persistent poison damage on a critical hit.","category":"feat","pfs":"Standard","feat":["Aggravating Scratch"],"rarity":"common","slug":"feat-5557"},{"skill_mod":{},"summary":"You can elude supernatural disaster.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5558","weakness":{},"name":"Evade Doom","legacy_id":["feat-2322"],"trait":["Catfolk"],"id":"feat-5558","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Evade Doom Source Player Core 2 pg. 11 --- You can elude supernatural disaster. When you would gain the doomed condition, you can attempt a DC 17 flat check. On a success, you don't gain the doomed condition. Evade Doom leads to... Ten Lives","category":"feat","pfs":"Standard","feat":["Evade Doom"],"rarity":"common","slug":"feat-5558"},{"legacy_name":["Shared Luck (Catfolk)"],"skill_mod":{},"summary":"When you use Cat's Luck to reroll, any creatures you choose within 10 feet who also just failed against the same effect (such as a single spell) can also reroll their saving throws and use the better result.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Cat's Luck","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5559","weakness":{},"name":"Luck of the Clowder","legacy_id":["feat-1263"],"trait":["Catfolk"],"id":"feat-5559","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Luck of the Clowder Source Player Core 2 pg. 11 Prerequisites Cat's Luck --- When you use Cat's Luck to reroll, any creatures you choose within 10 feet who also just failed against the same effect (such as a single spell) can also reroll their saving throws and use the better result.","category":"feat","pfs":"Standard","feat":["Luck of the Clowder"],"rarity":"common","slug":"feat-5559"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-2324"],"trait":["Catfolk"],"id":"feat-5560","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Predator's Growl Reaction Source Player Core 2 pg. 11 Prerequisites Expert in Intimidation Trigger You successfully Seek a hidden or undetected creature. --- You give a throaty growl to attempt to Demoralize a creature you just found. You don't take the –4 penalty for not sharing a language with the creature.","feat":["Predator's Growl"],"skill_mod":{},"summary":"You give a throaty growl to attempt to Demoralize a creature you just found.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"level":9,"prerequisite":"Expert in Intimidation","source_category":["Rulebooks"],"trigger":"You successfully Seek a hidden or undetected creature.","resistance":{},"url":"/Feats.aspx?ID=5560","name":"Predator's Growl","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5560"},{"skill_mod":{},"summary":"You Step, then Hide or Sneak .","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon","Mechanics"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5561","weakness":{},"name":"Silent Step","legacy_id":["feat-2326"],"trait":["Catfolk","Flourish"],"actions_number":2,"id":"feat-5561","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Silent Step Single Action Source Player Core 2 pg. 11 --- You Step, then Hide or Sneak. You still need to meet the requirements to Hide or Sneak, as normal.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Silent Step"],"rarity":"common","slug":"feat-5561"},{"skill_mod":{},"summary":"You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5562","weakness":{},"name":"Wary Skulker","legacy_id":["feat-1264"],"trait":["Catfolk"],"id":"feat-5562","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Wary Skulker Source Player Core 2 pg. 11 --- You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.","category":"feat","pfs":"Standard","feat":["Wary Skulker"],"rarity":"common","slug":"feat-5562"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1266"],"trait":["Catfolk","Misfortune","Occult"],"id":"feat-5563","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Black Cat Curse Reaction Source Player Core 2 pg. 11 Frequency once per day Trigger A creature within 30 feet you can see would succeed at a save. --- You hiss a spiteful curse. The target rerolls the triggering saving throw and use the worse result.","feat":["Black Cat Curse"],"skill_mod":{},"summary":"You hiss a spiteful curse.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon","Mechanics","Tradition"],"level":13,"source_category":["Rulebooks"],"trigger":"A creature within 30 feet you can see would succeed at a save.","resistance":{},"url":"/Feats.aspx?ID=5563","name":"Black Cat Curse","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5563"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1267"],"trait":["Auditory","Catfolk","Concentrate","Emotion","Mental"],"id":"feat-5564","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Caterwaul Reaction Source Player Core 2 pg. 11 Frequency once per day Trigger An ally within 30 feet would be reduced to 0 HP but not immediately killed. --- You give a daring yowl, calling your companion back from the brink of unconsciousness. Your ally isn't knocked out and remains at 1 Hit Point. Their wounded condition still increases by 1 as though they had been dying and recovered.","feat":["Caterwaul"],"skill_mod":{},"summary":"You give a daring yowl, calling your companion back from the brink of unconsciousness.","primary_source":"Player Core 2","trait_group":["Sense","Monster","Ancestry","Weapon","Mechanics"],"level":13,"source_category":["Rulebooks"],"trigger":"An ally within 30 feet would be reduced to 0 HP but not immediately killed.","resistance":{},"url":"/Feats.aspx?ID=5564","name":"Caterwaul","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5564"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2328"],"trait":["Catfolk"],"id":"feat-5565","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Elude Trouble Reaction Source Player Core 2 pg. 11 Trigger A creature missed you with a melee attack. --- Stride up to your Speed. This movement doesn't trigger reactions from the creature that missed you.","feat":["Elude Trouble"],"skill_mod":{},"summary":"Stride up to your Speed.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"level":17,"source_category":["Rulebooks"],"trigger":"A creature missed you with a melee attack.","resistance":{},"url":"/Feats.aspx?ID=5565","name":"Elude Trouble","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5565"},{"skill_mod":{},"summary":"You survive danger with surprising regularity.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Cat's Luck","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5566","weakness":{},"name":"Reliable Luck","legacy_id":["feat-1269"],"trait":["Catfolk"],"id":"feat-5566","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Reliable Luck Source Player Core 2 pg. 11 Prerequisites Cat's Luck --- You survive danger with surprising regularity. You can use Cat's Luck once per hour, rather than once per day.","category":"feat","pfs":"Standard","feat":["Reliable Luck"],"rarity":"common","slug":"feat-5566"},{"skill_mod":{},"summary":"When your character would die, you can attempt a DC 17 flat check.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Evade Doom","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5567","weakness":{},"name":"Ten Lives","legacy_id":["feat-2329"],"trait":["Catfolk"],"id":"feat-5567","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Ten Lives Source Player Core 2 pg. 11 Prerequisites Evade Doom --- When your character would die, you can attempt a DC 17 flat check. On a success, you're instead reduced to 0 HP and a dying value 1 less than what would normally kill you (typically dying 3). This doesn't change the result for any other creature affected.","category":"feat","pfs":"Standard","feat":["Ten Lives"],"rarity":"common","slug":"feat-5567"},{"skill_mod":{},"summary":"You gain the Alchemical Crafting feat.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5568","weakness":{},"name":"Alchemical Scholar","legacy_id":["feat-1024"],"trait":["Hobgoblin"],"id":"feat-5568","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alchemical Scholar Source Player Core 2 pg. 14 --- You gain the Alchemical Crafting feat. If you would automatically gain that feat (from your background or the alchemist class, for example), you instead gain a different 1st-level Crafting skill feat. Add an additional common 1st-level alchemical formula to your formula book when you take this feat. Each time you gain a level beyond 1st, add one common alchemical formula of that level to your formula book.","category":"feat","pfs":"Standard","feat":["Alchemical Scholar"],"rarity":"common","slug":"feat-5568"},{"skill_mod":{},"summary":"The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5569","weakness":{},"name":"Cantorian Reinforcement","legacy_id":["feat-2367"],"trait":["Hobgoblin"],"id":"feat-5569","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cantorian Reinforcement Source Player Core 2 pg. 14 --- The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.","category":"feat","pfs":"Standard","feat":["Cantorian Reinforcement"],"rarity":"common","slug":"feat-5569"},{"skill_mod":{},"summary":"You've studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5570","weakness":{},"name":"Hobgoblin Lore","legacy_id":["feat-1025"],"trait":["Hobgoblin"],"id":"feat-5570","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hobgoblin Lore Source Player Core 2 pg. 14 --- You've studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You gain the trained proficiency rank in Athletics and Crafting. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Additional Lore general feat for Hobgoblin Lore.","category":"feat","pfs":"Standard","feat":["Hobgoblin Lore"],"rarity":"common","slug":"feat-5570"},{"skill_mod":{},"summary":"You gain access to all uncommon weapons with the hobgoblin trait.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5571","weakness":{},"name":"Hobgoblin Weapon Familiarity","legacy_id":["feat-1026"],"trait":["Hobgoblin"],"id":"feat-5571","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hobgoblin Weapon Familiarity Source Player Core 2 pg. 14 --- You gain access to all uncommon weapons with the hobgoblin trait. You have familiarity with weapons with the hobgoblin trait plus the composite longbow, composite shortbow, glaive, longbow, longsword, and shortbow—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Hobgoblin Weapon Familiarity"],"rarity":"common","slug":"feat-5571"},{"legacy_name":["Leech-Clipper"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1027"],"trait":["Hobgoblin"],"id":"feat-5572","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Leech-Clip Two Actions Source Player Core 2 pg. 14 --- You are trained to capture deserters, or “leeches.” Make a melee Strike with weapon from the flail group. On a hit, the target takes a –10-foot status penalty to its Speed (or a –15-foot status penalty on a critical hit). The penalty lasts for 1 round. It applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet.","feat":["Leech-Clip"],"skill_mod":{},"summary":"You are trained to capture deserters, or “leeches.” Make a melee Strike with weapon from the flail group.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5572","name":"Leech-Clip","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5572"},{"skill_mod":{},"summary":"You're skilled at beating an enemy when their morale is already breaking.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5573","weakness":{},"name":"Remorseless Lash","legacy_id":["feat-1028"],"trait":["Hobgoblin"],"id":"feat-5573","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Remorseless Lash Source Player Core 2 pg. 14 --- You're skilled at beating an enemy when their morale is already breaking. When you succeed at a melee weapon Strike against a frightened enemy, that enemy can't reduce their frightened condition below 1 until the beginning of your next turn.","category":"feat","pfs":"Standard","feat":["Remorseless Lash"],"rarity":"common","slug":"feat-5573"},{"skill_mod":{},"summary":"Stealth is an important tool in your arsenal.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5574","weakness":{},"name":"Sneaky","legacy_id":["feat-2368"],"trait":["Hobgoblin"],"id":"feat-5574","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sneaky Source Player Core 2 pg. 14 --- Stealth is an important tool in your arsenal. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.","category":"feat","pfs":"Standard","feat":["Sneaky"],"rarity":"common","slug":"feat-5574"},{"skill_mod":{},"summary":"You've mastered the art of composure, even in the face of fear.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5575","weakness":{},"name":"Stone Face","legacy_id":["feat-2369"],"trait":["Hobgoblin"],"id":"feat-5575","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stone Face Source Player Core 2 pg. 14 --- You've mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against effects with the fear trait and a +2 circumstance bonus to your Will DC against Intimidation skill actions, such as Demoralize.","category":"feat","pfs":"Standard","feat":["Stone Face"],"rarity":"common","slug":"feat-5575"},{"skill_mod":{},"summary":"You can withstand blood loss startlingly well.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5576","weakness":{},"name":"Vigorous Health","legacy_id":["feat-1029"],"trait":["Hobgoblin"],"id":"feat-5576","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vigorous Health Source Player Core 2 pg. 14 --- You can withstand blood loss startlingly well. Whenever you would gain the drained condition, you can attempt a DC 17 flat check. On a success, you don't gain the drained condition.","category":"feat","pfs":"Standard","feat":["Vigorous Health"],"rarity":"common","slug":"feat-5576"},{"skill_mod":{},"summary":"When you terrorize your enemies, you also cause them painful mental distress.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5577","weakness":{},"name":"Agonizing Rebuke","legacy_id":["feat-1030"],"trait":["Hobgoblin"],"id":"feat-5577","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Agonizing Rebuke Source Player Core 2 pg. 14 --- When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize an enemy, that enemy takes 1d4 mental damage at the start of each of its turns. This effect ends if the creature loses the frightened condition, if it is more than 30 feet away from you, or if 1 minute passes, whichever comes first. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4.","category":"feat","pfs":"Standard","feat":["Agonizing Rebuke"],"rarity":"common","slug":"feat-5577"},{"skill_mod":{},"summary":"While exploring, when you are leading and allies are Following the Expert , instead of granting a +2 circumstance bonus in the applicable skill, you grant a +3 circumstance bonus if you're an expert and a +4 circumstance bonus if you're a master.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5578","weakness":{},"name":"Expert Drill Sergeant","legacy_id":["feat-1031"],"trait":["Hobgoblin"],"id":"feat-5578","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Expert Drill Sergeant Source Player Core 2 pg. 14 --- While exploring, when you are leading and allies are Following the Expert, instead of granting a +2 circumstance bonus in the applicable skill, you grant a +3 circumstance bonus if you're an expert and a +4 circumstance bonus if you're a master.","category":"feat","pfs":"Standard","feat":["Expert Drill Sergeant"],"rarity":"common","slug":"feat-5578"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2370"],"trait":["Hobgoblin"],"id":"feat-5579","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Recognize Ambush Free Action Source Player Core 2 pg. 14 Trigger You roll initiative. --- Your combat training has honed you to be ready for an attack at all times. You Interact to draw a weapon.","feat":["Recognize Ambush"],"skill_mod":{},"summary":"Your combat training has honed you to be ready for an attack at all times.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"level":5,"source_category":["Rulebooks"],"trigger":"You roll initiative.","resistance":{},"url":"/Feats.aspx?ID=5579","name":"Recognize Ambush","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5579"},{"skill_mod":{},"summary":"Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5580","weakness":{},"name":"Runtsage","legacy_id":["feat-2371"],"trait":["Hobgoblin"],"id":"feat-5580","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Runtsage Source Player Core 2 pg. 14 --- Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions. You gain the Adopted Ancestry general feat and must select goblin as the feat's chosen ancestry. You also gain one 1st-level goblin ancestry feat.","category":"feat","pfs":"Standard","feat":["Runtsage"],"rarity":"common","slug":"feat-5580"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2372"],"trait":["Healing","Hobgoblin","Vitality","Positive"],"id":"feat-5581","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Cantorian Rejuvenation Two Actions Source Player Core 2 pg. 15 Frequency once per day --- The life-giving energy that flows in your blood revitalizes you. You recover 4d6 Hit Points and gain 10 temporary Hit Points for 1 minute. At 15th level, you instead recover 6d6 HP and gain 15 temporary HP.","feat":["Cantorian Rejuvenation"],"skill_mod":{},"summary":"The life-giving energy that flows in your blood revitalizes you.","primary_source":"Player Core 2","trait_group":["Mechanics","Monster","Ancestry","Energy","Planar","Creature Type"],"level":9,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5581","name":"Cantorian Rejuvenation","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5581"},{"skill_mod":{},"summary":"You have trained with your animal companion to become a terrifying juggernaut on the battlefield.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"animal companion","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5582","weakness":{},"name":"Fell Rider","legacy_id":["feat-2373"],"trait":["Hobgoblin"],"id":"feat-5582","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fell Rider Source Player Core 2 pg. 15 Prerequisites animal companion --- You have trained with your animal companion to become a terrifying juggernaut on the battlefield. Your animal companion becomes trained in Intimidation. If your animal companion uses Support while serving as your mount, it grants you the effects of the Aid reaction on your first Intimidation check to Demoralize on the same turn, even though it can't take reactions.","category":"feat","pfs":"Standard","feat":["Fell Rider"],"rarity":"common","slug":"feat-5582"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1034"],"trait":["Auditory","Emotion","Hobgoblin","Mental"],"id":"feat-5583","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Pride in Arms Reaction Source Player Core 2 pg. 15 Trigger An ally within 30 feet brings an enemy to 0 Hit Points. --- With a shout of triumph, you grant inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier until the end of their next turn.","feat":["Pride in Arms"],"skill_mod":{},"summary":"With a shout of triumph, you grant inspiration to an ally fight on.","primary_source":"Player Core 2","trait_group":["Sense","Mechanics","Monster","Ancestry"],"level":9,"source_category":["Rulebooks"],"trigger":"An ally within 30 feet brings an enemy to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=5583","name":"Pride in Arms","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5583"},{"skill_mod":{},"summary":"You are adept at working with your allies to surround an enemy.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5584","weakness":{},"name":"Squad Tactics","legacy_id":["feat-2374"],"trait":["Hobgoblin"],"id":"feat-5584","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Squad Tactics Source Player Core 2 pg. 15 --- You are adept at working with your allies to surround an enemy. If an enemy is within reach of you and at least two of your allies, that enemy is off-guard to you.","category":"feat","pfs":"Standard","feat":["Squad Tactics"],"rarity":"common","slug":"feat-5584"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2375"],"trait":["Auditory","Hobgoblin","Manipulate"],"id":"feat-5585","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Can't Fall Here Reaction Source Player Core 2 pg. 15 Frequency once per day Trigger An adjacent and willing ally would be reduced to 0 HP but not killed. --- You physically help an ally remain standing and encourage them to push through their pain against dire odds. Your ally doesn't fall unconscious and remains at 1 Hit Point. The ally also gains a number of temporary Hit Points equal to your level that last for 1 minute. Fighting onward with such an injury isn't without consequence; your ally's wounded condition increases by 1.","feat":["Can't Fall Here"],"skill_mod":{},"summary":"You physically help an ally remain standing and encourage them to push through their pain against dire odds.","primary_source":"Player Core 2","trait_group":["Sense","Monster","Ancestry","Mechanics"],"level":13,"source_category":["Rulebooks"],"trigger":"An adjacent and willing ally would be reduced to 0 HP but not killed.","resistance":{},"url":"/Feats.aspx?ID=5585","name":"Can't Fall Here","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5585"},{"skill_mod":{},"summary":"You have extensive training in remote environments, allowing you to move through these areas easily.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5586","weakness":{},"name":"War Conditioning","legacy_id":["feat-2376"],"trait":["Hobgoblin"],"id":"feat-5586","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > War Conditioning Source Player Core 2 pg. 15 --- You have extensive training in remote environments, allowing you to move through these areas easily. When you gain this feat, you can choose to gain either a climb Speed of 20 feet or a swim Speed of 20 feet.","category":"feat","pfs":"Standard","feat":["War Conditioning"],"rarity":"common","slug":"feat-5586"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2378"],"trait":["Healing","Hobgoblin","Vitality","Positive"],"id":"feat-5587","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Cantorian Restoration Reaction Source Player Core 2 pg. 15 Frequency once per day Trigger A living creature within 60 feet would die. --- The energy that flows in your blood can save a life in the direst of times. You prevent the creature from dying and restore 6d8 + your Constitution modifier Hit Points to it. You can't use Cantorian Restoration if the triggering effect was a death effect or an effect that leaves no remains, such as disintegrate .","feat":["Cantorian Restoration"],"skill_mod":{},"summary":"The energy that flows in your blood can save a life in the direst of times.","primary_source":"Player Core 2","trait_group":["Mechanics","Monster","Ancestry","Energy","Planar","Creature Type"],"level":17,"source_category":["Rulebooks"],"trigger":"A living creature within 60 feet would die.","resistance":{},"url":"/Feats.aspx?ID=5587","name":"Cantorian Restoration","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5587"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2379"],"trait":["Auditory","Hobgoblin"],"id":"feat-5588","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Rallying Cry Two Actions Source Player Core 2 pg. 15 Frequency once per day --- You call out to your allies and push them to give their all in combat. All allies in a 30-foot emanation that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become quickened for 1 minute but can use the extra action only to Step, Stride, or Strike.","feat":["Rallying Cry"],"skill_mod":{},"summary":"You call out to your allies and push them to give their all in combat.","primary_source":"Player Core 2","trait_group":["Sense","Monster","Ancestry"],"level":17,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5588","name":"Rallying Cry","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5588"},{"skill_mod":{},"summary":"You keep the bone of an ancestor or a friend to call upon for advice.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5589","frequency":"once per day","weakness":{},"name":"Ask the Bones","trait":["Kholo","Gnoll"],"actions_number":0,"id":"feat-5589","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ask the Bones Free Action Source Player Core 2 pg. 18 Frequency once per day --- You keep the bone of an ancestor or a friend to call upon for advice. Attempt to Recall Knowledge. If the bones belonged to a person particularly knowledgeable on the subject, you gain a +1 circumstance bonus to your check.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Ask the Bones"],"rarity":"common","slug":"feat-5589"},{"skill_mod":{},"summary":"Your jaws can crush bone and bite through armor.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5590","weakness":{},"name":"Crunch","legacy_id":["feat-2790"],"trait":["Kholo","Gnoll"],"id":"feat-5590","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crunch Source Player Core 2 pg. 18 --- Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals 1d8 piercing damage instead of 1d6 and gains the grapple trait.","category":"feat","pfs":"Standard","feat":["Crunch"],"rarity":"common","slug":"feat-5590"},{"skill_mod":{},"summary":"Hyenas serve kholo as pets and trackers.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5591","weakness":{},"name":"Hyena Familiar","legacy_id":["feat-2793"],"trait":["Kholo","Gnoll"],"id":"feat-5591","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hyena Familiar Source Player Core 2 pg. 18 --- Hyenas serve kholo as pets and trackers. Some kholos, such as yourself, draw the attention of smaller hyenas that are vessels for magical spirits. You gain a Tiny hyena as a familiar.","category":"feat","pfs":"Standard","feat":["Hyena Familiar"],"rarity":"common","slug":"feat-5591"},{"legacy_name":["Gnoll Lore"],"skill_mod":{},"summary":"You paid close attention to the senior hunters in your clan to learn their tricks.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5592","weakness":{},"name":"Kholo Lore","legacy_id":["feat-2791"],"trait":["Kholo","Gnoll"],"id":"feat-5592","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kholo Lore Source Player Core 2 pg. 18 --- You paid close attention to the senior hunters in your clan to learn their tricks. You gain the trained proficiency rank in Stealth and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Kholo Lore.","category":"feat","pfs":"Standard","feat":["Kholo Lore"],"rarity":"common","slug":"feat-5592"},{"legacy_name":["Gnoll Weapon Familiarity"],"skill_mod":{},"summary":"You gain access to all uncommon weapons with the kholo trait.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5593","weakness":{},"name":"Kholo Weapon Familiarity","legacy_id":["feat-2792"],"trait":["Kholo","Gnoll"],"id":"feat-5593","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kholo Weapon Familiarity Source Player Core 2 pg. 18 --- You gain access to all uncommon weapons with the kholo trait. You have familiarity with weapons with the kholo trait plus the flail, khopesh, mambele, and war flail—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Kholo Weapon Familiarity"],"rarity":"common","slug":"feat-5593"},{"skill_mod":{},"summary":"You were taught how to hunt as part of a pack.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5594","weakness":{},"name":"Pack Hunter","legacy_id":["feat-2794"],"trait":["Kholo","Gnoll"],"id":"feat-5594","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pack Hunter Source Player Core 2 pg. 18 --- You were taught how to hunt as part of a pack. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you.","category":"feat","pfs":"Standard","feat":["Pack Hunter"],"rarity":"common","slug":"feat-5594"},{"skill_mod":{},"summary":"Your large black nose isn't just for show.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5595","weakness":{},"name":"Sensitive Nose","legacy_id":["feat-2795"],"trait":["Kholo","Gnoll"],"id":"feat-5595","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Sensitive Nose Source Player Core 2 pg. 18 --- Your large black nose isn't just for show. You can pick up on the faintest scents near you and track them down. You gain imprecise scent with a range of 30 feet. Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Sensitive Nose"],"rarity":"common","slug":"feat-5595"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Kholo","Uncommon","Gnoll"],"id":"feat-5596","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Absorb Strength Single Action Source Player Core 2 pg. 18 Frequency once per hour Trigger You are adjacent to an enemy's corpse who has been dead for no longer than 1 minute. --- You consume a piece of your enemy, absorbing their strength. You gain temporary Hit Points equal to the enemy's level that last for 1 minute.","feat":["Absorb Strength"],"skill_mod":{},"summary":"You consume a piece of your enemy, absorbing their strength.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Rarity"],"level":5,"source_category":["Rulebooks"],"trigger":"You are adjacent to an enemy's corpse who has been dead for no longer than 1 minute.","resistance":{},"url":"/Feats.aspx?ID=5596","name":"Absorb Strength","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"uncommon","slug":"feat-5596"},{"skill_mod":{},"summary":"It takes a very brave person to enter the laughter-haunted forest where you dwell.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Witch Kholo heritage","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5597","weakness":{},"name":"Distant Cackle","legacy_id":["feat-2796"],"trait":["Kholo","Gnoll"],"id":"feat-5597","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Distant Cackle Source Player Core 2 pg. 18 Prerequisites Witch Kholo heritage --- It takes a very brave person to enter the laughter-haunted forest where you dwell. You can cast ventriloquism once per day as a 1st-rank occult innate spell.","category":"feat","pfs":"Standard","feat":["Distant Cackle"],"rarity":"common","slug":"feat-5597"},{"skill_mod":{},"summary":"Ambushes are an honored kholo tradition.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5598","weakness":{},"skill":["Stealth","Stealth"],"name":"Pack Stalker","legacy_id":["feat-2798"],"trait":["Kholo","Gnoll"],"id":"feat-5598","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Pack Stalker Source Player Core 2 pg. 18 Prerequisites Expert in Stealth --- Ambushes are an honored kholo tradition. You gain the Terrain Stalker feat and can extend its effects to a single ally so long as they remain within 10 feet of you. If you have master proficiency in Stealth, you can extend the effect to two allies. If you have legendary proficiency in Stealth, you can extend it to four allies.","category":"feat","pfs":"Standard","feat":["Pack Stalker"],"rarity":"common","slug":"feat-5598"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Flourish","Kholo","Gnoll"],"id":"feat-5599","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Rabid Sprint Two Actions Source Player Core 2 pg. 18 Prerequisites Dog Kholo heritage Requirements You have both your hands free. --- You run on all fours as fast as you can. Stride three times.","feat":["Rabid Sprint"],"skill_mod":{},"summary":"You run on all fours as fast as you can.","primary_source":"Player Core 2","trait_group":["Mechanics","Monster","Ancestry"],"level":5,"prerequisite":"Dog Kholo heritage","source_category":["Rulebooks"],"requirement":"You have both your hands free.","resistance":{},"url":"/Feats.aspx?ID=5599","name":"Rabid Sprint","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5599"},{"skill_mod":{},"summary":"Your diet has strengthened you against diseases and poisons.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5600","weakness":{},"name":"Affliction Resistance","trait":["Kholo","Gnoll"],"id":"feat-5600","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Affliction Resistance Source Player Core 2 pg. 18 --- Your diet has strengthened you against diseases and poisons. You gain a +1 circumstance bonus to saving throws against diseases and poisons. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.","category":"feat","pfs":"Standard","feat":["Affliction Resistance"],"rarity":"common","slug":"feat-5600"},{"skill_mod":{},"summary":"It's said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5601","frequency":"once per hour","weakness":{},"name":"Left-hand Blood","trait":["Kholo","Gnoll"],"actions_number":2,"id":"feat-5601","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Left-hand Blood Single Action Source Player Core 2 pg. 18 Frequency once per hour --- It's said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous. You deal 1 slashing damage to yourself to poison a weapon you are holding. If you hit with the weapon and deal damage, the target also takes 1d4 persistent poison damage. The poison on your weapon becomes inert after you hit, or at the end of your next turn, whichever comes first.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Left-hand Blood"],"rarity":"common","slug":"feat-5601"},{"legacy_name":["Right-Hand Blood"],"skill_mod":{},"summary":"It's said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5602","weakness":{},"name":"Right-hand Blood","legacy_id":["feat-2799"],"trait":["Kholo","Gnoll"],"id":"feat-5602","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Right-hand Blood Source Player Core 2 pg. 19 --- It's said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous. You can deal 1 slashing damage to yourself to feed someone blood from your right side and Administer First Aid or take 2d8 damage to Treat Disease or Treat Wounds; in either case, you don't need a healer's toolkit, and you gain a +1 item bonus to your check. Blood from your left side causes the check to critically fail automatically.","category":"feat","pfs":"Standard","feat":["Right-hand Blood"],"rarity":"common","slug":"feat-5602"},{"skill_mod":{},"summary":"You are always searching for the perfect opportunity to ambush your enemies.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5603","weakness":{},"name":"Ambush Hunter","trait":["Kholo","Gnoll"],"id":"feat-5603","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ambush Hunter Source Player Core 2 pg. 19 --- You are always searching for the perfect opportunity to ambush your enemies. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.","category":"feat","pfs":"Standard","feat":["Ambush Hunter"],"rarity":"common","slug":"feat-5603"},{"skill_mod":{},"summary":"You smell of honey and savory things.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Sweetbreath Kholo heritage","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5604","weakness":{},"name":"Breath Like Honey","legacy_id":["feat-2800"],"trait":["Kholo","Gnoll"],"id":"feat-5604","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Breath Like Honey Source Player Core 2 pg. 19 Prerequisites Sweetbreath Kholo heritage --- You smell of honey and savory things. Your circumstance bonus to checks to Make an Impression if the target can smell your breath increases to +2. In addition, you can cast enthrall as a 3rd-rank occult innate spell once per day, except the spell has a range of 30 feet and the olfactory trait instead of the auditory trait. Targets don't gain any circumstance bonus for disagreeing with you.","category":"feat","pfs":"Standard","feat":["Breath Like Honey"],"rarity":"common","slug":"feat-5604"},{"skill_mod":{},"summary":"You carry the bones of your ancestors with you, and you can ask them for counsel.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5605","weakness":{},"name":"Grandmother's Wisdom","legacy_id":["feat-2801"],"trait":["Kholo","Gnoll"],"id":"feat-5605","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Grandmother's Wisdom Source Player Core 2 pg. 19 --- You carry the bones of your ancestors with you, and you can ask them for counsel. You can cast augury twice per day as a 2nd-rank occult innate spell.","category":"feat","pfs":"Standard","feat":["Grandmother's Wisdom"],"rarity":"common","slug":"feat-5605"},{"legacy_name":["Laughing Gnoll"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-2802"],"trait":["Kholo","Gnoll"],"id":"feat-5606","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Laughing Kholo Source Player Core 2 pg. 19 Prerequisites Master in Intimidation --- Your sinister giggle is a sound of warning and threat. You gain the Battle Cry skill feat. You don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. Laughing Kholo leads to... Legendary Laugh","feat":["Laughing Kholo"],"skill_mod":{},"summary":"Your sinister giggle is a sound of warning and threat.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"level":9,"prerequisite":"Master in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5606","name":"Laughing Kholo","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5606"},{"skill_mod":{},"summary":"You transform into an enormous, otherworldly hyena.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5607","weakness":{},"name":"Ancestor's Rage","legacy_id":["feat-2803"],"trait":["Kholo","Gnoll"],"id":"feat-5607","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Ancestor's Rage Source Player Core 2 pg. 19 --- You transform into an enormous, otherworldly hyena. You can cast animal form (canine form only) once per day as a 5th-rank occult innate spell.","category":"feat","pfs":"Standard","feat":["Ancestor's Rage"],"rarity":"common","slug":"feat-5607"},{"skill_mod":{},"summary":"Whenever an enemy starts its turn adjacent to you, it must attempt a Will saving throw against your class DC or spell DC, whichever is highest.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5608","weakness":{},"name":"Bonekeeper's Bane","trait":["Kholo","Gnoll"],"id":"feat-5608","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Bonekeeper's Bane Source Player Core 2 pg. 19 --- Whenever an enemy starts its turn adjacent to you, it must attempt a Will saving throw against your class DC or spell DC, whichever is highest. On a failure, the enemy takes a –1 status penalty to attack rolls and skill checks for as long as it remains adjacent to you. Regardless of the result of its save, the creature is then temporarily immune to bonekeeper's bane for 24 hours.","category":"feat","pfs":"Standard","feat":["Bonekeeper's Bane"],"rarity":"common","slug":"feat-5608"},{"skill_mod":{},"summary":"Whenever you successfully Strike a creature that has not acted in the first round of combat, that creature is off-guard until the end of your next turn.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5609","weakness":{},"name":"First to Strike, First to Fall","trait":["Kholo","Gnoll"],"id":"feat-5609","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > First to Strike, First to Fall Source Player Core 2 pg. 19 --- Whenever you successfully Strike a creature that has not acted in the first round of combat, that creature is off-guard until the end of your next turn. If that creature is reduced to 0 Hit Points before the end of your next turn, you and all allies within 30 feet of the creature become quickened until the end of your next turn. You can use the extra action only to Step, Stride, or Strike.","category":"feat","pfs":"Standard","feat":["First to Strike, First to Fall"],"rarity":"common","slug":"feat-5609"},{"skill_mod":{},"summary":"Once per day, you can cast impaling spike as a 7th-rank innate occult spell, except the spike is made of bone instead of cold iron.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5610","weakness":{},"name":"Impaling Bone","trait":["Kholo","Gnoll"],"id":"feat-5610","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Impaling Bone Source Player Core 2 pg. 19 --- Once per day, you can cast impaling spike as a 7th-rank innate occult spell, except the spike is made of bone instead of cold iron. The bone from the spell has the effects of the ghost touch property rune and can immobilize incorporeal creatures as if they were corporeal.","category":"feat","pfs":"Standard","feat":["Impaling Bone"],"rarity":"common","slug":"feat-5610"},{"skill_mod":{},"summary":"Your laugher echoes in the minds of your enemies.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Laughing Kholo","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5611","weakness":{},"name":"Legendary Laugh","trait":["Kholo","Gnoll"],"id":"feat-5611","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Legendary Laugh Source Player Core 2 pg. 19 Prerequisites Laughing Kholo --- Your laugher echoes in the minds of your enemies. You can Demoralize creatures up to 60 feet away. Additionally, whenever you successfully Demoralize a creature, it takes 3d8 mental damage (or 6d8 mental damage on a critical success).","category":"feat","pfs":"Standard","feat":["Legendary Laugh"],"rarity":"common","slug":"feat-5611"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1270"],"trait":["Emotion","Kobold","Mental","Visual"],"id":"feat-5612","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cringe Reaction Source Player Core 2 pg. 22 Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you. --- With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.","feat":["Cringe"],"skill_mod":{},"summary":"With pitiful posturing, you cause your foe to pull back a deadly attack.","primary_source":"Player Core 2","trait_group":["Mechanics","Monster","Ancestry","Weapon","Sense"],"level":1,"source_category":["Rulebooks"],"trigger":"A creature you are aware of critically succeeds on a Strike against you and would deal damage to you.","resistance":{},"url":"/Feats.aspx?ID=5612","name":"Cringe","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5612"},{"skill_mod":{},"summary":"As kin to dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes).","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Dragonscaled Kobold heritage","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5613","weakness":{},"name":"Dragon's Presence","legacy_id":["feat-1271"],"trait":["Kobold"],"id":"feat-5613","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dragon's Presence Source Player Core 2 pg. 22 Prerequisites Dragonscaled Kobold heritage --- As kin to dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes). When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead. In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check.","category":"feat","pfs":"Standard","feat":["Dragon's Presence"],"rarity":"common","slug":"feat-5613"},{"skill_mod":{},"summary":"You attentively learned key kobold survival strategies from your elders.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5614","weakness":{},"name":"Kobold Lore","legacy_id":["feat-1273"],"trait":["Kobold"],"id":"feat-5614","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kobold Lore Source Player Core 2 pg. 22 --- You attentively learned key kobold survival strategies from your elders. You gain the trained proficiency rank in Stealth and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Kobold Lore.","category":"feat","pfs":"Standard","feat":["Kobold Lore"],"rarity":"common","slug":"feat-5614"},{"skill_mod":{},"summary":"You gain access to all uncommon weapons with the kobold trait.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5615","weakness":{},"name":"Kobold Weapon Familiarity","legacy_id":["feat-2381"],"trait":["Kobold"],"id":"feat-5615","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Kobold Weapon Familiarity Source Player Core 2 pg. 22 --- You gain access to all uncommon weapons with the kobold trait. You have familiarity with weapons with the kobold trait plus the greatpick, light pick, and pick—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Kobold Weapon Familiarity"],"rarity":"common","slug":"feat-5615"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1274"],"trait":["Kobold"],"id":"feat-5616","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scamper Single Action Source Player Core 2 pg. 22 Requirements You are adjacent to at least one enemy. --- You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy.","feat":["Scamper"],"skill_mod":{},"summary":"You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"requirement":"You are adjacent to at least one enemy.","resistance":{},"url":"/Feats.aspx?ID=5616","name":"Scamper","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5616"},{"skill_mod":{},"summary":"You are adept at the time-honored kobold art of making traps.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5617","weakness":{},"skill":["Crafting","Crafting"],"name":"Snare Setter","legacy_id":["feat-1275"],"trait":["Kobold"],"id":"feat-5617","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Snare Setter Source Player Core 2 pg. 22 Prerequisites Trained in Crafting --- You are adept at the time-honored kobold art of making traps. You gain the trained proficiency in Crafting. If you were already trained in Crafting, you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares. You gain the Snare Crafting feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares.","category":"feat","pfs":"Standard","feat":["Snare Setter"],"rarity":"common","slug":"feat-5617"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1276"],"trait":["Fortune","Kobold"],"id":"feat-5618","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ally's Shelter Reaction Source Player Core 2 pg. 22 Frequency once per day Trigger You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet. --- You follow your allies' example. Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own.","feat":["Ally's Shelter"],"skill_mod":{},"summary":"You follow your allies' example.","primary_source":"Player Core 2","trait_group":["Mechanics","Monster","Ancestry","Weapon"],"level":5,"source_category":["Rulebooks"],"trigger":"You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet.","resistance":{},"url":"/Feats.aspx?ID=5618","name":"Ally's Shelter","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5618"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-1277"],"trait":["Auditory","Concentrate","Emotion","Kobold","Mental"],"id":"feat-5619","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Grovel Single Action Source Player Core 2 pg. 22 Prerequisites Trained in Deception --- You convince your foe you're less of a threat. You attempt to Feint against a creature. Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.","feat":["Grovel"],"skill_mod":{},"summary":"You convince your foe you're less of a threat.","primary_source":"Player Core 2","trait_group":["Sense","Mechanics","Monster","Ancestry","Weapon"],"level":5,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5619","name":"Grovel","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5619"},{"skill_mod":{},"summary":"If the snare normally takes 1 minute to Craft , you can Craft it with 3 Interact actions instead.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Snare Crafting; Expert in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5620","weakness":{},"skill":["Crafting","Crafting"],"name":"Snare Genius","legacy_id":["feat-1278"],"trait":["Kobold"],"id":"feat-5620","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Snare Genius Source Player Core 2 pg. 22 Prerequisites Snare Crafting; Expert in Crafting --- If the snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions instead. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment (increasing to four snares if you're a master in Crafting and five if you're legendary). Snares prepared in this way don't cost you any resources to Craft. When a creature critically fails its saving throw against and takes damage from the initial effect of a snare you Crafted and deployed, that creature is off-guard until the end of its next turn.","category":"feat","pfs":"Standard","feat":["Snare Genius"],"rarity":"common","slug":"feat-5620"},{"skill_mod":{},"summary":"Through the lingering influence of your warren's patron, you've sprouted a small set of wings.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5621","weakness":{},"name":"Winglets","legacy_id":["feat-2384"],"trait":["Kobold"],"id":"feat-5621","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Winglets Source Player Core 2 pg. 22 --- Through the lingering influence of your warren's patron, you've sprouted a small set of wings. While not suitable for full flight, these weak wings can help you jump further with a small flap. When Leaping horizontally, you move an additional 5 feet. This additional distance isn't cumulative with the increased Leap distance from the Powerful Leap feat. In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet farther than you normally would based on the result of your Athletics check, though you still can't jump farther than your Speed. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. Winglets leads to... Winglet Flight","category":"feat","pfs":"Standard","feat":["Winglets"],"rarity":"common","slug":"feat-5621"},{"skill_mod":{},"summary":"You've learned to take advantage of slips in your foes' defenses.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5622","weakness":{},"name":"Between the Scales","legacy_id":["feat-1279"],"trait":["Kobold"],"id":"feat-5622","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Between the Scales Source Player Core 2 pg. 23 --- You've learned to take advantage of slips in your foes' defenses. When you Strike an off-guard creature using a melee weapon or unarmed attack that has the agile and finesse traits, it gains the backstabber trait.","category":"feat","pfs":"Standard","feat":["Between the Scales"],"rarity":"common","slug":"feat-5622"},{"skill_mod":{},"summary":"When you're in difficult terrain from an environmental feature, you can Take Cover , even if the feature wouldn't ordinarily be large enough for you to Take Cover.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5623","weakness":{},"name":"Briar Battler","legacy_id":["feat-2385"],"trait":["Kobold"],"id":"feat-5623","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Briar Battler Source Player Core 2 pg. 23 --- When you're in difficult terrain from an environmental feature, you can Take Cover, even if the feature wouldn't ordinarily be large enough for you to Take Cover.","category":"feat","pfs":"Standard","feat":["Briar Battler"],"rarity":"common","slug":"feat-5623"},{"skill_mod":{},"summary":"If you're Small or smaller, you can end your movement in the same square as a Small or smaller ally.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5624","weakness":{},"name":"Close Quarters","legacy_id":["feat-2386"],"trait":["Kobold"],"id":"feat-5624","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Close Quarters Source Player Core 2 pg. 23 --- If you're Small or smaller, you can end your movement in the same square as a Small or smaller ally. No more than two creatures can share the same space when using this ability or a similar one.","category":"feat","pfs":"Standard","feat":["Close Quarters"],"rarity":"common","slug":"feat-5624"},{"skill_mod":{},"summary":"Your inborn arcane power grows.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Spellhorn Kobold heritage","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5625","weakness":{},"name":"Evolved Spellhorn","trait":["Kobold"],"id":"feat-5625","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Evolved Spellhorn Source Player Core 2 pg. 23 Prerequisites Spellhorn Kobold heritage --- Your inborn arcane power grows. Choose one common 1st-rank arcane spell and one common 2nd-rank arcane spell. You can cast each of these spells once per day as arcane innate spells. Evolved Spellhorn leads to... Resplendent Spellhorn","category":"feat","pfs":"Standard","feat":["Evolved Spellhorn"],"rarity":"common","slug":"feat-5625"},{"skill_mod":{},"summary":"You let out an ear-piercing screech.","primary_source":"Player Core 2","trait_group":["Sense","Monster","Ancestry","Weapon","Energy"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5626","frequency":"once per hour","weakness":{},"name":"Fleeing Shriek","trait":["Auditory","Kobold","Sonic"],"actions_number":4,"id":"feat-5626","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Fleeing Shriek Two Actions Source Player Core 2 pg. 23 Frequency once per hour --- You let out an ear-piercing screech. Each creature in a 10-foot emanation takes 5d6 sonic damage, with a basic Fortitude saving throw against the higher of your class DC or spell DC. You then Stride, and this movement doesn't trigger reactions from any creature that failed or critically failed its saving throw. At 11th level and every 2 levels thereafter, the damage increases by 1d6.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Fleeing Shriek"],"rarity":"common","slug":"feat-5626"},{"legacy_name":["Hatchling Flight"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"legacy_id":["feat-2389"],"trait":["Kobold"],"id":"feat-5627","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Winglet Flight Single Action Source Player Core 2 pg. 23 Frequency once per round Prerequisites Winglets --- Intense use and exercise have made your winglets more powerful. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren't on solid ground at the end of this movement, you fall.","feat":["Winglet Flight"],"skill_mod":{},"summary":"Intense use and exercise have made your winglets more powerful.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"level":9,"prerequisite":"Winglets","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5627","name":"Winglet Flight","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5627"},{"skill_mod":{},"summary":"Your magic continues to flourish.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Evolved Spellhorn","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5628","weakness":{},"name":"Resplendent Spellhorn","trait":["Kobold"],"id":"feat-5628","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Resplendent Spellhorn Source Player Core 2 pg. 23 Prerequisites Evolved Spellhorn --- Your magic continues to flourish. Choose one common 3rd-rank arcane spell and one common 4th-rank arcane spell. You can cast each of these spells once per day as arcane innate spells.","category":"feat","pfs":"Standard","feat":["Resplendent Spellhorn"],"rarity":"common","slug":"feat-5628"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Deception","Acrobatics","Deception"],"trait":["Kobold"],"id":"feat-5629","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Tumbling Diversion Single Action Source Player Core 2 pg. 23 Prerequisites Expert in Acrobatics; Expert in Deception --- Attempt to Tumble Through an opponent's space. If you succeed or critically succeed and don't end your movement adjacent to that opponent, you can attempt to Create a Diversion to distract that opponent. You gain a +1 circumstance bonus to the Deception check (or a +2 circumstance bonus if you critically succeeded at the Acrobatics check to Tumble Through) to Create a Diversion. If you succeed or critically succeed to Create a Diversion, you become hidden to only the creature whose space you Tumbled Through.","feat":["Tumbling Diversion"],"skill_mod":{},"summary":"Attempt to Tumble Through an opponent's space.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"level":13,"prerequisite":"Expert in Acrobatics; Expert in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5629","name":"Tumbling Diversion","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5629"},{"skill_mod":{},"summary":"You deal an additional 1d6 precision damage with damage snares you craft.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Snare Crafting; Expert in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5630","weakness":{},"skill":["Crafting","Crafting"],"name":"Vicious Snares","legacy_id":["feat-2391"],"trait":["Kobold"],"id":"feat-5630","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Vicious Snares Source Player Core 2 pg. 23 Prerequisites Snare Crafting; Expert in Crafting --- You deal an additional 1d6 precision damage with damage snares you craft. This increases to 2d6 additional precision damage if you're legendary in Crafting.","category":"feat","pfs":"Standard","feat":["Vicious Snares"],"rarity":"common","slug":"feat-5630"},{"skill_mod":{},"summary":"You tap into the grandeur of your warren's benefactor.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5631","frequency":"once per day","weakness":{},"name":"Benefactor's Majesty","trait":["Kobold"],"actions_number":2,"id":"feat-5631","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Benefactor's Majesty Single Action Source Player Core 2 pg. 23 Frequency once per day --- You tap into the grandeur of your warren's benefactor. You gain temporary Hit Points equal to your level, which last for 1 minute. In addition, you can immediately attempt a flat check to remove each type of persistent damage you have. Finally, until the start of your next turn, any creature targeting you with a harmful attack, spell, or ability much first succeed at a DC 11 flat check or the action is disrupted as the creature avoids setting eyes upon your majesty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Benefactor's Majesty"],"rarity":"common","slug":"feat-5631"},{"skill_mod":{},"summary":"Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor's bones.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5632","weakness":{},"name":"Bone Magic","legacy_id":["feat-2401"],"trait":["Lizardfolk"],"id":"feat-5632","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bone Magic Source Player Core 2 pg. 26 --- Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor's bones. Choose one cantrip from either the occult spell list or the primal spell list. You can cast this cantrip as an innate spell at will, and it's heightened to a spell rank equal to half your level rounded up. Special Choose when you gain this feat whether your innate spells are primal or occult; this choice applies to all innate spells you gain from lizardfolk ancestry feats that have Bone Magic as a prerequisite. Bone Magic leads to... Bone Investiture, Fossil Rider","category":"feat","pfs":"Standard","feat":["Bone Magic"],"rarity":"common","slug":"feat-5632"},{"legacy_name":["Sharp Fangs","Tail Whip","Razor Claws"],"skill_mod":{},"summary":"Your weapons are those you were born with.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5633","weakness":{},"name":"Iruxi Armaments","legacy_id":["feat-1055","feat-1056","feat-1053"],"trait":["Lizardfolk"],"id":"feat-5633","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Iruxi Armaments Source Player Core 2 pg. 26 --- Your weapons are those you were born with. Choose one of the following options: Claws Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile P trait. Fangs You gain a fangs unarmed attack that deals 1d8 piercing damage and is in the brawling group. Tail You gain a tail unarmed attack that deals 1d6 bludgeoning damage, is in the brawling group, and has the sweep trait. At 5th level, whenever you get a critical hit with one of the unarmed attacks you have gained or improved with this feat, you get its critical specialization effect. Special You can take this feat multiple times, choosing a different unarmed attack option each time. Iruxi Armaments leads to... Envenom Fangs, Hone Claws, Shed Tail","category":"feat","pfs":"Standard","feat":["Iruxi Armaments"],"rarity":"common","slug":"feat-5633"},{"skill_mod":{},"summary":"You listened carefully to the tales passed down among your community.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5634","weakness":{},"name":"Lizardfolk Lore","legacy_id":["feat-1050"],"trait":["Lizardfolk"],"id":"feat-5634","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Lizardfolk Lore Source Player Core 2 pg. 26 --- You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in Survival and either Nature or Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for either Astrology Lore or Lizardfolk Lore.","category":"feat","pfs":"Standard","feat":["Lizardfolk Lore"],"rarity":"common","slug":"feat-5634"},{"skill_mod":{},"summary":"When you use the Step action, you can ignore difficult terrain caused by flooding, swamps, or quicksand.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"You have a swim Speed.","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5635","weakness":{},"name":"Marsh Runner","legacy_id":["feat-1051"],"trait":["Lizardfolk"],"id":"feat-5635","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Marsh Runner Source Player Core 2 pg. 26 Prerequisites You have a swim Speed. --- When you use the Step action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven marshy ground, you aren't off-guard, and if you roll a success on the Acrobatics check, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Marsh Runner"],"rarity":"common","slug":"feat-5635"},{"skill_mod":{},"summary":"You were hatched from an unfertilized egg during hard times for your people, and are a biological copy of your mother.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5636","weakness":{},"name":"Parthenogenic Hatchling","legacy_id":["feat-1052"],"trait":["Lizardfolk"],"id":"feat-5636","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Parthenogenic Hatchling Source Player Core 2 pg. 26 --- You were hatched from an unfertilized egg during hard times for your people, and are a biological copy of your mother. You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead. You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day. Special You can select this feat only at 1st level.","category":"feat","pfs":"Standard","feat":["Parthenogenic Hatchling"],"rarity":"common","slug":"feat-5636"},{"skill_mod":{},"summary":"You hear the sounds of reptiles as language.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5637","weakness":{},"name":"Reptile Speaker","legacy_id":["feat-1054"],"trait":["Lizardfolk"],"id":"feat-5637","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Reptile Speaker Source Player Core 2 pg. 26 --- You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles).","category":"feat","pfs":"Standard","feat":["Reptile Speaker"],"rarity":"common","slug":"feat-5637"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-1057"],"trait":["Lizardfolk"],"id":"feat-5638","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Envenom Fangs Single Action Source Player Core 2 pg. 26 Frequency once per hour Prerequisites Iruxi Armaments --- You envenom your fangs. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 persistent poison damage. The poison becomes inert after you hit, or at the end of your next turn, whichever comes first.","feat":["Envenom Fangs"],"skill_mod":{},"summary":"You envenom your fangs.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Iruxi Armaments","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5638","name":"Envenom Fangs","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5638"},{"skill_mod":{},"summary":"You can perform simple Interact actions with your tail, such as opening an unlocked door.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5639","weakness":{},"name":"Flexible Tail","legacy_id":["feat-2405"],"trait":["Lizardfolk"],"id":"feat-5639","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Flexible Tail Source Player Core 2 pg. 26 --- You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.","category":"feat","pfs":"Standard","feat":["Flexible Tail"],"rarity":"common","slug":"feat-5639"},{"skill_mod":{},"summary":"You cling to walls with a preternatural grip.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5640","weakness":{},"name":"Gecko's Grip","legacy_id":["feat-1058"],"trait":["Lizardfolk"],"id":"feat-5640","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Gecko's Grip Source Player Core 2 pg. 26 --- You cling to walls with a preternatural grip. You gain the Combat Climber feat as a bonus feat, and if you roll a success on an Athletics check to climb, you get a critical success instead. Special If you have the cliffscale lizardfolk heritage, you instead gain a climb Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Gecko's Grip"],"rarity":"common","slug":"feat-5640"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1060"],"trait":["Lizardfolk"],"id":"feat-5641","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Shed Tail Reaction Source Player Core 2 pg. 26 Prerequisites Iruxi Armaments Trigger You become grabbed. Requirements You have a fully grown tail. --- You can shed a portion of your tail to escape. You cease being grabbed, then Stride without triggering any reactions from the creature that grabbed you. It takes 1 day for your tail to fully grow back. Until it does, you can't use your tail unarmed attack, and you take a –2 circumstance penalty on checks to Balance.","feat":["Shed Tail"],"skill_mod":{},"summary":"You can shed a portion of your tail to escape.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Iruxi Armaments","source_category":["Rulebooks"],"requirement":"You have a fully grown tail.","trigger":"You become grabbed .","resistance":{},"url":"/Feats.aspx?ID=5641","name":"Shed Tail","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5641"},{"skill_mod":{},"summary":"You gain a swim Speed of 15 feet.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5642","weakness":{},"name":"Swift Swimmer","legacy_id":["feat-1061"],"trait":["Lizardfolk"],"id":"feat-5642","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Swift Swimmer Source Player Core 2 pg. 27 --- You gain a swim Speed of 15 feet. Special If you have the wetlander lizardfolk heritage, your swim Speed instead increases to 25 feat.","category":"feat","pfs":"Standard","feat":["Swift Swimmer"],"rarity":"common","slug":"feat-5642"},{"skill_mod":{},"summary":"You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5643","weakness":{},"name":"Dangle","legacy_id":["feat-2410"],"trait":["Lizardfolk"],"id":"feat-5643","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Dangle Source Player Core 2 pg. 27 --- You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a greatsword.","category":"feat","pfs":"Standard","feat":["Dangle"],"rarity":"common","slug":"feat-5643"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"trait":["Lizardfolk"],"id":"feat-5644","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Hone Claws Single Action Source Player Core 2 pg. 27 Frequency once per hour Prerequisites Iruxi Armaments --- You grind or gnaw a particularly wicked edge onto your claws. The next claws Strike you hit and deal damage with deals an additional 1d6 bleed damage. You cannot have more than one instance of Hone Claws active at a time.","feat":["Hone Claws"],"skill_mod":{},"summary":"You grind or gnaw a particularly wicked edge onto your claws.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"level":9,"prerequisite":"Iruxi Armaments","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5644","name":"Hone Claws","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5644"},{"skill_mod":{},"summary":"Non- lizardfolk creatures in difficult terrain are off-guard to you.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5645","weakness":{},"name":"Terrain Advantage","legacy_id":["feat-1062"],"trait":["Lizardfolk"],"id":"feat-5645","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Terrain Advantage Source Player Core 2 pg. 27 --- Non-lizardfolk creatures in difficult terrain are off-guard to you. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also off-guard to you.","category":"feat","pfs":"Standard","feat":["Terrain Advantage"],"rarity":"common","slug":"feat-5645"},{"skill_mod":{},"summary":"You encase yourself in spiritual dinosaur bones to become a Huge dinosaur.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Bone Magic","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5646","weakness":{},"name":"Bone Investiture","legacy_id":["feat-2412"],"trait":["Lizardfolk"],"id":"feat-5646","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Bone Investiture Source Player Core 2 pg. 27 Prerequisites Bone Magic --- You encase yourself in spiritual dinosaur bones to become a Huge dinosaur. You can cast dinosaur form on yourself as a 5th-rank innate spell once per day.","category":"feat","pfs":"Standard","feat":["Bone Investiture"],"rarity":"common","slug":"feat-5646"},{"skill_mod":{},"summary":"Your iruxi unarmed attacks channel the spiritual energy of your ancestors.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5647","weakness":{},"name":"Iruxi Spirit Strike","legacy_id":["feat-2413"],"trait":["Lizardfolk"],"id":"feat-5647","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Iruxi Spirit Strike Source Player Core 2 pg. 27 --- Your iruxi unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from the lizardfolk ancestry, lizardfolk heritages, or lizardfolk ancestry feats gain the effects of a ghost touch property rune.","category":"feat","pfs":"Standard","feat":["Iruxi Spirit Strike"],"rarity":"common","slug":"feat-5647"},{"skill_mod":{},"summary":"You gain unfettered movement and mountain resilience as 4th-rank primal innate spells that you can cast once per day.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5648","weakness":{},"name":"Primal Rampage","legacy_id":["feat-2846"],"trait":["Lizardfolk"],"id":"feat-5648","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Primal Rampage Source Player Core 2 pg. 27 --- You gain unfettered movement and mountain resilience as 4th-rank primal innate spells that you can cast once per day. As a 3-action activity, you can Cast a Spell twice to cast both of these innate spells, as long as they are both still available for the day.","category":"feat","pfs":"Standard","feat":["Primal Rampage"],"rarity":"common","slug":"feat-5648"},{"legacy_name":["Bone Rider"],"skill_mod":{},"summary":"Using your ancestors' bones, you manifest their spirits around you in a fossilized form.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Bone Magic","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5649","weakness":{},"name":"Fossil Rider","legacy_id":["feat-2845"],"trait":["Lizardfolk"],"id":"feat-5649","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Fossil Rider Source Player Core 2 pg. 27 Prerequisites Bone Magic --- Using your ancestors' bones, you manifest their spirits around you in a fossilized form. You can cast mask of terror on yourself as an innate spell once per day. When you do, you appear as a skeletal lizardfolk ancestor, twisted in a way that inspires the deepest fears of those who observe you.","category":"feat","pfs":"Standard","feat":["Fossil Rider"],"rarity":"common","slug":"feat-5649"},{"skill_mod":{},"summary":"You go into hibernation for twenty-four hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Tradition"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5650","weakness":{},"name":"Scion Transformation","legacy_id":["feat-2414"],"trait":["Lizardfolk","Primal"],"id":"feat-5650","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Scion Transformation Source Player Core 2 pg. 27 --- You go into hibernation for twenty-four hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis. You permanently gain the effects of enlarge , and your maximum Hit Points increase by your level. The ritual transforms most of your gear to the appropriate size for your new body (though powerful items like artifacts or items strongly tied to their original size may not transform, at the GM's discretion).","category":"feat","pfs":"Standard","feat":["Scion Transformation"],"rarity":"common","slug":"feat-5650"},{"skill_mod":{},"summary":"Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5651","weakness":{},"name":"Cheek Pouches","legacy_id":["feat-1295"],"trait":["Ratfolk"],"id":"feat-5651","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Cheek Pouches Source Player Core 2 pg. 30 --- Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an Interact action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square. Cheek Pouches leads to... Big Mouth, Quick Stow","category":"feat","pfs":"Standard","feat":["Cheek Pouches"],"rarity":"common","slug":"feat-5651"},{"skill_mod":{},"summary":"You've learned how to cram vast quantities into small spaces.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5652","weakness":{},"name":"Pack Rat","legacy_id":["feat-1296"],"trait":["Ratfolk"],"id":"feat-5652","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pack Rat Source Player Core 2 pg. 30 --- You've learned how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn't alter the items' Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a spacious pouch .","category":"feat","pfs":"Standard","feat":["Pack Rat"],"rarity":"common","slug":"feat-5652"},{"skill_mod":{},"summary":"You have a pet rat that has become magically bonded to you.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5653","weakness":{},"name":"Rat Familiar","legacy_id":["feat-1297"],"trait":["Ratfolk"],"id":"feat-5653","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Rat Familiar Source Player Core 2 pg. 30 --- You have a pet rat that has become magically bonded to you. You gain a familiar, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat.","category":"feat","pfs":"Standard","feat":["Rat Familiar"],"rarity":"common","slug":"feat-5653"},{"skill_mod":{},"summary":"Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5654","weakness":{},"name":"Ratfolk Lore","legacy_id":["feat-1298"],"trait":["Ratfolk"],"id":"feat-5654","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ratfolk Lore Source Player Core 2 pg. 30 --- Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Ratfolk Lore.","category":"feat","pfs":"Standard","feat":["Ratfolk Lore"],"rarity":"common","slug":"feat-5654"},{"skill_mod":{},"summary":"You can ask questions of, receive answers from, and use the Diplomacy skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5655","weakness":{},"name":"Ratspeak","legacy_id":["feat-1299"],"trait":["Ratfolk"],"id":"feat-5655","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ratspeak Source Player Core 2 pg. 30 --- You can ask questions of, receive answers from, and use the Diplomacy skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents. Ratspeak leads to... Call the Swarm","category":"feat","pfs":"Standard","feat":["Ratspeak"],"rarity":"common","slug":"feat-5655"},{"skill_mod":{},"summary":"You're trained in Crafting .","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5656","weakness":{},"name":"Tinkering Fingers","legacy_id":["feat-1300"],"trait":["Ratfolk"],"id":"feat-5656","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tinkering Fingers Source Player Core 2 pg. 30 --- You're trained in Crafting. If you are trained in Crafting from another source (from your background or class, for example), you instead become trained in a skill of your choice. You can Repair an item without using a repair toolkit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand. You gain a +1 circumstance bonus to Crafting checks to Repair an item when you have a repair toolkit.","category":"feat","pfs":"Standard","feat":["Tinkering Fingers"],"rarity":"common","slug":"feat-5656"},{"skill_mod":{},"summary":"Your jaws unarmed attack deals 1d6 piercing damage instead of 1d4, and gains the backstabber trait.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5657","weakness":{},"name":"Vicious Incisors","legacy_id":["feat-1301"],"trait":["Ratfolk"],"id":"feat-5657","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vicious Incisors Source Player Core 2 pg. 30 --- Your jaws unarmed attack deals 1d6 piercing damage instead of 1d4, and gains the backstabber trait. You can file down your teeth and regrow them later on, enabling you to select this feat at any level, and to retrain into and out of this feat.","category":"feat","pfs":"Standard","feat":["Vicious Incisors"],"rarity":"common","slug":"feat-5657"},{"skill_mod":{},"summary":"You gain the trained proficiency rank in Survival .","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5658","weakness":{},"name":"Warren Navigator","legacy_id":["feat-1302"],"trait":["Ratfolk"],"id":"feat-5658","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Warren Navigator Source Player Core 2 pg. 30 --- You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you become trained in another skill of your choice. When you Sense Direction or attempt a roll against a quandary spell, you get a result one degree of success better than you rolled. You don't take a penalty to Sense Direction when you lack a compass.","category":"feat","pfs":"Standard","feat":["Warren Navigator"],"rarity":"common","slug":"feat-5658"},{"skill_mod":{},"summary":"If a foe of a larger size than you critically hits and damages you, that foe is off-guard to you for 1 round.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5659","weakness":{},"name":"Cornered Fury","legacy_id":["feat-2426"],"trait":["Ratfolk"],"id":"feat-5659","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Cornered Fury Source Player Core 2 pg. 30 --- If a foe of a larger size than you critically hits and damages you, that foe is off-guard to you for 1 round.","category":"feat","pfs":"Standard","feat":["Cornered Fury"],"rarity":"common","slug":"feat-5659"},{"skill_mod":{},"summary":"You've spent more than your share of time in an alchemy lab.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5660","weakness":{},"name":"Lab Rat","legacy_id":["feat-1303"],"trait":["Ratfolk"],"id":"feat-5660","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Lab Rat Source Player Core 2 pg. 30 --- You've spent more than your share of time in an alchemy lab. You have been exposed to a wide variety of alchemical poisons and harmful substances, leaving you with an increased tolerance of their effects. You have a +1 circumstance bonus to saves against poisons and diseases. If you roll a success on your saving throw against a poison or disease, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Lab Rat"],"rarity":"common","slug":"feat-5660"},{"legacy_name":["Quick Stow (Ratfolk)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"legacy_id":["feat-1304"],"trait":["Ratfolk"],"id":"feat-5661","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Quick Stow Free Action Source Player Core 2 pg. 30 Frequency once per round Prerequisites Cheek Pouches --- You Interact to store one item you're holding in your cheek pouches (provided it fits).","feat":["Quick Stow"],"skill_mod":{},"summary":"You Interact to store one item you're holding in your cheek pouches (provided it fits).","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"level":5,"prerequisite":"Cheek Pouches","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5661","name":"Quick Stow","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5661"},{"skill_mod":{},"summary":"There always seems to be a little rat around to carry messages for you.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5662","weakness":{},"name":"Rat Magic","legacy_id":["feat-1305"],"trait":["Ratfolk"],"id":"feat-5662","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Rat Magic Source Player Core 2 pg. 30 --- There always seems to be a little rat around to carry messages for you. You can cast animal messenger once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost.","category":"feat","pfs":"Standard","feat":["Rat Magic"],"rarity":"common","slug":"feat-5662"},{"skill_mod":{},"summary":"You roll up into a ball and move up to four times your Speed in a straight line down an incline.","primary_source":"Player Core 2","trait_group":["Mechanics","Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5663","weakness":{},"name":"Ratfolk Roll","legacy_id":["feat-2429"],"trait":["Move","Ratfolk"],"actions_number":4,"id":"feat-5663","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ratfolk Roll Two Actions Source Player Core 2 pg. 31 --- You roll up into a ball and move up to four times your Speed in a straight line down an incline. If you reach the bottom of the incline or hit an obstacle during this first turn of movement, you stop rolling safely. Otherwise, you automatically keep rolling at this Speed during subsequent turns until you hit the bottom of the incline or an obstacle ends this movement (which can happen in the middle of your turn). You're slowed 2 each turn after the first that you keep rolling, and if you hit an obstacle on a turn after the first, you and the obstacle both take 4d6 bludgeoning damage and you stop rolling.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Ratfolk Roll"],"rarity":"common","slug":"feat-5663"},{"skill_mod":{},"summary":"Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Cheek Pouches","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5664","weakness":{},"name":"Big Mouth","legacy_id":["feat-1306"],"trait":["Ratfolk"],"id":"feat-5664","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Big Mouth Source Player Core 2 pg. 31 Prerequisites Cheek Pouches --- Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items. The maximum size of a given item is unchanged.","category":"feat","pfs":"Standard","feat":["Big Mouth"],"rarity":"common","slug":"feat-5664"},{"skill_mod":{},"summary":"As long as you are Small, you can end your movement in the same square as a Small ally.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5665","weakness":{},"name":"Overcrowd","legacy_id":["feat-1307"],"trait":["Ratfolk"],"id":"feat-5665","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Overcrowd Source Player Core 2 pg. 31 --- As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one. Overcrowd leads to... Shinstabber","category":"feat","pfs":"Standard","feat":["Overcrowd"],"rarity":"common","slug":"feat-5665"},{"skill_mod":{},"summary":"You can transform into an innocuous-looking rat.","primary_source":"Player Core 2","trait_group":["Mechanics","Tradition","Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5666","weakness":{},"name":"Rat Form","legacy_id":["feat-1308"],"trait":["Concentrate","Polymorph","Primal","Ratfolk"],"actions_number":2,"id":"feat-5666","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Rat Form Single Action Source Player Core 2 pg. 31 --- You can transform into an innocuous-looking rat. You gain the effects of a 1st-rank pest form spell, but you must assume the battle form of a Tiny rat.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Rat Form"],"rarity":"common","slug":"feat-5666"},{"skill_mod":{},"summary":"You gain the Prescient Consumable and Prescient Planner feats, except that you always withdraw the objects from your cheek pouches.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5667","weakness":{},"name":"Uncanny Cheeks","legacy_id":["feat-2430"],"trait":["Ratfolk"],"id":"feat-5667","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Uncanny Cheeks Source Player Core 2 pg. 31 --- You gain the Prescient Consumable and Prescient Planner feats, except that you always withdraw the objects from your cheek pouches. This means the object you retrieve must fit in your cheek pouches; this is generally an item of negligible Bulk unless you also have the Cheek Pouches feat.","category":"feat","pfs":"Standard","feat":["Uncanny Cheeks"],"rarity":"common","slug":"feat-5667"},{"skill_mod":{},"summary":"As long as you're Small or smaller, you can end your movement in the same square as an ally of any size.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Overcrowd","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5668","weakness":{},"name":"Shinstabber","legacy_id":["feat-2431"],"trait":["Ratfolk"],"id":"feat-5668","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Shinstabber Source Player Core 2 pg. 31 Prerequisites Overcrowd --- As long as you're Small or smaller, you can end your movement in the same square as an ally of any size. Only two creatures total can share the same space when using this ability or a similar one.","category":"feat","pfs":"Standard","feat":["Shinstabber"],"rarity":"common","slug":"feat-5668"},{"skill_mod":{},"summary":"You squish, slink, and skitter from cover to cover with great speed and stealth.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5669","weakness":{},"name":"Skittering Sneak","legacy_id":["feat-2432"],"trait":["Ratfolk"],"id":"feat-5669","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Skittering Sneak Source Player Core 2 pg. 31 --- You squish, slink, and skitter from cover to cover with great speed and stealth. You can move up to your full Speed when you Sneak.","category":"feat","pfs":"Standard","feat":["Skittering Sneak"],"rarity":"common","slug":"feat-5669"},{"skill_mod":{},"summary":"You've learned to put your sturdy claws to work digging through the earth.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5670","weakness":{},"name":"Warren Digger","legacy_id":["feat-1309"],"trait":["Ratfolk"],"id":"feat-5670","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Warren Digger Source Player Core 2 pg. 31 --- You've learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet.","category":"feat","pfs":"Standard","feat":["Warren Digger"],"rarity":"common","slug":"feat-5670"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Ratfolk"],"id":"feat-5671","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Call the Swarm Three Actions Source Player Core 2 pg. 31 Frequency once per day Prerequisites Ratspeak --- You give a shrill whistle and point, and a massive swarm of rats pours forth from the surrounding terrain to fill a 30-foot burst within 120 feet. The rats scurry over the ground and climb up walls and surfaces, biting and clawing as they deal 6d8 piercing damage to all enemies in the area. The rats continue to swarm in the area for the next minute, dealing 3d8 piercing damage to any enemy that ends its turn in the area and transforming the area into difficult terrain (though the rats allow you and your allies to pass normally). You can Dismiss the effect.","feat":["Call the Swarm"],"skill_mod":{},"summary":"You give a shrill whistle and point, and a massive swarm of rats pours forth from the surrounding terrain to fill a 30-foot burst within 120 feet.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"level":17,"prerequisite":"Ratspeak","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5671","name":"Call the Swarm","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-5671"},{"legacy_name":["Ratfolk Growth"],"skill_mod":{},"summary":"You call upon the familial bonds you share with your allies and other ratfolk to become an overwhelming force in battle.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5672","weakness":{},"name":"Greater than the Sum","legacy_id":["feat-2433"],"trait":["Ratfolk"],"id":"feat-5672","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Greater than the Sum Source Player Core 2 pg. 33 --- You call upon the familial bonds you share with your allies and other ratfolk to become an overwhelming force in battle. You can cast enlarge as a 6th-rank primal innate spell once per day.","category":"feat","pfs":"Standard","feat":["Greater than the Sum"],"rarity":"common","slug":"feat-5672"},{"skill_mod":{},"summary":"You conjure uncanny orbs of spiritual flame that float above or below the water's surface.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5673","weakness":{},"name":"Mariner's Fire","legacy_id":["feat-2434"],"trait":["Tengu"],"id":"feat-5673","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mariner's Fire Source Player Core 2 pg. 34 --- You conjure uncanny orbs of spiritual flame that float above or below the water's surface. You can cast the ignition cantrip as a primal innate spell at will, heightened to a spell rank equal to half your level rounded up. Your ignition spell takes the form of orbs of fire, and you can cast it underwater.","category":"feat","pfs":"Standard","feat":["Mariner's Fire"],"rarity":"common","slug":"feat-5673"},{"skill_mod":{},"summary":"Assuming a peculiar stance, you make a short hop on each toe.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5674","weakness":{},"name":"One-Toed Hop","legacy_id":["feat-1317"],"trait":["Tengu"],"actions_number":2,"id":"feat-5674","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > One-Toed Hop Single Action Source Player Core 2 pg. 34 --- Assuming a peculiar stance, you make a short hop on each toe. You make a vertical Leap without triggering reactions that can be triggered by move actions or upon leaving or entering a square.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["One-Toed Hop"],"rarity":"common","slug":"feat-5674"},{"skill_mod":{},"summary":"You're always on the lookout for supplies and valuables.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5675","weakness":{},"name":"Scavenger's Search","legacy_id":["feat-1310"],"trait":["Tengu"],"id":"feat-5675","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scavenger's Search Source Player Core 2 pg. 34 --- You're always on the lookout for supplies and valuables. You gain a +2 circumstance bonus to locate objects (including secret doors and hazards) you search for within 30 feet with a Seek action.","category":"feat","pfs":"Standard","feat":["Scavenger's Search"],"rarity":"common","slug":"feat-5675"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1311"],"trait":["Tengu"],"id":"feat-5676","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Squawk! Reaction Source Player Core 2 pg. 34 Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. --- You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.","feat":["Squawk!"],"skill_mod":{},"summary":"You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"level":1,"source_category":["Rulebooks"],"trigger":"You critically fail a Deception , Diplomacy , or Intimidation check against a creature that doesn't have the tengu trait.","resistance":{},"url":"/Feats.aspx?ID=5676","name":"Squawk!","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5676"},{"skill_mod":{},"summary":"Wind and lightning have always been friends to you.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5677","weakness":{},"name":"Storm's Lash","legacy_id":["feat-1312"],"trait":["Tengu"],"id":"feat-5677","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Storm's Lash Source Player Core 2 pg. 34 --- Wind and lightning have always been friends to you. You can cast the electric arc cantrip as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Storm's Lash"],"rarity":"common","slug":"feat-5677"},{"skill_mod":{},"summary":"You learned skills for surviving in the place where your people were dispersed.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5678","weakness":{},"name":"Tengu Lore","legacy_id":["feat-1313"],"trait":["Tengu"],"id":"feat-5678","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tengu Lore Source Player Core 2 pg. 34 --- You learned skills for surviving in the place where your people were dispersed. You gain the trained proficiency rank in Society and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Tengu Lore.","category":"feat","pfs":"Standard","feat":["Tengu Lore"],"rarity":"common","slug":"feat-5678"},{"legacy_name":["Eclectic Sword Training","Tengu Weapon Expertise"],"skill_mod":{},"summary":"You gain access to all uncommon weapons with the tengu trait plus the katana , khakkara , temple sword , and wakizashi .","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5679","weakness":{},"name":"Tengu Weapon Familiarity","legacy_id":["feat-1314","feat-1319","feat-1321"],"trait":["Tengu"],"id":"feat-5679","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tengu Weapon Familiarity Source Player Core 2 pg. 34 --- You gain access to all uncommon weapons with the tengu trait plus the katana, khakkara, temple sword, and wakizashi. You have familiarity with these weapons—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. During your daily preparations, you can practice with a weapon from the sword group that's in your possession. You gain familiarity with that weapon as well. This lasts until you practice with a different sword in the same way. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Tengu Weapon Familiarity"],"rarity":"common","slug":"feat-5679"},{"skill_mod":{},"summary":"You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5680","weakness":{},"name":"Uncanny Agility","legacy_id":["feat-2435"],"trait":["Tengu"],"id":"feat-5680","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Uncanny Agility Source Player Core 2 pg. 34 --- You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the Steady Balance skill feat. You can Step into difficult terrain caused by uneven ground, such as a rocky field, hilly incline, or rocking ship.","category":"feat","pfs":"Standard","feat":["Uncanny Agility"],"rarity":"common","slug":"feat-5680"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1315"],"trait":["Concentrate","Divine","Tengu"],"id":"feat-5681","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Eat Fortune Reaction Source Player Core 2 pg. 34 Frequency once per day Trigger A creature within 60 feet uses a fortune or misfortune effect. --- As someone tries to twist fate, you consume the interference. The triggering effect is disrupted. If it's a misfortune effect, Eat Fortune gains the fortune trait; if it's a fortune effect, Eat Fortune gains the misfortune trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a fortune effect with Eat Fortune and then apply a misfortune effect to the same roll. Eat Fortune leads to... Jinx Glutton","feat":["Eat Fortune"],"skill_mod":{},"summary":"As someone tries to twist fate, you consume the interference.","primary_source":"Player Core 2","trait_group":["Mechanics","Tradition","Monster","Ancestry","Weapon"],"level":5,"source_category":["Rulebooks"],"trigger":"A creature within 60 feet uses a fortune or misfortune effect.","resistance":{},"url":"/Feats.aspx?ID=5681","name":"Eat Fortune","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5681"},{"skill_mod":{},"summary":"You transform into a specific, curious-looking human form.","primary_source":"Player Core 2","trait_group":["Mechanics","Tradition","Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5682","weakness":{},"name":"Long-Nosed Form","legacy_id":["feat-1316"],"trait":["Concentrate","Polymorph","Primal","Tengu"],"actions_number":2,"id":"feat-5682","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Long-Nosed Form Single Action Source Player Core 2 pg. 34 --- You transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using Long-Nosed Form counts as creating a disguise for the Impersonate use of Deception. Due to your imperfect transformation, your transformation doesn't automatically defeat Perception DCs to determine whether you are human, though you may be able to explain away or hide your tengu traits. You lose your beak unarmed Strike in your human form, as well as any other unarmed Strikes you gained from a tengu heritage or ancestry feat. You remain in your human form indefinitely, until you Dismiss this effect. Long-Nosed Form leads to... Great Tengu Form","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Long-Nosed Form"],"rarity":"common","slug":"feat-5682"},{"skill_mod":{},"summary":"You move quickly, snatching a shiny item that catches your eye.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5683","weakness":{},"name":"Magpie Snatch","legacy_id":["feat-2438"],"trait":["Tengu"],"actions_number":4,"id":"feat-5683","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Magpie Snatch Two Actions Source Player Core 2 pg. 34 --- You move quickly, snatching a shiny item that catches your eye. Stride twice, and you can Interact to pick up an unattended object at any point during your movement.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Magpie Snatch"],"rarity":"common","slug":"feat-5683"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"legacy_id":["feat-1320"],"trait":["Tengu"],"id":"feat-5684","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Soaring Flight Single Action Source Player Core 2 pg. 34 Frequency once per round Prerequisites Skyborn Tengu heritage --- You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren't on solid ground at the end of this movement, you fall. Soaring Flight leads to... Soaring Form","feat":["Soaring Flight"],"skill_mod":{},"summary":"You Fly .","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"level":5,"prerequisite":"Skyborn Tengu heritage","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5684","name":"Soaring Flight","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5684"},{"skill_mod":{},"summary":"You've learned to bind some of your feathers together into a fan to focus your ancestral magic.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5685","weakness":{},"name":"Tengu Feather Fan","legacy_id":["feat-2439"],"trait":["Tengu"],"id":"feat-5685","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tengu Feather Fan Source Player Core 2 pg. 35 PFS Note The fan you gain from this feat is a held item. --- You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan : a magic item of light Bulk with a level equal to your level and the primal trait. You (and only you) can cast tengu magic with the Wave Fan activation. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Your tengu feather fan contains a 1st-rank gust of wind spell. Further feats might add more spells and grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have. Activate—Wave Fan Single Action (manipulate) Frequency once per day; Effect You cast your choice of one spell contained in your tengu feather fan. You can instead cast a cantrip you've gained from a heritage or an ancestry feat; this doesn't use up one of the fan's daily activations. This activation takes the spell's normal number of actions. The spell's DC is your class DC or spell DC, whichever is higher. Tengu Feather Fan leads to... Thunder God's Fan, Wind God's Fan","category":"feat","pfs":"Standard","feat":["Tengu Feather Fan"],"rarity":"common","slug":"feat-5685"},{"skill_mod":{},"summary":"You have a fly Speed of 20 feet at all times.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Soaring Flight","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5686","weakness":{},"name":"Soaring Form","legacy_id":["feat-2447"],"trait":["Tengu"],"id":"feat-5686","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Soaring Form Source Player Core 2 pg. 35 Prerequisites Soaring Flight --- You have a fly Speed of 20 feet at all times.","category":"feat","pfs":"Standard","feat":["Soaring Form"],"rarity":"common","slug":"feat-5686"},{"skill_mod":{},"summary":"Your fan can stir up even more powerful winds.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Tengu Feather Fan","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5687","weakness":{},"name":"Wind God's Fan","legacy_id":["feat-2440"],"trait":["Tengu"],"id":"feat-5687","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Wind God's Fan Source Player Core 2 pg. 35 Prerequisites Tengu Feather Fan --- Your fan can stir up even more powerful winds. You can use the Wave Fan activation one additional time per day. Add a 3rd-rank wall of wind spell to the spells contained within your fan.","category":"feat","pfs":"Standard","feat":["Wind God's Fan"],"rarity":"common","slug":"feat-5687"},{"legacy_name":["Harbinger's Caw"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2442"],"trait":["Auditory","Divine","Misfortune","Tengu"],"id":"feat-5688","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Harbinger's Claw Reaction Source Player Core 2 pg. 35 Frequency once per day Trigger A creature within 60 feet is about to attempt an attack roll or skill check. --- You caw ominously, cursing the creature with misfortune. The target creature must roll the triggering check twice and take the lower result.","feat":["Harbinger's Claw"],"skill_mod":{},"summary":"You caw ominously, cursing the creature with misfortune.","primary_source":"Player Core 2","trait_group":["Sense","Tradition","Monster","Mechanics","Ancestry","Weapon"],"level":13,"source_category":["Rulebooks"],"trigger":"A creature within 60 feet is about to attempt an attack roll or skill check.","resistance":{},"url":"/Feats.aspx?ID=5688","name":"Harbinger's Claw","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5688"},{"skill_mod":{},"summary":"You can Eat Fortune once per hour, rather than once per day.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Eat Fortune","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5689","weakness":{},"name":"Jinx Glutton","legacy_id":["feat-2443"],"trait":["Tengu"],"id":"feat-5689","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Jinx Glutton Source Player Core 2 pg. 35 Prerequisites Eat Fortune --- You can Eat Fortune once per hour, rather than once per day.","category":"feat","pfs":"Standard","feat":["Jinx Glutton"],"rarity":"common","slug":"feat-5689"},{"skill_mod":{},"summary":"Your fan unleashes the fury of the storm.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":13,"prerequisite":"Tengu Feather Fan","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5690","weakness":{},"name":"Thunder God's Fan","legacy_id":["feat-2444"],"trait":["Tengu"],"id":"feat-5690","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Thunder God's Fan Source Player Core 2 pg. 35 Prerequisites Tengu Feather Fan --- Your fan unleashes the fury of the storm. You can use the Wave Fan activation one additional time per day. Add a 5th-rank lightning bolt spell to the spells contained within your fan.","category":"feat","pfs":"Standard","feat":["Thunder God's Fan"],"rarity":"common","slug":"feat-5690"},{"skill_mod":{},"summary":"You take on the imposing form of a large, winged spirit.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Long-Nosed Form","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5691","weakness":{},"name":"Great Tengu Form","legacy_id":["feat-1322"],"trait":["Tengu"],"id":"feat-5691","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Great Tengu Form Source Player Core 2 pg. 35 Prerequisites Long-Nosed Form --- You take on the imposing form of a large, winged spirit. Once per day, as part of using Long-Nosed Form, you also gain the benefits of 4th-rank enlarge and fly. This lasts for 5 minutes or until you shift out of your Long-Nosed Form, whichever happens first.","category":"feat","pfs":"Standard","feat":["Great Tengu Form"],"rarity":"common","slug":"feat-5691"},{"skill_mod":{},"summary":"You can transform yourself or the bodies of others to express your displeasure.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Weapon"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5692","weakness":{},"name":"Trickster Tengu","legacy_id":["feat-2448"],"trait":["Tengu"],"id":"feat-5692","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Trickster Tengu Source Player Core 2 pg. 37 --- You can transform yourself or the bodies of others to express your displeasure. Once per day, you can cast either aerial form or cursed metamorphosis as a 7th-rank primal innate spell. You must take the form of a bird when casting this aerial form .","category":"feat","pfs":"Standard","feat":["Trickster Tengu"],"rarity":"common","slug":"feat-5692"},{"skill_mod":{},"summary":"You can communicate with the simplest of frogs and other similar creatures using longwinded croaks.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5693","weakness":{},"name":"Croak Talker","trait":["Tripkee"],"id":"feat-5693","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Croak Talker Source Player Core 2 pg. 37 --- You can communicate with the simplest of frogs and other similar creatures using longwinded croaks. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are amphibians (most amphibians have the amphibious trait).","category":"feat","pfs":"Standard","feat":["Croak Talker"],"rarity":"common","slug":"feat-5693"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"skill":["Nature","Nature"],"legacy_id":["feat-2819"],"trait":["Tripkee"],"id":"feat-5694","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Hunter's Defense Reaction Source Player Core 2 pg. 38 Frequency once per hour Prerequisites Trained in Nature Trigger A creature with the animal, beast, elemental, fey, fungus, or plant trait attacks you, and you can see the attacker. --- Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your Nature DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn't take the –2 circumstance penalty against the attack.","feat":["Hunter's Defense"],"skill_mod":{},"summary":"Your canny understanding of natural and primal creatures helps you predict and dodge their attacks.","primary_source":"Player Core 2","trait_group":["Ancestry"],"level":1,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"trigger":"A creature with the animal , beast , elemental , fey , fungus , or plant trait attacks you, and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=5694","name":"Hunter's Defense","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5694"},{"skill_mod":{},"summary":"You are adept at dodging roots, foliage, and other jungle obstacles.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5695","weakness":{},"name":"Jungle Strider","legacy_id":["feat-2820"],"trait":["Tripkee"],"id":"feat-5695","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Jungle Strider Source Player Core 2 pg. 38 --- You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of plant material, you aren't off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Jungle Strider"],"rarity":"common","slug":"feat-5695"},{"skill_mod":{},"summary":"You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5696","weakness":{},"name":"Nocturnal Tripkee","trait":["Tripkee"],"id":"feat-5696","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nocturnal Tripkee Source Player Core 2 pg. 38 --- You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black-and-white only. Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.","category":"feat","pfs":"Standard","feat":["Nocturnal Tripkee"],"rarity":"common","slug":"feat-5696"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Tripkee"],"id":"feat-5697","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Terrifying Croak Single Action Source Player Core 2 pg. 38 Prerequisites Trained in Intimidation --- You release a haunting croak that reminds those around you of their fears. Attempt an Intimidation check to Demoralize a creature within 30 feet; you do not take a penalty to this check for not speaking a language. If the check is successful, the target cannot reduce their frightened condition below 1 for 1 round.","feat":["Terrifying Croak"],"skill_mod":{},"summary":"You release a haunting croak that reminds those around you of their fears.","primary_source":"Player Core 2","trait_group":["Ancestry"],"level":1,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5697","name":"Terrifying Croak","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5697"},{"skill_mod":{},"summary":"You are well versed in tripkee culture and tactics.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5698","weakness":{},"name":"Tripkee Lore","trait":["Tripkee"],"id":"feat-5698","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tripkee Lore Source Player Core 2 pg. 38 --- You are well versed in tripkee culture and tactics. You gain the trained proficiency in Nature and Stealth. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Tripkee Lore.","category":"feat","pfs":"Standard","feat":["Tripkee Lore"],"rarity":"common","slug":"feat-5698"},{"legacy_name":["Grippli Weapon Familiarity"],"skill_mod":{},"summary":"You gain access to all uncommon weapons with the tripkee trait.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5699","weakness":{},"name":"Tripkee Weapon Familiarity","legacy_id":["feat-2818"],"trait":["Tripkee"],"id":"feat-5699","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tripkee Weapon Familiarity Source Player Core 2 pg. 38 --- You gain access to all uncommon weapons with the tripkee trait. You have familiarity with weapons with the tripkee trait plus the blowgun, dart, hatchet, scythe, and shortbow—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Tripkee Weapon Familiarity"],"rarity":"common","slug":"feat-5699"},{"skill_mod":{},"summary":"Your leaps seem to defy gravity as you soar through the air in a single bound.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5700","weakness":{},"name":"Fantastic Leaps","trait":["Tripkee"],"id":"feat-5700","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Fantastic Leaps Source Player Core 2 pg. 38 --- Your leaps seem to defy gravity as you soar through the air in a single bound. When Leaping, increase the maximum distance you can Leap horizontally by 10 feet, and the maximum distance you can Leap vertically by 5 feet.","category":"feat","pfs":"Standard","feat":["Fantastic Leaps"],"rarity":"common","slug":"feat-5700"},{"skill_mod":{},"summary":"You've learned to stretch your exceptionally long tongue beyond its original limits.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Snaptongue Tripkee heritage","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5701","weakness":{},"name":"Long Tongue","legacy_id":["feat-2824"],"trait":["Tripkee"],"id":"feat-5701","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Long Tongue Source Player Core 2 pg. 38 Prerequisites Snaptongue Tripkee heritage --- You've learned to stretch your exceptionally long tongue beyond its original limits. When you use your tongue to deliver touch-range spells or perform very simple Interact actions, you can do so at a distance that is 5 feet beyond your usual reach.","category":"feat","pfs":"Standard","feat":["Long Tongue"],"rarity":"common","slug":"feat-5701"},{"skill_mod":{},"summary":"Your natural climbing ability and technique has made you a potent climber.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5702","weakness":{},"name":"Prodigious Climber","trait":["Tripkee"],"id":"feat-5702","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Prodigious Climber Source Player Core 2 pg. 38 --- Your natural climbing ability and technique has made you a potent climber. You gain a climb Speed of 10 feet. Special If you have the stickytoe tripkee heritage, you instead gain a climb Speed of 20 feet.","category":"feat","pfs":"Standard","feat":["Prodigious Climber"],"rarity":"common","slug":"feat-5702"},{"skill_mod":{},"summary":"Escaping your nets is no simple task.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5703","weakness":{},"name":"Tenacious Net","legacy_id":["feat-2825"],"trait":["Tripkee"],"id":"feat-5703","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tenacious Net Source Player Core 2 pg. 38 --- Escaping your nets is no simple task. The Athletics DC to Force Open or Escape your nets increases from 16 to 18. After a creature you grabbed with a net Escapes or Forces Open the net, stray strands of the net cling to the creature, causing them to remain off-guard until the beginning of their next turn.","category":"feat","pfs":"Standard","feat":["Tenacious Net"],"rarity":"common","slug":"feat-5703"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Tripkee"],"id":"feat-5704","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Tripkee Glide Single Action Source Player Core 2 pg. 38 Prerequisites Windweb Tripkee heritage Requirements You must have at least one hand free. --- You can use your webbed feet to guide your fall. You glide slowly toward the ground, 5 feet down (10 feet if you don't have both hands free) and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.","feat":["Tripkee Glide"],"skill_mod":{},"summary":"You can use your webbed feet to guide your fall.","primary_source":"Player Core 2","trait_group":["Ancestry"],"level":5,"prerequisite":"Windweb Tripkee heritage","source_category":["Rulebooks"],"requirement":"You must have at least one hand free.","resistance":{},"url":"/Feats.aspx?ID=5704","name":"Tripkee Glide","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5704"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Tripkee"],"id":"feat-5705","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Vomit Stomach Reaction Source Player Core 2 pg. 38 Frequency once per day Trigger You gain the sickened condition or fail a saving throw against an ingested poison. --- In dire circumstances you can vomit out your stomach to expel toxins. Reduce your sickened condition by 2 and immediately attempt a saving throw with a +2 circumstance bonus against any ingested poisons you have been exposed to within the last minute. You become off-guard for 1 round as your exposed stomach makes you especially vulnerable to attacks.","feat":["Vomit Stomach"],"skill_mod":{},"summary":"In dire circumstances you can vomit out your stomach to expel toxins.","primary_source":"Player Core 2","trait_group":["Ancestry"],"level":5,"source_category":["Rulebooks"],"trigger":"You gain the sickened condition or fail a saving throw against an ingested poison .","resistance":{},"url":"/Feats.aspx?ID=5705","name":"Vomit Stomach","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5705"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2826"],"trait":["Tripkee"],"id":"feat-5706","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Absorb Toxin Reaction Source Player Core 2 pg. 39 Prerequisites You are not immune to diseases or poisons Trigger You attempt a saving throw against a disease or poison effect that affects an area. --- Your skin readily absorbs poison and can consciously draw toxins into your body to spare others. Attempt a counteract check against the triggering effect; your counteract rank equals half your level (rounded up), and for the roll use either your class DC – 10 or your spellcasting attribute modifier plus your spellcasting proficiency bonus. If you counteract the triggering effect, you end the effect for all other creatures in the area; however, you must still save against the effect with a –2 penalty to the initial save.","feat":["Absorb Toxin"],"skill_mod":{},"summary":"Your skin readily absorbs poison and can consciously draw toxins into your body to spare others.","primary_source":"Player Core 2","trait_group":["Ancestry"],"level":9,"prerequisite":"You are not immune to diseases or poisons","source_category":["Rulebooks"],"trigger":"You attempt a saving throw against a disease or poison effect that affects an area.","resistance":{},"url":"/Feats.aspx?ID=5706","name":"Absorb Toxin","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5706"},{"skill_mod":{},"summary":"Your moist skin is especially resistant to damage from temperature-altering effects.","primary_source":"Player Core 2","trait_group":["Mechanics","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5707","frequency":"one per day","weakness":{},"name":"Moisture Bath","trait":["Manipulate","Tripkee"],"actions_number":2,"id":"feat-5707","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Moisture Bath Single Action Source Player Core 2 pg. 39 Frequency one per day --- Your moist skin is especially resistant to damage from temperature-altering effects. Attempt a DC 10 flat check; on a success you recover from any ongoing persistent fire and persistent cold damage. Additionally, you gain fire and cold resistance equal to half your level for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Moisture Bath"],"rarity":"common","slug":"feat-5707"},{"skill_mod":{},"summary":"You quickly use your momentum to topple and spring off of foes.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Wall Jump","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5708","weakness":{},"name":"Ricocheting Leap","legacy_id":["feat-2827"],"trait":["Tripkee"],"id":"feat-5708","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Ricocheting Leap Source Player Core 2 pg. 39 Prerequisites Wall Jump --- You quickly use your momentum to topple and spring off of foes. You can use Wall Jump to make additional jumps off of creatures larger than you as if they were walls. Once per turn when you make an additional jump off of a creature in this way, you can also attempt to Shove or Trip that creature as a free action.","category":"feat","pfs":"Standard","feat":["Ricocheting Leap"],"rarity":"common","slug":"feat-5708"},{"skill_mod":{},"summary":"Your tongue can momentarily latch on as readily as your hands.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Snaptongue Tripkee heritage","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5709","weakness":{},"name":"Tongue Tether","legacy_id":["feat-2828"],"trait":["Tripkee"],"id":"feat-5709","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Tongue Tether Source Player Core 2 pg. 39 Prerequisites Snaptongue Tripkee heritage --- Your tongue can momentarily latch on as readily as your hands. So long as you can freely open your mouth, you do not need free hands in order to Disarm, Grab an Edge, Reposition, or Trip. If you have the Long Tongue feat, you can Disarm, Grab an Edge, Reposition, and Trip with your tongue at a distance that is 5 feet beyond your normal reach.","category":"feat","pfs":"Standard","feat":["Tongue Tether"],"rarity":"common","slug":"feat-5709"},{"skill_mod":{},"summary":"With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5710","weakness":{},"name":"Envenomed Edge","legacy_id":["feat-2829"],"trait":["Tripkee"],"id":"feat-5710","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Envenomed Edge Source Player Core 2 pg. 39 --- With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points. When you critically hit using a Strike with a weapon or unarmed attack and deal slashing or piercing damage with that Strike, you deal an additional 1d4 persistent poison damage to your target.","category":"feat","pfs":"Standard","feat":["Envenomed Edge"],"rarity":"common","slug":"feat-5710"},{"skill_mod":{},"summary":"Your frog-like agility awakens as soon as you do.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"You lose the unconscious condition.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5711","weakness":{},"name":"Hop Up","trait":["Tripkee"],"actions_number":0,"id":"feat-5711","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Hop Up Free Action Source Player Core 2 pg. 39 Trigger You lose the unconscious condition. --- Your frog-like agility awakens as soon as you do. You Stand. This movement doesn't trigger reactions.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Hop Up"],"rarity":"common","slug":"feat-5711"},{"skill_mod":{},"summary":"Your jumping prowess is unmatched.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5712","weakness":{},"name":"Unbound Leaper","trait":["Tripkee"],"id":"feat-5712","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Unbound Leaper Source Player Core 2 pg. 42 --- Your jumping prowess is unmatched. You can Leap up to 30 feet in any direction without touching the ground and without requiring an Athletics check; when doing so, you must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. You can exceed your normal Speed while Leaping. Special If you have the Fantastic Leaps feat, the total distance you can Leap horizontally is 40 feet, and the total distance you can Leap vertically is 35 feet.","category":"feat","pfs":"Standard","feat":["Unbound Leaper"],"rarity":"common","slug":"feat-5712"},{"skill_mod":{},"summary":"You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5713","weakness":{},"name":"Straveika","legacy_id":["feat-1337"],"trait":["Dhampir","Lineage"],"id":"feat-5713","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Straveika Source Player Core 2 pg. 43 --- You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you straveika, or ancient-born. The vestiges of your forebear's powers of domination have left you with an understanding of how a creature's intentions change its behaviors. You gain a +1 circumstance bonus to Perception checks to Sense Motive and Perception DCs against attempts to Lie to you.","category":"feat","pfs":"Standard","feat":["Straveika"],"rarity":"common","slug":"feat-5713"},{"skill_mod":{},"summary":"You were born to a moroi , the most common vampires, and you share their supernatural fortitude and power of persuasion.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5714","weakness":{},"name":"Svetocher","legacy_id":["feat-1338"],"trait":["Dhampir","Lineage"],"id":"feat-5714","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Svetocher Source Player Core 2 pg. 43 --- You were born to a moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the drained condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You're trained in Diplomacy. If you would automatically be trained in it, you instead become trained in a skill of your choice.","category":"feat","pfs":"Standard","feat":["Svetocher"],"rarity":"common","slug":"feat-5714"},{"legacy_name":["Eyes of the Night"],"skill_mod":{},"summary":"You can see in the darkness as easily as a true vampire.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5715","weakness":{},"name":"Eyes of Night","legacy_id":["feat-1335"],"trait":["Dhampir"],"id":"feat-5715","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eyes of Night Source Player Core 2 pg. 43 --- You can see in the darkness as easily as a true vampire. You gain darkvision. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Eyes of Night"],"rarity":"common","slug":"feat-5715"},{"skill_mod":{},"summary":"Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5716","weakness":{},"name":"Fangs","legacy_id":["feat-1336"],"trait":["Dhampir"],"id":"feat-5716","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Fangs Source Player Core 2 pg. 43 --- Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the grapple and unarmed traits.","category":"feat","pfs":"Standard","feat":["Fangs"],"rarity":"common","slug":"feat-5716"},{"skill_mod":{},"summary":"You were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5717","weakness":{},"name":"Vampire Lore","legacy_id":["feat-1339"],"trait":["Dhampir"],"id":"feat-5717","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vampire Lore Source Player Core 2 pg. 43 --- You were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors. You're trained in Religion and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Vampire Lore.","category":"feat","pfs":"Standard","feat":["Vampire Lore"],"rarity":"common","slug":"feat-5717"},{"skill_mod":{},"summary":"You hear and understand the words of creatures you share the darkness with.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5718","weakness":{},"name":"Voice of the Night","legacy_id":["feat-1340"],"trait":["Dhampir"],"id":"feat-5718","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Voice of the Night Source Player Core 2 pg. 43 --- You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use the Diplomacy skill with bats, rats, and wolves. You also gain a +1 circumstance bonus to Make an Impression on such animals.","category":"feat","pfs":"Standard","feat":["Voice of the Night"],"rarity":"common","slug":"feat-5718"},{"skill_mod":{},"summary":"The powers of domination employed by your progenitors have manifested in you as well.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5719","weakness":{},"name":"Enthralling Allure","legacy_id":["feat-1341"],"trait":["Dhampir"],"id":"feat-5719","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Enthralling Allure Source Player Core 2 pg. 43 --- The powers of domination employed by your progenitors have manifested in you as well. You can cast charm as a divine innate spell once per day. Its spell rank is equal to half your level rounded up, but it doesn't increase its duration or number of targets at 4th and 8th rank.","category":"feat","pfs":"Standard","feat":["Enthralling Allure"],"rarity":"common","slug":"feat-5719"},{"skill_mod":{},"summary":"Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5720","weakness":{},"name":"Necromantic Physiology","legacy_id":["feat-1342"],"trait":["Dhampir"],"id":"feat-5720","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Necromantic Physiology Source Player Core 2 pg. 43 --- Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.","category":"feat","pfs":"Standard","feat":["Necromantic Physiology"],"rarity":"common","slug":"feat-5720"},{"skill_mod":{},"summary":"Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5721","weakness":{},"name":"Undead Slayer","legacy_id":["feat-1343"],"trait":["Dhampir"],"id":"feat-5721","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Undead Slayer Source Player Core 2 pg. 43 --- Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapon and unarmed Strikes equal to the number of weapon damage dice for the Strike. This bonus increases to double the number of weapon damage dice if your target has the vampire trait.","category":"feat","pfs":"Standard","feat":["Undead Slayer"],"rarity":"common","slug":"feat-5721"},{"skill_mod":{},"summary":"You emulate your vampiric parent's techniques for drawing blood from a victim.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"fangs unarmed attack","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5722","weakness":{},"name":"Bloodletting Fangs","legacy_id":["feat-1344"],"trait":["Dhampir"],"id":"feat-5722","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Bloodletting Fangs Source Player Core 2 pg. 43 Prerequisites fangs unarmed attack --- You emulate your vampiric parent's techniques for drawing blood from a victim. Your fangs Strikes deal an additional 1d4 persistent bleed damage on a critical hit.","category":"feat","pfs":"Standard","feat":["Bloodletting Fangs"],"rarity":"common","slug":"feat-5722"},{"skill_mod":{},"summary":"You can tap into the magic that runs through your blood.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5723","weakness":{},"name":"Night Magic","legacy_id":["feat-1345"],"trait":["Dhampir"],"id":"feat-5723","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Night Magic Source Player Core 2 pg. 43 --- You can tap into the magic that runs through your blood. You gain animal form (wolf only, using the statistics for a canine) and mist as 2nd-rank divine innate spells. You can cast each of these spells once per day.","category":"feat","pfs":"Standard","feat":["Night Magic"],"rarity":"common","slug":"feat-5723"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-1346"],"trait":["Concentrate","Dhampir","Divine","Polymorph"],"id":"feat-5724","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Form of the Bat Single Action Source Player Core 2 pg. 43 Frequency once per hour --- You can transform into a harmless bat. You gain the effects of a 4th-rank pest form , except you always transform into a bat.","feat":["Form of the Bat"],"skill_mod":{},"summary":"You can transform into a harmless bat.","primary_source":"Player Core 2","trait_group":["Mechanics","Monster","Ancestry","Tradition"],"level":13,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5724","name":"Form of the Bat","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5724"},{"skill_mod":{},"summary":"You call forth the blood of your foes to grant you vigor.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5725","weakness":{},"name":"Symphony of Blood","legacy_id":["feat-1347"],"trait":["Dhampir"],"id":"feat-5725","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Symphony of Blood Source Player Core 2 pg. 45 --- You call forth the blood of your foes to grant you vigor. You can cast vampiric exsanguination as a 7th-rank divine innate spell once per day","category":"feat","pfs":"Standard","feat":["Symphony of Blood"],"rarity":"common","slug":"feat-5725"},{"skill_mod":{},"summary":"You descend from a dragon that wields mastery of their magical abilities, such as a fortune dragon or mirage dragon .","primary_source":"Player Core 2","trait_group":["Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5726","weakness":{},"name":"Arcane Dragonblood","trait":["Dragonblood","Lineage"],"id":"feat-5726","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Arcane Dragonblood Source Player Core 2 pg. 45 --- You descend from a dragon that wields mastery of their magical abilities, such as a fortune dragon or mirage dragon. As such, you can instinctively grasp the intricacies of magic. You gain the trained proficiency rank in Arcana. If you would automatically become trained in Arcana (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Arcane Sense skill feat. If you choose a draconic exemplar, you must choose an arcane dragon. Arcane Dragonblood leads to... Traditional Resistances","category":"feat","pfs":"Standard","feat":["Arcane Dragonblood"],"rarity":"common","slug":"feat-5726"},{"skill_mod":{},"summary":"You can trace your lineage to a dragon with almost deific powers, such as a diabolic dragon or empyreal dragon .","primary_source":"Player Core 2","trait_group":["Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5727","weakness":{},"name":"Divine Dragonblood","trait":["Dragonblood","Lineage"],"id":"feat-5727","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Divine Dragonblood Source Player Core 2 pg. 45 --- You can trace your lineage to a dragon with almost deific powers, such as a diabolic dragon or empyreal dragon. You are blessed with a small bit of divine protection. You gain the trained proficiency rank in Religion. If you would automatically become trained in Religion (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you are endowed quick reactions. You gain a +1 circumstance bonus to initiative rolls. If you choose a draconic exemplar, you must choose a divine dragon. Divine Dragonblood leads to... Blood and Spirit, Traditional Resistances","category":"feat","pfs":"Standard","feat":["Divine Dragonblood"],"rarity":"common","slug":"feat-5727"},{"skill_mod":{},"summary":"Your blood contains a tiny fragment of unusual or inexplicable power from a mysterious dragon, such as a conspirator dragon or omen dragon .","primary_source":"Player Core 2","trait_group":["Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5728","weakness":{},"name":"Occult Dragonblood","trait":["Dragonblood","Lineage"],"id":"feat-5728","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Occult Dragonblood Source Player Core 2 pg. 45 --- Your blood contains a tiny fragment of unusual or inexplicable power from a mysterious dragon, such as a conspirator dragon or omen dragon. You are drawn to the stranger parts of the world and can generally spot them with a glance. You gain the trained proficiency rank in Occultism. If you would automatically become trained in Occultism (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Oddity Identification skill feat. If you choose a draconic exemplar, you must choose an occult dragon. Occult Dragonblood leads to... Traditional Resistances","category":"feat","pfs":"Standard","feat":["Occult Dragonblood"],"rarity":"common","slug":"feat-5728"},{"skill_mod":{},"summary":"A dragon with a deep connection to the natural world, such as an adamantine dragon or a horned dragon , resides somewhere on your family tree.","primary_source":"Player Core 2","trait_group":["Ancestry","Feat"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5729","weakness":{},"name":"Primal Dragonblood","trait":["Dragonblood","Lineage"],"id":"feat-5729","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Primal Dragonblood Source Player Core 2 pg. 45 --- A dragon with a deep connection to the natural world, such as an adamantine dragon or a horned dragon, resides somewhere on your family tree. You tend to trust your instincts and might take on the role of a protector of the wilderness. You gain the trained proficiency rank in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You can use Nature to Sense Direction and Subsist in the wilds. If you choose a draconic exemplar, you must choose a primal dragon. Primal Dragonblood leads to... Traditional Resistances, Voice of the Elements","category":"feat","pfs":"Standard","feat":["Primal Dragonblood"],"rarity":"common","slug":"feat-5729"},{"skill_mod":{},"summary":"Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a 15-foot cone or a 30-foot line, dealing 1d4 damage.","primary_source":"Player Core 2","trait_group":["Ancestry","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5730","weakness":{},"name":"Breath of the Dragon","trait":["Dragonblood","Magical"],"actions_number":4,"id":"feat-5730","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Breath of the Dragon Two Actions Source Player Core 2 pg. 45 --- Tapping into the physiology of your draconic ancestor, you can exhale a torrent of energy in a 15-foot cone or a 30-foot line, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see above). This ability has the trait associated with the type of damage it deals. Breath of the Dragon leads to... Debilitating Breath, Energize Bite, Formidable Breath, Lingering Breath","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Breath of the Dragon"],"rarity":"common","slug":"feat-5730"},{"skill_mod":{},"summary":"You have an obvious draconic feature, such as sharp claws, a snout full of sharp teeth, or strong reptilian tail, that you can use offensively.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5731","weakness":{},"name":"Draconic Aspect","trait":["Dragonblood"],"id":"feat-5731","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Draconic Aspect Source Player Core 2 pg. 46 --- You have an obvious draconic feature, such as sharp claws, a snout full of sharp teeth, or strong reptilian tail, that you can use offensively. You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits. Claw 1d4 slashing (agile, finesse, unarmed) Jaws 1d6 piercing (forceful, unarmed) Tail 1d6 bludgeoning (sweep, trip, unarmed) Special You can select this feat only at 1st level, and you can't retrain into or out of this feat, nor can you change the type of attack you gained. Draconic Aspect leads to... Deadly Aspect, Tenacious Jaws","category":"feat","pfs":"Standard","feat":["Draconic Aspect"],"rarity":"common","slug":"feat-5731"},{"skill_mod":{},"summary":"Draconic magic safeguards you against harm.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5732","weakness":{},"name":"Draconic Resistance","trait":["Dragonblood"],"id":"feat-5732","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Draconic Resistance Source Player Core 2 pg. 46 --- Draconic magic safeguards you against harm. You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar. Double this resistance against damage of that type dealt to you by dragons. If your draconic exemplar is associated with bludgeoning, piercing, or slashing damage, instead of gaining resistance to that type you can choose acid, cold, fire, electricity, or sonic.","category":"feat","pfs":"Standard","feat":["Draconic Resistance"],"rarity":"common","slug":"feat-5732"},{"skill_mod":{},"summary":"You have a fraction of the senses of your draconic forebear.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5733","weakness":{},"name":"Draconic Sight","trait":["Dragonblood"],"id":"feat-5733","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Draconic Sight Source Player Core 2 pg. 46 --- You have a fraction of the senses of your draconic forebear. You gain low-light vision, or you gain darkvision if your ancestry already grants you low-light vision.","category":"feat","pfs":"Standard","feat":["Draconic Sight"],"rarity":"common","slug":"feat-5733"},{"skill_mod":{},"summary":"You've set your mind on learning more about your ancestor and their kin, and perhaps you were even raised by a dragon parent.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5734","weakness":{},"name":"Dragon Lore","trait":["Dragonblood"],"id":"feat-5734","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dragon Lore Source Player Core 2 pg. 46 --- You've set your mind on learning more about your ancestor and their kin, and perhaps you were even raised by a dragon parent. You've come to understand how dragons can invoke fear but also how they've contributed to society as a whole. You gain the trained proficiency rank in Diplomacy and Intimidation. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Dragon Lore.","category":"feat","pfs":"Standard","feat":["Dragon Lore"],"rarity":"common","slug":"feat-5734"},{"skill_mod":{},"summary":"You were born with a layer of scales across your entire body that resemble those of your draconic progenitor.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5735","weakness":{},"name":"Scaly Hide","trait":["Dragonblood"],"id":"feat-5735","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Scaly Hide Source Player Core 2 pg. 46 --- You were born with a layer of scales across your entire body that resemble those of your draconic progenitor. When you’re unarmored, the scales give you a +1 item bonus to AC with a Dexterity cap of +3. The item bonus to AC increases to +2 at 5th level. The item bonus to AC from these scales is cumulative with armor potency runes on your explorer's clothing, the mystic armor spell, or bands of force . Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Scaly Hide"],"rarity":"common","slug":"feat-5735"},{"skill_mod":{},"summary":"You have honed the unarmed attack your draconic heritage has granted you to a lethal degree.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Draconic Aspect","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5736","weakness":{},"name":"Deadly Aspect","trait":["Dragonblood"],"id":"feat-5736","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Deadly Aspect Source Player Core 2 pg. 46 Prerequisites Draconic Aspect --- You have honed the unarmed attack your draconic heritage has granted you to a lethal degree. The unarmed attack you gained from Draconic Aspect gains the deadly d8 trait.","category":"feat","pfs":"Standard","feat":["Deadly Aspect"],"rarity":"common","slug":"feat-5736"},{"skill_mod":{},"summary":"Your sense of smell has heightened to be as keen as that of a dragon.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5737","weakness":{},"name":"Draconic Scent","trait":["Dragonblood"],"id":"feat-5737","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Draconic Scent Source Player Core 2 pg. 46 --- Your sense of smell has heightened to be as keen as that of a dragon. You gain imprecise scent with a range of 30 feet. At their discretion, the GM might double this range if you're downwind from the creature or halve this range if you're upwind.","category":"feat","pfs":"Standard","feat":["Draconic Scent"],"rarity":"common","slug":"feat-5737"},{"skill_mod":{},"summary":"You have grown a small pair of draconic wings or have honed your use of the wings you've had since birth.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5738","frequency":"once per round","weakness":{},"name":"Dragon's Flight","trait":["Dragonblood"],"actions_number":2,"id":"feat-5738","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Dragon's Flight Single Action Source Player Core 2 pg. 46 Frequency once per round --- You have grown a small pair of draconic wings or have honed your use of the wings you've had since birth. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 20 feet for this movement. If you aren't on solid ground at the end of this movement, you fall. Dragon's Flight leads to... Sheltering Wing, True Dragon's Flight","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dragon's Flight"],"rarity":"common","slug":"feat-5738"},{"skill_mod":{},"summary":"Due to your blood, you have some resistance to certain types of magic.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":5,"prerequisite":"Arcane Dragonblood, Divine Dragonblood, Occult Dragonblood, or Primal Dragonblood","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5739","weakness":{},"name":"Traditional Resistances","trait":["Dragonblood"],"id":"feat-5739","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Traditional Resistances Source Player Core 2 pg. 47 Prerequisites Arcane Dragonblood, Divine Dragonblood, Occult Dragonblood, or Primal Dragonblood --- Due to your blood, you have some resistance to certain types of magic. You gain a +1 status bonus to AC and saves against spells and other magical effects from the same tradition as your lineage. This bonus increases to +2 against sleep and paralysis effects.","category":"feat","pfs":"Standard","feat":["Traditional Resistances"],"rarity":"common","slug":"feat-5739"},{"skill_mod":{},"summary":"Thanks to rigorous breathing exercises and a diet similar to that of your lineage, your magical breath is more powerful.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Breath of the Dragon","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5740","weakness":{},"name":"Formidable Breath","trait":["Dragonblood"],"id":"feat-5740","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Formidable Breath Source Player Core 2 pg. 47 Prerequisites Breath of the Dragon --- Thanks to rigorous breathing exercises and a diet similar to that of your lineage, your magical breath is more powerful. The area of your Breath of the Dragon increases to 30 feet for a cone or 60 feet for a line, and the damage dice are d6s instead of d4s.","category":"feat","pfs":"Standard","feat":["Formidable Breath"],"rarity":"common","slug":"feat-5740"},{"skill_mod":{},"summary":"Your wings have grown more powerful, capable of keeping you aloft longer.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":9,"prerequisite":"Dragon's Flight","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5741","weakness":{},"name":"True Dragon's Flight","trait":["Dragonblood"],"id":"feat-5741","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > True Dragon's Flight Source Player Core 2 pg. 47 Prerequisites Dragon's Flight --- Your wings have grown more powerful, capable of keeping you aloft longer. You have a fly Speed of 20 feet at all times.","category":"feat","pfs":"Standard","feat":["True Dragon's Flight"],"rarity":"common","slug":"feat-5741"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Attack","Dragonblood"],"id":"feat-5742","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Wing Buffet Two Actions Source Player Core 2 pg. 47 Prerequisites Expert in Athletics --- You have a pair of draconic wings strong enough to batter your foes away and shove them away. Choose up to two creatures adjacent to you. Attempt an Athletics check and compare it to the Fortitude DC of each target. This counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks. Critical Success The target takes bludgeoning damage equal to double your level and is pushed up to 10 feet away from you. Success The target takes bludgeoning damage equal to your level and is pushed up to 5 feet away from you. Failure The target takes bludgeoning damage equal to half your level. Critical Failure You fall prone at the end of this activity.","feat":["Wing Buffet"],"skill_mod":{},"summary":"You have a pair of draconic wings strong enough to batter your foes away and shove them away.","primary_source":"Player Core 2","trait_group":["Mechanics","Ancestry"],"level":9,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5742","name":"Wing Buffet","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5742"},{"skill_mod":{},"summary":"Like some dragons, your forebear had the supernatural ability to change their shape to walk among humanoids.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5743","weakness":{},"name":"Draconic Veil","trait":["Dragonblood"],"id":"feat-5743","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Draconic Veil Source Player Core 2 pg. 47 --- Like some dragons, your forebear had the supernatural ability to change their shape to walk among humanoids. You have learned how to mimic this ability. You can cast humanoid form as a 5th-rank innate spell once per day, except that the duration is increased to 1 hour. The spell's tradition matches your draconic exemplar's.","category":"feat","pfs":"Standard","feat":["Draconic Veil"],"rarity":"common","slug":"feat-5743"},{"skill_mod":{},"summary":"By taking an impressive stance, the full force of your personality cows lesser beings.","primary_source":"Player Core 2","trait_group":["Ancestry","Mechanics","Sense"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5744","weakness":{},"name":"Majestic Presence","trait":["Dragonblood","Emotion","Fear","Mental","Visual"],"actions_number":2,"id":"feat-5744","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Majestic Presence Single Action Source Player Core 2 pg. 47 --- By taking an impressive stance, the full force of your personality cows lesser beings. Each creature in a 20- foot emanation must attempt a Will save against the higher of your class DC or spell DC. Regardless of the result of the saving throw, the creature is temporarily immune to your Majestic Presence for 24 hours. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 4.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Majestic Presence"],"rarity":"common","slug":"feat-5744"},{"skill_mod":{},"summary":"You can briefly transform into a paragon of your draconic ancestry.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5745","weakness":{},"name":"Form of the Dragon","trait":["Dragonblood"],"id":"feat-5745","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Form of the Dragon Source Player Core 2 pg. 47 --- You can briefly transform into a paragon of your draconic ancestry. You can cast dragon form as an 8th-rank innate spell once per day. This spell has the same tradition as your draconic exemplar. When you cast this innate spell, you must transform into your draconic exemplar. However, if you have the Arcane Dragonblood, Divine Dragonblood, Occult Dragonkin, or Primal Dragonblood lineage feat, you can instead choose any dragon of that tradition.","category":"feat","pfs":"Standard","feat":["Form of the Dragon"],"rarity":"common","slug":"feat-5745"},{"skill_mod":{},"summary":"Your draconic breath destroys the surrounding environment and leaves your enemies in pain.","primary_source":"Player Core 2","trait_group":["Ancestry"],"primary_source_category":"Rulebooks","level":17,"prerequisite":"Breath of the Dragon","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5746","weakness":{},"name":"Lingering Breath","trait":["Dragonblood"],"id":"feat-5746","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Lingering Breath Source Player Core 2 pg. 47 Prerequisites Breath of the Dragon --- Your draconic breath destroys the surrounding environment and leaves your enemies in pain. When you use Breath of the Dragon, the area of your breath becomes difficult terrain for 1 minute. In addition, a creature who fails or critically fails its saving throw takes 2d6 persistent damage of the same type.","category":"feat","pfs":"Standard","feat":["Lingering Breath"],"rarity":"common","slug":"feat-5746"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2354"],"trait":["Duskwalker","Fortune"],"id":"feat-5747","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Chance Death Reaction Source Player Core 2 pg. 48 Frequency once per day Trigger You would die as a result of a failed recovery check or saving throw. --- Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone. You can reroll the triggering recovery check or saving throw, but you must use the new result, even if it's worse. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","feat":["Chance Death"],"skill_mod":{},"summary":"Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Mechanics"],"level":1,"source_category":["Rulebooks"],"trigger":"You would die as a result of a failed recovery check or saving throw.","resistance":{},"url":"/Feats.aspx?ID=5747","name":"Chance Death","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5747"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-2355"],"trait":["Duskwalker"],"id":"feat-5748","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deliberate Death Reaction Source Player Core 2 pg. 49 Frequency once per day Trigger You are about to gain the dying condition as a result of another creature's attack or ability, and that creature is within your melee reach. --- Once, you died because someone—murderer, monster, or soldier— chose to strike you down. Just before losing consciousness, make a melee Strike against the triggering creature. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","feat":["Deliberate Death"],"skill_mod":{},"summary":"Once, you died because someone—murderer, monster, or soldier— chose to strike you down.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"level":1,"source_category":["Rulebooks"],"trigger":"You are about to gain the dying condition as a result of another creature's attack or ability, and that creature is within your melee reach.","resistance":{},"url":"/Feats.aspx?ID=5748","name":"Deliberate Death","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5748"},{"skill_mod":{},"summary":"You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5749","weakness":{},"name":"Duskwalker Lore","legacy_id":["feat-1367"],"trait":["Duskwalker"],"id":"feat-5749","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Duskwalker Lore Source Player Core 2 pg. 49 --- You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage. You gain the trained proficiency rank in Medicine and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Boneyard Lore.","category":"feat","pfs":"Standard","feat":["Duskwalker Lore"],"rarity":"common","slug":"feat-5749"},{"legacy_name":["Vanth's Weapon Familiarity"],"skill_mod":{},"summary":"You have familiarity with the bo staff , longbow , composite longbow , scythe , and staff ","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5750","weakness":{},"name":"Duskwalker Weapon Familiarity","legacy_id":["feat-2357"],"trait":["Duskwalker"],"id":"feat-5750","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Duskwalker Weapon Familiarity Source Player Core 2 pg. 49 --- You have familiarity with the bo staff, longbow, composite longbow, scythe, and staff—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Duskwalker Weapon Familiarity"],"rarity":"common","slug":"feat-5750"},{"skill_mod":{},"summary":"Your connection to the Boneyard ensures that your blows strike true against spectral beings.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5751","weakness":{},"name":"Ghost Hunter","legacy_id":["feat-1368"],"trait":["Duskwalker"],"id":"feat-5751","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ghost Hunter Source Player Core 2 pg. 49 --- Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.","category":"feat","pfs":"Standard","feat":["Ghost Hunter"],"rarity":"common","slug":"feat-5751"},{"skill_mod":{},"summary":"You can see in the darkness as easily as a psychopomp.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5752","weakness":{},"name":"Gravesight","legacy_id":["feat-1369"],"trait":["Duskwalker"],"id":"feat-5752","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Gravesight Source Player Core 2 pg. 49 --- You can see in the darkness as easily as a psychopomp. You gain darkvision. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.","category":"feat","pfs":"Standard","feat":["Gravesight"],"rarity":"common","slug":"feat-5752"},{"skill_mod":{},"summary":"You have a limited ability to sense life force, like your psychopomp forebears.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5753","weakness":{},"name":"Lifesense","legacy_id":["feat-1370"],"trait":["Divine","Duskwalker"],"id":"feat-5753","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Lifesense Source Player Core 2 pg. 49 --- You have a limited ability to sense life force, like your psychopomp forebears. You gain lifesense as an imprecise sense with a range of 10 feet. This allows you to sense the life force of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.","category":"feat","pfs":"Standard","feat":["Lifesense"],"rarity":"common","slug":"feat-5753"},{"skill_mod":{},"summary":"You are attuned to the minute sounds and sensations of restless spirits.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5754","weakness":{},"name":"Spirit Soother","legacy_id":["feat-1371"],"trait":["Duskwalker"],"id":"feat-5754","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Spirit Soother Source Player Core 2 pg. 49 --- You are attuned to the minute sounds and sensations of restless spirits. Even if you aren't Searching, you can attempt a check to find haunts that normally require you to be Searching. You still need to meet any other requirements to find the haunt. You gain a +1 circumstance bonus to checks to disable haunts.","category":"feat","pfs":"Standard","feat":["Spirit Soother"],"rarity":"common","slug":"feat-5754"},{"skill_mod":{},"summary":"Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils .","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":5,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5755","weakness":{},"name":"Ward Against Corruption","legacy_id":["feat-1372"],"trait":["Duskwalker"],"id":"feat-5755","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Standard\" > Ward Against Corruption Source Player Core 2 pg. 49 --- Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against death effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil's death effect or disease.","category":"feat","pfs":"Standard","feat":["Ward Against Corruption"],"rarity":"common","slug":"feat-5755"},{"skill_mod":{},"summary":"Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5756","weakness":{},"name":"Duskwalker Magic","legacy_id":["feat-1373"],"trait":["Duskwalker"],"id":"feat-5756","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Duskwalker Magic Source Player Core 2 pg. 49 --- Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath. You can cast augury and peaceful rest each once per day as 2nd-rank divine innate spells.","category":"feat","pfs":"Standard","feat":["Duskwalker Magic"],"rarity":"common","slug":"feat-5756"},{"legacy_name":["Spirit Strikes"],"skill_mod":{},"summary":"Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":9,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5757","weakness":{},"name":"Quietus Strikes","legacy_id":["feat-1374"],"trait":["Duskwalker"],"id":"feat-5757","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Standard\" > Quietus Strikes Source Player Core 2 pg. 49 --- Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed Strikes are magical and deal 1 additional void damage to living creatures and 1 additional vitality damage to undead. The extra damage increases to 2 if the Strike has a +3 potency rune .","category":"feat","pfs":"Standard","feat":["Quietus Strikes"],"rarity":"common","slug":"feat-5757"},{"skill_mod":{},"summary":"Your duskwalker heritage allows you to extend protection against void energy.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry"],"primary_source_category":"Rulebooks","level":13,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5758","weakness":{},"name":"Resist Ruin","legacy_id":["feat-1375"],"trait":["Duskwalker"],"id":"feat-5758","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Resist Ruin Source Player Core 2 pg. 49 --- Your duskwalker heritage allows you to extend protection against void energy. You gain resistance 5 to void, and once per day, you can cast false vitality as a 5th-rank divine innate spell.","category":"feat","pfs":"Standard","feat":["Resist Ruin"],"rarity":"common","slug":"feat-5758"},{"skill_mod":{},"summary":"You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard.","primary_source":"Player Core 2","trait_group":["Monster","Ancestry","Rarity"],"primary_source_category":"Rulebooks","level":17,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5759","weakness":{},"name":"Boneyard's Call","legacy_id":["feat-1376"],"trait":["Duskwalker","Uncommon"],"id":"feat-5759","text":"<title level=\"1\" right=\"Feat 17\" pfs=\"Standard\" > Boneyard's Call Source Player Core 2 pg. 49 --- You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard. You can cast interplanar teleport as a divine innate spell twice per week. This can be used only to travel to the Boneyard or from the Boneyard to the Universe. Due to your unique connection to the Boneyard, your body serves as the locus, and you don't require a planar key.","category":"feat","pfs":"Standard","feat":["Boneyard's Call"],"rarity":"uncommon","slug":"feat-5759"},{"skill_mod":{},"summary":"You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5760","weakness":{},"name":"Alchemical Familiar","legacy_id":["feat-92"],"trait":["Alchemist"],"id":"feat-5760","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alchemical Familiar Source Player Core 2 pg. 63 --- You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. You gain a familiar, which has the construct familiar ability; this is permanent, doesn't require the familiar to have the tough familiar ability, and doesn't count against your usual limit of familiar abilities (typically 2). The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.","category":"feat","pfs":"Standard","feat":["Alchemical Familiar"],"rarity":"common","slug":"feat-5760"},{"legacy_name":["Alchemical Savant"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-93"],"trait":["Alchemist"],"id":"feat-5761","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Alchemical Assessment Source Player Core 2 pg. 63 Prerequisites Trained in Crafting --- You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, rather than spending 10 minutes.","feat":["Alchemical Assessment"],"skill_mod":{},"summary":"You can identify alchemical items quickly.","primary_source":"Player Core 2","trait_group":["Class"],"level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5761","name":"Alchemical Assessment","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5761"},{"legacy_name":["Subtle Delivery"],"skill_mod":{},"summary":"You can capably deliver toxins with a blowgun .","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5762","weakness":{},"archetype":["Poisoner","Guerrilla"],"name":"Blowgun Poisoner","legacy_id":["feat-1593"],"trait":["Alchemist"],"id":"feat-5762","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Blowgun Poisoner Source Player Core 2 pg. 63 Archetypes Poisoner (Level 4), Poisoner (Level 4), Guerrilla (Level 4) --- You can capably deliver toxins with a blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at a blowgun Strike using a poisoned dart, the target's initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect. In addition, if you make a blowgun Strike while hidden or undetected, you don't automatically become observed. Instead, immediately attempt a Stealth check against the Perception DC of the target. If you succeed, you don't become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected).","category":"feat","pfs":"Standard","feat":["Blowgun Poisoner"],"rarity":"common","slug":"feat-5762"},{"skill_mod":{},"summary":"You've learned how to throw a longer distance.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5763","weakness":{},"name":"Far Lobber","legacy_id":["feat-94"],"trait":["Alchemist"],"id":"feat-5763","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Far Lobber Source Player Core 2 pg. 63 --- You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. Far Lobber leads to... Uncanny Bombs","category":"feat","pfs":"Standard","feat":["Far Lobber"],"rarity":"common","slug":"feat-5763"},{"skill_mod":{},"summary":"You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5764","weakness":{},"name":"Quick Bomber","legacy_id":["feat-95"],"trait":["Alchemist"],"actions_number":2,"id":"feat-5764","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Quick Bomber Single Action Source Player Core 2 pg. 63 --- You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Quick Bomber"],"rarity":"common","slug":"feat-5764"},{"skill_mod":{},"summary":"The healing chemicals in your versatile vials also help calm a patient's mind.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"chirurgeon research field","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5765","weakness":{},"name":"Soothing Vials","trait":["Alchemist"],"id":"feat-5765","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Soothing Vials Source Player Core 2 pg. 63 Prerequisites chirurgeon research field --- The healing chemicals in your versatile vials also help calm a patient's mind. When a living creature affected by a mental effect regains Hit Points from one of your versatile vials, it can immediately attempt a new Will saving throw to end one mental effect of its choice. It gains a +1 item bonus to the saving throw.","category":"feat","pfs":"Standard","feat":["Soothing Vials"],"rarity":"common","slug":"feat-5765"},{"skill_mod":{},"summary":"Your restorative concoctions have a clotting effect on the drinker's blood.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5766","weakness":{},"name":"Clotting Elixirs","trait":["Alchemist"],"id":"feat-5766","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Clotting Elixirs Source Player Core 2 pg. 63 --- Your restorative concoctions have a clotting effect on the drinker's blood. When a living creature drinks an infused elixir with the healing trait that you have created, it can immediately attempt a DC 10 flat check to remove any persistent bleed damage.","category":"feat","pfs":"Standard","feat":["Clotting Elixirs"],"rarity":"common","slug":"feat-5766"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Alchemist","Concentrate","Manipulate"],"id":"feat-5767","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Improvise Admixture Single Action Source Player Core 2 pg. 63 Frequency once per day Requirements You have fewer than your maximum number of versatile vials, and you’re either holding or wearing an alchemist's toolkit. --- You scrounge together enough ingredients from what's left in your alchemist's toolkit to produce a few more versatile vials on the fly. Attempt a Crafting check. The DC is usually a standard-difficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum). Critical Success You regain 3 versatile vials. Success You regain 2 versatile vials. Failure You regain 1 versatile vial. Critical Failure You don't regain any versatile vials.","feat":["Improvise Admixture"],"skill_mod":{},"summary":"You scrounge together enough ingredients from what's left in your alchemist's toolkit to produce a few more versatile vials on the fly.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You have fewer than your maximum number of versatile vials, and you’re either holding or wearing an alchemist's toolkit .","resistance":{},"url":"/Feats.aspx?ID=5767","name":"Improvise Admixture","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5767"},{"skill_mod":{},"summary":"You can add a toxic additive to an alchemical poison to make it splash poison on its target.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5768","weakness":{},"name":"Pernicious Poison","trait":["Additive","Alchemist"],"id":"feat-5768","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pernicious Poison Source Player Core 2 pg. 63 --- You can add a toxic additive to an alchemical poison to make it splash poison on its target. A poison with this additive deals an amount of poison damage equal to the poison's level if the target succeeds at its initial saving throw against it. A target that critically succeeds at its saving throw against this poison still takes no damage.","category":"feat","pfs":"Standard","feat":["Pernicious Poison"],"rarity":"common","slug":"feat-5768"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-97"],"trait":["Alchemist","Concentrate"],"id":"feat-5769","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Revivifying Mutagen Single Action Source Player Core 2 pg. 64 Requirements You are under the effects of a mutagen. --- You metabolize a mutagen to heal yourself. You regain 1d6 Hit Points for every 2 levels you have, but the mutagen's duration immediately ends.","feat":["Revivifying Mutagen"],"skill_mod":{},"summary":"You metabolize a mutagen to heal yourself.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":2,"source_category":["Rulebooks"],"requirement":"You are under the effects of a mutagen.","resistance":{},"url":"/Feats.aspx?ID=5769","name":"Revivifying Mutagen","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5769"},{"skill_mod":{},"summary":"You can add a tarry additive to an alchemical bomb to make it emit smoke.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5770","weakness":{},"name":"Smoke Bomb","legacy_id":["feat-98"],"trait":["Additive","Alchemist"],"id":"feat-5770","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Smoke Bomb Source Player Core 2 pg. 64 --- You can add a tarry additive to an alchemical bomb to make it emit smoke. When thrown, in addition to its normal effects, the bomb creates a cloud of smoke in a 10-foot burst. You choose which corner of the target's space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.","category":"feat","pfs":"Standard","feat":["Smoke Bomb"],"rarity":"common","slug":"feat-5770"},{"legacy_name":["Efficient Alchemy (Alchemist)"],"skill_mod":{},"summary":"Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"advanced alchemy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5771","weakness":{},"name":"Efficient Alchemy","legacy_id":["feat-100"],"trait":["Alchemist"],"id":"feat-5771","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Efficient Alchemy Source Player Core 2 pg. 64 Prerequisites advanced alchemy --- Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention. Increase the number of items you can create each day with advanced alchemy to 6 + your Intelligence modifier. In addition, when you Craft alchemical consumables during downtime, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This doesn't change the amount of alchemical reagents or other ingredients required to craft each item, nor does it change your rate of progress for days past the base downtime spent. Efficient Alchemy leads to... Advanced Efficient Alchemy","category":"feat","pfs":"Standard","feat":["Efficient Alchemy"],"rarity":"common","slug":"feat-5771"},{"skill_mod":{},"summary":"You've learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5772","weakness":{},"name":"Enduring Alchemy","legacy_id":["feat-101"],"trait":["Alchemist"],"id":"feat-5772","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Enduring Alchemy Source Player Core 2 pg. 64 --- You've learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.","category":"feat","pfs":"Standard","feat":["Enduring Alchemy"],"rarity":"common","slug":"feat-5772"},{"skill_mod":{},"summary":"You can add a foamy catalyst to an elixir of life to turn it into a topical projectile.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5773","weakness":{},"name":"Healing Bomb","legacy_id":["feat-1595"],"trait":["Additive","Alchemist"],"id":"feat-5773","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Healing Bomb Source Player Core 2 pg. 64 --- You can add a foamy catalyst to an elixir of life to turn it into a topical projectile. You can throw the elixir at a creature within 20 feet as an Interact action to heal that creature and those near it. The target is affected as though it drank the elixir, and each living creature adjacent to it regains HP from the bomb equal to the elixir's number of damage dice (3 HP for a lesser elixir of life, for example).","category":"feat","pfs":"Standard","feat":["Healing Bomb"],"rarity":"common","slug":"feat-5773"},{"skill_mod":{},"summary":"You can mix an aromatic salve into an elixir with the healing trait to soothe physical maladies.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5774","weakness":{},"name":"Invigorating Elixir","trait":["Additive","Alchemist"],"id":"feat-5774","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Invigorating Elixir Source Player Core 2 pg. 65 --- You can mix an aromatic salve into an elixir with the healing trait to soothe physical maladies. In addition to its normal effects, the elixir can be imbibed by a creature prevented from doing so (such as a sickened creature). In addition to its other effects, the elixir attempts to counteract an effect imposing one of the following conditions of the imbiber's choice: clumsy, enfeebled, sickened, or stupefied. Use half your level rounded up for the counteract rank and your class DC – 10 for the counteract modifier. The imbiber is then temporarily immune to the effects of this additive for 10 minutes. The additive can't counteract curses, diseases, or conditions that are part of the creature's normal state. Invigorating Elixir leads to... Improved Invigorating Elixir, Supreme Invigorating Elixir","category":"feat","pfs":"Standard","feat":["Invigorating Elixir"],"rarity":"common","slug":"feat-5774"},{"skill_mod":{},"summary":"You redirect a mutagen within your body to spit a stream of stomach acid at a foe.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"requirement":"You are under the effects of a mutagen.","source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5775","weakness":{},"name":"Regurgitate Mutagen","trait":["Alchemist","Manipulate"],"actions_number":2,"id":"feat-5775","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Regurgitate Mutagen Single Action Source Player Core 2 pg. 65 Requirements You are under the effects of a mutagen. --- You redirect a mutagen within your body to spit a stream of stomach acid at a foe. A creature within 30 feet takes 1d6 acid damage for every 2 levels you have, with a basic Reflex save against your class DC. On a failure, the creature is also sickened 1 (or sickened 2 on a critical failure). The mutagen's duration immediately ends.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Regurgitate Mutagen"],"rarity":"common","slug":"feat-5775"},{"skill_mod":{},"summary":"Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5776","weakness":{},"archetype":["Poisoner"],"name":"Tenacious Toxins","legacy_id":["feat-1596"],"trait":["Alchemist"],"id":"feat-5776","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tenacious Toxins Source Player Core 2 pg. 65 Archetypes Poisoner (Level 6), Poisoner (Level 6) --- Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration.","category":"feat","pfs":"Standard","feat":["Tenacious Toxins"],"rarity":"common","slug":"feat-5776"},{"skill_mod":{},"summary":"You can add the full ingredients of a second elixir to an elixir you make to create a hybrid concoction.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5777","weakness":{},"name":"Combine Elixirs","legacy_id":["feat-102"],"trait":["Additive","Alchemist"],"id":"feat-5777","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Combine Elixirs Source Player Core 2 pg. 65 --- You can add the full ingredients of a second elixir to an elixir you make to create a hybrid concoction. You must expend an additional versatile vial to make this combined elixir, and the ingredients must be for an elixir of the same level or lower that you could create with Quick Alchemy. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two lesser elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.","category":"feat","pfs":"Standard","feat":["Combine Elixirs"],"rarity":"common","slug":"feat-5777"},{"skill_mod":{},"summary":"You can add a crystalline additive to an alchemical bomb to have it undermine your enemy.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5778","weakness":{},"name":"Debilitating Bomb","legacy_id":["feat-103"],"trait":["Additive","Alchemist"],"id":"feat-5778","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Debilitating Bomb Source Player Core 2 pg. 66 --- You can add a crystalline additive to an alchemical bomb to have it undermine your enemy. Choose dazzled, deafened, off-guard, or a –5-foot status penalty to Speeds. If the attack with the bomb hits, in addition to the bomb's normal effects, the target must succeed at a Fortitude saving throw or take that effect until the start of your next turn. Use your class DC for this saving throw, even if someone else throws the bomb. Debilitating Bomb leads to... Greater Debilitating Bomb","category":"feat","pfs":"Standard","feat":["Debilitating Bomb"],"rarity":"common","slug":"feat-5778"},{"skill_mod":{},"summary":"You can lob bombs with great force and a precise trajectory to angle the splash in a cone that sprays in a single direction, potentially allowing you to avoid allies and splash deeper into enemy lines.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5779","weakness":{},"archetype":["Demolitionist"],"name":"Directional Bombs","legacy_id":["feat-104"],"trait":["Alchemist"],"id":"feat-5779","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Directional Bombs Source Player Core 2 pg. 66 Archetypes Demolitionist (Level 8), Demolitionist (Level 8) --- You can lob bombs with great force and a precise trajectory to angle the splash in a cone that sprays in a single direction, potentially allowing you to avoid allies and splash deeper into enemy lines. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can create a splash in a 15-foot cone. You choose the cone's direction, but its first square must be a square in the target's space. Special If you have the Expanded Splash feat or another ability that increases the radius of splash damage, you can have the splash damage be a 20-foot cone.","category":"feat","pfs":"Standard","feat":["Directional Bombs"],"rarity":"common","slug":"feat-5779"},{"skill_mod":{},"summary":"Your treatments for diseases and poisons can be very efficacious, though they tend not to last as long.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5780","weakness":{},"name":"Fortified Elixirs","trait":["Alchemist"],"id":"feat-5780","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fortified Elixirs Source Player Core 2 pg. 66 --- Your treatments for diseases and poisons can be very efficacious, though they tend not to last as long. A creature that is under the effect of an infused antidote or antiplague that you created can choose to reroll a failed Fortitude saving throw against an appropriate affliction (poison for antidote and disease for antiplague). The creature doesn't gain the elixir's usual item bonus to the reroll, and after the reroll, the elixir's duration immediately ends. This is a fortune effect.","category":"feat","pfs":"Standard","feat":["Fortified Elixirs"],"rarity":"common","slug":"feat-5780"},{"skill_mod":{},"summary":"A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5781","weakness":{},"archetype":["Poisoner"],"name":"Sticky Poison","legacy_id":["feat-1597"],"trait":["Alchemist"],"id":"feat-5781","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Sticky Poison Source Player Core 2 pg. 66 Archetypes Poisoner (Level 8), Poisoner (Level 8) --- A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Sticky Poison"],"rarity":"common","slug":"feat-5781"},{"skill_mod":{},"summary":"Sometimes, you need to adapt your alchemical mixtures to new situations.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"requirement":"You are holding or wearing an alchemist's toolkit .","source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5782","weakness":{},"name":"Alter Admixture","trait":["Alchemist","Exploration"],"id":"feat-5782","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Alter Admixture Source Player Core 2 pg. 66 Requirements You are holding or wearing an alchemist's toolkit. --- Sometimes, you need to adapt your alchemical mixtures to new situations. In a process that takes 10 minutes, you change an item you created with advanced alchemy into a similar item. You can change an alchemical bomb into another type of alchemical bomb, an elixir into another type of elixir, or a poison into another type of poison. If it's unclear whether two alchemical consumables are similar, the GM decides. You must know the formula for the new item, and the new item must be of the same or lower item level than the original item. The new item still keeps the infused trait, and it remains potent as long as the original item would have.","category":"feat","pfs":"Standard","feat":["Alter Admixture"],"rarity":"common","slug":"feat-5782"},{"skill_mod":{},"summary":"Choose physical invigoration or mental invigoration, and add the listed conditions to those you can choose for an invigorating elixir.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Invigorating Elixir","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5783","weakness":{},"name":"Improved Invigorating Elixir","trait":["Alchemist"],"id":"feat-5783","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Improved Invigorating Elixir Source Player Core 2 pg. 67 Prerequisites Invigorating Elixir --- Choose physical invigoration or mental invigoration, and add the listed conditions to those you can choose for an invigorating elixir you create to counteract: Physical Invigoration blinded, deafened, drained, paralyzed, slowed; Mental Invigoration confused, controlled, fleeing, frightened, paralyzed, slowed. Special You can select this feat a second time to choose a different type of invigoration and add its options to those you can choose.","category":"feat","pfs":"Standard","feat":["Improved Invigorating Elixir"],"rarity":"common","slug":"feat-5783"},{"legacy_name":["Feral Mutagen","Elastic Mutagen","Invincible Mutagen"],"skill_mod":{},"summary":"Basic mutagens that affect your physical form can bring out the beast within you, turn you nigh invincible, or make your body more elastic.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5784","weakness":{},"name":"Mutant Physique","legacy_id":["feat-105","feat-108","feat-114"],"trait":["Alchemist"],"id":"feat-5784","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mutant Physique Source Player Core 2 pg. 67 --- Basic mutagens that affect your physical form can bring out the beast within you, turn you nigh invincible, or make your body more elastic. While you're affected by one of the listed mutagens, you get an additional benefit. Bestial Mutagen You gain the mutagen's item bonus to your Intimidation checks. In addition, you increase the damage die size of your claws and jaws by one step, and they gain the deadly d10 trait. Juggernaut Mutagen You gain resistance to all physical damage equal to half your level. Quicksilver Mutagen You can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing. Special If you can be under the effects of multiple mutagens (with the mutagenist greater field discovery, for example), you get all relevant benefits.","category":"feat","pfs":"Standard","feat":["Mutant Physique"],"rarity":"common","slug":"feat-5784"},{"skill_mod":{},"summary":"Unsuspecting targets are especially vulnerable to your poisons.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5785","weakness":{},"archetype":["Poisoner"],"name":"Pinpoint Poisoner","legacy_id":["feat-1599"],"trait":["Alchemist"],"id":"feat-5785","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Pinpoint Poisoner Source Player Core 2 pg. 67 Archetypes Poisoner (Level 10), Poisoner (Level 10) --- Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike an off-guard creature with a poisoned weapon or expose an off-guard creature to an inhaled poison, that creature takes a –2 circumstance penalty to its initial save against that poison.","category":"feat","pfs":"Standard","feat":["Pinpoint Poisoner"],"rarity":"common","slug":"feat-5785"},{"skill_mod":{},"summary":"You can mix in a sticky additive to an alchemical bomb to make its contents adhere and continue to deal damage.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5786","weakness":{},"name":"Sticky Bomb","legacy_id":["feat-107"],"trait":["Additive","Alchemist"],"id":"feat-5786","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Sticky Bomb Source Player Core 2 pg. 67 --- You can mix in a sticky additive to an alchemical bomb to make its contents adhere and continue to deal damage. A creature hit by a sticky bomb also takes persistent damage equal to and of the same type as the bomb's splash damage. If the bomb already deals persistent damage, combine the two amounts. Use the splash damage amount listed in the bomb's stat block, even if you used an ability to change the splash damage dealt.","category":"feat","pfs":"Standard","feat":["Sticky Bomb"],"rarity":"common","slug":"feat-5786"},{"skill_mod":{},"summary":"You make an even-larger batch of alchemical items each morning.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Efficient Alchemy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5787","weakness":{},"name":"Advanced Efficient Alchemy","trait":["Alchemist"],"id":"feat-5787","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Advanced Efficient Alchemy Source Player Core 2 pg. 67 Prerequisites Efficient Alchemy --- You make an even-larger batch of alchemical items each morning. Increase the maximum number of items you can create with advanced alchemy to 8 + your Intelligence modifier, or to 10 + your Intelligence modifier if you're 16th level or higher.","category":"feat","pfs":"Standard","feat":["Advanced Efficient Alchemy"],"rarity":"common","slug":"feat-5787"},{"skill_mod":{},"summary":"You can throw bombs at just the right trajectory to create especially large and powerful explosions.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5788","weakness":{},"archetype":["Demolitionist"],"name":"Expanded Splash","legacy_id":["feat-109"],"trait":["Alchemist"],"id":"feat-5788","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Expanded Splash Source Player Core 2 pg. 67 Archetype Demolitionist (Level 12) --- You can throw bombs at just the right trajectory to create especially large and powerful explosions. When you throw an alchemical bomb and that bomb has the splash trait, you can have the splash damage affect all creatures within 10 feet of the target instead of 5 feet. If you do, you gain a status bonus to the bomb's splash damage equal to your Intelligence modifier. If you have the bomber 5th-level field discovery, this additional damage applies even if you caused your bomb to deal splash damage equal to your Intelligence modifier instead of the normal amount, allowing your bombs to deal splash damage equal to double your Intelligence modifier.","category":"feat","pfs":"Standard","feat":["Expanded Splash"],"rarity":"common","slug":"feat-5788"},{"skill_mod":{},"summary":"You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Debilitating Bomb","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5789","weakness":{},"name":"Greater Debilitating Bomb","legacy_id":["feat-110"],"trait":["Alchemist"],"id":"feat-5789","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Greater Debilitating Bomb Source Player Core 2 pg. 67 Prerequisites Debilitating Bomb --- You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds. Greater Debilitating Bomb leads to... True Debilitating Bomb","category":"feat","pfs":"Standard","feat":["Greater Debilitating Bomb"],"rarity":"common","slug":"feat-5789"},{"skill_mod":{},"summary":"You can mix a wondrous yet volatile liquid into an alchemical consumable if it has an initial effect that uses dice.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5790","weakness":{},"name":"Unstable Concoction","legacy_id":["feat-1600"],"trait":["Additive","Alchemist"],"id":"feat-5790","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unstable Concoction Source Player Core 2 pg. 67 --- You can mix a wondrous yet volatile liquid into an alchemical consumable if it has an initial effect that uses dice. You increase the size of any dice for the item's initial effect by one step. For instance, you could increase damage from a moderate alchemist's fire to 2d10 or healing from a moderate elixir of life to 5d8+12. Because this affects only initial dice, it wouldn't increase unarmed attack damage from a bestial mutagen, persistent damage from an acid flask, and the like. When this item is activated, the creature activating it must succeed at a DC 10 flat check or take acid damage equal to the item's level.","category":"feat","pfs":"Standard","feat":["Unstable Concoction"],"rarity":"common","slug":"feat-5790"},{"skill_mod":{},"summary":"Integrating your own personal energy into the elixirs you create causes them to affect you for longer.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5791","weakness":{},"name":"Extend Elixir","legacy_id":["feat-113"],"trait":["Alchemist"],"id":"feat-5791","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Extend Elixir Source Player Core 2 pg. 67 --- Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir's duration is doubled. If you created the item with Quick Alchemy, this can't cause it to exceed the 10-minute duration limit. Extend Elixir leads to... Eternal Elixir, Persistent Mutagen","category":"feat","pfs":"Standard","feat":["Extend Elixir"],"rarity":"common","slug":"feat-5791"},{"skill_mod":{},"summary":"For the purposes of counteracting effects with invigorating elixirs, treat your level as though it were 2 higher.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Invigorating Elixir","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5792","weakness":{},"name":"Supreme Invigorating Elixir","trait":["Alchemist"],"id":"feat-5792","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Supreme Invigorating Elixir Source Player Core 2 pg. 68 Prerequisites Invigorating Elixir --- For the purposes of counteracting effects with invigorating elixirs, treat your level as though it were 2 higher. Add the listed conditions to those you can choose for an invigorating elixir you create to counteract: petrified, stunned. You can also choose a disease regardless of what, if any, conditions it imposes.","category":"feat","pfs":"Standard","feat":["Supreme Invigorating Elixir"],"rarity":"common","slug":"feat-5792"},{"skill_mod":{},"summary":"You lob bombs unerringly, despite obstructions or distance.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Far Lobber","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5793","weakness":{},"name":"Uncanny Bombs","legacy_id":["feat-115"],"trait":["Alchemist"],"id":"feat-5793","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Uncanny Bombs Source Player Core 2 pg. 68 Prerequisites Far Lobber --- You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target's AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature.","category":"feat","pfs":"Standard","feat":["Uncanny Bombs"],"rarity":"common","slug":"feat-5793"},{"skill_mod":{},"summary":"You can apply two different infused injury poisons to the same weapon, though not to a piece of ammunition.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5794","weakness":{},"name":"Double Poison","trait":["Alchemist"],"id":"feat-5794","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Double Poison Source Player Core 2 pg. 68 --- You can apply two different infused injury poisons to the same weapon, though not to a piece of ammunition. Each poison's level must be 2 or more levels lower than your level. You have to apply the two poisons individually. Once you've applied both, the poisons merge into a double poison that uses the lower of the two poisons' DCs and number of stages. This double poison is virulent only if both poisons were virulent. If the poisons require different types of saving throws (such as Fortitude and Will), choose which of them the double poison uses. Combine the effects of each stage of the poison on any creature affected by it. For each stage of the poison, use the effects of both poisons and the longer interval for that stage among the two poisons.","category":"feat","pfs":"Standard","feat":["Double Poison"],"rarity":"common","slug":"feat-5794"},{"legacy_name":["Glib Mutagen","Genius Mutagen","Mindblank Mutagen"],"skill_mod":{},"summary":"Basic mutagens that affect your mind and thoughts can make you communicate telepathically, protect you from being detected, or let you communicate with anyone.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5795","weakness":{},"name":"Mutant Innervation","legacy_id":["feat-116","feat-121","feat-124"],"trait":["Alchemist"],"id":"feat-5795","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Mutant Innervation Source Player Core 2 pg. 68 --- Basic mutagens that affect your mind and thoughts can make you communicate telepathically, protect you from being detected, or let you communicate with anyone. While you're affected by one of the listed mutagens, you get an additional benefit. Cognitive Mutagen You also gain the mutagen's item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you. Serene Mutagen Detection, revelation, and scrying effects of 9th rank (or 17th level) or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you. Silvertongue Mutagen Ignore circumstance penalties you would take to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you don't actually speak that language, nor does this ability allow you to understand any additional languages). Special If you can be under the effects of multiple mutagens (with the mutagenist greater field discovery, for example), you get all relevant benefits.","category":"feat","pfs":"Standard","feat":["Mutant Innervation"],"rarity":"common","slug":"feat-5795"},{"skill_mod":{},"summary":"You have discovered increasingly devastating ways for your bombs to impede your foes.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Greater Debilitating Bomb","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5796","weakness":{},"name":"True Debilitating Bomb","legacy_id":["feat-118"],"trait":["Alchemist"],"id":"feat-5796","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > True Debilitating Bomb Source Player Core 2 pg. 69 Prerequisites Greater Debilitating Bomb --- You have discovered increasingly devastating ways for your bombs to impede your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds.","category":"feat","pfs":"Standard","feat":["True Debilitating Bomb"],"rarity":"common","slug":"feat-5796"},{"skill_mod":{},"summary":"Your body readily accepts and retains minor changes.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Extend Elixir","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5797","weakness":{},"name":"Eternal Elixir","legacy_id":["feat-119"],"trait":["Alchemist"],"id":"feat-5797","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Eternal Elixir Source Player Core 2 pg. 69 Prerequisites Extend Elixir --- Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir's duration indefinite. This can exceed the 10-minute limit of an item made with Quick Alchemy. You can do so only if the elixir's level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.","category":"feat","pfs":"Standard","feat":["Eternal Elixir"],"rarity":"common","slug":"feat-5797"},{"skill_mod":{},"summary":"You can mix a refractile substance into an alchemical bomb to foil resistances.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5798","weakness":{},"name":"Exploitive Bomb","legacy_id":["feat-120"],"trait":["Additive","Alchemist"],"id":"feat-5798","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Exploitive Bomb Source Player Core 2 pg. 69 --- You can mix a refractile substance into an alchemical bomb to foil resistances. Choose one damage type the bomb can deal. Any damage dealt by the bomb—including initial, splash, and persistent damage—ignores an amount of that resistance equal to your level.","category":"feat","pfs":"Standard","feat":["Exploitive Bomb"],"rarity":"common","slug":"feat-5798"},{"skill_mod":{},"summary":"You've trained your physical form to remain stable.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Extend Elixir","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5799","weakness":{},"name":"Persistent Mutagen","legacy_id":["feat-122"],"trait":["Alchemist"],"id":"feat-5799","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Persistent Mutagen Source Player Core 2 pg. 69 Prerequisites Extend Elixir --- You've trained your physical form to remain stable. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can extend its duration to last until the next time you make your daily preparations instead of its normal duration. Unlike with the normal extension from Extend Elixir, this can exceed the duration of an item created with Quick Alchemy beyond its normal 10-minute limit.","category":"feat","pfs":"Standard","feat":["Persistent Mutagen"],"rarity":"common","slug":"feat-5799"},{"skill_mod":{},"summary":"Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5800","weakness":{},"name":"Improbable Elixirs","legacy_id":["feat-123"],"trait":["Alchemist"],"id":"feat-5800","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Improbable Elixirs Source Player Core 2 pg. 69 --- Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1); these potions must be of 9th level or lower. You gain formulas to create these potions as alchemical consumables with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use an alchemist's toolkit (for Quick Alchemy) or an alchemist's lab (for the Craft activity) instead of any other required toolkits. Other than that, the formula doesn't change. Once you've chosen the potion formulas, they can't be changed.","category":"feat","pfs":"Standard","feat":["Improbable Elixirs"],"rarity":"common","slug":"feat-5800"},{"skill_mod":{},"summary":"Your alchemical mastery can resuscitate the recently slain.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5801","frequency":"once every 10 minutes","weakness":{},"name":"Miracle Worker","legacy_id":["feat-125"],"trait":["Alchemist"],"id":"feat-5801","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Miracle Worker Source Player Core 2 pg. 69 Frequency once every 10 minutes --- Your alchemical mastery can resuscitate the recently slain. You can administer a major or true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.","category":"feat","pfs":"Standard","feat":["Miracle Worker"],"rarity":"common","slug":"feat-5801"},{"skill_mod":{},"summary":"You have perfected the formulas for bombs that impede your enemies.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5802","weakness":{},"name":"Perfect Debilitation","legacy_id":["feat-126"],"trait":["Alchemist"],"id":"feat-5802","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Debilitation Source Player Core 2 pg. 69 --- You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.","category":"feat","pfs":"Standard","feat":["Perfect Debilitation"],"rarity":"common","slug":"feat-5802"},{"skill_mod":{},"summary":"If you die while under the effect of at least one elixir , the alchemical compounds in your bloodstream bring you back to life at the start of your next turn.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5803","weakness":{},"name":"Alchemical Revivification","trait":["Alchemist"],"id":"feat-5803","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Alchemical Revivification Source Player Core 2 pg. 69 --- If you die while under the effect of at least one elixir, the alchemical compounds in your bloodstream bring you back to life at the start of your next turn. You're affected by an elixir of rejuvenation, then a true elixir of life, then your choice of a major bestial mutagen, major juggernaut mutagen, or major quicksilver mutagen as though you just imbibed it. These automatic reactions don't get any special benefits you add when creating or using these items. Because you died, all other alchemical compounds in your bloodstream are inert. After being revived, you're temporarily immune to Alchemical Rejuvenation for 1d4 hours.","category":"feat","pfs":"Standard","feat":["Alchemical Revivification"],"rarity":"common","slug":"feat-5803"},{"skill_mod":{},"summary":"Your research has paid off, culminating in the legendary philosopher's stone.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5804","weakness":{},"name":"Craft Philosopher's Stone","legacy_id":["feat-127"],"trait":["Alchemist"],"id":"feat-5804","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Craft Philosopher's Stone Source Player Core 2 pg. 69 --- Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the philosopher's stone and can add it to your formula book.","category":"feat","pfs":"Standard","feat":["Craft Philosopher's Stone"],"rarity":"common","slug":"feat-5804"},{"skill_mod":{},"summary":"You can add a highly explosive additive to an alchemical bomb to turn it into a mega bomb.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class","Mechanics"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5805","weakness":{},"name":"Mega Bomb","legacy_id":["feat-128"],"trait":["Additive","Alchemist","Manipulate"],"id":"feat-5805","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Mega Bomb Source Player Core 2 pg. 69 --- You can add a highly explosive additive to an alchemical bomb to turn it into a mega bomb. Throwing this bomb takes a 2-action activity instead of a Strike. This isn't a Strike, and you don't make an attack roll. The mega bomb explodes in a 30-foot burst within 60 feet. It deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as off-guard from bottled lightning). Though all targets in the area take splash damage as primary targets, there is no further splash beyond that area.","category":"feat","pfs":"Standard","feat":["Mega Bomb"],"rarity":"common","slug":"feat-5805"},{"skill_mod":{},"summary":"When you are raging, your visual senses improve, granting you darkvision .","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5806","weakness":{},"name":"Acute Vision","legacy_id":["feat-130"],"trait":["Barbarian"],"id":"feat-5806","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Acute Vision Source Player Core 2 pg. 77 --- When you are raging, your visual senses improve, granting you darkvision.","category":"feat","pfs":"Standard","feat":["Acute Vision"],"rarity":"common","slug":"feat-5806"},{"skill_mod":{},"summary":"In the heat of battle, you are capable of amazing feats of strength.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5807","weakness":{},"name":"Adrenaline Rush","legacy_id":["feat-1602"],"trait":["Barbarian","Rage"],"id":"feat-5807","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Adrenaline Rush Source Player Core 2 pg. 77 --- In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.","category":"feat","pfs":"Standard","feat":["Adrenaline Rush"],"rarity":"common","slug":"feat-5807"},{"skill_mod":{},"summary":"Few can sway you from your goals while the fury of combat fills you.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"dragon instinct","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5808","weakness":{},"name":"Draconic Arrogance","legacy_id":["feat-1603"],"trait":["Barbarian","Rage"],"id":"feat-5808","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Draconic Arrogance Source Player Core 2 pg. 77 Prerequisites dragon instinct --- Few can sway you from your goals while the fury of combat fills you. While raging, you gain a +2 status bonus to saving throws against emotion effects.","category":"feat","pfs":"Standard","feat":["Draconic Arrogance"],"rarity":"common","slug":"feat-5808"},{"skill_mod":{},"summary":"You push back your rage for a moment in order to think clearly.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5809","weakness":{},"name":"Moment of Clarity","legacy_id":["feat-131"],"trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-5809","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Moment of Clarity Single Action Source Player Core 2 pg. 77 --- You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don't have the rage trait.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Moment of Clarity"],"rarity":"common","slug":"feat-5809"},{"skill_mod":{},"summary":"Your fury fills your foes with fear.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5810","weakness":{},"name":"Raging Intimidation","legacy_id":["feat-132"],"trait":["Barbarian"],"id":"feat-5810","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Raging Intimidation Source Player Core 2 pg. 77 --- Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.","category":"feat","pfs":"Standard","feat":["Raging Intimidation"],"rarity":"common","slug":"feat-5810"},{"skill_mod":{},"summary":" Thrown weapons become especially deadly in your fury.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5811","weakness":{},"name":"Raging Thrower","legacy_id":["feat-133"],"trait":["Barbarian"],"id":"feat-5811","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Raging Thrower Source Player Core 2 pg. 77 --- Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.","category":"feat","pfs":"Standard","feat":["Raging Thrower"],"rarity":"common","slug":"feat-5811"},{"skill_mod":{},"summary":"When your anger is heightened, your sense of smell improves.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5812","weakness":{},"name":"Acute Scent","legacy_id":["feat-135"],"trait":["Barbarian"],"id":"feat-5812","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Acute Scent Source Player Core 2 pg. 77 --- When your anger is heightened, your sense of smell improves. While you're raging, you gain imprecise scent with a range of 30 feet. Acute Scent leads to... Instinctive Strike, Supernatural Senses","category":"feat","pfs":"Standard","feat":["Acute Scent"],"rarity":"common","slug":"feat-5812"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-1604"],"trait":["Barbarian","Flourish"],"id":"feat-5813","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bashing Charge Two Actions Source Player Core 2 pg. 77 Archetype Zombie (Level 4) Prerequisites Trained in Athletics --- You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.","feat":["Bashing Charge"],"skill_mod":{},"summary":"You smash, bust, and charge through solid obstacles without hesitation.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":2,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5813","archetype":["Zombie"],"name":"Bashing Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5813"},{"skill_mod":{},"summary":"Desperate to finish the fight, you pour all your rage into one final blow.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5814","weakness":{},"name":"Furious Finish","legacy_id":["feat-136"],"trait":["Barbarian","Rage"],"actions_number":2,"id":"feat-5814","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Furious Finish Single Action Source Player Core 2 pg. 77 --- Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Furious Finish"],"rarity":"common","slug":"feat-5814"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-137"],"trait":["Barbarian","Rage"],"id":"feat-5815","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > No Escape Reaction Source Player Core 2 pg. 77 Trigger An enemy within reach attempts to move away from you. --- You keep pace with a retreating foe. Stride up to your Speed, following the enemy and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.","feat":["No Escape"],"skill_mod":{},"summary":"You keep pace with a retreating foe.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":2,"source_category":["Rulebooks"],"trigger":"An enemy within reach attempts to move away from you.","resistance":{},"url":"/Feats.aspx?ID=5815","name":"No Escape","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5815"},{"skill_mod":{},"summary":"You can enter a second rage, but afterward you need to catch your breath.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5816","weakness":{},"name":"Second Wind","legacy_id":["feat-138"],"trait":["Barbarian"],"id":"feat-5816","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Second Wind Source Player Core 2 pg. 77 --- You can enter a second rage, but afterward you need to catch your breath. When you Rage, you can choose to gain temporary HP from the Rage even if 1 minute hasn't passed (or a full turn if you have the revitalizing rage class feature). If you do, once this Rage ends you become fatigued until you rest for 10 minutes.","category":"feat","pfs":"Standard","feat":["Second Wind"],"rarity":"common","slug":"feat-5816"},{"legacy_name":["Shake it Off"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-139"],"trait":["Barbarian","Concentrate","Rage"],"id":"feat-5817","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shake It Off Single Action Source Player Core 2 pg. 78 --- You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.","feat":["Shake It Off"],"skill_mod":{},"summary":"You concentrate on your rage, overcoming fear and fighting back sickness.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":2,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5817","name":"Shake It Off","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5817"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1606"],"trait":["Barbarian","Rage"],"id":"feat-5818","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Oversized Throw Two Actions Source Player Core 2 pg. 78 Requirements You have one or more hands free. --- With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.","feat":["Oversized Throw"],"skill_mod":{},"summary":"With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":4,"source_category":["Rulebooks"],"requirement":"You have one or more hands free.","resistance":{},"url":"/Feats.aspx?ID=5818","name":"Oversized Throw","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5818"},{"skill_mod":{},"summary":"Physical obstacles can't hold back your fury.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5819","weakness":{},"skill":["Athletics","Athletics"],"name":"Raging Athlete","legacy_id":["feat-141"],"trait":["Barbarian"],"id":"feat-5819","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Raging Athlete Source Player Core 2 pg. 78 Prerequisites Expert in Athletics --- Physical obstacles can't hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, and the DC of High Jumps and Long Jumps decreases by 10, and you increase your distance on a successful Long Jump by 10 feet. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet, and to 20 feet if your Speed is at least 30 feet.","category":"feat","pfs":"Standard","feat":["Raging Athlete"],"rarity":"common","slug":"feat-5819"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Barbarian","Rage"],"id":"feat-5820","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Scars of Steel Reaction Source Player Core 2 pg. 78 Frequency once per day Prerequisites fury instinct Trigger An opponent critically hits you with an attack that deals physical damage. --- When you are struck with the mightiest of blows, you can flex your muscles to turn aside some of the damage. You gain resistance to the triggering attack equal to your Constitution modifier plus half your level.","feat":["Scars of Steel"],"skill_mod":{},"summary":"When you are struck with the mightiest of blows, you can flex your muscles to turn aside some of the damage.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":4,"prerequisite":"fury instinct","source_category":["Rulebooks"],"trigger":"An opponent critically hits you with an attack that deals physical damage.","resistance":{},"url":"/Feats.aspx?ID=5820","name":"Scars of Steel","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5820"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1607"],"trait":["Barbarian","Fortune"],"id":"feat-5821","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spiritual Guides Reaction Source Player Core 2 pg. 78 Frequency once per day Prerequisites spirit instinct Trigger You fail, but don’t critically fail, a Perception check or a skill check. --- Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging. Sometimes they're even helpful, and their guidance can even cut through the haze of your rage. Reroll the triggering check, using the second result even if it's worse.","feat":["Spiritual Guides"],"skill_mod":{},"summary":"Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":4,"prerequisite":"spirit instinct","source_category":["Rulebooks"],"trigger":"You fail, but don’t critically fail, a Perception check or a skill check.","resistance":{},"url":"/Feats.aspx?ID=5821","name":"Spiritual Guides","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5821"},{"skill_mod":{},"summary":"Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Acute Scent or scent","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5822","weakness":{},"name":"Supernatural Senses","legacy_id":["feat-1608"],"trait":["Barbarian","Rage"],"id":"feat-5822","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Supernatural Senses Source Player Core 2 pg. 78 Prerequisites Acute Scent or scent --- Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a concealed or hidden opponent while you are raging, you reduce the DC of the flat check to 3 for a concealed target or to 9 for a hidden one.","category":"feat","pfs":"Standard","feat":["Supernatural Senses"],"rarity":"common","slug":"feat-5822"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-143"],"trait":["Barbarian"],"id":"feat-5823","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Wounded Rage Reaction Source Player Core 2 pg. 78 Trigger You take damage and are capable of entering a rage. --- You roar in pain, awakening the rage within you. You Rage.","feat":["Wounded Rage"],"skill_mod":{},"summary":"You roar in pain, awakening the rage within you.","primary_source":"Player Core 2","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"trigger":"You take damage and are capable of entering a rage.","resistance":{},"url":"/Feats.aspx?ID=5823","name":"Wounded Rage","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5823"},{"skill_mod":{},"summary":"Your proficiency in unarmored defense increases to expert.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"animal instinct","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5824","weakness":{},"name":"Animal Skin","legacy_id":["feat-144"],"trait":["Barbarian","Morph","Primal"],"id":"feat-5824","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Animal Skin Source Player Core 2 pg. 78 Prerequisites animal instinct --- Your proficiency in unarmored defense increases to expert. When you are raging and unarmored, your skin transforms into a thick hide. You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer's clothing, mystic armor , and bands of force .","category":"feat","pfs":"Standard","feat":["Animal Skin"],"rarity":"common","slug":"feat-5824"},{"skill_mod":{},"summary":"You push your foes around and leave bruises.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5825","weakness":{},"skill":["Athletics","Athletics"],"name":"Brutal Bully","legacy_id":["feat-146"],"trait":["Barbarian"],"id":"feat-5825","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Brutal Bully Source Player Core 2 pg. 79 Prerequisites Expert in Athletics --- You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Reposition, Shove, or Trip an enemy, you deal that enemy bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.","category":"feat","pfs":"Standard","feat":["Brutal Bully"],"rarity":"common","slug":"feat-5825"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-147"],"trait":["Barbarian","Rage"],"id":"feat-5826","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cleave Reaction Source Player Core 2 pg. 79 Trigger Your melee Strike reduces an enemy to 0 Hit Points, and another enemy is adjacent to that creature. --- You swing clear through one foe and into another. Make a melee Strike against the second enemy. Cleave leads to... Great Cleave","feat":["Cleave"],"skill_mod":{},"summary":"You swing clear through one foe and into another.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":6,"source_category":["Rulebooks"],"trigger":"Your melee Strike reduces an enemy to 0 Hit Points, and another enemy is adjacent to that creature.","resistance":{},"url":"/Feats.aspx?ID=5826","name":"Cleave","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5826"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"legacy_id":["feat-148"],"trait":["Barbarian","Concentrate","Rage"],"id":"feat-5827","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dragon's Rage Breath Two Actions Source Player Core 2 pg. 79 Frequency once per 10 minutes Prerequisites dragon instinct --- You breathe deeply and exhale powerful energy in a 30-foot cone, dealing 1d6 damage per level to each creature in the area with a basic Reflex save against your class DC. The damage type matches your instinct's dragon breath, and this action gains the trait of your dragon instinct's tradition.","feat":["Dragon's Rage Breath"],"skill_mod":{},"summary":"You breathe deeply and exhale powerful energy in a 30-foot cone, dealing 1d6 damage per level to each creature in the area with a basic Reflex save against your class DC.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":6,"prerequisite":"dragon instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5827","name":"Dragon's Rage Breath","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5827"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-149"],"trait":["Barbarian","Polymorph","Primal","Rage"],"id":"feat-5828","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Giant's Stature Single Action Source Player Core 2 pg. 79 Prerequisites Giant instinct Requirements You are Medium or smaller. --- You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you. Giant's Stature leads to... Titan's Stature","feat":["Giant's Stature"],"skill_mod":{},"summary":"You grow to incredible size.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Tradition","Monster","Class-Specific"],"level":6,"prerequisite":"Giant instinct","source_category":["Rulebooks"],"requirement":"You are Medium or smaller.","resistance":{},"url":"/Feats.aspx?ID=5828","name":"Giant's Stature","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5828"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1609"],"trait":["Barbarian","Concentrate","Rage"],"id":"feat-5829","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Inner Strength Single Action Source Player Core 2 pg. 79 Prerequisites spirit instinct --- Your strength is part of your rage. As long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your enfeebled condition's value by 1.","feat":["Inner Strength"],"skill_mod":{},"summary":"Your strength is part of your rage.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":6,"prerequisite":"spirit instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5829","name":"Inner Strength","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5829"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1610"],"trait":["Barbarian","Rage"],"id":"feat-5830","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mage Hunter Two Actions Source Player Core 2 pg. 79 Prerequisites superstition instinct Requirements You’ve seen the target Cast a Spell. --- You use your hatred of magic to lash out at a known spellcaster. Make a melee Strike against the required creature. If you hit and deal damage, the target is stupefied 1, or stupefied 2 on a critical hit, until the beginning of your next turn.","feat":["Mage Hunter"],"skill_mod":{},"summary":"You use your hatred of magic to lash out at a known spellcaster.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":6,"prerequisite":"superstition instinct","source_category":["Rulebooks"],"requirement":"You’ve seen the target Cast a Spell .","resistance":{},"url":"/Feats.aspx?ID=5830","name":"Mage Hunter","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5830"},{"legacy_name":["Nocturnal Sense"],"skill_mod":{},"summary":"Your senses gain even greater clarity.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"low-light vision or scent","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5831","weakness":{},"name":"Nocturnal Senses","legacy_id":["feat-1611"],"trait":["Barbarian","Rage"],"id":"feat-5831","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Nocturnal Senses Source Player Core 2 pg. 80 Prerequisites low-light vision or scent --- Your senses gain even greater clarity. While raging, if you have low-light vision you gain darkvision, and if you have scent the range of your imprecise scent increases to 60 feet.","category":"feat","pfs":"Standard","feat":["Nocturnal Senses"],"rarity":"common","slug":"feat-5831"},{"legacy_name":["Attack of Opportunity"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-145"],"trait":["Barbarian","Champion","Commander","Exemplar","Guardian","Magus","Swashbuckler"],"id":"feat-5832","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Reactive Strike Reaction Source Player Core 2 pg. 80 Archetypes Marshal (Level 8), Marshal (Level 8), Golden Legionnaire (Level 8) Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. --- You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. Reactive Strike leads to... Immediate Rebuke","feat":["Reactive Strike"],"skill_mod":{},"summary":"You lash out at a foe that leaves an opening.","primary_source":"Player Core 2","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"trigger":"A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.","resistance":{},"url":"/Feats.aspx?ID=5832","archetype":["Marshal","Golden Legionnaire"],"name":"Reactive Strike","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5832"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1612"],"trait":["Barbarian"],"id":"feat-5833","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scouring Rage Free Action Source Player Core 2 pg. 80 Prerequisites an instinct that allows you to change your additional damage from Rage to a different damage type Trigger You Rage. --- You emit a powerful surge of instinctual energy when you unleash your anger. Each enemy within 20 feet takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that Rage.","feat":["Scouring Rage"],"skill_mod":{},"summary":"You emit a powerful surge of instinctual energy when you unleash your anger.","primary_source":"Player Core 2","trait_group":["Class"],"level":6,"prerequisite":"an instinct that allows you to change your additional damage from Rage to a different damage type","source_category":["Rulebooks"],"trigger":"You Rage.","resistance":{},"url":"/Feats.aspx?ID=5833","name":"Scouring Rage","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5833"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-150"],"trait":["Barbarian","Divine","Rage"],"id":"feat-5834","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spirits' Interference Single Action Source Player Core 2 pg. 80 Prerequisites spirit instinct --- You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.","feat":["Spirits' Interference"],"skill_mod":{},"summary":"You call forth protective spirits to ward off ranged attacks.","primary_source":"Player Core 2","trait_group":["Class","Tradition","Monster","Class-Specific"],"level":6,"prerequisite":"spirit instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5834","name":"Spirits' Interference","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5834"},{"skill_mod":{},"summary":"You deepen the connection into your animal instincts.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Tradition","Monster","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"animal instinct","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5835","weakness":{},"name":"Animalistic Brutality","trait":["Barbarian","Concentrate","Morph","Primal","Rage"],"actions_number":2,"id":"feat-5835","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Animalistic Brutality Single Action Source Player Core 2 pg. 80 Prerequisites animal instinct --- You deepen the connection into your animal instincts. Your unarmed attack from bestial rage gains one of the following traits until you stop raging: backswing, forceful, parry, razing, or sweep. You can't use this ability again until the next time you Rage. You can choose a different trait each time you use Animalistic Brutality","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Animalistic Brutality"],"rarity":"common","slug":"feat-5835"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-1613"],"trait":["Barbarian","Flourish","Rage"],"id":"feat-5836","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Disarming Assault Single Action Source Player Core 2 pg. 81 Prerequisites Trained in Athletics --- You attack with enough force to knock the weapon out of your foe's hands. Make a melee Strike; if you hit, you can attempt an Athletics check to Disarm that enemy.","feat":["Disarming Assault"],"skill_mod":{},"summary":"You attack with enough force to knock the weapon out of your foe's hands.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":8,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5836","name":"Disarming Assault","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5836"},{"legacy_name":["Follow-Up Assault"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1614"],"trait":["Barbarian","Rage"],"id":"feat-5837","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Follow-up Assault Single Action Source Player Core 2 pg. 81 Requirements You used your previous action to make a melee strike that missed. --- Even in the face of failure you press the attack, determined to succeed. Make a Strike with the same weapon, adding the backswing and forceful weapon traits to that Strike.","feat":["Follow-up Assault"],"skill_mod":{},"summary":"Even in the face of failure you press the attack, determined to succeed.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":8,"source_category":["Rulebooks"],"requirement":"You used your previous action to make a melee strike that missed.","resistance":{},"url":"/Feats.aspx?ID=5837","name":"Follow-up Assault","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5837"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1615"],"trait":["Barbarian","Manipulate","Rage"],"id":"feat-5838","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Friendly Toss Two Actions Source Player Core 2 pg. 81 Requirements You are adjacent to an ally and have one or more hands free. --- You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can use their reaction to make a melee Strike against such an enemy.","feat":["Friendly Toss"],"skill_mod":{},"summary":"You toss your friends around the battlefield.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":8,"source_category":["Rulebooks"],"requirement":"You are adjacent to an ally and have one or more hands free.","resistance":{},"url":"/Feats.aspx?ID=5838","name":"Friendly Toss","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5838"},{"skill_mod":{},"summary":"You bully foes across the battlefield.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5839","weakness":{},"skill":["Athletics","Athletics"],"name":"Furious Bully","legacy_id":["feat-152"],"trait":["Barbarian"],"id":"feat-5839","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Furious Bully Source Player Core 2 pg. 81 Prerequisites Master in Athletics --- You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions.","category":"feat","pfs":"Standard","feat":["Furious Bully"],"rarity":"common","slug":"feat-5839"},{"skill_mod":{},"summary":"You trust your instincts and your sense of smell, using all your senses to pinpoint your opponent's location.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Acute Scent or Scent","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5840","weakness":{},"name":"Instinctive Strike","legacy_id":["feat-1616"],"trait":["Barbarian"],"id":"feat-5840","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Instinctive Strike Source Player Core 2 pg. 81 Prerequisites Acute Scent or Scent --- You trust your instincts and your sense of smell, using all your senses to pinpoint your opponent's location. When you make a melee Strike against an opponent you're detecting using scent, ignore any flat check required due to the target being concealed or hidden.","category":"feat","pfs":"Standard","feat":["Instinctive Strike"],"rarity":"common","slug":"feat-5840"},{"skill_mod":{},"summary":"Even the heaviest armors serve only to enhance your unbridled fury.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5841","weakness":{},"name":"Invulnerable Rager","trait":["Barbarian"],"id":"feat-5841","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Invulnerable Rager Source Player Core 2 pg. 81 --- Even the heaviest armors serve only to enhance your unbridled fury. You are trained in heavy armor. Whenever you gain a barbarian class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. If you have the Quick-Tempered action, you can use it while wearing heavy armor.","category":"feat","pfs":"Standard","feat":["Invulnerable Rager"],"rarity":"common","slug":"feat-5841"},{"skill_mod":{},"summary":"Through the haze of battle, you quickly recover your raging vigor.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5842","weakness":{},"name":"Renewed Vigor","legacy_id":["feat-153"],"trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-5842","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Renewed Vigor Single Action Source Player Core 2 pg. 81 --- Through the haze of battle, you quickly recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier. If you made an attack action this turn, increase the number of temporary Hit Points to your level plus your Constitution modifier. These temporary Hit Points last until the end of your rage.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Renewed Vigor"],"rarity":"common","slug":"feat-5842"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-154"],"trait":["Auditory","Barbarian","Rage","Visual"],"id":"feat-5843","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Share Rage Single Action Source Player Core 2 pg. 81 Requirements You haven’t used this ability since you last Raged. --- You stoke an ally's fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions. It doesn't get any added benefits from your instinct, feats, or the like. Share Rage leads to... Contagious Rage","feat":["Share Rage"],"skill_mod":{},"summary":"You stoke an ally's fury.","primary_source":"Player Core 2","trait_group":["Sense","Class","Class-Specific"],"level":8,"source_category":["Rulebooks"],"requirement":"You haven’t used this ability since you last Raged.","resistance":{},"url":"/Feats.aspx?ID=5843","name":"Share Rage","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5843"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-156"],"trait":["Barbarian","Rage"],"id":"feat-5844","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Thrash Single Action Source Player Core 2 pg. 81 Requirements You have an enemy grabbed or restrained. --- You thrash your foe around. An enemy you have grabbed or restrained takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your Rage damage, with a basic Fortitude save against your class DC. Thrash leads to... Collateral Thrash","feat":["Thrash"],"skill_mod":{},"summary":"You thrash your foe around.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":8,"source_category":["Rulebooks"],"requirement":"You have an enemy grabbed or restrained . ","resistance":{},"url":"/Feats.aspx?ID=5844","name":"Thrash","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5844"},{"skill_mod":{},"summary":"You open yourself to attacks so you can respond in turn.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5845","weakness":{},"name":"Come and Get Me","legacy_id":["feat-157"],"trait":["Barbarian","Concentrate","Rage"],"actions_number":2,"id":"feat-5845","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Come and Get Me Single Action Source Player Core 2 pg. 81 --- You open yourself to attacks so you can respond in turn. Until your rage ends, you are off-guard, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is off-guard to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage. Come and Get Me leads to... Vengeful Strike","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Come and Get Me"],"rarity":"common","slug":"feat-5845"},{"skill_mod":{},"summary":"You rush forward.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5846","weakness":{},"name":"Furious Sprint","legacy_id":["feat-158"],"trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-5846","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Furious Sprint Two Actions or Three Actions Source Player Core 2 pg. 81 --- You rush forward. Stride up to five times, or up to eight times if you used 3 actions. All this movement must be in a straight line (though the GM might allow reasonable variance). You can replace any of these Strides with a Balance action if you need to, which you attempt using an Athletics check instead of an Acrobatics check, using the same DC.","category":"feat","pfs":"Standard","actions":"Two Actions or Three Actions","feat":["Furious Sprint"],"rarity":"common","slug":"feat-5846"},{"skill_mod":{},"summary":"Your fury carries your weapon through multiple foes.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Cleave","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5847","weakness":{},"name":"Great Cleave","legacy_id":["feat-159"],"trait":["Barbarian","Rage"],"id":"feat-5847","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Great Cleave Source Player Core 2 pg. 82 Prerequisites Cleave --- Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also reduces its target to 0 HP, you can continue to make melee Strikes until you make a Strike that doesn't reduce a creature to 0 HP, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.","category":"feat","pfs":"Standard","feat":["Great Cleave"],"rarity":"common","slug":"feat-5847"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1618"],"trait":["Barbarian"],"id":"feat-5848","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Impressive Landing Reaction Source Player Core 2 pg. 82 Trigger You fall at least 10 feet and land on a solid surface. --- You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. The ground in a 5-foot emanation becomes difficult terrain. Any creature in the emanation when you land takes 5 bludgeoning damage as the debris hits it and is off-guard until the start of its next turn.","feat":["Impressive Landing"],"skill_mod":{},"summary":"You slam into the ground, shattering it around you.","primary_source":"Player Core 2","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"trigger":"You fall at least 10 feet and land on a solid surface.","resistance":{},"url":"/Feats.aspx?ID=5848","name":"Impressive Landing","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5848"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-160"],"trait":["Barbarian","Rage"],"id":"feat-5849","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Knockback Single Action Source Player Core 2 pg. 82 Requirements Your last action was a successful Strike. --- The weight of your swing drives your enemy back. You push the enemy back 5 feet, with the effects of a successful Shove. You can follow the enemy as normal for a successful Shove. Knockback leads to... Awesome Blow","feat":["Knockback"],"skill_mod":{},"summary":"The weight of your swing drives your enemy back.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":10,"source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike .","resistance":{},"url":"/Feats.aspx?ID=5849","name":"Knockback","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5849"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1620"],"trait":["Barbarian"],"id":"feat-5850","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Resounding Blow Two Actions Source Player Core 2 pg. 82 Requirements You are wielding a melee weapon that deals bludgeoning damage. --- You strike your enemy in the head with such force that its ears ring. Make a melee Strike. If the Strike hits and deals damage, the target is deafened until the start of your next turn (or for 1 minute on a critical hit).","feat":["Resounding Blow"],"skill_mod":{},"summary":"You strike your enemy in the head with such force that its ears ring.","primary_source":"Player Core 2","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon that deals bludgeoning damage.","resistance":{},"url":"/Feats.aspx?ID=5850","name":"Resounding Blow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5850"},{"skill_mod":{},"summary":"A quick strike to the face or mouth silences your opponent.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5851","weakness":{},"name":"Silencing Strike","legacy_id":["feat-1621"],"trait":["Barbarian","Incapacitation","Rage"],"actions_number":2,"id":"feat-5851","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Silencing Strike Single Action Source Player Core 2 pg. 82 --- A quick strike to the face or mouth silences your opponent. Make a melee Strike against an enemy. If it hits, the enemy must succeed at a Fortitude save against your class DC. Success The target is unaffected. Failure The target is dazed and can barely vocalize. It's stunned 1 and its speech is raspy and hard to understand. It must succeed at a DC 11 flat check to use linguistic actions or Cast a Spell, unless the spell has the subtle trait. Critical Failure As failure, but the creature is stunned 3 instead of stunned 1.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Silencing Strike"],"rarity":"common","slug":"feat-5851"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1622"],"trait":["Barbarian","Rage"],"id":"feat-5852","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tangle of Battle Reaction Source Player Core 2 pg. 82 Trigger You critically hit an adjacent enemy. --- Your vicious strike pulls your foe closer, giving you the opportunity to grab them. Attempt to Grapple the triggering enemy.","feat":["Tangle of Battle"],"skill_mod":{},"summary":"Your vicious strike pulls your foe closer, giving you the opportunity to grab them.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":10,"source_category":["Rulebooks"],"trigger":"You critically hit an adjacent enemy.","resistance":{},"url":"/Feats.aspx?ID=5852","name":"Tangle of Battle","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5852"},{"skill_mod":{},"summary":"You unleash a terrifying howl.","primary_source":"Player Core 2","trait_group":["Sense","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5853","weakness":{},"name":"Terrifying Howl","legacy_id":["feat-161"],"trait":["Auditory","Barbarian","Rage"],"actions_number":2,"id":"feat-5853","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Terrifying Howl Single Action Source Player Core 2 pg. 82 --- You unleash a terrifying howl. Attempt Intimidation checks to Demoralize each enemy within 30 feet: you don't take a penalty if the creature doesn't understand your language. Regardless of the results of your checks, each target is then temporarily immune to Terrifying Howl for 1 minute.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Terrifying Howl"],"rarity":"common","slug":"feat-5853"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-162"],"trait":["Barbarian","Morph","Rage"],"id":"feat-5854","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Dragon's Rage Wings Single Action Source Player Core 2 pg. 82 Prerequisites dragon instinct --- You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall, but your transformation doesn't revert until the last moment, so you take no damage from the fall and land standing up. This action gains the trait of your dragon instinct's tradition. Dragon's Rage Wings leads to... Dragon Transformation","feat":["Dragon's Rage Wings"],"skill_mod":{},"summary":"You sprout dragon wings from your back of the same color as your chosen dragon.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":12,"prerequisite":"dragon instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5854","name":"Dragon's Rage Wings","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5854"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1623"],"trait":["Barbarian","Rage"],"id":"feat-5855","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Embrace the Pain Reaction Source Player Core 2 pg. 82 Trigger A creature within your reach damages you with a melee attack. --- Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an Athletics check to Grapple the triggering creature or to Disarm the creature of the weapon it damaged you with.","feat":["Embrace the Pain"],"skill_mod":{},"summary":"Ignoring your pain, you reach out and grab the creature or weapon that caused you harm.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":12,"source_category":["Rulebooks"],"trigger":"A creature within your reach damages you with a melee attack.","resistance":{},"url":"/Feats.aspx?ID=5855","name":"Embrace the Pain","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5855"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-163"],"trait":["Barbarian","Rage"],"id":"feat-5856","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Furious Grab Single Action Source Player Core 2 pg. 82 Requirements Your last action was a successful Strike, and either you have a hand free or your Strike used a weapon with the grapple trait. --- You grab your foe while it's distracted by your attack. The enemy you hit becomes grabbed by you, as if you had succeeded at an Athletics check to Grapple it.","feat":["Furious Grab"],"skill_mod":{},"summary":"You grab your foe while it's distracted by your attack.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":12,"source_category":["Rulebooks"],"requirement":"Your last action was a successful Strike , and either you have a hand free or your Strike used a weapon with the grapple trait .","resistance":{},"url":"/Feats.aspx?ID=5856","name":"Furious Grab","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5856"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-164"],"trait":["Barbarian","Flourish","Rage"],"id":"feat-5857","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Predator's Pounce Single Action Source Player Core 2 pg. 82 Prerequisites animal instinct Requirements You are unarmored or wearing light armor. --- You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.","feat":["Predator's Pounce"],"skill_mod":{},"summary":"You close the distance to your prey in a blur, pouncing on the creature before it can react.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":12,"prerequisite":"animal instinct","source_category":["Rulebooks"],"requirement":"You are unarmored or wearing light armor.","resistance":{},"url":"/Feats.aspx?ID=5857","name":"Predator's Pounce","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5857"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-165"],"trait":["Attack","Barbarian","Concentrate","Rage"],"id":"feat-5858","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Spirit's Wrath Single Action Source Player Core 2 pg. 83 Prerequisites spirit instinct --- You call forth an ephemeral spirit, typically the apparition of an ancestor or a nature spirit, which takes the form of a wisp. The wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp's attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals spirit damage equal to 4d8 plus your Constitution modifier. Don't apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp's damage apply. On a critical hit, the wisp deals double damage and the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.","feat":["Spirit's Wrath"],"skill_mod":{},"summary":"You call forth an ephemeral spirit, typically the apparition of an ancestor or a nature spirit, which takes the form of a wisp.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Class-Specific"],"level":12,"prerequisite":"spirit instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5858","name":"Spirit's Wrath","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5858"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1624"],"trait":["Attack","Barbarian","Concentrate","Rage"],"id":"feat-5859","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Sunder Spell Two Actions Source Player Core 2 pg. 83 Prerequisites superstition instinct --- You draw upon your superstitious fury to destroy a spell. Make a melee Strike with a weapon or unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire or the guardian from spiritual guardian ). If you're targeting something that doesn't have an AC listed, its AC against this Strike is usually 10 for targets that are very easy to hit, like a wall, or a different AC determined by the GM. If your Strike hits, you can attempt to counteract a single spell or magical effect on the target. Your counteract rank for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check. Whether or not you succeed at your Strike, the target becomes temporarily immune to your Sunder Spell for 24 hours. Sunder Spell leads to... Sunder Enchantment","feat":["Sunder Spell"],"skill_mod":{},"summary":"You draw upon your superstitious fury to destroy a spell.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Class-Specific"],"level":12,"prerequisite":"superstition instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5859","name":"Sunder Spell","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5859"},{"skill_mod":{},"summary":"You grow to even greater size.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Giant's Stature","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5860","weakness":{},"name":"Titan's Stature","legacy_id":["feat-166"],"trait":["Barbarian"],"id":"feat-5860","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Titan's Stature Source Player Core 2 pg. 83 Prerequisites Giant's Stature --- You grow to even greater size. When using Giant's Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller).","category":"feat","pfs":"Standard","feat":["Titan's Stature"],"rarity":"common","slug":"feat-5860"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1625"],"trait":["Barbarian","Flourish"],"id":"feat-5861","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Unbalancing Sweep Three Actions Source Player Core 2 pg. 83 Archetypes Mauler (Level 14), Mauler (Level 14), Warrior Of Legend (Level 14) --- You make a great sweep with your weapon or fists about yourself, knocking creatures off their feet and away from you. Choose up to three enemies within your reach and choose whether to Shove or Trip all three of them. Whichever of the two options you choose, roll a separate Athletics check against each enemy, performing the same action against each enemy. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts.","feat":["Unbalancing Sweep"],"skill_mod":{},"summary":"You make a great sweep with your weapon or fists about yourself, knocking creatures off their feet and away from you.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5861","archetype":["Mauler","Warrior Of Legend"],"name":"Unbalancing Sweep","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-5861"},{"skill_mod":{},"summary":"Your attacks are so powerful, they can flatten your opponents.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Knockback","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5862","weakness":{},"name":"Awesome Blow","legacy_id":["feat-167"],"trait":["Barbarian","Concentrate","Rage"],"id":"feat-5862","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Awesome Blow Source Player Core 2 pg. 83 Prerequisites Knockback --- Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target's Fortitude DC. Critical Success You gain the critical success effect of a Shove, then the critical success effect of a Trip against the target. Success You gain the success effect of a Shove, then the success effect of a Trip against the target. Failure You gain the normal effect of Knockback.","category":"feat","pfs":"Standard","feat":["Awesome Blow"],"rarity":"common","slug":"feat-5862"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-168"],"trait":["Barbarian","Concentrate","Rage"],"id":"feat-5863","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Giant's Lunge Single Action Source Player Core 2 pg. 83 Prerequisites Giant instinct --- You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain a reach of 10 feet. This doesn't increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant's Stature.","feat":["Giant's Lunge"],"skill_mod":{},"summary":"You extend your body and prepare to attack foes outside your normal reach.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":14,"prerequisite":"Giant instinct","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5863","name":"Giant's Lunge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5863"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1626"],"trait":["Barbarian","Rage"],"id":"feat-5864","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Impaling Thrust Two Actions Source Player Core 2 pg. 83 Requirements You are wielding a melee weapon that deals piercing damage. --- You impale your enemy and hold it in place with your weapon, and leave it bleeding when it gets free. Make a melee Strike with a melee weapon that deals piercing damage. If the Strike hits and deals damage, your target is grabbed until it successfully Escapes, you attack with the weapon again, or you Release the required weapon, whichever comes first. When the target is no longer grabbed, it takes persistent bleed damage equal to the weapon's number of weapon damage dice.","feat":["Impaling Thrust"],"skill_mod":{},"summary":"You impale your enemy and hold it in place with your weapon, and leave it bleeding when it gets free.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":14,"source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon that deals piercing damage.","resistance":{},"url":"/Feats.aspx?ID=5864","name":"Impaling Thrust","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5864"},{"skill_mod":{},"summary":"You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Sunder Spell","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5865","weakness":{},"name":"Sunder Enchantment","legacy_id":["feat-1627"],"trait":["Barbarian"],"id":"feat-5865","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Sunder Enchantment Source Player Core 2 pg. 83 Prerequisites Sunder Spell --- You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target's magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a similarly particularly powerful item, your counteract attempt automatically fails.","category":"feat","pfs":"Standard","feat":["Sunder Enchantment"],"rarity":"common","slug":"feat-5865"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-169"],"trait":["Barbarian","Rage"],"id":"feat-5866","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Vengeful Strike Reaction Source Player Core 2 pg. 83 Prerequisites Come and Get Me Trigger A creature within your reach succeeds at an attack against you. Requirements You’re under the effect of Come and Get Me. --- When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. If the triggering attack was a critical success, you can use Vengeful Strike as a free action instead of a reaction.","feat":["Vengeful Strike"],"skill_mod":{},"summary":"When struck by an enemy, you respond in turn.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":14,"prerequisite":"Come and Get Me","source_category":["Rulebooks"],"requirement":"You’re under the effect of Come and Get Me.","trigger":"A creature within your reach succeeds at an attack against you.","resistance":{},"url":"/Feats.aspx?ID=5866","name":"Vengeful Strike","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5866"},{"skill_mod":{},"summary":"You smack the foe you're thrashing into someone else.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Thrash","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5867","weakness":{},"name":"Collateral Thrash","legacy_id":["feat-171"],"trait":["Barbarian","Rage"],"id":"feat-5867","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Collateral Thrash Source Player Core 2 pg. 84 Prerequisites Thrash --- You smack the foe you're thrashing into someone else. When you Thrash, choose another enemy adjacent to the grabbed enemy. That enemy also takes your Thrash damage, with a basic Reflex save against your class DC. Collateral Thrash leads to... Whirlwind Toss","category":"feat","pfs":"Standard","feat":["Collateral Thrash"],"rarity":"common","slug":"feat-5867"},{"legacy_name":["Reckless Abandon"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-173"],"trait":["Barbarian","Rage"],"id":"feat-5868","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Desperate Wrath Free Action Source Player Core 2 pg. 84 Trigger Your turn begins, and your current Hit Points are at half your maximum or less. --- Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You get a +2 circumstance bonus to attack rolls, a –1 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first.","feat":["Desperate Wrath"],"skill_mod":{},"summary":"Your blood boils when you take a beating, and you throw caution to the wind to finish the fight.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":16,"source_category":["Rulebooks"],"trigger":"Your turn begins, and your current Hit Points are at half your maximum or less.","resistance":{},"url":"/Feats.aspx?ID=5868","name":"Desperate Wrath","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5868"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"legacy_id":["feat-172"],"trait":["Barbarian","Concentrate","Polymorph","Primal","Rage"],"id":"feat-5869","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Dragon Transformation Single Action Source Player Core 2 pg. 84 Frequency once per 10 minutes Prerequisites Dragon's Rage Wings --- You transform into a ferocious Large dragon, gaining the effects of 6th-rank dragon form except that you use your own AC and attack modifier, you apply your extra damage from Rage, and the Dragon Breath action uses your class DC. Add the temporary Hit Points from dragon form to any you already have from entering a rage (or any other action with the rage trait). The action to Dismiss the transformation gains the rage trait. At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, and you gain a +14 status bonus to your Dragon Breath damage.","feat":["Dragon Transformation"],"skill_mod":{},"summary":"You transform into a ferocious Large dragon, gaining the effects of 6th-rank dragon form except that you use your own AC and attack modifier, you apply your extra damage from Rage , and the Dragon Breath action uses your class DC.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Tradition","Monster","Class-Specific"],"level":16,"prerequisite":"Dragon's Rage Wings","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5869","name":"Dragon Transformation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5869"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1628"],"trait":["Barbarian","Rage"],"id":"feat-5870","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Furious Vengeance Reaction Source Player Core 2 pg. 84 Prerequisites fury instinct Trigger An enemy within your melee reach critically hits you with a melee Strike. --- Your enemy's blow fuels your rage and provokes your immediate retaliation. Make a melee Strike against the triggering enemy.","feat":["Furious Vengeance"],"skill_mod":{},"summary":"Your enemy's blow fuels your rage and provokes your immediate retaliation.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":16,"prerequisite":"fury instinct","source_category":["Rulebooks"],"trigger":"An enemy within your melee reach critically hits you with a melee Strike .","resistance":{},"url":"/Feats.aspx?ID=5870","name":"Furious Vengeance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5870"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1629"],"trait":["Barbarian","Flourish","Rage"],"id":"feat-5871","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Penetrating Projectile Two Actions Source Player Core 2 pg. 85 Requirements You are wielding a ranged or thrown weapon that deals piercing damage --- Your projectiles are unhindered by flesh and bone. Make a ranged Strike with a ranged or thrown weapon that deals piercing damage against each creature in a 30-foot line (this uses only one projectile despite the number of Strikes). These Strikes ignore all cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks.","feat":["Penetrating Projectile"],"skill_mod":{},"summary":"Your projectiles are unhindered by flesh and bone.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":16,"source_category":["Rulebooks"],"requirement":"You are wielding a ranged or thrown weapon that deals piercing damage","resistance":{},"url":"/Feats.aspx?ID=5871","name":"Penetrating Projectile","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5871"},{"skill_mod":{},"summary":"Your forceful blows shatter objects with ease.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5872","weakness":{},"name":"Shattering Blows","legacy_id":["feat-1630"],"trait":["Barbarian","Rage"],"id":"feat-5872","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Shattering Blows Source Player Core 2 pg. 85 --- Your forceful blows shatter objects with ease. While you are raging, damage from your melee Strikes ignores the first 5 Hardness of an object. If you have the devastator class feature, the damage instead ignores the first 10 points Hardness of an object.","category":"feat","pfs":"Standard","feat":["Shattering Blows"],"rarity":"common","slug":"feat-5872"},{"skill_mod":{},"summary":"Your critical hits are particularly devastating.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5873","weakness":{},"name":"Brutal Critical","legacy_id":["feat-174"],"trait":["Barbarian"],"id":"feat-5873","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Brutal Critical Source Player Core 2 pg. 85 --- Your critical hits are particularly devastating. On a critical hit with a melee Strike, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice.","category":"feat","pfs":"Standard","feat":["Brutal Critical"],"rarity":"common","slug":"feat-5873"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-175"],"trait":["Barbarian","Concentrate","Fortune","Rage"],"id":"feat-5874","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Perfect Clarity Reaction Source Player Core 2 pg. 85 Trigger You fail or critically fail an attack roll or Will save. --- You burn out all your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, and use the better result. You then immediately stop raging.","feat":["Perfect Clarity"],"skill_mod":{},"summary":"You burn out all your rage to ensure that your attack lands and your mind remains free.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":18,"source_category":["Rulebooks"],"trigger":"You fail or critically fail an attack roll or Will save.","resistance":{},"url":"/Feats.aspx?ID=5874","name":"Perfect Clarity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5874"},{"skill_mod":{},"summary":"You make a vicious attack that maims your enemy.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5875","weakness":{},"name":"Vicious Evisceration","legacy_id":["feat-176"],"trait":["Barbarian","Rage"],"actions_number":4,"id":"feat-5875","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Vicious Evisceration Two Actions Source Player Core 2 pg. 85 --- You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Vicious Evisceration"],"rarity":"common","slug":"feat-5875"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2758"],"trait":["Barbarian","Rage"],"id":"feat-5876","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Whirlwind Toss Two Actions Source Player Core 2 pg. 85 Prerequisites Collateral Thrash --- You whirl a foe to smash into all nearby creatures before throwing them far away. You Thrash. During this Thrash, your Collateral Thrash feat applies to all other enemies adjacent to you. You can then throw the grabbed creature 10 feet, where they fall prone. If the enemy you choose for Collateral Thrash is also adjacent to you, it attempts only one save and takes the damage only once.","feat":["Whirlwind Toss"],"skill_mod":{},"summary":"You whirl a foe to smash into all nearby creatures before throwing them far away.","primary_source":"Player Core 2","trait_group":["Class","Class-Specific"],"level":18,"prerequisite":"Collateral Thrash","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5876","name":"Whirlwind Toss","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-5876"},{"skill_mod":{},"summary":"You have embraced brute destructive power.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5877","weakness":{},"name":"Annihilating Swing","legacy_id":["feat-1240"],"trait":["Barbarian"],"actions_number":4,"id":"feat-5877","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Annihilating Swing Two Actions Source Player Core 2 pg. 85 --- You have embraced brute destructive power. You make a melee Strike that ignores any resistances the target has. If you target a solid unattended object or surface with your Strike, you might automatically destroy it without an attack roll. If you target any object or surface with Hardness 20 or less that isn't a magic item or the effect of a spell, you destroy it. If the target object or surface is a magic item or the effect of a spell, you attempt to counteract it using your attack bonus with the Strike for the counteract check. Your counteract rank is 10th. On a successful counteract check, you destroy the object or surface unless it has Hardness greater than 20, in an artifact, or is similarly difficult to destroy. You destroy up to a 5-foot cube of an object or surface larger than Medium.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Annihilating Swing"],"rarity":"common","slug":"feat-5877"},{"skill_mod":{},"summary":"You can drive your allies into a frenzy, granting them incredible benefits.","primary_source":"Player Core 2","trait_group":["Sense","Class","Class-Specific"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Share Rage","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5878","weakness":{},"name":"Contagious Rage","legacy_id":["feat-177"],"trait":["Auditory","Barbarian","Rage","Visual"],"id":"feat-5878","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Contagious Rage Source Player Core 2 pg. 85 Prerequisites Share Rage --- You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements of Share Rage, using it multiple times in a Rage. Allies affected by Share Rage can choose to gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization. They must abide by any restrictions of your instinct if they do so (such as the anathema of the superstition instinct).","category":"feat","pfs":"Standard","feat":["Contagious Rage"],"rarity":"common","slug":"feat-5878"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"legacy_id":["feat-178"],"trait":["Barbarian","Manipulate","Rage"],"id":"feat-5879","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Quaking Stomp Single Action Source Player Core 2 pg. 85 Frequency once per 10 minutes --- You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell.","feat":["Quaking Stomp"],"skill_mod":{},"summary":"You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell.","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Class-Specific"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5879","name":"Quaking Stomp","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5879"},{"skill_mod":{},"summary":"You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks","Adventure Paths"],"source":["Player Core 2","Pathfinder #150: Broken Promises"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5880","weakness":{},"source_group":["Age of Ashes"],"name":"Unstoppable Juggernaut","legacy_id":["feat-1631"],"trait":["Barbarian"],"id":"feat-5880","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Unstoppable Juggernaut Source Player Core 2 pg. 85, Pathfinder #150: Broken Promises pg. 76 --- You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging increases to 8 + your Constitution modifier. In addition, if you are reduced to 0 Hit Points while raging, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become wounded 2 (or increase your wounded condition by 2 if you are already wounded).","category":"feat","pfs":"Standard","feat":["Unstoppable Juggernaut"],"rarity":"common","slug":"feat-5880"},{"skill_mod":{},"summary":"Your light cleanses souls of fear.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"grandeur cause","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5881","weakness":{},"name":"Brilliant Flash","trait":["Champion"],"id":"feat-5881","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Brilliant Flash Source Player Core 2 pg. 93 Prerequisites grandeur cause --- Your light cleanses souls of fear. When you use Flash of Grandeur, the attacker is also off-guard for 1 round.","category":"feat","pfs":"Standard","feat":["Brilliant Flash"],"rarity":"common","slug":"feat-5881"},{"skill_mod":{},"summary":"With the protection of your shield, you dive into battle! You Raise your Shield and Stride.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5882","weakness":{},"name":"Defensive Advance","trait":["Champion","Flourish","Guardian"],"actions_number":4,"id":"feat-5882","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Defensive Advance Two Actions Source Player Core 2 pg. 93 --- With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Defensive Advance"],"rarity":"common","slug":"feat-5882"},{"skill_mod":{},"summary":"You embody an aspect of your deity.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5883","weakness":{},"name":"Deity's Domain","legacy_id":["feat-214"],"trait":["Champion"],"id":"feat-5883","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deity's Domain Source Player Core 2 pg. 93 --- You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell. Deity's Domain leads to... Advanced Deity's Domain","category":"feat","pfs":"Standard","feat":["Deity's Domain"],"rarity":"common","slug":"feat-5883"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1664"],"trait":["Champion"],"id":"feat-5884","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Desperate Prayer Free Action Source Player Core 2 pg. 93 Frequency once per day Trigger You begin your turn and have no Focus Points. --- You call out to your deity in a plea for their aid. You gain 1 Focus Point, which you can spend only to cast a devotion spell. If you don't spend this Focus Point by the end of this turn, it is lost. Desperate Prayer leads to... Retributive Focus","feat":["Desperate Prayer"],"skill_mod":{},"summary":"You call out to your deity in a plea for their aid.","primary_source":"Player Core 2","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"trigger":"You begin your turn and have no Focus Points.","resistance":{},"url":"/Feats.aspx?ID=5884","name":"Desperate Prayer","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-5884"},{"skill_mod":{},"summary":"You gain the service of a young animal companion as a mount.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5885","weakness":{},"name":"Faithful Steed","trait":["Champion"],"id":"feat-5885","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Faithful Steed Source Player Core 2 pg. 94 --- You gain the service of a young animal companion as a mount. If you have the holy or unholy trait, your mount gains it as well, as do the mount's Strikes. Typically, the steed is an animal companion with the mount ability (such as a horse). The GM might allow another animal companion option, or allow the creature to have a different appearance that thematically fits your deity. Faithful Steed leads to... Acclimated Mount, Faithful Stride, Heal Mount, Loyal Warhorse, Pale Horse, Steed's Toppling Strike","category":"feat","pfs":"Standard","feat":["Faithful Steed"],"rarity":"common","slug":"feat-5885"},{"skill_mod":{},"summary":"Disobeying your Iron Command has lasting consequences.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"obedience cause","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5886","weakness":{},"name":"Iron Repercussions","legacy_id":["feat-1665"],"trait":["Champion"],"id":"feat-5886","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Iron Repercussions Source Player Core 2 pg. 94 Prerequisites obedience cause --- Disobeying your Iron Command has lasting consequences. If an enemy refuses to kneel to you, you can deal persistent mental damage instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged.","category":"feat","pfs":"Standard","feat":["Iron Repercussions"],"rarity":"common","slug":"feat-5886"},{"legacy_name":["Ranged Reprisal"],"skill_mod":{},"summary":"You can use Retributive Strike at greater distance.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"justice cause","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5887","weakness":{},"name":"Nimble Reprisal","legacy_id":["feat-215"],"trait":["Champion"],"id":"feat-5887","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nimble Reprisal Source Player Core 2 pg. 94 Prerequisites justice cause --- You can use Retributive Strike at greater distance. You can use a ranged weapon to make a ranged Strike instead of a melee Strike for Retributive Strike. The enemy needs to be in range, but not in reach, and it must still be in your champion's aura. You can also make melee Strikes against enemies a bit farther away. If the enemy that triggered your reaction is outside your reach but is within 5 feet of your reach, as part of your reaction you can Step to put the enemy in your reach before making a melee Retributive Strike.","category":"feat","pfs":"Standard","feat":["Nimble Reprisal"],"rarity":"common","slug":"feat-5887"},{"skill_mod":{},"summary":"Your powerful personality and incredible ego demand that you protect yourself above all else.","primary_source":"Player Core 2","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"desecration cause","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5888","weakness":{},"name":"Ongoing Selfishness","legacy_id":["feat-1666"],"trait":["Champion","Uncommon"],"id":"feat-5888","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Ongoing Selfishness Source Player Core 2 pg. 94 Prerequisites desecration cause --- Your powerful personality and incredible ego demand that you protect yourself above all else. After you use Selfish Shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish Shield resistance.","category":"feat","pfs":"Standard","feat":["Ongoing Selfishness"],"rarity":"uncommon","slug":"feat-5888"},{"skill_mod":{},"summary":"With a burst of divine liberation, your ally's movement from your Liberating Step is unaffected by difficult terrain , greater difficult terrain, narrow surfaces , and uneven ground .","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"liberation cause","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5889","weakness":{},"name":"Unimpeded Step","legacy_id":["feat-216"],"trait":["Champion"],"id":"feat-5889","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Unimpeded Step Source Player Core 2 pg. 94 Prerequisites liberation cause --- With a burst of divine liberation, your ally's movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. If you have the exalted reaction benefit, this applies to everyone who Steps.","category":"feat","pfs":"Standard","feat":["Unimpeded Step"],"rarity":"common","slug":"feat-5889"},{"skill_mod":{},"summary":"While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more.","primary_source":"Player Core 2","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"iniquity cause","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5890","weakness":{},"name":"Vicious Vengeance","legacy_id":["feat-1667"],"trait":["Champion","Uncommon"],"id":"feat-5890","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Vicious Vengeance Source Player Core 2 pg. 94 Prerequisites iniquity cause --- While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from Destructive Vengeance equal to the number of damage dice from the reaction. This applies to only the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction.","category":"feat","pfs":"Standard","feat":["Vicious Vengeance"],"rarity":"uncommon","slug":"feat-5890"},{"skill_mod":{},"summary":"Guilt clouds the minds of those who ignore your Glimpse of Redemption .","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"redemption cause","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5891","weakness":{},"name":"Weight of Guilt","legacy_id":["feat-217"],"trait":["Champion"],"id":"feat-5891","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Weight of Guilt Source Player Core 2 pg. 94 Prerequisites redemption cause --- Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making an enemy who refuses redemption enfeebled 2, you can make it stupefied 2 for the same duration.","category":"feat","pfs":"Standard","feat":["Weight of Guilt"],"rarity":"common","slug":"feat-5891"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-218"],"trait":["Champion"],"id":"feat-5892","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Divine Grace Reaction Source Player Core 2 pg. 94 Trigger You attempt a save against a spell, but you haven’t rolled yet. --- You call upon your deity's grace, gaining a +2 circumstance bonus to the save.","feat":["Divine Grace"],"skill_mod":{},"summary":"You call upon your deity's grace","primary_source":"Player Core 2","trait_group":["Class"],"level":2,"source_category":["Rulebooks"],"trigger":"You attempt a save against a spell, but you haven’t rolled yet.","resistance":{},"url":"/Feats.aspx?ID=5892","name":"Divine Grace","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5892"},{"skill_mod":{},"summary":"Your faith makes you resistant to disease, protecting you as you offer succor to the ill.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5893","weakness":{},"name":"Divine Health","legacy_id":["feat-224"],"trait":["Champion"],"id":"feat-5893","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Divine Health Source Player Core 2 pg. 94 --- Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +2 status bonus to saves against diseases and poisons and to flat checks to recover from persistent poison damage. Allies in your champion's aura get this benefit, but their bonus is +1. In addition, if you roll a success on a save against a disease or poison, you get a critical success instead. (Your allies don't share this benefit.) If you have the sacred body class feature, when you roll a critical failure on a save against a disease or poison, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Divine Health"],"rarity":"common","slug":"feat-5893"},{"skill_mod":{},"summary":"You stand strong in the face of danger and inspire your allies to do the same.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"champion’s aura, holy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5894","weakness":{},"name":"Aura of Courage","legacy_id":["feat-223"],"trait":["Champion"],"id":"feat-5894","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aura of Courage Source Player Core 2 pg. 94 Prerequisites champion’s aura, holy --- You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn, each ally in your champion's aura reduces its frightened value by 1.","category":"feat","pfs":"Standard","feat":["Aura of Courage"],"rarity":"common","slug":"feat-5894"},{"skill_mod":{},"summary":"Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near.","primary_source":"Player Core 2","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"champion’s aura, unholy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5895","weakness":{},"name":"Aura of Despair","legacy_id":["feat-1672"],"trait":["Champion","Uncommon"],"id":"feat-5895","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Aura of Despair Source Player Core 2 pg. 94 Prerequisites champion’s aura, unholy --- Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies in your champion's aura take a –1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn in your champion's aura can't reduce the value of its frightened condition below 1.","category":"feat","pfs":"Standard","feat":["Aura of Despair"],"rarity":"uncommon","slug":"feat-5895"},{"skill_mod":{},"summary":"The harm you deal with your corrupting touch saps the strength from your enemy's body.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"_touch of the void_","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5896","weakness":{},"name":"Cruelty","legacy_id":["feat-1673"],"trait":["Champion"],"id":"feat-5896","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cruelty Source Player Core 2 pg. 95 Prerequisites touch of the void --- The harm you deal with your corrupting touch saps the strength from your enemy's body. You can cast touch of the void targeting a living creature using 2 actions instead of 1. If you do, the target is also enfeebled 1 for 1 minute if it fails its save (enfeebled 2 if it critically fails). Cruelty leads to... Greater Cruelty","category":"feat","pfs":"Standard","feat":["Cruelty"],"rarity":"common","slug":"feat-5896"},{"skill_mod":{},"summary":"Your touch soothes the body or mind.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"_lay on hands_","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5897","weakness":{},"archetype":["Blessed One"],"name":"Mercy","legacy_id":["feat-225"],"trait":["Champion"],"id":"feat-5897","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mercy Source Player Core 2 pg. 95 Archetypes Blessed One (Level 6), Blessed One (Level 6) Prerequisites lay on hands --- Your touch soothes the body or mind. You can cast lay on hands targeting a living creature using 2 actions instead of 1. If you do, you can attempt to counteract one condition of your choice affecting the target. When you select this feat, choose one of the following options, which determines the conditions you can choose: Mercy of the Body blinded, dazzled, deafened, enfeebled, sickened; Mercy of Grace clumsy, grabbed, paralyzed; Mercy of the Mind fleeing, frightened, stupefied. Special You can select this feat up to three times. Each time, choose a different type of mercy and add its options to those you can choose when you cast a 2-action lay on hands . Mercy leads to... Affliction Mercy, Blessed Spell, Greater Mercy, Ultimate Mercy","category":"feat","pfs":"Standard","feat":["Mercy"],"rarity":"common","slug":"feat-5897"},{"skill_mod":{},"summary":"Those you shield can benefit from your lasting protection.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"_shields of the spirit_","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5898","weakness":{},"name":"Security","trait":["Champion"],"id":"feat-5898","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Security Source Player Core 2 pg. 95 Prerequisites shields of the spirit --- Those you shield can benefit from your lasting protection. You can cast shields of the spirit using 2 actions instead of 1. If you do, you can choose one ally in your champion's aura to gain a spirit shield that accompanies it. For 1 minute, that ally gains the benefits of shields of the spirit , even while the ally isn't in your champion's aura and even if your shield isn't raised. If you create another companion shield, any previous one ends. Security leads to... Greater Security","category":"feat","pfs":"Standard","feat":["Security"],"rarity":"common","slug":"feat-5898"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1690"],"trait":["Champion","Concentrate"],"id":"feat-5899","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Expand Aura Single Action Source Player Core 2 pg. 95 Prerequisites champion’s aura --- You focus your divine power to extend your influence and protection. Expand the radius of your champion's aura to 30 feet until the start of your next turn. At 10th level, the expansion lasts for 1 minute, and at 16th level, it lasts until you Dismiss it.","feat":["Expand Aura"],"skill_mod":{},"summary":"You focus your divine power to extend your influence and protection.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":6,"prerequisite":"champion’s aura","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5899","name":"Expand Aura","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5899"},{"skill_mod":{},"summary":"The loyalty you and your mount share is unbreakable.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Faithful Steed","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5900","weakness":{},"name":"Loyal Warhorse","legacy_id":["feat-228"],"trait":["Champion"],"id":"feat-5900","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Loyal Warhorse Source Player Core 2 pg. 95 Prerequisites Faithful Steed --- The loyalty you and your mount share is unbreakable. The mount you gained with Faithful Steed is now a mature animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so. Loyal Warhorse leads to... Imposing Destrier","category":"feat","pfs":"Standard","feat":["Loyal Warhorse"],"rarity":"common","slug":"feat-5900"},{"legacy_name":["Smite Evil","Smite Good"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-230","feat-1676"],"trait":["Champion","Concentrate"],"id":"feat-5901","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Smite Single Action Source Player Core 2 pg. 96 --- You single out one enemy to destroy in your deity's name. Designate one enemy you can see. Until the start of your next turn, your Strikes against that enemy gain a +3 status bonus to damage, increasing to +4 if you have master proficiency with the weapon or unarmed attack you're using for the Strike. If you're holy or unholy and the target has the opposite trait, the bonus is +4 (or +6 if you're a master). If the target takes a hostile action against you or one of your allies before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to take these hostile actions each turn, the duration continues to extend. Your current Smite ends if you use the Smite action again.","feat":["Smite"],"skill_mod":{},"summary":"You single out one enemy to destroy in your deity's name.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5901","name":"Smite","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5901"},{"skill_mod":{},"summary":"Through your conviction, you have glimpsed the deeper secrets of your deity's domain.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Deity's Domain","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5902","weakness":{},"name":"Advanced Deity's Domain","legacy_id":["feat-231"],"trait":["Champion"],"id":"feat-5902","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Advanced Deity's Domain Source Player Core 2 pg. 96 Prerequisites Deity's Domain --- Through your conviction, you have glimpsed the deeper secrets of your deity's domain. You gain an advanced domain spell from the domain you chose with Deity's Domain as a devotion spell.","category":"feat","pfs":"Standard","feat":["Advanced Deity's Domain"],"rarity":"common","slug":"feat-5902"},{"skill_mod":{},"summary":"The extent of your corruption devastates your foes' minds and reflexes.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Cruelty","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5903","weakness":{},"name":"Greater Cruelty","legacy_id":["feat-1677"],"trait":["Champion"],"id":"feat-5903","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Greater Cruelty Source Player Core 2 pg. 96 Prerequisites Cruelty --- The extent of your corruption devastates your foes' minds and reflexes. When you use Cruelty, you can choose to make the target clumsy or stupefied instead, with the same condition value. Make the choice when you Cast the Spell (before you know the result of the target's save).","category":"feat","pfs":"Standard","feat":["Greater Cruelty"],"rarity":"common","slug":"feat-5903"},{"skill_mod":{},"summary":"Your faith enhances your ability to remove conditions.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5904","weakness":{},"archetype":["Blessed One"],"name":"Greater Mercy","legacy_id":["feat-232"],"trait":["Champion"],"id":"feat-5904","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Greater Mercy Source Player Core 2 pg. 97 Archetypes Blessed One (Level 10), Blessed One (Level 10) Prerequisites Mercy --- Your faith enhances your ability to remove conditions. Add the following options to the list of conditions you can counteract for any type of mercy you can grant. Mercy of the Body drained, slowed; if you're 16th level, add stunned; Mercy of Grace immobilized, restrained, slowed; if you're 12th level, add petrified; if you're 16th level, add stunned; Mercy of the Mind confused, controlled, slowed; if you're 16th level, add doomed and stunned.","category":"feat","pfs":"Standard","feat":["Greater Mercy"],"rarity":"common","slug":"feat-5904"},{"skill_mod":{},"summary":"Shield in hand, you offer your ally its full protection you do yourself.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Security","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5905","weakness":{},"name":"Greater Security","trait":["Champion"],"id":"feat-5905","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Greater Security Source Player Core 2 pg. 97 Prerequisites Security --- Shield in hand, you offer your ally its full protection you do yourself. While the companion shield is in effect, if your shield is raised, the ally with the companion shield gets the same bonus to AC your shield grants, and you can trigger Shield Block if that ally would meet the trigger. This uses your shield's statistics and applies damage to your shield.","category":"feat","pfs":"Standard","feat":["Greater Security"],"rarity":"common","slug":"feat-5905"},{"skill_mod":{},"summary":"Your devotion to your mount manifests as a surge of vital energy.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Faithful Steed; _lay on hands_","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5906","weakness":{},"name":"Heal Mount","legacy_id":["feat-233"],"trait":["Champion"],"id":"feat-5906","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Heal Mount Source Player Core 2 pg. 97 Prerequisites Faithful Steed; lay on hands --- Your devotion to your mount manifests as a surge of vital energy. When you cast lay on hands on your mount, instead of the normal amount, the spell restores 10 Hit Points, plus 10 for each heightened rank.","category":"feat","pfs":"Standard","feat":["Heal Mount"],"rarity":"common","slug":"feat-5906"},{"legacy_name":["Second Ally"],"skill_mod":{},"summary":"Your continued service grants you another boon.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"blessing of the devoted","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5907","weakness":{},"name":"Second Blessing","legacy_id":["feat-235"],"trait":["Champion"],"id":"feat-5907","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Second Blessing Source Player Core 2 pg. 97 Prerequisites blessing of the devoted --- Your continued service grants you another boon. Choose a second blessing of the devoted (different from your first one) and gain its benefits.","category":"feat","pfs":"Standard","feat":["Second Blessing"],"rarity":"common","slug":"feat-5907"},{"skill_mod":{},"summary":"Under your care, your mount has realized its innate potential.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Loyal Warhorse","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5908","weakness":{},"name":"Imposing Destrier","legacy_id":["feat-238"],"trait":["Champion"],"id":"feat-5908","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Imposing Destrier Source Player Core 2 pg. 97 Prerequisites Loyal Warhorse --- Under your care, your mount has realized its innate potential. The mount you gained with Faithful Steed is now a nimble or savage animal companion. Your animal companion has greater independence. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren't currently taking an action. If it does, that's all the actions it gets that round—you can't Command it later. Imposing Destrier leads to... Auspicious Mount","category":"feat","pfs":"Standard","feat":["Imposing Destrier"],"rarity":"common","slug":"feat-5908"},{"legacy_name":["Radiant Blade Spirit"],"skill_mod":{},"summary":"Your blessed armament radiates power, further enhancing your chosen weapon.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"blessed armament","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5909","weakness":{},"name":"Radiant Armament","legacy_id":["feat-240"],"trait":["Champion"],"id":"feat-5909","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Radiant Armament Source Player Core 2 pg. 97 Prerequisites blessed armament --- Your blessed armament radiates power, further enhancing your chosen weapon. When you choose the weapon for your blessed armament during your daily preparations, add the astral and brilliant property runes to the list of effects you can choose from. If you're holy, also add the holy rune, and if you're unholy, also add the unholy rune. In addition, you can change the rune you've selected for the day to a different rune from your list as a 10-minute activity that has the concentrate, divine, and exploration traits. Changing the rune doesn't restore abilities that can be used only a limited number of times, such as Holy Healing for the holy rune.","category":"feat","pfs":"Standard","feat":["Radiant Armament"],"rarity":"common","slug":"feat-5909"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"legacy_id":["feat-241"],"trait":["Champion"],"id":"feat-5910","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shield of Reckoning Reaction Source Player Core 2 pg. 97 Frequency once per round Prerequisites Shield Warden; blessed shield, champion's reaction Trigger An enemy’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction. --- When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion's reaction against the enemy that attacked your ally. Special If you have an ability that gives you an additional reaction you can use to Shield Block or use your champion's reaction, you can use it for Shield of Reckoning.","feat":["Shield of Reckoning"],"skill_mod":{},"summary":"When you shield your ally against an attack, you call upon your power to protect your ally further.","primary_source":"Player Core 2","trait_group":["Class"],"level":10,"prerequisite":"Shield Warden; blessed shield, champion's reaction","source_category":["Rulebooks"],"trigger":"An enemy’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.","resistance":{},"url":"/Feats.aspx?ID=5910","name":"Shield of Reckoning","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5910"},{"skill_mod":{},"summary":"You gain the spectral advance devotion spell","primary_source":"Player Core 2","trait_group":["Class","Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"blessed swiftness","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5911","weakness":{},"name":"Spectral Advance","trait":["Champion","Concentrate","Divine","Teleportation"],"id":"feat-5911","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Spectral Advance Source Player Core 2 pg. 97 Prerequisites blessed swiftness --- You gain the spectral advance devotion spell, which lets you move to an enemy, bypassing hindrances.","category":"feat","pfs":"Standard","feat":["Spectral Advance"],"rarity":"common","slug":"feat-5911"},{"skill_mod":{},"summary":"The divine grace that flows through you grants reprieve from an affliction.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5912","weakness":{},"archetype":["Blessed One"],"name":"Affliction Mercy","legacy_id":["feat-242"],"trait":["Champion"],"id":"feat-5912","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Affliction Mercy Source Player Core 2 pg. 97 Archetypes Blessed One (Level 14), Blessed One (Level 14) Prerequisites Mercy --- The divine grace that flows through you grants reprieve from an affliction. Add mercy of recuperation to the types of mercy you can provide, allowing you to counteract an affliction instead of an effect causing a condition (typically an affliction is a curse, disease, or poison).","category":"feat","pfs":"Standard","feat":["Affliction Mercy"],"rarity":"common","slug":"feat-5912"},{"skill_mod":{},"summary":"You radiate an aura of belief that imbues your attacks and those of nearby allies with divine power.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"holy or unholy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5913","weakness":{},"name":"Aura of Faith","legacy_id":["feat-243"],"trait":["Champion"],"id":"feat-5913","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Aura of Faith Source Player Core 2 pg. 97 Prerequisites holy or unholy --- You radiate an aura of belief that imbues your attacks and those of nearby allies with divine power. Each willing ally in your champion's aura adds the holy trait to their Strikes if you're holy or adds the unholy trait to their Strikes if you're unholy.","category":"feat","pfs":"Standard","feat":["Aura of Faith"],"rarity":"common","slug":"feat-5913"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Champion","Flourish"],"id":"feat-5914","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blessed Counterstrike Single Action Source Player Core 2 pg. 98 Prerequisites champion’s reaction that grants an ally resistance to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes) Requirements An enemy triggered your champion’s reaction since the end of your last turn. --- You call upon divine power and make a weapon or unarmed Strike against the enemy who triggered your champion's reaction. The Strike deals one extra weapon damage die. If this Strike hits, until the start of your next turn, the target gains weakness equal to half your level to all Strikes made by you and your allies. Blessed Counterstrike leads to... Instrument of Zeal","feat":["Blessed Counterstrike"],"skill_mod":{},"summary":"You call upon divine power and make a weapon or unarmed Strike against the enemy who triggered your champion's reaction.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":12,"prerequisite":" champion’s reaction that grants an ally resistance to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes)","source_category":["Rulebooks"],"requirement":"An enemy triggered your champion’s reaction since the end of your last turn.","resistance":{},"url":"/Feats.aspx?ID=5914","name":"Blessed Counterstrike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5914"},{"skill_mod":{},"summary":"You can suffer so that others might live.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"you aren't unholy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5915","weakness":{},"name":"Champion's Sacrifice","legacy_id":["feat-245"],"trait":["Champion"],"id":"feat-5915","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Champion's Sacrifice Source Player Core 2 pg. 98 Prerequisites you aren't unholy --- You can suffer so that others might live. You can cast the champion's sacrifice devotion spell.","category":"feat","pfs":"Standard","feat":["Champion's Sacrifice"],"rarity":"common","slug":"feat-5915"},{"skill_mod":{},"summary":"Your devotion is strong enough to increase your focus to incredible heights.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"devotion spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5916","weakness":{},"name":"Devoted Focus","legacy_id":["feat-237"],"trait":["Champion"],"id":"feat-5916","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Devoted Focus Source Player Core 2 pg. 98 Prerequisites devotion spells --- Your devotion is strong enough to increase your focus to incredible heights. Whenever you Refocus, completely refill your focus pool.","category":"feat","pfs":"Standard","feat":["Devoted Focus"],"rarity":"common","slug":"feat-5916"},{"skill_mod":{},"summary":"You use your shield to harry your enemies, preventing them from stepping away from or around you.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"requirement":"You're wielding a shield.","source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5917","weakness":{},"name":"Divine Wall","legacy_id":["feat-246"],"trait":["Champion"],"id":"feat-5917","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Divine Wall Source Player Core 2 pg. 98 Requirements You're wielding a shield. --- You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.","category":"feat","pfs":"Standard","feat":["Divine Wall"],"rarity":"common","slug":"feat-5917"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1685"],"trait":["Champion"],"id":"feat-5918","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Gruesome Strike Single Action Source Player Core 2 pg. 98 Prerequisites champion’s reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes) Requirements Your Strikes currently deal extra damage from your champion’s reaction. --- Make a Strike against the creature that triggered your champion's reaction. If you hit, double the extra damage the target takes from your reaction, and the target must succeed at a Fortitude save against your class DC or be drained 1. Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours.","feat":["Gruesome Strike"],"skill_mod":{},"summary":"Make a Strike against the creature that triggered your champion's reaction.","primary_source":"Player Core 2","trait_group":["Class"],"level":12,"prerequisite":"champion’s reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes)","source_category":["Rulebooks"],"requirement":"Your Strikes currently deal extra damage from your champion’s reaction.","resistance":{},"url":"/Feats.aspx?ID=5918","name":"Gruesome Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5918"},{"skill_mod":{},"summary":"Your aura protects against powers that would twist the mind and body.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"champion's aura","source_category":["Rulebooks"],"requirement":"champion’s aura","source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5919","weakness":{},"name":"Aura of Determination","trait":["Champion"],"id":"feat-5919","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Aura of Determination Source Player Core 2 pg. 98 Prerequisites champion's aura Requirements champion’s aura --- Your aura protects against powers that would twist the mind and body. You and all allies in your champion's aura gain a +1 status bonus to saving throws against mental, morph, and polymorph effects.","category":"feat","pfs":"Standard","feat":["Aura of Determination"],"rarity":"common","slug":"feat-5919"},{"skill_mod":{},"summary":"Your aura protects against the power of the Void.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"champion's aura","source_category":["Rulebooks"],"requirement":"champion’s aura","source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5920","weakness":{},"name":"Aura of Life","legacy_id":["feat-250"],"trait":["Champion"],"id":"feat-5920","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Aura of Life Source Player Core 2 pg. 98 Prerequisites champion's aura Requirements champion’s aura --- Your aura protects against the power of the Void. You and all allies in your champion's aura gain resistance 5 to void damage and a +1 status bonus to saves against void effects.","category":"feat","pfs":"Standard","feat":["Aura of Life"],"rarity":"common","slug":"feat-5920"},{"legacy_name":["Anchoring Aura"],"skill_mod":{},"summary":"Your righteous aura dampens evil's might and prevents the unholy from escaping you.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"champion's aura, holy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5921","weakness":{},"name":"Aura of Righteousness","legacy_id":["feat-251","feat-249"],"trait":["Champion"],"id":"feat-5921","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Aura of Righteousness Source Player Core 2 pg. 98 Prerequisites champion's aura, holy --- Your righteous aura dampens evil's might and prevents the unholy from escaping you. You and all allies in your champion's aura gain resistance 5 to unholy spells, unholy Strikes, and other unholy effects. If a teleportation spell or effect would teleport an unholy creature out of your champion's aura, your aura attempts to counteract it, using the spell rank and DC of your devotion spells.","category":"feat","pfs":"Standard","feat":["Aura of Righteousness"],"rarity":"common","slug":"feat-5921"},{"skill_mod":{},"summary":"You gain an additional reaction that you can use only for your champion's reaction.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5922","weakness":{},"name":"Divine Reflexes","legacy_id":["feat-253"],"trait":["Champion"],"id":"feat-5922","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Divine Reflexes Source Player Core 2 pg. 98 --- At the start of each of your turns, you gain an additional reaction that you can use only for your champion's reaction.","category":"feat","pfs":"Standard","feat":["Divine Reflexes"],"rarity":"common","slug":"feat-5922"},{"skill_mod":{},"summary":"Guided by your ongoing care, your steed has developed incredible intelligence and skill.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Imposing Destrier","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5923","weakness":{},"name":"Auspicious Mount","legacy_id":["feat-256"],"trait":["Champion"],"id":"feat-5923","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Auspicious Mount Source Player Core 2 pg. 98 Prerequisites Imposing Destrier --- Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained with Faithful Steed is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. A faithful steed with the auspice specialization gains the following benefits. It gains the celestial, fiend, or monitor trait—whichever best matches your deity's servitors, and its appearance shifts to look more like those servitors. It also gains the holy trait if it's a celestial or the unholy trait if it's a fiend. Its Intelligence modifier increases by 2 and its Wisdom modifier by 1. Its proficiency rank in Religion increases to expert. It can speak the language associated with your deity's servitors (such as Empyrean for celestials, Chthonian for demons, or Requian for psychopomps). Its maximum Hit Points increase by 20, increasing to 25 at 18th level and 30 at 20th level. If the mount has the celestial trait, the extra HP increase by 5, and the mount gains weakness 5 to unholy. If it has the fiend trait, the extra HP increase by 5, and the mount gains weakness 5 to holy. It gains wings that grant it a fly Speed equal to its land Speed. ","category":"feat","pfs":"Standard","feat":["Auspicious Mount"],"rarity":"common","slug":"feat-5923"},{"skill_mod":{},"summary":"Your blessed armament thirsts for the blood of your foes.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"champion’s reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes)","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5924","weakness":{},"name":"Instrument of Slaughter","legacy_id":["feat-1691"],"trait":["Champion"],"id":"feat-5924","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Instrument of Slaughter Source Player Core 2 pg. 99 Prerequisites champion’s reaction that grants extra damage with your Strikes (including the desecration, iniquity, and obedience causes) --- Your blessed armament thirsts for the blood of your foes. Whenever you critically hit an enemy with a Strike that has the extra damage from your champion's reaction, the target also takes persistent bleed damage equal to two of the weapon's damage dice.","category":"feat","pfs":"Standard","feat":["Instrument of Slaughter"],"rarity":"common","slug":"feat-5924"},{"skill_mod":{},"summary":"Divine energy fills your weapon.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Blessed Counterstrike or Retributive Strike; champion’s reaction that grants an ally resistance to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes)","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5925","weakness":{},"name":"Instrument of Zeal","legacy_id":["feat-257"],"trait":["Champion"],"id":"feat-5925","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Instrument of Zeal Source Player Core 2 pg. 99 Prerequisites Blessed Counterstrike or Retributive Strike; champion’s reaction that grants an ally resistance to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes) --- Divine energy fills your weapon. Whenever you critically hit an enemy with Blessed Counterstrike or Retributive Strike, your attack deals an extra weapon damage die, and the target is slowed 1 on its next turn.","category":"feat","pfs":"Standard","feat":["Instrument of Zeal"],"rarity":"common","slug":"feat-5925"},{"skill_mod":{},"summary":"You protect an ally with both your shield and your body.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Shield Warden","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5926","weakness":{},"archetype":["Golden Legionnaire"],"name":"Shield of Grace","legacy_id":["feat-258"],"trait":["Champion"],"id":"feat-5926","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Shield of Grace Source Player Core 2 pg. 99 Archetype Golden Legionnaire (Level 18) Prerequisites Shield Warden --- You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.","category":"feat","pfs":"Standard","feat":["Shield of Grace"],"rarity":"common","slug":"feat-5926"},{"skill_mod":{},"summary":"Your healing energies linger after you cast, providing continual benefits.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"_lay on hands_","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5927","weakness":{},"archetype":["Blessed One"],"name":"Rejuvenating Touch","legacy_id":["feat-1693"],"trait":["Champion"],"id":"feat-5927","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Rejuvenating Touch Source Player Core 2 pg. 99 Archetypes Blessed One (Level 20), Blessed One (Level 20) Prerequisites lay on hands --- Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points immediately and at the start of their turn during each of the next 10 rounds. These temporary HP last until the start of the creature's next turn. This effect ends if the ally is knocked unconscious.","category":"feat","pfs":"Standard","feat":["Rejuvenating Touch"],"rarity":"common","slug":"feat-5927"},{"skill_mod":{},"summary":"The transgressions of your enemies fuel you to retaliate with divine speed.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"champion's reaction","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5928","weakness":{},"name":"Swift Retribution","trait":["Champion"],"id":"feat-5928","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Swift Retribution Source Player Core 2 pg. 99 Prerequisites champion's reaction --- The transgressions of your enemies fuel you to retaliate with divine speed. When an enemy triggers your champion's reaction, you are quickened on your next turn. You can use the extra action to move closer to that enemy or to Strike that enemy.","category":"feat","pfs":"Standard","feat":["Swift Retribution"],"rarity":"common","slug":"feat-5928"},{"skill_mod":{},"summary":"Your mercy transcends the bounds of life and death.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Mercy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5929","weakness":{},"archetype":["Blessed One"],"name":"Ultimate Mercy","legacy_id":["feat-260"],"trait":["Champion"],"id":"feat-5929","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Ultimate Mercy Source Player Core 2 pg. 99 Archetype Blessed One (Level 20) Prerequisites Mercy --- Your mercy transcends the bounds of life and death. Add ultimate mercy to the types of mercy you can provide. When you use Mercy, you can target a creature that died since your last turn to return it to life. The target returns to life with 1 Hit Point and becomes wounded 1. You can't return the target to life if it died from disintegrate or a death effect. The creature gains the other benefits of lay on hands after it returns to life.","category":"feat","pfs":"Standard","feat":["Ultimate Mercy"],"rarity":"common","slug":"feat-5929"},{"legacy_name":["Radiant Blade Master"],"skill_mod":{},"summary":"Add the following property runes to the list you can choose for your blessed armament: animated, greater fearsome , grievous , keen , and greater vitalizing .","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"blessed armament","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5930","weakness":{},"name":"Armament Paragon","legacy_id":["feat-262"],"trait":["Champion"],"id":"feat-5930","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Armament Paragon Source Player Core 2 pg. 99 Prerequisites blessed armament --- Add the following property runes to the list you can choose for your blessed armament: animated, greater fearsome , grievous , keen , and greater vitalizing . If you have the Radiant Armament feat, add greater astral and greater brilliant to the list as well. In addition, you can change the rune you've selected for the day to a different rune from your list as a single action that has the concentrate and divine traits. Changing the rune doesn't restore abilities that can be used only a limited number of times.","category":"feat","pfs":"Standard","feat":["Armament Paragon"],"rarity":"common","slug":"feat-5930"},{"skill_mod":{},"summary":"You are a great warrior that can stand strong against the fiercest opponents to your cause.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5931","weakness":{},"name":"Sacred Defender","legacy_id":["feat-1695"],"trait":["Champion"],"id":"feat-5931","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Sacred Defender Source Player Core 2 pg. 99 --- You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 5 to bludgeoning, piercing, and slashing damage. If you're holy, this resistance increases to 10 against unholy creatures, and if you're unholy it increases to 10 against holy creatures. In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success.","category":"feat","pfs":"Standard","feat":["Sacred Defender"],"rarity":"common","slug":"feat-5931"},{"skill_mod":{},"summary":"Your shield is a vessel of divine protection.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"blessed shield","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5932","weakness":{},"name":"Shield Paragon","legacy_id":["feat-263"],"trait":["Champion"],"id":"feat-5932","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Shield Paragon Source Player Core 2 pg. 99 Prerequisites blessed shield --- Your shield is a vessel of divine protection. When you're wielding your chosen shield, it is always raised, even without you using the Raise a Shield action. If the shield would be destroyed, it vanishes to your deity's realm instead, where a servitor of your deity repairs it. During your next daily preparations, the shield returns to you fully repaired. While the shield is gone, you can spend 1 minute to infuse a different shield with your blessed shield benefit until your true shield returns.","category":"feat","pfs":"Standard","feat":["Shield Paragon"],"rarity":"common","slug":"feat-5932"},{"skill_mod":{},"summary":"The movement of you and your allies is swift and decisive as the judgment of your deity.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"blessed swiftness","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5933","weakness":{},"name":"Swift Paragon","trait":["Champion"],"id":"feat-5933","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Swift Paragon Source Player Core 2 pg. 99 Prerequisites blessed swiftness --- The movement of you and your allies is swift and decisive as the judgment of your deity. If your ally starts a move action in your champion's aura, their movement during that action doesn't trigger reactions. In addition, you're permanently quickened. You can use your extra action only to Step or Stride. If you have a fly Speed, add Fly to this list. If you have an animal companion and are mounted on it at the start of your turn, you can have your mount be quickened that turn instead of you.","category":"feat","pfs":"Standard","feat":["Swift Paragon"],"rarity":"common","slug":"feat-5933"},{"legacy_name":["Red Herring"],"skill_mod":{},"summary":"You have a keen sense for avoiding spurious lines of inquiry.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5934","weakness":{},"name":"Eliminate Red Herrings","legacy_id":["feat-1453"],"trait":["Investigator"],"id":"feat-5934","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eliminate Red Herrings Source Player Core 2 pg. 106 --- You have a keen sense for avoiding spurious lines of inquiry. When you roll a critical failure on a skill check to Recall Knowledge related to a question about one of your active investigations, you get a failure instead.","category":"feat","pfs":"Standard","feat":["Eliminate Red Herrings"],"rarity":"common","slug":"feat-5934"},{"skill_mod":{},"summary":"You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5935","weakness":{},"name":"Flexible Studies","legacy_id":["feat-1446"],"trait":["Investigator"],"id":"feat-5935","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Flexible Studies Source Player Core 2 pg. 106 --- You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can't use it as a prerequisite for a permanent character option like a skill increase or a feat.","category":"feat","pfs":"Standard","feat":["Flexible Studies"],"rarity":"common","slug":"feat-5935"},{"skill_mod":{},"summary":"Whenever you Devise a Stratagem , you can also attempt a check to Recall Knowledge as part of that action before rolling the d20.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5936","weakness":{},"name":"Known Weaknesses","legacy_id":["feat-1447"],"trait":["Investigator"],"id":"feat-5936","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Known Weaknesses Source Player Core 2 pg. 106 --- Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action before rolling the d20. If you critically succeed at the Recall Knowledge check, you notice a weakness and can convey the information to allies to grant each of them a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. If you choose an attack stratagem, this bonus applies to that attack roll too.","category":"feat","pfs":"Standard","feat":["Known Weaknesses"],"rarity":"common","slug":"feat-5936"},{"skill_mod":{},"summary":"You've mastered combat practices that let you get up close and bring down perpetrators alive.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5937","weakness":{},"name":"Takedown Expert","legacy_id":["feat-1448"],"trait":["Investigator"],"id":"feat-5937","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Takedown Expert Source Player Core 2 pg. 107 --- You've mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls for an attack stratagem if you're using a weapon of the club group in one hand (like a club or staff), in addition to the usual weapons, and those Strikes qualify for your strategic strike. Additionally, you can make any of your Strikes nonlethal without taking the normal –2 penalty.","category":"feat","pfs":"Standard","feat":["Takedown Expert"],"rarity":"common","slug":"feat-5937"},{"skill_mod":{},"summary":"When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5938","weakness":{},"name":"That's Odd","legacy_id":["feat-1449"],"trait":["Investigator"],"id":"feat-5938","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > That's Odd Source Player Core 2 pg. 107 --- When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. If you wish, you can Pursue a Lead concerning this detail even if you have Pursed a Lead less than 10 minutes ago. That's Odd doesn't reveal whether creatures are suspicious. You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.","category":"feat","pfs":"Standard","feat":["That's Odd"],"rarity":"common","slug":"feat-5938"},{"skill_mod":{},"summary":"Your work as an investigator makes you familiar with the criminal element.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5939","weakness":{},"name":"Underworld Investigator","legacy_id":["feat-1451"],"trait":["Investigator"],"id":"feat-5939","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Underworld Investigator Source Player Core 2 pg. 107 --- Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in Underworld Lore, and you gain your Pursue a Lead investigation bonus to Thievery checks to investigate a case (such as checks to Steal a clue from a suspect or Pick a Lock to open a safe with damning documents).","category":"feat","pfs":"Standard","feat":["Underworld Investigator"],"rarity":"common","slug":"feat-5939"},{"skill_mod":{},"summary":"You know how to calculatedly manipulate joints and body weight.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5940","weakness":{},"skill":["Athletics","Athletics"],"name":"Athletic Strategist","legacy_id":["feat-1452"],"trait":["Investigator"],"id":"feat-5940","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Athletic Strategist Source Player Core 2 pg. 107 Prerequisites Trained in Athletics --- You know how to calculatedly manipulate joints and body weight. In addition to using an attack stratagem's roll substitution for a Strike, you can use it to modify a Disarm, Grapple, Reposition, Shove, or Trip attempt, substituting your Devise a Stratagem roll for the Athletics check. You must apply the substitution to the first eligible attack you make, whether it's a Strike or one of the Athletics actions. You can also use your Intelligence modifier instead of Strength for the Athletics check when you substitute your Devise a Stratagem roll, unless you're using a weapon for the maneuver and the weapon doesn't fit the restrictions for using Intelligence with a stratagem.","category":"feat","pfs":"Standard","feat":["Athletic Strategist"],"rarity":"common","slug":"feat-5940"},{"skill_mod":{},"summary":"You know exactly where to strike a foe to target their weak spots.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5941","weakness":{},"name":"Certain Strategem","trait":["Investigator"],"id":"feat-5941","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Certain Strategem Source Player Core 2 pg. 107 --- You know exactly where to strike a foe to target their weak spots. When you make a Strike that you're adding your Intelligence modifier to due to Devising a Stratagem and miss, you deal half of your strategic strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.","category":"feat","pfs":"Standard","feat":["Certain Strategem"],"rarity":"common","slug":"feat-5941"},{"skill_mod":{},"summary":"By watching your foes closely, you can make the most out of their mistakes.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"A creature you Devised a Stratagem against on your most recent turn fails or critically fails a Strike against you.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5942","weakness":{},"name":"Exploit Blunder","trait":["Investigator"],"actions_number":1,"id":"feat-5942","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Exploit Blunder Reaction Source Player Core 2 pg. 107 Trigger A creature you Devised a Stratagem against on your most recent turn fails or critically fails a Strike against you. --- By watching your foes closely, you can make the most out of their mistakes. You Step.","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Exploit Blunder"],"rarity":"common","slug":"feat-5942"},{"skill_mod":{},"summary":"Sometimes, you need to follow the leads as they come in the middle of an investigation.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5943","frequency":"once per 10 minutes","weakness":{},"name":"Person of Interest","trait":["Investigator"],"actions_number":2,"id":"feat-5943","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Person of Interest Single Action Source Player Core 2 pg. 107 Frequency once per 10 minutes --- Sometimes, you need to follow the leads as they come in the middle of an investigation. Choose a creature that you can see who isn't, to your knowledge, tied to any of your current investigations. For the next minute, you can Devise a Stratagem against that creature as a free action. Person of Interest leads to... Suspect of Opportunity","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Person of Interest"],"rarity":"common","slug":"feat-5943"},{"skill_mod":{},"summary":"The plans you make include your allies as well as yourself.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5944","weakness":{},"name":"Shared Stratagem","legacy_id":["feat-1454"],"trait":["Investigator"],"id":"feat-5944","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shared Stratagem Source Player Core 2 pg. 107 --- The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is off-guard to that ally on the next attack that ally makes against that creature before the start of your next turn. Shared Stratagem leads to... Didactic Strike","category":"feat","pfs":"Standard","feat":["Shared Stratagem"],"rarity":"common","slug":"feat-5944"},{"skill_mod":{},"summary":"Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5945","weakness":{},"name":"Solid Lead","legacy_id":["feat-1455"],"trait":["Investigator"],"id":"feat-5945","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Solid Lead Source Player Core 2 pg. 108 --- Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture. Once per day when you give up on the subject of a lead due to using Pursue a Lead again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the concentrate trait. Doing so ends one of your current leads as normal. During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day.","category":"feat","pfs":"Standard","feat":["Solid Lead"],"rarity":"common","slug":"feat-5945"},{"skill_mod":{},"summary":"You've devoted extra time in the lab to improve your knowledge of alchemy.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"alchemical sciences methodology","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5946","weakness":{},"name":"Alchemical Discoveries","legacy_id":["feat-1456"],"trait":["Investigator"],"id":"feat-5946","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Alchemical Discoveries Source Player Core 2 pg. 108 Prerequisites alchemical sciences methodology --- You've devoted extra time in the lab to improve your knowledge of alchemy. You learn the formulas for two alchemical items each time you level up instead of one; these must still be elixirs or tools. The number of versatile vials you can create each day increases by one if you're an expert in Crafting, two if you're a master, or three if you're legendary.","category":"feat","pfs":"Standard","feat":["Alchemical Discoveries"],"rarity":"common","slug":"feat-5946"},{"skill_mod":{},"summary":"When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5947","weakness":{},"name":"Detective's Readiness","legacy_id":["feat-1457"],"trait":["Investigator"],"id":"feat-5947","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Detective's Readiness Source Player Core 2 pg. 108 --- When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your investigation bonus from Pursue a Lead on saving throws (and their DCs, as normal) against creatures or effects that are related to the question at the heart of an open investigation, and you can use Clue In to assist an ally's saving throw against that creature or effect.","category":"feat","pfs":"Standard","feat":["Detective's Readiness"],"rarity":"common","slug":"feat-5947"},{"skill_mod":{},"summary":"You're adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"empiricism or interrogation methodology","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5948","weakness":{},"name":"Lie Detector","legacy_id":["feat-1458"],"trait":["Investigator"],"id":"feat-5948","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Lie Detector Source Player Core 2 pg. 108 Prerequisites empiricism or interrogation methodology --- You're adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse. You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next Deception, Diplomacy, Intimidation, or Performance check you attempt against that creature within the next minute. If you would gain your Pursue a Lead investigation bonus to any of the above checks, that bonus increases by 1 instead of you gaining the +1 bonus listed.","category":"feat","pfs":"Standard","feat":["Lie Detector"],"rarity":"common","slug":"feat-5948"},{"skill_mod":{},"summary":"You're always investigating what's around you, even as you perform other activities.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5949","weakness":{},"archetype":["Vindicator","Lion Blade"],"name":"Ongoing Investigation","legacy_id":["feat-1459"],"trait":["Investigator"],"id":"feat-5949","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ongoing Investigation Source Player Core 2 pg. 108 Archetypes Vindicator (Level 4), Lion Blade (Level 6) --- You're always investigating what's around you, even as you perform other activities. You can move at full Speed while using the Investigate exploration activity, and you can use another exploration activity while Investigating.","category":"feat","pfs":"Standard","feat":["Ongoing Investigation"],"rarity":"common","slug":"feat-5949"},{"skill_mod":{},"summary":"Your stratagems benefit from your precise knowledge of anatomy.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"forensic medicine methodology","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5950","weakness":{},"name":"Scalpel's Point","legacy_id":["feat-1460"],"trait":["Investigator"],"id":"feat-5950","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Scalpel's Point Source Player Core 2 pg. 109 Prerequisites forensic medicine methodology --- Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to Devising a Stratagem, if your attack dealt piercing or slashing damage, you also deal 1d6 persistent bleed damage to your target.","category":"feat","pfs":"Standard","feat":["Scalpel's Point"],"rarity":"common","slug":"feat-5950"},{"skill_mod":{},"summary":"You learn your foes' strengths and weaknesses by watching them move.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5951","weakness":{},"name":"Strategic Assessment","legacy_id":["feat-1461"],"trait":["Investigator"],"id":"feat-5951","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Strategic Assessment Source Player Core 2 pg. 109 --- You learn your foes' strengths and weaknesses by watching them move. When you hit a creature with a Strike on which you substituted your attack roll due to Devising a Stratagem, the GM chooses one of the following pieces of information about the enemy to tell you. Which of the enemy's weaknesses is highest Which of the enemy's resistances is highest Which of the enemy's saving throws is lowest One immunity the enemy has The GM can choose deliberately or at random, but they can't choose information that doesn't apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you hit a given creature.","category":"feat","pfs":"Standard","feat":["Strategic Assessment"],"rarity":"common","slug":"feat-5951"},{"skill_mod":{},"summary":"Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade.","primary_source":"Player Core 2","trait_group":["Sense","Mechanics","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5952","weakness":{},"name":"Connect the Dots","legacy_id":["feat-1462"],"trait":["Auditory","Concentrate","Investigator","Linguistic"],"actions_number":4,"id":"feat-5952","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Connect the Dots Two Actions Source Player Core 2 pg. 109 --- Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade. Choose an ally and a non-allied creature. You must be able to see both of them. You briefly study the way they both move and attempt a Perception check against the higher of the non-allied creature's Deception DC or Will DC. Both targets are then temporarily immune to Connect the Dots for 10 minutes. Critical Success You spot a way for your ally to take advantage of the other target's flaws and let them know about it. Your ally gains your Pursue a Lead investigation bonus as a circumstance bonus to all its Strikes or skill checks against the creature until the start of your next turn. Success As critical success, but your ally gains the bonus only for their next Strike or skill check against the creature. Failure You fail to make a connection. Critical Failure You misconstrue a vital piece of information, which temporarily disconcerts you. You are stupefied 1 until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Connect the Dots"],"rarity":"common","slug":"feat-5952"},{"legacy_name":["Predictive Purchase (Investigator)"],"skill_mod":{},"summary":"You have just the thing for the situation.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5953","weakness":{},"archetype":["Twilight Talon"],"name":"Predictive Purchase","legacy_id":["feat-1463"],"trait":["Investigator"],"id":"feat-5953","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Predictive Purchase Source Player Core 2 pg. 109 Archetype Twilight Talon (Level 10) --- You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute. Predictive Purchase leads to... Implausible Purchase","category":"feat","pfs":"Standard","feat":["Predictive Purchase"],"rarity":"common","slug":"feat-5953"},{"skill_mod":{},"summary":"You have comprehensive knowledge in your fields of interest.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5954","weakness":{},"archetype":["Vindicator"],"name":"Thorough Research","legacy_id":["feat-1464"],"trait":["Investigator"],"id":"feat-5954","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Thorough Research Source Player Core 2 pg. 109 Archetype Vindicator (Level 6) --- You have comprehensive knowledge in your fields of interest. When you succeed at a Recall Knowledge check, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, you get additional information or context or can ask an additional follow-up question (the GM chooses which). Thorough Research leads to... Just the Facts","category":"feat","pfs":"Standard","feat":["Thorough Research"],"rarity":"common","slug":"feat-5954"},{"skill_mod":{},"summary":"You can clue in all your allies at once.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5955","weakness":{},"name":"Clue Them All In","legacy_id":["feat-1466"],"trait":["Investigator"],"id":"feat-5955","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Clue Them All In Source Player Core 2 pg. 109 --- You can clue in all your allies at once. When you use the Clue In reaction, any of your allies who are attempting the same check to investigate one of your active investigations receive the circumstance bonus from Clue In. If you use this ability during an encounter, they must attempt their check within 1 round of when you Clued them In. Clue Them All In leads to... Lead Investigator","category":"feat","pfs":"Standard","feat":["Clue Them All In"],"rarity":"common","slug":"feat-5955"},{"skill_mod":{},"summary":"By scrutinizing a foe, you learn how to better avoid its attacks.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5956","weakness":{},"name":"Defensive Stratagem","trait":["Investigator"],"id":"feat-5956","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Defensive Stratagem Source Player Core 2 pg. 109 --- By scrutinizing a foe, you learn how to better avoid its attacks. When you use Devise a Stratagem, you can choose a defensive stratagem instead of an attack or skill stratagem after you roll a d20. Defensive Stratagem You can't attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to all your defenses against effects caused by the target until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Defensive Stratagem"],"rarity":"common","slug":"feat-5956"},{"skill_mod":{},"summary":"You carefully consider your case and narrow down some of the details.","primary_source":"Player Core 2","trait_group":["Class","Rarity"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5957","frequency":"once per day","weakness":{},"name":"Whodunnit?","legacy_id":["feat-1467"],"trait":["Investigator","Uncommon"],"id":"feat-5957","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Whodunnit? Source Player Core 2 pg. 109 Frequency once per day --- You carefully consider your case and narrow down some of the details. When you Pursue a Lead and learn there's a larger mystery, you can ask two questions related to your investigation when you open it. The GM must answer truthfully with “yes” or “no,” though if the answer would be misleading or have no practical application to your investigation, the GM can answer “immaterial.” You can't use Whodunnit? more than once for the same lead, even across different days. Your questions must come from the following list, applying to the detail that spurred your investigation. Was this clue left by a creature trait]? (Choose a creature trait such as [humanoid, undead, or dwarf; this trait must be accurate as of the time the clue was left.) Was this clue left within the last hour? Was this clue left within the last day? Was the creature that left this clue in a heightened emotional state when it left the clue? Did anyone attempt to conceal this clue? ","category":"feat","pfs":"Standard","feat":["Whodunnit?"],"rarity":"uncommon","slug":"feat-5957"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1468"],"trait":["Fortune","Investigator"],"id":"feat-5958","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Just One More Thing Single Action Source Player Core 2 pg. 110 Requirements Your most recent action was to Demoralize, Feint, or Request, and you failed but didn’t critically fail. --- After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt. Reroll the failed check and use the new result. If the target of the failed check is involved with one of your active investigations, double your investigation bonus from Pursue a Lead on the rerolled check. That creature is temporarily immune to Just One More Thing for 1 day. You can also use this action if you failed, but didn't critically fail, at a check to Lie, Gather Information, Make an Impression, or Coerce. In this case, rather than spending 1 action, adding Just One More Thing takes you half the amount of time you initially spent on the check, to a minimum of 1 more round.","feat":["Just One More Thing"],"skill_mod":{},"summary":"After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"level":10,"source_category":["Rulebooks"],"requirement":"Your most recent action was to Demoralize , Feint , or Request , and you failed but didn’t critically fail.","resistance":{},"url":"/Feats.aspx?ID=5958","name":"Just One More Thing","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5958"},{"skill_mod":{},"summary":"You're constantly studying small aspects of everyone's movements, even if you don't have a stratagem in place ahead of time.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"strategic strike","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5959","weakness":{},"name":"Ongoing Strategy","legacy_id":["feat-1469"],"trait":["Investigator"],"id":"feat-5959","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Ongoing Strategy Source Player Core 2 pg. 110 Prerequisites strategic strike --- You're constantly studying small aspects of everyone's movements, even if you don't have a stratagem in place ahead of time. On any Strike for which you didn't Devise a Stratagem, you still deal precision damage equal to your number of strategic strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier had you Devised a Stratagem.","category":"feat","pfs":"Standard","feat":["Ongoing Strategy"],"rarity":"common","slug":"feat-5959"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1470"],"trait":["Investigator"],"id":"feat-5960","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Suspect of Opportunity Reaction Source Player Core 2 pg. 110 Prerequisites Person of Interest Trigger A creature who isn’t, to your knowledge, tied to any of your active investigations takes a hostile action against you in combat. --- Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You use Person of Interest against the triggering creature. This doesn't allow you to use Person of Interest more frequently than normal.","feat":["Suspect of Opportunity"],"skill_mod":{},"summary":"Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close.","primary_source":"Player Core 2","trait_group":["Class"],"level":10,"prerequisite":"Person of Interest","source_category":["Rulebooks"],"trigger":"A creature who isn’t, to your knowledge, tied to any of your active investigations takes a hostile action against you in combat.","resistance":{},"url":"/Feats.aspx?ID=5960","name":"Suspect of Opportunity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5960"},{"skill_mod":{},"summary":"Sharp and piercing, your eyes see all and convey more.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"empiricism methodology","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5961","weakness":{},"name":"Empiricist's Eye","trait":["Investigator"],"id":"feat-5961","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Empiricist's Eye Source Player Core 2 pg. 111 Prerequisites empiricism methodology --- Sharp and piercing, your eyes see all and convey more. Your Point Out actions lose the auditory trait, and you don't need to be heard to convey the information to your allies. In addition, a creature you Point Out is off-guard to your allies until the start of your next turn. Special If you have the Blind-Fight feat, your allies gain that feat's benefits against any creature that's off-guard due to Empiricist's Eye.","category":"feat","pfs":"Standard","feat":["Empiricist's Eye"],"rarity":"common","slug":"feat-5961"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1471"],"trait":["Concentrate","Investigator"],"id":"feat-5962","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Foresee Danger Reaction Source Player Core 2 pg. 111 Trigger A creature targets you with an attack, and you can see the attacker. --- You perceive every possible way your foe's attack could land and attempt to avoid them all. The triggering attack roll targets your Perception DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn't take the –2 circumstance penalty when defending against the attack.","feat":["Foresee Danger"],"skill_mod":{},"summary":"You perceive every possible way your foe's attack could land and attempt to avoid them all.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"level":12,"source_category":["Rulebooks"],"trigger":"A creature targets you with an attack, and you can see the attacker.","resistance":{},"url":"/Feats.aspx?ID=5962","name":"Foresee Danger","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5962"},{"skill_mod":{},"summary":"In the blink of an eye, you calculate your enemy's movements and know exactly where to aim your next blow.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5963","frequency":"once per hour","weakness":{},"name":"Just As Planned","trait":["Fortune","Investigator"],"actions_number":0,"id":"feat-5963","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Just As Planned Free Action Source Player Core 2 pg. 111 Frequency once per hour --- In the blink of an eye, you calculate your enemy's movements and know exactly where to aim your next blow. If your next action is to Devise a Stratagem, you can roll the d20 twice and take the higher result.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Just As Planned"],"rarity":"common","slug":"feat-5963"},{"skill_mod":{},"summary":"Your line of questioning lets a suspect know you can see right through them, shaking them to the core.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"interrogation methodology","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5964","weakness":{},"name":"Make 'em Sweat","trait":["Investigator"],"id":"feat-5964","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Make 'em Sweat Source Player Core 2 pg. 111 Prerequisites interrogation methodology --- Your line of questioning lets a suspect know you can see right through them, shaking them to the core. When you succeed at using Pointed Question, the target is also frightened 1 (or frightened 2 on a critical success). This added effect is an emotion and fear effect, but the other effects of Pointed Question still apply even if the target is immune to fear.","category":"feat","pfs":"Standard","feat":["Make 'em Sweat"],"rarity":"common","slug":"feat-5964"},{"skill_mod":{},"summary":"Your mind works through clues at an unbelievable speed.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5965","weakness":{},"name":"Reason Rapidly","legacy_id":["feat-1472"],"trait":["Investigator"],"actions_number":2,"id":"feat-5965","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reason Rapidly Single Action Source Player Core 2 pg. 111 --- Your mind works through clues at an unbelievable speed. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Reason Rapidly"],"rarity":"common","slug":"feat-5965"},{"skill_mod":{},"summary":"You use Quick Tincture , and the item you create remains potent until the start of your next turn.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"alchemical sciences methodology","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5966","weakness":{},"name":"Share Tincture","trait":["Investigator"],"actions_number":2,"id":"feat-5966","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Share Tincture Single Action Source Player Core 2 pg. 112 Prerequisites alchemical sciences methodology --- You use Quick Tincture, and the item you create remains potent until the start of your next turn. Then you can Interact to pass the item to another creature. If you pass it by throwing it, your ranged attack automatically succeeds. You must have a versatile vial to use Quick Tincture, as normal.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Share Tincture"],"rarity":"common","slug":"feat-5966"},{"skill_mod":{},"summary":"With a few well-placed jabs with your fist or weapon, you render your opponent disoriented or ungainly.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"forensic medicine methodology","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5967","weakness":{},"name":"Surgical Shock","trait":["Attack","Investigator"],"actions_number":2,"id":"feat-5967","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Surgical Shock Single Action Source Player Core 2 pg. 112 Prerequisites forensic medicine methodology --- With a few well-placed jabs with your fist or weapon, you render your opponent disoriented or ungainly. Attempt a Medicine check against the Fortitude DC of a target within your reach. The result of your check determines the severity of the condition you inflict. Critical Success The target is either clumsy 3 or stupefied 3 until the end of your next turn. The target is then immune to Surgical Shock for 1 hour. Success As critical success, but the target is either clumsy 2 or stupefied 2. Failure The target is minorly inconvenienced. You gain a +1 circumstance bonus to the next attack action you attempt against it before the end of your turn. Critical Failure The target is unaffected and you overextend yourself, triggering reactions as if you had used a manipulate action.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Surgical Shock"],"rarity":"common","slug":"feat-5967"},{"skill_mod":{},"summary":"You spend 10 minutes in contemplation to uncannily predict how events will play out.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Rarity"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5968","weakness":{},"archetype":["Time Mage"],"name":"Plot the Future","legacy_id":["feat-1473"],"trait":["Concentrate","Investigator","Prediction","Uncommon"],"id":"feat-5968","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Plot the Future Source Player Core 2 pg. 112 Archetypes Time Mage (Level 16), Time Mage (Level 16) --- You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn.","category":"feat","pfs":"Standard","feat":["Plot the Future"],"rarity":"uncommon","slug":"feat-5968"},{"skill_mod":{},"summary":"Your plans account for your foes' resistances, enabling you to strike a telling blow.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5969","weakness":{},"name":"Strategic Bypass","legacy_id":["feat-1475"],"trait":["Investigator"],"id":"feat-5969","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Strategic Bypass Source Player Core 2 pg. 112 --- Your plans account for your foes' resistances, enabling you to strike a telling blow. When you hit with a Strike on which you substituted your attack roll due to Devising a Stratagem, you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack.","category":"feat","pfs":"Standard","feat":["Strategic Bypass"],"rarity":"common","slug":"feat-5969"},{"skill_mod":{},"summary":"When you find a glaring weakness, you can set your allies up to annihilate your foe.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Shared Stratagem","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5970","weakness":{},"name":"Didactic Strike","legacy_id":["feat-1476"],"trait":["Investigator"],"id":"feat-5970","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Didactic Strike Source Player Core 2 pg. 113 Prerequisites Shared Stratagem --- When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is off-guard against the first attack from each designated ally before your next turn, and each ally's first attack deals an extra 2d6 precision damage to the target if it hits.","category":"feat","pfs":"Standard","feat":["Didactic Strike"],"rarity":"common","slug":"feat-5970"},{"legacy_name":["Implausible Purchase (Investigator)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1477"],"trait":["Investigator"],"id":"feat-5971","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Implausible Purchase Source Player Core 2 pg. 113 Archetype Twilight Talon (Level 18) Prerequisites Predictive Purchase --- It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you Interact to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.","feat":["Implausible Purchase"],"skill_mod":{},"summary":"It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations.","primary_source":"Player Core 2","trait_group":["Class"],"level":16,"prerequisite":"Predictive Purchase","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5971","archetype":["Twilight Talon"],"name":"Implausible Purchase","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-5971"},{"skill_mod":{},"summary":"You spend 1 minute briefing up to four allies about one of your open investigations.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Clue Them All In","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5972","weakness":{},"name":"Lead Investigator","legacy_id":["feat-1479"],"trait":["Exploration","Investigator"],"id":"feat-5972","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Lead Investigator Source Player Core 2 pg. 113 Prerequisites Clue Them All In --- You spend 1 minute briefing up to four allies about one of your open investigations. Those allies gain the same circumstance bonus you do from Pursue a Lead to checks to investigate the question at the heart of that investigation. This bonus lasts until you cease Pursing that Lead or for 1 day, whichever comes first. This doesn't confer any other benefits of pursuing a lead, such as adding the circumstance bonus to your saves with Detective's Readiness.","category":"feat","pfs":"Standard","feat":["Lead Investigator"],"rarity":"common","slug":"feat-5972"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-598"],"trait":["Concentrate","Investigator"],"id":"feat-5973","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Trickster's Ace Reaction Source Player Core 2 pg. 113 Trigger You specify the trigger when you make your daily preparations. Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. --- Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations.","feat":["Trickster's Ace"],"skill_mod":{},"summary":"Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"level":18,"source_category":["Rulebooks"],"requirement":"When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.","trigger":"You specify the trigger when you make your daily preparations.","resistance":{},"url":"/Feats.aspx?ID=5973","name":"Trickster's Ace","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5973"},{"skill_mod":{},"summary":"You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5974","weakness":{},"name":"Everyone's a Suspect","legacy_id":["feat-1481"],"trait":["Investigator"],"id":"feat-5974","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Everyone's a Suspect Source Player Core 2 pg. 113 --- You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies. After interacting with a creature for at least 1 minute, you automatically Pursue a Lead with that creature as the subject. You can have any number of such leads at any given time, and when you Pursue a Lead again, you don't give up any of these automatic subjects.","category":"feat","pfs":"Standard","feat":["Everyone's a Suspect"],"rarity":"common","slug":"feat-5974"},{"skill_mod":{},"summary":"You fundamentally understand everything to the point where your research can't possibly be wrong.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Thorough Research","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5975","weakness":{},"name":"Just the Facts","legacy_id":["feat-1482"],"trait":["Investigator"],"id":"feat-5975","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Just the Facts Source Player Core 2 pg. 113 Prerequisites Thorough Research --- You fundamentally understand everything to the point where your research can't possibly be wrong. You are permanently quickened and can use the extra action to Recall Knowledge. In addition, you gain the following benefits with Recall Knowledge. Your checks to Recall Knowledge are no longer secret. When you Recall Knowledge, you use the outcome for one degree of success better than the result of your check. If an effect (such as Dubious Knowledge) would give you inaccurate information from your Recall Knowledge check, you know which information is inaccurate. When one of your allies Recalls Knowledge and gains false information, you also know that information is inaccurate if they share it with you. ","category":"feat","pfs":"Standard","feat":["Just the Facts"],"rarity":"common","slug":"feat-5975"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-430"],"trait":["Monk","Stance"],"id":"feat-5976","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crane Stance Single Action Source Player Core 2 pg. 118 Archetypes Martial Artist (Level 4), Wild Mimic (Level 4), Martial Artist (Level 4) Requirements You are unarmored. --- Your arms flutter like a crane's wings. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically. Crane Stance leads to... Crane Flutter","feat":["Crane Stance"],"skill_mod":{},"summary":"Your arms flutter like a crane's wings.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=5976","archetype":["Martial Artist","Wild Mimic"],"name":"Crane Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5976"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-431"],"trait":["Monk","Stance"],"id":"feat-5977","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dragon Stance Single Action Source Player Core 2 pg. 118 Archetypes Martial Artist (Level 4), Martial Artist (Level 4) Requirements You are unarmored. --- You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits. While in Dragon Stance, you can ignore the first square of difficult terrain while Striding. Dragon Stance leads to... Dragon Roar","feat":["Dragon Stance"],"skill_mod":{},"summary":"You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=5977","archetype":["Martial Artist"],"name":"Dragon Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5977"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1734"],"trait":["Monk","Stance"],"id":"feat-5978","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Monastic Archer Stance Single Action Source Player Core 2 pg. 118 Requirements You are unarmored and wielding a longbow, a shortbow, or a bow with the Monk trait. --- You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike. Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master. Monastic Archer Stance leads to... Focused Shot, Return Fire, Triangle Shot","feat":["Monastic Archer Stance"],"skill_mod":{},"summary":"You enter a specialized stance for a unique martial art centered around the use of a bow.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored and wielding a longbow , a shortbow , or a bow with the Monk trait.","resistance":{},"url":"/Feats.aspx?ID=5978","name":"Monastic Archer Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5978"},{"skill_mod":{},"summary":"You have trained with the weaponry of your monastery or school.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5979","weakness":{},"name":"Monastic Weaponry","legacy_id":["feat-434"],"trait":["Monk"],"id":"feat-5979","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Monastic Weaponry Source Player Core 2 pg. 118 --- You have trained with the weaponry of your monastery or school. You gain access to uncommon weapons with the monk trait and become trained in simple and martial monk weapons. When your proficiency for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. If you gain the critical specialization benefit for unarmed attacks—with the expert strikes class feature, for example— you also gain it with monk weapons. Monastic Weaponry leads to... Advanced Monastic Weaponry, Advanced Monastic Weaponry, Shooting Stars Stance, Waterfowl Stance, Whirling Blade Stance","category":"feat","pfs":"Standard","feat":["Monastic Weaponry"],"rarity":"common","slug":"feat-5979"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-435"],"trait":["Monk","Stance"],"id":"feat-5980","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Mountain Stance Single Action Source Player Core 2 pg. 118 Archetypes Martial Artist (Level 4), Martial Artist (Level 4) Requirements You are unarmored and touching the ground. --- You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits. While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against Reposition, Shove, Trip, and other forced movement effects. You have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer's clothing, mystic armor , and bands of force . Mountain Stance leads to... Mountain Stronghold","feat":["Mountain Stance"],"skill_mod":{},"summary":"You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored and touching the ground.","resistance":{},"url":"/Feats.aspx?ID=5980","archetype":["Martial Artist"],"name":"Mountain Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5980"},{"legacy_name":["Ki Rush","Ki Strike"],"skill_mod":{},"summary":"You have cultivated your qi to produce magical effects.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5981","weakness":{},"archetype":["Bullet Dancer"],"name":"Qi Spells","legacy_id":["feat-432","feat-433"],"trait":["Monk"],"id":"feat-5981","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Qi Spells Source Player Core 2 pg. 119 Archetypes Bullet Dancer (Level 4), Bullet Dancer (Level 4) --- You have cultivated your qi to produce magical effects. You gain inner upheaval , qi rush , or another 1st-rank monk qi spell you have access to. Special You can select this feat more than once, choosing a different spell each time.","category":"feat","pfs":"Standard","feat":["Qi Spells"],"rarity":"common","slug":"feat-5981"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-1735"],"trait":["Monk","Stance"],"id":"feat-5982","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Stumbling Stance Single Action Source Player Core 2 pg. 119 Archetypes Martial Artist (Level 4), Martial Artist (Level 4) Prerequisites Trained in Deception --- You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes off-guard against the next stumbling swing Strike you make against it before the end of your next turn. Stumbling Stance leads to... Stumbling Feint","feat":["Stumbling Stance"],"skill_mod":{},"summary":"You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5982","archetype":["Martial Artist"],"name":"Stumbling Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5982"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-436"],"trait":["Monk","Stance"],"id":"feat-5983","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tiger Stance Single Action Source Player Core 2 pg. 119 Archetypes Martial Artist (Level 4), Wild Mimic (Level 4), Martial Artist (Level 4) Requirements You are unarmored. --- You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage. As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet. Tiger Stance leads to... Tiger Slash","feat":["Tiger Stance"],"skill_mod":{},"summary":"You enter the stance of a tiger and can make tiger claw attacks.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored. ","resistance":{},"url":"/Feats.aspx?ID=5983","archetype":["Martial Artist","Wild Mimic"],"name":"Tiger Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5983"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-437"],"trait":["Monk","Stance"],"id":"feat-5984","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Wolf Stance Single Action Source Player Core 2 pg. 119 Archetypes Martial Artist (Level 4), Wild Mimic (Level 4), Martial Artist (Level 4) Requirements You are unarmored. --- You enter the stance of a wolf, low to the ground with your hands held like fangs. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait. Wolf Stance leads to... Wolf Drag","feat":["Wolf Stance"],"skill_mod":{},"summary":"You enter the stance of a wolf, low to the ground with your hands held like fangs.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":1,"source_category":["Rulebooks"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=5984","archetype":["Martial Artist","Wild Mimic"],"name":"Wolf Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5984"},{"skill_mod":{},"summary":"Like a powerful constrictor, you crush targets in your unyielding grasp.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5985","weakness":{},"archetype":["Wrestler","Zombie"],"name":"Crushing Grab","legacy_id":["feat-439"],"trait":["Monk"],"id":"feat-5985","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Crushing Grab Source Player Core 2 pg. 119 Archetypes Wrestler (Level 4), Zombie (Level 4), Wrestler (Level 4) --- Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty. Crushing Grab leads to... Godbreaker","category":"feat","pfs":"Standard","feat":["Crushing Grab"],"rarity":"common","slug":"feat-5985"},{"skill_mod":{},"summary":"You are as light as a leaf on the breeze.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5986","weakness":{},"name":"Dancing Leaf","legacy_id":["feat-440"],"trait":["Monk"],"id":"feat-5986","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dancing Leaf Source Player Core 2 pg. 120 --- You are as light as a leaf on the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don't count any distance fallen while you are adjacent to a wall.","category":"feat","pfs":"Standard","feat":["Dancing Leaf"],"rarity":"common","slug":"feat-5986"},{"skill_mod":{},"summary":"You can color your qi in bright elemental energy.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"_Inner Upheaval_","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5987","weakness":{},"name":"Elemental Fist","legacy_id":["feat-441"],"trait":["Monk"],"id":"feat-5987","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Elemental Fist Source Player Core 2 pg. 120 Prerequisites Inner Upheaval --- You can color your qi in bright elemental energy. When you cast inner upheaval , in addition to the damage types normally available, you can deliver the extra damage with elemental magic, adding the element's trait and changing the damage type to the listed one: air electricity (sparking gust), earth bludgeoning (chunk of stone), fire fire (flickering flame), metal slashing (flying metal shards), water cold (wave of frigid water), or wood bludgeoning (pummeling pine cones).","category":"feat","pfs":"Standard","feat":["Elemental Fist"],"rarity":"common","slug":"feat-5987"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1737"],"trait":["Monk","Stance"],"id":"feat-5988","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shooting Stars Stance Single Action Source Player Core 2 pg. 120 Prerequisites Monastic Weaponry --- You enter a stance that lets you throw shuriken with lightning speed. While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with shuriken instead.","feat":["Shooting Stars Stance"],"skill_mod":{},"summary":"You enter a stance that lets you throw shuriken with lightning speed.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":2,"prerequisite":"Monastic Weaponry","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=5988","name":"Shooting Stars Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-5988"},{"legacy_name":["Stunning Fist"],"skill_mod":{},"summary":"The focused power of your flurry threatens to overwhelm your opponent.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"flurry of blows","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5989","weakness":{},"name":"Stunning Blows","legacy_id":["feat-442"],"trait":["Monk"],"id":"feat-5989","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Stunning Blows Source Player Core 2 pg. 121 Prerequisites flurry of blows --- The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect. Stunning Blows leads to... Triangle Shot","category":"feat","pfs":"Standard","feat":["Stunning Blows"],"rarity":"common","slug":"feat-5989"},{"skill_mod":{},"summary":"You enter a tightly coiled stance, with your hands poised as venomous fangs.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5990","weakness":{},"name":"Cobra Stance","legacy_id":["feat-1738"],"trait":["Monk","Stance"],"actions_number":2,"id":"feat-5990","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cobra Stance Single Action Source Player Core 2 pg. 121 --- You enter a tightly coiled stance, with your hands poised as venomous fangs. While in this stance, the only Strikes you can make are cobra fang unarmed attacks. These deal 1d4 piercing damage; are in the brawling group; and have the agile, deadly d10, finesse, unarmed, and venomous traits. While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level. Cobra Stance leads to... Cobra Envenom","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Cobra Stance"],"rarity":"common","slug":"feat-5990"},{"legacy_name":["Deflect Arrow"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-443"],"trait":["Monk"],"id":"feat-5991","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Deflect Projectile Reaction Source Player Core 2 pg. 121 Trigger You are the target of a physical ranged attack. Requirements You’re aware of the attack, are not off-guard against it, and have a hand free. --- You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). Deflect Projectile leads to... Projectile Snatching, Return Fire","feat":["Deflect Projectile"],"skill_mod":{},"summary":"You gain a +4 circumstance bonus to AC against the triggering attack.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":4,"source_category":["Rulebooks"],"requirement":"You’re aware of the attack, are not off-guard against it, and have a hand free.","trigger":"You are the target of a physical ranged attack.","resistance":{},"url":"/Feats.aspx?ID=5991","name":"Deflect Projectile","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5991"},{"skill_mod":{},"summary":"Your flurry is a combination of maneuvers.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5992","weakness":{},"skill":["Athletics","Athletics"],"name":"Flurry of Maneuvers","legacy_id":["feat-444"],"trait":["Monk"],"id":"feat-5992","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Flurry of Maneuvers Source Player Core 2 pg. 121 Prerequisites Expert in Athletics --- Your flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Repositions, Shoves, or Trips.","category":"feat","pfs":"Standard","feat":["Flurry of Maneuvers"],"rarity":"common","slug":"feat-5992"},{"skill_mod":{},"summary":"You launch yourself at a foe.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5993","weakness":{},"name":"Flying Kick","legacy_id":["feat-445"],"trait":["Monk"],"actions_number":4,"id":"feat-5993","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Flying Kick Two Actions Source Player Core 2 pg. 121 --- You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you're adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in midair. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Flying Kick"],"rarity":"common","slug":"feat-5993"},{"skill_mod":{},"summary":"Your guard is up, even while moving.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5994","weakness":{},"archetype":["Ghoul"],"name":"Guarded Movement","legacy_id":["feat-446"],"trait":["Monk"],"id":"feat-5994","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Guarded Movement Source Player Core 2 pg. 121 Archetype Ghoul (Level 6) --- Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement.","category":"feat","pfs":"Standard","feat":["Guarded Movement"],"rarity":"common","slug":"feat-5994"},{"legacy_name":["Wholeness of Body"],"skill_mod":{},"summary":"You can restore your health by tapping into your qi.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5995","weakness":{},"name":"Harmonize Self","legacy_id":["feat-448"],"trait":["Monk"],"id":"feat-5995","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Harmonize Self Source Player Core 2 pg. 121 Prerequisites Qi Spells --- You can restore your health by tapping into your qi. You gain the harmonize self qi spell.","category":"feat","pfs":"Standard","feat":["Harmonize Self"],"rarity":"common","slug":"feat-5995"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-447"],"trait":["Monk"],"id":"feat-5996","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Stand Still Reaction Source Player Core 2 pg. 121 Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using. --- You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.","feat":["Stand Still"],"skill_mod":{},"summary":"You strike out when your foe tries to flee.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":4,"source_category":["Rulebooks"],"trigger":"A creature within your reach uses a move action or leaves a square during a move action it’s using.","resistance":{},"url":"/Feats.aspx?ID=5996","name":"Stand Still","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5996"},{"skill_mod":{},"summary":"Your rigorous training regimen allows you to wield complex weaponry with ease.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Monastic Weaponry","source_category":["Rulebooks","Lost Omens"],"source":["Player Core 2","Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5997","weakness":{},"archetype":["Martial Artist"],"name":"Advanced Monastic Weaponry","trait":["Monk"],"id":"feat-5997","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Monastic Weaponry There is a more recent version of this, click here to view. Source Player Core 2 pg. 121, Tian Xia Character Guide pg. 120 Archetype Martial Artist (Level 8) Prerequisites Monastic Weaponry --- Your rigorous training regimen allows you to wield complex weaponry with ease. For the purposes of proficiency, you treat advanced monk weapons as if they were martial monk weapons.","category":"feat","pfs":"Standard","feat":["Advanced Monastic Weaponry"],"rarity":"common","slug":"feat-5997"},{"legacy_name":["Ki Blast","Abundant Step"],"skill_mod":{},"summary":"Your talent at controlling your qi has reached new heights.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=5998","weakness":{},"name":"Advanced Qi Spells","legacy_id":["feat-452","feat-449"],"trait":["Monk"],"id":"feat-5998","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Qi Spells Source Player Core 2 pg. 121 Prerequisites Qi Spells --- Your talent at controlling your qi has reached new heights. You gain qi blast , shrink the span , or another 3rd-rank qi spell you have access to. Special You can select this feat more than once, choosing a different spell each time.","category":"feat","pfs":"Standard","feat":["Advanced Qi Spells"],"rarity":"common","slug":"feat-5998"},{"legacy_name":["Align Ki"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-1740"],"trait":["Monk"],"id":"feat-5999","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Align Qi Reaction Source Player Core 2 pg. 121 Frequency once per hour Prerequisites Qi Spells Trigger You Cast a Spell that has the monk trait. --- The power of your qi soothes your wounds and energizes you for battle. You regain Hit Points equal to your level plus your Wisdom modifier.","feat":["Align Qi"],"skill_mod":{},"summary":"The power of your qi soothes your wounds and energizes you for battle.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"trigger":"You Cast a Spell that has the monk trait.","resistance":{},"url":"/Feats.aspx?ID=5999","name":"Align Qi","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-5999"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-450"],"trait":["Monk"],"id":"feat-6000","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Crane Flutter Reaction Source Player Core 2 pg. 121 Archetypes Martial Artist (Level 8), Wild Mimic (Level 8), Martial Artist (Level 8) Prerequisites Crane Stance Trigger You are targeted with an attack by an observed attacker. Requirements You are in Crane Stance. --- You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you and the attacker is within your reach, you can immediately make a crane wing Strike against the attacker at a –2 penalty.","feat":["Crane Flutter"],"skill_mod":{},"summary":"You interpose your arm between yourself and your opponent.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Crane Stance","source_category":["Rulebooks"],"requirement":"You are in Crane Stance.","trigger":"You are targeted with an attack by an observed attacker.","resistance":{},"url":"/Feats.aspx?ID=6000","archetype":["Martial Artist","Wild Mimic"],"name":"Crane Flutter","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6000"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-451"],"trait":["Auditory","Emotion","Fear","Mental","Monk"],"id":"feat-6001","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dragon Roar Single Action Source Player Core 2 pg. 121 Archetypes Martial Artist (Level 8), Martial Artist (Level 8) Prerequisites Dragon Stance Requirements You are in Dragon Stance. --- You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can't reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage. After you use Dragon Roar, you can't use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area are then temporarily immune for 1 minute.","feat":["Dragon Roar"],"skill_mod":{},"summary":"You bellow, instilling fear in your enemies.","primary_source":"Player Core 2","trait_group":["Sense","Mechanics","Class","Weapon"],"level":6,"prerequisite":"Dragon Stance","source_category":["Rulebooks"],"requirement":"You are in Dragon Stance.","resistance":{},"url":"/Feats.aspx?ID=6001","archetype":["Martial Artist"],"name":"Dragon Roar","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6001"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-453"],"trait":["Monk"],"id":"feat-6002","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mountain Stronghold Single Action Source Player Core 2 pg. 122 Archetypes Martial Artist (Level 8), Martial Artist (Level 8) Prerequisites Mountain Stance Requirements You are in Mountain Stance. --- You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn. Special If you have this feat, the Dexterity modifier cap to your AC while you're in Mountain Stance increases from +0 to +1. Mountain Stronghold leads to... Mountain Quake","feat":["Mountain Stronghold"],"skill_mod":{},"summary":"You focus on your connection to the earth and call upon the mountain to block attacks against you.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Mountain Stance","source_category":["Rulebooks"],"requirement":"You are in Mountain Stance.","resistance":{},"url":"/Feats.aspx?ID=6002","archetype":["Martial Artist"],"name":"Mountain Stronghold","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6002"},{"legacy_name":["One-Inch Punch"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1742"],"trait":["Monk"],"id":"feat-6003","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > One-inch Punch Two Actions or Three Actions Source Player Core 2 pg. 122 Prerequisites expert strikes --- You put all your force into a single mighty, carefully controlled blow. Make an unarmed Strike. If you spend two actions and this Strike hits, you deal an extra die of weapon damage. You can instead spend 3 actions to perform an even more powerful attack, dealing a second additional die of weapon damage on a hit. If you're at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 actions or 4 additional dice if you spend 3 actions. If you're at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 actions or 6 additional dice if you spend 3 actions. One-inch Punch leads to... One-millimeter Punch","feat":["One-inch Punch"],"skill_mod":{},"summary":"You put all your force into a single mighty, carefully controlled blow.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":6,"prerequisite":"expert strikes","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6003","name":"One-inch Punch","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions or Three Actions","rarity":"common","slug":"feat-6003"},{"skill_mod":{},"summary":"Snatching an arrow out of the air, you instantly put it to your bow and return fire.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Deflect Projectile; Monastic Archer Stance","source_category":["Rulebooks"],"requirement":"You are in Monastic Archer Stance, are wielding a bow, and have a free hand.","source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6004","weakness":{},"name":"Return Fire","legacy_id":["feat-1743"],"trait":["Monk"],"id":"feat-6004","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Return Fire Source Player Core 2 pg. 122 Prerequisites Deflect Projectile; Monastic Archer Stance Requirements You are in Monastic Archer Stance, are wielding a bow, and have a free hand. --- Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect a Projectile that's an arrow, as part of that reaction you can immediately make a ranged bow Strike from your own bow by firing the arrow you deflected.","category":"feat","pfs":"Standard","feat":["Return Fire"],"rarity":"common","slug":"feat-6004"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-1744"],"trait":["Monk"],"id":"feat-6005","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Stumbling Feint Source Player Core 2 pg. 122 Archetype Martial Artist (Level 8) Prerequisites Stumbling Stance; Expert in Deception Requirements You are in Stumbling Stance. --- You lash out confusingly, with what seems to be a weak move, but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target off-guard against your next attack, they become off-guard against both attacks from the Flurry of Blows.","feat":["Stumbling Feint"],"skill_mod":{},"summary":"You lash out confusingly, with what seems to be a weak move, but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Stumbling Stance; Expert in Deception","source_category":["Rulebooks"],"requirement":"You are in Stumbling Stance.","resistance":{},"url":"/Feats.aspx?ID=6005","archetype":["Martial Artist"],"name":"Stumbling Feint","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6005"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-454"],"trait":["Monk"],"id":"feat-6006","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Tiger Slash Two Actions Source Player Core 2 pg. 123 Archetypes Martial Artist (Level 8), Wild Mimic (Level 8), Martial Artist (Level 8) Prerequisites Tiger Stance Requirements You are in Tiger Stance. --- You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.","feat":["Tiger Slash"],"skill_mod":{},"summary":"You make a fierce swipe with both hands.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Tiger Stance","source_category":["Rulebooks"],"requirement":"You are in Tiger Stance.","resistance":{},"url":"/Feats.aspx?ID=6006","archetype":["Martial Artist","Wild Mimic"],"name":"Tiger Slash","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6006"},{"skill_mod":{},"summary":"You can Stride across liquid and surfaces that don't support your weight.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2","Core Rulebook"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6007","weakness":{},"name":"Water Step","legacy_id":["feat-4351"],"trait":["Monk"],"id":"feat-6007","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Water Step Source Player Core 2 pg. 123, Core Rulebook pg. 162 --- You can Stride across liquid and surfaces that don't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal.","category":"feat","pfs":"Standard","feat":["Water Step"],"rarity":"common","slug":"feat-6007"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-456"],"trait":["Attack","Monk"],"id":"feat-6008","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Whirling Throw Single Action Source Player Core 2 pg. 123 Archetypes Wrestler (Level 8), Wrestler (Level 8) Requirements You have a creature grabbed or restrained. --- You propel your enemy away. Attempt an Athletics check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that. Critical Success You throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. It takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. If you threw the target at least 10 feet and into a solid obstacle, use the maximum distance you could have thrown it to calculate the damage. The creature falls prone. Success As critical success, but the creature doesn't fall prone. Failure You don't throw the creature. Critical Failure You don't throw the creature, and it's no longer grabbed or restrained by you. Whirling Throw leads to... Godbreaker","feat":["Whirling Throw"],"skill_mod":{},"summary":"You propel your enemy away.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Weapon"],"level":6,"source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=6008","archetype":["Wrestler"],"name":"Whirling Throw","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6008"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-457"],"trait":["Monk"],"id":"feat-6009","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Wolf Drag Two Actions Source Player Core 2 pg. 123 Archetypes Martial Artist (Level 8), Wild Mimic (Level 8), Martial Artist (Level 8) Prerequisites Wolf Stance Requirements You are in Wolf Stance. --- You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.","feat":["Wolf Drag"],"skill_mod":{},"summary":"You rip your enemy off their feet.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":6,"prerequisite":"Wolf Stance","source_category":["Rulebooks"],"requirement":"You are in Wolf Stance. ","resistance":{},"url":"/Feats.aspx?ID=6009","archetype":["Martial Artist","Wild Mimic"],"name":"Wolf Drag","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6009"},{"skill_mod":{},"summary":"You learn a mystical stance that transforms your qi into sticky smoke that shrouds your limbs.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6010","weakness":{},"name":"Clinging Shadows Initiate","legacy_id":["feat-1745"],"trait":["Monk"],"id":"feat-6010","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Clinging Shadows Initiate Source Player Core 2 pg. 123 Prerequisites Qi Spells --- You learn a mystical stance that transforms your qi into sticky smoke that shrouds your limbs. You gain the clinging shadows stance qi. While entering the stance is a qi spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance. Clinging Shadows Initiate leads to... Shadow's Web","category":"feat","pfs":"Standard","feat":["Clinging Shadows Initiate"],"rarity":"common","slug":"feat-6010"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-459"],"trait":["Monk","Stance"],"id":"feat-6011","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Ironblood Stance Single Action Source Player Core 2 pg. 123 Requirements You are unarmored. --- You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits. While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level. Ironblood Stance leads to... Ironblood Surge","feat":["Ironblood Stance"],"skill_mod":{},"summary":"You enter the stance of impenetrable iron, refusing to yield to any blow.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":8,"source_category":["Rulebooks"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=6011","name":"Ironblood Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6011"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-460"],"trait":["Monk"],"id":"feat-6012","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mixed Maneuver Two Actions Source Player Core 2 pg. 123 Prerequisites Master in Athletics --- You leverage your knowledge of martial arts to mix different maneuvers together into a single flowing combination. Choose any two of Grapple, Reposition, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don't apply the multiple attack penalty until after resolving both attacks.","feat":["Mixed Maneuver"],"skill_mod":{},"summary":"You leverage your knowledge of martial arts to mix different maneuvers together into a single flowing combination.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":8,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6012","name":"Mixed Maneuver","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6012"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1746"],"trait":["Monk"],"id":"feat-6013","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Pinning Fire Reaction Source Player Core 2 pg. 123 Trigger You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target. --- You target your opponent's clothing, equipment, or loose flesh with a series of piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed at a Reflex save against your class DC or become immobilized until it or an adjacent creature succeeds at a DC 10 Athletics check to remove the pinning projectiles. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","feat":["Pinning Fire"],"skill_mod":{},"summary":"You target your opponent's clothing, equipment, or loose flesh with a series of piercing projectiles to pin them to the ground or a nearby surface.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":8,"source_category":["Rulebooks"],"trigger":"You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target.","resistance":{},"url":"/Feats.aspx?ID=6013","name":"Pinning Fire","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6013"},{"legacy_name":["Arrow Snatching "],"skill_mod":{},"summary":"You pluck missiles from the air and hurl them back at their source.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Deflect Projectile","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6014","weakness":{},"name":"Projectile Snatching","legacy_id":["feat-458"],"trait":["Monk"],"id":"feat-6014","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Projectile Snatching Source Player Core 2 pg. 123 Prerequisites Deflect Projectile --- You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Projectile, as part of that same reaction, you can then immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack.","category":"feat","pfs":"Standard","feat":["Projectile Snatching"],"rarity":"common","slug":"feat-6014"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-461"],"trait":["Monk","Stance"],"id":"feat-6015","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Tangled Forest Stance Single Action Source Player Core 2 pg. 123 Requirements You are unarmored. --- You extend your arms like gnarled branches to interfere with your foes' movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While you're in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move. Tangled Forest Stance leads to... Tangled Forest Rake","feat":["Tangled Forest Stance"],"skill_mod":{},"summary":"You extend your arms like gnarled branches to interfere with your foes' movements.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":8,"source_category":["Rulebooks"],"requirement":"You are unarmored.","resistance":{},"url":"/Feats.aspx?ID=6015","name":"Tangled Forest Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6015"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-462"],"trait":["Monk"],"id":"feat-6016","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wall Run Single Action Source Player Core 2 pg. 124 Archetype Ghoul (Level 10) --- You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.","feat":["Wall Run"],"skill_mod":{},"summary":"You defy gravity, traversing vertical planes as easily as the ground.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6016","archetype":["Ghoul"],"name":"Wall Run","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6016"},{"skill_mod":{},"summary":"You learn a stance that lets you attack from a distance.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6017","weakness":{},"name":"Wild Winds Initiate","legacy_id":["feat-463"],"trait":["Monk"],"id":"feat-6017","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Wild Winds Initiate Source Player Core 2 pg. 124 Prerequisites Qi Spells --- You learn a stance that lets you attack from a distance. You gain the wild winds stance qi spell. Though entering the stance is a qi spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance. Wild Winds Initiate leads to... Wild Winds Gust","category":"feat","pfs":"Standard","feat":["Wild Winds Initiate"],"rarity":"common","slug":"feat-6017"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per minute.","weakness":{},"legacy_id":["feat-1747"],"trait":["Monk","Poison"],"id":"feat-6018","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Cobra Envenom Single Action Source Player Core 2 pg. 124 Frequency once per minute. Prerequisites Cobra Stance; expert in unarmed strikes Requirements You are in Cobra Stance. --- You slightly dislocate your joints to lash out with devious intent and the power to envenom your foe. Make a cobra fang Strike. Your reach with this Strike is 5 feet greater than normal. If this Strike hits, the persistent poison damage from your venomous trait increases to 1d4 persistent poison damage per weapon damage die. Special If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2.","feat":["Cobra Envenom"],"skill_mod":{},"summary":"You slightly dislocate your joints to lash out with devious intent and the power to envenom your foe.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Poison","Affliction"],"level":10,"prerequisite":"Cobra Stance; expert in unarmed strikes","source_category":["Rulebooks"],"requirement":"You are in Cobra Stance.","resistance":{},"url":"/Feats.aspx?ID=6018","name":"Cobra Envenom","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6018"},{"skill_mod":{},"summary":"You focus your strength into a blow powerful enough to push an enemy away from you.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Weapon"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6019","weakness":{},"name":"Knockback Strike","legacy_id":["feat-464"],"trait":["Concentrate","Monk"],"actions_number":4,"id":"feat-6019","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Knockback Strike Two Actions Source Player Core 2 pg. 124 --- You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn't count toward your multiple attack penalty. Knockback Strike leads to... Improved Knockback","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Knockback Strike"],"rarity":"common","slug":"feat-6019"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1749"],"trait":["Monk"],"id":"feat-6020","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Prevailing Position Reaction Source Player Core 2 pg. 124 Trigger You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance. --- Your flexibility with stances lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack.","feat":["Prevailing Position"],"skill_mod":{},"summary":"Your flexibility with stances lets you sacrifice their benefits to better protect yourself.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":10,"source_category":["Rulebooks"],"trigger":"You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance .","resistance":{},"url":"/Feats.aspx?ID=6020","name":"Prevailing Position","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6020"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-465"],"trait":["Incapacitation","Monk"],"id":"feat-6021","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Sleeper Hold Single Action Source Player Core 2 pg. 124 Requirements You have a creature grabbed or restrained. --- You pinch crucial points of your target's nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects. Critical Success The target falls unconscious for 1 minute, though it remains standing and doesn't drop what it holds. Success The target is clumsy 1 until the end of its next turn.","feat":["Sleeper Hold"],"skill_mod":{},"summary":"You pinch crucial points of your target's nervous system, impeding its ability to function.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Weapon"],"level":10,"source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=6021","name":"Sleeper Hold","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6021"},{"skill_mod":{},"summary":"You gather the wind beneath you, allowing you to soar as you jump.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6022","weakness":{},"name":"Wind Jump","legacy_id":["feat-466"],"trait":["Monk"],"id":"feat-6022","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Wind Jump Source Player Core 2 pg. 124 Prerequisites Qi Spells --- You gather the wind beneath you, allowing you to soar as you jump. You gain the wind jump qi spell.","category":"feat","pfs":"Standard","feat":["Wind Jump"],"rarity":"common","slug":"feat-6022"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"legacy_id":["feat-467"],"trait":["Monk"],"id":"feat-6023","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Winding Flow Single Action Source Player Core 2 pg. 124 Frequency once per round --- Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can't use the same action twice.","feat":["Winding Flow"],"skill_mod":{},"summary":"Any journey consists of more than simply reaching your destination.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":10,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6023","name":"Winding Flow","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6023"},{"legacy_name":["Disrupt Ki"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-469"],"trait":["Monk","Void","Negative"],"id":"feat-6024","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Disrupt Qi Two Actions Source Player Core 2 pg. 124 --- You carefully target a creature's pressure points to block its inner life force. Make an unarmed Strike. If it deals damage to a living creature, that creature takes 2d6 persistent void damage and is enfeebled 1 until the persistent damage ends. If you're 18th level or higher, the persistent void damage increases to 3d6.","feat":["Disrupt Qi"],"skill_mod":{},"summary":"You carefully target a creature's pressure points to block its inner life force.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Energy","Planar","Creature Type"],"level":12,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6024","name":"Disrupt Qi","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6024"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"legacy_id":["feat-1750"],"trait":["Monk"],"id":"feat-6025","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Dodging Roll Reaction Source Player Core 2 pg. 124 Prerequisites Master in Acrobatics Trigger You take damage from an area effect that allows a Reflex save. --- You dodge a blow at the last possible moment. You Step and gain resistance to all damage equal to your level against the triggering effect. If your Step moves you out of the triggering effect's area, this resistance is instead equal to your level plus your Dexterity modifier.","feat":["Dodging Roll"],"skill_mod":{},"summary":"You dodge a blow at the last possible moment.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":12,"prerequisite":"Master in Acrobatics","source_category":["Rulebooks"],"trigger":"You take damage from an area effect that allows a Reflex save.","resistance":{},"url":"/Feats.aspx?ID=6025","name":"Dodging Roll","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6025"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1751"],"trait":["Concentrate","Monk"],"id":"feat-6026","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Focused Shot Single Action Source Player Core 2 pg. 124 Prerequisites Monastic Archer Stance Requirements You are in Monastic Archer Stance. --- You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy. Make a ranged weapon Strike against a target within your weapon's first range increment. This Strike ignores the target's concealed condition and all cover.","feat":["Focused Shot"],"skill_mod":{},"summary":"You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Weapon"],"level":12,"prerequisite":"Monastic Archer Stance","source_category":["Rulebooks"],"requirement":"You are in Monastic Archer Stance.","resistance":{},"url":"/Feats.aspx?ID=6026","name":"Focused Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6026"},{"skill_mod":{},"summary":"When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Knockback Strike","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6027","weakness":{},"name":"Improved Knockback","legacy_id":["feat-470"],"trait":["Monk"],"id":"feat-6027","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Improved Knockback Source Player Core 2 pg. 125 Prerequisites Knockback Strike --- When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into another creature or obstacle, they both take 1d6 bludgeoning damage per 5 feet of movement that was prevented.","category":"feat","pfs":"Standard","feat":["Improved Knockback"],"rarity":"common","slug":"feat-6027"},{"skill_mod":{},"summary":"Your meditation is so effective that you can achieve a deep focus with the world around you.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6028","weakness":{},"name":"Meditative Focus","legacy_id":["feat-471"],"trait":["Monk"],"id":"feat-6028","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Meditative Focus Source Player Core 2 pg. 125 Prerequisites Qi Spells --- Your meditation is so effective that you can achieve a deep focus with the world around you. When you Refocus, you regain all your Focus Points instead of 1.","category":"feat","pfs":"Standard","feat":["Meditative Focus"],"rarity":"common","slug":"feat-6028"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1752"],"trait":["Concentrate","Monk","Spellshape","Metamagic"],"id":"feat-6029","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Overwhelming Breath Single Action Source Player Core 2 pg. 125 Prerequisites Qi Spells --- You control your breathing and align it with your qi, exhaling with controlled force in order to overcome your opponent's resistance. If you use your next action to Cast a Spell that has the monk trait and no duration, the spell and any Strikes you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level.","feat":["Overwhelming Breath"],"skill_mod":{},"summary":"You control your breathing and align it with your qi, exhaling with controlled force in order to overcome your opponent's resistance.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Weapon"],"level":12,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6029","name":"Overwhelming Breath","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6029"},{"legacy_name":["Stance Savant (Monk)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-472"],"trait":["Monk"],"id":"feat-6030","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Reflexive Stance Free Action Source Player Core 2 pg. 125 Trigger You roll initiative. --- You enter a stance without a thought. Use an action that has the stance trait. Reflexive Stance leads to... Master of Many Styles","feat":["Reflexive Stance"],"skill_mod":{},"summary":"You enter a stance without a thought.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":12,"source_category":["Rulebooks"],"trigger":"You roll initiative. ","resistance":{},"url":"/Feats.aspx?ID=6030","name":"Reflexive Stance","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6030"},{"legacy_name":["Form Lock (Wrestler)"],"primary_source_category":"Rulebooks","source":["Player Core 2","Advanced Player's Guide"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3405"],"trait":["Attack","Monk"],"id":"feat-6031","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Form Lock Single Action Source Player Core 2 pg. 125, Advanced Player's Guide pg. 130 Archetype Wrestler (Level 14) Requirements You have a foe grabbed or restrained. --- Your ability to control your own qi empowers you to pressure other creatures into resuming their true forms. Attempt an Athletics check to counteract a polymorph effect currently affecting your target. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.","feat":["Form Lock"],"skill_mod":{},"summary":"Your ability to control your own qi empowers you to pressure other creatures into resuming their true forms.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Weapon"],"level":14,"source_category":["Rulebooks"],"requirement":"You have a foe grabbed or restrained . ","resistance":{},"url":"/Feats.aspx?ID=6031","archetype":["Wrestler"],"name":"Form Lock","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6031"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-473"],"trait":["Monk"],"id":"feat-6032","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Ironblood Surge Single Action Source Player Core 2 pg. 125 Prerequisites Ironblood Stance Requirements You are in Ironblood Stance. --- You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep's parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it's higher) for the same duration.","feat":["Ironblood Surge"],"skill_mod":{},"summary":"You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":14,"prerequisite":"Ironblood Stance","source_category":["Rulebooks"],"requirement":"You are in Ironblood Stance.","resistance":{},"url":"/Feats.aspx?ID=6032","name":"Ironblood Surge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6032"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-474"],"trait":["Monk"],"id":"feat-6033","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Mountain Quake Single Action Source Player Core 2 pg. 126 Archetypes Martial Artist (Level 16), Martial Artist (Level 16) Prerequisites Mountain Stronghold Requirements You are in Mountain Stance. --- You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a basic Fortitude save against your class DC. On a failure, they also fall prone. After you use this action, you can't use it again for 1d4 rounds. Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.","feat":["Mountain Quake"],"skill_mod":{},"summary":"You stomp, shaking the earth beneath you.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":14,"prerequisite":"Mountain Stronghold","source_category":["Rulebooks"],"requirement":"You are in Mountain Stance. ","resistance":{},"url":"/Feats.aspx?ID=6033","archetype":["Martial Artist"],"name":"Mountain Quake","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6033"},{"legacy_name":["Timeless Body"],"skill_mod":{},"summary":"Your mastery over your body is perfect enough to hold back the ravages of time.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6034","weakness":{},"name":"Peerless Form","legacy_id":["feat-476"],"trait":["Monk"],"id":"feat-6034","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Peerless Form Source Player Core 2 pg. 126 --- Your mastery over your body is perfect enough to hold back the ravages of time. You cease aging, though you still die when your time is up. In addition, you gain a +2 status bonus to Fortitude and Will saving throws.","category":"feat","pfs":"Standard","feat":["Peerless Form"],"rarity":"common","slug":"feat-6034"},{"skill_mod":{},"summary":"You can launch a wave of shadowy qi outward from your body, damaging your opponents and potentially binding them in place.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Clinging Shadows Initiate","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6035","weakness":{},"name":"Shadow's Web","legacy_id":["feat-1754"],"trait":["Monk"],"id":"feat-6035","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Shadow's Web Source Player Core 2 pg. 126 Prerequisites Clinging Shadows Initiate --- You can launch a wave of shadowy qi outward from your body, damaging your opponents and potentially binding them in place. You gain the shadow's web qi spell.","category":"feat","pfs":"Standard","feat":["Shadow's Web"],"rarity":"common","slug":"feat-6035"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-475"],"trait":["Monk"],"id":"feat-6036","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Tangled Forest Rake Single Action Source Player Core 2 pg. 126 Prerequisites Tangled Forest Stance Requirements You are in Tangled Forest Stance. --- You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you can Reposition the target up to 10 feet. You can move the target through your space during this movement.","feat":["Tangled Forest Rake"],"skill_mod":{},"summary":"You reposition foes with raking attacks.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":14,"prerequisite":"Tangled Forest Stance","source_category":["Rulebooks"],"requirement":"You are in Tangled Forest Stance. ","resistance":{},"url":"/Feats.aspx?ID=6036","name":"Tangled Forest Rake","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6036"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1755"],"trait":["Monk","Stance"],"id":"feat-6037","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Whirling Blade Stance Single Action Source Player Core 2 pg. 126 Prerequisites Monastic Weaponry --- You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your qi, even at a distance. All melee monk weapons you wield with the finesse trait gain the thrown 10 feet trait (unless they already have the thrown trait with a greater range). Once you've made a thrown Strike with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous Strike's target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier.","feat":["Whirling Blade Stance"],"skill_mod":{},"summary":"You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your qi, even at a distance.","primary_source":"Player Core 2","trait_group":["Class","Weapon","Class-Specific"],"level":14,"prerequisite":"Monastic Weaponry","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6037","name":"Whirling Blade Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6037"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-478"],"trait":["Air","Concentrate","Manipulate","Monk"],"id":"feat-6038","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Wild Winds Gust Two Actions Source Player Core 2 pg. 126 Prerequisites Wild Winds Initiate Requirements You are in Wild Winds Stance. --- You build air pressure with repeated motions, before releasing an enormous crescent of rushing wind strikes. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks.","feat":["Wild Winds Gust"],"element":["Air"],"skill_mod":{},"summary":"You build air pressure with repeated motions, before releasing an enormous crescent of rushing wind strikes.","primary_source":"Player Core 2","trait_group":["Elemental","Planar","Monster","Mechanics","Class","Weapon"],"level":14,"prerequisite":"Wild Winds Initiate","source_category":["Rulebooks"],"requirement":"You are in Wild Winds Stance.","resistance":{},"url":"/Feats.aspx?ID=6038","name":"Wild Winds Gust","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6038"},{"skill_mod":{},"summary":"You have combined two stances into a single stance all your own.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"at least two stances","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6039","weakness":{},"archetype":["Sister of the Golden Erinys"],"name":"Fuse Stance","legacy_id":["feat-488"],"trait":["Monk"],"id":"feat-6039","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Fuse Stance Source Player Core 2 pg. 126 Archetype Sister of the Golden Erinys (Level 18) Prerequisites at least two stances --- You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions. If the stances both grant special attacks, you gain all those attacks. If a stance restricts you to one particular attack (such as Crane Stance), you must abide by that restriction. If the fused stances have incompatible restrictions, the GM determines which apply, or determines you can't fuse those stances at all.","category":"feat","pfs":"Standard","feat":["Fuse Stance"],"rarity":"common","slug":"feat-6039"},{"skill_mod":{},"summary":"You have achieved near-total mastery of your qi.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6040","weakness":{},"name":"Master Qi Spells","trait":["Monk"],"id":"feat-6040","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Master Qi Spells Source Player Core 2 pg. 126 Prerequisites Qi Spells --- You have achieved near-total mastery of your qi. You gain medusa's wrath , touch of death , or another 8th-rank qi spell you have access to. Special You can select this feat more than once, choosing a different spell each time.","category":"feat","pfs":"Standard","feat":["Master Qi Spells"],"rarity":"common","slug":"feat-6040"},{"legacy_name":["One-Millimeter Punch"],"skill_mod":{},"summary":"Your punches have incredible force and control.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"One-inch Punch","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6041","weakness":{},"name":"One-millimeter Punch","legacy_id":["feat-1758"],"trait":["Monk"],"id":"feat-6041","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > One-millimeter Punch Source Player Core 2 pg. 126 Prerequisites One-inch Punch --- Your punches have incredible force and control. When you damage a target using One-Inch Punch, you can focus your qi to send the foe flying. If you do, the target must attempt a Fortitude save against your class DC. Critical Success The target is unaffected. Success The target is pushed back 5 feet. Failure The target is pushed back 10 feet. Critical Failure The target is pushed back 10 feet for each action you spent on One-Inch Punch.","category":"feat","pfs":"Standard","feat":["One-millimeter Punch"],"rarity":"common","slug":"feat-6041"},{"skill_mod":{},"summary":"The force of your considered blow shatters objects and defenses alike.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6042","weakness":{},"name":"Shattering Strike (Monk)","legacy_id":["feat-482"],"trait":["Monk"],"actions_number":4,"id":"feat-6042","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Shattering Strike (Monk) Two Actions Source Player Core 2 pg. 127 --- The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target's resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Shattering Strike (Monk)"],"rarity":"common","slug":"feat-6042"},{"skill_mod":{},"summary":"Your body hardens as you combine your attacks, making your finishing blows more damaging.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6043","weakness":{},"name":"Diamond Fists","legacy_id":["feat-483"],"trait":["Monk"],"id":"feat-6043","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Diamond Fists Source Player Core 2 pg. 127 --- Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful and deadly d10 traits. Any that already had one or both of these traits increase their weapon damage dice by one step.","category":"feat","pfs":"Standard","feat":["Diamond Fists"],"rarity":"common","slug":"feat-6043"},{"legacy_name":["Medusa's Wrath","Quivering Palm"],"skill_mod":{},"summary":"You have unlocked a qi technique achievable only by those who attain complete mastery of both their body and their spirit.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6044","weakness":{},"name":"Grandmaster Qi Spells","legacy_id":["feat-1757","feat-481"],"trait":["Monk"],"id":"feat-6044","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Grandmaster Qi Spells Source Player Core 2 pg. 127 Prerequisites Qi Spells --- You have unlocked a qi technique achievable only by those who attain complete mastery of both their body and their spirit. You gain embrace nothingness , qi form , or another 9th-rank qi spell you have access to. Special You can select this feat more than once, choosing a different spell each time.","category":"feat","pfs":"Standard","feat":["Grandmaster Qi Spells"],"rarity":"common","slug":"feat-6044"},{"legacy_name":["Ki Center"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-1759"],"trait":["Monk"],"id":"feat-6045","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Qi Center Free Action Source Player Core 2 pg. 127 Frequency once per minute Prerequisites Master of Many Styles; Qi Spells --- You center yourself with the universe and draw upon its vast power. You cast a single action qi spell with the stance trait, without spending a Focus Point.","feat":["Qi Center"],"skill_mod":{},"summary":"You center yourself with the universe and draw upon its vast power.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":18,"prerequisite":"Master of Many Styles; Qi Spells","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6045","name":"Qi Center","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6045"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-486"],"trait":["Monk"],"id":"feat-6046","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Swift River Free Action Source Player Core 2 pg. 127 Trigger Your turn ends and you have a status penalty to your Speed or are immobilized or slowed. --- You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you.","feat":["Swift River"],"skill_mod":{},"summary":"You flow like water, avoiding all restraints.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":18,"source_category":["Rulebooks"],"trigger":"Your turn ends and you have a status penalty to your Speed or are immobilized or slowed .","resistance":{},"url":"/Feats.aspx?ID=6046","name":"Swift River","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6046"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1761"],"trait":["Concentrate","Fortune","Monk"],"id":"feat-6047","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Triangle Shot Two Actions Source Player Core 2 pg. 127 Prerequisites Monastic Archer Stance; Stunning Blows Requirements You are in Monastic Archer Stance and wielding a bow usable with that stance. --- You string three arrows to your bow and fire them all at once. Make three ranged Strikes against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional –2 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks' damage for the purpose of resistances and weaknesses. Your Stunning Blows benefit applies to Triangle Shot, even though it isn't a Flurry of Blows. If all three Strikes hit, the target takes 3d6 persistent bleed damage.","feat":["Triangle Shot"],"skill_mod":{},"summary":"You string three arrows to your bow and fire them all at once.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Weapon"],"level":18,"prerequisite":"Monastic Archer Stance; Stunning Blows","source_category":["Rulebooks"],"requirement":"You are in Monastic Archer Stance and wielding a bow usable with that stance.","resistance":{},"url":"/Feats.aspx?ID=6047","name":"Triangle Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6047"},{"skill_mod":{},"summary":"You move as fast and freely as the wind.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6048","weakness":{},"name":"Enduring Quickness","legacy_id":["feat-487"],"trait":["Monk"],"id":"feat-6048","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Enduring Quickness Source Player Core 2 pg. 127 --- You move as fast and freely as the wind. You're permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump.","category":"feat","pfs":"Standard","feat":["Enduring Quickness"],"rarity":"common","slug":"feat-6048"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Monk"],"id":"feat-6049","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Godbreaker Three Actions Source Player Core 2 pg. 127 Archetype Wrestler (Level 20) Prerequisites Crushing Grab; Whirling Throw Requirements You have a creature grabbed or restrained. --- You have mastered an ultimate grappling technique capable of breaking even the mightiest of foes. You hurl the creature 20 feet into the air, following behind it with a powerful jump, and then make an unarmed Strike. If the Strike is successful, you can repeat this process up to two more times, moving the creature an additional 20 feet directly up into the air with each Strike; the creature keeps the grabbed or restrained condition throughout the sequence. If you miss with any of the Strikes, Godbreaker and the grabbed or restrained condition immediately end and both you and the opponent fall, taking falling damage as normal for the total height of your jump. If all three Strikes are successful, you immediately grab the creature and bring it crashing to the ground, dealing your unarmed Strike damage plus falling damage to it. You land on your feet adjacent to the creature, you take no damage from the fall, and the creature remains grabbed or restrained by you.","feat":["Godbreaker"],"skill_mod":{},"summary":"You have mastered an ultimate grappling technique capable of breaking even the mightiest of foes.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":20,"prerequisite":"Crushing Grab; Whirling Throw","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=6049","archetype":["Wrestler"],"name":"Godbreaker","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-6049"},{"skill_mod":{},"summary":"You flow from technique to technique, renewing yourself as you embrace each style you have mastered.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Master of Many Styles","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6050","weakness":{},"name":"Immortal Techniques","trait":["Monk"],"id":"feat-6050","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Immortal Techniques Source Player Core 2 pg. 127 Prerequisites Master of Many Styles --- You flow from technique to technique, renewing yourself as you embrace each style you have mastered. The first time each round that you use an action that has both the monk and stance traits, you gain 20 temporary Hit Points that last until the start of your next turn.","category":"feat","pfs":"Standard","feat":["Immortal Techniques"],"rarity":"common","slug":"feat-6050"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-489"],"trait":["Fortune","Monk"],"id":"feat-6051","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Impossible Technique Reaction Source Player Core 2 pg. 127 Trigger An enemy’s attack hits you or you fail a saving throw against an enemy’s ability. Requirements You are not armored or fatigued. --- You execute a maneuver that defies possibility. If the triggering effect was an enemy's attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result.","feat":["Impossible Technique"],"skill_mod":{},"summary":"You execute a maneuver that defies possibility.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Weapon"],"level":20,"source_category":["Rulebooks"],"requirement":"You are not armored or fatigued .","trigger":"An enemy’s attack hits you or you fail a saving throw against an enemy’s ability.","resistance":{},"url":"/Feats.aspx?ID=6051","name":"Impossible Technique","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6051"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Monk"],"id":"feat-6052","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Lightning Qi Free Action Source Player Core 2 pg. 127 Frequency once per 10 minutes Prerequisites Qi Spells --- Qi flows freely from within you. If your next action is to cast a qi spell that takes at least two actions to cast, reduce the number of actions to cast it by 1 (minimum 1 action).","feat":["Lightning Qi"],"skill_mod":{},"summary":"Qi flows freely from within you.","primary_source":"Player Core 2","trait_group":["Class","Weapon"],"level":20,"prerequisite":"Qi Spells","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6052","name":"Lightning Qi","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6052"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per round","weakness":{},"trait":["Cursebound","Divine","Oracle"],"id":"feat-6053","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Foretell Harm Free Action Source Player Core 2 pg. 138 PFS Note The oracle's Foretell Harm feat can be used on all targets of an area-of-effect spell, not just a singular target. Frequency once per round Requirements Your previous action was to Cast a non-cantrip Spell that dealt damage --- Your magic echoes ominously as you glimpse injury in the target's future. At the beginning of your target's next turn, it takes damage equal to twice the triggering spell's rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours.","feat":["Foretell Harm"],"skill_mod":{},"summary":"Your magic echoes ominously as you glimpse injury in the target's future.","primary_source":"Player Core 2","trait_group":["Class-Specific","Tradition","Monster","Class"],"level":1,"source_category":["Rulebooks"],"requirement":"Your previous action was to Cast a non-cantrip Spell that dealt damage","resistance":{},"url":"/Feats.aspx?ID=6053","name":"Foretell Harm","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6053"},{"skill_mod":{},"summary":"You tap into the collected lore of the divine, accessing a variety of potentially useful information.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Class","Mechanics"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6054","weakness":{},"name":"Glean Lore","legacy_id":["feat-1483"],"trait":["Divine","Oracle","Secret"],"actions_number":2,"id":"feat-6054","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Glean Lore Single Action Source Player Core 2 pg. 138 --- You tap into the collected lore of the divine, accessing a variety of potentially useful information. Attempt a Religion check to understand the information you gain. The GM sets the DC (similar to the DC to Recall Knowledge), potentially adjusting the DC of the check for topics far removed from your mystery. Critical Success You comprehend the lore accurately or gain a useful clue from the divine about your situation. Success You learn two pieces of information about the topic, one true and one erroneous, but you don’t know which is which. Failure You recall incorrect information or gain an erroneous or misleading clue. Critical Failure You recall two pieces of incorrect information or gain two erroneous or misleading clues.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Glean Lore"],"rarity":"common","slug":"feat-6054"},{"skill_mod":{},"summary":"You lay a finger on the scales of life and death to heal a creature, regardless of whether it's living or undead .","primary_source":"Player Core 2","trait_group":["Class-Specific","Tradition","Monster","Mechanics","Class","Creature Type"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6055","weakness":{},"name":"Nudge the Scales","trait":["Cursebound","Divine","Healing","Oracle","Spirit"],"actions_number":2,"id":"feat-6055","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Nudge the Scales Single Action Source Player Core 2 pg. 138 --- You lay a finger on the scales of life and death to heal a creature, regardless of whether it's living or undead. You restore Hit Points equal to 2 + double your level to one creature within 30 feet. In addition, you can mediate during your daily preparations to place yourself on one side of the scales. Choose life or death. If you align yourself with life, you can be targeted and healed by vitality healing effects, as normal for most living creatures; if you align yourself with death, you gain the void healing ability, and can instead be targeted and healed by void effects and other effects that restore Hit Points to undead creatures.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Nudge the Scales"],"rarity":"common","slug":"feat-6055"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1497"],"trait":["Auditory","Cursebound","Divine","Emotion","Mental","Oracle"],"id":"feat-6056","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Oracular Warning Free Action Source Player Core 2 pg. 138 Trigger You are about to roll for initiative. --- You have a premonition about impending danger that you use to warn your allies. Each ally within 20 feet gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to half your level, which last for 1 minute. If you are cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you are cursebound 3, the bonus increases to +4.","feat":["Oracular Warning"],"skill_mod":{},"summary":"You have a premonition about impending danger that you use to warn your allies.","primary_source":"Player Core 2","trait_group":["Sense","Class-Specific","Tradition","Monster","Mechanics","Class"],"level":1,"source_category":["Rulebooks"],"trigger":"You are about to roll for initiative.","resistance":{},"url":"/Feats.aspx?ID=6056","name":"Oracular Warning","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6056"},{"legacy_name":["Vision of Weakness"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1491"],"trait":["Cursebound","Divine","Oracle"],"id":"feat-6057","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Whispers of Weakness Single Action Source Player Core 2 pg. 138 --- Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.","feat":["Whispers of Weakness"],"skill_mod":{},"summary":"Voices whisper to you how to best lay a creature low.","primary_source":"Player Core 2","trait_group":["Class-Specific","Tradition","Monster","Class"],"level":1,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6057","name":"Whispers of Weakness","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6057"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1487"],"trait":["Divine","Oracle"],"id":"feat-6058","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Divine Aegis Reaction Source Player Core 2 pg. 138 Trigger You attempt a saving throw against a magical effect, but you haven’t rolled yet. --- A barrier offers protection against other magic but leaves you exposed to divine energy. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against nondivine magical effects, but you also take a –1 circumstance penalty to saves against divine effects.","feat":["Divine Aegis"],"skill_mod":{},"summary":"A barrier offers protection against other magic but leaves you exposed to divine energy.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Class"],"level":2,"source_category":["Rulebooks"],"trigger":"You attempt a saving throw against a magical effect, but you haven’t rolled yet.","resistance":{},"url":"/Feats.aspx?ID=6058","name":"Divine Aegis","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6058"},{"skill_mod":{},"summary":"Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6059","weakness":{},"name":"Domain Acumen","legacy_id":["feat-1488"],"trait":["Oracle"],"id":"feat-6059","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Domain Acumen Source Player Core 2 pg. 138 --- Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don't already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell. Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell as a revelation spell. Domain Acumen leads to... Domain Fluency","category":"feat","pfs":"Standard","feat":["Domain Acumen"],"rarity":"common","slug":"feat-6059"},{"skill_mod":{},"summary":"You open yourself to the guidance of whatever spirits or powers deign to help you.","primary_source":"Player Core 2","trait_group":["Class-Specific","Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6060","weakness":{},"name":"Meddling Futures","trait":["Cursebound","Divine","Oracle"],"actions_number":0,"id":"feat-6060","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Meddling Futures Free Action Source Player Core 2 pg. 139 --- You open yourself to the guidance of whatever spirits or powers deign to help you. Roll 1d4 to see what type of spirit is drawn to you. Your next action must be the type of action the spirit prefers, but you also gain the listed benefit for the action as the spirit guides you. If you attempt to use a different action, you must succeed at a DC 6 flat check or the action is lost. 1 Warrior You must attempt a Strike. You gain a +1 status bonus to your attack roll and a +2 status bonus to damage, or a +6 status bonus to damage if you are at least cursebound 3. 2 Adept You must attempt a Perception check or a skill action. You gain a +1 status bonus to the check, or a +2 status bonus if you are cursebound 3. 3 Sage You must attempt to Cast a Spell. You gain a status bonus to the spell's damage or healing equal to the spell's rank, or equal to the spell's rank + 3 if you are at least cursebound 3. 4 Wanderer You must attempt a Stride action, or a Fly, Climb, or Burrow action if you have the relevant speed. You gain a +10- foot status bonus to your Speed for the action, or a +20-foot status bonus if you are at least cursebound 3.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Meddling Futures"],"rarity":"common","slug":"feat-6060"},{"skill_mod":{},"summary":"Inspiration lets you surpass your preconceptions of your spells' limits.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Reach Spell or Widen Spell","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6061","weakness":{},"name":"Knowledge of Shapes","trait":["Cursebound","Oracle","Spellshape","Metamagic"],"actions_number":0,"id":"feat-6061","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Knowledge of Shapes Free Action Source Player Core 2 pg. 139 Prerequisites Reach Spell or Widen Spell --- Inspiration lets you surpass your preconceptions of your spells' limits. You use Reach Spell or Widen Spell as a free action.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Knowledge of Shapes"],"rarity":"common","slug":"feat-6061"},{"skill_mod":{},"summary":"You open your senses to numerous visions of the immediate future.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class","Mechanics"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6062","weakness":{},"name":"Thousand Visions","trait":["Cursebound","Oracle","Prediction"],"actions_number":0,"id":"feat-6062","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Thousand Visions Free Action Source Player Core 2 pg. 139 --- You open your senses to numerous visions of the immediate future. The visions grant you subtle details of your immediate surroundings within 30 feet. Within this range, you don't need to succeed at a flat check to target a concealed creature, you're not off-guard to creatures that are hidden from you (unless you're off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. Beyond 30 feet, the visions become overwhelmed with too many possible futures, making all of your senses imprecise beyond this range. The visions persist for 1 minute.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Thousand Visions"],"rarity":"common","slug":"feat-6062"},{"skill_mod":{},"summary":"Divine power reveals greater mysteries to you.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"initial revelation spell","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6063","weakness":{},"name":"Advanced Revelation","legacy_id":["feat-1492"],"trait":["Oracle"],"id":"feat-6063","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Revelation Source Player Core 2 pg. 140 Prerequisites initial revelation spell --- Divine power reveals greater mysteries to you. You learn the advanced revelation spell associated with your mystery.","category":"feat","pfs":"Standard","feat":["Advanced Revelation"],"rarity":"common","slug":"feat-6063"},{"skill_mod":{},"summary":"Your mystery grants you additional magic.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6064","weakness":{},"name":"Gifted Power","trait":["Oracle"],"id":"feat-6064","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Gifted Power Source Player Core 2 pg. 140 --- Your mystery grants you additional magic. You have an extra spell slot of your highest rank, which you can use only to cast one of your mystery's granted spells, heightened to this rank. Special If you have the divine access class feature or Mysterious Repertoire feat, you can cast spells that you learned from those abilities using the additional spell slot from Gifted Power.","category":"feat","pfs":"Standard","feat":["Gifted Power"],"rarity":"common","slug":"feat-6064"},{"skill_mod":{},"summary":"You have a vague connection to the Ethereal Plane that enables you to notice spirits.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6065","weakness":{},"archetype":["Exorcist"],"name":"Spiritual Sense","legacy_id":["feat-1493"],"trait":["Divine","Oracle"],"id":"feat-6065","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spiritual Sense Source Player Core 2 pg. 140 Archetype Exorcist (Level 8) --- You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors. You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, while Seeking, and on the automatic secret check you gain while exploring even if you aren't Searching. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. When you notice a creature with this sense, you also learn its location, making it hidden to you if it had been undetected.","category":"feat","pfs":"Standard","feat":["Spiritual Sense"],"rarity":"common","slug":"feat-6065"},{"skill_mod":{},"summary":"You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse , forcing you to reckon with another's conflicts as well.","primary_source":"Player Core 2","trait_group":["Mechanics","Class-Specific","Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6066","weakness":{},"name":"Debilitating Dichotomy","legacy_id":["feat-1495"],"trait":["Concentrate","Cursebound","Divine","Mental","Oracle"],"actions_number":4,"id":"feat-6066","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Debilitating Dichotomy Two Actions Source Player Core 2 pg. 140 --- You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and one creature within 30 feet each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw. At 10th level, and every 2 levels thereafter, the damage increases by 3d6. ","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Debilitating Dichotomy"],"rarity":"common","slug":"feat-6066"},{"skill_mod":{},"summary":"You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6067","weakness":{},"archetype":["Time Mage"],"name":"Read Disaster","legacy_id":["feat-1496"],"trait":["Exploration","Oracle","Prediction"],"id":"feat-6067","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Read Disaster Source Player Core 2 pg. 141 Archetypes Time Mage (Level 10), Time Mage (Level 10) --- You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of augury , except you learn only about the dangers ahead; any results of “good” are instead “nothing,” and results of “mixed” are instead “bad.” If you are legendary in Religion, you take only 1 minute to Read Disaster.","category":"feat","pfs":"Standard","feat":["Read Disaster"],"rarity":"common","slug":"feat-6067"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1499"],"trait":["Manipulate","Oracle","Spellshape","Metamagic"],"id":"feat-6068","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Surging Might Single Action Source Player Core 2 pg. 141 Archetype Wellspring Mage (Level 10) --- You focus the power of your spell to overcome enemies' resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance equal to your level against the following types of damage: spirit, vitality, and void. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. This doesn't cause the spell to ignore immunities, only resistances.","feat":["Surging Might"],"skill_mod":{},"summary":"You focus the power of your spell to overcome enemies' resistances.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"level":8,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6068","archetype":["Wellspring Mage"],"name":"Surging Might","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6068"},{"skill_mod":{},"summary":"When in the throes of your curse, your steps take on a supernatural buoyancy.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6069","weakness":{},"name":"Water Walker","trait":["Oracle"],"id":"feat-6069","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Water Walker Source Player Core 2 pg. 141 --- When in the throes of your curse, your steps take on a supernatural buoyancy. When you are cursebound 1, you can Stride across liquids that don't support your weight, but you must end your movement on a surface that can support you or you fall into the liquid as normal. When you are cursebound 2 or worse, you gain the effects of water walk . Water Walker leads to... Lighter than Air","category":"feat","pfs":"Standard","feat":["Water Walker"],"rarity":"common","slug":"feat-6069"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Cursebound","Divine","Oracle","Prediction"],"id":"feat-6070","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Roll the Bones of Fate Single Action Source Player Core 2 pg. 141 Frequency once per 10 minutes Prerequisites bones mystery or lore mystery --- You roll a handful of bones to learn (or perhaps influence) the future course of events. Roll 1d4 and use the corresponding result below. Whenever you Roll the Bones of Fate, any effects from a previous usage immediately end. 1 Good You or an ally within 30 feet can roll twice on your next attack roll or skill check, taking the higher result. This is a fortune effect. 2 Bad One creature you are observing within 30 feet must succeed at a Will save against your spell DC; on a failure, the target must roll twice on their next attack roll or skill check that takes at least one action to perform, taking the lower result. This is a misfortune effect. 3 Mixed You gain the benefits of rolling both a 1 and a 2. 4 Cursed Possibilities Your attempts to meddle in the forces of prophecy bring dire consequences for all. Every creature within 30 feet of you when you perform the augury rolls twice on their next attack roll or skill check that takes at least one action to perform; if the highest number rolled is odd, they take the lower result, and if the highest number rolled is even, they take the higher result. If they took the lower result, this effect has the misfortune trait for them, and if they took the higher result, it has the fortune trait.","feat":["Roll the Bones of Fate"],"skill_mod":{},"summary":"You roll a handful of bones to learn (or perhaps influence) the future course of events.","primary_source":"Player Core 2","trait_group":["Class-Specific","Tradition","Monster","Class","Mechanics"],"level":10,"prerequisite":"bones mystery or lore mystery","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6070","name":"Roll the Bones of Fate","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6070"},{"skill_mod":{},"summary":"You beseech warrior spirits to come forth and aid you.","primary_source":"Player Core 2","trait_group":["Class-Specific","Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"ancestors mystery or battle mystery","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6071","weakness":{},"name":"The Dead Walk","trait":["Cursebound","Divine","Oracle"],"actions_number":4,"id":"feat-6071","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > The Dead Walk Two Actions Source Player Core 2 pg. 141 Prerequisites ancestors mystery or battle mystery --- You beseech warrior spirits to come forth and aid you. Two ghostly warriors manifest within a 30-foot emanation of you and each attempt a Strike against an adjacent enemy, using your spell attack modifier. The warriors' Strikes each deal 4d6 spirit damage and the warriors can flank with one another and with you and your allies. If you are cursebound 2 when you use The Dead Walk, you instead summon three warriors, and if you are cursebound 3, you instead summon four warriors. The warriors disappear at the start of your next turn.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["The Dead Walk"],"rarity":"common","slug":"feat-6071"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Cursebound","Divine","Fire","Oracle"],"id":"feat-6072","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Trial by Skyfire Single Action Source Player Core 2 pg. 141 Prerequisites cosmos mystery or flame mystery --- Your lips murmur as you portend a great disaster, one you hope you survive. A rain of blazing bolts begins to fall from the heavens in a 10-foot emanation, centered on you, that deals 2d6 fire damage to all creatures in the emanation at the end of each of your turns (basic Reflex save); you can't exclude yourself from the emanation. The skyfire persists for 1 minute; while you can't Dismiss it, you can suppress the effect for 1 round with a Sustain action. The rain of fire is suppressed if you fall unconscious. If you become cursebound 3 or 4 at any point during Trial by Skyfire's duration, the emanation increases to 15 feet and the damage increases to 4d6.","feat":["Trial by Skyfire"],"element":["Fire"],"skill_mod":{},"summary":"Your lips murmur as you portend a great disaster, one you hope you survive.","primary_source":"Player Core 2","trait_group":["Class-Specific","Tradition","Monster","Energy","Elemental","Planar","Class"],"level":10,"prerequisite":"cosmos mystery or flame mystery","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6072","name":"Trial by Skyfire","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6072"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Cursebound","Divine","Healing","Oracle","Vitality","Water","Positive"],"id":"feat-6073","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Waters of Creation Two Actions Source Player Core 2 pg. 141 Prerequisites life mystery or tempest mystery --- Water is the source of life, and you draw upon this primordial force to heal your allies' wounds. A gentle ring ripples out from you in a 15-foot emanation, restoring 5d6 Hit Points to creatures in the area. At 12th level and every two levels thereafter, the amount restored increases by 1d6. If you are cursebound 3 when you use Waters of Creation, the amount healed increases to d8s.","feat":["Waters of Creation"],"element":["Water"],"skill_mod":{},"summary":"Water is the source of life, and you draw upon this primordial force to heal your allies' wounds.","primary_source":"Player Core 2","trait_group":["Class-Specific","Tradition","Monster","Mechanics","Class","Energy","Planar","Creature Type","Elemental"],"level":10,"prerequisite":"life mystery or tempest mystery","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6073","name":"Waters of Creation","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6073"},{"skill_mod":{},"summary":"You command a deep understanding of the domains related to your mystery.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Domain Acumen","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6074","weakness":{},"name":"Domain Fluency","legacy_id":["feat-1500"],"trait":["Oracle"],"id":"feat-6074","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Domain Fluency Source Player Core 2 pg. 141 Prerequisites Domain Acumen --- You command a deep understanding of the domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell. You gain an advanced domain spell from that domain, which you cast as a revelation spell.","category":"feat","pfs":"Standard","feat":["Domain Fluency"],"rarity":"common","slug":"feat-6074"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"trait":["Divine","Oracle"],"id":"feat-6075","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Epiphany at the Crossroads Free Action Source Player Core 2 pg. 142 Frequency once per day Trigger Your turn begins. Requirements You are unconscious. and have the dying condition. --- The crossroads between life and death is a place that can reveal many secrets. You gain the effects of an augury spell in a strange, near-death vision. Empowered by the realization, you then lose the dying condition (becoming wounded 1 or increasing your wounded value by 1, as normal), regain a number of Hit Points equal to twice your level, and can Stand.","feat":["Epiphany at the Crossroads"],"skill_mod":{},"summary":"The crossroads between life and death is a place that can reveal many secrets.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Class"],"level":12,"source_category":["Rulebooks"],"requirement":"You are unconscious . and have the dying condition .","trigger":"Your turn begins. ","resistance":{},"url":"/Feats.aspx?ID=6075","name":"Epiphany at the Crossroads","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6075"},{"skill_mod":{},"summary":"You unlock deeper revelations hidden within your mystery.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"initial revelation spell","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6076","weakness":{},"name":"Greater Revelation","legacy_id":["feat-1501"],"trait":["Oracle"],"id":"feat-6076","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Greater Revelation Source Player Core 2 pg. 142 Prerequisites initial revelation spell --- You unlock deeper revelations hidden within your mystery. You gain your mystery’s greater revelation spell. Greater Revelation leads to... Paradoxical Mystery","category":"feat","pfs":"Standard","feat":["Greater Revelation"],"rarity":"common","slug":"feat-6076"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1503"],"trait":["Concentrate","Oracle"],"id":"feat-6077","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Forestall Curse Free Action Source Player Core 2 pg. 142 Frequency once per day --- You've learned to hold back your curse. If the next action you use is a cursebound ability, your cursebound value doesn't increase.","feat":["Forestall Curse"],"skill_mod":{},"summary":"You've learned to hold back your curse .","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"level":14,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6077","name":"Forestall Curse","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6077"},{"skill_mod":{},"summary":"Your mysterious steps become even lighter, transcending the mortal world altogether.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Water Walker","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6078","weakness":{},"name":"Lighter than Air","trait":["Divine","Oracle"],"id":"feat-6078","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Lighter than Air Source Player Core 2 pg. 142 Prerequisites Water Walker --- Your mysterious steps become even lighter, transcending the mortal world altogether. When you have the cursebound condition, you gain the effects of fly . If you are cursebound 3 or greater, you gain a +10-foot status bonus to your fly Speed.","category":"feat","pfs":"Standard","feat":["Lighter than Air"],"rarity":"common","slug":"feat-6078"},{"skill_mod":{},"summary":"Your mystery holds unknowable depths of magic not always associated with the divine.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6079","weakness":{},"name":"Mysterious Repertoire","legacy_id":["feat-1504"],"trait":["Oracle"],"id":"feat-6079","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Mysterious Repertoire Source Player Core 2 pg. 142 --- Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from abilities like divine access. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time.","category":"feat","pfs":"Standard","feat":["Mysterious Repertoire"],"rarity":"common","slug":"feat-6079"},{"skill_mod":{},"summary":"The further extents of your mystery provide an endless wellspring of magic.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6080","weakness":{},"name":"Revelation's Focus","trait":["Oracle"],"id":"feat-6080","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Revelation's Focus Source Player Core 2 pg. 143 --- The further extents of your mystery provide an endless wellspring of magic. When you Refocus, you regain all your Focus Points instead of 1.","category":"feat","pfs":"Standard","feat":["Revelation's Focus"],"rarity":"common","slug":"feat-6080"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Cursebound","Divine","Oracle"],"id":"feat-6081","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Conduit of Void and Vitality Two Actions Source Player Core 2 pg. 143 Prerequisites any oracle mystery Requirements You have heal or harm as a signature spell and an available spell slot to cast it with. --- You use the unstable energy of your curse to manipulate the most basic of divine magic. You cast a 3-action heal or harm spell, expending the slot as normal. If the spell restores Hit Points to one or more creatures, then one creature healed by this spell regains a number of additional Hit Points equal to 1d8 × your cursebound value; if the spell damages one or more creatures, then one creature harmed by this spell takes additional damage equal to 1d8 × your cursebound value.","feat":["Conduit of Void and Vitality"],"skill_mod":{},"summary":"You use the unstable energy of your curse to manipulate the most basic of divine magic.","primary_source":"Player Core 2","trait_group":["Class-Specific","Tradition","Monster","Class"],"level":16,"prerequisite":"any oracle mystery","source_category":["Rulebooks"],"requirement":"You have heal or harm as a signature spell and an available spell slot to cast it with.","resistance":{},"url":"/Feats.aspx?ID=6081","name":"Conduit of Void and Vitality","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6081"},{"skill_mod":{},"summary":"You have broadened your understanding of the divine and can tap into the wonders of a different mystery.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6082","weakness":{},"name":"Diverse Mystery","legacy_id":["feat-1505"],"trait":["Oracle"],"id":"feat-6082","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Diverse Mystery Source Player Core 2 pg. 143 --- You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell. This spell gains the cursebound trait for you, and when you cast it, you gain the cursebound 1 effects of its mystery in addition to your normal curse effects. Any ability that lets you use a cursebound ability without increasing the severity of your curse also prevents you from gaining this additional curse effect. You can't cast your chosen revelation spell if any of the following conditions are true: its mystery's curse effects directly conflict with or negate the effects of your own mystery's curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or if either of these criteria would be met once you finish Casting the Spell.","category":"feat","pfs":"Standard","feat":["Diverse Mystery"],"rarity":"common","slug":"feat-6082"},{"skill_mod":{},"summary":"Your spellcasting is rife with strange lights, mild fumes, and other captivating effects that befuddle your foes.","primary_source":"Player Core 2","trait_group":["Mechanics","Class","Sense"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6083","weakness":{},"name":"Portentous Spell","legacy_id":["feat-1506"],"trait":["Manipulate","Mental","Oracle","Spellshape","Visual","Metamagic"],"actions_number":2,"id":"feat-6083","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Portentous Spell Single Action Source Player Core 2 pg. 143 --- Your spellcasting is rife with strange lights, mild fumes, and other captivating effects that befuddle your foes. If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack or requires a saving throw, creatures you hit or that fail their saves are fascinated with you until the start of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Portentous Spell"],"rarity":"common","slug":"feat-6083"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1507"],"trait":["Oracle"],"id":"feat-6084","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Blaze of Revelation Free Action Source Player Core 2 pg. 143 Requirements You are cursebound 4. --- Your mind and body can, for a short time and with great peril, surpass the final limits of your curse. For 1 minute, you shed torrential flames, become surrounded by spirits, or otherwise overflow with divine power in a way that suits your mystery. On each of your turns during that time, you can cast one revelation spell without spending Focus Points. At the end of the minute, the durations of any revelation spells you cast during that time end, and you must attempt a DC 40 Fortitude save. Critical Success You aren’t otherwise affected. Success You are drained 2 and can't reduce or remove this condition until your next preparations. Failure You are drained 4 and can't reduce or remove this condition until your next preparations. Critical Failure You die.","feat":["Blaze of Revelation"],"skill_mod":{},"summary":"Your mind and body can, for a short time and with great peril, surpass the final limits of your curse.","primary_source":"Player Core 2","trait_group":["Class"],"level":18,"source_category":["Rulebooks"],"requirement":"You are cursebound 4.","resistance":{},"url":"/Feats.aspx?ID=6084","name":"Blaze of Revelation","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6084"},{"skill_mod":{},"summary":"The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6085","weakness":{},"name":"Divine Effusion","legacy_id":["feat-1508"],"trait":["Oracle"],"id":"feat-6085","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Divine Effusion Source Player Core 2 pg. 143 --- The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.","category":"feat","pfs":"Standard","feat":["Divine Effusion"],"rarity":"common","slug":"feat-6085"},{"skill_mod":{},"summary":"The power of your mystery enables you access to myriad magic.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class","Mechanics"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6086","weakness":{},"name":"Mystery Conduit","legacy_id":["feat-1509"],"trait":["Cursebound","Oracle","Spellshape","Metamagic"],"actions_number":0,"id":"feat-6086","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Mystery Conduit Free Action Source Player Core 2 pg. 143 --- The power of your mystery enables you access to myriad magic. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you do not expend a spell slot.","category":"feat","pfs":"Standard","actions":"Free Action","feat":["Mystery Conduit"],"rarity":"common","slug":"feat-6086"},{"skill_mod":{},"summary":"Your mystery grants you access to deep reserves of truly miraculous divine power.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"oracular clarity","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6087","weakness":{},"name":"Oracular Providence","legacy_id":["feat-1510"],"trait":["Oracle"],"id":"feat-6087","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Oracular Providence Source Player Core 2 pg. 143 Prerequisites oracular clarity --- Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-rank spell slot.","category":"feat","pfs":"Standard","feat":["Oracular Providence"],"rarity":"common","slug":"feat-6087"},{"skill_mod":{},"summary":"The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Greater Revelation","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6088","weakness":{},"name":"Paradoxical Mystery","legacy_id":["feat-1511"],"trait":["Oracle"],"id":"feat-6088","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Paradoxical Mystery Source Player Core 2 pg. 143 Prerequisites Greater Revelation --- The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from Player Core , one of the domains granted by your mystery, another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations.","category":"feat","pfs":"Standard","feat":["Paradoxical Mystery"],"rarity":"common","slug":"feat-6088"},{"skill_mod":{},"summary":"The magic in your blood surges in response to your foe's spell.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"trigger":"A creature targets you with a spell of the same tradition as your bloodline.","type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6089","weakness":{},"name":"Blood Rising","trait":["Sorcerer"],"actions_number":1,"id":"feat-6089","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Blood Rising Reaction Source Player Core 2 pg. 152 Trigger A creature targets you with a spell of the same tradition as your bloodline. --- The magic in your blood surges in response to your foe's spell. You generate a blood magic effect you know, even if you are already under the effects of blood magic. The target must be either you or the creature that triggered Blood Rising. If the blood magic effect grants you a bonus to AC or the appropriate saving throw, that bonus applies against the triggering spell. If the effect has a duration, it instead lasts until the beginning of your next turn. Special This feat has the traitcorresponding to the tradition of your bloodline. Blood Rising leads to... Blood Ascendancy","category":"feat","pfs":"Standard","actions":"Reaction","feat":["Blood Rising"],"rarity":"common","slug":"feat-6089"},{"skill_mod":{},"summary":"The power in your blood allows you to perform minor feats of magic.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"requirement":"You are benefiting from a blood magic effect","source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6090","weakness":{},"name":"Tap Into Blood","trait":["Concentrate","Sorcerer"],"actions_number":2,"id":"feat-6090","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Tap Into Blood Single Action Source Player Core 2 pg. 152 Requirements You are benefiting from a blood magic effect --- The power in your blood allows you to perform minor feats of magic. You can perform one of the following actions depending on the tradition of your bloodline. Arcane Your mind temporarily opens to the secrets of the world. Attempt to Recall Knowledge; you can use Arcanainstead of the skill normally needed for that subject. If you critically fail at this check, you get a failure instead. Divine Whatever divine provenance is in your lineage guides you to instinctively move yourself or others out of harm's way. You Step, or you Reposition a target within your reach using Religion for the check. Occult Strange mists or swirling colors hide your movement. You Step up to 10 feet. Primal The immense power of nature echoes in your voice. You can attempt a Nature check to Demoralize a target. ","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Tap Into Blood"],"rarity":"common","slug":"feat-6090"},{"skill_mod":{},"summary":"You forge a mystical connection with an ally using a drop of your blood, allowing them to benefit from your magic.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6091","weakness":{},"name":"Anoint Ally","legacy_id":["feat-1811"],"trait":["Manipulate","Sorcerer"],"actions_number":2,"id":"feat-6091","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Anoint Ally Single Action Source Player Core 2 pg. 153 --- You forge a mystical connection with an ally using a drop of your blood, allowing them to benefit from your magic. You place a blood rune on an adjacent ally that lasts for 1 minute. When you or an ally would gain a blood magic effect, you can forgo it, granting it to the anointed ally instead, even if they weren't a target of your spell. You can anoint only one ally at a time; if you place another rune, your previous designation ends.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Anoint Ally"],"rarity":"common","slug":"feat-6091"},{"skill_mod":{},"summary":"You channel the residual energy from the last spell you cast into a ranged bloodletting.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"requirement":"Your most recent action was to cast a non-cantrip spell that granted you a blood magic effect.","source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6092","weakness":{},"name":"Bleed Out","trait":["Attack","Sorcerer"],"actions_number":2,"id":"feat-6092","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bleed Out Single Action Source Player Core 2 pg. 153 Requirements Your most recent action was to cast a non-cantrip spell that granted you a blood magic effect. --- You channel the residual energy from the last spell you cast into a ranged bloodletting. Make a ranged spell attack roll against the AC of a target within 60 feet. This attack deals persistent bleed damage equal to the rank of the spell you just cast.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bleed Out"],"rarity":"common","slug":"feat-6092"},{"skill_mod":{},"summary":"The force of your magic can be used to propel yourself or another.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6093","weakness":{},"name":"Propelling Sorcery","trait":["Sorcerer"],"id":"feat-6093","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Propelling Sorcery Source Player Core 2 pg. 153 --- The force of your magic can be used to propel yourself or another. You know the following blood magic effect. Blood Magic—Propelling Sorcery You channel your magic outward into a rush of movement. Either you Step as a free action or move the target 5 feet in a direction of your choice.","category":"feat","pfs":"Standard","feat":["Propelling Sorcery"],"rarity":"common","slug":"feat-6093"},{"skill_mod":{},"summary":"Your arcane legacy allows you to perceive how magic affects everything.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"bloodline that grants arcane spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6094","weakness":{},"name":"Arcane Evolution","legacy_id":["feat-609"],"trait":["Arcane","Sorcerer"],"id":"feat-6094","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Arcane Evolution Source Player Core 2 pg. 153 Prerequisites bloodline that grants arcane spells --- Your arcane legacy allows you to perceive how magic affects everything. You become trained in one skill of your choice. Additionally, you can use arcane arts to tinker with your selection of spells. During your daily preparations, you can choose one spell in your spell repertoire to be a signature spell that day. You can use the Learn a Spell activity to add more arcane spells to the list you choose from, but if you prepare a spell that isn't in your repertoire, you temporarily add it to your repertoire at the spell rank of your choice instead of making it a signature spell. Arcane Evolution leads to... Greater Mental Evolution, Greater Physical Evolution","category":"feat","pfs":"Standard","feat":["Arcane Evolution"],"rarity":"common","slug":"feat-6094"},{"skill_mod":{},"summary":"The divine might provided by your bloodline flows through you.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"bloodline that grants divine spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6095","weakness":{},"name":"Divine Evolution","legacy_id":["feat-611"],"trait":["Divine","Sorcerer"],"id":"feat-6095","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Divine Evolution Source Player Core 2 pg. 153 Prerequisites bloodline that grants divine spells --- The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest rank, which you can use only to cast your choice of heal or harm . You can cast either of these spells using that spell slot, even if they aren't in your spell repertoire. Divine Evolution leads to... Greater Spiritual Evolution, Greater Vital Evolution","category":"feat","pfs":"Standard","feat":["Divine Evolution"],"rarity":"common","slug":"feat-6095"},{"skill_mod":{},"summary":"You draw power from the obscure secrets of the universe.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"bloodline that grants occult spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6096","weakness":{},"name":"Occult Evolution","legacy_id":["feat-612"],"trait":["Occult","Sorcerer"],"id":"feat-6096","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Occult Evolution Source Player Core 2 pg. 153 Prerequisites bloodline that grants occult spells --- You draw power from the obscure secrets of the universe. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don't know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later). Occult Evolution leads to... Greater Mental Evolution, Greater Spiritual Evolution","category":"feat","pfs":"Standard","feat":["Occult Evolution"],"rarity":"common","slug":"feat-6096"},{"skill_mod":{},"summary":"You can call upon the creatures of the wild for aid.","primary_source":"Player Core 2","trait_group":["Tradition","Monster","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"bloodline that grants primal spells","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6097","weakness":{},"name":"Primal Evolution","legacy_id":["feat-613"],"trait":["Primal","Sorcerer"],"id":"feat-6097","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Primal Evolution Source Player Core 2 pg. 153 Prerequisites bloodline that grants primal spells --- You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest rank, which you can use only to cast summon animal or summon plant or fungus . You can cast either of these spells using that spell slot, even if they aren't in your spell repertoire. Primal Evolution leads to... Greater Physical Evolution, Greater Vital Evolution","category":"feat","pfs":"Standard","feat":["Primal Evolution"],"rarity":"common","slug":"feat-6097"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1814"],"trait":["Concentrate","Sorcerer","Spellshape","Metamagic"],"id":"feat-6098","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Split Shot Single Action Source Player Core 2 pg. 154 Archetype Bloodrager (Level 4) --- You fragment a ranged spell. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target, you can choose a second target within range. You roll a single attack roll and compare the result to the AC of both targets. This counts as one attack for your multiple attack penalty. To the second target, the spell deals half the amount of damage it would normally deal and has no effects beyond the spell's initial damage (such as imposing conditions or penalties).","feat":["Split Shot"],"skill_mod":{},"summary":"You fragment a ranged spell.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"level":4,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6098","archetype":["Bloodrager"],"name":"Split Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6098"},{"skill_mod":{},"summary":"You draw more power from your bloodline.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"bloodline spell","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6099","weakness":{},"name":"Advanced Bloodline","legacy_id":["feat-614"],"trait":["Sorcerer"],"id":"feat-6099","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Bloodline Source Player Core 2 pg. 154 Prerequisites bloodline spell --- You draw more power from your bloodline. You gain the advanced bloodline spell associated with your bloodline.","category":"feat","pfs":"Standard","feat":["Advanced Bloodline"],"rarity":"common","slug":"feat-6099"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1815"],"trait":["Sorcerer"],"id":"feat-6100","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Diverting Vortex Single Action Source Player Core 2 pg. 154 Requirements Your most recent action was to cast a noncantrip spell. --- You use vestiges of magic to create a protective vortex. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks.","feat":["Diverting Vortex"],"skill_mod":{},"summary":"You use vestiges of magic to create a protective vortex.","primary_source":"Player Core 2","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"requirement":"Your most recent action was to cast a noncantrip spell.","resistance":{},"url":"/Feats.aspx?ID=6100","name":"Diverting Vortex","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6100"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"legacy_id":["feat-1822"],"trait":["Sorcerer"],"id":"feat-6101","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Energy Ward Free Action Source Player Core 2 pg. 154 Archetype Bloodrager (Level 12) Frequency once per turn Requirements Your most recent action was to cast a non-cantrip spell that dealt energy damage. --- You convert energy from the last spell you cast into a protective ward. Until the start of your next turn, you gain resistance to one type of energy (acid, cold, electricity, fire, force, sonic, vitality, or void) equal to 4 + the rank of the spell.","feat":["Energy Ward"],"skill_mod":{},"summary":"You convert energy from the last spell you cast into a protective ward.","primary_source":"Player Core 2","trait_group":["Class"],"level":6,"source_category":["Rulebooks"],"requirement":"Your most recent action was to cast a non-cantrip spell that dealt energy damage.","resistance":{},"url":"/Feats.aspx?ID=6101","archetype":["Bloodrager"],"name":"Energy Ward","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6101"},{"legacy_name":["Safeguarded Spell"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1818"],"trait":["Concentrate","Sorcerer","Spellshape","Metamagic"],"id":"feat-6102","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Safeguard Spell Single Action Source Player Core 2 pg. 154 --- You are inured to the effects of your own spells. If the next action you take is to Cast a Spell with an area, you aren't affected by the spell even if you are within the area.","feat":["Safeguard Spell"],"skill_mod":{},"summary":"You are inured to the effects of your own spells.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"level":6,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6102","name":"Safeguard Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6102"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1817"],"trait":["Concentrate","Sorcerer"],"id":"feat-6103","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Spell Relay Reaction Source Player Core 2 pg. 154 Archetype Wellspring Mage (Level 8) Trigger An ally Casts a Spell and you are within that spell’s range. --- You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.","feat":["Spell Relay"],"skill_mod":{},"summary":"You open the power in your blood to your ally's spellcasting, using your magic to boost their range.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"level":6,"source_category":["Rulebooks"],"trigger":"An ally Casts a Spell and you are within that spell’s range.","resistance":{},"url":"/Feats.aspx?ID=6103","archetype":["Wellspring Mage"],"name":"Spell Relay","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6103"},{"skill_mod":{},"summary":"Your magical blood makes you more resistant to magic.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6104","weakness":{},"name":"Bloodline Resistance","legacy_id":["feat-616"],"trait":["Sorcerer"],"id":"feat-6104","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bloodline Resistance Source Player Core 2 pg. 154 --- Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.","category":"feat","pfs":"Standard","feat":["Bloodline Resistance"],"rarity":"common","slug":"feat-6104"},{"skill_mod":{},"summary":"Odd interactions in your bloodline provide you with unexpected effects.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6105","weakness":{},"name":"Crossblooded Evolution","legacy_id":["feat-617"],"trait":["Sorcerer"],"id":"feat-6105","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Crossblooded Evolution Source Player Core 2 pg. 154 --- Odd interactions in your bloodline provide you with unexpected effects. Choose another bloodline. You know the blood magic effect of that bloodline. If the blood magic effect has a variable effect based on a choice you would have made at 1st level (such as the elemental bloodline's elemental influence), you make that decision when you take this feat. Crossblooded Evolution leads to... Greater Crossblooded Evolution","category":"feat","pfs":"Standard","feat":["Crossblooded Evolution"],"rarity":"common","slug":"feat-6105"},{"skill_mod":{},"summary":"Your magic explodes.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6106","weakness":{},"name":"Explosion of Power","trait":["Sorcerer"],"id":"feat-6106","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Explosion of Power Source Player Core 2 pg. 154 --- Your magic explodes. You know the following blood magic effect. Blood Magic—Explosion of Power Raw power explodes outward from you. Each creature within a 5-foot emanation takes 1d6 damage per rank of the spell you just cast (basic Reflex save). The type of damage depends on the tradition of your bloodline. If you cast arcane spells, you deal force damage. If you cast divine spells, you deal spirit damage. If you cast occult spells, you deal mental damage. If you cast primal spells, you deal fire damage.","category":"feat","pfs":"Standard","feat":["Explosion of Power"],"rarity":"common","slug":"feat-6106"},{"skill_mod":{},"summary":"You fuse two spells together, combining their energy types.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6107","weakness":{},"name":"Energy Fusion","legacy_id":["feat-1821"],"trait":["Concentrate","Sorcerer","Spellshape","Metamagic"],"actions_number":2,"id":"feat-6107","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Energy Fusion Single Action Source Player Core 2 pg. 154 --- You fuse two spells together, combining their energy types. If the next action you use is to Cast a Spell that deals energy damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage, and expend an additional spell slot of the same rank as this secondary spell. The spell you cast deals additional damage equal to the rank of the secondary spell slot expended. The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Energy Fusion"],"rarity":"common","slug":"feat-6107"},{"skill_mod":{},"summary":"You uncover the greater secrets of your bloodline.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"bloodline spell","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6108","weakness":{},"name":"Greater Bloodline","legacy_id":["feat-618"],"trait":["Sorcerer"],"id":"feat-6108","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Greater Bloodline Source Player Core 2 pg. 154 Prerequisites bloodline spell --- You uncover the greater secrets of your bloodline. You gain the greater bloodline spell associated with your bloodline.","category":"feat","pfs":"Standard","feat":["Greater Bloodline"],"rarity":"common","slug":"feat-6108"},{"skill_mod":{},"summary":"Your innate connection to magic lets you cast more spells with greater freedom.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6109","weakness":{},"name":"Signature Spell Expansion","legacy_id":["feat-1823"],"trait":["Psychic","Sorcerer"],"id":"feat-6109","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Signature Spell Expansion Source Player Core 2 pg. 154 --- Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a base rank of 3rd or lower.","category":"feat","pfs":"Standard","feat":["Signature Spell Expansion"],"rarity":"common","slug":"feat-6109"},{"skill_mod":{},"summary":"You wield blood magic masterfully.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6110","weakness":{},"name":"Blood Sovereignty","trait":["Sorcerer"],"id":"feat-6110","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blood Sovereignty Source Player Core 2 pg. 155 --- You wield blood magic masterfully. When you would benefit from a blood magic effect, you can choose to lose Hit Points equal to twice the spell's rank as the energy of your blood is drawn out. This takes no extra action, and you benefit from two different blood magic effects you know as a result. The two effects can have different targets.","category":"feat","pfs":"Standard","feat":["Blood Sovereignty"],"rarity":"common","slug":"feat-6110"},{"skill_mod":{},"summary":"By listening to the beating of your heart, your focus recovers faster.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"bloodline spell","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6111","weakness":{},"name":"Bloodline Focus","legacy_id":["feat-621"],"trait":["Sorcerer"],"id":"feat-6111","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Bloodline Focus Source Player Core 2 pg. 155 Prerequisites bloodline spell --- By listening to the beating of your heart, your focus recovers faster. Whenever you Refocus, completely refill your focus pool.","category":"feat","pfs":"Standard","feat":["Bloodline Focus"],"rarity":"common","slug":"feat-6111"},{"skill_mod":{},"summary":"You change form readily.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Primal Evolution or Arcane Evolution","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6112","weakness":{},"name":"Greater Physical Evolution","legacy_id":["feat-1825"],"trait":["Sorcerer"],"id":"feat-6112","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Greater Physical Evolution Source Player Core 2 pg. 155 Prerequisites Primal Evolution or Arcane Evolution --- You change form readily. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot's rank as if it were a signature spell in your repertoire. You can use the extra spell slot from or Primal Evolution instead of a sorcerer spell slot.","category":"feat","pfs":"Standard","feat":["Greater Physical Evolution"],"rarity":"common","slug":"feat-6112"},{"skill_mod":{},"summary":"Your magical blood allows your spells to be fully effective against incorporeal creatures.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Divine Evolution or Occult Evolution","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6113","weakness":{},"name":"Greater Spiritual Evolution","legacy_id":["feat-1826"],"trait":["Sorcerer"],"id":"feat-6113","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Greater Spiritual Evolution Source Player Core 2 pg. 155 Prerequisites Divine Evolution or Occult Evolution --- Your magical blood allows your spells to be fully effective against incorporeal creatures. Your spells have the effects of a ghost touch property rune. They can target or affect a creature projecting its consciousness (such as via project image ) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn't grant you the ability to locate them.","category":"feat","pfs":"Standard","feat":["Greater Spiritual Evolution"],"rarity":"common","slug":"feat-6113"},{"skill_mod":{},"summary":"You know how to channel the transformative aspects of your blood magic to alter your surroundings.","primary_source":"Player Core 2","trait_group":["Mechanics","Elemental","Planar","Monster","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6114","weakness":{},"name":"Terraforming Trickery","trait":["Concentrate","Earth","Sorcerer"],"actions_number":2,"id":"feat-6114","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Terraforming Trickery Single Action Source Player Core 2 pg. 156 --- You know how to channel the transformative aspects of your blood magic to alter your surroundings. You know the following blood magic effect. Blood Magic—Terraforming Trickery Either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn't have any effect on greater difficult terrain and doesn't remove the damaging effects of hazardous terrain.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Terraforming Trickery"],"element":["Earth"],"rarity":"common","slug":"feat-6114"},{"skill_mod":{},"summary":"When you would benefit from a blood magic effect through Blood Rising, you can choose to benefit from two different blood magic effects you know.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Blood Rising","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6115","weakness":{},"name":"Blood Ascendancy","trait":["Sorcerer"],"id":"feat-6115","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Blood Ascendancy Source Player Core 2 pg. 156 Prerequisites Blood Rising --- When you would benefit from a blood magic effect through Blood Rising, you can choose to benefit from two different blood magic effects you know. The effects follow the same rules as given in Blood Rising, and each effect can have a different target.","category":"feat","pfs":"Standard","feat":["Blood Ascendancy"],"rarity":"common","slug":"feat-6115"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-623"],"trait":["Sorcerer","Spellshape","Metamagic"],"id":"feat-6116","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Interweave Dispel Single Action Source Player Core 2 pg. 156 Prerequisites dispel magic in your spell repertoire --- You weave dispelling energy into a spell. If your next action is to cast a single-target spell against an enemy, and you either hit the enemy with the spell attack roll or the enemy fails its saving throw, you can cast dispel magic on the enemy as a free action, expending a spell slot as normal and targeting one spell effect affecting the enemy.","feat":["Interweave Dispel"],"skill_mod":{},"summary":"You weave dispelling energy into a spell.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":14,"prerequisite":"_dispel magic_ in your spell repertoire","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6116","name":"Interweave Dispel","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6116"},{"skill_mod":{},"summary":"You can wrap your magic around you like a cloak that causes those who dare to target you with spells to suffer a similar fate.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6117","weakness":{},"name":"Reflect Harm","trait":["Sorcerer"],"id":"feat-6117","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Reflect Harm Source Player Core 2 pg. 156 --- You can wrap your magic around you like a cloak that causes those who dare to target you with spells to suffer a similar fate. You know the following blood magic effect. Blood Magic—Reflect Harm Your blood ensures that those who harm you with magic are harmed in return. The first time you take damage from a spell before the beginning of your next turn, attempt spell attack roll against the creature who cast the triggering spell. On a hit, the creature takes the same amount and type of damage that you just took. If you critically hit, the creature takes twice the damage.","category":"feat","pfs":"Standard","feat":["Reflect Harm"],"rarity":"common","slug":"feat-6117"},{"skill_mod":{},"summary":"Your spell shrouds you in a billowing cloud.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6118","weakness":{},"name":"Spell Shroud","legacy_id":["feat-1828"],"trait":["Concentrate","Sorcerer","Spellshape","Metamagic"],"actions_number":2,"id":"feat-6118","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Spell Shroud Single Action Source Player Core 2 pg. 157 --- Your spell shrouds you in a billowing cloud. If your next action is to Cast a Spell that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become concealed, and all creatures outside the cloud are concealed to creatures within it.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Spell Shroud"],"rarity":"common","slug":"feat-6118"},{"skill_mod":{},"summary":"Your bloodline's deep connection to mental essence greatly enhances your spell repertoire.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Arcane Evolution or Occult Evolution","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6119","weakness":{},"name":"Greater Mental Evolution","legacy_id":["feat-626"],"trait":["Sorcerer"],"id":"feat-6119","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Greater Mental Evolution Source Player Core 2 pg. 157 Prerequisites Arcane Evolution or Occult Evolution --- Your bloodline's deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell rank you can cast.","category":"feat","pfs":"Standard","feat":["Greater Mental Evolution"],"rarity":"common","slug":"feat-6119"},{"skill_mod":{},"summary":"Vital power surges through you like a font of energy.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Primal Evolution or Divine Evolution","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6120","weakness":{},"name":"Greater Vital Evolution","legacy_id":["feat-627"],"trait":["Sorcerer"],"id":"feat-6120","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Greater Vital Evolution Source Player Core 2 pg. 157 Prerequisites Primal Evolution or Divine Evolution --- Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell rank; the two spells you cast with this feat must be of different spell ranks.","category":"feat","pfs":"Standard","feat":["Greater Vital Evolution"],"rarity":"common","slug":"feat-6120"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1831"],"trait":["Concentrate","Sorcerer","Spellshape","Metamagic"],"id":"feat-6121","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Echoing Spell Single Action Source Player Core 2 pg. 157 Archetypes Wellspring Mage (Level 18), Time Mage (Level 20), Time Mage (Level 20) --- You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to Cast a Spell of 4th rank or lower that has no duration, the spell's energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot.","feat":["Echoing Spell"],"skill_mod":{},"summary":"You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"level":18,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6121","archetype":["Wellspring Mage","Time Mage"],"name":"Echoing Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6121"},{"skill_mod":{},"summary":"Your bloodline is extraordinarily complex.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Crossblooded Evolution","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6122","weakness":{},"name":"Greater Crossblooded Evolution","legacy_id":["feat-629"],"trait":["Sorcerer"],"id":"feat-6122","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Greater Crossblooded Evolution Source Player Core 2 pg. 157 Prerequisites Crossblooded Evolution --- Your bloodline is extraordinarily complex. Choose up to three of the sorcerous gift spells granted by your secondary bloodline. You add these spells to your spell repertoire, heightened to the highest rank of spells you can cast or to the highest rank they can be heightened to that is lower than the highest rank of spells you can cast. You cast these spells as the tradition from your primary bloodline.","category":"feat","pfs":"Standard","feat":["Greater Crossblooded Evolution"],"rarity":"common","slug":"feat-6122"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-630"],"trait":["Sorcerer","Spellshape","Metamagic"],"id":"feat-6123","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Bloodline Conduit Single Action Source Player Core 2 pg. 157 Frequency once per minute --- Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don't expend the spell's slot when you cast it.","feat":["Bloodline Conduit"],"skill_mod":{},"summary":"Your inborn magical nature lets you redirect ambient energies to fuel your spells.","primary_source":"Player Core 2","trait_group":["Class","Mechanics"],"level":20,"source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6123","name":"Bloodline Conduit","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6123"},{"skill_mod":{},"summary":"You permanently mutate to become more like the creatures of your bloodline.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"a bloodline based on a specific type of creature ","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6124","weakness":{},"name":"Bloodline Mutation","legacy_id":["feat-1832"],"trait":["Sorcerer"],"id":"feat-6124","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Bloodline Mutation Source Player Core 2 pg. 157 Prerequisites a bloodline based on a specific type of creature --- You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, demon and fiend for demonic, and so on). You gain low-light vision or darkvision, if one is appropriate for creatures with those traits. Choose one of the following. If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed. If the creatures associated with your bloodline are aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a swim Speed equal to your land Speed. If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, void, or sonic,choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type. ","category":"feat","pfs":"Standard","feat":["Bloodline Mutation"],"rarity":"common","slug":"feat-6124"},{"skill_mod":{},"summary":"You command the ultimate powers of your bloodline and tradition.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6125","weakness":{},"name":"Bloodline Perfection","legacy_id":["feat-631"],"trait":["Sorcerer"],"id":"feat-6125","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Bloodline Perfection Source Player Core 2 pg. 157 --- You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-rank spell slot.","category":"feat","pfs":"Standard","feat":["Bloodline Perfection"],"rarity":"common","slug":"feat-6125"},{"skill_mod":{},"summary":"You knock weapons from the hands of your foes with style.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6126","weakness":{},"name":"Disarming Flair","legacy_id":["feat-1513"],"trait":["Swashbuckler"],"id":"feat-6126","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Disarming Flair Source Player Core 2 pg. 157 --- You knock weapons from the hands of your foes with style. When you Disarm, the action gains the bravado trait.","category":"feat","pfs":"Standard","feat":["Disarming Flair"],"rarity":"common","slug":"feat-6126"},{"legacy_name":["Buckler Expertise"],"skill_mod":{},"summary":"You've learned a flexible way to position your buckler to provide more protection.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6127","weakness":{},"name":"Elegant Buckler","legacy_id":["feat-1512"],"trait":["Swashbuckler"],"id":"feat-6127","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Elegant Buckler Source Player Core 2 pg. 163 --- You've learned a flexible way to position your buckler to provide more protection. When you Raise a Shield to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2. While you have a buckler raised, if a creature critically misses you with a Strike, you gain panache until the end of your next turn.","category":"feat","pfs":"Standard","feat":["Elegant Buckler"],"rarity":"common","slug":"feat-6127"},{"legacy_name":["Dueling Parry (Swashbuckler)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1514"],"trait":["Swashbuckler"],"id":"feat-6128","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Extravagant Parry Single Action Source Player Core 2 pg. 163 Requirements You’re wielding one or more one-handed weapons --- You use one-handed weapons to parry with style. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if you have a free hand or are wielding a weapon with the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement. If a creature misses you with a Strike while you have this bonus, you gain panache until the end of your next turn.","feat":["Extravagant Parry"],"skill_mod":{},"summary":"You use one-handed weapons to parry with style.","primary_source":"Player Core 2","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You’re wielding one or more one-handed weapons","resistance":{},"url":"/Feats.aspx?ID=6128","name":"Extravagant Parry","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6128"},{"legacy_name":["Nimble Dodge"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-550"],"trait":["Swashbuckler"],"id":"feat-6129","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Flashy Dodge Reaction Source Player Core 2 pg. 163 Trigger A creature you can see targets you with an attack. Requirements You aren’t encumbered. --- You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. If the Strike misses, you gain panache until the end of your next turn. Flashy Dodge leads to... Flashy Roll","feat":["Flashy Dodge"],"skill_mod":{},"summary":"You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.","primary_source":"Player Core 2","trait_group":["Class"],"level":1,"source_category":["Rulebooks"],"requirement":"You aren’t encumbered . ","trigger":"A creature you can see targets you with an attack.","resistance":{},"url":"/Feats.aspx?ID=6129","name":"Flashy Dodge","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6129"},{"skill_mod":{},"summary":"You apply your flashy techniques to thrown weapons as easily as melee attacks.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"precise strike","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6130","weakness":{},"name":"Flying Blade","legacy_id":["feat-1515"],"trait":["Swashbuckler"],"id":"feat-6130","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Flying Blade Source Player Core 2 pg. 163 Prerequisites precise strike --- You apply your flashy techniques to thrown weapons as easily as melee attacks. You apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike. Flying Blade leads to... Twirling Throw","category":"feat","pfs":"Standard","feat":["Flying Blade"],"rarity":"common","slug":"feat-6130"},{"skill_mod":{},"summary":"When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Fascinating Performance","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6131","weakness":{},"archetype":["Lion Blade"],"name":"Focused Fascination","legacy_id":["feat-1516"],"trait":["Swashbuckler"],"id":"feat-6131","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Focused Fascination Source Player Core 2 pg. 163 Archetype Lion Blade (Level 4) Prerequisites Fascinating Performance --- When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you're attempting to fascinate one target. For example, if you were an expert in Performance, you could choose to target multiple creatures normally or target one creature and fascinate it on a success.","category":"feat","pfs":"Standard","feat":["Focused Fascination"],"rarity":"common","slug":"feat-6131"},{"skill_mod":{},"summary":"Your tricks make foes overextend their attacks.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6132","weakness":{},"skill":["Deception","Deception"],"name":"Goading Feint","legacy_id":["feat-1517"],"trait":["Swashbuckler"],"id":"feat-6132","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Goading Feint Source Player Core 2 pg. 164 Prerequisites Trained in Deception --- Your tricks make foes overextend their attacks. On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe. Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn. Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.","category":"feat","pfs":"Standard","feat":["Goading Feint"],"rarity":"common","slug":"feat-6132"},{"legacy_name":["One for All"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["feat-1519"],"trait":["Auditory","Concentrate","Emotion","Linguistic","Mental","Swashbuckler"],"id":"feat-6133","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > One For All Single Action Source Player Core 2 pg. 164 Prerequisites Trained in Diplomacy --- With precisely the right words of encouragement, you bolster an ally's efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check and the action gains the bravado trait.","feat":["One For All"],"skill_mod":{},"summary":"With precisely the right words of encouragement, you bolster an ally's efforts.","primary_source":"Player Core 2","trait_group":["Sense","Mechanics","Class"],"level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6133","name":"One For All","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6133"},{"skill_mod":{},"summary":"Through nimble movements, a graceful landing, and a bit of luck, you can manage to fall from spectacular heights without a scratch.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6134","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Plummeting Roll","trait":["Swashbuckler"],"id":"feat-6134","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Plummeting Roll Source Player Core 2 pg. 164 Prerequisites Trained in Acrobatics --- Through nimble movements, a graceful landing, and a bit of luck, you can manage to fall from spectacular heights without a scratch. You gain the Cat Fall skill feat and the following reaction. Plummeting Roll Reaction Trigger You fall at least 10 feet and take no damage from the fall; Effect You tuck and roll with the motion. You land on your feet and Stride up to half your Speed.","category":"feat","pfs":"Standard","feat":["Plummeting Roll"],"rarity":"common","slug":"feat-6134"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1521"],"trait":["Swashbuckler"],"id":"feat-6135","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > After You Free Action Source Player Core 2 pg. 164 Trigger You’re about to roll initiative. --- You allow your foes to make the first move in a show of incredible confidence. You don't roll initiative; instead you voluntarily go last. You gain panache. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creatures can choose whichever order they want.","feat":["After You"],"skill_mod":{},"summary":"You allow your foes to make the first move in a show of incredible confidence.","primary_source":"Player Core 2","trait_group":["Class"],"level":2,"source_category":["Rulebooks"],"trigger":"You’re about to roll initiative.","resistance":{},"url":"/Feats.aspx?ID=6135","name":"After You","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6135"},{"skill_mod":{},"summary":"Your taunts and threats earn your foes' ire.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6136","weakness":{},"archetype":["Pirate"],"name":"Antagonize","legacy_id":["feat-1522"],"trait":["Swashbuckler"],"id":"feat-6136","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Antagonize Source Player Core 2 pg. 165 Archetype Pirate (Level 4) --- Your taunts and threats earn your foes' ire. When you successfully Demoralize a creature, its frightened condition can't decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.","category":"feat","pfs":"Standard","feat":["Antagonize"],"rarity":"common","slug":"feat-6136"},{"skill_mod":{},"summary":"You draw and attack with the same motion.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6137","weakness":{},"name":"Brandishing Draw","trait":["Swashbuckler"],"actions_number":2,"id":"feat-6137","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Brandishing Draw Single Action Source Player Core 2 pg. 165 --- You draw and attack with the same motion. You Interact to draw a weapon, then either Strike or use a one-action finisher. You must still meet any other requirements to use a finisher, and any Strike you make must be made with the weapon you drew.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Brandishing Draw"],"rarity":"common","slug":"feat-6137"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1523"],"trait":["Swashbuckler"],"id":"feat-6138","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Charmed Life Reaction Source Player Core 2 pg. 165 Prerequisites Charisma +2 Trigger You attempt a saving throw, but you haven’t rolled yet. --- When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save. If you succeed on the triggering saving throw, you gain panache until the end of your next turn. Charmed Life leads to... Incredible Luck","feat":["Charmed Life"],"skill_mod":{},"summary":"When danger calls, you have a strange knack for coming out on top.","primary_source":"Player Core 2","trait_group":["Class"],"level":2,"prerequisite":"Charisma +2","source_category":["Rulebooks"],"trigger":"You attempt a saving throw, but you haven’t rolled yet.","resistance":{},"url":"/Feats.aspx?ID=6138","name":"Charmed Life","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6138"},{"skill_mod":{},"summary":"You address an ally or any onlookers to your combat, flaunting to your foes how little attention they require.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6139","weakness":{},"name":"Enjoy the Show","trait":["Swashbuckler"],"id":"feat-6139","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Enjoy the Show Source Player Core 2 pg. 165 --- You address an ally or any onlookers to your combat, flaunting to your foes how little attention they require. When you Perform, you can choose single creature within 30 feet and use the following success, critical success, and critical failure effects instead of the normal results; if you do, Perform gains the bravado trait, as well as the auditory and linguistic trait as normal for oration. Critical Success The target takes a –2 circumstance penalty to attack rolls against creatures other than you until the end of its next turn. Success The target takes a –1 circumstance penalty to attack rolls against creatures other then you until the end of its next turn. Critical Failure The target gains a +1 circumstance bonus to attack rolls targeting you until the end of its next turn.","category":"feat","pfs":"Standard","feat":["Enjoy the Show"],"rarity":"common","slug":"feat-6139"},{"legacy_name":["Finishing Follow-Through"],"skill_mod":{},"summary":"Finishing a foe maintains your swagger.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6140","weakness":{},"name":"Finishing Follow-through","legacy_id":["feat-1524"],"trait":["Swashbuckler"],"id":"feat-6140","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Finishing Follow-through Source Player Core 2 pg. 165 --- Finishing a foe maintains your swagger. You gain panache whenever your finisher brings a target to 0 HP.","category":"feat","pfs":"Standard","feat":["Finishing Follow-through"],"rarity":"common","slug":"feat-6140"},{"skill_mod":{},"summary":"You make a calculated attack without letting down your guard.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6141","weakness":{},"name":"Retreating Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6141","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Retreating Finisher Single Action Source Player Core 2 pg. 165 --- You make a calculated attack without letting down your guard. Make a melee Strike with the following failure effect. Failure You Step as a free action.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Retreating Finisher"],"rarity":"common","slug":"feat-6141"},{"skill_mod":{},"summary":"Your tumbling puts your foes on the back foot.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6142","weakness":{},"name":"Tumble Behind (Swashbuckler)","legacy_id":["feat-1525"],"trait":["Swashbuckler"],"id":"feat-6142","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Tumble Behind (Swashbuckler) Source Player Core 2 pg. 165 --- Your tumbling puts your foes on the back foot. When you Tumble Through successfully, the foe you Tumbled Through is off-guard against the next attack you make before the end of your turn.","category":"feat","pfs":"Standard","feat":["Tumble Behind (Swashbuckler)"],"rarity":"common","slug":"feat-6142"},{"skill_mod":{},"summary":"You attack with a flashy assault that leaves your target off balance.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6143","weakness":{},"name":"Unbalancing Finisher","legacy_id":["feat-1526"],"trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6143","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Unbalancing Finisher Single Action Source Player Core 2 pg. 165 --- You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is off-guard until the end of your next turn.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Unbalancing Finisher"],"rarity":"common","slug":"feat-6143"},{"skill_mod":{},"summary":"You dash past an opponent, confounding them with underhanded tactics.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6144","weakness":{},"name":"Dastardly Dash","trait":["Flourish","Swashbuckler"],"actions_number":2,"id":"feat-6144","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dastardly Dash Single Action Source Player Core 2 pg. 165 --- You dash past an opponent, confounding them with underhanded tactics. Stride up to half your speed. You can attempt a Trip or a Dirty Trick (if you have that action) against one opponent you pass within range of at any point during your movement.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Dastardly Dash"],"rarity":"common","slug":"feat-6144"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"trait":["Swashbuckler"],"id":"feat-6145","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Even the Odds Free Action Source Player Core 2 pg. 165 Frequency once per 10 minutes Trigger Your turn begins. Requirements You are being flanked. --- You shine brightest in desperate moments. You flash a confident smile or pose, and you gain panache until the end of your turn.","feat":["Even the Odds"],"skill_mod":{},"summary":"You shine brightest in desperate moments.","primary_source":"Player Core 2","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are being flanked. ","trigger":"Your turn begins. ","resistance":{},"url":"/Feats.aspx?ID=6145","name":"Even the Odds","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6145"},{"skill_mod":{},"summary":"Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6146","weakness":{},"skill":["Athletics","Athletics"],"name":"Flamboyant Athlete","legacy_id":["feat-1527"],"trait":["Swashbuckler"],"id":"feat-6146","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Flamboyant Athlete Source Player Core 2 pg. 165 Prerequisites Expert in Athletics --- Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity. While you have panache, you gain the following benefits. You gain climb and swim Speeds equal to half your land Speed. The DCs of your High Jumps and Long Jumps decrease by 10. This doesn't combine with other abilities that reduce those DCs. The distance you can move with a vertical Leap increases to 5 feet. Your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet, or to 20 feet if your Speed is at least 30 feet. Flamboyant Athlete leads to... Flamboyant Leap","category":"feat","pfs":"Standard","feat":["Flamboyant Athlete"],"rarity":"common","slug":"feat-6146"},{"legacy_name":["Guardian's Deflection (Swashbuckler)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1528"],"trait":["Swashbuckler"],"id":"feat-6147","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Guardian's Deflection Reaction Source Player Core 2 pg. 165 Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free. --- You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss. You gain panache until the end of your next turn.","feat":["Guardian's Deflection"],"skill_mod":{},"summary":"You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack.","primary_source":"Player Core 2","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"requirement":"You are wielding a single one-handed melee weapon and have your other hand or hands free.","trigger":"An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.","resistance":{},"url":"/Feats.aspx?ID=6147","name":"Guardian's Deflection","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6147"},{"skill_mod":{},"summary":"You stab two foes with a single thrust or bash them together with one punch.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6148","weakness":{},"name":"Impaling Finisher","legacy_id":["feat-1529"],"trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6148","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Impaling Finisher Single Action Source Player Core 2 pg. 166 --- You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or piercing melee Strike and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Impaling Finisher"],"rarity":"common","slug":"feat-6148"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"legacy_id":["feat-1530"],"trait":["Bravado","Move","Swashbuckler"],"id":"feat-6149","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Leading Dance Single Action Source Player Core 2 pg. 166 Prerequisites Trained in Performance Requirements You are adjacent to an enemy. --- You sweep your foe into your dance. Attempt a Performance check against an adjacent enemy's Will DC. Critical Success Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's forced movement). Success As critical success, but you both move only 5 feet. Failure The foe doesn't follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally. Critical Failure You stumble, falling prone in your space.","feat":["Leading Dance"],"skill_mod":{},"summary":"You sweep your foe into your dance.","primary_source":"Player Core 2","trait_group":["Class-Specific","Mechanics","Class"],"level":4,"prerequisite":"Trained in Performance","source_category":["Rulebooks"],"requirement":"You are adjacent to an enemy.","resistance":{},"url":"/Feats.aspx?ID=6149","name":"Leading Dance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6149"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1531"],"trait":["Swashbuckler"],"id":"feat-6150","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Swaggering Initiative Free Action Source Player Core 2 pg. 166 Trigger You are about to roll initiative. --- You swagger readily into any fight. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon. If you are the first to act in combat, you gain panache.","feat":["Swaggering Initiative"],"skill_mod":{},"summary":"You swagger readily into any fight.","primary_source":"Player Core 2","trait_group":["Class"],"level":4,"source_category":["Rulebooks"],"trigger":"You are about to roll initiative.","resistance":{},"url":"/Feats.aspx?ID=6150","name":"Swaggering Initiative","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6150"},{"skill_mod":{},"summary":"Your thrown weapons seem to defy physics as they soar through the air and spin back to you after a strike.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Flying Blade","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6151","weakness":{},"name":"Twirling Throw","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6151","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Twirling Throw Single Action Source Player Core 2 pg. 166 Prerequisites Flying Blade --- Your thrown weapons seem to defy physics as they soar through the air and spin back to you after a strike. Make a thrown weapon Strike, ignoring the penalty for making ranged attacks within the second and third range increment. The weapon returns to your hand after the attack unless you critically failed on the attack roll.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Twirling Throw"],"rarity":"common","slug":"feat-6151"},{"skill_mod":{},"summary":"Your easily maneuver against your foes.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6152","weakness":{},"skill":["Athletics","Athletics"],"name":"Agile Maneuvers","legacy_id":["feat-1533"],"trait":["Swashbuckler"],"id":"feat-6152","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Agile Maneuvers Source Player Core 2 pg. 166 Prerequisites Expert in Athletics --- Your easily maneuver against your foes. Your Disarm, Grapple, Reposition, Shove, and Trip actions have a lower multiple attack penalty. Even if your weapon or unarmed attack doesn't have the agile trait, the penalty is –4 if the action is your second attack on your turn, or –8 if it's your third or subsequent attack. If your weapon or unarmed attack is agile and you have panache, the penalty is reduced further, to –3 if it's the second attack on your turn or –6 if it's the third or subsequent.","category":"feat","pfs":"Standard","feat":["Agile Maneuvers"],"rarity":"common","slug":"feat-6152"},{"skill_mod":{},"summary":"You combine a series of attacks with a powerful finishing blow.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6153","weakness":{},"name":"Combination Finisher","legacy_id":["feat-1535"],"trait":["Swashbuckler"],"id":"feat-6153","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Combination Finisher Source Player Core 2 pg. 166 --- You combine a series of attacks with a powerful finishing blow. Your finishers' Strikes have a lower multiple attack penalty: –4 (or –3 with an agile weapon) if it's the second attack on your turn, or –8 (or –6 with an agile weapon) if it's the third or subsequent attack on your turn, instead of –5 and –10, respectively.","category":"feat","pfs":"Standard","feat":["Combination Finisher"],"rarity":"common","slug":"feat-6153"},{"skill_mod":{},"summary":"Even when your foe avoids your Confident Finisher , you can still hit a vital spot.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Confident Finisher","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6154","weakness":{},"name":"Precise Finisher","legacy_id":["feat-1536"],"trait":["Swashbuckler"],"id":"feat-6154","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Precise Finisher Source Player Core 2 pg. 166 Prerequisites Confident Finisher --- Even when your foe avoids your Confident Finisher, you can still hit a vital spot. On a failure with Confident Finisher, you apply your full precise strike damage instead of half.","category":"feat","pfs":"Standard","feat":["Precise Finisher"],"rarity":"common","slug":"feat-6154"},{"skill_mod":{},"summary":"You tumble around your foes, expertly avoiding their reactions.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":6,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6155","weakness":{},"name":"Vexing Tumble","legacy_id":["feat-1537"],"trait":["Bravado","Swashbuckler"],"actions_number":2,"id":"feat-6155","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Vexing Tumble Single Action Source Player Core 2 pg. 166 --- You tumble around your foes, expertly avoiding their reactions. Stride up to half your Speed and roll an Acrobatics check. Compare the result to the Reflex DC of each enemy whose reach you began in or enter during the movement, in sequence. Critical Success This movement doesn't trigger reactions from the enemy, and the enemy is off-guard to you until the end of your turn Success This movement doesn't trigger reactions from the enemy. Critical Failure Your movement immediately stops when you enter the creature's reach; if you began in the creature's reach, you don't move.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Vexing Tumble"],"rarity":"common","slug":"feat-6155"},{"skill_mod":{},"summary":"Your blow inflicts profuse bleeding.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6156","weakness":{},"name":"Bleeding Finisher","legacy_id":["feat-1538"],"trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6156","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bleeding Finisher Single Action Source Player Core 2 pg. 166 --- Your blow inflicts profuse bleeding. Make a slashing or piercing Strike. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Bleeding Finisher"],"rarity":"common","slug":"feat-6156"},{"skill_mod":{},"summary":"You toss one weapon into the air as a distraction as you throw another.","primary_source":"Player Core 2","trait_group":["Class-Specific","Mechanics","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6157","weakness":{},"name":"Distracting Toss","trait":["Bravado","Flourish","Swashbuckler"],"actions_number":4,"id":"feat-6157","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Distracting Toss Two Actions Source Player Core 2 pg. 167 --- You toss one weapon into the air as a distraction as you throw another. Choose a creature within 30 feet and Feint against it; you can attempt this Feint even if the target is not within melee range, and if the target becomes off-guard as a result of the Feint, this applies to your thrown weapon attacks for the duration. Regardless of the result, you can then Interact to draw a thrown weapon and make a thrown weapon Strike against the target. If you have an open hand, you then catch the weapon you originally tossed into the air unless you critically failed at your attempt to Feint, in which case it lands on the ground at your feet.","category":"feat","pfs":"Standard","actions":"Two Actions","feat":["Distracting Toss"],"rarity":"common","slug":"feat-6157"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1539"],"trait":["Finisher","Swashbuckler"],"id":"feat-6158","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Dual Finisher Single Action Source Player Core 2 pg. 167 Requirements You wield two melee weapons, one in each hand. --- You split your attacks. Make two melee Strikes, one with each required weapon, each against a different foe. If the second Strike is made with a non-agile weapon, it takes a –2 penalty. Increase your multiple attack penalty only after attempting both Strikes.","feat":["Dual Finisher"],"skill_mod":{},"summary":"You split your attacks.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"level":8,"source_category":["Rulebooks"],"requirement":"You wield two melee weapons, one in each hand.","resistance":{},"url":"/Feats.aspx?ID=6158","name":"Dual Finisher","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6158"},{"skill_mod":{},"summary":"You can use Flashy Dodge before attempting a Reflex save, in addition to its original trigger.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Flashy Dodge","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6159","weakness":{},"name":"Flashy Roll","trait":["Swashbuckler"],"id":"feat-6159","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Flashy Roll Source Player Core 2 pg. 167 Prerequisites Flashy Dodge --- You can use Flashy Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. When you use Flashy Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Flashy Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","feat":["Flashy Roll"],"rarity":"common","slug":"feat-6159"},{"skill_mod":{},"summary":"You attempt a dizzying blow.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":8,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6160","weakness":{},"name":"Stunning Finisher","legacy_id":["feat-1541"],"trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6160","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Stunning Finisher Single Action Source Player Core 2 pg. 167 --- You attempt a dizzying blow. Make a melee Strike. If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the incapacitation trait. Critical Success The target is unaffected. Success The target can't use reactions until its next turn. Failure The target is stunned 1. Critical Failure The target is stunned 3.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Stunning Finisher"],"rarity":"common","slug":"feat-6160"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1542"],"trait":["Swashbuckler"],"id":"feat-6161","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Vivacious Bravado Single Action Source Player Core 2 pg. 167 Requirements You gained panache this turn. --- Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn.","feat":["Vivacious Bravado"],"skill_mod":{},"summary":"Your ego swells, granting you a temporary reprieve from your pain.","primary_source":"Player Core 2","trait_group":["Class"],"level":8,"source_category":["Rulebooks"],"requirement":"You gained panache this turn.","resistance":{},"url":"/Feats.aspx?ID=6161","name":"Vivacious Bravado","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6161"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1543"],"trait":["Stance","Swashbuckler"],"id":"feat-6162","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Buckler Dance Single Action Source Player Core 2 pg. 167 Requirements You are wielding a buckler. --- You spin your buckler defensively toward every attack. You constantly have your buckler raised as if you'd used Raise a Shield, as long as you meet that action's requirements.","feat":["Buckler Dance"],"skill_mod":{},"summary":"You spin your buckler defensively toward every attack.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You are wielding a buckler .","resistance":{},"url":"/Feats.aspx?ID=6162","name":"Buckler Dance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6162"},{"legacy_name":["Derring-Do"],"skill_mod":{},"summary":"When you compound panache with even more derring-do, it somehow tends to work out.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6163","weakness":{},"name":"Derring-do","legacy_id":["feat-1544"],"trait":["Fortune","Swashbuckler"],"id":"feat-6163","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Derring-do Source Player Core 2 pg. 167 --- When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus from stylish combatant applies (Tumble Through and any skill actions with the bravado trait).","category":"feat","pfs":"Standard","feat":["Derring-do"],"rarity":"common","slug":"feat-6163"},{"skill_mod":{},"summary":"You can riposte almost without a thought.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Opportune Riposte","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6164","weakness":{},"name":"Reflexive Riposte","legacy_id":["feat-1546"],"trait":["Swashbuckler"],"id":"feat-6164","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Reflexive Riposte Source Player Core 2 pg. 167 Prerequisites Opportune Riposte --- You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte.","category":"feat","pfs":"Standard","feat":["Reflexive Riposte"],"rarity":"common","slug":"feat-6164"},{"skill_mod":{},"summary":"Your excellent display of fighting prowess leaves your opponent stumbling back.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6165","weakness":{},"name":"Stumbling Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6165","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Stumbling Finisher Single Action Source Player Core 2 pg. 167 --- Your excellent display of fighting prowess leaves your opponent stumbling back. Make a Strike. If you hit, the target is pushed 5 feet back (or 10 feet on a critical hit).","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Stumbling Finisher"],"rarity":"common","slug":"feat-6165"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Swashbuckler"],"id":"feat-6166","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Switcheroo Reaction Source Player Core 2 pg. 167 Trigger You are targeted by a ranged attack. Requirements You are adjacent to an enemy and have panache. --- You attempt to deftly swap places with an adjacent enemy to avoid the attack. Choose an adjacent enemy and attempt to Reposition it. Instead of the normal results of Reposition, use the following. Critical Success You swap places with the target enemy and the enemy becomes the target of the triggering attack. Success As critical success, except the target has lesser cover against the triggering attack, and you lose your panache. Failure You lose your panache. Critical Failure You become off-guard against the triggering attack, and you lose your panache.","feat":["Switcheroo"],"skill_mod":{},"summary":"You attempt to deftly swap places with an adjacent enemy to avoid the attack.","primary_source":"Player Core 2","trait_group":["Class"],"level":10,"source_category":["Rulebooks"],"requirement":"You are adjacent to an enemy and have panache.","trigger":"You are targeted by a ranged attack.","resistance":{},"url":"/Feats.aspx?ID=6166","name":"Switcheroo","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6166"},{"skill_mod":{},"summary":"Your attack harms and hinders your foe.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":10,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6167","weakness":{},"name":"Targeting Finisher","legacy_id":["feat-1547"],"trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6167","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Targeting Finisher Single Action Source Player Core 2 pg. 167 --- Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and Strike. If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute. Arm (or another limb used for attacks, such as a tentacle) The target is enfeebled 2. On a critical hit, it is also enfeebled 1 for 1 minute. Head The target is stupefied 2. On a critical hit, it is also stupefied 1 for 1 minute. Legs The target takes a –10-foot status penalty to its Speeds. On a critical hit, it also takes a –5-foot status penalty to its Speeds for 1 minute. ","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Targeting Finisher"],"rarity":"common","slug":"feat-6167"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1548"],"trait":["Swashbuckler"],"id":"feat-6168","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Cheat Death Reaction Source Player Core 2 pg. 168 Trigger You take damage that would reduce you to 0 Hit Points. --- Somehow you always escape the reaper by a hair's breadth. You avoid being knocked out or killed and remain at 1 Hit Point and gain panache, but you become doomed 1 (or increase your doomed value by 1 if you were already doomed). You can't reduce or ignore the doomed condition from Cheating Death. The doomed condition from Cheating Death lasts for 10 minutes, though this doesn't affect the duration of any other doomed condition you have.","feat":["Cheat Death"],"skill_mod":{},"summary":"Somehow you always escape the reaper by a hair's breadth.","primary_source":"Player Core 2","trait_group":["Class"],"level":12,"source_category":["Rulebooks"],"trigger":"You take damage that would reduce you to 0 Hit Points.","resistance":{},"url":"/Feats.aspx?ID=6168","name":"Cheat Death","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6168"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"trait":["Bravado","Swashbuckler"],"id":"feat-6169","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Get Used to Disappointment Free Action Source Player Core 2 pg. 168 Prerequisites Expert in Intimidation Requirements Your turn begins, and one target within 30 feet failed an attack roll or skill check against you on its last turn. --- You capitalize on an opponent's failure with smug attitude and swagger, reminding them of the gap in skill between you and your opponent. You attempt to Demoralize the opponent. Regardless of the result, the target becomes temporarily immune for 1 minute.","feat":["Get Used to Disappointment"],"skill_mod":{},"summary":"You capitalize on an opponent's failure with smug attitude and swagger, reminding them of the gap in skill between you and your opponent.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"level":12,"prerequisite":"Expert in Intimidation","source_category":["Rulebooks"],"requirement":"Your turn begins, and one target within 30 feet failed an attack roll or skill check against you on its last turn.","resistance":{},"url":"/Feats.aspx?ID=6169","name":"Get Used to Disappointment","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6169"},{"skill_mod":{},"summary":"You attack in motion.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6170","weakness":{},"name":"Mobile Finisher","legacy_id":["feat-1549"],"trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6170","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Mobile Finisher Single Action Source Player Core 2 pg. 168 --- You attack in motion. Stride and then Strike. You can use Mobile Finisher while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Mobile Finisher"],"rarity":"common","slug":"feat-6170"},{"skill_mod":{},"summary":"With reckless speed, you dash, jump and swing around a creature to find a more vulnerable spot.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":12,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6171","weakness":{},"name":"The Bigger They Are","trait":["Bravado","Swashbuckler"],"actions_number":2,"id":"feat-6171","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > The Bigger They Are Single Action Source Player Core 2 pg. 168 --- With reckless speed, you dash, jump and swing around a creature to find a more vulnerable spot. Attempt to Tumble Through a creature at least one size category larger than you, using the following effects. Critical Success You move through the enemy's space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don't have enough Speed to move all the way through its space, you get the same effect as a failure. If you successfully pass through the target's square, the target gains weakness to your precision damage equal to half your level, which lasts until the end of your turn. Success As success, but the weakness applies only against the next attack you make against the target. Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in. Critical Failure As failure, and you fall prone.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["The Bigger They Are"],"rarity":"common","slug":"feat-6171"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1550"],"trait":["Swashbuckler"],"id":"feat-6172","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Flamboyant Leap Two Actions Source Player Core 2 pg. 168 Prerequisites Flamboyant Athlete Requirements You are capable of using a finisher. --- You stylishly leap and deliver a powerful finisher. Make a Leap, High Jump, or Long Jump and attempt one single-action finisher at any point during your jump; the finisher can't be one that includes other movement, such as Mobile Finisher. Immediately after the finisher, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Flamboyant Leap, determine the DC using the Long Jump DCs, and increase the maximum distance to double your Speed, rather than just your Speed.","feat":["Flamboyant Leap"],"skill_mod":{},"summary":"You stylishly leap and deliver a powerful finisher.","primary_source":"Player Core 2","trait_group":["Class"],"level":14,"prerequisite":"Flamboyant Athlete","source_category":["Rulebooks"],"requirement":"You are capable of using a finisher .","resistance":{},"url":"/Feats.aspx?ID=6172","name":"Flamboyant Leap","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6172"},{"skill_mod":{},"summary":"Your ripostes can deflect attacks back at their source.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Opportune Riposte","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6173","weakness":{},"name":"Impossible Riposte","legacy_id":["feat-1551"],"trait":["Swashbuckler"],"id":"feat-6173","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Impossible Riposte Source Player Core 2 pg. 169 Prerequisites Opportune Riposte --- Your ripostes can deflect attacks back at their source. You can use Opportune Riposte with a trigger of “A foe outside of your reach critically fails an attack roll against you” in addition to its usual trigger. When you use Opportune Riposte with this new trigger against a ranged attack, your Strike deflects some of the triggering effect back toward its source. Compare the result of your attack roll to the AC of the triggering foe. On a hit, you deal the normal amount of damage for your Strike, but the damage type changes to that of the triggering attack. For instance, if you used Opportune Riposte to deflect a blazing bolt , your Strike would deal fire damage instead of its normal damage type.","category":"feat","pfs":"Standard","feat":["Impossible Riposte"],"rarity":"common","slug":"feat-6173"},{"skill_mod":{},"summary":"You focus your panache into an impeccable assault.","primary_source":"Player Core 2","trait_group":["Class-Specific","Mechanics","Class"],"primary_source_category":"Rulebooks","level":14,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6174","weakness":{},"name":"Perfect Finisher","legacy_id":["feat-1552"],"trait":["Finisher","Fortune","Swashbuckler"],"actions_number":2,"id":"feat-6174","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Perfect Finisher Single Action Source Player Core 2 pg. 169 --- You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Perfect Finisher"],"rarity":"common","slug":"feat-6174"},{"skill_mod":{},"summary":"Your graceful attacks are especially powerful.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6175","weakness":{},"name":"Deadly Grace","legacy_id":["feat-1554"],"trait":["Swashbuckler"],"id":"feat-6175","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Deadly Grace Source Player Core 2 pg. 169 --- Your graceful attacks are especially powerful. When you score a critical hit with an agile or finesse melee weapon that has the deadly trait, you double the number of dice from that trait. When you wield an agile or finesse melee weapon that doesn't have the deadly trait, it gains the deadly d8 trait instead.","category":"feat","pfs":"Standard","feat":["Deadly Grace"],"rarity":"common","slug":"feat-6175"},{"skill_mod":{},"summary":"You take advantage of your foe's openings with uncanny odds.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6176","weakness":{},"name":"Felicitous Riposte","legacy_id":["feat-1555"],"trait":["Fortune","Swashbuckler"],"id":"feat-6176","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Felicitous Riposte Source Player Core 2 pg. 169 --- You take advantage of your foe's openings with uncanny odds. When you make an Opportune Riposte, roll twice on the attack roll and take the better result.","category":"feat","pfs":"Standard","feat":["Felicitous Riposte"],"rarity":"common","slug":"feat-6176"},{"skill_mod":{},"summary":"Your swagger instills confidence in you and your allies.","primary_source":"Player Core 2","trait_group":["Class-Specific","Class"],"primary_source_category":"Rulebooks","level":16,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6177","weakness":{},"name":"Revitalizing Finisher","trait":["Finisher","Swashbuckler"],"actions_number":2,"id":"feat-6177","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Revitalizing Finisher Single Action Source Player Core 2 pg. 169 --- Your swagger instills confidence in you and your allies. Make a Strike. On a hit, you and all allies within 30 feet gain temporary Hit Points equal to half your level. Failure You gain temporary Hit Points equal to half your level.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Revitalizing Finisher"],"rarity":"common","slug":"feat-6177"},{"skill_mod":{},"summary":"You always seem to bounce back from the worst.","primary_source":"Player Core 2","trait_group":["Mechanics","Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Charmed Life","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6178","weakness":{},"name":"Incredible Luck","legacy_id":["feat-1556"],"trait":["Fortune","Swashbuckler"],"id":"feat-6178","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Incredible Luck Source Player Core 2 pg. 169 Prerequisites Charmed Life --- You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result.","category":"feat","pfs":"Standard","feat":["Incredible Luck"],"rarity":"common","slug":"feat-6178"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1557"],"trait":["Death","Finisher","Swashbuckler"],"id":"feat-6179","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Lethal Finisher Single Action Source Player Core 2 pg. 169 Prerequisites precise strike 6d6 --- You stab your foe in a vital organ, possibly killing them outright. Make a Strike. On a success, you forego your precise strike damage from the finisher. Instead, your target takes additional precision damage based on a Fortitude save against your class DC. If your Strike was a critical hit, the target's saving throw outcome is one degree worse. Critical Success You deal 6 precision damage. Success You deal 6d6 precision damage. Failure You deal 12d6 precision damage. Critical Failure You deal 18d6 precision damage.","feat":["Lethal Finisher"],"skill_mod":{},"summary":"You stab your foe in a vital organ, possibly killing them outright.","primary_source":"Player Core 2","trait_group":["Mechanics","Class-Specific","Class"],"level":18,"prerequisite":"precise strike 6d6","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6179","name":"Lethal Finisher","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6179"},{"skill_mod":{},"summary":"Your parries and finishers allow you to riposte with the slightest provocation.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Opportune Riposte","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6180","weakness":{},"name":"Parry and Riposte","legacy_id":["feat-1558"],"trait":["Swashbuckler"],"id":"feat-6180","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Parry and Riposte Source Player Core 2 pg. 169 Prerequisites Opportune Riposte --- Your parries and finishers allow you to riposte with the slightest provocation. You can use Opportune Riposte against an enemy who fails at a Strike against you (not just critically fails), provided you have both damaged that creature with a finisher on your last turn and currently have a circumstance bonus to AC from the parry weapon trait, or Extravagant Parry.","category":"feat","pfs":"Standard","feat":["Parry and Riposte"],"rarity":"common","slug":"feat-6180"},{"skill_mod":{},"summary":"Your strikes flow endlessly.","primary_source":"Player Core 2","trait_group":["Class-Specific","Mechanics","Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6181","weakness":{},"name":"Illimitable Finisher","trait":["Finisher","Flourish","Swashbuckler"],"actions_number":2,"id":"feat-6181","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Illimitable Finisher Single Action Source Player Core 2 pg. 169 --- Your strikes flow endlessly. Step and attempt a single one-action finisher. This Strike gains the bravado trait, possibly replenishing your panache; if you regain panache, you can immediately attempt another finisher as part of this action, ignoring the restriction of using actions with the attack trait after a finisher.","category":"feat","pfs":"Standard","actions":"Single Action","feat":["Illimitable Finisher"],"rarity":"common","slug":"feat-6181"},{"skill_mod":{},"summary":"At the start of each enemy's turn, you gain an extra reaction","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6182","weakness":{},"name":"Inexhaustible Countermoves","legacy_id":["feat-1559"],"trait":["Swashbuckler"],"id":"feat-6182","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Inexhaustible Countermoves Source Player Core 2 pg. 169 --- At the start of each enemy's turn, you gain an extra reaction you can use only during that turn to perform an Opportune Riposte, or a Reactive Strike if you have that reaction.","category":"feat","pfs":"Standard","feat":["Inexhaustible Countermoves"],"rarity":"common","slug":"feat-6182"},{"skill_mod":{},"summary":"You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks.","primary_source":"Player Core 2","trait_group":["Class"],"primary_source_category":"Rulebooks","level":20,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6183","weakness":{},"name":"Panache Paragon","legacy_id":["feat-1560"],"trait":["Swashbuckler"],"id":"feat-6183","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Panache Paragon Source Player Core 2 pg. 169 --- You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks. You are permanently quickened. You can use the extra action only to perform a bravado action.","category":"feat","pfs":"Standard","feat":["Panache Paragon"],"rarity":"common","slug":"feat-6183"},{"skill_mod":{},"summary":"You put your alchemical interest into practice.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6184","weakness":{},"archetype":["Alchemist"],"name":"Alchemist Dedication","legacy_id":["feat-665"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-6184","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Alchemist Dedication Source Player Core 2 pg. 175 Archetype Alchemist Prerequisites Intelligence +2 --- You put your alchemical interest into practice. You become trained in alchemical bombs, the alchemist class DC, and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You gain the Quick Alchemy benefits, creating up to 4 versatile vials during your daily preparations. Add the formulas for four additional common alchemical items to your formula book, in addition to those you gain from Alchemical Crafting. Alchemist Dedication leads to... Advanced Alchemy, Alchemical Power, Basic Concoction, Voluminous Vials","category":"feat","pfs":"Standard","feat":["Alchemist Dedication"],"rarity":"common","slug":"feat-6184"},{"skill_mod":{},"summary":"You gain the advanced alchemy benefits","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alchemist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6185","weakness":{},"archetype":["Alchemist"],"name":"Advanced Alchemy","trait":["Archetype"],"id":"feat-6185","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Advanced Alchemy Source Player Core 2 pg. 175 Archetype Alchemist Prerequisites Alchemist Dedication --- You gain the advanced alchemy benefits, and you can create 4 alchemical consumables during your daily preparations.","category":"feat","pfs":"Standard","feat":["Advanced Alchemy"],"rarity":"common","slug":"feat-6185"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level alchemist feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Alchemist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6186","weakness":{},"archetype":["Alchemist"],"name":"Basic Concoction","legacy_id":["feat-666"],"trait":["Archetype"],"id":"feat-6186","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Concoction Source Player Core 2 pg. 175 Archetype Alchemist Prerequisites Alchemist Dedication --- You gain a 1st- or 2nd-level alchemist feat. Basic Concoction leads to... Advanced Concoction","category":"feat","pfs":"Standard","feat":["Basic Concoction"],"rarity":"common","slug":"feat-6186"},{"skill_mod":{},"summary":"You gain one alchemist feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Concoction","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6187","weakness":{},"archetype":["Alchemist"],"name":"Advanced Concoction","legacy_id":["feat-668"],"trait":["Archetype"],"id":"feat-6187","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Concoction Source Player Core 2 pg. 175 Archetype Alchemist Prerequisites Basic Concoction --- You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another alchemist feat.","category":"feat","pfs":"Standard","feat":["Advanced Concoction"],"rarity":"common","slug":"feat-6187"},{"skill_mod":{},"summary":"Your number of versatile vials per day increases to 5.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Alchemist Dedication; Expert in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6188","weakness":{},"archetype":["Alchemist"],"skill":["Crafting","Crafting"],"name":"Voluminous Vials","trait":["Archetype"],"id":"feat-6188","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Voluminous Vials Source Player Core 2 pg. 175 Archetype Alchemist Prerequisites Alchemist Dedication; Expert in Crafting --- Your number of versatile vials per day increases to 5. Special At 12th level or higher, you can select this feat a second time to increase your number of versatile vials per day to 6. At 18th level or higher, you can select this feat a third time to increase your number of versatile vials per day to 7.","category":"feat","pfs":"Standard","feat":["Voluminous Vials"],"rarity":"common","slug":"feat-6188"},{"skill_mod":{},"summary":"You become an expert in the alchemist class DC.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Alchemist Dedication; Master in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6189","weakness":{},"archetype":["Alchemist"],"skill":["Crafting","Crafting"],"name":"Alchemical Power","trait":["Archetype"],"id":"feat-6189","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Alchemical Power Source Player Core 2 pg. 175 Archetype Alchemist Prerequisites Alchemist Dedication; Master in Crafting --- You become an expert in the alchemist class DC. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.","category":"feat","pfs":"Standard","feat":["Alchemical Power"],"rarity":"common","slug":"feat-6189"},{"skill_mod":{},"summary":"You become trained in Athletics; if you were already trained in Athletics , you instead become trained in a skill of your choice.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Constitution +2; Strength +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6190","weakness":{},"archetype":["Barbarian"],"name":"Barbarian Dedication","legacy_id":["feat-671"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-6190","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Barbarian Dedication Source Player Core 2 pg. 176 Archetype Barbarian Prerequisites Constitution +2; Strength +2 --- You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC. You can use the Rage action. While raging, you take a –1 penalty to AC. Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes, but you don’t gain any of the other abilities it grants. If that instinct has anathema, you’re bound by them. Barbarian Dedication leads to... Barbarian Resiliency, Basic Fury, Instinct Ability, Juggernaut's Fortitude","category":"feat","pfs":"Standard","feat":["Barbarian Dedication"],"rarity":"common","slug":"feat-6190"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each barbarian archetype class feat you have.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Barbarian Dedication; class granting no more Hit Points per level than 10 + your Constitution modifier","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6191","weakness":{},"archetype":["Barbarian"],"name":"Barbarian Resiliency","legacy_id":["feat-672"],"trait":["Archetype"],"id":"feat-6191","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Barbarian Resiliency Source Player Core 2 pg. 176 Archetype Barbarian Prerequisites Barbarian Dedication; class granting no more Hit Points per level than 10 + your Constitution modifier --- You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Barbarian Resiliency"],"rarity":"common","slug":"feat-6191"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level barbarian feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Barbarian Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6192","weakness":{},"archetype":["Barbarian"],"name":"Basic Fury","legacy_id":["feat-673"],"trait":["Archetype"],"id":"feat-6192","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Fury Source Player Core 2 pg. 176 Archetype Barbarian Prerequisites Barbarian Dedication --- You gain a 1st- or 2nd-level barbarian feat. Basic Fury leads to... Advanced Fury","category":"feat","pfs":"Standard","feat":["Basic Fury"],"rarity":"common","slug":"feat-6192"},{"skill_mod":{},"summary":"You gain one barbarian feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Fury","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6193","weakness":{},"archetype":["Barbarian"],"name":"Advanced Fury","legacy_id":["feat-674"],"trait":["Archetype"],"id":"feat-6193","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Fury Source Player Core 2 pg. 176 Archetype Barbarian Prerequisites Basic Fury --- You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another barbarian feat.","category":"feat","pfs":"Standard","feat":["Advanced Fury"],"rarity":"common","slug":"feat-6193"},{"skill_mod":{},"summary":"Your rage stokes the spark of your barbarian instinct into a roaring flame.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Barbarian Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6194","weakness":{},"archetype":["Barbarian"],"name":"Instinct Ability","legacy_id":["feat-675"],"trait":["Archetype"],"id":"feat-6194","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Instinct Ability Source Player Core 2 pg. 176 Archetype Barbarian Prerequisites Barbarian Dedication --- Your rage stokes the spark of your barbarian instinct into a roaring flame. You gain the instinct ability for the instinct you chose for Barbarian Dedication.","category":"feat","pfs":"Standard","feat":["Instinct Ability"],"rarity":"common","slug":"feat-6194"},{"skill_mod":{},"summary":"Your proficiency rank in Fortitude saves increases to master.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Barbarian Dedication; expert in Fortitude saves","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6195","weakness":{},"archetype":["Barbarian"],"name":"Juggernaut's Fortitude","legacy_id":["feat-676"],"trait":["Archetype"],"id":"feat-6195","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Juggernaut's Fortitude Source Player Core 2 pg. 176 Archetype Barbarian Prerequisites Barbarian Dedication; expert in Fortitude saves --- Your proficiency rank in Fortitude saves increases to master.","category":"feat","pfs":"Standard","feat":["Juggernaut's Fortitude"],"rarity":"common","slug":"feat-6195"},{"skill_mod":{},"summary":"Choose a deity.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma +2; Strength +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6196","weakness":{},"archetype":["Champion"],"name":"Champion Dedication","legacy_id":["feat-686"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-6196","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Champion Dedication Source Player Core 2 pg. 177 Archetype Champion Prerequisites Charisma +2; Strength +2 --- Choose a deity. You are bound by your deity’s anathema and gain the champion’s aura and sanctification as described in the champion class. Choose a cause as you would if you were a champion, with the same options a champion must abide by. You gain its edicts and anathema but don’t gain the other abilities. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. If you later gain a devotion spell, you become trained in spell attack modifier and spell DC. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you’re 13th level or higher, you also become an expert in the armor types granted to you by this feat. Champion Dedication leads to... Basic Devotion, Champion Resiliency, Champion's Reaction, Devout Blessing, Devout Magic","category":"feat","pfs":"Standard","feat":["Champion Dedication"],"rarity":"common","slug":"feat-6196"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level champion feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Champion Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6197","weakness":{},"archetype":["Champion"],"name":"Basic Devotion","legacy_id":["feat-687"],"trait":["Archetype"],"id":"feat-6197","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Devotion Source Player Core 2 pg. 177 Archetype Champion Prerequisites Champion Dedication --- You gain a 1st- or 2nd-level champion feat. Basic Devotion leads to... Advanced Devotion","category":"feat","pfs":"Standard","feat":["Basic Devotion"],"rarity":"common","slug":"feat-6197"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each champion archetype class feat you have.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Champion Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6198","weakness":{},"archetype":["Champion"],"name":"Champion Resiliency","legacy_id":["feat-688"],"trait":["Archetype"],"id":"feat-6198","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Champion Resiliency Source Player Core 2 pg. 177 Archetype Champion Prerequisites Champion Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier --- You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Champion Resiliency"],"rarity":"common","slug":"feat-6198"},{"legacy_name":["Healing Touch"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-689"],"trait":["Archetype"],"id":"feat-6199","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Devout Magic Source Player Core 2 pg. 177 Archetype Champion Prerequisites Champion Dedication --- You gain a devotion spell of your choice listed in the devotion spells class feature, following the same restrictions listed there.","feat":["Devout Magic"],"skill_mod":{},"summary":"You gain a devotion spell of your choice listed in the devotion spells class feature","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Champion Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6199","archetype":["Champion"],"name":"Devout Magic","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6199"},{"skill_mod":{},"summary":"You gain one champion feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Devotion","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6200","weakness":{},"archetype":["Champion"],"name":"Advanced Devotion","legacy_id":["feat-690"],"trait":["Archetype"],"id":"feat-6200","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Devotion Source Player Core 2 pg. 177 Archetype Champion Prerequisites Basic Devotion --- You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another champion feat.","category":"feat","pfs":"Standard","feat":["Advanced Devotion"],"rarity":"common","slug":"feat-6200"},{"skill_mod":{},"summary":"You can gain and use the champion’s reaction associated with your cause","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Champion Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6201","weakness":{},"archetype":["Champion"],"name":"Champion's Reaction","legacy_id":["feat-691"],"trait":["Archetype"],"id":"feat-6201","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Champion's Reaction Source Player Core 2 pg. 177 Archetype Champion Prerequisites Champion Dedication --- You can gain and use the champion’s reaction associated with your cause.","category":"feat","pfs":"Standard","feat":["Champion's Reaction"],"rarity":"common","slug":"feat-6201"},{"legacy_name":["Divine Ally"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-692"],"trait":["Archetype"],"id":"feat-6202","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Devout Blessing Source Player Core 2 pg. 177 Archetype Champion Prerequisites Champion Dedication --- You gain the blessing of the devoted class feature, choosing from the listed blessings or any other to which you have access.","feat":["Devout Blessing"],"skill_mod":{},"summary":"You gain the blessing of the devoted class feature","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Champion Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6202","archetype":["Champion"],"name":"Devout Blessing","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6202"},{"skill_mod":{},"summary":"You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Intelligence +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6203","weakness":{},"archetype":["Investigator"],"name":"Investigator Dedication","legacy_id":["feat-1844"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-6203","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Investigator Dedication Source Player Core 2 pg. 178 Archetype Investigator Prerequisites Intelligence +2 --- You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC. Investigator Dedication leads to... Basic Deduction, Investigator's Stratagem, Keen Recollection, Master Spotter, Skill Mastery","category":"feat","pfs":"Standard","feat":["Investigator Dedication"],"rarity":"common","slug":"feat-6203"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level investigator feat of your choice.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Investigator Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6204","weakness":{},"archetype":["Investigator"],"name":"Basic Deduction","legacy_id":["feat-1845"],"trait":["Archetype"],"id":"feat-6204","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Deduction Source Player Core 2 pg. 178 Archetype Investigator Prerequisites Investigator Dedication --- You gain a 1st- or 2nd-level investigator feat of your choice. Basic Deduction leads to... Advanced Deduction","category":"feat","pfs":"Standard","feat":["Basic Deduction"],"rarity":"common","slug":"feat-6204"},{"skill_mod":{},"summary":"You play out battles in your head, allowing you to strike when the time is right.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Investigator Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6205","weakness":{},"archetype":["Investigator"],"name":"Investigator's Stratagem","legacy_id":["feat-1846"],"trait":["Archetype"],"id":"feat-6205","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Investigator's Stratagem Source Player Core 2 pg. 178 Archetype Investigator Prerequisites Investigator Dedication --- You play out battles in your head, allowing you to strike when the time is right. You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can’t use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can’t use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat.","category":"feat","pfs":"Standard","feat":["Investigator's Stratagem"],"rarity":"common","slug":"feat-6205"},{"skill_mod":{},"summary":"You gain one investigator feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Deduction","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6206","weakness":{},"archetype":["Investigator"],"name":"Advanced Deduction","legacy_id":["feat-1847"],"trait":["Archetype"],"id":"feat-6206","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Deduction Source Player Core 2 pg. 178 Archetype Investigator Prerequisites Basic Deduction --- You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another investigator feat.","category":"feat","pfs":"Standard","feat":["Advanced Deduction"],"rarity":"common","slug":"feat-6206"},{"skill_mod":{},"summary":"You can recall all sorts of information.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Investigator Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6207","weakness":{},"archetype":["Investigator"],"name":"Keen Recollection","legacy_id":["feat-1848"],"trait":["Archetype"],"id":"feat-6207","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Keen Recollection Source Player Core 2 pg. 178 Archetype Investigator Prerequisites Investigator Dedication --- You can recall all sorts of information. You gain the keen recollection class feature.","category":"feat","pfs":"Standard","feat":["Keen Recollection"],"rarity":"common","slug":"feat-6207"},{"legacy_name":["Skill Mastery (Investigator)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1849"],"trait":["Archetype"],"id":"feat-6208","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Skill Mastery Source Player Core 2 pg. 178 Archetype Investigator Prerequisites Investigator Dedication; trained in at least one skill and expert in at least one skill --- Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. Special You can select this feat up to five times.","feat":["Skill Mastery"],"skill_mod":{},"summary":"Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Investigator Dedication; trained in at least one skill and expert in at least one skill","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6208","archetype":["Investigator"],"name":"Skill Mastery","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6208"},{"legacy_name":["Master Spotter (Investigator)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1850"],"trait":["Archetype"],"id":"feat-6209","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Master Spotter Source Player Core 2 pg. 178 Archetype Investigator Prerequisites Investigator Dedication; expert in Perception --- Your proficiency rank in Perception increases to master.","feat":["Master Spotter"],"skill_mod":{},"summary":"Your proficiency rank in Perception increases to master.","primary_source":"Player Core 2","trait_group":["Feat"],"level":12,"prerequisite":"Investigator Dedication; expert in Perception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6209","archetype":["Investigator"],"name":"Master Spotter","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6209"},{"skill_mod":{},"summary":"You become trained in unarmed attacks and gain the powerful fist class feature.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Dexterity +2; Strength +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6210","weakness":{},"archetype":["Monk"],"name":"Monk Dedication","legacy_id":["feat-715"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-6210","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Monk Dedication Source Player Core 2 pg. 179 Archetype Monk Prerequisites Dexterity +2; Strength +2 --- You become trained in unarmed attacks and gain the powerful fist class feature. You become trained in your choice of Acrobatics or Athletics; if you’re already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC; if you later gain a qi spell from a monk class feat, you also become trained in spell attack modifier and spell DC. Monk Dedication leads to... Basic Kata, Monk Moves, Monk Resiliency, Monk's Flurry, Perfection's Path","category":"feat","pfs":"Standard","feat":["Monk Dedication"],"rarity":"common","slug":"feat-6210"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level monk feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Monk Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6211","weakness":{},"archetype":["Monk"],"name":"Basic Kata","legacy_id":["feat-716"],"trait":["Archetype"],"id":"feat-6211","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Kata Source Player Core 2 pg. 179 Archetype Monk Prerequisites Monk Dedication --- You gain a 1st- or 2nd-level monk feat. Basic Kata leads to... Advanced Kata","category":"feat","pfs":"Standard","feat":["Basic Kata"],"rarity":"common","slug":"feat-6211"},{"skill_mod":{},"summary":"You gain 3 additional Hit Points for each monk archetype class feat you have.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Monk Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6212","weakness":{},"archetype":["Monk"],"name":"Monk Resiliency","legacy_id":["feat-717"],"trait":["Archetype"],"id":"feat-6212","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Monk Resiliency Source Player Core 2 pg. 179 Archetype Monk Prerequisites Monk Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier --- You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.","category":"feat","pfs":"Standard","feat":["Monk Resiliency"],"rarity":"common","slug":"feat-6212"},{"skill_mod":{},"summary":"You gain one monk feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Kata","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6213","weakness":{},"archetype":["Monk"],"name":"Advanced Kata","legacy_id":["feat-718"],"trait":["Archetype"],"id":"feat-6213","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Kata Source Player Core 2 pg. 179 Archetype Monk Prerequisites Basic Kata --- You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another monk feat.","category":"feat","pfs":"Standard","feat":["Advanced Kata"],"rarity":"common","slug":"feat-6213"},{"skill_mod":{},"summary":"You gain a +10-foot status bonus to your Speed when you’re not wearing armor.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Monk Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6214","weakness":{},"archetype":["Monk"],"name":"Monk Moves","legacy_id":["feat-719"],"trait":["Archetype"],"id":"feat-6214","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Monk Moves Source Player Core 2 pg. 179 Archetype Monk Prerequisites Monk Dedication --- You gain a +10-foot status bonus to your Speed when you’re not wearing armor.","category":"feat","pfs":"Standard","feat":["Monk Moves"],"rarity":"common","slug":"feat-6214"},{"skill_mod":{},"summary":"You gain the Flurry of Blows action.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Monk Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6215","weakness":{},"archetype":["Monk"],"name":"Monk's Flurry","legacy_id":["feat-720"],"trait":["Archetype"],"id":"feat-6215","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Monk's Flurry Source Player Core 2 pg. 179 Archetype Monk Prerequisites Monk Dedication --- You gain the Flurry of Blows action. Your fists’ power, however, exceeds your conditioning; once you use Flurry of Blows, you can’t use it again for 1d4 rounds as your muscles recover.","category":"feat","pfs":"Standard","feat":["Monk's Flurry"],"rarity":"common","slug":"feat-6215"},{"skill_mod":{},"summary":"Choose one saving throw (Fortitude, Reflex, or Will) in which you’re an expert.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Monk Dedication; expert in at least one saving throw","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6216","weakness":{},"archetype":["Monk"],"name":"Perfection's Path","legacy_id":["feat-721"],"trait":["Archetype"],"id":"feat-6216","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Perfection's Path Source Player Core 2 pg. 179 Archetype Monk Prerequisites Monk Dedication; expert in at least one saving throw --- Choose one saving throw (Fortitude, Reflex, or Will) in which you’re an expert. Your proficiency rank in the chosen saving throw increases to master.","category":"feat","pfs":"Standard","feat":["Perfection's Path"],"rarity":"common","slug":"feat-6216"},{"skill_mod":{},"summary":"Choose a mystery.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6217","weakness":{},"archetype":["Oracle"],"name":"Oracle Dedication","legacy_id":["feat-1851"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-6217","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Oracle Dedication Source Player Core 2 pg. 180 Archetype Oracle Prerequisites Charisma +2 --- Choose a mystery. You become trained in Religion and the mystery’s skill; if you were already trained, you become trained in a skill of your choice. You gain the curse associated with your mystery, which follows the normal rules for an oracular curse. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for oracle archetype spells is Charisma, and they are divine oracle spells. Oracle Dedication leads to... Basic Mysteries, Basic Oracle Spellcasting, First Revelation","category":"feat","pfs":"Standard","feat":["Oracle Dedication"],"rarity":"common","slug":"feat-6217"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level oracle feat of your choice.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Oracle Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6218","weakness":{},"archetype":["Oracle"],"name":"Basic Mysteries","legacy_id":["feat-1852"],"trait":["Archetype"],"id":"feat-6218","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Mysteries Source Player Core 2 pg. 180 Archetype Oracle Prerequisites Oracle Dedication --- You gain a 1st- or 2nd-level oracle feat of your choice. Basic Mysteries leads to... Advanced Mysteries","category":"feat","pfs":"Standard","feat":["Basic Mysteries"],"rarity":"common","slug":"feat-6218"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Oracle Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6219","weakness":{},"archetype":["Oracle"],"name":"Basic Oracle Spellcasting","legacy_id":["feat-1853"],"trait":["Archetype"],"id":"feat-6219","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Oracle Spellcasting Source Player Core 2 pg. 180 Archetype Oracle Prerequisites Oracle Dedication --- You gain the basic spellcasting benefits. When you gain a spell slot of a new rank from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered (including the granted spells associated with your mystery) to your repertoire, of that spell rank. Basic Oracle Spellcasting leads to... Expert Oracle Spellcasting, Mysterious Breadth","category":"feat","pfs":"Standard","feat":["Basic Oracle Spellcasting"],"rarity":"common","slug":"feat-6219"},{"skill_mod":{},"summary":"You gain your mystery’s initial revelation spell.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Oracle Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6220","weakness":{},"archetype":["Oracle"],"name":"First Revelation","legacy_id":["feat-1854"],"trait":["Archetype"],"id":"feat-6220","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > First Revelation Source Player Core 2 pg. 180 Archetype Oracle Prerequisites Oracle Dedication --- You gain your mystery’s initial revelation spell. If you don’t have one, you gain a focus pool of 1 Focus Point. You can Refocus by reconciling the conflicting nature of your mystery, which also reduces your cursebound value by 1.","category":"feat","pfs":"Standard","feat":["First Revelation"],"rarity":"common","slug":"feat-6220"},{"skill_mod":{},"summary":"You gain one oracle feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Mysteries","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6221","weakness":{},"archetype":["Oracle"],"name":"Advanced Mysteries","legacy_id":["feat-1855"],"trait":["Archetype"],"id":"feat-6221","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Mysteries Source Player Core 2 pg. 180 Archetype Oracle Prerequisites Basic Mysteries --- You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level. Special You can select this feat more than once. Each time, you gain another oracle feat.","category":"feat","pfs":"Standard","feat":["Advanced Mysteries"],"rarity":"common","slug":"feat-6221"},{"skill_mod":{},"summary":"Increase the spell slots you gain from oracle archetype feats","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Oracle Spellcasting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6222","weakness":{},"archetype":["Oracle"],"name":"Mysterious Breadth","legacy_id":["feat-1856"],"trait":["Archetype"],"id":"feat-6222","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mysterious Breadth Source Player Core 2 pg. 180 Archetype Oracle Prerequisites Basic Oracle Spellcasting --- Increase the number of spells in your repertoire and number of spell slots you gain from oracle archetype feats by 1 for each spell rank other than your two highest oracle spell slots.","category":"feat","pfs":"Standard","feat":["Mysterious Breadth"],"rarity":"common","slug":"feat-6222"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"legacy_id":["feat-1857"],"trait":["Archetype"],"id":"feat-6223","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Oracle Spellcasting Source Player Core 2 pg. 180 Archetype Oracle Prerequisites Basic Oracle Spellcasting; Master in Religion --- You gain the expert spellcasting benefits. Expert Oracle Spellcasting leads to... Master Oracle Spellcasting","feat":["Expert Oracle Spellcasting"],"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Player Core 2","trait_group":["Feat"],"level":12,"prerequisite":"Basic Oracle Spellcasting; Master in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6223","archetype":["Oracle"],"name":"Expert Oracle Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6223"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"legacy_id":["feat-1858"],"trait":["Archetype"],"id":"feat-6224","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Oracle Spellcasting Source Player Core 2 pg. 180 Archetype Oracle Prerequisites Expert Oracle Spellcasting; Legendary in Religion --- You gain the master spellcasting benefits.","feat":["Master Oracle Spellcasting"],"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Player Core 2","trait_group":["Feat"],"level":18,"prerequisite":"Expert Oracle Spellcasting; Legendary in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6224","archetype":["Oracle"],"name":"Master Oracle Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6224"},{"skill_mod":{},"summary":"Choose a bloodline.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6225","weakness":{},"archetype":["Sorcerer"],"name":"Sorcerer Dedication","legacy_id":["feat-734"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-6225","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sorcerer Dedication Source Player Core 2 pg. 181 Archetype Sorcerer Prerequisites Charisma +2 --- Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline. Sorcerer Dedication leads to... Basic Blood Potency, Basic Bloodline Spell, Basic Sorcerer Spellcasting","category":"feat","pfs":"Standard","feat":["Sorcerer Dedication"],"rarity":"common","slug":"feat-6225"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sorcerer Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6226","weakness":{},"archetype":["Sorcerer"],"name":"Basic Sorcerer Spellcasting","legacy_id":["feat-735"],"trait":["Archetype"],"id":"feat-6226","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Sorcerer Spellcasting Source Player Core 2 pg. 181 Archetype Sorcerer Prerequisites Sorcerer Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the sorcerer archetype, add a spell of the appropriate spell rank to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered. Basic Sorcerer Spellcasting leads to... Bloodline Breadth, Expert Sorcerer Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Sorcerer Spellcasting"],"rarity":"common","slug":"feat-6226"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level sorcerer feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sorcerer Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6227","weakness":{},"archetype":["Sorcerer"],"name":"Basic Blood Potency","legacy_id":["feat-736"],"trait":["Archetype"],"id":"feat-6227","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Blood Potency Source Player Core 2 pg. 181 Archetype Sorcerer Prerequisites Sorcerer Dedication --- You gain a 1st- or 2nd-level sorcerer feat. Basic Blood Potency leads to... Advanced Blood Potency","category":"feat","pfs":"Standard","feat":["Basic Blood Potency"],"rarity":"common","slug":"feat-6227"},{"skill_mod":{},"summary":"You gain your bloodline’s initial bloodline spell.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Sorcerer Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6228","weakness":{},"archetype":["Sorcerer"],"name":"Basic Bloodline Spell","legacy_id":["feat-737"],"trait":["Archetype"],"id":"feat-6228","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Bloodline Spell Source Player Core 2 pg. 181 Archetype Sorcerer Prerequisites Sorcerer Dedication --- You gain your bloodline’s initial bloodline spell. If you don’t already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort.","category":"feat","pfs":"Standard","feat":["Basic Bloodline Spell"],"rarity":"common","slug":"feat-6228"},{"skill_mod":{},"summary":"You gain one sorcerer feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Blood Potency","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6229","weakness":{},"archetype":["Sorcerer"],"name":"Advanced Blood Potency","legacy_id":["feat-738"],"trait":["Archetype"],"id":"feat-6229","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Blood Potency Source Player Core 2 pg. 181 Archetype Sorcerer Prerequisites Basic Blood Potency --- You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level. Special You can select this feat more than once. Each time you do, you gain another sorcerer feat.","category":"feat","pfs":"Standard","feat":["Advanced Blood Potency"],"rarity":"common","slug":"feat-6229"},{"skill_mod":{},"summary":"Your repertoire expands, and you can cast more spells of your bloodline’s tradition each day.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Basic Sorcerer Spellcasting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6230","weakness":{},"archetype":["Sorcerer"],"name":"Bloodline Breadth","legacy_id":["feat-739"],"trait":["Archetype"],"id":"feat-6230","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Bloodline Breadth Source Player Core 2 pg. 181 Archetype Sorcerer Prerequisites Basic Sorcerer Spellcasting --- Your repertoire expands, and you can cast more spells of your bloodline’s tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell rank other than your two highest sorcerer spell slots.","category":"feat","pfs":"Standard","feat":["Bloodline Breadth"],"rarity":"common","slug":"feat-6230"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion"],"legacy_id":["feat-740"],"trait":["Archetype"],"id":"feat-6231","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Sorcerer Spellcasting Source Player Core 2 pg. 181 Archetype Sorcerer Prerequisites Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline --- You gain the expert spellcasting benefits. Expert Sorcerer Spellcasting leads to... Master Sorcerer Spellcasting","feat":["Expert Sorcerer Spellcasting"],"skill_mod":{},"summary":"You gain the expert spellcasting benefits.","primary_source":"Player Core 2","trait_group":["Feat"],"level":12,"prerequisite":"Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6231","archetype":["Sorcerer"],"name":"Expert Sorcerer Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6231"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion"],"legacy_id":["feat-741"],"trait":["Archetype"],"id":"feat-6232","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Sorcerer Spellcasting Source Player Core 2 pg. 181 Archetype Sorcerer Prerequisites Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline --- You gain the master spellcasting benefits.","feat":["Master Sorcerer Spellcasting"],"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Player Core 2","trait_group":["Feat"],"level":18,"prerequisite":"Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6232","archetype":["Sorcerer"],"name":"Master Sorcerer Spellcasting","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6232"},{"skill_mod":{},"summary":"Choose a swashbuckler’s style.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Charisma +2; Dexterity +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6233","weakness":{},"archetype":["Swashbuckler"],"name":"Swashbuckler Dedication","legacy_id":["feat-1859"],"trait":["Archetype","Dedication","Multiclass"],"id":"feat-6233","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Swashbuckler Dedication Source Player Core 2 pg. 182 Archetype Swashbuckler Prerequisites Charisma +2; Dexterity +2 --- Choose a swashbuckler's style. You gain the panache and stylish combatant class features, and you apply the bravado trait to Tumble Through and any actions indicated in your swashbuckler style, allowing you to gain panache. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style. Swashbuckler Dedication leads to... Basic Flair, Evasiveness, Finishing Precision, Swashbuckler's Riposte, Swashbuckler's Speed","category":"feat","pfs":"Standard","feat":["Swashbuckler Dedication"],"rarity":"common","slug":"feat-6233"},{"skill_mod":{},"summary":"You gain a 1st- or 2nd-level swashbuckler feat of your choice.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Swashbuckler Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6234","weakness":{},"archetype":["Swashbuckler"],"name":"Basic Flair","legacy_id":["feat-1860"],"trait":["Archetype"],"id":"feat-6234","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Basic Flair Source Player Core 2 pg. 182 Archetype Swashbuckler Prerequisites Swashbuckler Dedication --- You gain a 1st- or 2nd-level swashbuckler feat of your choice. Basic Flair leads to... Advanced Flair","category":"feat","pfs":"Standard","feat":["Basic Flair"],"rarity":"common","slug":"feat-6234"},{"skill_mod":{},"summary":"You’ve learned how to land daring blows when you have panache.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Swashbuckler Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6235","weakness":{},"archetype":["Swashbuckler"],"name":"Finishing Precision","legacy_id":["feat-1861"],"trait":["Archetype"],"id":"feat-6235","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Finishing Precision Source Player Core 2 pg. 182 Archetype Swashbuckler Prerequisites Swashbuckler Dedication --- You’ve learned how to land daring blows when you have panache. You gain the precise strike class feature but you deal 1 additional precision damage on a hit and 1d6 precision damage on a finisher. This damage doesn’t increase as you gain levels. In addition, you gain the Basic Finisher action. Basic Finisher Single Action (Finisher, Swashbuckler) You make a graceful, deadly attack. Attempt a Strike; if you hit and your weapon qualifies for precise strike, you deal the full 1d6 damage from precise strike.","category":"feat","pfs":"Standard","feat":["Finishing Precision"],"rarity":"common","slug":"feat-6235"},{"skill_mod":{},"summary":"You gain one swashbuckler feat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Basic Flair","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6236","weakness":{},"archetype":["Swashbuckler"],"name":"Advanced Flair","legacy_id":["feat-1862"],"trait":["Archetype"],"id":"feat-6236","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Flair Source Player Core 2 pg. 182 Archetype Swashbuckler Prerequisites Basic Flair --- You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level. Special You can select this feat more than once. Each time you select it, you gain another swashbuckler feat.","category":"feat","pfs":"Standard","feat":["Advanced Flair"],"rarity":"common","slug":"feat-6236"},{"skill_mod":{},"summary":"You’ve learned to riposte against ill-conceived attacks.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Swashbuckler Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6237","weakness":{},"archetype":["Swashbuckler"],"name":"Swashbuckler's Riposte","legacy_id":["feat-1863"],"trait":["Archetype"],"id":"feat-6237","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Swashbuckler's Riposte Source Player Core 2 pg. 182 Archetype Swashbuckler Prerequisites Swashbuckler Dedication --- You’ve learned to riposte against ill-conceived attacks. You gain the Opportune Riposte reaction.","category":"feat","pfs":"Standard","feat":["Swashbuckler's Riposte"],"rarity":"common","slug":"feat-6237"},{"skill_mod":{},"summary":"You move with a swashbuckler’s speed and grace.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Swashbuckler Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6238","weakness":{},"archetype":["Swashbuckler"],"name":"Swashbuckler's Speed","legacy_id":["feat-1864"],"trait":["Archetype"],"id":"feat-6238","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Swashbuckler's Speed Source Player Core 2 pg. 182 Archetype Swashbuckler Prerequisites Swashbuckler Dedication --- You move with a swashbuckler’s speed and grace. You gain a +5-foot status bonus to your Speeds; this increases to a +10-foot status bonus while you have panache.","category":"feat","pfs":"Standard","feat":["Swashbuckler's Speed"],"rarity":"common","slug":"feat-6238"},{"legacy_name":["Evasiveness (Swashbuckler)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1865"],"trait":["Archetype"],"id":"feat-6239","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Evasiveness Source Player Core 2 pg. 182 Archetype Swashbuckler Prerequisites Swashbuckler Dedication; expert in Reflex Saves --- Your proficiency rank for Reflex saves increases to master.","feat":["Evasiveness"],"skill_mod":{},"summary":"Your proficiency rank for Reflex saves increases to master.","primary_source":"Player Core 2","trait_group":["Feat"],"level":12,"prerequisite":"Swashbuckler Dedication; expert in Reflex Saves","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6239","archetype":["Swashbuckler"],"name":"Evasiveness","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6239"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"legacy_id":["feat-1873"],"trait":["Archetype","Dedication"],"id":"feat-6240","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Acrobat Dedication Source Player Core 2 pg. 183 Archetype Acrobat Prerequisites Trained in Acrobatics --- You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain. Acrobat Dedication leads to... Contortionist, Costume Change, Dodge Away, Fight Choreography, Fit for the Role, Graceful Leaper, More Real than Real, Operatic Adventurer, Tumbling Opportunist, Tumbling Strike, Virtuosic Dancer","feat":["Acrobat Dedication"],"skill_mod":{},"summary":"You become an expert in Acrobatics .","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6240","archetype":["Acrobat"],"name":"Acrobat Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6240"},{"skill_mod":{},"summary":"You can squeeze out of tight situations by twisting and bending your body into unnatural positions, gaining an advantage against foes that try to pin you down.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Acrobat Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6241","weakness":{},"archetype":["Acrobat"],"name":"Contortionist","legacy_id":["feat-1874"],"trait":["Archetype"],"id":"feat-6241","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Contortionist Source Player Core 2 pg. 183 Archetype Acrobat Prerequisites Acrobat Dedication --- You can squeeze out of tight situations by twisting and bending your body into unnatural positions, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you're a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is off-guard against the next attack you make against it before the end of your next turn.","category":"feat","pfs":"Standard","feat":["Contortionist"],"rarity":"common","slug":"feat-6241"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1875"],"trait":["Archetype"],"id":"feat-6242","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Dodge Away Reaction Source Player Core 2 pg. 183 Archetype Acrobat Prerequisites Acrobat Dedication Trigger You are the target of a melee attack. Requirements You're aware of the attack and aren't off-guard. --- You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you're a master in Acrobatics, you can move 10 feet for this Step instead of 5 feet.","feat":["Dodge Away"],"skill_mod":{},"summary":"You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving if you choose.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Acrobat Dedication","source_category":["Rulebooks"],"requirement":"You're aware of the attack and aren't off-guard .","trigger":"You are the target of a melee attack.","resistance":{},"url":"/Feats.aspx?ID=6242","archetype":["Acrobat"],"name":"Dodge Away","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6242"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Acrobatics"],"legacy_id":["feat-1876"],"trait":["Archetype","Skill"],"id":"feat-6243","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Graceful Leaper Source Player Core 2 pg. 183 Archetype Acrobat Prerequisites Acrobat Dedication; Master in Acrobatics --- Mass and muscle are meaningless when you propel yourself through the air; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.","feat":["Graceful Leaper"],"skill_mod":{},"summary":"Mass and muscle are meaningless when you propel yourself through the air; only grace and balance matter.","primary_source":"Player Core 2","trait_group":["Feat"],"level":7,"prerequisite":"Acrobat Dedication; Master in Acrobatics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6243","archetype":["Acrobat"],"name":"Graceful Leaper","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6243"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1877"],"trait":["Archetype","Flourish","Move"],"id":"feat-6244","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Tumbling Strike Single Action Source Player Core 2 pg. 183 Archetype Acrobat Prerequisites Acrobat Dedication Requirements You are adjacent to an enemy. --- You deftly dive through a gap left by a foe to deliver an advantageous blow. Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you. Critical Success You move through the enemy’s space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn’t trigger reactions. You can’t move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is off-guard against that Strike. Success As critical success, but the enemy isn’t off-guard against the Strike. Failure You remain in your original space but can still Strike. Critical Failure You neither move nor Strike.","feat":["Tumbling Strike"],"skill_mod":{},"summary":"You deftly dive through a gap left by a foe to deliver an advantageous blow.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Acrobat Dedication","source_category":["Rulebooks"],"requirement":"You are adjacent to an enemy.","resistance":{},"url":"/Feats.aspx?ID=6244","archetype":["Acrobat"],"name":"Tumbling Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6244"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-1878"],"trait":["Archetype","Attack"],"id":"feat-6245","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Tumbling Opportunist Free Action Source Player Core 2 pg. 183 Archetype Acrobat Frequency once per minute Prerequisites Acrobat Dedication Requirements Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy’s space. --- You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.","feat":["Tumbling Opportunist"],"skill_mod":{},"summary":"You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Acrobat Dedication","source_category":["Rulebooks"],"requirement":"Your most recent action was to Tumble Through or Tumbling Strike , and you successfully moved through an enemy’s space.","resistance":{},"url":"/Feats.aspx?ID=6245","archetype":["Acrobat"],"name":"Tumbling Opportunist","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6245"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Thievery","Society","Thievery"],"legacy_id":["feat-1879"],"trait":["Archetype","Dedication"],"id":"feat-6246","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Archaeologist Dedication Source Player Core 2 pg. 184 Archetype Archaeologist Prerequisites Trained in Society; Trained in Thievery --- You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures. Archaeologist Dedication leads to... Archaeologist's Luck, Magical Scholastics, Scholastic Identification, Settlement Scholastics","feat":["Archaeologist Dedication"],"skill_mod":{},"summary":"You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Society; Trained in Thievery","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6246","archetype":["Archaeologist"],"name":"Archaeologist Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6246"},{"skill_mod":{},"summary":"While study is key to your success, a bit of magic can be a helpful aid in discovering the secrets of the past.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Archaeologist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6247","weakness":{},"archetype":["Archaeologist"],"name":"Magical Scholastics","legacy_id":["feat-1880"],"trait":["Archetype"],"id":"feat-6247","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Magical Scholastics Source Player Core 2 pg. 184 Archetype Archaeologist Prerequisites Archaeologist Dedication --- While study is key to your success, a bit of magic can be a helpful aid in discovering the secrets of the past. You can cast detect magic , guidance , and read aura as occult innate cantrips. Magical Scholastics leads to... Greater Magical Scholastics","category":"feat","pfs":"Standard","feat":["Magical Scholastics"],"rarity":"common","slug":"feat-6247"},{"skill_mod":{},"summary":"Your studies open up new horizons.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Archaeologist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6248","weakness":{},"archetype":["Archaeologist"],"name":"Settlement Scholastics","legacy_id":["feat-1881"],"trait":["Archetype","Skill"],"id":"feat-6248","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Settlement Scholastics Source Player Core 2 pg. 184 Archetype Archaeologist Prerequisites Archaeologist Dedication --- Your studies open up new horizons. Choose a specific settlement. You gain the Additional Lore skill feat in the Lore skill for that settlement and learn a single common or uncommon language of your choice that's prevalent in that settlement. Special You can take this feat multiple times. When you take this feat again, choose a different settlement.","category":"feat","pfs":"Standard","feat":["Settlement Scholastics"],"rarity":"common","slug":"feat-6248"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Society"],"legacy_id":["feat-1882"],"trait":["Archetype","Skill"],"id":"feat-6249","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Scholastic Identification Source Player Core 2 pg. 184 Archetype Archaeologist Prerequisites Archaeologist Dedication; Master in Society --- You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance.","feat":["Scholastic Identification"],"skill_mod":{},"summary":"You have the knowledge needed to understand ancient texts and cultural artifacts.","primary_source":"Player Core 2","trait_group":["Feat"],"level":7,"prerequisite":"Archaeologist Dedication; Master in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6249","archetype":["Archaeologist"],"name":"Scholastic Identification","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6249"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per hour","weakness":{},"legacy_id":["feat-1883"],"trait":["Archetype","Fortune"],"id":"feat-6250","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Archaeologist's Luck Free Action Source Player Core 2 pg. 184 Archetype Archaeologist Frequency once per hour Prerequisites Archaeologist Dedication Trigger You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects. --- You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.","feat":["Archaeologist's Luck"],"skill_mod":{},"summary":"You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Archaeologist Dedication","source_category":["Rulebooks"],"trigger":"You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.","resistance":{},"url":"/Feats.aspx?ID=6250","archetype":["Archaeologist"],"name":"Archaeologist's Luck","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6250"},{"skill_mod":{},"summary":"You broaden the scope of your magical understanding, allowing you to find the right path, detect hidden objects, and conceal those objects from unscrupulous rivals.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Magical Scholastics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6251","weakness":{},"archetype":["Archaeologist"],"name":"Greater Magical Scholastics","legacy_id":["feat-1884"],"trait":["Archetype"],"id":"feat-6251","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Greater Magical Scholastics Source Player Core 2 pg. 184 Archetype Archaeologist Prerequisites Magical Scholastics --- You broaden the scope of your magical understanding, allowing you to find the right path, detect hidden objects, and conceal those objects from unscrupulous rivals. You can cast augury , locate , and veil of privacy as occult innate spells, each once per day. You can cast this veil of privacy spell only on an object, and it's automatically heightened to half your level rounded up.","category":"feat","pfs":"Standard","feat":["Greater Magical Scholastics"],"rarity":"common","slug":"feat-6251"},{"skill_mod":{},"summary":"You have familiarity with all weapons in the bow and crossbow weapon groups.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6252","weakness":{},"archetype":["Archer"],"name":"Archer Dedication","legacy_id":["feat-1885"],"trait":["Archetype","Dedication"],"id":"feat-6252","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Archer Dedication Source Player Core 2 pg. 185 Archetype Archer --- You have familiarity with all weapons in the bow and crossbow weapon groups. For the purposes of proficiency, treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. If you are at least an expert in the bow or crossbow you are using, you get the critical specialization effect of that weapon when you get a critical hit with it. Archer Dedication leads to... Archer's Aim, Crossbow Terror, Quick Shot, Unobstructed Shot","category":"feat","pfs":"Standard","feat":["Archer Dedication"],"rarity":"common","slug":"feat-6252"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1886"],"trait":["Archetype"],"id":"feat-6253","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Shot Single Action Source Player Core 2 pg. 185 Archetype Archer Prerequisites Archer Dedication --- You draw your bow and attack with the same action. You Interact to draw a weapon from the bow or crossbow weapon group that is loaded or has reload 0, then Strike with that weapon.","feat":["Quick Shot"],"skill_mod":{},"summary":"You draw your bow and attack with the same action.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6253","archetype":["Archer"],"name":"Quick Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6253"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1888"],"trait":["Archetype"],"id":"feat-6254","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Crossbow Terror Single Action Source Player Core 2 pg. 185 Archetype Archer Prerequisites Archer Dedication --- Your skill with a crossbow strikes terror into your opponents when you threaten them with the next bolt. Interact to reload a crossbow and then attempt an Intimidation check to Demoralize. You gain a +2 circumstance bonus to this check if you succeeded at a Strike with a crossbow this turn.","feat":["Crossbow Terror"],"skill_mod":{},"summary":"Your skill with a crossbow strikes terror into your opponents when you threaten them with the next bolt.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6254","archetype":["Archer"],"name":"Crossbow Terror","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6254"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1889"],"trait":["Archetype","Concentrate"],"id":"feat-6255","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Archer's Aim Two Actions Source Player Core 2 pg. 185 Archetype Archer Prerequisites Archer Dedication --- You slow down, focus, and take a careful shot. Make a ranged Strike with a weapon in the bow or crossbow weapon group. You gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5.","feat":["Archer's Aim"],"skill_mod":{},"summary":"You slow down, focus, and take a careful shot.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6255","archetype":["Archer"],"name":"Archer's Aim","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6255"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"trait":["Archetype","Flourish"],"id":"feat-6256","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unobstructed Shot Two Actions Source Player Core 2 pg. 185 Archetype Archer Prerequisites Archer Dedication; Expert in Athletics --- With a quick use of brute force, you remove an obstacle and take a calculated shot as part of the same motion. Attempt to Shove or Trip one adjacent creature, then make a ranged Strike with a bow or crossbow you're wielding. The Strike is made at the same multiple attack penalty as the Shove or Trip attempt, and this activity counts as one attack when calculating your multiple attack penalty.","feat":["Unobstructed Shot"],"skill_mod":{},"summary":"With a quick use of brute force, you remove an obstacle and take a calculated shot as part of the same motion.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Archer Dedication; Expert in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6256","archetype":["Archer"],"name":"Unobstructed Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6256"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Stealth","Deception","Stealth"],"legacy_id":["feat-1890"],"trait":["Archetype","Dedication"],"id":"feat-6257","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Assassin Dedication Source Player Core 2 pg. 186 Archetype Assassin Prerequisites Trained in Deception; Trained in Stealth --- You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity. Mark for Death Three Actions (concentrate) Requirements The creature you intend to mark is observed by you; Effect You designate a single creature as your mark. Using Mark for Death while hidden or undetected doesn't make you observed. Mark for Death lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark, as well as to Deception checks to Feint against your mark. Your mark takes a –2 circumstance penalty to all Perception checks to Seek you. In addition, when attacking your mark, you have the sneak attack class feature, except it deals 1d4 precision damage and you don't increase the number of dice as you gain levels. At 6th level, the damage increases to 1d6. If you already have the sneak attack class feature, you instead deal an additional 1 precision damage with your sneak attacks made against your mark, increasing to 2 precision damage at 6th level. Assassin Dedication leads to... Angel of Death, Assassinate, Expert Backstabber, Surprise Attack","feat":["Assassin Dedication"],"skill_mod":{},"summary":"You've trained to assassinate your foes, and you do so with tenacity and precision.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Deception; Trained in Stealth","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6257","archetype":["Assassin"],"name":"Assassin Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6257"},{"skill_mod":{},"summary":"You excel at quickly dispatching your foes.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Assassin Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6258","weakness":{},"archetype":["Assassin"],"name":"Expert Backstabber","legacy_id":["feat-1891"],"trait":["Archetype"],"id":"feat-6258","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Expert Backstabber Source Player Core 2 pg. 186 Archetype Assassin Prerequisites Assassin Dedication --- You excel at quickly dispatching your foes. When you Strike an off-guard foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon , you deal 4 extra precision damage instead of 2.","category":"feat","pfs":"Standard","feat":["Expert Backstabber"],"rarity":"common","slug":"feat-6258"},{"skill_mod":{},"summary":"You act before foes can react.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Assassin Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6259","weakness":{},"archetype":["Assassin"],"name":"Surprise Attack","legacy_id":["feat-1892"],"trait":["Archetype"],"id":"feat-6259","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Surprise Attack Source Player Core 2 pg. 186 Archetype Assassin Prerequisites Assassin Dedication --- You act before foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.","category":"feat","pfs":"Standard","feat":["Surprise Attack"],"rarity":"common","slug":"feat-6259"},{"skill_mod":{},"summary":"All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Assassin Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6260","weakness":{},"archetype":["Assassin"],"name":"Angel of Death","legacy_id":["feat-1893"],"trait":["Archetype"],"id":"feat-6260","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Angel of Death Source Player Core 2 pg. 186 Archetype Assassin Prerequisites Assassin Dedication --- All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. In addition, if the creature is killed this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract rank is higher than half your level rounded up, or originates from an artifact or a deity. Use the level you were when you killed the creature, even if your level is higher at the time the attempt was made.","category":"feat","pfs":"Standard","feat":["Angel of Death"],"rarity":"common","slug":"feat-6260"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1894"],"trait":["Archetype"],"id":"feat-6261","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Assassinate Two Actions Source Player Core 2 pg. 186 Archetype Assassin Prerequisites Assassin Dedication Requirements You have designated a mark using Mark for Death and are completely unnoticed by your mark. --- You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes an additional 6d6 precision damage with a basic Fortitude save against the higher of your class DC or spell DC. If the mark critically fails, it dies unless its level is higher than yours. Regardless of the result of its save, the creature is temporarily immune to your Assassinate for 1 day.","feat":["Assassinate"],"skill_mod":{},"summary":"You strike with one swift movement, trying to instantly slay your mark.","primary_source":"Player Core 2","trait_group":["Feat"],"level":12,"prerequisite":"Assassin Dedication","source_category":["Rulebooks"],"requirement":"You have designated a mark using Mark for Death and are completely unnoticed by your mark.","resistance":{},"url":"/Feats.aspx?ID=6261","archetype":["Assassin"],"name":"Assassinate","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6261"},{"skill_mod":{},"summary":"You are particularly skilled at using a shield to protect yourself in combat.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Shield Block","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6262","weakness":{},"archetype":["Bastion"],"name":"Bastion Dedication","legacy_id":["feat-1895"],"trait":["Archetype","Dedication"],"id":"feat-6262","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bastion Dedication Source Player Core 2 pg. 187 Archetype Bastion Prerequisites Shield Block --- You are particularly skilled at using a shield to protect yourself in combat. You gain the Reactive Shield fighter feat. Bastion Dedication leads to... Destructive Block, Disarming Block, Nimble Shield Hand, Shield Salvation","category":"feat","pfs":"Standard","feat":["Bastion Dedication"],"rarity":"common","slug":"feat-6262"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-1896"],"trait":["Archetype"],"id":"feat-6263","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Disarming Block Free Action Source Player Core 2 pg. 187 Archetype Bastion Prerequisites Bastion Dedication; Trained in Athletics Trigger You Shield Block a melee Strike made with a held weapon. --- With deft and practiced movement, you block at an angle to potentially dislodge the weapon. You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don’t have a hand free.","feat":["Disarming Block"],"skill_mod":{},"summary":"With deft and practiced movement, you block at an angle to potentially dislodge the weapon.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Bastion Dedication; Trained in Athletics","source_category":["Rulebooks"],"trigger":"You Shield Block a melee Strike made with a held weapon.","resistance":{},"url":"/Feats.aspx?ID=6263","archetype":["Bastion"],"name":"Disarming Block","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6263"},{"skill_mod":{},"summary":"You are so used to wielding a shield that you can do so even while using the hand that’s holding it for other tasks that require the dexterity of a hand.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Bastion Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6264","weakness":{},"archetype":["Bastion"],"name":"Nimble Shield Hand","legacy_id":["feat-1897"],"trait":["Archetype"],"id":"feat-6264","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Nimble Shield Hand Source Player Core 2 pg. 187 Archetype Bastion Prerequisites Bastion Dedication --- You are so used to wielding a shield that you can do so even while using the hand that’s holding it for other tasks that require the dexterity of a hand. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can’t use it to wield a weapon). This benefit doesn’t apply to tower shields, which are still too cumbersome.","category":"feat","pfs":"Standard","feat":["Nimble Shield Hand"],"rarity":"common","slug":"feat-6264"},{"skill_mod":{},"summary":"You can protect yourself more effectively, at the expense of your shield.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Bastion Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6265","weakness":{},"archetype":["Bastion"],"name":"Destructive Block","legacy_id":["feat-1898"],"trait":["Archetype"],"id":"feat-6265","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Destructive Block Source Player Core 2 pg. 187 Archetype Bastion Prerequisites Bastion Dedication --- You can protect yourself more effectively, at the expense of your shield. When you Shield Block, you can reduce the damage to yourself by double the shield’s Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can’t use Destructive Block if your shield can’t typically be broken or destroyed, such as if you’re using an indestructible shield.","category":"feat","pfs":"Standard","feat":["Destructive Block"],"rarity":"common","slug":"feat-6265"},{"skill_mod":{},"summary":"You can save your shield from total destruction, even after a devastating attack.","primary_source":"Player Core 2","trait_group":["Feat","Class"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Bastion Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6266","weakness":{},"archetype":["Bastion"],"name":"Shield Salvation","legacy_id":["feat-1899"],"trait":["Archetype","Guardian"],"id":"feat-6266","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shield Salvation Source Player Core 2 pg. 187 Archetype Bastion (Level 12) Prerequisites Bastion Dedication --- You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it thoroughly, preventing you from using Shield Salvation to save the same shield until your next preparations.","category":"feat","pfs":"Standard","feat":["Shield Salvation"],"rarity":"common","slug":"feat-6266"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"legacy_id":["feat-1900"],"trait":["Archetype","Dedication"],"id":"feat-6267","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Beastmaster Dedication Source Player Core 2 pg. 188 Archetype Beastmaster Prerequisites Trained in Nature --- You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion. Beastmaster Dedication leads to... Additional Companion, Beastmaster Bond, Beastmaster's Call, Beastmaster's Trance, Mature Beastmaster Companion, Swift Guardian Beastmaster Animal Companions If you're playing a beastmaster, you determine the statistics and abilities of your animal companions. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your “active companion,” follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.\n","feat":["Beastmaster Dedication"],"skill_mod":{},"summary":"You gain the service of a young animal companion that travels with you and obeys your commands.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6267","archetype":["Beastmaster"],"name":"Beastmaster Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6267"},{"skill_mod":{},"summary":"Another animal joins you in your travels.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6268","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Additional Companion","legacy_id":["feat-1901"],"trait":["Archetype"],"id":"feat-6268","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Additional Companion Source Player Core 2 pg. 188 Archetypes Beastmaster, Undead Master (Level 4) Prerequisites Beastmaster Dedication --- Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions from all sources.","category":"feat","pfs":"Standard","feat":["Additional Companion"],"rarity":"common","slug":"feat-6268"},{"skill_mod":{},"summary":"All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. Your animal companion has greater independence.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6269","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Mature Beastmaster Companion","legacy_id":["feat-1903"],"trait":["Archetype"],"id":"feat-6269","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Mature Beastmaster Companion Source Player Core 2 pg. 188 Archetypes Beastmaster, Undead Master (Level 4) Prerequisites Beastmaster Dedication --- All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. Your animal companion has greater independence. During an encounter, even if you don't use the Command an Animal action, your active animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed).. It can do this at any point during your turn, as long as you aren't currently taking an action. If it does, that's all the actions it gets that round— you can't Command it later. Mature Beastmaster Companion leads to... Incredible Beastmaster Companion, Lead the Pack","category":"feat","pfs":"Standard","feat":["Mature Beastmaster Companion"],"rarity":"common","slug":"feat-6269"},{"skill_mod":{},"summary":"You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6270","weakness":{},"archetype":["Beastmaster"],"name":"Beastmaster's Trance","legacy_id":["feat-1904"],"trait":["Archetype"],"id":"feat-6270","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Beastmaster's Trance Source Player Core 2 pg. 188 Archetype Beastmaster Prerequisites Beastmaster Dedication --- You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance .","category":"feat","pfs":"Standard","feat":["Beastmaster's Trance"],"rarity":"common","slug":"feat-6270"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype","Concentrate"],"id":"feat-6271","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Swift Guardian Free Action Source Player Core 2 pg. 188 Archetype Beastmaster Prerequisites Beastmaster Dedication; Call Companion Trigger You roll initative. --- When danger appears, you quickly send away your active companion and call in a different animal ally. You use Call Companion. The new animal companion typically arrives in the same location as the one that departed, though the GM might adjust this depending on the circumstances and Speeds of the animals. If you have Lead the Pack, you can swap one of your two active companions for an inactive companion.","feat":["Swift Guardian"],"skill_mod":{},"summary":"When danger appears, you quickly send away your active companion and call in a different animal ally.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Beastmaster Dedication; Call Companion","source_category":["Rulebooks"],"trigger":"You roll initative.","resistance":{},"url":"/Feats.aspx?ID=6271","archetype":["Beastmaster"],"name":"Swift Guardian","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6271"},{"skill_mod":{},"summary":"Your mature animal companions continue to grow and develop.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Mature Beastmaster Companion","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6272","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Incredible Beastmaster Companion","legacy_id":["feat-1905"],"trait":["Archetype"],"id":"feat-6272","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Beastmaster Companion Source Player Core 2 pg. 189 Archetypes Beastmaster, Undead Master (Level 8) Prerequisites Mature Beastmaster Companion --- Your mature animal companions continue to grow and develop. Each of them becomes a nimble or savage animal companion, gaining additional capabilities determined by the type of companion. You choose nimble or savage individually for each companion, including any companion that becomes mature after you take this feat. Incredible Beastmaster Companion leads to... Specialized Beastmaster Companion","category":"feat","pfs":"Standard","feat":["Incredible Beastmaster Companion"],"rarity":"common","slug":"feat-6272"},{"skill_mod":{},"summary":"You can communicate telepathically with your animal companions within 100 feet.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics","Tradition","Monster"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Beastmaster Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6273","weakness":{},"archetype":["Beastmaster"],"name":"Beastmaster Bond","legacy_id":["feat-1906"],"trait":["Archetype","Mental","Primal"],"id":"feat-6273","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Beastmaster Bond Source Player Core 2 pg. 189 Archetype Beastmaster Prerequisites Beastmaster Dedication --- You can communicate telepathically with your animal companions within 100 feet. If you’re legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.","category":"feat","pfs":"Standard","feat":["Beastmaster Bond"],"rarity":"common","slug":"feat-6273"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per turn","weakness":{},"legacy_id":["feat-1907"],"trait":["Archetype","Auditory","Concentrate","Primal"],"id":"feat-6274","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Beastmaster's Call Single Action Source Player Core 2 pg. 189 Archetype Beastmaster Frequency once per turn Prerequisites Beastmaster Dedication; Call Companion --- You quickly call in a primal projection of a non-active companion to provide the companion’s support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears at the start of your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears, and the support benefit ends immediately.","feat":["Beastmaster's Call"],"skill_mod":{},"summary":"You quickly call in a primal projection of a non-active companion to provide the companion’s support benefit.","primary_source":"Player Core 2","trait_group":["Feat","Sense","Mechanics","Tradition","Monster"],"level":12,"prerequisite":"Beastmaster Dedication; Call Companion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6274","archetype":["Beastmaster"],"name":"Beastmaster's Call","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6274"},{"skill_mod":{},"summary":"Your nimble and savage animal companions become cunning enough to become specialized.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Incredible Beastmaster Companion","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6275","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Specialized Beastmaster Companion","legacy_id":["feat-1908"],"trait":["Archetype"],"id":"feat-6275","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Specialized Beastmaster Companion Source Player Core 2 pg. 189 Archetypes Beastmaster, Undead Master (Level 14) Prerequisites Incredible Beastmaster Companion --- Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice. Choose the specialization separately for each companion, including any companion that becomes specialized after you take this feat. Special You can select this feat more than once. Each time, add a different specialization to each of your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.","category":"feat","pfs":"Standard","feat":["Specialized Beastmaster Companion"],"rarity":"common","slug":"feat-6275"},{"skill_mod":{},"summary":"You can have up to two animal companions active at once.","primary_source":"Player Core 2","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Mature Beastmaster Companion; you have multiple animal companions","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6276","weakness":{},"archetype":["Beastmaster","Undead Master"],"name":"Lead the Pack","legacy_id":["feat-1909"],"trait":["Archetype","Uncommon"],"id":"feat-6276","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Lead the Pack Source Player Core 2 pg. 189 Archetypes Beastmaster, Undead Master (Level 16) Prerequisites Mature Beastmaster Companion; you have multiple animal companions --- You can have up to two animal companions active at once. However, when you do, it’s slightly more difficult to Command them. If you don’t Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else each companion can take 1 action to Stride or Strike. Either way, you can’t Command an Animal to make either companion act again until your next turn","category":"feat","pfs":"Standard","feat":["Lead the Pack"],"rarity":"uncommon","slug":"feat-6276"},{"skill_mod":{},"summary":"You are touched by a deity and gifted with the ability to alleviate the suffering of others.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6277","weakness":{},"archetype":["Blessed One"],"name":"Blessed One Dedication","legacy_id":["feat-1910"],"trait":["Archetype","Dedication"],"id":"feat-6277","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Blessed One Dedication Source Player Core 2 pg. 190 Archetype Blessed One --- You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. You become trained in spell attack modifier and spell DC. Your spellcasting attribute is Charisma. Blessed One Dedication leads to... Blessed Denial, Blessed Sacrifice, Blessed Spell","category":"feat","pfs":"Standard","feat":["Blessed One Dedication"],"rarity":"common","slug":"feat-6277"},{"skill_mod":{},"summary":"You gain the protector’s sacrifice domain spell","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Blessed One Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6278","weakness":{},"archetype":["Blessed One"],"name":"Blessed Sacrifice","legacy_id":["feat-1911"],"trait":["Archetype"],"id":"feat-6278","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Blessed Sacrifice Source Player Core 2 pg. 190 Archetype Blessed One Prerequisites Blessed One Dedication --- You gain the protector’s sacrifice domain spell as a devotion spell.","category":"feat","pfs":"Standard","feat":["Blessed Sacrifice"],"rarity":"common","slug":"feat-6278"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per 10 minutes","weakness":{},"legacy_id":["feat-1912"],"trait":["Archetype","Concentrate","Spellshape","Metamagic"],"id":"feat-6279","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Blessed Spell Single Action Source Player Core 2 pg. 190 Archetype Blessed One Frequency once per 10 minutes Prerequisites Blessed One Dedication; Mercy; ability to cast spells from spell slots --- When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based on the spell’s DC and rank. This effect is in addition to the normal effects of your spell.","feat":["Blessed Spell"],"skill_mod":{},"summary":"When you focus your magic on an ally, you can remove harmful conditions.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Blessed One Dedication; Mercy; ability to cast spells from spell slots","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6279","archetype":["Blessed One"],"name":"Blessed Spell","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6279"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1913"],"trait":["Archetype"],"id":"feat-6280","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Blessed Denial Reaction Source Player Core 2 pg. 190 Archetype Blessed One Prerequisites Blessed One Dedication Trigger An ally within 30 feet would become frightened, drained, enfeebled, sickened, or stupefied. --- You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally has more than one eligible condition at the same time, choose one to reduce.","feat":["Blessed Denial"],"skill_mod":{},"summary":"You exude peace and protection, lessening a harmful condition as it falls upon an ally.","primary_source":"Player Core 2","trait_group":["Feat"],"level":12,"prerequisite":"Blessed One Dedication","source_category":["Rulebooks"],"trigger":"An ally within 30 feet would become frightened , drained , enfeebled , sickened , or stupefied .","resistance":{},"url":"/Feats.aspx?ID=6280","archetype":["Blessed One"],"name":"Blessed Denial","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6280"},{"skill_mod":{},"summary":"When focused on finding your quarry, you’re relentless.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6281","weakness":{},"archetype":["Bounty Hunter"],"name":"Bounty Hunter Dedication","legacy_id":["feat-1914"],"trait":["Archetype","Dedication"],"id":"feat-6281","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Bounty Hunter Dedication Source Player Core 2 pg. 191 Archetype Bounty Hunter --- When focused on finding your quarry, you’re relentless. You gain the Hunt Prey action. You can use Hunt Prey to designate a creature that you’ve observed, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you can designate a target as your prey while Gathering Information about them, in addition to designating them as your prey when Tracking them as normal. If you have already identified your target and selected them as your prey, you gain a +2 circumstance bonus to checks to Gather Information about them. If you already have Hunt Prey, you gain the Monster Hunter feat in addition to the other benefits of this feat. Bounty Hunter Dedication leads to... Keep Pace, Opportunistic Grapple, Posse, Tools of the Trade","category":"feat","pfs":"Standard","feat":["Bounty Hunter Dedication"],"rarity":"common","slug":"feat-6281"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1916"],"trait":["Archetype","Exploration"],"id":"feat-6282","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Posse Source Player Core 2 pg. 191 Archetype Bounty Hunter Prerequisites Bounty Hunter Dedication Requirements You have designated prey with Hunt Prey. --- By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to Seek your prey, to Track your prey, and to Gather Information about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey. These benefits lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they’re out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM.","feat":["Posse"],"skill_mod":{},"summary":"By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Bounty Hunter Dedication","source_category":["Rulebooks"],"requirement":"You have designated prey with Hunt Prey .","resistance":{},"url":"/Feats.aspx?ID=6282","archetype":["Bounty Hunter"],"name":"Posse","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6282"},{"skill_mod":{},"summary":"You’re well-versed in weapons that allow you to bring bounties back in one piece, or at least alive.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Bounty Hunter Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6283","weakness":{},"archetype":["Bounty Hunter"],"name":"Tools of the Trade","legacy_id":["feat-1915"],"trait":["Archetype"],"id":"feat-6283","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Tools of the Trade Source Player Core 2 pg. 191 Archetype Bounty Hunter Prerequisites Bounty Hunter Dedication --- You’re well-versed in weapons that allow you to bring bounties back in one piece, or at least alive. You have familiarity with the bola, sap, and whip; for the purposes of proficiency, you treat these weapons as simple weapons. You deal an additional 1d4 precision damage with these weapons when using them to make nonlethal Strikes against your prey while they’re off-guard to you. In addition, you take no penalty when making a nonlethal attack with a weapon without the nonlethal trait.","category":"feat","pfs":"Standard","feat":["Tools of the Trade"],"rarity":"common","slug":"feat-6283"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1917"],"trait":["Archetype"],"id":"feat-6284","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Keep Pace Reaction Source Player Core 2 pg. 191 Archetype Bounty Hunter Prerequisites Bounty Hunter Dedication Trigger Your prey is within reach and attempts to move away from you. --- Once you are upon your prey, they can’t escape. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.","feat":["Keep Pace"],"skill_mod":{},"summary":"Once you are upon your prey, they can’t escape.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Bounty Hunter Dedication","source_category":["Rulebooks"],"trigger":"Your prey is within reach and attempts to move away from you.","resistance":{},"url":"/Feats.aspx?ID=6284","archetype":["Bounty Hunter"],"name":"Keep Pace","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6284"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1918"],"trait":["Archetype"],"id":"feat-6285","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Opportunistic Grapple Reaction Source Player Core 2 pg. 191 Archetype Bounty Hunter Prerequisites Bounty Hunter Dedication Trigger Your prey critically fails on an attack roll against you with a melee Strike. Requirements Your prey is within your reach, you have one free hand, and your target is no more than one size larger than you. --- You use an opening to capture your prey. You attempt an Athletics check to Grapple your prey.","feat":["Opportunistic Grapple"],"skill_mod":{},"summary":"You use an opening to capture your prey.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Bounty Hunter Dedication","source_category":["Rulebooks"],"requirement":"Your prey is within your reach, you have one free hand, and your target is no more than one size larger than you.","trigger":"Your prey critically fails on an attack roll against you with a melee Strike .","resistance":{},"url":"/Feats.aspx?ID=6285","archetype":["Bounty Hunter"],"name":"Opportunistic Grapple","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6285"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Society","Nature","Society"],"legacy_id":["feat-1919"],"trait":["Archetype","Dedication"],"id":"feat-6286","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Cavalier Dedication Source Player Core 2 pg. 192 Archetype Cavalier Prerequisites Trained in Nature or Trained in Society --- You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge (see Cavalier Pledges sidebar), as determined by your GM. You must choose an animal companion that’s at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size). Special If you have pledged yourself to a cause, you can take a second dedication feat closely tied to that cause even if you haven’t taken two additional cavalier feats. For instance, if you pledged yourself to fight crime with a group of vigilantes, you could take the vigilante dedication without first completing the cavalier archetype. The GM determines what archetypes, if any, are valid choices. Cavalier Dedication leads to... Cavalier's Banner, Cavalier's Charge, Cushion Landing, Dashing Pickup, Defend Mount, Impressive Mount, Legendary Rider, Mounted Shield, Mounting Leap, Quick Mount, Rearing Display, Trampling Charge, Unseat, Vaulting Gallop Cavalier Pledges Many cavaliers pledge themselves in service to a specific organization or individual, such as a noble family or sovereign ruler, a knightly order or another organization, or particular ideal. A cavalier pledged to an order or ideal must uphold its edicts and is beholden to any anathema it has; for example, a cavalier pledged to the druid's animal order would be tied to that anathema, while a cavalier pledged to the church of Abadar would be held to the same standards as a cleric of that god. If you pledge yourself to an entity or cause without a stated anathema, you should work with your GM to determine the edicts and anathema associated with your pledge. Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as Cavalier's Banner. If you violate the anathema of your pledge, you lose access to those feats until you benefit from an atone ritual. Changing the subject of your pledge is equivalent to retraining a class feature.","feat":["Cavalier Dedication"],"skill_mod":{},"summary":"You gain a young animal companion that serves as your mount.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Nature or Trained in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6286","archetype":["Cavalier"],"name":"Cavalier Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6286"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1920"],"trait":["Archetype","Aura","Emotion","Mental","Uncommon","Visual"],"id":"feat-6287","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cavalier's Banner Source Player Core 2 pg. 192 Archetype Cavalier Prerequisites Cavalier Dedication Requirements You have pledged your service to a specific organization or ideal. --- You fly the banner of your pledge from your mount, raising your allies’ spirits. You and all allies in a 30-foot emanation from your mount gain a +1 circumstance bonus to Will saves and DCs against fear effects. If your banner is destroyed or removed, allies within 30 feet become frightened 1.","feat":["Cavalier's Banner"],"skill_mod":{},"summary":"You fly the banner of your pledge from your mount, raising your allies’ spirits.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics","Rarity","Sense"],"level":4,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"requirement":"You have pledged your service to a specific organization or ideal.","resistance":{},"url":"/Feats.aspx?ID=6287","archetype":["Cavalier"],"name":"Cavalier's Banner","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-6287"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1921"],"trait":["Archetype","Flourish"],"id":"feat-6288","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Cavalier's Charge Two Actions Source Player Core 2 pg. 192 Archetype Cavalier Prerequisites Cavalier Dedication Requirements You are riding your mount. --- You Command an Animal to order your mount to Stride twice. At any point during this movement, you can Strike one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll.","feat":["Cavalier's Charge"],"skill_mod":{},"summary":"You Command an Animal to order your mount to Stride twice.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"requirement":"You are riding your mount.","resistance":{},"url":"/Feats.aspx?ID=6288","archetype":["Cavalier"],"name":"Cavalier's Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6288"},{"skill_mod":{},"summary":"You’ve trained your mount to become a powerful force on the battlefield.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6289","weakness":{},"archetype":["Cavalier"],"name":"Impressive Mount","legacy_id":["feat-1922"],"trait":["Archetype"],"id":"feat-6289","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Impressive Mount Source Player Core 2 pg. 192 Archetype Cavalier Prerequisites Cavalier Dedication --- You’ve trained your mount to become a powerful force on the battlefield. The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities. Your mount has greater independence. During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later. Impressive Mount leads to... Incredible Mount","category":"feat","pfs":"Standard","feat":["Impressive Mount"],"rarity":"common","slug":"feat-6289"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"legacy_id":["feat-1923"],"trait":["Archetype","Skill"],"id":"feat-6290","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Mount Single Action Source Player Core 2 pg. 193 Archetypes Cavalier, Mammoth Lord (Level 4) Prerequisites Cavalier Dedication; Expert in Nature Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. --- You and your mount can spring into action at a moment’s notice. You Mount the creature and Command an Animal to issue it an order of your choice.","feat":["Quick Mount"],"skill_mod":{},"summary":"You and your mount can spring into action at a moment’s notice.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Cavalier Dedication; Expert in Nature","source_category":["Rulebooks"],"requirement":"You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.","resistance":{},"url":"/Feats.aspx?ID=6290","archetype":["Cavalier","Mammoth Lord"],"name":"Quick Mount","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6290"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1924"],"trait":["Archetype"],"id":"feat-6291","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Defend Mount Reaction Source Player Core 2 pg. 193 Archetype Cavalier Prerequisites Cavalier Dedication Trigger An enemy makes a Strike or spell attack against your mount while you’re riding it. --- You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own defense against the triggering attack instead your mount’s defense. If the triggering attack hits, you take the effects of the attack instead of your mount.","feat":["Defend Mount"],"skill_mod":{},"summary":"You interpose yourself between an attacker and your mount, defending your mount from harm.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"trigger":"An enemy makes a Strike or spell attack against your mount while you’re riding it.","resistance":{},"url":"/Feats.aspx?ID=6291","archetype":["Cavalier"],"name":"Defend Mount","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6291"},{"skill_mod":{},"summary":"You’ve trained with your shield to defend both yourself and your mount.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6292","weakness":{},"archetype":["Cavalier"],"name":"Mounted Shield","legacy_id":["feat-1925"],"trait":["Archetype"],"id":"feat-6292","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mounted Shield Source Player Core 2 pg. 193 Archetype Cavalier Prerequisites Cavalier Dedication --- You’ve trained with your shield to defend both yourself and your mount. When you Raise a Shield while mounted, both you and your mount gain the shield’s circumstance bonus to AC. If you have the Shield Block reaction, you can use it when your mount would take physical damage, as long as you’re riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.","category":"feat","pfs":"Standard","feat":["Mounted Shield"],"rarity":"common","slug":"feat-6292"},{"skill_mod":{},"summary":"Under your care and training, your mount has realized its innate potential.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Impressive Mount","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6293","weakness":{},"archetype":["Cavalier"],"name":"Incredible Mount","legacy_id":["feat-1926"],"trait":["Archetype"],"id":"feat-6293","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Incredible Mount Source Player Core 2 pg. 193 Archetype Cavalier Prerequisites Impressive Mount --- Under your care and training, your mount has realized its innate potential. The mount you gained through the Cavalier Dedication feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. Incredible Mount leads to... Specialized Mount","category":"feat","pfs":"Standard","feat":["Incredible Mount"],"rarity":"common","slug":"feat-6293"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1927"],"trait":["Archetype","Flourish"],"id":"feat-6294","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Trampling Charge Three Actions Source Player Core 2 pg. 193 Archetypes Cavalier, Mammoth Lord (Level 12) Prerequisites Cavalier Dedication Requirements You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.). --- You urge your mount to charge into the fray, trampling all enemies who stand in your path. You command your mount to Stride up to double its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals the damage of one of its melee Strikes to each creature whose space you move through, with a basic Reflex save against your mount’s Athletics DC. On a critical failure, the creature also becomes off-guard until the end of your next turn. Roll the damage only once. You can damage a given creature only once during this movement.","feat":["Trampling Charge"],"skill_mod":{},"summary":"You urge your mount to charge into the fray, trampling all enemies who stand in your path.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"requirement":"You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).","resistance":{},"url":"/Feats.aspx?ID=6294","archetype":["Cavalier","Mammoth Lord"],"name":"Trampling Charge","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-6294"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1928"],"trait":["Archetype"],"id":"feat-6295","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Unseat Single Action Source Player Core 2 pg. 193 Archetype Cavalier Prerequisites Cavalier Dedication Requirements You are riding your mount and wielding a Jousting weapon. --- With a mighty blow from atop your companion, you attempt to knock an opponent off their mount. Make a melee Strike against a mounted creature. If your attack hits, attempt an Athletics check against the target’s Fortitude DC. If you succeed, the target is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, the target also lands prone.","feat":["Unseat"],"skill_mod":{},"summary":"With a mighty blow from atop your companion, you attempt to knock an opponent off their mount.","primary_source":"Player Core 2","trait_group":["Feat"],"level":10,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"requirement":"You are riding your mount and wielding a Jousting weapon.","resistance":{},"url":"/Feats.aspx?ID=6295","archetype":["Cavalier"],"name":"Unseat","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6295"},{"skill_mod":{},"summary":"You’ve trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Incredible Mount","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6296","weakness":{},"archetype":["Cavalier"],"name":"Specialized Mount","legacy_id":["feat-1929"],"trait":["Archetype"],"id":"feat-6296","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Specialized Mount Source Player Core 2 pg. 193 Archetype Cavalier Prerequisites Incredible Mount --- You’ve trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice. Special You can select this feat up to three times. Each time, add a different specialization to your mount. Your mount can’t have more than three specializations.","category":"feat","pfs":"Standard","feat":["Specialized Mount"],"rarity":"common","slug":"feat-6296"},{"skill_mod":{},"summary":"You and your mount move like one being, effortlessly reading each other’s signals and synchronizing even in the thick of battle.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":20,"prerequisite":"Cavalier Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6297","weakness":{},"archetype":["Cavalier","Mammoth Lord"],"name":"Legendary Rider","legacy_id":["feat-1930"],"trait":["Archetype"],"id":"feat-6297","text":"<title level=\"1\" right=\"Feat 20\" pfs=\"Standard\" > Legendary Rider Source Player Core 2 pg. 193 Archetypes Cavalier, Mammoth Lord (Level 20) Prerequisites Cavalier Dedication --- You and your mount move like one being, effortlessly reading each other’s signals and synchronizing even in the thick of battle. Whenever you’re riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action.","category":"feat","pfs":"Standard","feat":["Legendary Rider"],"rarity":"common","slug":"feat-6297"},{"skill_mod":{},"summary":"The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6298","weakness":{},"archetype":["Celebrity"],"name":"Celebrity Dedication","legacy_id":["feat-1931"],"trait":["Archetype","Dedication"],"id":"feat-6298","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Celebrity Dedication Source Player Core 2 pg. 194 Archetype Celebrity --- The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income. Celebrity Dedication leads to... Command Attention, Costume Change, It's Not Over, Mesmerizing Gaze, More Real than Real, Never Tire, Operatic Adventurer, Perfect Pitch, Primadonna, Tempo Shift, Tragic Lament","category":"feat","pfs":"Standard","feat":["Celebrity Dedication"],"rarity":"common","slug":"feat-6298"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1932"],"trait":["Archetype"],"id":"feat-6299","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Never Tire Reaction Source Player Core 2 pg. 194 Archetype Celebrity Prerequisites Celebrity Dedication Trigger You would gain the fatigued condition. Requirements You are observed by at least three creatures who aren’t enemies. --- As long as you have an audience, you can continue to perform even when you are on the brink of collapse. Indeed, you must— you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by at least three creatures who aren’t enemies, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can’t further delay or prevent the fatigued condition after this ability ends.","feat":["Never Tire"],"skill_mod":{},"summary":"As long as you have an audience, you can continue to perform even when you are on the brink of collapse.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Celebrity Dedication","source_category":["Rulebooks"],"requirement":"You are observed by at least three creatures who aren’t enemies.","trigger":"You would gain the fatigued condition.","resistance":{},"url":"/Feats.aspx?ID=6299","archetype":["Celebrity"],"name":"Never Tire","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6299"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1933"],"trait":["Archetype","Concentrate","Emotion","Mental","Visual"],"id":"feat-6300","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Mesmerizing Gaze Two Actions Source Player Core 2 pg. 194 Archetype Celebrity Prerequisites Celebrity Dedication --- When you meet someone's gaze, they're unable to look away from you. Choose one target creature you can see and that can see you. That creature must succeed at a Will save or be fascinated with you until the end of your next turn; the DC is the higher of your class DC or spell DC. If the creature succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day.","feat":["Mesmerizing Gaze"],"skill_mod":{},"summary":"When you meet someone’s gaze, they’re unable to look away from you.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics","Sense"],"level":6,"prerequisite":"Celebrity Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6300","archetype":["Celebrity"],"name":"Mesmerizing Gaze","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6300"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1934"],"trait":["Archetype","Auditory","Aura","Concentrate","Emotion","Mental","Visual"],"id":"feat-6301","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Command Attention Single Action Source Player Core 2 pg. 194 Archetype Celebrity Prerequisites Celebrity Dedication --- You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. Whenever a creature in a 30-foot emanation around you attempts a saving throw against a different visual effect, it gets a result one degree of success better than it rolled. This is a fortune effect. When an enemy within the aura attempts to use a visual effect that involves focusing its attention on a particular creature (such as a medusa’s Focus Gaze), it must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the aura can attempt to Hide even if they don’t have cover, as you are continually providing a distraction.","feat":["Command Attention"],"skill_mod":{},"summary":"You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn.","primary_source":"Player Core 2","trait_group":["Feat","Sense","Mechanics"],"level":10,"prerequisite":"Celebrity Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6301","archetype":["Celebrity"],"name":"Command Attention","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6301"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["feat-1935"],"trait":["Archetype","Dedication"],"id":"feat-6302","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dandy Dedication Source Player Core 2 pg. 195 Archetype Dandy Prerequisites Trained in Diplomacy --- You are a consummate student of dignity, etiquette, and fashion. You become trained in Deception and Society; if you were already trained in either, you become an expert in it instead. You gain the Influence Rumor downtime activity. Dandy Dedication leads to... Bloom Cabaret Entrance, Costume Change, Distracting Flattery, Do You Know Who I Am?, Fabricated Connections, Fit for the Role, Flower Street Infamy, Gossip Lore, Ivy District Influencer, Ivy Playhouse Strike, Magpie Manor Recovery, More Real than Real, Operatic Adventurer, Party Crasher, Perfect Pitch, Petal District Socialite, Play to the Crowd, Such a Disgrace!, Sundown Street Posturing, Tragic Lament","feat":["Dandy Dedication"],"skill_mod":{},"summary":"You are a consummate student of dignity, etiquette, and fashion.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6302","archetype":["Dandy"],"name":"Dandy Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6302"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-1936"],"trait":["Archetype","Skill"],"id":"feat-6303","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Distracting Flattery Reaction Source Player Core 2 pg. 195 Archetypes Dandy, Venture-Gossip (Level 4) Prerequisites Dandy Dedication; Expert in Deception Trigger You observe a target’s attitude toward yourself or your allies decrease as a result of an ally’s behavior. --- You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make a Deception check against the target’s Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes. Success The target’s attitude doesn’t decrease as a result of your ally’s social blunder. Failure The target’s attitude decreases as normal. Critical Failure Your attempt makes matters worse, decreasing the target’s attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.","feat":["Distracting Flattery"],"skill_mod":{},"summary":"You know how to maintain a good impression and manage your image, even while keeping uncouth company.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Dandy Dedication; Expert in Deception","source_category":["Rulebooks"],"trigger":"You observe a target’s attitude toward yourself or your allies decrease as a result of an ally’s behavior.","resistance":{},"url":"/Feats.aspx?ID=6303","archetype":["Dandy","Venture-Gossip"],"name":"Distracting Flattery","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6303"},{"skill_mod":{},"summary":"Your time gossiping in fashionable salons keeps you informed on every topic.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Dandy Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6304","weakness":{},"archetype":["Dandy","Venture-Gossip","Prophet of Kalistrade"],"name":"Gossip Lore","legacy_id":["feat-1937"],"trait":["Archetype"],"id":"feat-6304","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Gossip Lore Source Player Core 2 pg. 195 Archetypes Dandy, Venture-Gossip (Level 4), Prophet of Kalistrade (Level 4) Prerequisites Dandy Dedication --- Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat. If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can’t increase your proficiency rank in Gossip Lore by any other means.","category":"feat","pfs":"Standard","feat":["Gossip Lore"],"rarity":"common","slug":"feat-6304"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-1938"],"trait":["Archetype","Skill"],"id":"feat-6305","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Fabricated Connections Source Player Core 2 pg. 195 Archetypes Dandy, Venture-Gossip (Level 7) Prerequisites Dandy Dedication; Master in Deception --- You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.","feat":["Fabricated Connections"],"skill_mod":{},"summary":"You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it.","primary_source":"Player Core 2","trait_group":["Feat"],"level":7,"prerequisite":"Dandy Dedication; Master in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6305","archetype":["Dandy","Venture-Gossip"],"name":"Fabricated Connections","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6305"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Society"],"legacy_id":["feat-1939"],"trait":["Archetype","Skill"],"id":"feat-6306","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Party Crasher Source Player Core 2 pg. 195 Archetypes Dandy, Venture-Gossip (Level 7) Prerequisites Dandy Dedication; Master in Society --- You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. This ability doesn’t apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.","feat":["Party Crasher"],"skill_mod":{},"summary":"You attend all the fashionable society parties, no matter how exclusive they might be.","primary_source":"Player Core 2","trait_group":["Feat"],"level":7,"prerequisite":"Dandy Dedication; Master in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6306","archetype":["Dandy","Venture-Gossip"],"name":"Party Crasher","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6306"},{"skill_mod":{},"summary":"You're exceptional in your use of two weapons.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6307","weakness":{},"archetype":["Dual-Weapon Warrior"],"name":"Dual-Weapon Warrior Dedication","legacy_id":["feat-1950"],"trait":["Archetype","Dedication"],"id":"feat-6307","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Dual-Weapon Warrior Dedication Source Player Core 2 pg. 196 Archetype Dual-Weapon Warrior --- You're exceptional in your use of two weapons. You gain the Double Slice fighter feat. Dual-Weapon Warrior Dedication leads to... Dual Onslaught, Dual Thrower, Dual-Weapon Blitz, Dual-Weapon Reload, Flensing Slice","category":"feat","pfs":"Standard","feat":["Dual-Weapon Warrior Dedication"],"rarity":"common","slug":"feat-6307"},{"skill_mod":{},"summary":"You know how to throw two weapons as easily as strike with them.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6308","weakness":{},"archetype":["Dual-Weapon Warrior"],"name":"Dual Thrower","legacy_id":["feat-1951"],"trait":["Archetype"],"id":"feat-6308","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dual Thrower Source Player Core 2 pg. 196 Archetype Dual-Weapon Warrior Prerequisites Dual-Weapon Warrior Dedication --- You know how to throw two weapons as easily as strike with them. Whenever a feat you gained from the dual-weapon warrior archetype allows you to make a melee Strike, you can instead make a ranged Strike with a thrown weapon or a one-handed ranged weapon you are wielding (weapons that need “1+” hand, such as longbows, don't qualify). Any effects from these feats that apply to one-handed melee weapons or melee Strikes also apply to one-handed ranged weapons and ranged Strikes.","category":"feat","pfs":"Standard","feat":["Dual Thrower"],"rarity":"common","slug":"feat-6308"},{"skill_mod":{},"summary":"You carry your ammunition in a way that allows you to reload while holding two weapons.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6309","weakness":{},"archetype":["Dual-Weapon Warrior","Crossbow Infiltrator"],"name":"Dual-Weapon Reload","legacy_id":["feat-1952"],"trait":["Archetype"],"id":"feat-6309","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dual-Weapon Reload Source Player Core 2 pg. 196 Archetypes Dual-Weapon Warrior, Crossbow Infiltrator (Level 6) Prerequisites Dual-Weapon Warrior Dedication --- You carry your ammunition in a way that allows you to reload while holding two weapons. While you're wielding two one-handed weapons, each in a different hand, you don't need a free hand to reload a one-handed ranged weapon you're wielding.","category":"feat","pfs":"Standard","feat":["Dual-Weapon Reload"],"rarity":"common","slug":"feat-6309"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1953"],"trait":["Archetype"],"id":"feat-6310","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Flensing Slice Single Action Source Player Core 2 pg. 196 Archetype Dual-Weapon Warrior Prerequisites Dual-Weapon Warrior Dedication Requirements Your last action was a Double Slice, and both attacks hit the target. --- When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes 1d8 persistent bleed damage per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). In addition, until the start of your next turn the target is off-guard, and its resistances to any physical damage types are reduced by 5.","feat":["Flensing Slice"],"skill_mod":{},"summary":"When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"requirement":"Your last action was a Double Slice , and both attacks hit the target.","resistance":{},"url":"/Feats.aspx?ID=6310","archetype":["Dual-Weapon Warrior"],"name":"Flensing Slice","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6310"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1954"],"trait":["Archetype"],"id":"feat-6311","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Dual-Weapon Blitz Two Actions Source Player Core 2 pg. 196 Archetype Dual-Weapon Warrior Prerequisites Dual-Weapon Warrior Dedication Requirements You are wielding two one handed melee weapons, each in a different hand. --- You attack as you weave your way around the battlefield. Stride up to your Speed. During this movement, you can Strike once with each of the two one-handed melee weapons. Each of these Strikes can be made at any point during your movement.","feat":["Dual-Weapon Blitz"],"skill_mod":{},"summary":"You attack as you weave your way around the battlefield.","primary_source":"Player Core 2","trait_group":["Feat"],"level":10,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"requirement":"You are wielding two one handed melee weapons, each in a different hand.","resistance":{},"url":"/Feats.aspx?ID=6311","archetype":["Dual-Weapon Warrior"],"name":"Dual-Weapon Blitz","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6311"},{"skill_mod":{},"summary":"When you lash out with both weapons, you leave no room for the target to escape your attack.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Dual-Weapon Warrior Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6312","weakness":{},"archetype":["Dual-Weapon Warrior"],"name":"Dual Onslaught","legacy_id":["feat-1955"],"trait":["Archetype"],"id":"feat-6312","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Dual Onslaught Source Player Core 2 pg. 196 Archetype Dual-Weapon Warrior Prerequisites Dual-Weapon Warrior Dedication --- When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures.","category":"feat","pfs":"Standard","feat":["Dual Onslaught"],"rarity":"common","slug":"feat-6312"},{"skill_mod":{},"summary":"You are always ready to draw your weapon and begin a duel, no matter the circumstances.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in light armor and simple weapons","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6313","weakness":{},"archetype":["Duelist"],"name":"Duelist Dedication","legacy_id":["feat-1956"],"trait":["Archetype","Dedication"],"id":"feat-6313","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Duelist Dedication Source Player Core 2 pg. 197 Archetype Duelist Prerequisites trained in light armor and simple weapons --- You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw feat, enabling you to both draw and attack with a weapon as 1 action. Duelist Dedication leads to... Duelist's Challenge, Selfless Parry, Student of the Dueling Arts","category":"feat","pfs":"Standard","feat":["Duelist Dedication"],"rarity":"common","slug":"feat-6313"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1957"],"trait":["Archetype"],"id":"feat-6314","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Duelist's Challenge Single Action Source Player Core 2 pg. 197 Archetype Duelist Prerequisites Duelist Dedication --- Select one enemy you can see and proclaim a challenge against it. That enemy is your dueling opponent until it's defeated, it flees from the encounter, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike's damage equal to the number of damage dice your weapon deals. If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.","feat":["Duelist's Challenge"],"skill_mod":{},"summary":"Select one enemy you can see and proclaim a challenge against it.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Duelist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6314","archetype":["Duelist"],"name":"Duelist's Challenge","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6314"},{"skill_mod":{},"summary":"You protect those near to you with a flash of steel and a stroke of good luck.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Dueling Parry (Fighter); Duelist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6315","weakness":{},"archetype":["Duelist"],"name":"Selfless Parry","legacy_id":["feat-1958"],"trait":["Archetype"],"id":"feat-6315","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Selfless Parry Source Player Core 2 pg. 197 Archetype Duelist Prerequisites Dueling Parry (Fighter); Duelist Dedication --- You protect those near to you with a flash of steel and a stroke of good luck. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself.","category":"feat","pfs":"Standard","feat":["Selfless Parry"],"rarity":"common","slug":"feat-6315"},{"skill_mod":{},"summary":"Dueling is your art, and your weapon is your instrument.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Duelist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6316","weakness":{},"archetype":["Duelist"],"name":"Student of the Dueling Arts","legacy_id":["feat-1959"],"trait":["Archetype"],"id":"feat-6316","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Student of the Dueling Arts Source Player Core 2 pg. 197 Archetype Duelist Prerequisites Duelist Dedication --- Dueling is your art, and your weapon is your instrument. You have studied and evaluated a great many combat techniques, which you can review each day without fail to ensure you are prepared for any and every situation that may occur. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out Duelist Dedication or Student of the Dueling Arts in this way. In addition, you can enter a stance from a duelist archetype feat you don't have by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the stance feat's prerequisites.","category":"feat","pfs":"Standard","feat":["Student of the Dueling Arts"],"rarity":"common","slug":"feat-6316"},{"skill_mod":{},"summary":"You channel powerful magic with your archery, allowing you to deliver potent spells through the tip of an arrow rather than the more mundane flick of the wrist or whatever other gestures are usually used.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"expert in at least one weapon from the or bow or crossbow weapon group","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6317","weakness":{},"archetype":["Eldritch Archer"],"name":"Eldritch Archer Dedication","legacy_id":["feat-1960"],"trait":["Archetype","Dedication","Magical"],"id":"feat-6317","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Eldritch Archer Dedication Source Player Core 2 pg. 198 Archetype Eldritch Archer Prerequisites expert in at least one weapon from the or bow or crossbow weapon group --- You channel powerful magic with your archery, allowing you to deliver potent spells through the tip of an arrow rather than the more mundane flick of the wrist or whatever other gestures are usually used. If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a tradition of your choice. You choose a common cantrip or other cantrip to which you have access. This cantrip must require a spell attack roll and come from your chosen tradition. You're trained in spell attack modifier and spell DC. Your key spellcasting attribute for these spells is Charisma. Regardless of whether you can already cast spells or gained the ability from this dedication, you gain the Eldritch Shot activity. Eldritch Shot Three Actions Requirements You are wielding a bow or a loaded crossbow; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Eldritch Shot. Combine the Strike and spell's damage for the purpose of resistances and weaknesses. Eldritch Archer Dedication leads to... Basic Eldritch Archer Spellcasting, Eldritch Reload, Enchanting Shot, Fatal Shot, Homing Shot, Incorporeal Shot, Magic Ammunition, Precious Ammunition","category":"feat","pfs":"Standard","feat":["Eldritch Archer Dedication"],"rarity":"common","slug":"feat-6317"},{"skill_mod":{},"summary":"You gain the basic spellcasting benefits .","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6318","weakness":{},"archetype":["Eldritch Archer"],"name":"Basic Eldritch Archer Spellcasting","legacy_id":["feat-1961"],"trait":["Archetype"],"id":"feat-6318","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Basic Eldritch Archer Spellcasting Source Player Core 2 pg. 198 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication --- You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell rank to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered. Basic Eldritch Archer Spellcasting leads to... Expert Eldritch Archer Spellcasting","category":"feat","pfs":"Standard","feat":["Basic Eldritch Archer Spellcasting"],"rarity":"common","slug":"feat-6318"},{"legacy_name":["Enchanting Arrow"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1962"],"trait":["Archetype","Emotion","Magical","Mental"],"id":"feat-6319","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Enchanting Shot Two Actions Source Player Core 2 pg. 199 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication --- With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow or crossbow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your weapon has a greater striking rune , or to 4d6 if your weapon has a major striking rune .","feat":["Enchanting Shot"],"skill_mod":{},"summary":"With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6319","archetype":["Eldritch Archer"],"name":"Enchanting Shot","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6319"},{"legacy_name":["Magic Arrow"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1963"],"trait":["Archetype","Magical"],"id":"feat-6320","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Magic Ammunition Source Player Core 2 pg. 199 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication --- You imbue your ammunition with raw and potent magic, transforming it to suit your needs in any situation. When you select this feat, choose three types of common magical ammunition of 4th level or lower from GM Core or this book. Your GM might allow you to choose from other types of magical ammunition of an appropriate level, such as uncommon ammunition, or ammunition from other books. You gain the Transform Ammunition action. Transform Ammunition Free Action (magical) Frequency once per round; Effect You transform a non-magical arrow or bolt on your person into a piece of magical ammunition of one type you chose for the Magic Ammunition feat. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. You can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts. Special You can select this feat multiple times. Each time you do, select three additional types of magical ammunition as described above.","feat":["Magic Ammunition"],"skill_mod":{},"summary":"You imbue your ammunition with raw and potent magic, transforming it to suit your needs in any situation.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6320","archetype":["Eldritch Archer"],"name":"Magic Ammunition","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6320"},{"legacy_name":["Precious Arrow"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1964"],"trait":["Archetype","Magical"],"id":"feat-6321","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Precious Ammunition Single Action Source Player Core 2 pg. 199 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication --- You have learned to mimic the power that lies between magic and material. You enchant a piece of ammunition on your person with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow or bolt before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.","feat":["Precious Ammunition"],"skill_mod":{},"summary":"You have learned to mimic the power that lies between magic and material.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6321","archetype":["Eldritch Archer"],"name":"Precious Ammunition","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6321"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-6322","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Eldritch Reload Free Action Source Player Core 2 pg. 199 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication Requirements Your last action this turn was to make an Eldritch Shot, Cast a Spell from a spell slot, or activate a piece of magical ammunition; this can't have been a free action or reaction. --- You integrate your talent for magic into your use of reloading weapons. You Interact to reload a weapon you are wielding.","feat":["Eldritch Reload"],"skill_mod":{},"summary":"You integrate your talent for magic into your use of reloading weapons.","primary_source":"Player Core 2","trait_group":["Feat"],"level":10,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"requirement":"Your last action this turn was to make an Eldritch Shot, Cast a Spell from a spell slot, or activate a piece of magical ammunition; this can't have been a free action or reaction.\r\n","resistance":{},"url":"/Feats.aspx?ID=6322","archetype":["Eldritch Archer"],"name":"Eldritch Reload","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6322"},{"skill_mod":{},"summary":"You learn additional eldritch archer magic.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Eldritch Archer Spellcasting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6323","weakness":{},"archetype":["Eldritch Archer"],"name":"Expert Eldritch Archer Spellcasting","legacy_id":["feat-1965"],"trait":["Archetype"],"id":"feat-6323","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Eldritch Archer Spellcasting Source Player Core 2 pg. 199 Archetype Eldritch Archer Prerequisites Basic Eldritch Archer Spellcasting --- You learn additional eldritch archer magic. You gain the expert spellcasting benefits. Expert Eldritch Archer Spellcasting leads to... Master Eldritch Archer Spellcasting","category":"feat","pfs":"Standard","feat":["Expert Eldritch Archer Spellcasting"],"rarity":"common","slug":"feat-6323"},{"legacy_name":["Seeker Arrow"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1966"],"trait":["Archetype","Magical"],"id":"feat-6324","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Homing Shot Single Action Source Player Core 2 pg. 199 Archetype Eldritch Archer Prerequisites Eldritch Archer Dedication --- Your shots zip around corners and fly at impossible angles to reach your target. Make a bow or crossbow Strike against a foe you can see; the ammunition travels to your target, even going around corners. You ignore the target's concealed condition and all cover.","feat":["Homing Shot"],"skill_mod":{},"summary":"Your shots zip around corners and fly at impossible angles to reach your target.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6324","archetype":["Eldritch Archer"],"name":"Homing Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6324"},{"legacy_name":["Phase Arrow"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1967"],"trait":["Archetype","Magical"],"id":"feat-6325","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Incorporeal Shot Single Action Source Player Core 2 pg. 199 Archetype Eldritch Archer Frequency once per day Prerequisites Eldritch Archer Dedication --- You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow or crossbow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.","feat":["Incorporeal Shot"],"skill_mod":{},"summary":"You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6325","archetype":["Eldritch Archer"],"name":"Incorporeal Shot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6325"},{"legacy_name":["Arrow of Death"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"legacy_id":["feat-1968"],"trait":["Archetype","Magical"],"id":"feat-6326","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Fatal Shot Three Actions Source Player Core 2 pg. 199 Archetype Eldritch Archer Frequency once per day Prerequisites Eldritch Archer Dedication --- You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow or crossbow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against the higher of your class DC or spell DC or be immediately slain; this save has the death and incapacitation traits.","feat":["Fatal Shot"],"skill_mod":{},"summary":"You modify an arrow or bolt to bring death to your target in a single potent hit.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":18,"prerequisite":"Eldritch Archer Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6326","archetype":["Eldritch Archer"],"name":"Fatal Shot","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-6326"},{"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Eldritch Archer Spellcasting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6327","weakness":{},"archetype":["Eldritch Archer"],"name":"Master Eldritch Archer Spellcasting","legacy_id":["feat-1969"],"trait":["Archetype"],"id":"feat-6327","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Eldritch Archer Spellcasting Source Player Core 2 pg. 199 Archetype Eldritch Archer Prerequisites Expert Eldritch Archer Spellcasting --- You gain the master spellcasting benefits.","category":"feat","pfs":"Standard","feat":["Master Eldritch Archer Spellcasting"],"rarity":"common","slug":"feat-6327"},{"skill_mod":{},"summary":"You have forged a mystical bond with a creature.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6328","weakness":{},"archetype":["Familiar Master"],"name":"Familiar Master Dedication","legacy_id":["feat-1970"],"trait":["Archetype","Dedication"],"id":"feat-6328","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Familiar Master Dedication Source Player Core 2 pg. 200 Archetype Familiar Master --- You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat. Familiar Master Dedication leads to... Familiar Conduit, Familiar Mascot, Improved Familiar, Mutable Familiar, Scion of Domora Dedication","category":"feat","pfs":"Standard","feat":["Familiar Master Dedication"],"rarity":"common","slug":"feat-6328"},{"skill_mod":{},"summary":"When selecting master abilities, you can choose an ally to benefit from any specific master ability.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Familiar Master Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6329","weakness":{},"archetype":["Familiar Master"],"name":"Familiar Mascot","legacy_id":["feat-1971"],"trait":["Archetype"],"id":"feat-6329","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Familiar Mascot Source Player Core 2 pg. 200 Archetype Familiar Master Prerequisites Familiar Master Dedication --- When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.","category":"feat","pfs":"Standard","feat":["Familiar Mascot"],"rarity":"common","slug":"feat-6329"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1972"],"trait":["Archetype","Concentrate","Spellshape","Metamagic"],"id":"feat-6330","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Familiar Conduit Single Action Source Player Core 2 pg. 200 Archetype Familiar Master Prerequisites Familiar Master Dedication; able to cast spells Requirements You have line of effect to your familiar. --- Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.","feat":["Familiar Conduit"],"skill_mod":{},"summary":"Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Familiar Master Dedication; able to cast spells","source_category":["Rulebooks"],"requirement":"You have line of effect to your familiar.","resistance":{},"url":"/Feats.aspx?ID=6330","archetype":["Familiar Master"],"name":"Familiar Conduit","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6330"},{"legacy_name":["Improved Familiar (Familiar Master)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1973"],"trait":["Archetype"],"id":"feat-6331","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Improved Familiar Source Player Core 2 pg. 200 Archetype Familiar Master Prerequisites Familiar Master Dedication --- You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.","feat":["Improved Familiar"],"skill_mod":{},"summary":"You find it easy to attract a powerful and unusual familiar to your side.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Familiar Master Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6331","archetype":["Familiar Master"],"name":"Improved Familiar","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6331"},{"skill_mod":{},"summary":"Your familiar's supernatural spirit has outgrown its corporeal body.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Familiar Master Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6332","weakness":{},"archetype":["Familiar Master"],"name":"Mutable Familiar","legacy_id":["feat-1974"],"trait":["Archetype"],"id":"feat-6332","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mutable Familiar Source Player Core 2 pg. 200 Archetype Familiar Master Prerequisites Familiar Master Dedication --- Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute exploration activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has item delivery).","category":"feat","pfs":"Standard","feat":["Mutable Familiar"],"rarity":"common","slug":"feat-6332"},{"skill_mod":{},"summary":"You know how to turn combat into a form of entertainment.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Impressive Performance","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6333","weakness":{},"archetype":["Gladiator"],"name":"Gladiator Dedication","legacy_id":["feat-1976"],"trait":["Archetype","Dedication"],"id":"feat-6333","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Gladiator Dedication Source Player Core 2 pg. 200 Archetype Gladiator Prerequisites Impressive Performance --- You know how to turn combat into a form of entertainment. You gain the Additional Lore general feat for Gladiatorial Lore. If you were already trained in Gladiatorial Lore, you also become trained in a Lore skill of your choice. At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor directly assisting any participants, the combatants have spectators. The GM is the final arbiter of whether or not a combat has spectators. Gladiator Dedication leads to... Costume Change, Fancy Moves, Fight Choreography, Gladiator's Roar, It's Not Over, More Real than Real, Operatic Adventurer, Performative Weapons Training, Play to the Crowd, Stage Fighting, Tempo Shift","category":"feat","pfs":"Standard","feat":["Gladiator Dedication"],"rarity":"common","slug":"feat-6333"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"legacy_id":["feat-1977"],"trait":["Archetype","Skill"],"id":"feat-6334","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Fancy Moves Source Player Core 2 pg. 201 Archetype Gladiator Prerequisites Gladiator Dedication; Expert in Performance --- You show off your fighting style to discourage your foes. You can use Performance to Demoralize.","feat":["Fancy Moves"],"skill_mod":{},"summary":"You show off your fighting style to discourage your foes.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Gladiator Dedication; Expert in Performance","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6334","archetype":["Gladiator"],"name":"Fancy Moves","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6334"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1978"],"trait":["Archetype","Concentrate"],"id":"feat-6335","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Play to the Crowd Reaction Source Player Core 2 pg. 201 Archetype Gladiator Prerequisites Gladiator Dedication Trigger You reduce an enemy to 0 Hit Points during a combat encounter with spectators. --- You show off for the crowd. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits to gain; on a critical success, choose two benefits: A number of temporary Hit Points equal to your character level. These last for 1 minute. A +1 circumstance bonus to AC until the end of your next turn. A +1 circumstance bonus to your next attack roll before the end of your next turn. Play to the Crowd leads to... Call Your Shot","feat":["Play to the Crowd"],"skill_mod":{},"summary":"You show off for the crowd.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Gladiator Dedication","source_category":["Rulebooks"],"trigger":"You reduce an enemy to 0 Hit Points during a combat encounter with spectators.","resistance":{},"url":"/Feats.aspx?ID=6335","archetype":["Gladiator"],"name":"Play to the Crowd","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6335"},{"skill_mod":{},"summary":"You pull punches to give a better show.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Gladiator Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6336","weakness":{},"archetype":["Gladiator"],"name":"Stage Fighting","legacy_id":["feat-1979"],"trait":["Archetype"],"id":"feat-6336","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Stage Fighting Source Player Core 2 pg. 201 Archetype Gladiator Prerequisites Gladiator Dedication --- You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the nonlethal trait.","category":"feat","pfs":"Standard","feat":["Stage Fighting"],"rarity":"common","slug":"feat-6336"},{"skill_mod":{},"summary":"You're skilled with flashy weapons and can use them to great effect.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Gladiator Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6337","weakness":{},"archetype":["Gladiator"],"name":"Performative Weapons Training","legacy_id":["feat-1980"],"trait":["Archetype"],"id":"feat-6337","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Performative Weapons Training Source Player Core 2 pg. 201 Archetype Gladiator Prerequisites Gladiator Dedication --- You're skilled with flashy weapons and can use them to great effect. You have familiarity with the bo staff, dueling cape, spiked chain, sword cane, trident, war flail, and whip. For the purposes of proficiency, you treat these as simple weapons. The GM may add other martial weapons to this list as appropriate for the world or region you are playing in. Whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Performative Weapons Training"],"rarity":"common","slug":"feat-6337"},{"skill_mod":{},"summary":"When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: A creature you can see within 30 feet becomes frightened 2 . \n","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Play to the Crowd","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6338","weakness":{},"archetype":["Gladiator"],"name":"Call Your Shot","legacy_id":["feat-1981"],"trait":["Archetype"],"id":"feat-6338","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Call Your Shot Source Player Core 2 pg. 201 Archetype Gladiator Prerequisites Play to the Crowd --- When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: A creature you can see within 30 feet becomes frightened 2. This effect has the emotion, fear, mental, and visual traits. ","category":"feat","pfs":"Standard","feat":["Call Your Shot"],"rarity":"common","slug":"feat-6338"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Nature","Nature"],"legacy_id":["feat-1982"],"trait":["Archetype","Dedication"],"id":"feat-6339","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Herbalist Dedication Source Player Core 2 pg. 202 Archetype Herbalist Prerequisites Natural Medicine; Trained in Nature --- You can create natural remedies. You gain the advanced alchemy benefits. You can use advanced alchemy to create 4 alchemical consumables with the healing trait, though the number is reduced by 2 if you didn’t make your daily preparations in the wilderness. These consumables are called your herbal items. You remember herbal item formulas and don’t need a formula book for them. You become an expert in Nature and can use Nature instead of Crafting to Craft alchemical consumables with the healing trait. You don’t need to be trained in Crafting to do so, and you can use healer’s tools instead of alchemist’s tools. Herbalist Dedication leads to... Advanced Herbalism, Endemic Herbs, Fresh Ingredients, Poultice Preparation","feat":["Herbalist Dedication"],"skill_mod":{},"summary":"You can create natural remedies.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Natural Medicine; Trained in Nature","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6339","archetype":["Herbalist"],"name":"Herbalist Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6339"},{"skill_mod":{},"summary":"It is amazing the difference fresh herbs can make.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Herbalist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6340","weakness":{},"archetype":["Herbalist"],"name":"Fresh Ingredients","legacy_id":["feat-1983"],"trait":["Archetype","Skill"],"id":"feat-6340","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Fresh Ingredients Source Player Core 2 pg. 202 Archetype Herbalist Prerequisites Herbalist Dedication --- It is amazing the difference fresh herbs can make. When using Natural Medicine to Treat Wounds, you gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you do this in the wilderness, you gain a +4 circumstance bonus instead.","category":"feat","pfs":"Standard","feat":["Fresh Ingredients"],"rarity":"common","slug":"feat-6340"},{"skill_mod":{},"summary":"When you create an elixir as an herbal item, you can prepare it as a poultice instead.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Herbalist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6341","weakness":{},"archetype":["Herbalist"],"name":"Poultice Preparation","legacy_id":["feat-1984"],"trait":["Archetype"],"id":"feat-6341","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Poultice Preparation Source Player Core 2 pg. 202 Archetype Herbalist Prerequisites Herbalist Dedication --- When you create an elixir as an herbal item, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir trait. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item’s normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent acid, bleed, or fire damage, with the DC reduction from appropriate assistance.","category":"feat","pfs":"Standard","feat":["Poultice Preparation"],"rarity":"common","slug":"feat-6341"},{"skill_mod":{},"summary":"Your herbalist talents continue to grow with use and you have become potent at making even more remedies from less.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Herbalist Dedication; Expert in Nature","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6342","weakness":{},"archetype":["Herbalist"],"skill":["Nature","Nature"],"name":"Advanced Herbalism","trait":["Archetype"],"id":"feat-6342","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Herbalism Source Player Core 2 pg. 202 Archetype Herbalist Prerequisites Herbalist Dedication; Expert in Nature --- Your herbalist talents continue to grow with use and you have become potent at making even more remedies from less. You can create up to 6 herbal items per day with advanced alchemy. Special At 10th level or higher, you can select this feat a second time to increase the number to 8.","category":"feat","pfs":"Standard","feat":["Advanced Herbalism"],"rarity":"common","slug":"feat-6342"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Survival","Survival"],"legacy_id":["feat-1985"],"trait":["Additive","Archetype"],"id":"feat-6343","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Endemic Herbs Source Player Core 2 pg. 202 PFS Note For Pathfinder Society play, Endemic Herbs does not have the additive trait. Archetype Herbalist Prerequisites Herbalist Dedication; Trained in Survival --- The herbal items you create use medicinal plants endemic to your location. When a creature consumes one of your herbal items, that creature gains the benefit matching the location where you created that item. If the benefit is not immediate, it lasts for 1 minute unless otherwise stated. Aquatic Gain a +1 circumstance bonus to Fortitude saves. Arctic For 1 hour, treat environmental cold effects as if they were one step less severe. Desert For 1 hour, treat environmental heat effects as if they were one step less severe. Forest Gain a +2 circumstance bonus to saves against disease and poison effects. Mountain Gain a +1 circumstance bonus to Reflex saves. Plains Gain a +1 circumstance bonus to Will saves. Swamp Remove one source of persistent bleed damage. Underground Gain a +1 circumstance bonus to Perception. ","feat":["Endemic Herbs"],"skill_mod":{},"summary":"The herbal items you create use medicinal plants endemic to your location.","primary_source":"Player Core 2","trait_group":["Class-Specific","Feat"],"level":6,"prerequisite":"Herbalist Dedication; Trained in Survival","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6343","archetype":["Herbalist"],"name":"Endemic Herbs","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6343"},{"skill_mod":{},"summary":"You have studied languages and their development.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"You speak at least 3 languages","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6344","weakness":{},"archetype":["Linguist"],"name":"Linguist Dedication","legacy_id":["feat-1993"],"trait":["Archetype","Dedication"],"id":"feat-6344","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Linguist Dedication Source Player Core 2 pg. 203 Archetype Linguist Prerequisites You speak at least 3 languages --- You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice. Linguist Dedication leads to... Analyze Idiolect, Crude Communication, Multilingual Cipher, Phonetic Training, Read Shibboleths, Spot Translate","category":"feat","pfs":"Standard","feat":["Linguist Dedication"],"rarity":"common","slug":"feat-6344"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Society"],"legacy_id":["feat-1994"],"trait":["Archetype","Skill"],"id":"feat-6345","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Multilingual Cipher Source Player Core 2 pg. 203 Archetype Linguist Prerequisites Linguist Dedication; Expert in Society --- You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing.","feat":["Multilingual Cipher"],"skill_mod":{},"summary":"You use multiple languages to create and break codes.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Linguist Dedication; Expert in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6345","archetype":["Linguist"],"name":"Multilingual Cipher","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6345"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Society"],"legacy_id":["feat-1995"],"trait":["Archetype","Skill"],"id":"feat-6346","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Phonetic Training Source Player Core 2 pg. 203 Archetype Linguist Prerequisites Linguist Dedication; Expert in Society --- You can pronounce and repeat words with near-perfect accuracy even if you don’t understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sounds you can’t pronounce, you can faithfully transcribe them. Memorizing long sequences of words remains just as difficult as it is normally.","feat":["Phonetic Training"],"skill_mod":{},"summary":"You can pronounce and repeat words with near-perfect accuracy even if you don’t understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Linguist Dedication; Expert in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6346","archetype":["Linguist"],"name":"Phonetic Training","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6346"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-1996"],"trait":["Archetype","Auditory","Linguistic"],"id":"feat-6347","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Spot Translate Reaction Source Player Core 2 pg. 203 Archetype Linguist Prerequisites Linguist Dedication Trigger Another creature within 60 feet uses a linguistic effect in a language you understand. --- You bridge a language gap, repeating the message in a different language that you know. Choose a language you understand to repeat the message in. The linguistic effect counts as both languages, rather than only the language the triggering creature is using, potentially allowing it to affect a wider range of creatures. As normal, you can translate normal speech without Spot Translate and without using a reaction, but this reaction allows you to apply the benefits of translation to spells and actions such as command or Demoralize.","feat":["Spot Translate"],"skill_mod":{},"summary":"You bridge a language gap, repeating the message in a different language that you know.","primary_source":"Player Core 2","trait_group":["Feat","Sense","Mechanics"],"level":4,"prerequisite":"Linguist Dedication","source_category":["Rulebooks"],"trigger":"Another creature within 60 feet uses a linguistic effect in a language you understand.","resistance":{},"url":"/Feats.aspx?ID=6347","archetype":["Linguist"],"name":"Spot Translate","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6347"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Society","Deception","Society"],"legacy_id":["feat-1997"],"trait":["Archetype","Skill"],"id":"feat-6348","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Analyze Idiolect Source Player Core 2 pg. 203 Archetype Linguist Prerequisites Linguist Dedication; Expert in Deception; Expert in Society --- You break down a specific individual’s idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, if you Analyze Idiolect again, it replaces any previous idiolect you memorized.","feat":["Analyze Idiolect"],"skill_mod":{},"summary":"You break down a specific individual’s idiolect, memorizing their speech mannerisms and habits.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Linguist Dedication; Expert in Deception; Expert in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6348","archetype":["Linguist"],"name":"Analyze Idiolect","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6348"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Society"],"legacy_id":["feat-1998"],"trait":["Archetype","Linguistic","Skill"],"id":"feat-6349","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Read Shibboleths Source Player Core 2 pg. 203 Archetypes Linguist, Venture-Gossip (Level 7) Prerequisites Linguist Dedication; Master in Society --- All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they secretly attempt a Deception, Society, or appropriate Lore check against your Society DC, providing you a false minor fact consistent with their assumed identity on a success. Once you’ve gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your Diplomacy and Deception checks with them.","feat":["Read Shibboleths"],"skill_mod":{},"summary":"All communication is filled with slight tells and signals.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":7,"prerequisite":"Linguist Dedication; Master in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6349","archetype":["Linguist","Venture-Gossip"],"name":"Read Shibboleths","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6349"},{"skill_mod":{},"summary":"Even if you don’t speak a creature’s language, you can rely on inflection, root words, and body language to infer rudimentary meaning.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Linguist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6350","weakness":{},"archetype":["Linguist","Venture-Gossip"],"name":"Crude Communication","legacy_id":["feat-1999"],"trait":["Archetype"],"id":"feat-6350","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Crude Communication Source Player Core 2 pg. 203 Archetypes Linguist, Venture-Gossip (Level 8) Prerequisites Linguist Dedication --- Even if you don’t speak a creature’s language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Society check for you, with a DC appropriate for the language’s rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you’re legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn’t know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.","category":"feat","pfs":"Standard","feat":["Crude Communication"],"rarity":"common","slug":"feat-6350"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Intimidation","Diplomacy","Intimidation"],"legacy_id":["feat-2005"],"trait":["Archetype","Dedication"],"id":"feat-6351","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Marshal Dedication Source Player Core 2 pg. 204 Archetype Marshal Prerequisites Trained in Diplomacy or Trained in Intimidation; trained in martial weapons --- You’ve combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it. In addition, while you’re conscious, you’re surrounded by a marshal’s aura in a 15-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies in the aura a +1 status bonus to saving throws against fear. Marshal Dedication leads to... Back to Back, Cadence Call, Coordinated Charge, Dread Marshal Stance, Form Up!, General's Gambit, Inspiring Marshal Stance, Know Your Enemy, Rallying Charge, Snap Out of It!, Steel Yourself!, Strategist Stance, Tactical Cadence, Target of Opportunity, To Battle!, Topple Foe","feat":["Marshal Dedication"],"skill_mod":{},"summary":"You’ve combined your social skills and combat training to become a talented combat leader.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Diplomacy or Trained in Intimidation; trained in martial weapons","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6351","archetype":["Marshal"],"name":"Marshal Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6351"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-2006"],"trait":["Archetype","Stance"],"id":"feat-6352","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Dread Marshal Stance Single Action Source Player Core 2 pg. 204 Archetype Marshal Prerequisites Marshal Dedication; Trained in Intimidation --- Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. When you use this action, attempt an Intimidation check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Success Your marshal’s aura grants you and your allies in the aura a +1 status bonus to damage rolls. When you or an ally in the aura critically hit an enemy with a Strike, that enemy is frightened 1. If you’re wielding a weapon that has more than one damage die (typically due to a striking rune), you can have the status bonus equal the weapon’s number of damage dice instead of +1. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.","feat":["Dread Marshal Stance"],"skill_mod":{},"summary":"Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks.","primary_source":"Player Core 2","trait_group":["Feat","Class-Specific"],"level":4,"prerequisite":"Marshal Dedication; Trained in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6352","archetype":["Marshal"],"name":"Dread Marshal Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6352"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["feat-2007"],"trait":["Archetype","Stance"],"id":"feat-6353","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Inspiring Marshal Stance Single Action Source Player Core 2 pg. 204 Archetype Marshal Prerequisites Marshal Dedication; Trained in Diplomacy --- You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Success Your marshal’s aura grants you and allies a +1 status bonus to attack rolls and saves against mental effects. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.","feat":["Inspiring Marshal Stance"],"skill_mod":{},"summary":"You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit.","primary_source":"Player Core 2","trait_group":["Feat","Class-Specific"],"level":4,"prerequisite":"Marshal Dedication; Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6353","archetype":["Marshal"],"name":"Inspiring Marshal Stance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6353"},{"legacy_name":["Snap Out of It! (Marshal)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2008"],"trait":["Archetype","Auditory","Emotion","Mental"],"id":"feat-6354","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Snap Out of It! Single Action Source Player Core 2 pg. 205 Archetype Marshal Prerequisites Marshal Dedication --- You give a quick shout, hoping to shake the fog clouding your ally’s thoughts. Choose one target ally in your marshal’s aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect’s DC, ending the effect on a success. This can’t end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.","feat":["Snap Out of It!"],"skill_mod":{},"summary":"You give a quick shout, hoping to shake the fog clouding your ally’s thoughts.","primary_source":"Player Core 2","trait_group":["Feat","Sense","Mechanics"],"level":4,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6354","archetype":["Marshal"],"name":"Snap Out of It!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6354"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2009"],"trait":["Archetype","Auditory","Emotion","Mental"],"id":"feat-6355","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Steel Yourself! Single Action Source Player Core 2 pg. 205 Archetype Marshal Prerequisites Marshal Dedication --- You encourage an ally to toughen up, giving them a fighting chance. Choose one ally in your marshal’s aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn.","feat":["Steel Yourself!"],"skill_mod":{},"summary":"You encourage an ally to toughen up, giving them a fighting chance.","primary_source":"Player Core 2","trait_group":["Feat","Sense","Mechanics"],"level":4,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6355","archetype":["Marshal"],"name":"Steel Yourself!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6355"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-2010"],"trait":["Archetype","Auditory","Flourish"],"id":"feat-6356","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Cadence Call Single Action Source Player Core 2 pg. 205 Archetype Marshal Frequency once per minute Prerequisites Marshal Dedication --- You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally in your marshal’s aura is quickened until the end of their next turn, and they can use the extra action only to Stride. If an ally uses this extra action, at the end of its turn that ally becomes slowed 1 until the end of its following turn. Cadence Call leads to... Tactical Cadence","feat":["Cadence Call"],"skill_mod":{},"summary":"You call out a quick cadence, guiding your allies into a more efficient rhythm.","primary_source":"Player Core 2","trait_group":["Feat","Sense","Mechanics"],"level":6,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6356","archetype":["Marshal"],"name":"Cadence Call","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6356"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2011"],"trait":["Archetype","Visual"],"id":"feat-6357","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Rallying Charge Two Actions Source Player Core 2 pg. 205 Archetype Marshal Prerequisites Marshal Dedication --- Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.","feat":["Rallying Charge"],"skill_mod":{},"summary":"Your fearless charge into battle reinvigorates your allies to carry on the fight.","primary_source":"Player Core 2","trait_group":["Feat","Sense"],"level":6,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6357","archetype":["Marshal"],"name":"Rallying Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6357"},{"skill_mod":{},"summary":"You excel at watching your allies’ backs and helping them watch yours.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6358","weakness":{},"archetype":["Marshal"],"name":"Back to Back","legacy_id":["feat-2012"],"trait":["Archetype"],"id":"feat-6358","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Back to Back Source Player Core 2 pg. 205 Archetype Marshal Prerequisites Marshal Dedication --- You excel at watching your allies’ backs and helping them watch yours. Any ally adjacent to you can’t be off-guard due to flanking unless you’re also flanked. Similarly, while you’re adjacent to at least one ally, you can’t be off-guard due to flanking unless at least one ally you’re adjacent to is flanked as well.","category":"feat","pfs":"Standard","feat":["Back to Back"],"rarity":"common","slug":"feat-6358"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2013"],"trait":["Archetype","Auditory","Flourish"],"id":"feat-6359","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > To Battle! Single Action or Two Actions Source Player Core 2 pg. 205 Archetype Marshal Prerequisites Marshal Dedication --- With a resounding cry, you rally your ally to take the offensive. Choose one ally in your marshal’s aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike.","feat":["To Battle!"],"skill_mod":{},"summary":"With a resounding cry, you rally your ally to take the offensive.","primary_source":"Player Core 2","trait_group":["Feat","Sense","Mechanics"],"level":8,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6359","archetype":["Marshal"],"name":"To Battle!","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","rarity":"common","slug":"feat-6359"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-2014"],"trait":["Archetype"],"id":"feat-6360","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Topple Foe Reaction Source Player Core 2 pg. 205 Archetype Marshal Prerequisites Marshal Dedication; Trained in Athletics Trigger An ally succeeds at a melee Strike against an enemy you are both adjacent to. --- You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack.","feat":["Topple Foe"],"skill_mod":{},"summary":"You take advantage of the opening created by your ally to tip your foe off their feet.","primary_source":"Player Core 2","trait_group":["Feat"],"level":10,"prerequisite":"Marshal Dedication; Trained in Athletics","source_category":["Rulebooks"],"trigger":"An ally succeeds at a melee Strike against an enemy you are both adjacent to.","resistance":{},"url":"/Feats.aspx?ID=6360","archetype":["Marshal"],"name":"Topple Foe","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6360"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2015"],"trait":["Archetype","Flourish","Visual"],"id":"feat-6361","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Coordinated Charge Two Actions Source Player Core 2 pg. 205 Archetype Marshal Prerequisites Marshal Dedication --- You heroically dash into the fray, inspiring your allies to follow. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.","feat":["Coordinated Charge"],"skill_mod":{},"summary":"You heroically dash into the fray, inspiring your allies to follow.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics","Sense"],"level":12,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6361","archetype":["Marshal"],"name":"Coordinated Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6361"},{"skill_mod":{},"summary":"Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively, even in desperate situations.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Cadence Call; Marshal Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6362","weakness":{},"archetype":["Marshal"],"name":"Tactical Cadence","legacy_id":["feat-2016"],"trait":["Archetype"],"id":"feat-6362","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Tactical Cadence Source Player Core 2 pg. 205 Archetype Marshal Prerequisites Cadence Call; Marshal Dedication --- Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively, even in desperate situations. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren’t slowed 1 on their following turn if they use the extra action.","category":"feat","pfs":"Standard","feat":["Tactical Cadence"],"rarity":"common","slug":"feat-6362"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2017"],"trait":["Archetype","Manipulate"],"id":"feat-6363","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Target of Opportunity Reaction Source Player Core 2 pg. 205 Archetype Marshal Prerequisites Marshal Dedication Trigger An ally succeeds at a ranged Strike against an opponent in your weapon’s first range increment. Requirements You have a ranged or thrown weapon in hand. --- You capitalize on your ally’s attack and use the opportunity to secure a blow of your own, adding to the oncoming barrage. Make a ranged Strike with a –2 penalty against the opponent targeted by the triggering attack. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally’s attack for the purpose of resistances and weaknesses.","feat":["Target of Opportunity"],"skill_mod":{},"summary":"You capitalize on your ally’s attack and use the opportunity to secure a blow of your own, adding to the oncoming barrage.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Marshal Dedication","source_category":["Rulebooks"],"requirement":"You have a ranged or thrown weapon in hand.","trigger":"An ally succeeds at a ranged Strike against an opponent in your weapon’s first range increment.","resistance":{},"url":"/Feats.aspx?ID=6363","archetype":["Marshal"],"name":"Target of Opportunity","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6363"},{"skill_mod":{},"summary":"You have trained to use your fists as deadly weapons and can deliver devastatingly powerful blows with them.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6364","weakness":{},"archetype":["Martial Artist"],"name":"Martial Artist Dedication","legacy_id":["feat-2018"],"trait":["Archetype","Dedication"],"id":"feat-6364","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Martial Artist Dedication Source Player Core 2 pg. 206 Archetype Martial Artist --- You have trained to use your fists as deadly weapons and can deliver devastatingly powerful blows with them. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don’t take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. Martial Artist Dedication leads to... Adamantine Body, Echoing Violence, Follow-up Strike, Grievous Blow, Path of Iron","category":"feat","pfs":"Standard","feat":["Martial Artist Dedication"],"rarity":"common","slug":"feat-6364"},{"legacy_name":["Follow-Up Strike"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2019"],"trait":["Archetype","Flourish"],"id":"feat-6365","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Follow-up Strike Single Action Source Player Core 2 pg. 206 Archetype Martial Artist Prerequisites Martial Artist Dedication Requirements Your last action was a missed Strike with a melee unarmed attack. --- You have trained rigorously to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as the missed Strike, if any.","feat":["Follow-up Strike"],"skill_mod":{},"summary":"You have trained rigorously to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Martial Artist Dedication","source_category":["Rulebooks"],"requirement":"Your last action was a missed Strike with a melee unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=6365","archetype":["Martial Artist"],"name":"Follow-up Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6365"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2020"],"trait":["Archetype","Flourish"],"id":"feat-6366","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Grievous Blow Two Actions Source Player Core 2 pg. 206 Archetype Martial Artist Prerequisites Martial Artist Dedication --- You know how to deliver focused, powerful blows that bypass your enemies’ resistances. Make an unarmed melee Strike. If this Strike hits, it deals two additional weapon damage dice and ignores an amount of resistance to physical damage (or to a specific physical damage type) equal to your level. This Strike counts as two attacks when calculating your multiple attack penalty. If you are at least 18th level, increase the additional damage to three weapon damage dice.","feat":["Grievous Blow"],"skill_mod":{},"summary":"You know how to deliver focused, powerful blows that bypass your enemies’ resistances.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Martial Artist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6366","archetype":["Martial Artist"],"name":"Grievous Blow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6366"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per minute","weakness":{},"legacy_id":["feat-2021"],"trait":["Archetype","Flourish"],"id":"feat-6367","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Path of Iron Three Actions Source Player Core 2 pg. 206 Archetype Martial Artist Frequency once per minute Prerequisites Martial Artist Dedication --- With a burst of effort and speed, you weave a nimble path through your many enemies, striking each in turn as you move past them. You Stride; this movement doesn’t trigger reactions. You can attempt a melee Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn’t increase until you have made all your attacks.","feat":["Path of Iron"],"skill_mod":{},"summary":"With a burst of effort and speed, you weave a nimble path through your many enemies, striking each in turn as you move past them.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Martial Artist Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6367","archetype":["Martial Artist"],"name":"Path of Iron","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-6367"},{"skill_mod":{},"summary":"You specialize in melee weapons that require two hands.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Strength +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6368","weakness":{},"archetype":["Mauler"],"name":"Mauler Dedication","legacy_id":["feat-2022"],"trait":["Archetype","Dedication"],"id":"feat-6368","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Mauler Dedication Source Player Core 2 pg. 207 Archetype Mauler Prerequisites Strength +2 --- You specialize in melee weapons that require two hands. You have familiarity with all melee weapons that require two hands to wield or have the two-hand trait. For the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. Mauler Dedication leads to... Avalanche Strike, Clear the Way, Hammer Quake, Shoving Sweep","category":"feat","pfs":"Standard","feat":["Mauler Dedication"],"rarity":"common","slug":"feat-6368"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2023"],"trait":["Archetype"],"id":"feat-6369","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Clear the Way Two Actions Source Player Core 2 pg. 207 Archetypes Mauler, Warrior Of Legend (Level 6) Prerequisites Mauler Dedication Requirements You’re wielding a melee weapon in two hands. --- You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to Shove up to five creatures adjacent to you, rolling a separate Athletics check for each target and ignoring the requirement that you have a hand free. Then Stride up to half your Speed. This movement doesn’t trigger reactions from any of the creatures you successfully Shoved. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.","feat":["Clear the Way"],"skill_mod":{},"summary":"You put your body behind your massive weapon and swing, shoving enemies to clear a wide path.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Mauler Dedication","source_category":["Rulebooks"],"requirement":"You’re wielding a melee weapon in two hands.","resistance":{},"url":"/Feats.aspx?ID=6369","archetype":["Mauler","Warrior Of Legend"],"name":"Clear the Way","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6369"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-2024"],"trait":["Archetype"],"id":"feat-6370","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Shoving Sweep Reaction Source Player Core 2 pg. 207 Archetype Mauler Prerequisites Mauler Dedication; Expert in Athletics Trigger An enemy within your reach leaves a square during a move action it’s using. Requirements You’re wielding a melee weapon in two hands. --- You swing your weapon at your foe, rebuffing them back. You attempt to Shove the triggering creature, ignoring the requirement that you have a hand free. Unless you critically succeed at your check, the creature continues its movement after the Shove.","feat":["Shoving Sweep"],"skill_mod":{},"summary":"You swing your weapon at your foe, rebuffing them back.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Mauler Dedication; Expert in Athletics","source_category":["Rulebooks"],"requirement":"You’re wielding a melee weapon in two hands.","trigger":"An enemy within your reach leaves a square during a move action it’s using.","resistance":{},"url":"/Feats.aspx?ID=6370","archetype":["Mauler"],"name":"Shoving Sweep","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6370"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2025"],"trait":["Archetype","Flourish"],"id":"feat-6371","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Hammer Quake Three Actions Source Player Core 2 pg. 207 Archetype Mauler Prerequisites Mauler Dedication Requirements You’re wielding a non-finesse melee weapon in two hands. --- You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there’s an enemy in the chosen square, you can Strike that enemy with your two-handed weapon. Regardless of whether you attempted a Strike, you then attempt to Trip every enemy in the chosen square plus each square adjacent to that square, ignoring Trip’s requirement that you have a hand free. Hammer Quake counts as three attacks toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made the Strike, if any, and all the Trip attempts.","feat":["Hammer Quake"],"skill_mod":{},"summary":"You smash the ground with your weapon, knocking nearby creatures to the ground.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Mauler Dedication","source_category":["Rulebooks"],"requirement":"You’re wielding a non- finesse melee weapon in two hands.","resistance":{},"url":"/Feats.aspx?ID=6371","archetype":["Mauler"],"name":"Hammer Quake","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-6371"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2026"],"trait":["Archetype","Flourish"],"id":"feat-6372","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Avalanche Strike Three Actions Source Player Core 2 pg. 207 Archetype Mauler Prerequisites Mauler Dedication Requirements You are wielding a melee weapon in two hands. --- You attack all nearby adversaries. Make a melee Strike with your two-handed weapon against each enemy within its melee reach. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.","feat":["Avalanche Strike"],"skill_mod":{},"summary":"You attack all nearby adversaries.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Mauler Dedication","source_category":["Rulebooks"],"requirement":"You are wielding a melee weapon in two hands.","resistance":{},"url":"/Feats.aspx?ID=6372","archetype":["Mauler"],"name":"Avalanche Strike","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-6372"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"legacy_id":["feat-2027"],"trait":["Archetype","Dedication"],"id":"feat-6373","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Medic Dedication Source Player Core 2 pg. 208 Archetype Medic Prerequisites Battle Medicine; Trained in Medicine --- You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that’s temporarily immune due to having already been treated with Battle Medicine. If you’re a master in Medicine, you can do so once per hour. Medic Dedication leads to... Doctor's Visitation, Resuscitate, Treat Condition","feat":["Medic Dedication"],"skill_mod":{},"summary":"You become an expert in Medicine .","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Battle Medicine; Trained in Medicine","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6373","archetype":["Medic"],"name":"Medic Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6373"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2028"],"trait":["Archetype","Flourish"],"id":"feat-6374","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Doctor's Visitation Single Action or Two Actions Source Player Core 2 pg. 208 Archetype Medic Prerequisites Medic Dedication --- You move to provide immediate care to those who need it. You Stride, then use Battle Medicine or Treat Poison. You can spend 2 actions for Doctor’s Visitation to instead Stride and then use either Administer First Aid or Treat Condition (if you have that feat).","feat":["Doctor's Visitation"],"skill_mod":{},"summary":"You move to provide immediate care to those who need it.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Medic Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6374","archetype":["Medic"],"name":"Doctor's Visitation","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action or Two Actions","rarity":"common","slug":"feat-6374"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2029"],"trait":["Archetype","Healing","Manipulate","Skill"],"id":"feat-6375","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Treat Condition Two Actions Source Player Core 2 pg. 208 Archetype Medic Prerequisites Medic Dedication Requirements You are holding healer's tools, or you are wearing them and have a hand free. --- You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition using your Medicine modifier as your counteract modifier and the condition’s source to determine the DC. You can’t treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a holy character gains from carrying a weapon with the unholy rune) has no effect as long as the circumstances continue. Critical Success Reduce the condition value by 2. Success Reduce the condition value by 1. Critical Failure Increase the condition value by 1. Treat Condition leads to... Holistic Care","feat":["Treat Condition"],"skill_mod":{},"summary":"You treat an adjacent creature in an attempt to reduce the clumsy , enfeebled , or sickened condition.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Medic Dedication","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free.","resistance":{},"url":"/Feats.aspx?ID=6375","archetype":["Medic"],"name":"Treat Condition","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6375"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["feat-2030"],"trait":["Archetype","Skill"],"id":"feat-6376","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Holistic Care Source Player Core 2 pg. 208 Archetype Medic Prerequisites Treat Condition; Trained in Diplomacy --- You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can’t use Treat Condition to reduce it.","feat":["Holistic Care"],"skill_mod":{},"summary":"You provide emotional and spiritual care.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Treat Condition; Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6376","archetype":["Medic"],"name":"Holistic Care","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6376"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"legacy_id":["feat-2031"],"trait":["Archetype","Healing","Manipulate"],"id":"feat-6377","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Resuscitate Three Actions Source Player Core 2 pg. 208 Archetype Medic Prerequisites Medic Dedication; Legendary in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free. --- You resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature who has been dead for no more than 3 rounds and whose body is mostly intact. If you succeed, the target returns to life with the effects of raise dead , except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn’t wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day.","feat":["Resuscitate"],"skill_mod":{},"summary":"You resuscitate the dead.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":16,"prerequisite":"Medic Dedication; Legendary in Medicine","source_category":["Rulebooks"],"requirement":"You are holding healer's tools , or you are wearing them and have a hand free.","resistance":{},"url":"/Feats.aspx?ID=6377","archetype":["Medic"],"name":"Resuscitate","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-6377"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-2032"],"trait":["Archetype","Dedication"],"id":"feat-6378","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Pirate Dedication Source Player Core 2 pg. 209 Archetype Pirate Prerequisites Trained in Intimidation --- As a pirate, you sail the seas in search of enemy ships to plunder and great adventures to embark on. You gain the Additional Lore general feat for Sailing Lore or for a specific coastal city you have a connection to (such as Port Peril Lore). You ignore the effects of difficult terrain or uneven ground caused by unstable ground (such as the deck of a ship). Additionally, you gain the Boarding Assault action. Boarding Assault Two Actions (flourish) Either Stride twice or attempt an Acrobatics check (DC determined by the GM, but usually DC 20) to swing up to twice your Speed on a rope or similar object, then Strike. If you boarded or disembarked from a boat or similar vehicle during this movement, the Strike deals one additional weapon damage die. Pirate Dedication leads to... Pirate Combat Training, Rope Runner, Walk the Plank","feat":["Pirate Dedication"],"skill_mod":{},"summary":"As a pirate, you sail the seas in search of enemy ships to plunder and great adventures to embark on.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6378","archetype":["Pirate"],"name":"Pirate Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6378"},{"legacy_name":["Pirate Weapon Training"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2033"],"trait":["Archetype"],"id":"feat-6379","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Pirate Combat Training Source Player Core 2 pg. 209 Archetype Pirate Prerequisites Pirate Dedication --- You're particularly skilled at wielding the weapons used traditionally by pirates. You gain either the Combat Climber or Underwater Marauder skill feat, even if you do not meet its prerequisites. You have familiarity with the following weapons: hatchet, rapier, scimitar, and whip—for the purposes of proficiency, you treat any of these weapons as simple weapons. Your GM may add additional martial weapons to this list as appropriate for your world or region. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","feat":["Pirate Combat Training"],"skill_mod":{},"summary":"You're particularly skilled at wielding the weapons used traditionally by pirates.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Pirate Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6379","archetype":["Pirate"],"name":"Pirate Combat Training","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6379"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Acrobatics","Athletics","Acrobatics","Athletics"],"legacy_id":["feat-2034"],"trait":["Archetype","Skill"],"id":"feat-6380","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Rope Runner Source Player Core 2 pg. 209 Archetype Pirate Prerequisites Pirate Dedication; Trained in Acrobatics; Trained in Athletics --- You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only when climbing ropes and similar objects. Whenever you succeed at an Athletics check to Climb or an Acrobatics check to Balance, you get a critical success instead. You aren't off-guard while Climbing or Balancing on a rope or similar object.","feat":["Rope Runner"],"skill_mod":{},"summary":"You run and climb across ropes and rigging almost as easily as on the ground.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Pirate Dedication; Trained in Acrobatics; Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6380","archetype":["Pirate"],"name":"Rope Runner","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6380"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2035"],"trait":["Archetype"],"id":"feat-6381","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Walk the Plank Two Actions Source Player Core 2 pg. 209 Archetype Pirate Prerequisites Pirate Dedication --- You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed immediately. You choose the path the target takes, but you can't force it to move into an obviously harmful space (such as into hazardous terrain or a space where it would fall) unless your check was a critical success. As normal for forced movement, this movement doesn't trigger reactions. The target then becomes temporarily immune to Walk the Plank for 10 minutes.","feat":["Walk the Plank"],"skill_mod":{},"summary":"You frighten a foe into moving where you want them, traditionally demanding they walk the plank.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Pirate Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6381","archetype":["Pirate"],"name":"Walk the Plank","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6381"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-2036"],"trait":["Archetype","Dedication"],"id":"feat-6382","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Poisoner Dedication Source Player Core 2 pg. 210 Archetype Poisoner Prerequisites Trained in Crafting --- You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the advanced alchemy benefits. You can use advanced alchemy to create four alchemical poison consumables each day. You remember alchemical poison formulas and don't need a formula book for them. Poisoner Dedication leads to... Acquired Tolerance, Advanced Poisoncraft, Chemical Contagion, Poison Coat, Poisoner's Twist","feat":["Poisoner Dedication"],"skill_mod":{},"summary":"You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6382","archetype":["Poisoner"],"name":"Poisoner Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6382"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Medicine","Medicine"],"legacy_id":["feat-2037"],"trait":["Archetype"],"id":"feat-6383","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Poisoner's Twist Single Action Source Player Core 2 pg. 210 Archetype Poisoner Prerequisites Poisoner Dedication; Trained in Medicine Requirements Your last action was a successful melee Strike that dealt damage against a target afflicted by a poison, and you know which poison. --- Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.","feat":["Poisoner's Twist"],"skill_mod":{},"summary":"Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Poisoner Dedication; Trained in Medicine","source_category":["Rulebooks"],"requirement":"Your last action was a successful melee Strike that dealt damage against a target afflicted by a poison, and you know which poison.","resistance":{},"url":"/Feats.aspx?ID=6383","archetype":["Poisoner"],"name":"Poisoner's Twist","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6383"},{"skill_mod":{},"summary":"You can create up to 6 poisons per day with advanced alchemy.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Poisoner Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6384","weakness":{},"archetype":["Poisoner"],"name":"Advanced Poisoncraft","trait":["Archetype"],"id":"feat-6384","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Advanced Poisoncraft Source Player Core 2 pg. 210 Archetype Poisoner Prerequisites Poisoner Dedication --- You can create up to 6 poisons per day with advanced alchemy. Special At 10th level or higher, you can select this feat a second time to increase the number to 8.","category":"feat","pfs":"Standard","feat":["Advanced Poisoncraft"],"rarity":"common","slug":"feat-6384"},{"skill_mod":{},"summary":"In nature, certain animals are covered in venomous spines, and just brushing against them can prove deadly.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Poisoner Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6385","weakness":{},"archetype":["Poisoner"],"name":"Poison Coat","legacy_id":["feat-2039"],"trait":["Archetype"],"id":"feat-6385","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Poison Coat Source Player Core 2 pg. 210 Archetype Poisoner Prerequisites Poisoner Dedication --- In nature, certain animals are covered in venomous spines, and just brushing against them can prove deadly. You expend a contact or injury poison and spend 10 minutes brushing that poison onto your clothing or weaving sharp, poisoned needles into the garment's fabric. You can have only one poison suffused into your clothing at a time. You can use the Once Bitten reaction while you have a poison suffused in this way. Once Bitten ReactionA creature adjacent to you hits you with a melee unarmed Strike; Requirements You have prepared your clothing to poison attackers; Effect The triggering creature is exposed to the suffused poison, and the poison becomes inert.","category":"feat","pfs":"Standard","feat":["Poison Coat"],"rarity":"common","slug":"feat-6385"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2040"],"trait":["Archetype","Fortune"],"id":"feat-6386","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Acquired Tolerance Reaction Source Player Core 2 pg. 210 Archetype Poisoner Prerequisites Poisoner Dedication Trigger You fail a save against a poison. --- A small amount of poison taken at nonlethal doses, can help the body build up resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against wyvern poison.","feat":["Acquired Tolerance"],"skill_mod":{},"summary":"A small amount of poison taken at nonlethal doses, can help the body build up resistance against a more deadly dosage.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":8,"prerequisite":"Poisoner Dedication","source_category":["Rulebooks"],"trigger":"You fail a save against a poison.","resistance":{},"url":"/Feats.aspx?ID=6386","archetype":["Poisoner"],"name":"Acquired Tolerance","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6386"},{"skill_mod":{},"summary":"Your injury poisons can spray onto creatures.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Poisoner Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6387","weakness":{},"archetype":["Poisoner"],"name":"Chemical Contagion","legacy_id":["feat-1601"],"trait":["Archetype"],"id":"feat-6387","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Chemical Contagion Source Player Core 2 pg. 210 Archetypes Poisoner, Poisoner (Level 18) Prerequisites Poisoner Dedication --- Your injury poisons can spray onto creatures. You gain the toxicologist alchemist's greater field discovery.","category":"feat","pfs":"Standard","feat":["Chemical Contagion"],"rarity":"common","slug":"feat-6387"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"legacy_id":["feat-2041"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-6388","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Ritualist Dedication Source Player Core 2 pg. 211 Archetype Ritualist Prerequisites Expert in Occultism, Expert in Arcana, Expert in Nature, or Expert in Religion --- You have begun to master the difficult art of casting rituals. You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can't teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level. Ritualist Dedication leads to... Efficient Rituals, Enterprising Ritualist, Flexible Ritualist, Resourceful Ritualist","feat":["Ritualist Dedication"],"skill_mod":{},"summary":"You have begun to master the difficult art of casting rituals .","primary_source":"Player Core 2","trait_group":["Feat","Rarity"],"level":4,"prerequisite":"Expert in Occultism, Expert in Arcana, Expert in Nature, or Expert in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6388","archetype":["Ritualist"],"name":"Ritualist Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-6388"},{"skill_mod":{},"summary":"You can perform two aspects of a ritual yourself.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Ritualist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6389","weakness":{},"archetype":["Ritualist"],"name":"Flexible Ritualist","legacy_id":["feat-2042"],"trait":["Archetype"],"id":"feat-6389","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Flexible Ritualist Source Player Core 2 pg. 211 Archetype Ritualist Prerequisites Ritualist Dedication --- You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual). Flexible Ritualist leads to... Assured Ritualist","category":"feat","pfs":"Standard","feat":["Flexible Ritualist"],"rarity":"common","slug":"feat-6389"},{"skill_mod":{},"summary":"You can cast difficult rituals that might otherwise be just beyond your skill.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Ritualist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6390","weakness":{},"archetype":["Ritualist"],"name":"Resourceful Ritualist","legacy_id":["feat-2043"],"trait":["Archetype","Skill"],"id":"feat-6390","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Resourceful Ritualist Source Player Core 2 pg. 211 Archetype Ritualist Prerequisites Ritualist Dedication --- You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.","category":"feat","pfs":"Standard","feat":["Resourceful Ritualist"],"rarity":"common","slug":"feat-6390"},{"skill_mod":{},"summary":"You can perform particularly extensive rituals in less time.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Ritualist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6391","weakness":{},"archetype":["Ritualist"],"name":"Efficient Rituals","legacy_id":["feat-2044"],"trait":["Archetype"],"id":"feat-6391","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Efficient Rituals Source Player Core 2 pg. 211 Archetype Ritualist Prerequisites Ritualist Dedication --- You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual.","category":"feat","pfs":"Standard","feat":["Efficient Rituals"],"rarity":"common","slug":"feat-6391"},{"skill_mod":{},"summary":"You can cover for a secondary caster's error.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Flexible Ritualist","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6392","weakness":{},"archetype":["Ritualist"],"name":"Assured Ritualist","legacy_id":["feat-2045"],"trait":["Archetype","Fortune"],"id":"feat-6392","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Assured Ritualist Source Player Core 2 pg. 211 Archetype Ritualist Prerequisites Flexible Ritualist --- You can cover for a secondary caster's error. If you are the primary caster, after all the secondary checks are rolled, you can choose one check that was a failure or critical failure, and improve the result to one degree of success better than what the secondary caster rolled.","category":"feat","pfs":"Standard","feat":["Assured Ritualist"],"rarity":"common","slug":"feat-6392"},{"skill_mod":{},"summary":"Elegant and expensive components are no replacement for your skill and practice at ritual casting.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Ritualist Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6393","weakness":{},"archetype":["Ritualist"],"name":"Enterprising Ritualist","trait":["Archetype"],"id":"feat-6393","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Enterprising Ritualist Source Player Core 2 pg. 211 Archetype Ritualist Prerequisites Ritualist Dedication --- Elegant and expensive components are no replacement for your skill and practice at ritual casting. If a ritual has a Cost entry that has a value in gp, reduce the amount you need to spend by 10%. If you critically succeed at the primary check for a ritual, the gp value of components the ritual consumes is reduced by the same amount. For example, using resurrect to bring back a 14th-level creature normally costs 1,050 gp, but would cost you only 945 gp; and if you critically succeeded at the primary Religion check, you would spend only 840 gp.","category":"feat","pfs":"Standard","feat":["Enterprising Ritualist"],"rarity":"common","slug":"feat-6393"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Stealth","Survival","Stealth","Survival"],"legacy_id":["feat-2047"],"trait":["Archetype","Dedication"],"id":"feat-6394","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Scout Dedication Source Player Core 2 pg. 212 Archetype Scout Prerequisites Trained in Stealth; Trained in Survival --- You are a highly skilled scout, capable of guiding your allies, detecting imminent threats, and avoiding the attention of dangerous enemies. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity. The bonus to initiative you grant when you Scout is +2 instead of +1. Scout Dedication leads to... Fleeting Shadow, Scout's Charge, Scout's Pounce, Scout's Speed, Terrain Scout","feat":["Scout Dedication"],"skill_mod":{},"summary":"You are a highly skilled scout, capable of guiding your allies, detecting imminent threats, and avoiding the attention of dangerous enemies.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Stealth; Trained in Survival","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6394","archetype":["Scout"],"name":"Scout Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6394"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2048"],"trait":["Archetype","Flourish"],"id":"feat-6395","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Scout's Charge Two Actions Source Player Core 2 pg. 212 Archetype Scout Prerequisites Scout Dedication --- You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against it. For your Feint, you can attempt a Stealth check instead of the Deception check that's usually required, using the terrain around you to surprise your foe.","feat":["Scout's Charge"],"skill_mod":{},"summary":"You meander around unpredictably, and then ambush your opponents without warning.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6395","archetype":["Scout"],"name":"Scout's Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6395"},{"skill_mod":{},"summary":"You have mastered movement in many different environments.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6396","weakness":{},"archetype":["Scout"],"name":"Terrain Scout","legacy_id":["feat-2049"],"trait":["Archetype"],"id":"feat-6396","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Terrain Scout Source Player Core 2 pg. 212 Archetype Scout Prerequisites Scout Dedication --- You have mastered movement in many different environments. You gain the Terrain Stalker skill feat twice, choosing a different terrain each time. If you Avoid Notice while exploring and any allies use Follow the Expert to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have.","category":"feat","pfs":"Standard","feat":["Terrain Scout"],"rarity":"common","slug":"feat-6396"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2050"],"trait":["Archetype","Flourish"],"id":"feat-6397","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Fleeting Shadow Two Actions Source Player Core 2 pg. 212 Archetypes Scout, Verduran Shadow (Level 6) Prerequisites Scout Dedication --- You're able to quickly disappear and then move about without drawing the attention of your enemies. You Hide, then Sneak twice.","feat":["Fleeting Shadow"],"skill_mod":{},"summary":"You're able to quickly disappear and then move about without drawing the attention of your enemies.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":6,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6397","archetype":["Scout","Verduran Shadow"],"name":"Fleeting Shadow","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6397"},{"skill_mod":{},"summary":"You move faster, especially when traveling, allowing you to scout out ahead and report back without slowing your allies.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6398","weakness":{},"archetype":["Scout"],"name":"Scout's Speed","legacy_id":["feat-2051"],"trait":["Archetype"],"id":"feat-6398","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Scout's Speed Source Player Core 2 pg. 212 Archetype Scout Prerequisites Scout Dedication --- You move faster, especially when traveling, allowing you to scout out ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus.","category":"feat","pfs":"Standard","feat":["Scout's Speed"],"rarity":"common","slug":"feat-6398"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2052"],"trait":["Archetype","Flourish"],"id":"feat-6399","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Scout's Pounce Two Actions Source Player Core 2 pg. 212 Archetypes Scout, Verduran Shadow (Level 10) Prerequisites Scout Dedication Requirements You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy. --- You leap from the shadows to strike at your foes. Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, the target is off-guard against both attacks. Your multiple attack penalty applies normally for both attacks.","feat":["Scout's Pounce"],"skill_mod":{},"summary":"You leap from the shadows to strike at your foes.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Scout Dedication","source_category":["Rulebooks"],"requirement":"You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy.","resistance":{},"url":"/Feats.aspx?ID=6399","archetype":["Scout","Verduran Shadow"],"name":"Scout's Pounce","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6399"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"legacy_id":["feat-2053"],"trait":["Archetype","Dedication"],"id":"feat-6400","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Scroll Trickster Dedication Source Player Core 2 pg. 213 Archetype Scroll Trickster Prerequisites Trained in Nature, Trained in Arcana, Trained in Occultism, or Trained in Religion --- You've studied scrolls in depth. This might have been a comprehensive education in a formal setting or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the Trick Magic Item feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to Trick a Magic Item that's a scroll, you get a failure instead. Scroll Trickster Dedication leads to... Basic Scroll Cache, Skim Scroll","feat":["Scroll Trickster Dedication"],"skill_mod":{},"summary":"You've studied scrolls in depth.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Nature, Trained in Arcana, Trained in Occultism, or Trained in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6400","archetype":["Scroll Trickster"],"name":"Scroll Trickster Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6400"},{"skill_mod":{},"summary":"You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Scroll Trickster Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6401","weakness":{},"archetype":["Scroll Trickster"],"name":"Basic Scroll Cache","legacy_id":["feat-2054"],"trait":["Archetype"],"id":"feat-6401","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Basic Scroll Cache Source Player Core 2 pg. 213 Archetype Scroll Trickster Prerequisites Scroll Trickster Dedication --- You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly. Each day during your daily preparations, you can create a single temporary scroll containing a 1st-rank spell. The spell must be a common spell, a spell to which you have access, or a spell you are able to cast, and you must be trained in the skill corresponding to at least one of the spell's traditions. You can use Learn a Spell to add spells to those you can use with this feat, even if you aren't a spellcaster. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. This temporary scroll can't be used to Learn the Spell. At 8th level, add a second temporary scroll containing a 2nd-rank spell. Basic Scroll Cache leads to... Expert Scroll Cache","category":"feat","pfs":"Standard","feat":["Basic Scroll Cache"],"rarity":"common","slug":"feat-6401"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2055"],"trait":["Archetype"],"id":"feat-6402","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Skim Scroll Single Action Source Player Core 2 pg. 213 Archetype Scroll Trickster Prerequisites Scroll Trickster Dedication --- You can activate the magic of a scroll with a cursory read as you draw it from your belt. You Interact to draw a scroll, then use Trick Magic Item on the scroll.","feat":["Skim Scroll"],"skill_mod":{},"summary":"You can activate the magic of a scroll with a cursory read as you draw it from your belt.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Scroll Trickster Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6402","archetype":["Scroll Trickster"],"name":"Skim Scroll","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6402"},{"skill_mod":{},"summary":"Your scroll collection has vastly grown, both in size and potency.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Basic Scroll Cache","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6403","weakness":{},"archetype":["Scroll Trickster"],"name":"Expert Scroll Cache","legacy_id":["feat-2056"],"trait":["Archetype"],"id":"feat-6403","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Expert Scroll Cache Source Player Core 2 pg. 213 Archetype Scroll Trickster Prerequisites Basic Scroll Cache --- Your scroll collection has vastly grown, both in size and potency. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-rank spell. At 14th level, add a scroll with a 4th-rank spell. At 16th level, add a scroll with a 5th-rank spell. Expert Scroll Cache leads to... Master Scroll Cache","category":"feat","pfs":"Standard","feat":["Expert Scroll Cache"],"rarity":"common","slug":"feat-6403"},{"skill_mod":{},"summary":"Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":18,"prerequisite":"Expert Scroll Cache","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6404","weakness":{},"archetype":["Scroll Trickster"],"name":"Master Scroll Cache","legacy_id":["feat-2057"],"trait":["Archetype"],"id":"feat-6404","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Standard\" > Master Scroll Cache Source Player Core 2 pg. 213 Archetype Scroll Trickster Prerequisites Expert Scroll Cache --- Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-rank spell. At 20th level, add a scroll with a 7th-rank spell.","category":"feat","pfs":"Standard","feat":["Master Scroll Cache"],"rarity":"common","slug":"feat-6404"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-2058"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-6405","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Scrounger Dedication Source Player Core 2 pg. 214 Archetype Scrounger Prerequisites Trained in Crafting --- While others need specialized tools and a dedicated space, you have found a way to build just about anything, anywhere. You can Craft items even without appropriate tools or a workshop. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. You gain the Cobble Together activity. Cobble Together (exploration) You Craft a temporary item out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be one you've memorized or have the formula for, and must be common, non-magical, half your level or lower, and must be a weapon, armor, or a non-consumable piece of adventuring gear. Instead of a single item, you can create 10 pieces of a single type of ammunition. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one with random pages, you couldn't use it as a scholarly journal or a religious text. An item you Cobble Together is a shoddy item, but when creating it you can choose one creature to build it specifically for. That creature doesn't take the normal penalty for using this shoddy item. Your temporary item lasts for 1d4 hours before falling apart into its raw components; the GM rolls the number of hours secretly. Scrounger Dedication leads to... Expert Disassembly, Magical Scrounger, Reverse Engineering","feat":["Scrounger Dedication"],"skill_mod":{},"summary":"While others need specialized tools and a dedicated space, you have found a way to build just about anything, anywhere.","primary_source":"Player Core 2","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6405","archetype":["Scrounger"],"name":"Scrounger Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-6405"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-2059"],"trait":["Archetype","Skill"],"id":"feat-6406","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Reverse Engineering Source Player Core 2 pg. 214 Archetype Scrounger Prerequisites Scrounger Dedication; Expert in Crafting --- Your nigh-constant tinkering and fiddling with objects means you are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item, and you can attempt a Crafting check to reverse engineer an item after spending 1 day of work setting up instead of 2. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value.","feat":["Reverse Engineering"],"skill_mod":{},"summary":"Your nigh-constant tinkering and fiddling with objects means you are able to reverse engineer items into formulas more effectively than most.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Scrounger Dedication; Expert in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6406","archetype":["Scrounger"],"name":"Reverse Engineering","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6406"},{"skill_mod":{},"summary":"You can craft a temporary wondrous item using the magic scrounged from all around.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Magical Crafting; Scrounger Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6407","weakness":{},"archetype":["Scrounger"],"name":"Magical Scrounger","trait":["Archetype"],"id":"feat-6407","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Magical Scrounger Source Player Core 2 pg. 214 Archetype Scrounger Prerequisites Magical Crafting; Scrounger Dedication --- You can craft a temporary wondrous item using the magic scrounged from all around. Once per day, you can Cobble Together a temporary magic item. The temporary item must be common, magical, half your level or lower, and be able to be held, wielded, or worn. Any Craft requirements must be provided as normal. You can't Cobble Together a consumable, a rune, or an item with runes. If the item must be worn or affixed, removing it once it's affixed or donned destroys it.","category":"feat","pfs":"Standard","feat":["Magical Scrounger"],"rarity":"common","slug":"feat-6407"},{"legacy_name":["Expert Disassembler"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-2061"],"trait":["Archetype","Skill"],"id":"feat-6408","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Expert Disassembly Source Player Core 2 pg. 214 Archetype Scrounger Prerequisites Scrounger Dedication; Master in Crafting --- You can apply the same techniques you use to reverse engineer objects to disable dangerous traps and break apart locks. You can use Crafting instead of Thievery to Disable a Device or Pick a Lock.","feat":["Expert Disassembly"],"skill_mod":{},"summary":"You can apply the same techniques you use to reverse engineer objects to disable dangerous traps and break apart locks.","primary_source":"Player Core 2","trait_group":["Feat"],"level":7,"prerequisite":"Scrounger Dedication; Master in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6408","archetype":["Scrounger"],"name":"Expert Disassembly","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6408"},{"skill_mod":{},"summary":"You have trained carefully to maximize the protective qualities of your armor.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6409","weakness":{},"archetype":["Sentinel"],"name":"Sentinel Dedication","legacy_id":["feat-2062"],"trait":["Archetype","Dedication"],"id":"feat-6409","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sentinel Dedication Source Player Core 2 pg. 215 Archetype Sentinel --- You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you're 13th level or higher, you also become an expert in the armor types granted to you by this feat. Sentinel Dedication leads to... Armor Specialist, Armored Rebuff, Mighty Bulwark, Steel Skin","category":"feat","pfs":"Standard","feat":["Sentinel Dedication"],"rarity":"common","slug":"feat-6409"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Survival","Survival"],"legacy_id":["feat-2063"],"trait":["Archetype","Skill"],"id":"feat-6410","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Steel Skin Source Player Core 2 pg. 215 Archetypes Sentinel, Stalwart Defender (Level 6) Prerequisites Sentinel Dedication; Trained in Survival --- You wear your armor like a second skin, taking comfort in the protection it offers. You don't become fatigued if you sleep while wearing armor.","feat":["Steel Skin"],"skill_mod":{},"summary":"You wear your armor like a second skin, taking comfort in the protection it offers.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Sentinel Dedication; Trained in Survival","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6410","archetype":["Sentinel","Stalwart Defender"],"name":"Steel Skin","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6410"},{"skill_mod":{},"summary":"You have trained hard to optimize your armor's unique protective qualities to maximize the materials used in its creation.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Sentinel Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6411","weakness":{},"archetype":["Sentinel","Golden Legionnaire"],"name":"Armor Specialist","legacy_id":["feat-2064"],"trait":["Archetype"],"id":"feat-6411","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Armor Specialist Source Player Core 2 pg. 215 Archetypes Sentinel, Golden Legionnaire (Level 6) Prerequisites Sentinel Dedication --- You have trained hard to optimize your armor's unique protective qualities to maximize the materials used in its creation. You gain the armor specialization effects for all armors you are proficient with.","category":"feat","pfs":"Standard","feat":["Armor Specialist"],"rarity":"common","slug":"feat-6411"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2065"],"trait":["Archetype"],"id":"feat-6412","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Armored Rebuff Reaction Source Player Core 2 pg. 215 Archetypes Sentinel, Stalwart Defender (Level 10) Prerequisites Sentinel Dedication Trigger An adjacent enemy critically fails an attack roll to Strike you with a melee weapon or unarmed attack. Requirements You are wearing medium armor or heavier. --- You rebuff puny attacks with your armor, knocking back your foe. Attempt an Athletics check to Shove the triggering enemy, even if you don't have a hand free. If you succeed, you can't Stride to follow the enemy, as you're knocking the enemy back with the rebounded attack, not by physically moving towards them.","feat":["Armored Rebuff"],"skill_mod":{},"summary":"You rebuff puny attacks with your armor, knocking back your foe.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Sentinel Dedication","source_category":["Rulebooks"],"requirement":"You are wearing medium armor or heavier.","trigger":"An adjacent enemy critically fails an attack roll to Strike you with a melee weapon or unarmed attack.","resistance":{},"url":"/Feats.aspx?ID=6412","archetype":["Sentinel","Stalwart Defender"],"name":"Armored Rebuff","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6412"},{"skill_mod":{},"summary":"Thanks to the incredible connection you have forged with your armor, you can use it to shrug off an extensive array of dangers.","primary_source":"Battlecry!","trait_group":["Feat","Class"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Sentinel Dedication","source_category":["Rulebooks"],"source":["Battlecry!","Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6413","weakness":{},"archetype":["Sentinel","Stalwart Defender"],"name":"Mighty Bulwark","legacy_id":["feat-2066"],"trait":["Archetype","Guardian"],"id":"feat-6413","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Mighty Bulwark Source Battlecry! pg. 45, Player Core 2 pg. 215 Archetypes Stalwart Defender (Level 12), Sentinel (Level 10), Sentinel (Level 10) Prerequisites Sentinel Dedication --- Thanks to the incredible connection you have forged with your armor, you can use it to shrug off an extensive array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.","category":"feat","pfs":"Standard","feat":["Mighty Bulwark"],"rarity":"common","slug":"feat-6413"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-2074"],"trait":["Archetype","Dedication"],"id":"feat-6414","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Snarecrafter Dedication Source Player Core 2 pg. 216 Archetype Snarecrafter Prerequisites Trained in Crafting --- You have studied the art of crafting snares and laying traps, and few have shown more talent in these arts than you. You gain the Snare Crafting feat. When you set a snare, the DC of any saving throw it requires uses the higher of your class DC or the snare's DC. If a snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions instead. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment (increasing to six snares if you're a master in Crafting and eight if you're legendary). Snares prepared in this way don't cost you any resources to Craft. When you increase your proficiency rank in Crafting to expert, master, or legendary, add three additional snare formulas to your formula book. The snares must be of your level or lower. Special Rangers can adapt snare crafting techniques to create snares from natural materials. If you are a ranger, you can use Survival instead of Crafting for all prerequisites and functions of feats from this archetype. (This includes using Survival to Craft a snare.) Snarecrafter Dedication leads to... Barricade Snare, Brastlewark Snare Engineering, Broad Snare, Giant Snare, Lightning Snares, Plentiful Snares, Remote Trigger, Surprise Snare","feat":["Snarecrafter Dedication"],"skill_mod":{},"summary":"You have studied the art of crafting snares and laying traps, and few have shown more talent in these arts than you.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6414","archetype":["Snarecrafter"],"name":"Snarecrafter Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6414"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2075"],"trait":["Archetype","Manipulate"],"id":"feat-6415","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Surprise Snare Three Actions Source Player Core 2 pg. 216 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- You install one prepared snare for deployment in a space that's occupied by an enemy. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers.","feat":["Surprise Snare"],"skill_mod":{},"summary":"You install one prepared snare for deployment in a space that's occupied by an enemy.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":4,"prerequisite":"Snarecrafter Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6415","archetype":["Snarecrafter"],"name":"Surprise Snare","actions_number":6,"category":"feat","pfs":"Standard","actions":"Three Actions","rarity":"common","slug":"feat-6415"},{"skill_mod":{},"summary":"You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Snarecrafter Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6416","weakness":{},"archetype":["Snarecrafter"],"name":"Remote Trigger","legacy_id":["feat-2076"],"trait":["Archetype"],"id":"feat-6416","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Remote Trigger Source Player Core 2 pg. 216 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged Strike against the Crafting DC, triggering the snare only if you hit.","category":"feat","pfs":"Standard","feat":["Remote Trigger"],"rarity":"common","slug":"feat-6416"},{"skill_mod":{},"summary":"You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":10,"prerequisite":"Snarecrafter Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6417","weakness":{},"archetype":["Snarecrafter"],"name":"Giant Snare","legacy_id":["feat-2077"],"trait":["Archetype"],"id":"feat-6417","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Giant Snare Source Player Core 2 pg. 216 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.","category":"feat","pfs":"Standard","feat":["Giant Snare"],"rarity":"common","slug":"feat-6417"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Crafting","Crafting"],"legacy_id":["feat-527"],"trait":["Archetype"],"id":"feat-6418","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Lightning Snares Source Player Core 2 pg. 216 Archetypes Snarecrafter, Snarecrafter (Level 14) Prerequisites Snarecrafter Dedication; Master in Crafting --- You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead.","feat":["Lightning Snares"],"skill_mod":{},"summary":"You can rig a trap with incredible speed.","primary_source":"Player Core 2","trait_group":["Feat"],"level":12,"prerequisite":"Snarecrafter Dedication; Master in Crafting","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6418","archetype":["Snarecrafter"],"name":"Lightning Snares","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6418"},{"skill_mod":{},"summary":"You can prepare incredible numbers of snares each day out of simple ingredients.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Snarecrafter Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6419","weakness":{},"archetype":["Snarecrafter"],"name":"Plentiful Snares","legacy_id":["feat-2078"],"trait":["Archetype"],"id":"feat-6419","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Plentiful Snares Source Player Core 2 pg. 216 Archetype Snarecrafter Prerequisites Snarecrafter Dedication --- You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication.","category":"feat","pfs":"Standard","feat":["Plentiful Snares"],"rarity":"common","slug":"feat-6419"},{"skill_mod":{},"summary":"You are trained in the use of talismans and similar magical paraphernalia.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6420","weakness":{},"archetype":["Talisman Dabbler"],"name":"Talisman Dabbler Dedication","legacy_id":["feat-2079"],"trait":["Archetype","Dedication"],"id":"feat-6420","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Talisman Dabbler Dedication Source Player Core 2 pg. 217 Archetype Talisman Dabbler --- You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an accumulation of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans of your level or lower. You remember talisman formulas and don't need a formula book for them. Additionally, you carry a vast collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. Any saving throw DC required by a temporary talisman you create uses the highest of your class DC, spell DC, or the talisman's DC. Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span. Talisman Dabbler Dedication leads to... Deeper Dabbler, Quick Fix, Talismanic Sage","category":"feat","pfs":"Standard","feat":["Talisman Dabbler Dedication"],"rarity":"common","slug":"feat-6420"},{"skill_mod":{},"summary":"You can attach a talisman using only a bit of glue and some string.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Talisman Dabbler Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6421","weakness":{},"archetype":["Talisman Dabbler"],"name":"Quick Fix","legacy_id":["feat-2080"],"trait":["Archetype"],"id":"feat-6421","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Quick Fix Source Player Core 2 pg. 217 Archetype Talisman Dabbler Prerequisites Talisman Dabbler Dedication --- You can attach a talisman using only a bit of glue and some string. You gain the Rapid Affixture skill feat, even if you don't meet the prerequisites. When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. You gain the ability to Affix a Talisman as a 3-action activity from that feat at 12th level, regardless of your Crafting proficiency.","category":"feat","pfs":"Standard","feat":["Quick Fix"],"rarity":"common","slug":"feat-6421"},{"skill_mod":{},"summary":"With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Talisman Dabbler Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6422","weakness":{},"archetype":["Talisman Dabbler"],"name":"Deeper Dabbler","legacy_id":["feat-2081"],"trait":["Archetype"],"id":"feat-6422","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Deeper Dabbler Source Player Core 2 pg. 217 Archetype Talisman Dabbler Prerequisites Talisman Dabbler Dedication --- With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations. Special You can select this feat a second time if you are 14th level or higher.","category":"feat","pfs":"Standard","feat":["Deeper Dabbler"],"rarity":"common","slug":"feat-6422"},{"skill_mod":{},"summary":"Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman , you can specially treat one item you're working on, allowing it to have two active talismans at once.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":14,"prerequisite":"Talisman Dabbler Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6423","weakness":{},"archetype":["Talisman Dabbler"],"name":"Talismanic Sage","legacy_id":["feat-2082"],"trait":["Archetype"],"id":"feat-6423","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Standard\" > Talismanic Sage Source Player Core 2 pg. 217 Archetype Talisman Dabbler Prerequisites Talisman Dabbler Dedication --- Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item for this ability.","category":"feat","pfs":"Standard","feat":["Talismanic Sage"],"rarity":"common","slug":"feat-6423"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-2083"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-6424","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Vigilante Dedication Source Player Core 2 pg. 218 Archetypes Vigilante, Gray Gardener (Level 2) Prerequisites Trained in Deception --- You have two identities, each with its own name and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people. If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don't have to attempt a Deception check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity. Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup, along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities. Your two identities are completely distinct. Checks to Recall Knowledge about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist. To maintain the separation between your identities, some of your abilities have the vigilante trait. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity may risk exposing you as a vigilante. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can spend 1 week of downtime to create a new social identity. Vigilante Dedication leads to... Hidden Magic, Many Guises, Minion Guise, Quick Change, Safe House, Social Purview, Startling Appearance, Subjective Truth","feat":["Vigilante Dedication"],"skill_mod":{},"summary":"You have two identities, each with its own name and abilities.","primary_source":"Player Core 2","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Trained in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6424","archetype":["Vigilante","Gray Gardener"],"name":"Vigilante Dedication","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-6424"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"legacy_id":["feat-2084"],"trait":["Archetype","Skill"],"id":"feat-6425","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Hidden Magic Source Player Core 2 pg. 219 Archetype Vigilante Prerequisites Vigilante Dedication; Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion --- You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. A spellcaster using detect magic or read aura must succeed at a Perception check against your Deception DC to see through your obfuscations.","feat":["Hidden Magic"],"skill_mod":{},"summary":"You've learned to hide the magical auras of your gear.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Vigilante Dedication; Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6425","archetype":["Vigilante"],"name":"Hidden Magic","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6425"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-2085"],"trait":["Archetype","Skill"],"id":"feat-6426","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Minion Guise Source Player Core 2 pg. 219 Archetype Vigilante Prerequisites Vigilante Dedication; Expert in Deception; animal companion or familiar --- When you are in your social identity, you can also grant a social identity to an animal companion, familiar, pet, or other minion you gained from a class feature or feat. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity.","feat":["Minion Guise"],"skill_mod":{},"summary":"When you are in your social identity, you can also grant a social identity to an animal companion, familiar, pet, or other minion you gained from a class feature or feat.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Vigilante Dedication; Expert in Deception; animal companion or familiar","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6426","archetype":["Vigilante"],"name":"Minion Guise","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6426"},{"skill_mod":{},"summary":"You establish a safe house—a secure space in which to hide your secrets from the outside world.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vigilante Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6427","weakness":{},"archetype":["Vigilante"],"name":"Safe House","legacy_id":["feat-2086"],"trait":["Archetype"],"id":"feat-6427","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Safe House Source Player Core 2 pg. 219 Archetype Vigilante Prerequisites Vigilante Dedication --- You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of two 10-foot cubes. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of veil of privacy , using your Deception modifier for the counteract DC and half your level rounded up for the counteract rank. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in Deception, eight cubes if you're a master, and 16 cubes if you're legendary.","category":"feat","pfs":"Standard","feat":["Safe House"],"rarity":"common","slug":"feat-6427"},{"skill_mod":{},"summary":"You have built a reputation for yourself in your social identity.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Vigilante Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6428","weakness":{},"archetype":["Vigilante"],"name":"Social Purview","legacy_id":["feat-2087"],"trait":["Archetype","Skill"],"id":"feat-6428","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Restricted\" > Social Purview Source Player Core 2 pg. 219 Archetype Vigilante Prerequisites Vigilante Dedication --- You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure.","category":"feat","pfs":"Restricted","feat":["Social Purview"],"rarity":"common","slug":"feat-6428"},{"legacy_name":["Startling Appearance (Vigilante)"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2088"],"trait":["Archetype","Emotion","Fear","Mental","Vigilante"],"id":"feat-6429","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Startling Appearance Single Action Source Player Core 2 pg. 219 Archetype Vigilante Prerequisites Vigilante Dedication Requirements You are unnoticed by the target creature. --- You can startle foes who are unaware of your presence. Make a Strike against your target. That creature is off-guard against this Strike, as normal. If your Strike hits, the target remains off-guard for the rest of your turn and is frightened 1 (frightened 2 on a critical hit). Startling Appearance leads to... Frightening Appearance, Stunning Appearance","feat":["Startling Appearance"],"skill_mod":{},"summary":"You can startle foes who are unaware of your presence.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics","Class-Specific"],"level":6,"prerequisite":"Vigilante Dedication","source_category":["Rulebooks"],"requirement":"You are unnoticed by the target creature.","resistance":{},"url":"/Feats.aspx?ID=6429","archetype":["Vigilante"],"name":"Startling Appearance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6429"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-2089"],"trait":["Archetype"],"id":"feat-6430","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Quick Change Source Player Core 2 pg. 219 Archetypes Vigilante, Venture-Gossip (Level 7) Prerequisites Vigilante Dedication; Master in Deception --- You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in Deception, you can perform this change as a single action.","feat":["Quick Change"],"skill_mod":{},"summary":"You can shift between your identities with ease.","primary_source":"Player Core 2","trait_group":["Feat"],"level":7,"prerequisite":"Vigilante Dedication; Master in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6430","archetype":["Vigilante","Venture-Gossip"],"name":"Quick Change","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6430"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-2090"],"trait":["Archetype","Skill"],"id":"feat-6431","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Subjective Truth Source Player Core 2 pg. 219 Archetypes Vigilante, Venture-Gossip (Level 7) Prerequisites Vigilante Dedication; Master in Deception --- Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can deceive effects like ring of truth that reveal lies. ","feat":["Subjective Truth"],"skill_mod":{},"summary":"Your disparate identities allow you to defeat magic that detects lies.","primary_source":"Player Core 2","trait_group":["Feat"],"level":7,"prerequisite":"Vigilante Dedication; Master in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6431","archetype":["Vigilante","Venture-Gossip"],"name":"Subjective Truth","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6431"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Deception","Deception"],"legacy_id":["feat-2091"],"trait":["Archetype"],"id":"feat-6432","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Many Guises Source Player Core 2 pg. 219 Archetype Vigilante Prerequisites Vigilante Dedication; Master in Deception --- You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual—rather, you become a nondescript member of your ancestry, of any gender, and from a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against the same Deception DC used for Vigilante Dedication. Using class or dedication abilities ends this disguise.","feat":["Many Guises"],"skill_mod":{},"summary":"You can take on any number of mundane guises.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Vigilante Dedication; Master in Deception","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6432","archetype":["Vigilante"],"name":"Many Guises","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6432"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Intimidation","Intimidation"],"legacy_id":["feat-2092"],"trait":["Archetype","Vigilante"],"id":"feat-6433","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Frightening Appearance Source Player Core 2 pg. 219 Archetype Vigilante Prerequisites Startling Appearance; Expert in Intimidation --- Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to Demoralize each enemy in a 10-foot emanation you were unnoticed by before your Strike.","feat":["Frightening Appearance"],"skill_mod":{},"summary":"Your dramatic appearances can frighten bystanders.","primary_source":"Player Core 2","trait_group":["Feat","Class-Specific"],"level":12,"prerequisite":"Startling Appearance; Expert in Intimidation","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6433","archetype":["Vigilante"],"name":"Frightening Appearance","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6433"},{"skill_mod":{},"summary":"Your sudden appearance leaves your foe unable to respond.","primary_source":"Player Core 2","trait_group":["Feat","Class-Specific"],"primary_source_category":"Rulebooks","level":16,"prerequisite":"Startling Appearance","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6434","weakness":{},"archetype":["Vigilante"],"name":"Stunning Appearance","legacy_id":["feat-2093"],"trait":["Archetype","Vigilante"],"id":"feat-6434","text":"<title level=\"1\" right=\"Feat 16\" pfs=\"Standard\" > Stunning Appearance Source Player Core 2 pg. 219 Archetype Vigilante Prerequisites Startling Appearance --- Your sudden appearance leaves your foe unable to respond. When you use Startling Appearance and your Strike hits an enemy of your level or lower, the enemy is also stunned 1 on a hit, or stunned 2 on a critical hit.","category":"feat","pfs":"Standard","feat":["Stunning Appearance"],"rarity":"common","slug":"feat-6434"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-2094"],"trait":["Archetype","Dedication"],"id":"feat-6435","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Viking Dedication Source Player Core 2 pg. 220 Archetype Viking Prerequisites Trained in Athletics --- Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You gain the Additional Lore general feat for Sailing Lore and Warfare Lore. When using your land Speed, you ignore difficult terrain from shallow water, such as in bogs or on beaches. In addition, if you roll a success on an Athletics check to Swim, you get a critical success instead. Viking Dedication leads to... Hurling Charge, Into the Fray, Second Shield, Viking Weapon Familiarity","feat":["Viking Dedication"],"skill_mod":{},"summary":"Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6435","archetype":["Viking"],"name":"Viking Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6435"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2095"],"trait":["Archetype"],"id":"feat-6436","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Hurling Charge Two Actions Source Player Core 2 pg. 220 Archetype Viking Prerequisites Viking Dedication Requirements You're wielding a thrown weapon. --- You make a ranged Strike with your thrown weapon, Stride, and then Interact to draw another weapon. This Interact action doesn't trigger reactions. Special If you are raging and end the Stride adjacent to an enemy, that enemy is off-guard against the next Strike you make against it with the weapon you drew before the end of your next turn.","feat":["Hurling Charge"],"skill_mod":{},"summary":"You make a ranged Strike with your thrown weapon, Stride , and then Interact to draw another weapon.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Viking Dedication","source_category":["Rulebooks"],"requirement":"You're wielding a thrown weapon.","resistance":{},"url":"/Feats.aspx?ID=6436","archetype":["Viking"],"name":"Hurling Charge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6436"},{"skill_mod":{},"summary":"From childhood, you have been exposed to traditional viking combat techniques, and you soon learned to handle axe, sword, and shield in battle.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Viking Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6437","weakness":{},"archetype":["Viking"],"name":"Viking Weapon Familiarity","legacy_id":["feat-2096"],"trait":["Archetype"],"id":"feat-6437","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Viking Weapon Familiarity Source Player Core 2 pg. 220 Archetype Viking Prerequisites Viking Dedication --- From childhood, you have been exposed to traditional viking combat techniques, and you soon learned to handle axe, sword, and shield in battle. Now, you can raid proudly alongside your fellows. You gain the Shield Block reaction. Additionally, you have familiarity with the battle axe, hatchet, longsword, shield boss, shield spikes, and shortsword—for the purposes of proficiency, you treat any of these weapons as simple weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.","category":"feat","pfs":"Standard","feat":["Viking Weapon Familiarity"],"rarity":"common","slug":"feat-6437"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2098"],"trait":["Archetype"],"id":"feat-6438","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Second Shield Free Action Source Player Core 2 pg. 220 Archetype Viking Prerequisites Viking Dedication Trigger Your Shield Block causes your shield to break or be destroyed. --- You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You Interact to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield—for example, a table or chair— you can Interact to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the Raise a Shield action, as normal.","feat":["Second Shield"],"skill_mod":{},"summary":"You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Viking Dedication","source_category":["Rulebooks"],"trigger":"Your Shield Block causes your shield to break or be destroyed.","resistance":{},"url":"/Feats.aspx?ID=6438","archetype":["Viking"],"name":"Second Shield","actions_number":0,"category":"feat","pfs":"Standard","actions":"Free Action","rarity":"common","slug":"feat-6438"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-6439","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Into the Fray Two Actions Source Player Core 2 pg. 220 Archetype Viking Prerequisites Viking Dedication Requirements You are wielding a one-handed melee weapon in one hand and a shield in another hand. --- You charge into battle with shield-splintering fury. You Leap, Stride, or Swim. Make two melee Strikes during this movement, one with your one-handed melee weapon and one with your shield or a weapon attached to the shield (like a shield boss or shield spikes). You can make these Strikes at any points during your movement, and each must target a different enemy. Both attacks count toward your multiple attack penalty, but don't increase your penalty until you have made both attacks.","feat":["Into the Fray"],"skill_mod":{},"summary":"You charge into battle with shield-splintering fury.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Viking Dedication","source_category":["Rulebooks"],"requirement":"You are wielding a one-handed melee weapon in one hand and a shield in another hand.","resistance":{},"url":"/Feats.aspx?ID=6439","archetype":["Viking"],"name":"Into the Fray","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6439"},{"skill_mod":{},"summary":"You don't take the normal –2 penalty to attack rolls with improvised weapons .","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"trained in martial weapons","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6440","weakness":{},"archetype":["Weapon Improviser"],"name":"Weapon Improviser Dedication","legacy_id":["feat-2099"],"trait":["Archetype","Dedication"],"id":"feat-6440","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Weapon Improviser Dedication Source Player Core 2 pg. 221 Archetype Weapon Improviser Prerequisites trained in martial weapons --- You don't take the normal –2 penalty to attack rolls with improvised weapons. Improvised weapons you use have a minimum weapon damage die of 1d6, or 1d4 if the improvised weapon is agile. Weapon Improviser Dedication leads to... Improvised Critical, Improvised Pummel, Makeshift Strike, Surprise Strike","category":"feat","pfs":"Standard","feat":["Weapon Improviser Dedication"],"rarity":"common","slug":"feat-6440"},{"skill_mod":{},"summary":"When you make a Strike with an improvised weapon you're wielding, you gain a +1 item bonus to the attack roll, and you can have the Strike deal two weapon damage dice instead of the improvised weapon's normal number.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":4,"prerequisite":"Weapon Improviser Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6441","weakness":{},"archetype":["Weapon Improviser"],"name":"Improvised Pummel","legacy_id":["feat-2100"],"trait":["Archetype"],"id":"feat-6441","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Improvised Pummel Source Player Core 2 pg. 221 Archetype Weapon Improviser Prerequisites Weapon Improviser Dedication --- When you make a Strike with an improvised weapon you're wielding, you gain a +1 item bonus to the attack roll, and you can have the Strike deal two weapon damage dice instead of the improvised weapon's normal number. If the attack is a critical hit, the improvised weapon breaks after the normal effects of a critical hit occur. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, it doesn't break but the attack is a normal hit instead of a critical hit. You can choose not to get any of the effects of Improvised Pummel on a Strike if you don't want to risk breaking the item. At 12th level, the item bonus increases to +2, and at 16th level, the Strike deals three weapon damage dice instead of the improvised weapon's normal number. If you're benefiting from handwraps of mighty blows, you use the handwraps' item bonus if it's higher and can choose to use its number of damage dice. Any property runes from the handwraps also apply if you use the handwraps' number of weapon damage dice, provided they could apply to the improvised weapon (as determined by the GM). Improvised Pummel leads to... Shattering Strike (Weapon Improviser)","category":"feat","pfs":"Standard","feat":["Improvised Pummel"],"rarity":"common","slug":"feat-6441"},{"skill_mod":{},"summary":"Whenever you make a Strike with an improvised weapon against a creature that hasn't observed you making a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is off-guard against you for that Strike.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":6,"prerequisite":"Weapon Improviser Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6442","weakness":{},"archetype":["Weapon Improviser"],"name":"Surprise Strike","legacy_id":["feat-2101"],"trait":["Archetype"],"id":"feat-6442","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Surprise Strike Source Player Core 2 pg. 221 Archetype Weapon Improviser Prerequisites Weapon Improviser Dedication --- Whenever you make a Strike with an improvised weapon against a creature that hasn't observed you making a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is off-guard against you for that Strike.","category":"feat","pfs":"Standard","feat":["Surprise Strike"],"rarity":"common","slug":"feat-6442"},{"skill_mod":{},"summary":"You can apply critical specialization effects to improvised weapons you wield.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":8,"prerequisite":"Weapon Improviser Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6443","weakness":{},"archetype":["Weapon Improviser"],"name":"Improvised Critical","legacy_id":["feat-2102"],"trait":["Archetype"],"id":"feat-6443","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Improvised Critical Source Player Core 2 pg. 221 Archetype Weapon Improviser Prerequisites Weapon Improviser Dedication --- You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is.","category":"feat","pfs":"Standard","feat":["Improvised Critical"],"rarity":"common","slug":"feat-6443"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2103"],"trait":["Archetype"],"id":"feat-6444","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Makeshift Strike Single Action Source Player Core 2 pg. 221 Archetype Weapon Improviser Prerequisites Weapon Improviser Dedication --- You quickly snatch up whatever is nearby and then attack with it as an improvised weapon. You Interact to pick up an unattended object in reach you could use as an improvised weapon, then Strike with that improvised weapon.","feat":["Makeshift Strike"],"skill_mod":{},"summary":"You quickly snatch up whatever is nearby and then attack with it as an improvised weapon.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Weapon Improviser Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6444","archetype":["Weapon Improviser"],"name":"Makeshift Strike","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6444"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-2104"],"trait":["Archetype"],"id":"feat-6445","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Shattering Strike (Weapon Improviser) Reaction Source Player Core 2 pg. 221 Archetype Weapon Improviser Prerequisites Improvised Pummel Trigger An improvised weapon you are wielding becomes broken as a result of a critical success on an Improvised Pummel. --- The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal.","feat":["Shattering Strike (Weapon Improviser)"],"skill_mod":{},"summary":"The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel.","primary_source":"Player Core 2","trait_group":["Feat"],"level":10,"prerequisite":"Improvised Pummel","source_category":["Rulebooks"],"trigger":"An improvised weapon you are wielding becomes broken as a result of a critical success on an Improvised Pummel.","resistance":{},"url":"/Feats.aspx?ID=6445","archetype":["Weapon Improviser"],"name":"Shattering Strike (Weapon Improviser)","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6445"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Athletics","Athletics"],"legacy_id":["feat-3394"],"trait":["Archetype","Dedication"],"id":"feat-6446","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Wrestler Dedication Source Player Core 2 pg. 222 Archetype Wrestler Prerequisites Trained in Athletics --- Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in Athletics and gain the Titan Wrestler skill feat. You don’t take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent’s attempts to Grapple you or Swallow you Whole. Wrestler Dedication leads to... Aerial Piledriver, Clinch Strike, Disengaging Twist, Elbow Breaker, Inescapable Grasp, Running Tackle, Spinebreaker, Strangle, Submission Hold, Suplex","feat":["Wrestler Dedication"],"skill_mod":{},"summary":"Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Trained in Athletics","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6446","archetype":["Wrestler"],"name":"Wrestler Dedication","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6446"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3395"],"trait":["Archetype"],"id":"feat-6447","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Disengaging Twist Reaction Source Player Core 2 pg. 222 Archetype Wrestler Prerequisites Wrestler Dedication Trigger A creature gives you the grabbed or restrained condition. --- Your ability to twist your opponents’ bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check.","feat":["Disengaging Twist"],"skill_mod":{},"summary":"Your ability to twist your opponents’ bodies into painful locks and holds makes you particularly adept at escaping such predicaments.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"trigger":"A creature gives you the grabbed or restrained condition.","resistance":{},"url":"/Feats.aspx?ID=6447","archetype":["Wrestler"],"name":"Disengaging Twist","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6447"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3396"],"trait":["Archetype"],"id":"feat-6448","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Elbow Breaker Single Action Source Player Core 2 pg. 222 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- You bend your opponent’s body or limbs into agonizing positions that make it difficult for them to maintain their grip. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects. Critical Success You knock one held item out of the creature's grasp. It falls to the ground in the creature's space. Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.","feat":["Elbow Breaker"],"skill_mod":{},"summary":"You bend your opponent’s body or limbs into agonizing positions that make it difficult for them to maintain their grip.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=6448","archetype":["Wrestler"],"name":"Elbow Breaker","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6448"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3397"],"trait":["Archetype"],"id":"feat-6449","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Standard\" > Suplex Single Action Source Player Core 2 pg. 223 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, the target lands prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.","feat":["Suplex"],"skill_mod":{},"summary":"Flexing your entire body, you heave your opponent over your head and slam them into the ground.","primary_source":"Player Core 2","trait_group":["Feat"],"level":4,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=6449","archetype":["Wrestler"],"name":"Suplex","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6449"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3398"],"trait":["Archetype"],"id":"feat-6450","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Standard\" > Clinch Strike Reaction Source Player Core 2 pg. 223 Archetype Wrestler Prerequisites Wrestler Dedication Trigger A creature you had grabbed or restrained successfully Escapes. --- Your opponents can’t slip your grasp without punishment. Make an unarmed melee Strike against the triggering creature.","feat":["Clinch Strike"],"skill_mod":{},"summary":"Your opponents can’t slip your grasp without punishment.","primary_source":"Player Core 2","trait_group":["Feat"],"level":6,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"trigger":"A creature you had grabbed or restrained successfully Escapes .","resistance":{},"url":"/Feats.aspx?ID=6450","archetype":["Wrestler"],"name":"Clinch Strike","actions_number":1,"category":"feat","pfs":"Standard","actions":"Reaction","rarity":"common","slug":"feat-6450"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3399"],"trait":["Archetype"],"id":"feat-6451","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Running Tackle Two Actions Source Player Core 2 pg. 223 Archetype Wrestler Prerequisites Wrestler Dedication --- You charge, throwing your body at your foe in a vicious tackle. Stride twice or make a High Jump or Long Jump, then attempt to Grapple or Shove. If you made a High Jump or Long Jump, you can make the Grapple or Shove at any point in the jump, but you can’t travel any farther on the jump after you do.","feat":["Running Tackle"],"skill_mod":{},"summary":"You charge, throwing your body at your foe in a vicious tackle.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6451","archetype":["Wrestler"],"name":"Running Tackle","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6451"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3400"],"trait":["Archetype"],"id":"feat-6452","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Strangle Single Action Source Player Core 2 pg. 223 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- You squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice, and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can’t vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech. For an action requiring speech that is also a manipulate action, like Casting a Spell with the concentrate and manipulate trait, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being grabbed.","feat":["Strangle"],"skill_mod":{},"summary":"You squeeze the breath out of your foe.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=6452","archetype":["Wrestler"],"name":"Strangle","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6452"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3401"],"trait":["Archetype"],"id":"feat-6453","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Standard\" > Submission Hold Single Action Source Player Core 2 pg. 223 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- Your iron grip saps your opponent’s strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following additional effects if you succeed. Critical Success The target is enfeebled 2 until the end of its next turn and then is enfeebled 1 for 1 minute. Success The target is enfeebled 1 until the end of its next turn.","feat":["Submission Hold"],"skill_mod":{},"summary":"Your iron grip saps your opponent’s strength.","primary_source":"Player Core 2","trait_group":["Feat"],"level":8,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=6453","archetype":["Wrestler"],"name":"Submission Hold","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6453"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3402"],"trait":["Archetype","Attack"],"id":"feat-6454","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Aerial Piledriver Two Actions Source Player Core 2 pg. 223 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure. Success The target lands prone. Failure You lose your grip on the target, and it is no longer grabbed or restrained by you. Critical Failure You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.","feat":["Aerial Piledriver"],"skill_mod":{},"summary":"Heaving both yourself and your opponent into the air, you bring them crashing to the ground.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":10,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=6454","archetype":["Wrestler"],"name":"Aerial Piledriver","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6454"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"legacy_id":["feat-3403"],"trait":["Archetype"],"id":"feat-6455","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Spinebreaker Single Action Source Player Core 2 pg. 223 Archetype Wrestler Prerequisites Wrestler Dedication Requirements You have a creature grabbed or restrained. --- You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. Attempt an Athletics check to Grapple a creature you have grabbed or restrained, with the following additional effects if you succeed. Critical Success The target is clumsy 2 until the end of its next turn and then is clumsy 1 for 1 minute. Success The target is clumsy 1 until the end of its next turn.","feat":["Spinebreaker"],"skill_mod":{},"summary":"You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points.","primary_source":"Player Core 2","trait_group":["Feat"],"level":10,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"requirement":"You have a creature grabbed or restrained .","resistance":{},"url":"/Feats.aspx?ID=6455","archetype":["Wrestler"],"name":"Spinebreaker","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6455"},{"skill_mod":{},"summary":"Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":12,"prerequisite":"Wrestler Dedication","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6456","weakness":{},"archetype":["Wrestler"],"name":"Inescapable Grasp","legacy_id":["feat-3404"],"trait":["Archetype"],"id":"feat-6456","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Standard\" > Inescapable Grasp Source Player Core 2 pg. 223 Archetype Wrestler Prerequisites Wrestler Dedication --- Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. If a creature you have grabbed attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have grabbed attempts to Escape while under the effect of unfettered movement or a similar effect, it must succeed at a DC 15 flat check or be forced to roll the Escape attempt normally, rather than automatically succeeding.","category":"feat","pfs":"Standard","feat":["Inescapable Grasp"],"rarity":"common","slug":"feat-6456"},{"skill_mod":{},"summary":"You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you.","primary_source":"Player Core 2","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":11,"prerequisite":"Charisma +3","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6457","weakness":{},"name":"A Home in Every Port","legacy_id":["feat-2105"],"trait":["Downtime","General"],"id":"feat-6457","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Standard\" > A Home in Every Port Source Player Core 2 pg. 223 Prerequisites Charisma +3 --- You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.","category":"feat","pfs":"Standard","feat":["A Home in Every Port"],"rarity":"common","slug":"feat-6457"},{"skill_mod":{},"summary":"You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Acrobatics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6458","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Acrobatic Performer","legacy_id":["feat-2106"],"trait":["General","Skill"],"id":"feat-6458","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Acrobatic Performer Source Player Core 2 pg. 226 Prerequisites Trained in Acrobatics --- You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. You can roll an Acrobatics check instead of a Performance check when using the Perform action. If you are trained in both Acrobatics and Performance, you gain a +1 circumstances bonus on Acrobatics checks made to Perform.","category":"feat","pfs":"Standard","feat":["Acrobatic Performer"],"rarity":"common","slug":"feat-6458"},{"skill_mod":{},"summary":"You move with grace in flight and can perform amazing aerial stunts.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Acrobatics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6459","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Aerobatics Mastery","legacy_id":["feat-2108"],"trait":["General","Skill"],"id":"feat-6459","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Aerobatics Mastery Source Player Core 2 pg. 226 Prerequisites Master in Acrobatics --- You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 5. If you're legendary in Acrobatics, you can combine three such maneuvers into a single action; the DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed.","category":"feat","pfs":"Standard","feat":["Aerobatics Mastery"],"rarity":"common","slug":"feat-6459"},{"skill_mod":{},"summary":"You are practiced in helping yourself and others don heavy gear.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Warfare Lore or Trained in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6460","weakness":{},"skill":["Athletics","Lore","Athletics","Lore"],"name":"Armor Assist","legacy_id":["feat-2109"],"trait":["General","Skill"],"id":"feat-6460","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Armor Assist Source Player Core 2 pg. 227 Prerequisites Trained in Warfare Lore or Trained in Athletics --- You are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (usually DC 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.","category":"feat","pfs":"Standard","feat":["Armor Assist"],"rarity":"common","slug":"feat-6460"},{"skill_mod":{},"summary":"You have learned techniques to adjust and modify your armor and movements to reduce the noise you make.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6461","weakness":{},"skill":["Stealth","Stealth"],"name":"Armored Stealth","legacy_id":["feat-2110"],"trait":["General","Skill"],"id":"feat-6461","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Armored Stealth Source Player Core 2 pg. 227 Prerequisites Expert in Stealth --- You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to Stealth checks is reduced by 1 (to a minimum penalty of 0). If you're a master in Stealth, reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the noisy trait, instead of reducing the penalty to Stealth checks, you ignore the effects of the noisy trait, enabling you to remove the penalty with a sufficient Strength score as normal.","category":"feat","pfs":"Standard","feat":["Armored Stealth"],"rarity":"common","slug":"feat-6461"},{"skill_mod":{},"summary":"You rarely misidentify an item.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6462","weakness":{},"skill":["Arcana","Nature","Occultism","Religion","Arcana","Nature","Occultism","Religion"],"name":"Assured Identification","legacy_id":["feat-2111"],"trait":["General","Skill"],"id":"feat-6462","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Assured Identification Source Player Core 2 pg. 227 Prerequisites Expert in Arcana, Expert in Nature, Expert in Occultism, or Expert in Religion --- You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead.","category":"feat","pfs":"Standard","feat":["Assured Identification"],"rarity":"common","slug":"feat-6462"},{"skill_mod":{},"summary":"You have a specific disguise that you keep at the ready, worn underneath your outer garment.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Deception","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6463","weakness":{},"skill":["Deception","Deception"],"name":"Backup Disguise","legacy_id":["feat-1064"],"trait":["General","Skill"],"id":"feat-6463","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Backup Disguise Source Player Core 2 pg. 227 Prerequisites Expert in Deception --- You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to Impersonate as a 3-action activity. If you are a master in Deception, it is instead a 2-action activity, and if you are legendary in Deception, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to Impersonate, but you can have only one backup disguise at a time. Having a backup disguise doesn't allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it's possible that a thorough search might reveal some elements of the disguise. ","category":"feat","pfs":"Standard","feat":["Backup Disguise"],"rarity":"common","slug":"feat-6463"},{"skill_mod":{},"summary":"You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Warfare Lore","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6464","weakness":{},"skill":["Lore","Lore"],"name":"Battle Planner","legacy_id":["feat-2112"],"trait":["General","Skill"],"id":"feat-6464","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Battle Planner Source Player Core 2 pg. 227 Prerequisites Expert in Warfare Lore --- You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Warfare Lore check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a fortune effect.","category":"feat","pfs":"Standard","feat":["Battle Planner"],"rarity":"common","slug":"feat-6464"},{"skill_mod":{},"summary":"In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Society","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6465","weakness":{},"skill":["Society","Society"],"name":"Biographical Eye","legacy_id":["feat-2113"],"trait":["General","Secret","Skill"],"id":"feat-6465","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Biographical Eye Source Player Core 2 pg. 227 Prerequisites Master in Society --- In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history. You might notice bits of green under the person's fingernails and determine they're an herbalist, spy a pin indicating their membership in a secret society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn't learn any of their weaknesses, nor necessarily even that they are a vampire. Spend 1 minute in the presence of someone you haven't met before, or haven't met since you first gained Biographical Eye, then attempt a DC 30 Society check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your Society check exceeds their Will DC. Critical Success You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years. Success You learn the creature's profession and specialty within that profession. You learn the nation or settlement where they normally live. Failure You learn the creature's profession and the region of the world they hail from, but no more. Critical Failure You learn a piece of erroneous information about the creature.","category":"feat","pfs":"Standard","feat":["Biographical Eye"],"rarity":"common","slug":"feat-6465"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["feat-2114"],"trait":["Auditory","Concentrate","Emotion","General","Linguistic","Mental","Skill"],"id":"feat-6466","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Bon Mot Single Action Source Player Core 2 pg. 228 Prerequisites Trained in Diplomacy --- You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is –2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.","feat":["Bon Mot"],"skill_mod":{},"summary":"You launch an insightful quip at a foe, distracting them.","primary_source":"Player Core 2","trait_group":["Sense","Mechanics","Feat"],"level":1,"prerequisite":"Trained in Diplomacy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6466","name":"Bon Mot","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6466"},{"skill_mod":{},"summary":"You know how to get the most effort out of your allies on the road.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":11,"prerequisite":"Pick Up the Pace","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6467","weakness":{},"name":"Caravan Leader","legacy_id":["feat-2115"],"trait":["General"],"id":"feat-6467","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Standard\" > Caravan Leader Source Player Core 2 pg. 228 Prerequisites Pick Up the Pace --- You know how to get the most effort out of your allies on the road. Your group can Hustle for an additional 20 minutes beyond the length of time that the member who could Hustle longest on their own.","category":"feat","pfs":"Standard","feat":["Caravan Leader"],"rarity":"common","slug":"feat-6467"},{"skill_mod":{},"summary":"Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Thievery","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6468","weakness":{},"skill":["Thievery","Thievery"],"name":"Concealing Legerdemain","legacy_id":["feat-2116"],"trait":["General","Skill"],"id":"feat-6468","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Concealing Legerdemain Source Player Core 2 pg. 228 Prerequisites Trained in Thievery --- Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look. When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher's Perception check. You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.","category":"feat","pfs":"Standard","feat":["Concealing Legerdemain"],"rarity":"common","slug":"feat-6468"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"skill":["Nature","Occultism","Religion","Nature","Occultism","Religion"],"legacy_id":["feat-2117"],"trait":["General","Secret","Skill"],"id":"feat-6469","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Consult the Spirits Source Player Core 2 pg. 228 Frequency once per day Prerequisites Master in Occultism, Master in Nature, or Master in Religion --- You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place. Choose Nature, Occultism, or Religion when you select this feat. Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful life energy or energy from the Void; sacred or profane influences; or the presence of undead. Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings. Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area. Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest. Success As with a critical success, but the spirits are indifferent to you and answer only one question. Failure You are unable to contact the spirits of this place. Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.","feat":["Consult the Spirits"],"skill_mod":{},"summary":"You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"level":7,"prerequisite":"Master in Occultism, Master in Nature, or Master in Religion","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6469","name":"Consult the Spirits","category":"feat","pfs":"Standard","rarity":"common","slug":"feat-6469"},{"skill_mod":{},"summary":"Your knowledge of items' construction allows you to discern their magical effects as well.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6470","weakness":{},"skill":["Crafting","Crafting"],"name":"Crafter's Appraisal","legacy_id":["feat-2118"],"trait":["General","Skill"],"id":"feat-6470","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Crafter's Appraisal Source Player Core 2 pg. 229 Prerequisites Trained in Crafting --- Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.","category":"feat","pfs":"Standard","feat":["Crafter's Appraisal"],"rarity":"common","slug":"feat-6470"},{"skill_mod":{},"summary":"Members of your cult frequently pass themselves off as worshippers of other religions.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6471","weakness":{},"skill":["Occultism","Occultism"],"name":"Deceptive Worship","legacy_id":["feat-2120"],"trait":["General","Skill"],"id":"feat-6471","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Deceptive Worship Source Player Core 2 pg. 229 Prerequisites Trained in Occultism --- Members of your cult frequently pass themselves off as worshippers of other religions. You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating. You still need to use the Deception skill to Impersonate a specific worshipper or to perform other deceptive actions, such as attempting to Lie about any other matter.","category":"feat","pfs":"Standard","feat":["Deceptive Worship"],"rarity":"common","slug":"feat-6471"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Thievery","Thievery"],"trait":["Attack","General","Manipulate","Skill"],"id":"feat-6472","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dirty Trick Single Action Source Player Core 2 pg. 229 Prerequisites Trained in Thievery Requirements You have a hand free and are within melee reach of an opponent. --- You hook a foe's bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic. Attempt a Thievery check against the target's Reflex DC. Critical Success The target is clumsy 1 until they use an Interact action to end the impediment Success As critical success, but the condition ends automatically after 1 round. Critical Failure You fall prone as your attempt backfires.","feat":["Dirty Trick"],"skill_mod":{},"summary":"You hook a foe's bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic.","primary_source":"Player Core 2","trait_group":["Mechanics","Feat"],"level":1,"prerequisite":"Trained in Thievery","source_category":["Rulebooks"],"requirement":"You have a hand free and are within melee reach of an opponent.","resistance":{},"url":"/Feats.aspx?ID=6472","name":"Dirty Trick","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6472"},{"skill_mod":{},"summary":"You are subtle in your efforts to learn the things you need to know.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Deception or Expert in Diplomacy","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6473","weakness":{},"skill":["Deception","Diplomacy","Deception","Diplomacy"],"name":"Discreet Inquiry","legacy_id":["feat-2121"],"trait":["General","Skill"],"id":"feat-6473","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Discreet Inquiry Source Player Core 2 pg. 229 Prerequisites Expert in Deception or Expert in Diplomacy --- You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts.","category":"feat","pfs":"Standard","feat":["Discreet Inquiry"],"rarity":"common","slug":"feat-6473"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Performance","Performance"],"legacy_id":["feat-2122"],"trait":["General","Skill"],"id":"feat-6474","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Distracting Performance Single Action Source Player Core 2 pg. 229 Prerequisites Expert in Performance --- Your performances are especially distracting, allowing your allies to Sneak away with ease. You Create a Diversion, except you roll a Performance check instead of Deception, and the benefits of successful checks apply to an ally of your choice instead of you. The effects of a success last until the end of that ally's turn, and can end early based on the ally's actions. You don't need to be observing your ally or know where they are, but you need to know they're present to choose them.","feat":["Distracting Performance"],"skill_mod":{},"summary":"Your performances are especially distracting, allowing your allies to Sneak away with ease.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Expert in Performance","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6474","name":"Distracting Performance","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6474"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Occultism","Occultism"],"legacy_id":["feat-2123"],"trait":["Emotion","Fear","General","Mental","Skill"],"id":"feat-6475","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Disturbing Knowledge Two Actions Source Player Core 2 pg. 229 Prerequisites Master in Occultism --- You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours. Critical Success The target becomes confused for 1 round and frightened 1. Success The target becomes frightened 1. Failure The target is unaffected. Critical Failure You get overly caught up in your own words and become frightened 1.","feat":["Disturbing Knowledge"],"skill_mod":{},"summary":"You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls.","primary_source":"Player Core 2","trait_group":["Mechanics","Feat"],"level":7,"prerequisite":"Master in Occultism","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6475","name":"Disturbing Knowledge","actions_number":4,"category":"feat","pfs":"Standard","actions":"Two Actions","rarity":"common","slug":"feat-6475"},{"skill_mod":{},"summary":"You're skilled at saying one thing and meaning something different.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Deception","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6476","weakness":{},"skill":["Deception","Deception"],"name":"Doublespeak","legacy_id":["feat-2124"],"trait":["General","Skill"],"id":"feat-6476","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Doublespeak Source Player Core 2 pg. 229 Prerequisites Master in Deception --- You're skilled at saying one thing and meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.","category":"feat","pfs":"Standard","feat":["Doublespeak"],"rarity":"common","slug":"feat-6476"},{"skill_mod":{},"summary":"You can rapidly adapt to climates and help others do the same.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Survival","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6477","weakness":{},"skill":["Survival","Survival"],"name":"Environmental Guide","trait":["General","Skill"],"id":"feat-6477","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Environmental Guide Source Player Core 2 pg. 230 Prerequisites Master in Survival --- You can rapidly adapt to climates and help others do the same. After an hour in an environment , you and up to five allies can treat the natural temperature effects of an environment as one step less severe (treat extreme cold as severe cold or extreme heat as severe heat, for instance). This reduction in severity is cumulative with any equipment (such as cold-weather gear) or spells (such as environmental endurance). If you're legendary in Survival, you may protect yourself and up to five allies, and you treat temperature effects as two steps less severe.","category":"feat","pfs":"Standard","feat":["Environmental Guide"],"rarity":"common","slug":"feat-6477"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Diplomacy","Diplomacy"],"legacy_id":["feat-1180"],"trait":["Auditory","General","Linguistic","Mental","Skill"],"id":"feat-6478","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Evangelize Single Action Source Player Core 2 pg. 230 Archetype Steel Falcon (Level 7) Prerequisites Master in Diplomacy; follower of a specific religion or philosophy --- You point out a detail that incontrovertibly supports your faith, causing a listener's mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM's discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected. Critical Success The target is stupefied 2 for 1 round. Success The target is stupefied 1 for 1 round. Failure The target is unaffected.","feat":["Evangelize"],"skill_mod":{},"summary":"You point out a detail that incontrovertibly supports your faith, causing a listener's mind to whirl.","primary_source":"Player Core 2","trait_group":["Sense","Feat","Mechanics"],"level":7,"prerequisite":"Master in Diplomacy; follower of a specific religion or philosophy","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6478","archetype":["Steel Falcon"],"name":"Evangelize","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6478"},{"skill_mod":{},"summary":"Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Religion; follower of a specific religion","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6479","weakness":{},"skill":["Religion","Religion"],"name":"Exhort the Faithful","legacy_id":["feat-2125"],"trait":["General","Skill"],"id":"feat-6479","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Exhort the Faithful Source Player Core 2 pg. 230 Prerequisites Expert in Religion; follower of a specific religion --- Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you Request something of or Coerce members of your own faith, you can attempt a Religion check instead of Diplomacy or Intimidation, and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a Request, the target's attitude toward you doesn't worsen.","category":"feat","pfs":"Standard","feat":["Exhort the Faithful"],"rarity":"common","slug":"feat-6479"},{"skill_mod":{},"summary":"You can encourage your mount to cover ground quickly.","primary_source":"Player Core 2","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Nature","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6480","weakness":{},"skill":["Nature","Nature"],"name":"Express Rider","legacy_id":["feat-2126"],"trait":["Exploration","General","Skill"],"id":"feat-6480","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Express Rider Source Player Core 2 pg. 230 Prerequisites Trained in Nature --- You can encourage your mount to cover ground quickly. When calculating your travel Speed for the day while mounted, you can attempt a Nature check to Command an Animal to increase your mount's travel Speed. The DC is determined by the GM, but is typically based on the mount's level or the difficulty of the environment, whichever is harder. On a success, increase your mount's travel Speed by half. This has no effect on your mount's movement in encounters. This benefit extends to up to six other allies traveling with you, as long as all such allies are also mounted, or are quadrupeds with a Speed of at least 30 feet.","category":"feat","pfs":"Standard","feat":["Express Rider"],"rarity":"common","slug":"feat-6480"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Society"],"legacy_id":["feat-2127"],"trait":["General","Skill"],"id":"feat-6481","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Eye for Numbers Single Action Source Player Core 2 pg. 230 Prerequisites Trained in Society --- You've learned to quickly estimate the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example. If you count a specific number of items possessed by an enemy, such as the number of coins or pieces of equipment they're carrying, you can use this information the next time you Feint or Create a Diversion against that target within 1 minute. If you do, you gain a +1 circumstance bonus to your check and can use Society instead of Deception for the check. You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check.","feat":["Eye for Numbers"],"skill_mod":{},"summary":"You've learned to quickly estimate the number of items in a group with relative accuracy at only a glance.","primary_source":"Player Core 2","trait_group":["Feat"],"level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6481","name":"Eye for Numbers","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6481"},{"skill_mod":{},"summary":"You can track down targets with the help of locals.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Diplomacy or Trained in Society","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6482","weakness":{},"skill":["Diplomacy","Society","Diplomacy","Society"],"name":"Eyes of the City","legacy_id":["feat-4121"],"trait":["General","Skill"],"id":"feat-6482","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Eyes of the City Source Player Core 2 pg. 230 Prerequisites Trained in Diplomacy or Trained in Society --- You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you're trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM's discretion, there might not be enough people to speak with to keep following the trail.","category":"feat","pfs":"Standard","feat":["Eyes of the City"],"rarity":"common","slug":"feat-6482"},{"skill_mod":{},"summary":"You understand principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Medicine","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6483","weakness":{},"skill":["Medicine","Medicine"],"name":"Forensic Acumen","legacy_id":["feat-2128"],"trait":["General","Skill"],"id":"feat-6483","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Forensic Acumen Source Player Core 2 pg. 230 Prerequisites Trained in Medicine --- You understand principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you examined, using the appropriate skill and gaining the same circumstance bonus. The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.","category":"feat","pfs":"Standard","feat":["Forensic Acumen"],"rarity":"common","slug":"feat-6483"},{"skill_mod":{},"summary":"You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Society","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6484","weakness":{},"skill":["Society","Society"],"name":"Glean Contents","legacy_id":["feat-2129"],"trait":["General","Skill"],"id":"feat-6484","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Glean Contents Source Player Core 2 pg. 231 Prerequisites Trained in Society --- You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, and gain a +1 circumstance bonus to the check when doing so. You can also use this feat to decipher sealed letters, adding the manipulate trait to your attempt to Decipher Writing. This doesn't prevent witnesses from noticing your efforts; you might need to attempt Deception or Stealth checks to avoid being noticed. In either use of this feat, the recipient is made aware of your efforts on a critical failure (for instance, you might be caught rubbernecking or you might disturb the papers in a way their owner notices).","category":"feat","pfs":"Standard","feat":["Glean Contents"],"rarity":"common","slug":"feat-6484"},{"skill_mod":{},"summary":"You can jury-rig solutions when you don't have the proper tools on hand.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6485","weakness":{},"skill":["Crafting","Crafting"],"name":"Improvise Tool","legacy_id":["feat-2131"],"trait":["General","Skill"],"id":"feat-6485","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Improvise Tool Source Player Core 2 pg. 231 Prerequisites Trained in Crafting --- You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair toolkit. If you have the raw materials, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel,hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch as if you had their formulas.","category":"feat","pfs":"Standard","feat":["Improvise Tool"],"rarity":"common","slug":"feat-6485"},{"skill_mod":{},"summary":"You can hastily patch damaged equipment together, but the temporary fix lacks the full care required for lasting repairs.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6486","weakness":{},"name":"Improvised Repair","legacy_id":["feat-2132"],"trait":["General"],"actions_number":6,"id":"feat-6486","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Improvised Repair Three Actions Source Player Core 2 pg. 231 --- You can hastily patch damaged equipment together, but the temporary fix lacks the full care required for lasting repairs. You patch together a broken item possessed by you or an adjacent willing creature. Until the item takes damage again, it still functions as a shoddy item of its type. If it's a magic item or another item with activations, it can't be activated while patched together, but can be used for normal functions (such as Striking with a weapon or using Shield Block with a shield). This activity restores no Hit Points, so the item is easy to destroy . Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.","category":"feat","pfs":"Standard","actions":"Three Actions","feat":["Improvised Repair"],"rarity":"common","slug":"feat-6486"},{"skill_mod":{},"summary":"When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight.","primary_source":"Player Core 2","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":11,"prerequisite":"Master in Perception","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6487","weakness":{},"name":"Incredible Scout","legacy_id":["feat-2133"],"trait":["Exploration","General"],"id":"feat-6487","text":"<title level=\"1\" right=\"Feat 11\" pfs=\"Standard\" > Incredible Scout Source Player Core 2 pg. 231 Prerequisites Master in Perception --- When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.","category":"feat","pfs":"Standard","feat":["Incredible Scout"],"rarity":"common","slug":"feat-6487"},{"skill_mod":{},"summary":"With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come.","primary_source":"Player Core 2","trait_group":["Mechanics","Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Nature","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6488","weakness":{},"skill":["Nature","Nature"],"name":"Influence Nature","legacy_id":["feat-2134"],"trait":["Downtime","General","Skill"],"id":"feat-6488","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Influence Nature Source Player Core 2 pg. 232 Prerequisites Master in Nature --- With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you're legendary in Nature, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes.","category":"feat","pfs":"Standard","feat":["Influence Nature"],"rarity":"common","slug":"feat-6488"},{"skill_mod":{},"summary":"You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Medicine","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6489","weakness":{},"skill":["Medicine","Medicine"],"name":"Inoculation","legacy_id":["feat-2135"],"trait":["General","Healing","Skill"],"id":"feat-6489","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Inoculation Source Player Core 2 pg. 232 Prerequisites Trained in Medicine --- You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.","category":"feat","pfs":"Standard","feat":["Inoculation"],"rarity":"common","slug":"feat-6489"},{"skill_mod":{},"summary":"Your keen observation of your allies has made you better at following their lead.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6490","weakness":{},"name":"Keen Follower","legacy_id":["feat-2136"],"trait":["General"],"id":"feat-6490","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Keen Follower Source Player Core 2 pg. 232 --- Your keen observation of your allies has made you better at following their lead. When using the Follow the Expert activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master. You can share your observations with others to help further coordinate the group. If the ally you are following has Quiet Allies or another skill feat that allows the group to roll a single skill check for an exploration activity and use the lowest modifier, they can instead use your modifier, even if it's not the lowest.","category":"feat","pfs":"Standard","feat":["Keen Follower"],"rarity":"common","slug":"feat-6490"},{"skill_mod":{},"summary":"When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6491","weakness":{},"skill":["Athletics","Athletics"],"name":"Lead Climber","legacy_id":["feat-2137"],"trait":["General","Skill"],"id":"feat-6491","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Lead Climber Source Player Core 2 pg. 232 Prerequisites Expert in Athletics --- When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally only fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure.","category":"feat","pfs":"Standard","feat":["Lead Climber"],"rarity":"common","slug":"feat-6491"},{"skill_mod":{},"summary":"You know the wilderness so well that you can help your party travel through it with ease.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":15,"prerequisite":"Legendary in Survival","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6492","weakness":{},"skill":["Survival","Survival"],"name":"Legendary Guide","legacy_id":["feat-2138"],"trait":["General","Skill"],"id":"feat-6492","text":"<title level=\"1\" right=\"Feat 15\" pfs=\"Standard\" > Legendary Guide Source Player Core 2 pg. 232 Prerequisites Legendary in Survival --- You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party's travel Speed, your party's travel Speed doesn't decrease in difficult terrain, and greater difficult terrain halves your party's travel Speed instead of reducing it to a third. This doesn't increase your party's Speed during an encounter or allow your party to ignore difficult terrain during an encounter.","category":"feat","pfs":"Standard","feat":["Legendary Guide"],"rarity":"common","slug":"feat-6492"},{"legacy_name":["Connections","Quick Contacts","Criminal Connections"],"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Society","Society"],"legacy_id":["feat-770","feat-2144","feat-2119"],"trait":["General","Skill","Uncommon"],"id":"feat-6493","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Leverage Connections Source Player Core 2 pg. 232 Prerequisites Courtly Graces or Streetwise; Expert in Society --- You know the right people who can get things done for you in certain circles. Once per week, when you're in an area that has an established group of influential nobles, mercantile elites, or the like (if you have Courtly Graces), or a network of unsavory characters such as a thieves' guild (if you have Streetwise), you can use Society to Request a favor or aid from those people as if they were friendly to you. Your request must make sense for the type of people you contact. For instance, a member of the royal court could secure you a proper invitation to a fancy ball, while a local burglar could point out a way to stealthily infiltrate that same party. If you critically succeed this check, your connection gives a piece of helpful advice or lets you in on a small secret, granting you or a member of your party a +2 circumstance bonus to the first skill check you attempt when acting on the favor. If you critically fail this check, you might have to perform some service for your connection to get back in their good graces, as determined by the GM.","feat":["Leverage Connections"],"skill_mod":{},"summary":"You know the right people who can get things done for you in certain circles.","primary_source":"Player Core 2","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"Courtly Graces or Streetwise; Expert in Society","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6493","name":"Leverage Connections","category":"feat","pfs":"Standard","rarity":"uncommon","slug":"feat-6493"},{"skill_mod":{},"summary":"Your past has left you numb to death's call.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Diehard; you have died at least once","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6494","weakness":{},"name":"Numb to Death","legacy_id":["feat-1182"],"trait":["General"],"id":"feat-6494","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Numb to Death Source Player Core 2 pg. 232 PFS Note For the purposes of Society play, remove the Prerequisites of Numb to Death that states “you have died at least once.'' Prerequisites Diehard; you have died at least once --- Your past has left you numb to death's call. The first time each day that you regain Hit Points while you are dying, you gain a circumstance bonus to the number of Hit Points you regain equal to your level, and you neither gain the wounded condition nor increase the value of this condition.","category":"feat","pfs":"Standard","feat":["Numb to Death"],"rarity":"common","slug":"feat-6494"},{"legacy_name":["Pick up the Pace"],"skill_mod":{},"summary":"You lead by example and can help others push themselves beyond their normal limits.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"prerequisite":"Constitution +2","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6495","weakness":{},"name":"Pick Up the Pace","legacy_id":["feat-2140"],"trait":["General"],"id":"feat-6495","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Pick Up the Pace Source Player Core 2 pg. 232 Prerequisites Constitution +2 --- You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own. Pick Up the Pace leads to... Caravan Leader","category":"feat","pfs":"Standard","feat":["Pick Up the Pace"],"rarity":"common","slug":"feat-6495"},{"skill_mod":{},"summary":"You carry a small token of protection from a site holy to your faith.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Religion; follower of a specific religion","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6496","weakness":{},"skill":["Religion","Religion"],"name":"Pilgrim's Token","legacy_id":["feat-2141"],"trait":["General","Skill"],"id":"feat-6496","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Pilgrim's Token Source Player Core 2 pg. 232 Prerequisites Trained in Religion; follower of a specific religion --- You carry a small token of protection from a site holy to your faith. You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary's initiative roll, you go first. If you lose this religious symbol, you must purchase or Craft a replacement and attune it. Such a token usually costs at least 1 sp, and the attunement takes 10 minutes of prayer. You can also attune a different religious symbol with the same amount of time, but you lose the benefit of the previous religious symbol.","category":"feat","pfs":"Standard","feat":["Pilgrim's Token"],"rarity":"common","slug":"feat-6496"},{"skill_mod":{},"summary":"You take only 1 minute to Affix a Talisman .","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6497","weakness":{},"skill":["Crafting","Crafting"],"name":"Rapid Affixture","legacy_id":["feat-2145"],"trait":["General","Skill"],"id":"feat-6497","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Rapid Affixture Source Player Core 2 pg. 233 Prerequisites Master in Crafting --- You take only 1 minute to Affix a Talisman. If you're legendary in Crafting, you can Affix a Talisman as a 3-action activity.","category":"feat","pfs":"Standard","feat":["Rapid Affixture"],"rarity":"common","slug":"feat-6497"},{"skill_mod":{},"summary":"Your surgery can bring a patient back from the brink of death, but might push them over the edge.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Medicine","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6498","weakness":{},"skill":["Medicine","Medicine"],"name":"Risky Surgery","legacy_id":["feat-2146"],"trait":["General","Skill"],"id":"feat-6498","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Risky Surgery Source Player Core 2 pg. 233 Prerequisites Trained in Medicine --- Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Risky Surgery"],"rarity":"common","slug":"feat-6498"},{"skill_mod":{},"summary":"Your physiology responds well to first aid.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6499","weakness":{},"name":"Robust Health","trait":["General"],"id":"feat-6499","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Robust Health Source Player Core 2 pg. 233 --- Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.","category":"feat","pfs":"Standard","feat":["Robust Health"],"rarity":"common","slug":"feat-6499"},{"skill_mod":{},"summary":"You land with quick rolls that help you keep your momentum.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Cat Fall","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6500","weakness":{},"name":"Rolling Landing","legacy_id":["feat-4124"],"trait":["General","Skill"],"id":"feat-6500","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Rolling Landing Source Player Core 2 pg. 233 Prerequisites Cat Fall --- You land with quick rolls that help you keep your momentum. If you fall and don't take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. If you are an expert in Acrobatics, you can use your reaction to Step or Stride up to half your Speed after you fall and don't take damage. If you're a master in Acrobatics, you can use this reaction to Step or Stride up to your full Speed. If you're legendary in Acrobatics, you don't trigger reactions triggered by movement when you Stride in this way.","category":"feat","pfs":"Standard","feat":["Rolling Landing"],"rarity":"common","slug":"feat-6500"},{"skill_mod":{},"summary":"Your talismans ward against foul magic.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Occultism","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6501","weakness":{},"skill":["Occultism","Occultism"],"name":"Root Magic","legacy_id":["feat-2147"],"trait":["General","Skill"],"id":"feat-6501","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Root Magic Source Player Core 2 pg. 233 Prerequisites Trained in Occultism --- Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally; the ally cannot be yourself. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.","category":"feat","pfs":"Standard","feat":["Root Magic"],"rarity":"common","slug":"feat-6501"},{"primary_source_category":"Rulebooks","source":["Player Core 2"],"type":"Feat","speed":{},"weakness":{},"skill":["Religion","Religion"],"legacy_id":["feat-1185"],"trait":["General","Skill"],"id":"feat-6502","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Sanctify Water Single Action Source Player Core 2 pg. 233 Prerequisites Expert in Religion; you follow a deity with “holy” or “unholy” sanctification --- You imbue water with your deity's blessing. Choose a container of water with light Bulk possessed by you or an ally within your reach. Until the end of your next turn, it becomes holy water or unholy water. You can choose holy water if your deity allows holy sanctification, unholy water if your deity allows unholy sanctification, or either if your deity allows both sanctifications. This is a temporary effect and doesn't impart monetary value or allow the water to be used for costs of rituals or the like. If you're a master in Religion, you can sanctify two containers when you take this action, and if you're legendary, you can sanctify three.","feat":["Sanctify Water"],"skill_mod":{},"summary":"You imbue water with your deity's blessing.","primary_source":"Player Core 2","trait_group":["Feat"],"level":2,"prerequisite":"Expert in Religion; you follow a deity with “holy” or “unholy” sanctification","source_category":["Rulebooks"],"resistance":{},"url":"/Feats.aspx?ID=6502","name":"Sanctify Water","actions_number":2,"category":"feat","pfs":"Standard","actions":"Single Action","rarity":"common","slug":"feat-6502"},{"skill_mod":{},"summary":"You have learned special tricks that help you follow individuals without them noticing you.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Stealth","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6503","weakness":{},"skill":["Stealth","Stealth"],"name":"Shadow Mark","legacy_id":["feat-2150"],"trait":["General","Skill"],"id":"feat-6503","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Shadow Mark Source Player Core 2 pg. 233 Prerequisites Expert in Stealth --- You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.","category":"feat","pfs":"Standard","feat":["Shadow Mark"],"rarity":"common","slug":"feat-6503"},{"skill_mod":{},"summary":"Magic items you create bear a stamp specific to your handiwork.","primary_source":"Player Core 2","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Magical Crafting; Master in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6504","weakness":{},"skill":["Crafting","Crafting"],"name":"Signature Crafting","trait":["General","Skill","Uncommon"],"id":"feat-6504","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Restricted\" > Signature Crafting Source Player Core 2 pg. 233 Prerequisites Magical Crafting; Master in Crafting --- Magic items you create bear a stamp specific to your handiwork. When you successfully Craft a permanent magic item, roll a DC 9 flat check when the item is fully complete. Any benefit a creature gains from an item quirk applies only while the creature wears the item (for a worn item) or holds it (for a held item). The GM might allow custom quirks similar to those listed. Critical Success Choose an item quirk from the table and its specifics. Success The item gains a random item quirk with any specifics selected by the GM. ## d10 Quirk Description 1 Cavorting Dances in place when not in use. 2 Clean Remains pristine despite filth 3 Environmental Appearance changes to match its environment. 4 Filthy A layer of filth always remains. 5 Floating Slowly descends when dropped. 6 Glittering Shimmers and glows with light bright as a torch. 7 Invisible The item is invisible, but becomes visible for 1 round after being used. 8 Loyal Floats within 5 feet of its owner, as if on a tether (but can still be seized by someone else). 9 Mood coloration User's mood affects the item's color. 10 Skillful The item grants a +1 item bonus to one type of skill checks. ","category":"feat","pfs":"Restricted","feat":["Signature Crafting"],"rarity":"uncommon","slug":"feat-6504"},{"skill_mod":{},"summary":"You're able to escape bonds more easily than others.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Trained in Athletics or Trained in Acrobatics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6505","weakness":{},"skill":["Acrobatics","Athletics","Acrobatics","Athletics"],"name":"Slippery Prey","legacy_id":["feat-4125"],"trait":["General","Skill"],"id":"feat-6505","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Slippery Prey Source Player Core 2 pg. 234 Prerequisites Trained in Athletics or Trained in Acrobatics --- You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.","category":"feat","pfs":"Standard","feat":["Slippery Prey"],"rarity":"common","slug":"feat-6505"},{"skill_mod":{},"summary":"You can use the Craft activity to create snares .","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":1,"prerequisite":"Trained in Crafting","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6506","weakness":{},"skill":["Crafting","Crafting"],"name":"Snare Crafting","legacy_id":["feat-843"],"trait":["General","Skill"],"id":"feat-6506","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Snare Crafting Source Player Core 2 pg. 234 Prerequisites Trained in Crafting --- You can use the Craft activity to create snares. When you select this feat, you immediately add the formulas for four common 1st-level snares to your formula book. Snare Crafting leads to... Brastlewark Snare Engineering","category":"feat","pfs":"Standard","feat":["Snare Crafting"],"rarity":"common","slug":"feat-6506"},{"skill_mod":{},"summary":"You spread rumors, which may or may not be true, about a specific subject.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Deception","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6507","weakness":{},"skill":["Deception","Deception"],"name":"Sow Rumor","legacy_id":["feat-1065"],"trait":["General","Secret","Skill","Uncommon"],"id":"feat-6507","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Restricted\" > Sow Rumor Source Player Core 2 pg. 234 Prerequisites Expert in Deception --- You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to Gather Information (typically 2 hours), at the end of which the GM rolls a secret Deception check against a DC they set to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. The DC similarly increases or decreases depending on how plausible your rumor is. For example, it might be harder to sow a rumor that the beloved, generous mayor is the head of a cult of murderous demon worshippers. Critical Success Your rumor spreads like wildfire. Anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month. You gain a +2 circumstance bonus to Deception, Diplomacy, and Intimidation checks in an appropriate situation when you invoke your rumor. Success You successfully spread the rumor. Anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks in an appropriate situation when you invoke your rumor. Failure Your rumor dies off, never becoming popular enough for other people to learn it via Gather Information. Critical Failure You are unable to spread a rumor and take a –4 circumstance penalty to Deception checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject.","category":"feat","pfs":"Restricted","feat":["Sow Rumor"],"rarity":"uncommon","slug":"feat-6507"},{"skill_mod":{},"summary":"You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Perception","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6508","weakness":{},"name":"Supertaster","legacy_id":["feat-2152"],"trait":["General"],"id":"feat-6508","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Supertaster Source Player Core 2 pg. 234 Prerequisites Master in Perception --- You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret Perception check against a DC determined by the poison's level; if the food or drink is poisoned, on a success, you learn that the food or drink was poisoned, but not the specific poison used. If you successfully detect that the food or drink was poisoned, you can spit out the food or drink in time to not be exposed to that instance of the poison (unless you resume eating or drinking the poisoned food or beverage). If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, and if the taste would provide relevant additional information (at the GM's discretion), you gain a +2 circumstance bonus to your check.","category":"feat","pfs":"Standard","feat":["Supertaster"],"rarity":"common","slug":"feat-6508"},{"skill_mod":{},"summary":"The spells of those you have Demoralized are less effective on you.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Intimidation","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6509","weakness":{},"skill":["Intimidation","Intimidation"],"name":"Terrifying Resistance","legacy_id":["feat-2153"],"trait":["General","Skill"],"id":"feat-6509","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Terrifying Resistance Source Player Core 2 pg. 234 Prerequisites Expert in Intimidation --- The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells.","category":"feat","pfs":"Standard","feat":["Terrifying Resistance"],"rarity":"common","slug":"feat-6509"},{"skill_mod":{},"summary":"You take your time searching to ensure you find everything.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":3,"prerequisite":"Expert in Perception","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6510","weakness":{},"name":"Thorough Search","legacy_id":["feat-2154"],"trait":["General"],"id":"feat-6510","text":"<title level=\"1\" right=\"Feat 3\" pfs=\"Standard\" > Thorough Search Source Player Core 2 pg. 234 Prerequisites Expert in Perception --- You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into an area. If you do and the GM rolls your secret check to Seek to notice something, you gain a +2 circumstance bonus to that Perception check and if you succeed, you get a critical success instead.","category":"feat","pfs":"Standard","feat":["Thorough Search"],"rarity":"common","slug":"feat-6510"},{"skill_mod":{},"summary":"Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and physical transformations.","primary_source":"Player Core 2","trait_group":["Feat","Mechanics"],"primary_source_category":"Rulebooks","level":19,"prerequisite":"Legendary in Perception","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6511","weakness":{},"name":"True Perception","legacy_id":["feat-2155"],"trait":["General","Revelation"],"id":"feat-6511","text":"<title level=\"1\" right=\"Feat 19\" pfs=\"Standard\" > True Perception Source Player Core 2 pg. 234 Prerequisites Legendary in Perception --- Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and physical transformations. You are constantly under the effects of a 6th rank truesight spell , using your Perception modifier for the counteract check.","category":"feat","pfs":"Standard","feat":["True Perception"],"rarity":"common","slug":"feat-6511"},{"skill_mod":{},"summary":"Your tumbling distracts a foe enough to create an advantage for one of your allies.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Expert in Acrobatics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6512","weakness":{},"skill":["Acrobatics","Acrobatics"],"name":"Tumbling Teamwork","trait":["General","Skill"],"id":"feat-6512","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Tumbling Teamwork Source Player Core 2 pg. 234 Prerequisites Expert in Acrobatics --- Your tumbling distracts a foe enough to create an advantage for one of your allies. When you successfully Tumble Through an enemy's space, an ally who is adjacent to that enemy can Step as a reaction, but they must remain adjacent to that enemy.","category":"feat","pfs":"Standard","feat":["Tumbling Teamwork"],"rarity":"common","slug":"feat-6512"},{"skill_mod":{},"summary":"You reach for an opponent's item as you move past a foe.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Expert in Acrobatics; Expert in Thievery","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6513","weakness":{},"skill":["Acrobatics","Thievery","Acrobatics","Thievery"],"name":"Tumbling Theft","legacy_id":["feat-4129"],"trait":["General","Skill"],"id":"feat-6513","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Tumbling Theft Source Player Core 2 pg. 235 Prerequisites Expert in Acrobatics; Expert in Thievery --- You reach for an opponent's item as you move past a foe. If you critically succeed at your check to Tumble Through an enemy's space, you can attempt to Steal something from the enemy as a reaction. You gain a +1 circumstance bonus to your Thievery check to Steal as your tumbling make it difficult for your enemy to keep track of your movement. You can Steal any immediately accessible item of light or negligible Bulk on the enemy's person, such as a potion or coin purse hanging from a belt, but not anything inside a container or anything the enemy is holding. The GM has final say on what you can Steal.","category":"feat","pfs":"Standard","feat":["Tumbling Theft"],"rarity":"common","slug":"feat-6513"},{"skill_mod":{},"summary":"You're connected to groups that know what's going on in the streets, and you can get information out of them quickly.","primary_source":"Player Core 2","trait_group":["Feat","Rarity"],"primary_source_category":"Rulebooks","level":2,"prerequisite":"Streetwise; Expert in Society","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6514","weakness":{},"skill":["Society","Society"],"name":"Underground Network","legacy_id":["feat-2156"],"trait":["General","Skill","Uncommon"],"id":"feat-6514","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Standard\" > Underground Network Source Player Core 2 pg. 235 Prerequisites Streetwise; Expert in Society --- You're connected to groups that know what's going on in the streets, and you can get information out of them quickly. When you use Society to Gather Information in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information. In addition, if you have successfully consulted the underground network, you get a +1 circumstance bonus to the next check to Recall Knowledge you attempt about the subject you were Gathering Information on, or a +2 circumstance bonus if you're using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or the specifics of the network you're tapping into.","category":"feat","pfs":"Standard","feat":["Underground Network"],"rarity":"uncommon","slug":"feat-6514"},{"skill_mod":{},"summary":"Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface.","primary_source":"Player Core 2","trait_group":["Feat"],"primary_source_category":"Rulebooks","level":7,"prerequisite":"Master in Athletics","source_category":["Rulebooks"],"source":["Player Core 2"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6515","weakness":{},"skill":["Athletics","Athletics"],"name":"Water Sprint","legacy_id":["feat-2157"],"trait":["General","Skill"],"id":"feat-6515","text":"<title level=\"1\" right=\"Feat 7\" pfs=\"Standard\" > Water Sprint Source Player Core 2 pg. 235 Prerequisites Master in Athletics --- Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don't end your Stride on solid ground, you fall into the water. If you're legendary in Athletics, as long as you start on solid ground, any part of your Stride can cross the water's surface, even if you aren't moving a straight line, though you still fall into the water if you don't end your movement on solid ground.","category":"feat","pfs":"Standard","feat":["Water Sprint"],"rarity":"common","slug":"feat-6515"},{"access":"You are from Mediogalti Island.","primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Prey for Death","legacy_id":["feat-895"],"trait":["Archetype","Dedication","Uncommon"],"id":"feat-6519","text":"<title level=\"1\" right=\"Feat 2\" pfs=\"Limited\" > Red Mantis Assassin Dedication May contain spoilers from Prey for Death Source Prey for Death pg. 108 Archetype Red Mantis Assassin Prerequisites trained in sawtooth sabers; worshipper of Achaekek; member of the Red Mantis assassins Access You are from Mediogalti Island. --- You have learned how to stalk your foes and slay them with a sawtooth saber. You become trained in Stealth and Assassin Lore; if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with sawtooth sabers. You become bound by Achaekek's anathema and can receive his sanctification. Red Mantis Assassin Dedication leads to... Basic Red Mantis Magic, Crimson Shroud, Prayer Attack","feat":["Red Mantis Assassin Dedication"],"skill_mod":{},"summary":"You have learned how to stalk your foes and slay them with a sawtooth saber.","primary_source":"Prey for Death","trait_group":["Feat","Rarity"],"level":2,"prerequisite":"trained in sawtooth sabers; worshipper of Achaekek; member of the Red Mantis assassins","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=6519","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Red Mantis Assassin Dedication","category":"feat","pfs":"Limited","rarity":"uncommon","slug":"feat-6519"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Prey for Death","legacy_id":["feat-896"],"trait":["Archetype"],"id":"feat-6520","text":"<title level=\"1\" right=\"Feat 4\" pfs=\"Limited\" > Basic Red Mantis Magic Source Prey for Death pg. 108 Archetype Red Mantis Assassin Prerequisites Red Mantis Assassin Dedication --- You have learned limited divine magic from your Red Mantis training. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You also gain the basic spellcasting benefits. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for the Red Mantis archetype spells is Charisma, and they are divine Red Mantis spells. If you gain a Focus Pool from any Red Mantis Assassin class feats, you can Refocus by praying to Achaekek or researching your assigned kill. You also have access to the Red Mantis magic school. In addition to preparing spells from the divine spell list, you can prepare spells from this school. Regardless of their usual magic tradition, when you prepare spells from this school, they are divine spells, as are any Red Mantis focus spells you gain. Basic Red Mantis Magic leads to... Achaekek's Grip, Expert Red Mantis Magic, Mantis Form, Master Red Mantis Magic, Red Mantis School Spell, Vernai Training","feat":["Basic Red Mantis Magic"],"skill_mod":{},"summary":"You have learned limited divine magic from your Red Mantis training.","primary_source":"Prey for Death","trait_group":["Feat"],"level":4,"prerequisite":"Red Mantis Assassin Dedication","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=6520","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"name":"Basic Red Mantis Magic","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-6520"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"frequency":"once per day","weakness":{},"primary_source_group":"Prey for Death","legacy_id":["feat-898"],"trait":["Archetype"],"id":"feat-6521","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Crimson Shroud Single Action Source Prey for Death pg. 108 Archetype Red Mantis Assassin Frequency once per day Prerequisites Red Mantis Assassin Dedication --- You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level. You can Interact with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud. At 10th level, you can use this ability once per hour instead of once per day. Crimson Shroud leads to... Fading","feat":["Crimson Shroud"],"skill_mod":{},"summary":"You swathe yourself in a veil of red mist for 1 minute.","primary_source":"Prey for Death","trait_group":["Feat"],"level":6,"prerequisite":"Red Mantis Assassin Dedication","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=6521","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"name":"Crimson Shroud","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-6521"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Prey for Death","trait":["Archetype"],"id":"feat-6522","text":"<title level=\"1\" right=\"Feat 6\" pfs=\"Limited\" > Red Mantis School Spell Source Prey for Death pg. 108 Archetype Red Mantis Assassin Prerequisites Basic Red Mantis Magic --- You gain the Red Mantis magic school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point.","feat":["Red Mantis School Spell"],"skill_mod":{},"summary":"You gain the Red Mantis magic school’s initial school spell.","primary_source":"Prey for Death","trait_group":["Feat"],"level":6,"prerequisite":"Basic Red Mantis Magic","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=6522","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"name":"Red Mantis School Spell","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-6522"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Prey for Death","legacy_id":["feat-2162"],"trait":["Archetype","Rare"],"id":"feat-6523","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Achaekek's Grip May contain spoilers from Prey for Death Source Prey for Death pg. 108 Archetype Red Mantis Assassin Prerequisites Basic Red Mantis Magic --- You sense if a creature you have slain in the last year has been restored to life, as long as you and that creature are on the same plane. You also gain the Achaekek's clutch focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point. Achaekek's Grip leads to... Vernai Training","feat":["Achaekek's Grip"],"skill_mod":{},"summary":"You sense if a creature you have slain in the last year has been restored to life","primary_source":"Prey for Death","trait_group":["Feat","Rarity"],"level":8,"prerequisite":"Basic Red Mantis Magic","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=6523","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Achaekek's Grip","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-6523"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Prey for Death","legacy_id":["feat-899"],"trait":["Archetype"],"id":"feat-6524","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Limited\" > Mantis Form Source Prey for Death pg. 108 Archetype Red Mantis Assassin Prerequisites Basic Red Mantis Magic --- You gain the mantis form focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point.","feat":["Mantis Form"],"skill_mod":{},"summary":"You gain the mantis form focus spell","primary_source":"Prey for Death","trait_group":["Feat"],"level":8,"prerequisite":"Basic Red Mantis Magic","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=6524","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"name":"Mantis Form","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-6524"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"frequency":"once per Crimson Shroud","weakness":{},"primary_source_group":"Prey for Death","legacy_id":["feat-2163"],"trait":["Archetype","Rare","Teleportation"],"id":"feat-6525","text":"<title level=\"1\" right=\"Feat 10\" pfs=\"Limited\" > Fading Reaction May contain spoilers from Prey for Death Source Prey for Death pg. 108 Archetype Red Mantis Assassin Frequency once per Crimson Shroud Prerequisites Crimson Shroud Trigger You are targeted with a Strike by someone you can detect. Requirements Your Crimson Shroud is active. --- You partially fade from reality. The attacker must attempt a DC 11 flat check; on a failure, the attack passes harmlessly through the image of your body that remains behind. An instant later you return to reality, and your Crimson Shroud ends","feat":["Fading"],"skill_mod":{},"summary":"You partially fade from reality.","primary_source":"Prey for Death","trait_group":["Feat","Rarity","Mechanics"],"level":10,"prerequisite":"Crimson Shroud","source_category":["Adventures"],"requirement":"Your Crimson Shroud is active.","trigger":" You are targeted with a Strike by someone you can detect.","resistance":{},"url":"/Feats.aspx?ID=6525","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Fading","actions_number":1,"category":"feat","pfs":"Limited","actions":"Reaction","rarity":"rare","slug":"feat-6525"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Prey for Death","skill":["Religion","Religion"],"trait":["Archetype"],"id":"feat-6526","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Expert Red Mantis Magic Source Prey for Death pg. 109 Archetype Red Mantis Assassin Prerequisites Master in Religion; Basic Red Mantis Magic --- You gain the expert spellcasting benefits.","feat":["Expert Red Mantis Magic"],"skill_mod":{},"summary":"You gain the expert spellcasting benefits","primary_source":"Prey for Death","trait_group":["Feat"],"level":12,"prerequisite":"Master in Religion; Basic Red Mantis Magic","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=6526","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"name":"Expert Red Mantis Magic","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-6526"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Prey for Death","legacy_id":["feat-2165"],"trait":["Archetype","Rare"],"id":"feat-6527","text":"<title level=\"1\" right=\"Feat 12\" pfs=\"Limited\" > Vernai Training May contain spoilers from Prey for Death Source Prey for Death pg. 109 Archetype Red Mantis Assassin Prerequisites Achaekek's Grip; Basic Red Mantis Magic --- To resurrect a creature you've slain, a spellcaster must counteract your influence on its death. The DC of this check is equal to your class DC or spell DC, whichever is higher. In addition, you've undergone training to better make use of your magic. Increase the spell slots you gain from Red Mantis assassin archetype feats by 1 for each spell rank other than your two highest Red Mantis spell slots. You can prepare only spells from the Red Mantis magic school curriculum in these extra slots.","feat":["Vernai Training"],"skill_mod":{},"summary":"To resurrect a creature you’ve slain, a spellcaster must counteract your influence on its death.","primary_source":"Prey for Death","trait_group":["Feat","Rarity"],"level":12,"prerequisite":"Achaekek's Grip; Basic Red Mantis Magic","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=6527","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"spoilers":"Prey for Death","name":"Vernai Training","category":"feat","pfs":"Limited","rarity":"rare","slug":"feat-6527"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Prey for Death","legacy_id":["feat-2164"],"trait":["Archetype","Concentrate"],"id":"feat-6528","text":"<title level=\"1\" right=\"Feat 14\" pfs=\"Limited\" > Prayer Attack Single Action Source Prey for Death pg. 109 Archetype Red Mantis Assassin Prerequisites Red Mantis Assassin Dedication Requirements You are wielding a sawtooth saber in each hand. --- You've mastered the signature assassination style of the Red Mantis. Attempt to Feint an enemy within 30 feet. If your Feint is successful, when you use Prayer Attack on subsequent turns you automatically make the target flat-footed against your melee attacks for that turn without rolling a check to Feint, so long as you remain visible to the target and the target remains within 30 feet of you. If you use your Prayer Attack against a different target, you must attempt to Feint the target normally. When you use Prayer Attack, your next successful Strike with a sawtooth saber that turn deals 2d6 persistent bleed damage to the target.","feat":["Prayer Attack"],"skill_mod":{},"summary":"You’ve mastered the signature assassination style of the Red Mantis.","primary_source":"Prey for Death","trait_group":["Feat","Mechanics"],"level":14,"prerequisite":"Red Mantis Assassin Dedication","source_category":["Adventures"],"requirement":"You are wielding a sawtooth saber in each hand.","resistance":{},"url":"/Feats.aspx?ID=6528","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"name":"Prayer Attack","actions_number":2,"category":"feat","pfs":"Limited","actions":"Single Action","rarity":"common","slug":"feat-6528"},{"primary_source_category":"Adventures","source":["Prey for Death"],"type":"Feat","speed":{},"weakness":{},"primary_source_group":"Prey for Death","skill":["Religion","Religion"],"trait":["Archetype"],"id":"feat-6529","text":"<title level=\"1\" right=\"Feat 18\" pfs=\"Limited\" > Master Red Mantis Magic Source Prey for Death pg. 109 Archetype Red Mantis Assassin Prerequisites Legendary in Religion; Basic Red Mantis Magic --- You gain the master spellcasting benefits.","feat":["Master Red Mantis Magic"],"skill_mod":{},"summary":"You gain the master spellcasting benefits.","primary_source":"Prey for Death","trait_group":["Feat"],"level":18,"prerequisite":"Legendary in Religion; Basic Red Mantis Magic","source_category":["Adventures"],"resistance":{},"url":"/Feats.aspx?ID=6529","archetype":["Red Mantis Assassin"],"source_group":["Prey for Death"],"name":"Master Red Mantis Magic","category":"feat","pfs":"Limited","rarity":"common","slug":"feat-6529"},{"skill_mod":{},"summary":"You can create illusory wisps of ghostly blue flame.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry","Weapon"],"access":" dokkaebi goblin heritage ","primary_source_category":"Lost Omens","level":1,"prerequisite":"Dokkaebi Goblin heritage","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6530","weakness":{},"name":"Dokkaebi Fire","trait":["Goblin"],"id":"feat-6530","text":"<title level=\"1\" right=\"Feat 1\" pfs=\"Standard\" > Dokkaebi Fire Source Tian Xia Character Guide pg. 34 Prerequisites Dokkaebi Goblin heritage Access dokkaebi goblin heritage --- You can create illusory wisps of ghostly blue flame. You can cast ignition as an innate occult cantrip at will. A cantrip is heightened to a spell rank equal to half your level rounded up. Your Dokkaebi Fire is purely illusory; while it emits light, it deals mental damage instead of fire damage (so it can’t light objects on fire or affect mindless creatures), and it has the illusion and mental traits instead of the fire trait. Special If you have the Burn It! feat, its effects apply to your dokkaebi fire even though it deals mental damage—dokkaebi consider these flames as real as any mortal fire, and so they are. ","category":"feat","pfs":"Standard","feat":["Dokkaebi Fire"],"rarity":"common","slug":"feat-6530"},{"skill_mod":{},"summary":"Your spirit coffin can temporarily detain the spirits of those you kill, allowing you to ask them one last question before they pass on.","primary_source":"Tian Xia Character Guide","trait_group":["Monster","Ancestry"],"primary_source_category":"Lost Omens","level":13,"prerequisite":"Spirit Coffin","source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6572","weakness":{},"name":"Spiritual Headhunter","trait":["Lizardfolk"],"id":"feat-6572","text":"<title level=\"1\" right=\"Feat 13\" pfs=\"Standard\" > Spiritual Headhunter Source Tian Xia Character Guide pg. 45 Prerequisites Spirit Coffin --- Your spirit coffin can temporarily detain the spirits of those you kill, allowing you to ask them one last question before they pass on. If you kill a creature with a slashing weapon, you can decapitate it and trap the spirit of its head in your spirit coffin. Once before your next daily preparations, you can cast talking corpse as a primal innate spell, which targets the spiritual head trapped in your coffin, not its physical corpse. A ghostly version of the head manifests from the coffin to answer the questions, taking a –2 status penalty to its Will save to resist the spell. After the spell resolves, or 1 day later, the head is released and rejoins its spiritual body. You can trap only one spirit in this way at a time.","category":"feat","pfs":"Standard","feat":["Spiritual Headhunter"],"rarity":"common","slug":"feat-6572"},{"skill_mod":{},"summary":"As you recuperate from your wounds, life energy flows from you to the land and back to you again.","primary_source":"Tian Xia Character Guide","trait_group":["Ancestry"],"primary_source_category":"Lost Omens","level":5,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6682","weakness":{},"name":"Nourishing Symbiosis","trait":["Yaksha"],"id":"feat-6682","text":"<title level=\"1\" right=\"Feat 5\" pfs=\"Restricted\" > Nourishing Symbiosis Source Tian Xia Character Guide pg. 80 --- As you recuperate from your wounds, life energy flows from you to the land and back to you again. During downtime mode, when you take the Long-Term Rest activity, you regain an additional 24 Hit Points after the first 24 hours of rest. You can use the Subsist activity during a long-term rest and don’t need to spend any additional time to do so. When you do so, fruits, nuts, and vegetables sufficient to feed 5 people flourish overnight around you, ripe for the picking.","category":"feat","pfs":"Restricted","feat":["Nourishing Symbiosis"],"rarity":"common","slug":"feat-6682"},{"skill_mod":{},"summary":"The primal magic in your soul offers the patient earth’s timeless counsel.","primary_source":"Tian Xia Character Guide","trait_group":["Tradition","Monster","Rarity","Ancestry"],"primary_source_category":"Lost Omens","level":9,"source_category":["Lost Omens"],"source":["Tian Xia Character Guide"],"type":"Feat","resistance":{},"speed":{},"url":"/Feats.aspx?ID=6689","weakness":{},"name":"Witness of Earth","trait":["Primal","Uncommon","Yaksha"],"id":"feat-6689","text":"<title level=\"1\" right=\"Feat 9\" pfs=\"Restricted\" > Witness of Earth Source Tian Xia Character Guide pg. 81 --- The primal magic in your soul offers the patient earth’s timeless counsel. You learn the atone ritual. When you use the atone ritual on yakshas and you roll a critical failure, you get a failure instead, and if you roll a success, you get a critical success instead.","category":"feat","pfs":"Restricted","feat":["Witness of Earth"],"rarity":"uncommon","slug":"feat-6689"},{"primary_source_category":"Lost Omens","source":["Tian Xia Character Guide"],"type":"Feat","speed":{},"weakness":{},"trait":["Archetype"],"id":"feat-6741","text":"<title level=\"1\" right=\"Feat 8\" pfs=\"Restricted\" > Majestic Proclamation Two Actions Source Tian Xia Character Guide pg. 94 Archetype Starlit Sentinel Prerequisites Starlit Sentinel Dedication Requirements You’re in your sentinel form. --- You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 minute on a successful check (and also blinded for 1 round on a critical success). You can use Majestic Proclamation as a single action if your previous action was Starlit Transformation.","feat":["Majestic Proclamation"],"skill_mod":{},"summary":"You announce your name to your enemies, bringing your constellation to bear in a blinding display.","primary_source":"Tian Xia Character Guide","trait_group":["Feat"],"level":8,"prerequisite":"Starlit Sentinel Dedication","source_category":["Lost Omens"],"requirement":"You’re in your sentinel form.","resistance":{},"url":"/Feats.aspx?ID=6741","archetype":["Starlit Sentinel"],"name":"Majestic Proclamation","actions_number":4,"category":"feat","pfs":"Restricted","actions":"Two Actions","rarity":"common","slug":"feat-6741"}]